You have to climb onto the podium behind his back, but the guards will not let you in. Mesh Reality - One of the few I actually like, it is not overpowering. He tends to roam, crouching beside other civilians. Starting otaku remain noticeably underpowered in relation to starting deckers; and they still need to earn ridiculous amounts of karma to equal them, let alone exceed them. Stator: this last part can also be bought in Ophir, but once again, since you're here, it's quite easy to go the slums and grab the part from the hangar. Those guards will have a key that can be used to open the gate you can use it only from the southern side , or you can open the door yourself, provided that you have level 2 of Locks.
Afterwards, get back to Scott to end the quest. This area is the resting place of the Witcher who tried to help the archeologists. The information can be gained from the mutant standing on the stairs, in the northern part of the city - the same mutant who sold you a part for your rover. The turbine is located below you - you can see it from the place you've spoken with the thieves. Rotor: you can buy this in Noctis for 200 serum, but since you need to go to Ophir anyway, there's not much point. Biowire, E-sensing, Acceleration, Mesh Reality Biowire is overpowered only because Skillwires are overpowered - a discussion I will not get into here.
After analyzing the blood you must gather evidence. As always, you must take out the target only - the man in the mask if you want to let them go. Additionally, the game allows the player to sneak and pickpocket, gives access to an easy crafting system and implements a time system that influences some of the quests in the game. After you've gathered all of the elements, take them to Scott. You'll be mostly relying on technomancy. Although the fight isn't technically difficult, it is a bit long.
You can choose to buy other relics from a merchant, then keep what you've collected, give them to the preacher now, and then steal them back later on, sell them to a merchant, or simply choose not to do the quest at all you don't need to keep the relics for anything else in the future. However, it doesn't change the cost to raise your Resonance stat, which is essential to improve an otaku's abilities. It's a good idea to do the quest contraband and the arena champion while you spend your time there. I was able to dodge out of the way of most attacks, fire off my gun, and electrocute my foes. Let him go: you won't make any changes in reputation, unless you lie to Dandolo, taking away -1 Noctis rep. I approached him to find what sort of loot he had, and of course, I had the choice to siphon Serum from him, a popular liquid currency, but that would involve killing him, an act of which my Technomancer, Zachariah the merciless, would take no part of.
You will, obviously, run into a group of enemies near each one of those. So if you've already collected the obliging achievement, you might want to skip it. Furthermore, you don't have to worry about protecting them, as they're essential characters. Speak to the mutant you met when retrieving the rover. If not, there's a bug and you need to reload the save. Using Andrew as a companion from now on can be quite rewarding.
Feared and respected by all, you are on the verge of completing your initiation rite to become a fully-fledged Technomancer. Choices made while playing will affect the ending of the story. Crouch behind the barrier above her and start following her when Zachariah tells you to. Once finished, head upstairs and search the archives. At this point, I'd call them frighteningly overpowered, except it takes a couple hundred karma to really get there. You'll be timed once you're out of the rover, so be swift about your actions.
The choice has no real effect to the guide, so play how you'd like. You must search both to continue the quest. Had the quests been cleaned up a bit with some of the other locations in the game being used more instead of Ophir being the go-to location for 90% of the quests, then maybe it would have scored higher and been a more complete experience. One is a merchant who you've already dealt with before. The action takes place on Mars, where Earthlings enslave the people living there. But if you've done everything you can in the second chapter, it should have unlocked for you.
Refuse deal: you won't lose any reputation with the Vory, and you'll gain +3 for Noctis. Once you speak with him you will obtain the Master, Master, Master side quest. The titular Technomancers are genetically modified warriors with enormous political influence, who are also the guardians of ancient knowledge. Technomancer can definitely come across as a low budget experience for sure. Heading to the exchange through the lift will make it quick work to reach the barrack.
The gorilla has no added armor, so it's a good way to lay down some damage, especially when the gun isn't much help. Although it says you've failed an objective, you just need to run off the Vory in a worm in the apple to continue. You will find him at the upper floor in the bar, where he will be alone. Then just search his room where the objective is. Note - you receive the key to the Sewers after the first meeting with Dandolo.
Don't report back to Anton, return to the prostitutes first. The rounds will be nearly identical to the last, except for the change of enemies and the number of sub-rounds. And a second technomancer really helps. Make a deal with Anton: you'll gain 200 serum but lose reputation with Noctis. If you return to them without him, your persuasion attempt will fail.