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Shadowrun (Sega)/Group Items

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Group Items are items that you never actually equip or use during gameplay, but are important and usually vital to the plot. Most Group Items have some kind of effect on your party just by carrying them around -- whether it be allowing entrance to a restricted area, affecting your party's treatment by a gang, or any of several other effects.

Given the 'special' nature of most Group Items, the type of lists seen in the previous parts won't work here. So, for this part, you'll just see a plain list that tells you the purpose of each item and how to obtain it. Pretty simple, huh?

Eye-Fiver Ear CuffEdit

When your party is carrying this, you supposedly won't get attacked by Eye- Fiver gang members while walking around. As with all gang-'protection' items, though, it doesn't seem to work very well. You'll still get attacked, but with maybe slightly less frequency. Maybe. Oh, and by the way, don't expect it to have any effect if you choose to side with the Yakuza. You'll still get jumped by the Eye-Fiver Mafia lackeys.

To obtain the Eye-Fiver Ear Cuff, you need to meet Mauler, the boss of the gang. The Eye-Fiver hideout is in the lower-right region of the Penumbra District. Enter it and ask to speak to the boss. This will cost you 2,000¥ if your Reputation rating is 5 or below. If it's 6 or above, you'll be able to meet him for free. Once you've met him, ask him for protection from the gang and he'll sell you the Eye-Fiver Ear Cuff for 4,000¥.

This item will never go away.

Feathered ScaleEdit

The Feathered Scale is a plot-type item. It is the final ingredient needed by Spirit Eyes to perform the ritual that will tell you the identity of Michael's killers.

To get the Feathered Scale, you need to rescue Licourtrix while he's being attacked. This will only happen after you've met Spirit Eyes and have brought him the first two ingredients he needs. For details, see the "David Owlfeather" entry in Section V, Part 2b.

This item will go away once you bring it back to Spirit Eyes.

Gargoyle HornEdit

This is the first item that Spirit Eyes needs to perform his ritual that will reveal the identity of Michael's killers.

To get a Gargoyle Horn, all you need to do is kill a Gargoyle, which will then drop the item. No matter how many you kill and collect, you will only be able to carry one. Note that Gargoyles will only drop their horns after you've been given the quest by Spirit Eyes. For more info, see the "David Owlfeather" entry in Part 2b of Section V.

This item will go away once you bring it back to Spirit Eyes.

Gift for Lady GillianEdit

This is another plot-type item that has no real effect on your party. It is used as part of a test given by Lady Gillian of the Sinsearach elves. Your task is to return the gift to her in order to complete the first part of the trial.

When you bring Red Buffalo Woman the gift from Gillian, she'll give you this item in return.

This item will go away when you bring it to Lady Gillian.

Gift for Red Buffalo WomanEdit

This is a plot-type item that is used during the tests by Lady Gillian of the Sinsearach elves. You are supposed to bring it to Red Buffalo Woman who lives in the AmerIndian village. Doing so is half of the first part of the tests.

When you first agree to be tested by Lady Gillian, she will give you this item to be delivered.

This item will go away when you bring it to Red Buffalo Woman.

Halloweener PatchEdit

When you are carrying this, you supposedly won't be attacked by Halloweener gang members. However, it doesn't have much of an effect. You'll still get attacked, albeit slightly less frequently. Also, it has no effect on the Halloweener Yakuza lackeys attacking you if you decide to align with the Mafia.

To get this item, you need to meet with the Halloweeners boss. Their hideout is in the far lower-right corner of Redmond Barrens. Enter the hideout and ask to speak to the boss. This will cost 1,500¥ if your Reputation is 1, 1,000¥ if your Reputation is 2 or 3, and it will be free if your Reputation if 4 or above. Once you've met him, ask him for protection from the gang. He'll sell you the Halloweener Patch for 3,000¥.

This item will never go away.

Hell Hound PeltEdit

This is the second item that Spirit Eyes needs to perform the ritual that will tell you who your brother's killers are. Aside from that, it has no effect on the party.

To get this, kill a Hell Hound and collect the pelt it drops. Note that slain Hell Hounds will only leave pelts when you're actually performing Spirit Eyes' quest and have been specifically asked to find the item.

