recursal/Fanatic-Fandom huggingface dataset:
Reach Fixer's Hope

## Information

This quest is released simultaneously with **"Escape!"**. From Raycast's instructions, you are required to escape your apartment and reach a place called "Fixer's Hope", hence the quest title.

## Walkthrough

Upon completion of **"Escape!"**, climb down the ladder and run through the tunnels, while looting the box on the ground for some items. Run across the dodgy piping to fall to the next portion of the Sewers, known as "Harbour Hall".

As you land, you meet a group of people calling themselves the "Seeders". You are introduced to Lorraine, the leader of the Seeders, and her 2 henchmen. Go through the dialogue (the innocent way) until you reach a point where she wishes to check through your pockets.

Assuming you used that recently-obtained skill point from the end of **"Escape!"** on your "Charisma" trait, you will have 2 potential options available to you to progress through the dialogue. Otherwise, you are stuck with the 1st option.

1. Go through the normal dialogue options to trigger the fight sequence. You must take both henchmen down before Lorraine becomes attackable.
2. Successfully "CONVINCE" Lorraine to leave you alone, avoiding the fight altogether. Choosing this forces Lorraine to become a standard NPC, and the henchmen become dormant. For the best context, talk about the fact that you were being hunted by Armagear goons just moments ago.

**NOTE:** The 2nd option only applies to the 2 henchmen standing near Lorraine. All other goons in Harbour Hall remain hostile.

After dealing with all of the enemies and plundering all of the rooms, exit Harbour Hall via the left end.

Deal with another quest given by a homeless man named "Ace" **(see "A Bridge Too Close")**, unlock the gate, and escape the Sewers.

Once out, make your way through the tunnel and climb up the ladder to the street level. With a truck in your way on one side, and a halting screen on the other, you have no choice but to enter the door to "Fixer's Hope".

Watch the cutscene. After that, the quest ends. **[+$500, 500 quest experience]**
Get to Tony's

## Information

Completing **"Reach Fixer's Hope"** will unlock this quest. This quest introduces you to one of the game's major secondary characters, "Decker", and the slightly less-than-major secondary character, "Tony".

## Walkthrough

Despite escaping to Fixer's Hope, you still happened to be followed. Armagear looms closer on you and Decker, and he ushers you out the back entrance. Your mission is to get yourself over to Tony's place. It will serve as a safe house for the time being.

When you exit Decker's room you will emerge in the "Back Alleys". "Tony's" is situated on the other side of the long stretch. Between you and it, there are a couple of goons to deal with. Kill or stealth your way through to the other end of the Back Alleys until a cutscene is triggered. Dex persuades Tony to let her through the steel door.

After the cutscene, go through Tony's dialogue as you see fit. At some point, Decker will show up demanding to be let in as well. As soon as Decker makes his appearance, the quest ends with standard rewards. **[+$500, 250 quest experience]**
Escape!

## Information

This is the main tutorial quest for "Dex" when you start a new game. It introduces you to your protagonist, the environments, and the major movement/combat controls. It also introduces the secondary character, "Raycast", as well as the game's security conglomerate/enemy, "Armagear".

## Walkthrough

After your introductory cutscene, you wake up in your apartment to a person by the name of "Raycast". He informs you that Armagear security forces are storming the building looking for you, and forces you through one of the game's major features, the "Augmented Reality" (or AR) interface. Use this interface to hack and jam the elevator doors, forcing the Armagear goons to find an alternate pathway. After the pleasantries are dealt with, collect the few items in the room, and exit the room via the apartment's balcony.

The rest of the quest requires you to long-jump, ledge grab and roll (among other things) your way through the city rooftops, beating up one sub-standard enemy, and performing a "Silent Takedown" on another.

Make it through the large fan-blade area, and interact with the elevator platform at the end of the long stretch.

After the opening credits, you transition to the Sewers, and the quest ends with standard experience rewards. **[200 quest experience]**

 N/A
Stop the TruBody Gang

## Information

To unlock this quest, you must speak with Dr. Niles before heading to the Docks, during the main quest **"Get Augmented"**. The dialogue option will show up only then.

## Walkthrough

You get this quest unlocked about 3/4 of the way through **"Get Augmented"**. When you get wind of TruBody's next target, go talk to Dr. Niles in his clinic. He'll tell you to hightail it over to Warehouse 22 near the Docks before the TruBody Gang sabotages the implant stores. Before doing so, Dr. Niles also suggests for you to place a tracer on one of the crates the gang will intend to steal, so he can locate their hideout.

Go to the Docks, and work your way through Warehouse 22. After grabbing the Neuroweave, interact with one of the nearby blue crates to attach the tracer.

Return to Niles' Clinic and tell Niles what you did. He'll follow the tracer to the TruBody Gang's location, which happens to be in Taijo of all places. Head to Taijo, and walk all the way right. A new location has been opened up for you; the "TruBody Hideout". Explore the outside and the inner complex, and bust some heads while you're at it. Once you clear out the entire place of thugs, the quest updates. Head back to Niles' Clinic and tell him the good news.

