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Post by abysmal on Feb 9, 2014 11:27:48 GMT -5
**Warning: This walkthrough was posted about a year ago. Yea, a year. Now, think about the updates this game has had since then. Did you do that? Good. That stands to mean this guide doesn't contain new stuff like Aim or Grapple, hunds, and more importantly the Ladder Connector system now implemented. With all the new stuff, I kinda just stopped because Tutorial Steve decided to shoot things up. So, soon his dimensional brother Tutorial Sten will pick up the slack. Updating soon.
I'm gonna slowly work on updating this. I'm not gonna be super detailed as newer players should read the in-game manual, but as I add to it it will eventually cover the whole tutorial.
I'd thought what I'd do, was pretend I was one of those deaf-mutes- Catcher in the Rye/G.I.T.S SAC
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Post by abysmal on Feb 9, 2014 11:29:12 GMT -5
Made, not Born is a tutorial for Cyber Knights that explains practically every aspect of Cyber Knights save the Matrix. This guide was written to provide a detailed explanation of what to do in case something is forgotten, as well as show how many people get around in the dystopian world of the NBZ. Your experience may vary based on class and your own allocation preferences. The character I made is Tutorial Steve (TS for short). He is a fresh CK and a Gunslinger. Act 1 Part 1: Training- Moving around and complaining.We first start out with an interesting conversational piece between TS and a contact he knows named Luka. We learn that you are a Runner but are about to have a shady operation to install a quantum computer installed. It's also very shady. Fun. A few days later, we are released into a small playground, with very low health, no money, 5 xp, and a really crappy horoscope. TS is now a Cyber Knight, and also a bit clueless as he rambles about the doctor, how to move, etc. I'm gonna first explain the screen. First, you have a picture of TS, and two bars, one red with four bars, one green with two. The red bar represents your HP, and if it runs out, you die. The green one is your MP, and it influences a bit in combat. You die if that runs out too. The picture of TS opens up a menu with some information. The Status screen is, imo, useful only to see how tired TS is. The Attributes is important because here we actually see what makes TS so weak. We have a list of stats, attributes, and math... read the manual for a list of what they do. Team is useless for now. Back on the main screen, below your epic head you will see a giant square with two smaller squares, one clear and one yellow. This is your map, and you are in the yellow square. Soon you will see red squares, and that will show you what specific area has an objective in it. It does not explain operations. If you press on giant square, you will get a more detailed map that allows easier travel. I'll explain this in a second. You will also see two squares to the right of the big square. This does things like alert you if you are followed, know about info being circulated, or are almost out of ammo. Finally, you have four rectangles labelled heat, rep(utation), upside-down Christmas tree (I think it's called credits...christmas trees would be weird), and XP. Heat is how much attention you have, and negatively impacts you (bigger hit squads). Reputation is how much a local group likes you, and if red, adds to your heat. Christmas tree is your money, and XP is obvious. Now that that's out of the way, press your map and double tap 'Data Terminal'. TS will start walking there, stop for an internal monologue about how to do what we just did. Tap the play button on the very bottom and he'll start walking. You now know that play means Continue on your path. Get used to these buttons. docs.google.com/file/d/0ByTo_a4SmcyGc0lWbkhGT0t2WFk/edit?usp=docslist_apiOnce you reach the terminal, TS is going to talk about how to use a phone. This is mostly background, and all you need to know is to tap on the terminal, then press the phone button. We only have one contact, Luka (Fast-car) Porsche, so call her up. After talking about survival and more importantly the End of the Road bar, the convo will end, and we have a new place to go. Fortunately, its just South-east of the terminal. When you see the door with the sign "Bar" next to it, step on the concrete doormat (literally) and then tap the door. docs.google.com/file/d/0ByTo_a4SmcyGT3VGY2o0T1Vmd1k/edit?usp=docslist_apiThe first option will advance the