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Follow the dark path or use the light
Shadowrun Pack Shot




by Invisible Assassin

Shadowrun FAQ/Walkthrough
Jeroen Amin (Invisible Assassin)
invisibleassassin (AT) gmail (DOT) com

Welcome to my Shadowrun guide. This entire guide is based on the views of
author. Because the game is multiplayer only, the final conclusion of the game's
facets comes from the player, not the guide. This is not a standard FPS where
there is one and only one way to play. This is entirely customizable by the
player. As such, this is an intro to the basics of Shadowrun so that the players
and newbies alike can use the following information as a guide to a higher 
understanding of the game.

  Table of Contents

1. Controls
2. Basics
3. Races
4. Weapons
5. Magic
6. Tech
7. Maps
8. Legal

IF YOU WANT BUILDS PLEASE LOOK AT JAGOX'S GUIDE! I can't do it without making it
look like I was plaigerising since he's got everything covered.

    Version Info

July 9, 2007- First version done. It's got everything I can possible say without
	      ripping off JagoX's section on Builds. He's got that covered, who
	      am I to interject?

     1. Controls

Left analogue stick: Move
	Click to crouch
Right analog: Look
	Click to zoom
Left: Ask for help
Right: Order team move
Up: Report enemies/ask for revive
A: Jump
X: Reload
	Hold to pick up.
Y: Switch weapons
	Hold to drop.
B: Magic/Tech menu
RT: Fire
RB: Tech/magic
LB: Tech/magic
LT: Tech/magic

      2. Basics

Shadowrun is basically Counter-Strike with magic. That means it is a team
deathmatch with no respawns. You buy your weapons at the start of each round
and each kill or objective you get means more money for you. The difference is
that this game also features things like magic and technology that help you
move, kill and complete the match in more ways than Counter-Strike ever let you.
However, this also means that if you die, you lose your weapon. Also, like CS,
there are no overall unlockables. Each game is its own and has no bearing 
anywhere else. There are no unlockables for you to show off.

In Shadowrun, there are three gametypes:
Extraction- teams must steal artifact or kill the other team
Raid- one team defends the artifact, the other steals
Attrition- teams must destroy the other

Though all of these are slightly different, they can all be beaten by killing
off the opposing team. Attrition does not allow you to dispose of corpses.

Shadowrun is all about teamwork. Use your team and stick together and take out
memebers of the other team. Help each other out with Trees of Life and Ressurect
because not only does it help you win, it gets you more money. Hurting your team
will cause a massive loss of money. At the start of each round, you can buy
weapons, magic and tech. You are allowed any two weapons at once and you can
switch through spells on the fly. Like CS, it all comes down to you and your
team going against another team, both trying to wipe each other out or complete
the objective. Destroy your enemies' corpses or they could be resurrected.

Unlike CS, though, this game balances itself to create a balance of skill
between teams. The losing team will lose less essence from casting spells and
their corpses take longer to be destroyed The game also features bleeding out,
where you lose a constant stream of health until death. This happens if you
get stabbed in the back or if the person who resurrected you dies. The only way
to stop this is to stay next to a Tree of Life or get another Resurrection spell
cast on you.

       3. Races

Remember: there is no definite "good" race. Go with what feels comfortable.
This is not like Enemy Territory or Battlefield where a team needs certain 
amounts of character classes to win. This is about how the players use their
character races to win. While some races are better for some things, like 
scouting or assault, they can all be equally effective in capable hands.

Health:    7
Essence:   6
Top Speed: 8
Strength:  7

The natural all-rounders or the gaming industry. Not the best, not the worst.
They're statistically neutral. One bonus they do get is that they don't suffer
an essence penalty for using Tech. Another bonus is that they start of with
$2500 instead of $2000 like the other races. Being humans, they are faster then
the trolls or dwarves but not as fast as the elves. They do have the second 
most health, though.