With the TruBody Gang out of the picture, business should pick up again, and the newly incoming implants should be 100% safe. The quest ends with Dr. Niles giving you a one-time 10% discount on any implant of your choice. **[10% discount on implants (one-time use), 750 quest experience]**

## Trivia

* It is recommended to speak with Dr. Niles before heading to the Docks during **"Get Augmented"** for a specific reason. Should you grab the Neuroweave before obtaining the tracer, the dialogue option for Dr. Niles will never show up, effectively disabling this quest. You will have to open an earlier save if that happens.
Unaccounted For

## Information

**"Unaccounted For"** and **"Sales Report"** are unlocked simultaneously after speaking with Sam at her General Store. **"Sales Report"** focused on obtaining the missing report. THIS quest focuses on Mr. Finch's whereabouts.

## Walkthrough

**NOTE:** You may want to attempt this quest before handing the missing report over to Sam **(see "Sales Report")**. By doing that, you can acquire both rewards simultaneously.

When you spoke with Sam to get the quests, she suggested asking around Fixer's Hope for answers. Mr. Holm's the only one you can speak to (Georgij doesn't count), but not even HE knows where Mr. Finch is. All he can tell you is about Finch's addiction to medicines.

If you ended up lockpicking the door to Finch's apartment, you may have come across some information on Finch's computer which could help. 2 journal documents are stored in the PC stating an issue Finch decided to investigate in the Sewers.

Make sure you have the "Respirator" implant installed. Then, with this info, return to the Sewers and travel left to the Toxic Tanks. Make your way to the lower platform, trying not to die from the toxicity. You will find a corpse lying on the platform. Ladies and gents, meet Mr. Finch. Loot his corpse for a postcard and a key to his apartment (which is potentially useless unless you never lockpicked the door in the first place).

Now that you know where Mr. Finch is, you can inform Sam on Mr. Finch's whereabouts. Return to the General Store in Downtown and break the news. For doing more than she expected, Sam will reward you with an extra $100 on top of whatever you received for **"Sales Report"**. The quest is completed. **[+$100, 250 quest experience]**

## Afterstory

Remember that safe you came across in Finch's apartment? The clue to the code is etched in the postcard you looted from Finch's corpse. 2042 is found on the card, as well as something about a "30th anniversary". Assuming that 2042 is the date of the 30th anniversary, it makes sense that the code to the safe is the year of Finch's marriage. Therefore:

2042 - 30 = 2012

Enter this code into the safe to unlock it, and loot the contents for 2 lots of $100. **[+$200 total]**

## Trivia

* Before the "Enhanced Version" update was released via Steam, on the 8th of October 2015, there was a shortcut in the Chemical Factory that opened out just next to Mr. Finch. You could then race in, loot the corpse, and run out before the toxic vapours whittled too much of your health. However, after the update, the shortcut in the Chemical Factory had been sealed. Therefore, you need the "Respirator" implant before entering the Chemical Factory.
Gun Store Parcel

## Information

This is one of 3 optional quests that can only be unlocked by finding and obtaining its associated item.

## Walkthrough

You may have come across 2 items in the form of parcels, while picking your way through the Seeders' Outpost. Each of the 2 parcels unlocks a quest as soon as you pick it up.

The parcel for THIS quest can be found in one of the salvageable cabinets. Unlike the parcel in **"Hank Coughlin's Parcel"**, this one is simply labelled "Gun Store", which is very vague. Also, unlike the other quest, you cannot open this parcel yourself.

You have to choose which store to give the parcel to (in actuality, the parcel belongs to "Hank Coughlin"). The 2 weapon stores offer different rewards for handing the parcel over, so choose wisely.

1. Give the parcel to Hank. In return, he'll give you $100, plus a cache of ammo for one of 4 weapon choices. **[+$100, ammo cache for 1 of 4 weapons]**
2. Give the parcel to Nichie at "Everyday Guns". In return, she'll give you $200. **[+$200]**

Handing the parcel over completes the quest, regardless of choice. **[200 quest experience]**
Extracting Richmond

## Information

This optional quest takes place following the events of **"Destroy GSV-2"**. Therefore, you must complete **"Destroy GSV-2"** before this quest becomes available.

## Walkthrough

After dealing with the GSV-2, Richmond's going to have a bit of trouble once the Complex finds out HE's the only one who could've bypassed their defences. Decker has put together an extraction package for Richmond. All that's left to figure out is where the meeting point's going to be.

There is, however, one small problem. Richmond refuses to have any part of the plan.

So Decker wants you to talk to Richmond, and see if you can convince him otherwise. Agree to this quest, and Decker will give you the extraction plans for Richmond to look over. After the dialogue is over, proceed to Richmond's trailer in the Scrapyard as soon as possible. **["Richmond's extraction plans"]**

When you reach Richmond, he'll be hesitant at first. But sometime after showing him the extraction documents, he'll cave and accept the extraction plan. However, if you suggest to Richmond to take Miranda along, he will be adamant that there's no going down that path again. Well, there's still time before Decker comes up with an extraction point, and we're not about to let husband and wife go without a little rekindlin' of the fire. Pick Richmond's safe apart, and swipe his wedding ring and old photo before doing anything else. It might come in handy. **["Richmond's wedding ring", "Picture of Richmond and Miranda"]**

Don't forget to ask Richmond about the ring and photo. Once you've done that, proceed to Highrise and visit Miranda in her penthouse, to discuss the plans for extraction. She's just as hesitant about staying together as Richmond is. Time to bring out the big guns. Show Miranda the mementos Richmond kept over the years. She'll have a change of heart. Suggest for Miranda to go meet at the Nightingale bar, at the usual table. It's time to make sure this mission ends the way it should.