story and give you a new contact as well as steps for installing contacts on your computer. The second option is backstory (buuuttttt...you clicked on it anyways right?). docs.google.com/file/d/0ByTo_a4SmcyGbDdjS2FuUVVQbVU/edit?usp=docslist_apiWhen you are done chatting, press on the gun option on the bottom. In Carried, which is your backpack, you will see a Chip with Max Mercer; tap and install it. Equipped is pretty obvious. If you tap anything here and confirmed, you take it off; you will have to go to carried and repeat the process to re-equip. docs.google.com/file/d/0ByTo_a4SmcyGbDdjS2FuUVVQbVU/edit?usp=docslist_apiGo back to the Data Terminal and call Max this time. Blah blah blah hurt...blah blah blah medkit...blah blah blah Heaven's Pharma. Pretty much, you are going to go there. So...go there. Now... it's directly north of your location, or use the map option to travel there. docs.google.com/file/d/0ByTo_a4SmcyGa2tkc1duTjRpUnM/edit?usp=docslist_api At the doormat of excellent concrete, tap on the door and choose, the first option. You'll hear chat that will make you suspicious of Max, but more importantly, score a free Medkit. Do not use it. This medkit will heal you to 7, but picking up the medkit triggers a new chat from Max. You may end up needing this kit later rather then sooner. (Note: if you increase your electronics, eventually medkits will be saved for another use. I think. It only happened twice to me. in the two years I've played). Now back to the terminal. Call up Max and he'll acknowledge that you look tired. He'll give you 25 bucks that you can use at the Gaslamp (northeast) of the terminal. Go there and choose the first option. From here, you can spend your 5 xp if you want. I prefer to wait, but that's just me. Go back to the terminal, and observe your green bar and health. They should be at 7 and 5 (if you are doing it my way) respectively. docs.google.com/file/d/0ByTo_a4SmcyGa2tkc1duTjRpUnM/edit?usp=docslist_apiAnd now you know your basics. Next up, Part Two: No money, no problem.
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Post by abysmal on Feb 9, 2014 13:48:05 GMT -5
Act 1 Part 2: No Money, no Problem.
Now that we got some health and some mental faculties back, we still need to talk to Max. Go to the Data Terminal and call him up. Now, he mentions that we need some armor because being a cowboy is just for looks. So, he wires us 550 trees and we are to find out about armor. Next stop is Tunnel Guns. This is North of Heaven's Pharma.
At Tunnel Guns, the first option has the owner explain how armor works. While all values are helpful, Ballistics is way more important than Deflection, as most foes like to shoot you, not hit you. For now, get the Rapid Transit Coat, which should be ¥383, assuming you are playing the same way I am. Equip it. You should, assuming you did everything I am doing as well, have ¥167 left, and a fancy new jacket, so let's go to Mercer.
You are (finally) gonna get some missions, but from a guy named Frederic Flynn, aka FF. T.S. also convinces Max about some money, and gives you some more money. You should have ¥517 atm, so go ahead and load up that Chip. We are actually going to stop by Heaven's Pharma, but not for Medkits. Instead, buy four Stimpacks and three cramshots. Then go ahead and spend all your cash on the Gaslamp. Atm, I have exactly ¥1, but 8 Physical and 7 Mental. You can now last a hell of a lot longer then what you could. Stimpacks buff your MP enabling you to act faster in combat. Cramshots temporarily reduce the effects of exhaustion. When you are exhausted, go and take a cramshot. Now let's make some money. Go to the terminal, load up FF's chip if you haven't done so, and call him up.
Choose the first option, and you'll learn that FF gives you jobs for the Fennian organization, and because you suck, you are going to start off delivering messages. If you improve your reputation, the second option will tell you if he will give you more jobs. So...it's time to start doing these jobs. Most will be here so when I start the next paragraph, we will have started job tier two. Also, I will not buy anything except for stims, crams, or hotel stays. Don't be surprised if my cash amount differs from here on out. For any places you don't know, after accepting a job, the sector will be red for where you will deliver. Just get to that sector and use fast travel (sorta) to get there. Any bold destinations are your objectives. Also, the Gaslamp owner will give you a dirty look. If you stay there consecutively, you won't lose any heat.