Good-balanced, all-round
    -no essence penalty for Tech
    -extra money


Health:    5
Essence:   8
Top Speed: 10
Strength:  6

As usual, elves are fast, good with magic, weak and have the least health. 
However, what really makes this race is the health regeneration they get. This
makes them great for hit and runs where they can just rush in, do their damage,
pull out, heal and then do it again. Though this does take a bit of essence, it
is worth it. However, don't overestimate the speed rating. A heavy weapon will
completely sap the speed. An elf can be both the fastest and the slowest race
in the game. Even the shotgun, the perfect hit and run weapon, slows them down.
The strategy I use is to run up with a pistol or SMG and then switch to a
shotgun if I want to get in and out quickly.

Good-fastest race
    -health regeneration

Bad-huge loss of speed with heavy weapons
   -least health

Health:    10
Essence:   6
Top Speed: 6
Strength:  10

At the opposite end of the spectrum are the trolls. The highest health, the
strongest race but also the weakest with essence and speed. They are pretty much
the powerhouses of the game and, as such, suffer no speed penalty for using a
heavy weapon. They do have the ability of hardening their armour against attacks
so whenever they take damage, they get more of a resistance to damage at the
expense of essence. What does that mean? Don't. Attack. Them. Directly. Even if
you're an elf with a rocket launcher, chances are that troll will chase you down
and hit you with his own rocket launcher. Because of their massive size, though,
they make for huge targets. Also, they have the lowest amount of essence at 
their disposal, so the dwarves' leech ability will harm the troll immmensely.

Good-no movement penalty
    -strongest race
    -most health
    -harden ability

Bad-lowest essence
   -huge targets

Health:    6
Essence:   10
Top Speed: 7
Strength:  9

While the strength and speed aren't surpsrising, the essence and health are.
Most games peg dwarves as having little to do by way of magic and lots to do by
way of constitution. However, both these are balanced out by the fact that their
essence regenerates the slowest and they are the only race that can survive more
than one headshot. Their small stature makes them a smaller target and their
high strength allows them to handle the heaviest of weapons with relative ease.
Though the dwarves have no extremes, like the humans, they do have the neat
little ability of sapping essence out of players and magical items like Tree of
Life or other summon. This can lead to trapping the enemies into not being able
to flee as easily or use offensive spells. This can make them vulnerable. This
ability, however, can backfire because the dwarves can sap their own teammates'

Good-most essence
    -essence leech
    -critical hit resistance
    -small target

Bad-lowest essence regeneration
   -essence leech can be a team liablity

     4. Weapons

For some reason, all stats are rated out of a possible 7.

Ares Predator Pistol
Damage:       1
Accuracy:     5
Rate of Fire: 6
Ideal Range:  3


I find this pistol much more damaging than its stats let on. While you 
definitely should not keep this for too long, it can do its job well when used
right. I'd recommend using this for an elf early in the game to run quickly
before switching to a heavier weapon like a shotgun or sniper. Early in the game
is when the pistol is at its finest.

Ares HH.45 SMG
Damage:       1
Accuracy:     3
Rate of Fire: 7
Ideal Range:  3


Basically an automatic pistol. Still, it does its job well. Replace your pistol
with this as soon as you can. And try not to spray unless you're up really close
or else you'll just miss everything.

Racom 7.62 MM Combat Rifle
Damage:       2
Accuracy:     3
Rate of Fire: 5
Ideal Range:  6


Really effective gun. I will admit, it has been a long time since I have seen a
semi-automatic rifle in a game, but it is exactly what one expects it to be: a
powerful, accurate weapon that works well from a long and medium range. Up close
you might want a faster firing gun. Or a shotgun.

Racom Gutter Cleaner Shotgun
Damage:       6
Accuracy:     2
Rate of Fire: 3
Ideal Range:  2


A shotgun. Really, what can I say? It's really good at close range, not so much
at others. Heavy damage, slow rate of fire, the best CQC weapon.