Return to Richmond and tell him the meeting point has been moved to the Nightingale. Convince him it was the most strategic meeting point (actually both dialogue options should still move Richmond along, but might need clarification), and he'll concede. Now that that's been taken care of, it's time to head over to the Nightingale bar in Afterlight Boulevard and see the plan in motion.

After an awkward but grateful encounter and farewell, the quest ends with love rekindled. **[750 quest experience]**

## Afterstory

If you extract them both, feel free to head back to "Tony's" and tell Decker and Tony the good news. You'll even get some additional dialogue from Decker, explaining exactly what his reasons were for accepting Raycast's request to help Dex out.
Chemical Factory

The Chemical Factory is found in the Sewers. In order to access all rooms, the power generator (located on the far left, past an obstacle course of pipes and pitfalls) must be reactivated according to the instructions found on the upper floor. This is made much more difficult not only because falling into the sludge in the generator room is instant death, but the pipes above periodically drip acid, at 50 HP damage per drop.

Once the generator is back online, a previously sealed door on the upper level will open. The ruined room beyond has a hole in the ceiling on the far right, allowing Dex to jump to the room above, whose door cannot be opened.

## Involved in Quests

* Toxicity - Mr. Holm in Fixer's Hope wants you to collect the Experimental Substance for him. Rewards: 1000 Credits

## Required Augmentations

* Respirator, due to high levels of toxic gas

## Recommended Augmentations

* Electrostatic Conductors, to survive the dangling cables

## Notable Loot

* Instructions (Power Generator) - next to a dead body on the upper floor, up the long ladder.
* Two Unknown Chemical Tubes (one next to the generator, one in the sealed room) - can be sold to Mr. Holm for 150 Credits or turned into 5 Stimpacks
* One Experimental Substance - Quest Item for Toxicity
Территория Грозового племени

**Позка**: *Чтйти ацию, нажма ссыс нужстом*

Лаговогоени-Симптнный оврс высонами ис кустарнвики. Прении нужыть осторок бе слое шю. Пожый надёжи крепгерь. Оень уюти вселых Деревчно защит холодетра.

Тропы Двуногих-Ончают свопы блестями мами.

Разрушенное Гнездо Двуногих-Хоросто длты и вырственных трада нахоесь, телняет предчуо этение вот рует.

Огромный Дуб-В развежду корго дутся старья нра. Ежеви извеск Небуб.

Высокие Сосны-Осторесь моить Двогрыз! Оет земл осяет за соокие слды.

Совиное Дерево-В этом дереве уже давно живут совы. Легенда гласит, что раньше один оруженосец Грозового племени учился ночной охоте у сов. Каждую ночь он ждасапрфыолсячспывтцуврысолагкеушыавмчьтбваоуквооакгуав782й3кгшуалалаавоырушунвупафпшнцуп
Antique Antics

## Information

This optional quest involves exploring Harbour Prime for trinkets of nostalgic value. They will be worth a good amount of money to the right person...

## Walkthrough

While browsing Hank's store, ask him about his "non-killing gear" to unlock this optional quest. Apparently, one of Hank's hobbies is collecting 20th-century memorabilia, and he will pay you a fair price for any related items you show him.

There are 6 different antique items to collect within Harbour Prime, and Hank pays top dollar for each one. Listed below is each item's location, the price Hank is willing to pay, and the quest you'd likely be doing to be in that specific location.

**NOTE:** It is recommended to only sell these antique items to Hank through the dialogue option. You do have the option to sell them via any merchant system in Harbour Prime. But, as Hank would've mentioned, you'll get no more than half the potential amount this way. This is also apparent if you decide to sell the items to Hank through HIS merchant system.

* An antique watch can be found in Finch's apartment, 112 Fixer's Hope. **[+$400]("Sales Report" and "Unaccounted For")**
* A copy of Barbara's CD can be found in the apartment complex in Highrise. **[+$400]("Singing The Same Tune")**
* An old Christian medallion is given to you by Timmy Larisson's mother in Downtown, if you pay for the transplant. **[+$600]("Poor Timmy")**
* You can find a hand-carved wooden pipe in one of the storerooms in Smuggler's Den. To find the place, go to Fixer's Hope, go down the ladder, and go all the way left. **[+$200]("Sy-nterface")**
* An old compass sits in a coded locker on the Eclipse. **[+$500]("Narrow Escape")**
* You can find a vintage radio in an old tower in the Scrapyard. **[+$500]("Destroy GSV-2")**

You will also receive 100 experience points for each item sold to Hank. **[100 experience per item sold, netting up to 600 total quest experience]**

## Additional

Similar to the quest **"Chemicals and Stimpacks"**, this quest will not end according to your Quest Log. This is likely due to the fact that this is an optional side-quest, and has no real impact or purpose.

On GOG Enhanced verison the quest shows complete in the log. Make sure to get ALL items as outlined above.
Hackable Devices

Hacking in "Dex" comes in 2 forms: "Augmented Reality" and "Cyberspace". Each interface allows you to hack a certain item, by hitting the "Interact" function on your keyboard or controller when your "shooter" is hovering over it.

The devices or items you can hack/affect in the game are specific to each interface.