At Reputation 9, I advanced to tier 2 missions with Flynn. Before taking any more assignments, I went ahead and improved my Intelligence, which took me from 9 xp to 1 and cost me ¥25 for staying in a hotel. In cyber knights, acting before your opponent is crucial to your survival, as well as acting multiple times. Dexterity, Intelligence, and Perception are essential for this. At reputation 12 (for me) Flynn will talk about combat training and give you ¥300. We aren't going to continue that topic just yet. Just do more jobs.
Now, for a while you were doing these jobs against Los V and Streets. Many of them don't like you, and carrying packages increase your heat. If you get into a fight, you can take em on, or because a package isn't worth heat, just run. Either option gives you one xp. In Los V territory, if you run out of jobs, run to Canalside Hotels and use the phone to get another one. More often then not, they will be in Los V territory, which is very convienient for you. Once you get a couple hundred more, the next bit starts. At reputation 20-ish, I increased Stealth to 2, Negotiate to 2, and Body and Mind to 3. Stealth is very important for running away, negotiate gives us slightly better rewards and lowers the cost of equipment. We need to raise Body and Mind to raise other things. At reputation 25, you will get tier 3 jobs (escort service, and no, not that kind). Now, at this point, I have ran from every battle, killed no one, and not used any items. I have, currently ¥2725 creds at the moment. Life is pretty good, but we will need to upgrade soon. Let's go to Tunnel Guns and get a Blasta-Gun, a non-lethal alternative to our guns right now. If you are feeling confident, sell both of your Lightfire Pistols, and let's see about combat training... in Part 3: Shady Deals and Cutthroat Businesses.
I'd thought what I'd do, was pretend I was one of those deaf-mutes- Catcher in the Rye/G.I.T.S SAC
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Post by grävling on Feb 9, 2014 15:18:48 GMT -5
If you are a Sniper -- and you said that you would do this as a sniper --you do not have 2 lightfire pistols. That's the Gunslinger start.
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Post by abysmal on Feb 9, 2014 15:28:31 GMT -5
Crap...ill edit it but I'm certain i chose Sniper.
Edited to be Gunslinger. After this one I'll do the Sniper one on Crazy or something.
I'd thought what I'd do, was pretend I was one of those deaf-mutes- Catcher in the Rye/G.I.T.S SAC
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Post by Jacob on Feb 9, 2014 15:32:54 GMT -5
Dang. Then, I guess, there's no need for mine.
Gonna try yours as soon as it's done. Happy walking through (or however you'd call that
Sent from my broken HTC Desire C using proboards. Anyone's got a fan?
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Post by abysmal on Feb 9, 2014 15:33:45 GMT -5
Act 1 Part 3: Shady Deals and Cutthroat Business
Going back to the terminal, we learned that French Fries had something combat related. Go ahead and talk to him, and he advises checking out Tunnel Guns and then the Gaslamp. Go ahead and take care of your gun talk and then head over to the Gaslamp.
Here, T.S. makes a joke that I really don't find funny, Mallor agreeing with me, and then has you deliver a message to Shady Dusty...you are going to kill his bodyguard, but you have to find him. It's really not that hard since he likes boozing it up. Learn about stimming up from Mallor and then make yor way over to End of the Road Bar. Whitey isn't here but you are referred to Heaven's Pharma. Heaven doesn't like losing business, so pay her to get his location, which is at Drip Side drinks. When you get there, use two Stimpacks and engage Whitey. If he wins initiative, on your turn, move away from him and zap him with your Blasta-gun. Two hits should be enough, and non-lethal guns don't impact you heatwise like lethal weapons do. Return to Mallor.
With Whitey dead, Shady should start playing by the rules, but in the meantime, Mallor has a run that requires meatshield to come with you. Get any Stimpacks you think you'll need, then talk to Mallor. You are going to enter a special map to blow up a tunnel. Pretty standard stuff as long as you can avoid being ganged up on.
