False Flag & Loose Ends

This is part of my playthrough of Shadowrun Returns: Dragonfall. The entire series can be found on the Ongoing Series page.

The Kreuzbasar

Returning to the Kreuzbasar, we met back with Paul Amsel. I showed him the discs we found in Green’s room.

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It’s hilarious to think that DVDs seem like such an archaic technology to the characters. However, by 2054 when all of this is supposed to be happening, I suppose they would be archaic, since they are already being phased out in 2014. Turns out though, that Paul doesn’t have a working DVD player. He does know who I could talk to about getting one though.

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Schrotty is a homeless guy that also scavenges. Apparently he makes a living off of the things he digs up, and he just so happens to have a DVD player. Of course he wants far too much money for it, but was willing to settle for a coffee — but not that Soykaf stuff! I retrieved the coffee for him, and the DVD player was mine. Time to see what’s on the discs.

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The discs are research that Green had been digging up. The legendary Dragonslayer Adrian Vauclair was on some bits of the disc, Green on others. At end of the last recording, we see what was the last thing Green did before getting fried — how he was when we found him.

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It was decided that Vauclair is the person we need to find if we’re to go up against a dragon. However, we don’t know where he might be. It seems Green was looking for him, and was killed in the process. Paul suggests that we talk to Alice, down in the Rabbit Hole. A quick U-Bahn trip gets me there.

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Getting ahold of Alice was easy. The difficult part would be coming up with her payment. 50k Nuyen isn’t exactly a small number. So we were tasked with doing odd jobs until we hit that mark.

False Flag

Samuel, a Troll residing in the Kreuzbasar had asked that we look into the Humanis compound, to see what they’re plotting. They are a known racist (against metahumans) group. We were to meet with Maxim, a smuggler, who would be helping us get to our destination.

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Of course, there was trouble along the way.

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This rival gang leader makes a claim on this territory, and though we might have been able to negotiate our way out of it, it was my thought that killing them would be easier. There even was an option to turn on the smugglers we were with, but I chose to let them live as well. I’m a nice guy, what can I say?

Inside the compound, things were a little too quiet. That didn’t stop me from reading up on some racist propaganda.

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Eventually we found our target, Volker Stahl, one of the leaders of this ridiculous organization.

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He was a typically insulting racist. Some of his cronies storm in, and we find that Dietrich’s nephew is among them. With a little convincing, the nephew shoots Stahl. Easy pickings.

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A fight ensues, and we have to blast our way out of there. When we return, I leave Dietrich behind to spend some time with his nephew, while we head out on the next job.

Loose Ends

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This battle starts right at the beginning, and rages on until we get to the back room where the “loose end” is being held.

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It was a pretty straightforward mission. We killed everything in sight, including the reinforcements that were en route during this shot.

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Upon opening the doors of the cell, the little bugger begged for his life. He says that his team was set up, and that sounded awfully familiar to us. Eiger didn’t care, she just wanted the contract to be honored. He started talking about matching our pay, along with giving us a little trinket that he invented. He even said that we should get him to safety, then claim we killed him to get double the money. Thinking about the debt we owed to Alice, I considered this and let him live — for a time.

As we were leaving the facility, some of the goons of our employer showed up. They basically gave us the ultimatum to kill the mark, or kill them. I decided it wasn’t worth it, especially because it seemed that he was a little twisted himself. Once he was dead, the goons said they would report our success to their employer. At that point, it was time to head home to check up on the next job.  On the U-Bahn, I received a call from Paul.

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A new job was already lined up. Good. However, in mid-conversation my vid-comm died, along with the train.

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What would happen next?

 

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Shadowrun: Dragonfall

After being distracted by some other titles, I finally got back around to Shadowrun. If you recall, I bought both the original game and the expansion in a bundle, so I just took a little break before diving back in. So here is the beginning of my playthrough of Dragonfall. Getting started, I had to create a new character for this new campaign. My last run was with an Ork Rigger, so I thought this time around I’d try a new combination. I decided I would try out a mage, as I always had one with me when I played through the base game. Dwarves had the highest starting willpower — a stat important for mages — so I created a Dwarven Mage. Potential Spoilers Ahead.

The Harfeld Manor Run

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As the game opens, you’re a runner who needed to start over. You rejoin forces with an old friend in Germany, and she sets you up as part of her team. She already had a job lined up, to raid a vault inside of the Harfeld Manor. Grabbing your gear from the van, you head inside.

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The manor is quite large. Large enough to fit a museum inside, and it’s tempting to smash and grab at this point. But, you have a job to do.

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Once at the vault, Monika does her thing. (She’s a decker, and the best person to hack into the vault access terminal). Suddenly, she jerks, and falls over. She’s having a seizure, and it takes all of you to hold her down and un-jack her from the matrix. By then it’s too late, but she does utter something that you make out to be important. But at this point you have more pressing matters. The vault turns out to be a huge laboratory, and security is on it’s way.

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You are prompted to survive for 9 turns. Some lowly security guards try to stop you, but they’re easy prey. However, when this big guy shows up with his mini-gun, you know this corp means business. After successfully avoiding your death (it doesn’t appear that he’s killable) an escape route lies before you.

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Outside you’re confronted by a heated Eiger. I failed to mention that before Monika died, Eiger forced the issue of having a “next-in-command” in case something were to happen. I was made next-in-command (go figure) during that discussion.

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Eiger claims that you were an incompetent leader, but the rest of the crew has your back, stating that you saved their lives. So it was back to your hideout to confer with the “boss.”

The Kreuzbasar

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The “boss,” is Paul Amsel. He’s already guessed that something happened to Monika, and theorizes that she must have been set up (with your help of course). He sends you to talk to the person whom she took the job from. It’s just down the way, in the Cafe Cezve.

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Altug Burakgazi is the contact, but he’s not the job giver. He says he can get you that information, but you have to do something for him. Cue the fetch quest! Sort of. He sends you around the little borough to reset some circuits. Then, he tells you that the guy you’re after is Green Winters, and he’s staying fairly locally. So it’s off to the U-Bahn, which is German for Sub way? Well, either way, that’s what it is.

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Next stop…

The Drug Pit

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The Drug Pit is a club/hotel that is filled with unsavory types. Drugs are on sale. Strippers are doing their thing. It doesn’t give off a friendly atmosphere. But, we weren’t here for the pleasantries. Gaining access to the elevator required some bribery, and digging through the hotel was a long process. Multiple floors needed to be searched, but eventually we found the needed information. Green was staying in room 405.

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Plot twist: Green is dead. It appears that he died in the same way as Monika, but had actually broken his own spine while convulsing. Disturbing. We raided his room but before we left, his vidphone went off.

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The mysterious man on the phone says that he’s in the Penthouse Suite, and that he needs help escaping. He was inadvertently captured by the “new management” when the entire place was taken over while he was still occupying the room. They didn’t say he was captured, but rather, they are now “employing” him. As an optional quest, I decided to go help him. We busted him out and he revealed that he is Blitz, whom is apparently a famous Decker. Upon our exiting the building, he joins the group. We headed back to talk to Amsel, whom we hoped would shed more light on what’s really going on.

That’s it for now. Stay tuned for the next chapter in my Dragonfall playthrough. If you missed my playthrough of the original campain, “Dead Man’s Switch,” you can read that here.