Katana (Chi O Shakuhou Suru)
Damage:       3
Accuracy:     2
Rate of Fire: 3
Ideal Range:  1


Okay, now this was a surprise. I didn't expect a sword, or a third person view,
but the katana delivers. While I'm sure you all know this, it needs to be said:
only effective at close range. No, you can't throw it. Slicing and dicing is fun
and hitting someone in the back or anyone with a question mark (?) over their
head causes a bleed out. It only take a couple of hits to kill and with Wired
Reflexes, it can deflect some bullets. Don't expect to go cyber-ninja all over
the map, though. A shotgun will destroy you.

Vindicator Minigun
Damage:       1
Accuracy:     4
Rate of Fire: 7
Ideal Range:  4


Really? Only 1 damage? In real life, just one minigun bullet should be enough to
down a person. Anyways, the on of the heaviest weapons in the game. It needs to 
charge up before shooting (like every minigun ever) but once it does, it shoots
out a jetstream of bullets that no line of enemies can stand up to. A troll with
this is deadly. A troll with this and Smartlink is overkill.

Kinetic Labs XM-20 Sniper Rifle
Damage:       5
Accuracy:     7
Rate of Fire: 2
Ideal Range:  7


Your run of the mill sniper rifle. Two levels of zoom, slow fire rate, high
damage, perfect accuracy. Two shots to the body kills, one to the head kills.
However, dwarves can resist a headshot, so two shots to kill them. Always. Oh,
no no-scoping allowed either. They game doesn't let you. If you try to use this
in close quarters, I question your common sense. Unless, of course, you can pick
off people at point blank effeciently with this gun while zoomed in.

ArmTech Personal Rocket Launcher
Damage:       7
Accuracy:     1
Rate of Fire: 1
Ideal Range:  5


About as heavy as the minigun. Extremely slow fire rate but extremely high
damage. I'm not sure why it has such a low accuracy rating, but the rocket does
stray at longer ranges. Either way, it's the only weapon capable of taking out 
multiple enemies at once. And teammates. Watch out for that.

      5. Magic

Do NOT take the same skills every time for every race. That's silly. Mix it up
as the situation calls for. If you're the primary attacking Troll with a minigun
and a deathwish, you shouldn't take Resurrect. That's just stupid. Instead, try
Tree of Life. If you're a hit and run Elf with a shotgun, why would you need
Summon? I mean really. Why?

Tree of Life
Essence Use:  3
Essence Held: 0


This spell brings up a tree that heals everyone around it. That means you, team
members and enemies. Someone on your team definitely needs this spell because it
can really help turn the tide of a game. Anyone playing any role can use this
spell. Elves will not really need this spell if they play their cards right, but
a troll or human would do well to get this for backup. The tree can also be
used for cover but it can be destroyed by conventional methods. Or a Dwarf. They
will leech this thing so fast.

Essence Use:  4
Essence Held: 4


Someone HAS to have this on you team. Having this spell means the difference
between a win and a loss. After you use it on someone's corpse, it takes up a 
permanent 4 slots of your essence until the person dies. While a troll would not
willingly use this too much, it's perfect for a hit and run elf or a dwarf.

Essence Use:  2
Essence Held: 2


Brings forth a bunch of crystals that dish out damage on contact. They last 90
seconds but can also be destroyed. Perfect for blocking off paths used by
teleporters and excellent for guarding a relic. Can be used as an offensive 
spell too but that takes some practice.

Essence Use:  2
Essence Held: 0


This is great for pushing things. In fact, that's probably all it's good for.
Very useful if you need extra lift, push someone to their death or get some jerk
with a shotgun off of you. Especially useful for someone using Smoke. Guess what
happens when wind pushes smoke. Trolls might like this spell if the opposing
team likes to rush dwarves at them and everyone can use this against Gliders.

Essence Use:  1
Essence Held: 0


This basically turns you into smoke. You can only be hit by Gust since bullets
and explosions go right through you. The thing about this spell is that it will
slowly drain essence when in use and having it equipped make essence regenerate
slower and that's the last thing a Dwarf wants. However, it's a great exit

Essence Use:  3
Essence Held: 0


Now this is a really useful spell for everyone. Even more so than Tree of Life.
With this you can go anywhere quickly, escape quickly and hit and runs become a
breeze. Combine this with the Glider for some extra distance. Word of warning,
you can't Teleport with an artifact.