Go to the Big Dig Taxi and chose the first option. From here, pan the screen to the left until you see some cages, go there, deal with any thugs or hounds, and eliminate them. There are 4 cases: One has armor, one has some amazing medkits, a third has imaginary money, and a 4th has a new computer. Immediately equip the computer and new armor, and then go to the dark blue tiled area. Blow up the site and then cheer as you just got some big gear.
Back in our world, talk to Mallor. He tells T.S. about multi-job computers, scolds you for being excited, and informs you that Max would like a word with you. Ignore the Heat warning since a recent update removes all heat when upgrading to a new computer.
At the terminal, Max tells you that you have access to the Black Row. For now, we need more experience and money, so do more jobs for F.F. Once you get Dex, Int, and Perception to 3, go to Big Dig Taxi and let's get us some gear.
Here, check out the Scissors and laugh at their display. The two you'll probably notice is the firearms Skillsoft, and the athletic add-on. Right now, the athletic one is useless as we are going to be alternating between sneak, firearms, and athletic skills, and we are going to find a weapon here that should make our high paying missions a hell of a lot easier. The other ones are good together, but we need XP, and we cannot afford to lose the little we gain. Don't buy the loft since you can go to the End of the Road Bar to burn off heat much faster.
For now, go to Metal Mania and grab the Strumwhelger M2 and two Autobelts. Go into your inventory and select them. Now you have a decent ranged weapon. Leave the Black Row and do some Jobs.
After getting about 18 XP, I went and buffed Stealth and Firearms. Currently, they are both at 4. Now we are getting to where combat is getting easier and easier. By Stimming up to 10, we are at 9-10 AP per combat and are flat-out running circles around Los V. At around 55 rep, FF tells us to talk to Luka as we are ready to go uptop. But, Mallor has another assignment for us. Let's not keep him waiting.
Next Part: As the Dust falls...
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Post by abysmal on Feb 10, 2014 11:48:57 GMT -5
Act 1 Part 4: As the Dust Falls...
So, Shady Dusty didn't quite get our message. He actually is trying to prove that he's better than our employers, so he and his gang must be made into an example. Again, we get our good friend MeatShield and need to take a taxi. Buy any ammo and Stimpacks you need and get going.
When you get to your destination, tap the door you are infront of and check out the chems. Hedlozz is a fairly fun drug to use because at the cost of 1 heath, you gain 3 MP. Buy these and heal if you feel the need, then go to the very bottom of this map.
Now, this is actually a really easy fight. First off, T.S. can literally stay in the same spot the whole fight. Why is this you wonder? In every fight, you get a readout of health and mp of each combatant. Everyone has 3 MP, including Dusty. Just position your shield somewhere to direct attention and start zapping with the Blasta-Gun. You won't have any trouble.
Go back to the Drug Den and head back to the Tunnels, and then to the Gaslamp. Mallor tells you that you did an amazing job killing them (it was literally easy) and that you get ¥2000 for completing it. Teary goodbye and all that Jazz (but we will see him again). We aren't going to go up to the NBZ until Firearms, Stealth, and Athletics are at 5 each. Do more jobs until you hit that point.
After completing all that training, doublecheck the Black Row and buy anything you may need. An item of mention is the Hades Hardsuit, but we are still decent enough that we won't need it until we hit corpland in a bit. But you can definitely get it now if you need to. Also, if you want to do some jobs for extra cash, but money is mostly better in the NBZ.
Talk and complete every conversation with Max, Flynn, and Luka. You do NOT need to have a cyber implant to advance. Just lie (you sneaky devil you). The last convo will let you know two things: one is that you need to go to the Taxi; the other is you have a choice to make: stay with Fennian (and ultimately Mars) or be independant. Go to the Taxi and head on out to the "paradise" that is the New Boston Zone. You'll hear a mini monologue, take one step, and then make your choice. And thus, Act One is concluded. Next Act will cover the NBZ part of MnB.