## Augmented Reality

 **Turrets** | Turrets are trained to shoot intruders in their vicinity. They are tied to the alarm system. If that goes off, a nearby turret will remain on alert and shoot whatever enters their "Field Of Vision".
 **Vending Machines** | You can find vending machines in several areas of Harbour Prime, and come in 2 varieties: one that sells "Condoms", and one that sells "Energo Cola".
 **Humans** | Since nearly everyone in Harbour Prime is sporting hardware in their head, it is entirely possible to hack a human's brain. Hacking human enemies in AR will immobilise them for a brief period, which gives you the opportunity to either run away from them, or perform a "Silent Takedown" on them.
**NOTE:** At least 1 point must be invested in the "AR" trait before this option becomes available.

## Cyberspace

 **Info Nodes** | Info nodes, when hacked, give pieces of information in the form of singular/chain emails, journals, or text documents. The contents of a hacked info node is added to your Journal when read. This is the same for digital documents found outside of the Cyberspace interface.
 **Access Points** | There are 2 varieties of Access Points: Green and Orange. Interacting with a "Green" access point will allow you to safely exit Cyberspace, while interacting with an "Orange" access point will allow you to venture further into another part of the PC's network.
**NOTE:** It is also possible to force a "Green" access point to spawn at your "shooter" by pressing the "Interact" function. This allows you to log-out from the Cyberspace interface at any time. Be warned; forced log-out will have negative consequences to your Health and/or Focus.
Eclipse

**Eclipse** is an unlockable location in *Dex*.

The *Eclipse* is a boat formerly charted for Lydia, the woman whom Connor is sent to kill. By taking him down, a new quest is unlocked; Narrow Escape. By following this quest, the area for the Eclipse is unlocked.

There is no way to unlock it prior to completing Good Cop, Cyber Cop.
H. G. Wells

Autor y filósofo político inglés, famoso por sus novelas de ciencia-ficción, que contienen descripciones proféticas de los triunfos de la tecnología así como de los horrores de las guerras del siglo XX. Herbert George Wells nació el 21 de sep

tiembre de 1866, en Bromley, Kent, estudió con una beca en la Normal School of Science de Londres. Trabajó como aprendiz, contable, tutor y periodista hasta 1895, en que pudo dedicarse por completo a escribir. Su relación con Rebecca West, que duró diez años, dio como fruto un hijo, Anthony West, nacido en 1914. Durante los siguientes 50 años escribió más de 80 libros. Su primera novela, *La máquina del tiempo* (1895), en la que se entrelazaban la ciencia, la aventura y la política, obtuvo un éxito inmediato. A ella le siguieron gran cantidad de obras en esta línea, como *El hombre invisible* (1897), *La guerra de los mundos* (1898) y *Las cosas del futuro* (1933), todas ellas dieron origen a una película. Wells escribió asimismo novelas en las que llevaba a cabo extensos retratos de los personajes, ejemplos de las cuales pueden ser *Kipps* (1905) y *La historia de Mr. Polly* (1910), en los que describe con fina ironía el fracaso de las aspiraciones sociales de sus protagonistas. En ambas se deja entrever el medio en que pasó su juventud; la primera cuenta la historia de un profesor cuyo trabajo no recibe el reconocimiento que merece, mientras la segunda retrata a un aprendiz de una mercería. La gran mayoría de sus restantes libros se pueden clasificar como novelas sociales. Entre ellas se encuentran *Ann Veronica* (1909), en la que defiende los derechos de las mujeres*; Tono-Bungay* (1909), un ataque al capitalismo irresponsable; y *Mr. Britling va hasta el fondo*  (1916), que describe la reacción del inglés medio ante la guerra. Después de la I Guerra Mundial escribió una obra histórica que se hizo inmensamente popular, ***El esquema de la historia*** (2 volúmenes, 1920). A lo largo de toda su vida, Wells se preocupó, y dejó amplia constancia de ello, de la supervivencia de la sociedad contemporánea. Durante un breve periodo de tiempo fue miembro de la Sociedad fabiana. Aunque creyó firmemente en la utopía según la cual las vastas y terroríficas fuerzas materiales puestas a disposición de los seres humanos podrían ser controladas de un modo racional y utilizadas para el progreso y la igualdad entre los habitantes del mundo, poco a poco fue volviéndose más pesimista. Así *Del 42 al 44* (1944) criticaba a la mayoría de los líderes mundiales de ese periodo; y *El destino del homo sapiens* (1945) expresaba las dudas del autor acerca de la posibilidad de supervivencia de la raza humana. Escribió asimismo *Experimento de autobiografía*, antes de su muerte, acaecida el 13 de agosto de 1946, en Londres.
Healing Items

*Dex*, like any other RPG-style game, employs the use of healing items to replenish lost hitpoints. If you're going into combat, it's a good idea to stock up on healing items beforehand.

You can buy healing items at most merchant systems and vending machines within Harbor Prime. You can also find such healing items in boxes, crates, nooks and crannies. They can also drop randomly when you defeat enemies.

**NOTE:** Cost/Sell Price stated are original prices. Prices may vary if you are using the benefit of the "Barter" trait.

## Trivia

* Before the "Enhanced Version" update was released via Steam, on the 8th of October 2015, the "Synth Beer" item did not heal any HP when used. Like "Neurostims", Synth Beer was only useful in its sell value.
The next step

## Information

This quest is unlocked after completion of **"Get Augmented"**. It is possibly the shortest quest you will ever encounter in the game. You get no rewards from it, just the progression of the story.

## Walkthrough

You have the option to complete as many side-quests as you want after obtaining the Neuroweave implant. When you've finished exploring all there is to see of Harbour Prime, though, return to "Tony's" and speak with Decker.