Essence Use:  4
Essence Held: 4


Summons a minion to fight with you. Their first priority it another minion, so
they are a valid counter to an enemy's summon. While certainly no substitute to
Resurrection, it's good in a pinch and having a helping hand is never a bad 
thing. Unless it's got a rocket launcher and no capabilities to determine the
difference between friend and enemy. Thanks, Treyarch, for doing that in CoD3.

       6. Tech

While these don't use any essence, they do perpetually take up essence for every
race other than the humans. The elves are the most heavily affected while the
trolls are not.

Essence Loss: 0


Okay, the official site bills this as a weapon. Nevermind, in game it's a Tech
skill you get from the start. It works just like in Halo, really. Hit the button
and the grenade is thrown. Use effectively because you can only hold two at a 

Essence Loss: 2


This lets you essentially float in the air. Use this to jump long distances or
to break a fall. Feel free to use it to bring in some death from above, 
especially if you're a Dwarf. Beware Gust and snipers, though.

Enhanced Vision
Essence Loss: 3 (2 for Trolls)


Lets you see other players regardless of walls or obstacles. Hit Up to give
enemy positions to your team. Especially effective when using hit and run 
tactics with the Teleportation spell. This only lasts a few seconds, so be 
quick. You will know if an enemy is using it on you if you see a red circle
expand across the screen.

Essence Loss: 2


This helps accuracy by activating a laser sight on the weapon. While this does
mean everyone can see it, it also means that if the source is a minigun being
held by a Troll, run. It makes firing full auto more managable with the SMG as
well. Smartlink also increases the level of zoom on the Sniper Rifle and Rifle
by one.

AntiMagic Generator
Essence Loss: 0


The Dwarves' ability in a can. It's like a grenade that activates a field that
steals any intruder's essence and destroys anything magical. Like a Tree of Life
or Strangle.

Wired Reflexes
Essence Loss: 4 (elves), 3 (dwarves), 2 (trolls)


This sacrifices some health for more speed, jump and faster reloads. Almost
essential for rushers or hit and run players. Used right with a troll, it can
make them uber deadly. Nobody wants a troll running right after them with a 
minigun, especially if they also have Smartlink. Especially good if you're 
running an artifact.

       7. Maps

These strategies are only tips. They are not, nor ever will be, ways to help you
get better at the game. They are not in-depth looks at each map detailing each
and every way to traverse them. Instead, they are descriptions of the three
main areas of action in each map.

Power Plant

The tutorial and demo level. Has a little bit of everything, so a good all-round

Outside- Large open space, great for sniping. I don't recommend rushing anything
         out here as there will be plenty of angle to be slaughtered from. There
	 are a lot of rooftops here where you can take a good vantage point.

Inside- The artifact is in the corner of the room, on the first platform up.
	The office roof here is a great vantage point but there are many ways to
	get up there, so enemies can easily sneak up on you. There is enough
	cover to do some rushes, but still enough space to be slaughtered from
	North North East or something.

Basement- A series of hallways which are great for any Troll with a minigun or
	  a Dwarf with a shotgun, especially if he has Wired Reflexes.

Roof- Extraction point for the artifact and so high up, sniping won't help. The
      only way up is a ramp.

Dig Site

Lots of medium range battles here, so don't rely on snipers or close quarter
fighters much.

Courtyard- Where lots of action is. Exit for the artifact is here. Teleporters
	   can easily get to the backyard from here. However, there are multiple
	   paths to the artifact, so try and secure them, defenders.

Hall- Where the articaft is. There are a bunch of ways to get in here, so there
      is always someone getting shot up. Stay high.

Caves- Great to move across the level and even better if you're a Dwarf with a
       shotgun. Now it is pretty wide here but some areas are incredibly narrow
       so use them to ambush.

Red Room- Nice place to get a team together as it only acts as a room that 
	  brings the Caves to the Courtard, meaning only two entry and exit
	  points. I wouldn't suggest staying in there, though.