I'd thought what I'd do, was pretend I was one of those deaf-mutes- Catcher in the Rye/G.I.T.S SAC
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Post by abysmal on Feb 10, 2014 12:00:59 GMT -5
Current T.S. Stats
Body and Mind are both at 3. Strength is 2 -Athletics is 5 -Brawling is 1
Dexterity is 3 -Stealth is 5 -Firearms is 5
Intelligence is 3 -Electronics is 0 -Hacking is 0
Perception is 3 -Negotiation is 2 -Intimidation is 2
AP is 7, Initiative is (7+MP Bonus)+D10
Still using the Blasta Gun and the M2 as my weapons of choice, mostly the Blasta gun to keep heat and rep gain/loss to a minimum. I didn't buy the Hades Hardsuit because I'm greedy, so I'm still using the armor from the Los V vault, and soon we'll be grabbing a Job 3 computer.
If you have any questions, let me know and I'll answer em as best as I can.
I'd thought what I'd do, was pretend I was one of those deaf-mutes- Catcher in the Rye/G.I.T.S SAC
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Post by grävling on Feb 10, 2014 14:53:25 GMT -5
Good job writing this. A suggestion -- Brawling has great defensive value. So put 3 points into this even if you never intend to hit anybody with your fists, ever. www.tresebrothers.com/cyber-knights/game-manual/#Skills This is one of the things I think new knights overlook when reading the manual, so a good thing to have in a walkthrough. Just a thought, at any rate. Keep up with the good work.
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Post by abysmal on Feb 11, 2014 8:25:20 GMT -5
Well, any player is more than welcome to do that. I tend to avoid raising Brawling until after I get jobs dealing with Bravestar, Knights, or Yakuza. Gangers in my experience are too slow to keep up with me so the only ones that can hurt me are the gun ones and my super taser deals with them easily enough.
I'd thought what I'd do, was pretend I was one of those deaf-mutes- Catcher in the Rye/G.I.T.S SAC
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Post by grävling on Feb 11, 2014 8:53:46 GMT -5
Aha. And since I start life in the NBZ doing jobs either against the Yakuza, (or for them if I want their favour, I find that I need the brawling as soon as I arrive. But I also tend to fight taser-glove and rifle, sort of like rapier and main-gauche, so perhaps that too is the reason.)
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Post by abysmal on Feb 11, 2014 9:08:42 GMT -5
Yep. In MnB, the Blasta-gun tends to be better. That's why I was pushing raising Firearms to 5 before even touching the NBZ. Now then, the next bit of xp will probably go to Firearms, Stealth, and Int, Dex, and Per since we still need a bit more AP. I usually get cyberware around moxa's turnover that boosts my athletics so I'll just do some weird Matrix stuff to kill my enemies. I'll probably end up downgrading my weapon to a Fallaugh Loader since that shotgun just obliterates everything, and by Firearms 9, you really don't miss.
I'd thought what I'd do, was pretend I was one of those deaf-mutes- Catcher in the Rye/G.I.T.S SAC
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Post by grävling on Feb 11, 2014 11:20:08 GMT -5
Interesting how many different ways there are to do well in this game. Your way sounds like fun.
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Post by abysmal on Feb 11, 2014 12:03:05 GMT -5
Not just that but you get to keep a 7 health medkit in the beginning Personally, I find surviving combat is harder in the beginning so I always work at improving my AP and combat skills. If you want to do well in this game you have to play dirty. In assassination missions, I taze all combatants between me and my target and bolt. With capture, I tase anyone who doesn't have a gun. Trust me...it sounds silly but it's super effective and cheaper then loading your sniper rifle every three seconds. I'm kinda expecting rabid to reply about tazing somewhere now. I'd thought what I'd do, was pretend I was one of those deaf-mutes- Catcher in the Rye/G.I.T.S SAC
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