The quest ends.
Toxicity

## Information

Completion of **"Breath Of Fresh Air"** is required before this quest becomes available. This particular optional quest can get extremely irritating to complete. Not only does it require impeccably-timed jumps and rolls, but for one single segment, it devalues the use of the Map teleport feature as well as the Save/Load feature.

## Walkthrough

**NOTE:** The "Artificial Limbs" implant is recommended for this quest.

Deep in the Sewers is a chemical factory which Mr. Holm used to work at, before he set up shop. The factory is sealed, but precious equipment remains stored there. Mr. Holm wants you to slog through the toxic vapour and recover the remaining chemicals. He'll pay you greatly for them.

Time to head to the Toxic Tanks. To reach it, enter the Sewers via Fixer's Hope and proceed left. Once in the Toxic Tanks area, proceed through the nearest door to the "Chemical Factory". Locate the red ladder and climb it. The area appears to have no power and no goodies. Travel left to find a piece of paper next to a corpse. It details how to power up the generator for this area.

Go back down the ladder and go all the way left. Jump from platform to platform, and take extra care not to fall into the toxic abyss or touch the toxic drips. At the end of the journey, you'll reach the generator. Follow the instructions to power it up; Initialise "System Reset" first, followed by "Restart Procedure". With the generator up and running, head back the way you came.

**NOTE:** The 3rd item regarding system diagnostics does not do anything when applied to the generator.

**WARNING:** This is the segment which devalues the Map teleport. Though you have the option of exiting via the Harbour Prime map, it is recommended NOT to do that. Even if you were to exit out via the map, the generator will deactivate itself upon returning. You will have to reactivate the generator by going all the way back to the end of the Chemical Factory.

Return to the ladder and climb up. The lights should be on, now. Explore the complex and collect goodies. Pick up the "Experimental Substances" on the table in the far right area.

**NOTE:** Make sure you've collected everything available before leaving, as the generator will shut down upon leaving the Sewers. There is a quest you can do while you are exploring this area **(see "DIY Hardware")**.

Return to Mr. Holm. He'll reward you for handing him the "Experimental Substances". The quest ends. **[+$1000, 500 quest experience]**
Fixing Clara

## Information

This optional quest takes place following the events of **"Narrow Escape"**. Therefore, you must complete **"Narrow Escape"** before this quest becomes available.

## Walkthrough

**NOTE:** The "Artificial Limbs" implant is recommended for this quest.

After escaping the Eclipse in mid-destruction, you return to Harbour Prime to carry on with the related quest **(see "Narrow Escape")**. When you have the time, return to the Docks to speak with Samaras. That explosion landed quite a hit to his boat "Clara". He needs to fix his ship up, and he'll need some Ship Parts for that. Samaras suggests looking around the Industrial Zone.

You should know where the Industrial Zone is, because you had to complete **"Good Cop, Cyber Cop"** before even getting to this quest. Head to the Industrial Zone, and go through the door to the Slicers' Warehouse. Make your way up as high as you can go. Press the switch at the end of the catwalk to bring a moving crane over. High-jump over to the crate, and high-jump again over to the other catwalk. Enter the door, and loot a cardboard box for a set of Ship Parts.

**NOTE:** When the crane-operated crate moves, it doesn't move all the way to you. It is programmed to move to the midway point of the giant gap, and stay there permanently. (As in, this is NOT a moving platform, but a stationary platform.) This is why you need the "Artificial Limbs" implant.

Return to the Docks, and give the Ship Parts to Samaras. Overjoyed, he'll reward you for your services. The quest ends. **[+$300, 250 quest experience]**
Chill Pills

## Information

This optional quest is Part 1 of Georgij's appearance in the game, and you must complete this quest before moving on to his 2nd quest, **"For a Few Credits More"**.

## Walkthrough

This quest is unlocked by speaking with a man by the name of "Georgij", in the rightmost end of Taijo. Go through the dialogue at your leisure. You'll find out he used to work for Samio **(see "Destroy GSV-2")** as an IT officer, until the corporation pushed him to his limits. Now, he's forced to the streets, waiting to exact his revenge on the world with his "Magnus Opus"!

Unfortunately, the pressure has taken its toll on poor old Georgij. The voices in his head will not leave him alone, unless you get him some antidepressants quick-smart. So, go get some antidepressants!

You can buy the item from 3 possible stores. One is Sam's general store in Downtown. One is Mr. Holm's pharmacy in Fixer's Hope. And one coincidentally happens to be a kid by the name of "Speedy", who hangs outside the Nightingale bar in Afterlight Boulevard (if you haven't gone there yet, it's the rightmost exit in Downtown). Whichever area you buy from, the standard retail price is $80 (original price).

There is also an area where you can find Antidepressants, if you didn't want to spend money **(see "Bad Chemistry")**.

Give the antidepressants to Georgij to complete the quest, and set the next phase in motion. **[200 quest experience]**
Consumable Items

These are very special items found in "Dex". All of these items can be found randomly, but most of them can only be purchased from certain suppliers (e.g. Tony).

These items specifically affect Augmented Reality/Cyberspace abilities and Skill Points/Leveling.

**NOTE:** Though technically labelled as "Consumables", all ammo types have been redirected to the Weapons and Ammo page.

**NOTE:** Cost/Sell Price stated are original prices. Prices may vary if you are using the benefit of the "Barter" trait.