This item goes away after bringing it to Spirit Eyes.

Indian Lands VisaEdit

This item allows you to take a cab into the Salish-Shidhe wilderness. It's also known as a passport in various areas in the game and this FAQ.

To get an Indian Lands Visa, visit the passport lodge on Council Island. Ask to purchase a passport, which will be sold to you for 500¥, provided that you have less than 3 criminal records. If you DO have at least 3 criminal records, you'll need to get rid of them first.

This item goes away each time you take a cab to the Salish-Shidhe.

Landmark MapEdit

This item is the last thing you need before you can fight Thon at the end of the game. It is the second half of the map that shows the location of Ellisia's tomb.

To get this item, you need to have done everything in the game -- done Spirit Eyes' quest, found the Map Overlay, and joined the Sinsearach. After all this, you also need to have met with Frosty and Harlequin. After you've been specifically asked by Harlequin to find Vigore and Jarl, you must then ask Gunderson about Vigore. After this, go to the Rat's Nest in Redmond Barrens and you'll find the Landmark Map.

This item never goes away.

Map OverlayEdit

This is the first half of the map that tells the location of Ellisia's tomb. You need to have it before you can find the second half.

To get this, you need to have killed Ito Ogami. Then you must go to the sixth floor of the Renraku building and find it in a safe. For more details, read the "Mako Sochou" entry in Part 2b of Section V.

This item never goes away.

Ork ArmbandEdit

The Ork Armband will supposedly prevent Ork gang members from jumping you at random in the street. This isn't the effect, though -- it still happens, just not quite as often. However, it has an extra effect that will quickly pay for itself -- as taxicabs in 2050 Seattle are mostly driven by Orks, wearing the armband will permit you to get rides for free.

You need to meet Roadrash, the Ork gang boss, to get this. Go to the Ork hideout, in the lower central part of the Puyallup Barrens, and ask to meet the boss. This will cost 750¥ if your Reputation rating is 4 or lower. If it's 5 or higher, you can meet Roadrash for free. After meeting him, ask him for protection from the gang and he'll sell you this item for 2,000¥.

This item never goes away.

Package for current runEdit

You will probably have this item quite a bit from time to time while playing. It appears when you're in possession of the package from a Courier or Acquisition run. Pretty simple.

Well, obviously, to get this item, you'll need to take a Courier or Acquisition run and find the package. Duh.

This item goes away when it is delivered to either its destination (in a Courier run) or your Mr. Johnson (in an Acquisition run).

If you are arrested or killed, the package goes away as well, and your run is busted.

Prototype Cyber-heartEdit

This is the item needed to save Stark's life. Once you have it and deliver it to the hospital, Stark will recover and be available as a runner.

To get this item, you need to have found Stark and gone to Seattle General Hospital. Dr. Haversheen will ask you to get the heart. Go to the third floor of Fuchi's Penumbra District offices and retrieve it from a safe there. For more details, read the "Stark" entry in Part 2d of Section V.

This item goes away when you bring it to Dr. Haversheen at Seattle General Hospital.

Security PassEdit

AKA corp badges. Carrying these will make running corps a lot easier. They prevent you from having to fast-talk your way out of situations where a guard stops you and asks to see your ID. They don't work 100% of the time -- sometimes a suspicious guard will find you out -- but by and large, they are definitely worth having.

To get a Security Pass, call Max and ask him to make up a batch for you. The price will be 6,000¥.

Despite what Max tells you, this item will almost never go away, no matter how many runs you use it for.

Weapon PermitEdit

The idea behind the Weapon Permit is that it will keep Lone Star from harassing you about carrying illegal items. Its usefulness is limited, though, since you'll really only have to deal with such situations at the beginning of the game. By the time you can actually afford a permit, you should be able to talk (or fight) your way out of getting busted or otherwise bothered by Lone Star. If you have an extra 8 or 10 grand lying around, though, it's not a bad buy.

To get a Weapon Permit, ask either Henry J. Culver (who sells it for 8,000¥) or Sgt. Chillicutt (10,000¥).

This item never goes away.

SourcesEdit

This page uses content from StrategyWiki. The original article was at Shadowrun (Genesis)/Group Items. 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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