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Shadowrun (SNES)/Walkthrough

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The morgue Edit

You can examine your chamber to find a hidden piece of paper. Open the right freezer and take the slap patch within. You can either use it when you're near death, or hang onto it to use later (you'll need it to obtain the Magic Fetish, but you can buy a patch later in the game). Also notice near the bottom end of the room a scalpel on a tray. It is not easy to spot so use the hand cursor to locate it. Exit your room and the two men will be surprised to see you alive--surprised enough that they run into the next room, fearing you to be a zombie. Walk out of the building and somebody will be surprised to see you alive... he saw the hitmen kill you. He runs away for fear of being seen with you. Follow him into a dark alley. He will meet a bad end, but quickly go over to his body (past the enemy orc) and pick up and equip his weapon. Quickly kill the orc. Examine the Orc's dead body to find leather armor. Equip it. Go to the northwest and you will be greeted by a dog, but he won't be much help to you right now.

Your apartment Edit

This will be one of the most tedious parts of the game. Even with your weapon and armor, you are very weak. You must go to your apartment because it will be your home base, and there are enemies in a neighboring room which you can repeatedly pick off to build up. Go to the town square, then go to the southeast. Head up northeast from there and you'll come across a big red building. Enter it, then take the nearest door. You'll find an incapacitated or, perhaps more likely, dead body. Examine him and pick up his key: this is actually the key to your apartment. Take the note as well if you like. Exit the building (the other room just has enemies), go to the northeast and then hook around the corner to the northwest. Keep going and you'll arrive at your apartment building. Enter it, find apartment six, and use the key on the door. Listen to the message on the video phone on the wall, open the filing cabinet and take the ¥20, and pick up and use your sunglasses. (You look like a dork with 'em on, don't you?) You must also read the ripped note by the computer to get Sassie's phone number, although you can't use the information now until you have the credstick. Rest on the bed and save the game.

Now, enter the door just to the right of yours. Inside you'll likely find some enemies. Gun 'em down, take their nuyen, and repeat until you have 3 karma or are dangerously low on health. Go back to your bed and use your karma to boost your body attribute or firearms skill. Keep doing this until you have body and firearms at about 5 or 6; don't worry about boosting anything else as you don't need it right now. Once you have these attributes boosted, you should be safe until you reach the next major leveling-up area, the Caryards.

Exit the building and go to the southwest. You should now be in the plaza again. Look at the fence around the fountain: at the north end you will find a place where it can be opened. Open it to allow the dog to escape, and you get its collar. Pick it up, since you'll need it for a magic spell (any item that you need for a magic spell will give a distinctive sound when you examine it). Continue to the southwest to the next screen, and enter the building. We'll call this the "Glutman Building" because Glutman's office is the only thing of interest here. Enter the first door and defeat any enemies. On one desk you will see a small black object, a paperweight (use your cursor to help find it). Pick it up, since you'll need it to learn a magic spell. Now enter the second door, go up to the computer, and take the Cyberdeck. Exit the building.


This page uses content from StrategyWiki. The original article was at Shadowrun (SNES)/Walkthrough. The list of authors can be seen in the page history. As with Shadowrun Wiki, the text of StrategyWiki is available under the GNU Free Documentation License.

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