## Trivia

* Before the "Enhanced Version" update was released on Steam, on the 8th of October 2015, the "Neurostims" item didn't have any effect tied to it. Much like the healing item "Synth Beer", Neurostims were only useful in selling value.

## References

1. ↑ 1.0 1.1 1.2 Up to a maximum of 5 levels.
Stores

The merchant system in "Dex" allows you to buy and/or sell various items. Harbour Prime is littered with stores, both major and minor, and each one has a unique set of items to purchase.

The items for sale are not of infinite stock, though. So be careful when going about your shopping.

**NOTE:** The following tables depict original prices. Prices may vary if you are using the benefit of the "Barter" trait.

**NOTE:** Also, please note, that the items stated are in the order of position, shown at right of the merchant system interface from top-to-bottom, as well as order of item type, shown at the top of the the interface from left-to-right ("Weapons", "Healing Items", "Consumables", "Junk").

## Major Stores

### Niles' Clinic

**NOTE:** Niles' Clinic sells only implants. See Implants page.

## Notes

* The tables above only depict purchase prices, not selling prices. Please look for selling prices of items (once added) in their associated Item Type wiki pages in the Equipment section.

Back to Harbour Prime
Variety Is The Spice Of Life

## Information

Obtaining the "Artificial Limbs" implant from Niles' Clinic is recommended before starting this quest. The quest item will be on a platform, which you need the high-jump ability to reach.

## Walkthrough

Residing next to the General Store in Downtown is a small Kebab restaurant, owned by a man named "Hassan". He gladly offers you a free taste of his culinary wares the first time you meet him. However, it may be the last. You see, the spices added to Hassan's kebabs are organically grown by himself. But after a lengthy conversation, you'll find out that BioFarmTech recently patented the right to grow and manufacture Cumin spices. This means that Hassan may soon have no choice but to buy processed packets of Cumin powder.

Outraged, Hassan asks you to help him out. You will need to steal a pack of Cumin seeds from somewhere. He suggests searching the warehouses down by the Docks. Proceed to Fixer's Hope via the Chinese Quarter, and go down the ramp below you to reach the Docks. Within the warehouses here is a pack of Cumin seeds. However, also contained with, there are security devices, turrets, and enemies with guns. If you haven't already done so, you'll need to deal with the security detail.

**NOTE:** Unless you have dealt with the security detail previously, it is recommended to equip and stock the "Mirrorshade Cloak" augment, or equip the Armagear InvisiSuit **(see "DIY Hardware")**, before storming the Docks' warehouses.

**NOTE:** If you don't want to waste time destroying cameras and turning turrets with your AR interface, you can perform a Dock-wide shut-down of the cameras. If you are entering via Fixer's Hope, go into the 3rd door you come across. Sneak your way in, climb up the ladder and enter the door. Jack into the "Docks Mainframe" PC. Within Cyberspace is a data node which says "Disable Warehouse Security". Hack this node. Now, all security cameras and turrets within the Docks are rendered useless. You can now focus your efforts on taking out the guards.

Enter any of the warehouses, and make your way up to the top level. Enter its door to reach the back hallway, and proceed left. You'll know your in the right area when you see stacks upon stacks of BioFarmTech-labelled crates. There is a pack of Cumin seeds on a faraway ledge. This is where you will need the upgrade to your jump ability. You can't clear the gap anyway, as you're too close to the roof. Jump onto the mid-level platform, and high-jump to the highest one. Collect the seeds, then return to Hassan's Kebab shop.

Hassan is overjoyed that you were able to get him some prime-grade Cumin seeds. He rewards you with some money and kebabs. The quest ends. **[3x "Kebab", +$200, 300 quest experience]**
Bad Chemistry

## Information

This quest becomes available halfway through **"Get Augmented"**, after hacking the TruBody Gang's network via Mr. Holm's PC. This is one of 2 quests that make use of the rarely-seen quest item "C-4 Explosives", the 2nd quest being **"A Bridge Too Close"**.

## Walkthrough

Go speak to Mr. Holm in Fixer's Hope at any point after completing **"Get Augmented"**. Ask him if there have been any other unscrupulous characters in need of being taught a lesson. As it happens, a new gang has set up a narcotics laboratory a short distance away from your position. They specialise in cheap, toxic drugs, more likely to kill off their consumer market than to just get them high.

But to demolish THIS gang, killing them off won't do. You will need to demolish their narcotics lab. That should set the gang back a bit, and force them to lay low for a while. Mr. Holm offers you a 500 credit reward for your services. Before you leave, Holm supplies you with the C-4 explosives required to take out the lab, and throws in a few stimpacks for good measure. **["C-4 Explosives", 3x "Stimulant Dose"]**

To find the gang's lab, exit the pharmacy and head left. You should enter a new area called "Junction". Continue left until you are able to drop down through the floor. Enter the 1st door you come to.

**NOTE:** If you haven't completed the quest **"Chill Pills"** yet, you can find a bottle of "Antidepressants" in a wall safe here. If you don't want to purchase a bottle from the merchants, loot this wall safe before doing anything else with the building.

Once inside, take out all the goons standing in your way, and make sure to loot everything. You won't get a second chance. When you're ready, set the C-4 explosives underneath the chemical table. Run out of there or risk being buried alive. As soon as you exit the door, the building blows up.

**NOTE:** If you wish, you may enter what remains of the laboratory by going back through the door. But you must do so immediately after exiting the building once it's blown up. If you exit Junction at any point, the door will remain inaccessible. Even so, there are no extra items to collect once inside.