Lots of close quarters here, but also lots of straight paths for anyone with a
Rifle or SMG. The Plaza is especially great for a tank.

Alley- Where RNA start and Lineage exits, there is a great sniper tower.

Plaza- Where the artifact can be found. Huge, wide open area with no real hiding
       spots. Great for a troll with a minigun as he can just slaughter 
       everything. If you're going in as a team, someone needs to cast a Tree of
       Life here.

Streets- Very narrow. This is the ideal map for any close quarters builds, like
	 a Dwarf with a Shotgun or an Elf with a Katana. Grenades work wonders
         here, too.


Really, a bad map for snipers. Lots of medium range combat and open places so
use a tank or two.

Courtyard- Really, nothing more can be said about places like this. You should
	   know how to take care of it by now. Get a tank, a Tree of Life, or
	   a player who is way too good with a Sniper Rifle and you're fine.

Lobby- Ah, the eponymous location. It's also where the artifact is. It's also a 
       big area, so use a tank. If you have someone who can aim a rifle, they
       can do wonders from the stairs.

Tower- Like the Courtyard but with more ledges you can camp on if you really
       want to. Cover the stairs.


Now this is a very different level. You can actually fall to your doom! Any
sort of class will work here, so mix and match.

Platforms- Jumping and gliding is very important here, lest you fall to your
           doom. Also fun to use here is Gust, for obvious reasons. Oh, and see
	   the big beam of light? Don't jump in unless you have the artifact.

Ring- Lots of walls around here so Teleporters will have fun, especially if
      they're using hit and run tactics. There are still tons of paths to the
      artifact so set up Strangle in some places.

Ground- The very lowest level of the... uh... level. Teleporters, this is your
	place to shine. Go through the ceiling to make a grab for the artifact.

Nerve Center

Another map with a little bit of everything.

Atrium- RNA spawns here, but Lineage exits here and the only way there is a
	staircase. If someone gets onto the deck, use Gust to blow them off
	to thier doom!

Hangar- Lots of traffic here, where the artifact is. Artifact runners often use
	the ladders here. Runners, use the maintenace floor at the bottom

Hall- Lineage spawn. Teleporters and Gliders will get through here easily but
      snipers can also do well here. Two entry points, so beware.


This map has more than its fair share of close quarters battle but it also has
lots of halls. Sniper spots are plentiful here. Teleporters will be extra 

Offices- RNA spawn. Lineage exits on the deck but they come into the room from
	 the entrance, so it would be wiser to guard that instead. Teleporters
	 will drop in quite a bit too.

Middle- Artifact is right here. There are lots of places for snipers but there
	is also lots of cover. Teleporters can move through here easily.

Communications- The same thing as the Offices, really. The control room is a
		good place for a Tree of Life.


This is probably the best sniper map in the game. Tons of ledges and elevations.
There are tons of hallways too, so an SMG or Shotgun will work great.

Apartments- Lineage spawn. Great place for sniping.

Building- Where the artifact is. Rooftop there is another great sniping spot in
	  this level. Teleporters can come from below as well, so watch out.

Backyard- The exit point and it's actually kinda hard to get in. The ladder is
	  the main source of slaughter. I recommend teleporting in and trying to
	  clear any defense out.

Temple Grounds

This, too, is another great sniping map. Much more medium and long range battles
than Poco.

Front- Stay up as high as you can. Enemy snipers will destroy you otherwise.
       Take cover and assault for the Tower instead of the Temple.

Tower- Great sniping spot. Climbing it makes you an easy target but since the
       ladder is the only way up, you should be good for a while especially if
       you cast Strangle at the base.

Inside- This is where the most action is. Stay up high here too and pick off all
	the enemies that come in from the many entrances. Use the scaffolds to
	get out.

       8. Legal

This guide is Copyright (2007) to Invisible Assassin
You have permission to print this guide as long as credit is given to me. 
Do not plagiarize please. I have worked hard on this guide and I would not 
like it to be passed off as somebody else's.