Return to Mr. Holm when you are ready. Pick either of the 3 dialogue responses, and Mr. Holm will reward you. The quest ends. Speak with Mr. Holm again and he'll have another job for you. **[+$500, 500 quest experience]**

## Afterstory

After completing this quest, when you require a service from Mr. Holm for the quests **"Good Cop, Cyber Cop"** and **"Adapt or Perish"**, he will gladly offer his services for free instead of charging you for them.
Breath Of Fresh Air

## Information

This optional quest is as simple as **"The Next Step"**, and almost as quick to complete. The circumstances which would make this quest longer to complete than **"The Next Step"**, is if you did not purchase the required item before-hand, and don't have the required amount of credits to purchase it. Otherwise, the quest ends up being just as quick to complete, if not quicker.

## Walkthrough

After completing **"Bad Chemistry"**, return to Mr. Holm for a new task. There is another favour he wants you to do for him **(see "Toxicity")**. But before he gives the task to you, Mr. Holm wishes for you to acquire a "Respirator" implant, as his next task will involve navigating your way through toxic gas. If you don't have the implant yet, obtain enough money and purchase the implant from Niles in his clinic.

Otherwise, return to Mr. Holm to start the Toxicity quest. **[250 quest experience]**
Weapons and Ammo

In "Dex", you don't just have to rely on your fists and "Silent Takedowns". The game gives you a range of weapons to work with. Each one has a circumstance in which it works best. Experiment with them to see what suits your style of combat.

**NOTE:** Cost/Sell Price stated are original prices. Prices may vary if you are using the benefit of the "Barter" trait.

## References

1. ↑ 1.0 1.1 At least 4 points must be invested in the "Ranged" trait before this weapon becomes useable.
2. ↑ This weapon cannot be bought, only found. See "Ellie, The AI Researcher" for details.
For a Few Credits More

## Information

This optional quest is Part 2 of Georgij's appearance in the game. You will need to have completed **"Chill Pills"** before this quest becomes unlocked. This particular quest will allow you to become familiar with using vending machines in the game. Most of them dispense "Energo Cola" when interacted with, and you can hack the machines via the AR Interface to earn some cash.

## Walkthrough

After completing **"Chill Pills"**, go talk to Georgij again. The next step in his plan is to garner enough revenue to take on the bigwigs. To do this, he has engineered an untraceable virus to be implemented into vending machines around the city. This virus will ensure that Georgij's account benefits from a small cut of every transaction made with the infected machines.

Vending machines are scattered throughout most of Harbour Prime, and most of them are compatible with the virus. Simply look for the machines with the **blue exclamation point** above them. Then, interact with the machine to upload the virus. Do this to 5 compatible machines, and then return to Georgij in Taijo.

As a reward for carrying out an old man's wishes, Georgij offers you a few "Old Datachips" and his sincere gratitude. The quest ends. **[3x "Old Datachip", 250 quest experience]**

## Afterstory

Some time after completing the quest, proceed to Fixer's Hope. You'll notice a new addition to the area, at the top of the ramp leading to the Docks. Georgij's apparently set up shop in the area. His merchant system offers more XP-boosting chips, as well as some AR/Cyberspace modification items. However, Georgij's given up on his dream of revenge. Well, it was fun while it lasted...
Other Items

Referred to as "Junk Items" in *Dex*, these items serve no particular purpose other than to be found and sold whenever possible. There are a lot to be found in the game, so it's worth keeping them to sell for as much as you can.

Oddly enough, several of these items can also be purchased from merchant systems and vending machines.

**NOTE:** Cost/Sell Price stated are original prices. Prices may vary if you are using the benefit of the "Barter" trait.

## References

1. ↑ This item serves as a quest item. See "Chill Pills" for details.
Learn Cyberspace

## Information

This is another tutorial quest which tinkers with the AR interface, but it also introduces you to another of the game's major features, "Cyberspace". The Cyberspace feature allows you to hack certain PCs and obtain useful goodies and information.

## Walkthrough

Upon completion of **"Get to Tony's"**, you and Decker discuss what's going to happen next. But all to soon, Raycast shows up again to add HIS thoughts. Progress through the dialogue at your leisure. Raycast will soon give you another mini-tutorial on how to use the AR Interface. After dealing with that mini-tutorial, THIS quest will finally be unlocked. It's time to learn how to traverse Cyberspace in computers.

Listen to Decker and Tony as they assist you. Proceed through the "T-Farm" and collect all the goodies you can find. Hack the final node at the end, and exit Cyberspace through the portal.

Once you exit, the quest ends. **[150 quest experience]**
Resentment

**Resentment**, soprannominato **Distruttore dell’esistenza**, è un demone comparso in *Bayonetta 2*.

## *Bayonetta 2*

Resentment fa parte dei demoni che Bayonetta combatte nel corso degli eventi di *Bayonetta 2*. Viene incontrato per la prima volta nel Versetto 6 del Capitolo X: L’abisso.

## Vademecum di Lemegeton

File:Resentment Lemegeton.jpg
*Si dice che una maledizione colpisca le famiglie di coloro che muoiono di morte innaturale serbando nel cuore sentimenti di odio e rancore.*

*Questo demone, nato dal fango dell’Inferno, è l’incarnazione di quei sentimenti repressi*.

*Quando sceglie la propria vittima, la insegue senza sosta per qualsiasi distanza finché non riesce a prenderla e farle provare tutto il dolore degli inferi. È più tenace degli altri demoni infernali e si dice possieda la capacità di aprire le Porte dell’Inferno con la sola forza di volontà.*

*Vedere questo demone fa capire il reale potere dell’odio che gli esseri umani sono in grado di nutrire nel loro cuore.*

## Galleria

Concept art di ResentmentIntroduzione di ResentmentModello di Resentment dalla galleriaResentment nella sua introduzione
Find a Weapon Store

## Information

This is one of 2 optional quests you can unlock during your first time at "Tony's". Assuming you never picked one up yet, this quest introduces you to "Weapons". For a complete list of weapons in the game, refer to the Weapons and Ammo page of this Wikia.

## Walkthrough

**NOTE:** You cannot exit "Tony's" for the first time, not until you finish Raycast's dialogue and then speak to Decker about "getting prepared" **(see "Get Augmented")**. Once that's done, you will have the option to exit.

You get the chance to do some optional quests during your first stint at "Tony's", after Raycast leaves. Ask Decker for some advice.

To unlock THIS quest, talk to Decker about "weapon stores". He'll tell you of 2 places in Harbour Prime:

1. In the Chinese Quarter is a small side shop called "Hank's Guns & Ammo". The gentleman there doesn't have many items in stock, but there is a chance you might get a deal on a gun or some ammo. Plus, he will pay good money for any "special" items you come across on your travels **(see "Antique Antics" for details)**.
2. Downtown can be accessed at the rightmost exit of the Chinese Quarter. In Downtown, there's a store called "Everyday Guns". There, you can find just about every gun available in the game.

You may visit each store in any order.

Visiting each weapon store for the first time provides you with some experience. Whichever weapon store you visit first, the quest ends. However, you can still move on to the next store. **[100 experience per weapon store, netting up to 200 total quest experience]**
Dex

***Dex*** is an indie video game developed and published by Dreadlocks Ltd [1]. It is a side-scrolling action role-playing game set in a cyberpunk world. The game was released in 2015 and was funded on Kickstarter.

## Plot

The story follows Dex, a young woman living in Harbor Prime, a city controlled by corporations.

Dex is awoken one night by a hacker named Raycast, who warns her about a squad of assassins about to enter her apartment. They have been sent by The Complex - a secretive society operating above the corporations and manipulating the Harbor Prime to their own sinister ends.

Raycast guides Dex to relative safety, into a bar known as Fixer's Den, where Dex is helped by Decker, a former hacker, and Tony. Raycast reveals that Dex is the "Avatar of Kether" - Kether being an Artificial Intelligence created by the Complex, capable of overseeing the entire net. The Complex wanted to use Kether to control the entire net, but during the final stages of testing, Kether unexpectedly gained self-awareness and broke free of its restraint. The Complex deployed a counter-program, GSV, that locked Kether in a stalemate with neither able to destroy the other. However, Kether has just enough time to create a backup-copy of itself in a biological network - a human brain. Dex.

## Development and release

The game was announced on Game Developers Session 2012 and originally scheduled to be released in 2013. In late 2012, developers started a Kickstarter campaign, which started on November 12 when the studio asked for £14,000. The amount was reached a week later and in the end the game was pledged £30,647. On November 4, 2012 *Dex* was greenlit for Steam.

The first build of Alpha version was released an Early Access on 14 August 2014. It featured a limited amount of quests and locations. The second build was released three months later, featuring more quests, locations and characters. The Beta was released on 1 April 2015, adding almost all features intended for the final release, including the story, and was published only in Steam Beta Build. The final version was released on 7 May 2015.

## Reception

*Dex* received mixed reviews from critics. Arcade Sushi praised the gameplay system which "combines expressive 2D sprites and nostalgic platforming with some grade-A, modern action-RPG." It also praised the story and its familiarity to *Deus Ex* and *Shadowrun*. On the other hand, the save system was criticised as was the journal system. The review also mentioned some minor bugs, but was overall positive and called *Dex* a "solid game worth investment." Czech server Zing praised the atmosphere of the game world and the story along with the soundtrack. Side-quests that include possibility to make a decision also gained praise. However, it criticised the amount of bugs and noted that *Dex* should have stayed in Early Access for a bit longer. *Dex* won the Czech Video Game of the Year Award for artistic contribution to Czech video game output in 2014.
Hank Coughlin's Parcel

## Information

This is one of 3 optional quests that can only be unlocked by finding and obtaining its associated item. It is also one of 2 quests where interacting with the quest item will change the quest's outcome.

## Walkthrough

You may have come across 2 items in the form of parcels, while picking your way through the Seeders' Outpost. Each of the 2 parcels unlocks a quest as soon as you pick it up.

The parcel for THIS quest is the only one with a specific name, so look in your inventory for it. The description says it belongs to Hank Coughlin, store owner of "Hank's Guns & Ammo" in the Chinese Quarter. It contains some magazines. You have the option of either giving the parcel to him, or opening it yourself.

1. Open the parcel to collect 3 porn magazines The quest ends without standard experience. However, you can sell the magazines to any merchant in the city. The standard retail sell value is $10 for each item (original price). **[3x "Porn Magazines"]**
2. Give the parcel to Hank at his shop. He takes it, opens it, denies the contents' true purpose, and sends you on your way. The quest ends with standard experience. **[200 quest experience]**