The Tiger's Den

Synopsis
''The Drunken Mistake screams over Kowloon Bay, cutting through grey weather and greyer waters. Around you, grim faces watch the skyline ahead as Jomo steers you toward Krait's headquarters: The Tigers' Den.''

''Qiu and Lam have assured you that if everything goes to plan, the run should be relatively low-risk. Ample experience tells you that plans often go astray, and that low-risk shadowruns rarely stay that way. But you also know that the reward for this run outweighs the risk. The incriminating data from the Den's evidence room should be more than enough to bury Krait, expose her client, and cement your position with Kindly Cheng forever.''

''Jomo cuts the engines, and the Drunken Mistake drifts toward the station's loading dock. It's go time.''

Walkthrough

 * Advice: Don't bring Gaichu unless you have high Charisma 7 or Etiquette: Security. If you don't have either of these, then Gaichu makes many of the interactions you'll have more amusing.
 * Advice: Bring a drug on your main character (like Flash, Cram or Jazz) to open up an extra option near the end (with an achievement).
 * Advice: Do bring a Decker like Is0bel if you aren't one.
 * Talk to Constable Cheung. She'll open the door for you.
 * Head into the building.

Ground Floor

 * In the first room (locker room), pick up the evidence bag, 17 nuyen, and the crumpled note, then head into the next room on this floor.
 * The Sergeant at the front desk will give you elevator access if you have Charisma 6 or Etiquette: Security.
 * If you can get past the constable guarding lockup (Evidence Bag or Charisma 6 and 100 nuyen), then you can check on the holding cells:
 * Raul Cobbs (1st cell) offers 1000 nuyen if you bring him the evidence against him.
 * Nobu Tashiro (2nd cell) wants your visitor badge. Even if you wanted to, your dialogue options default to denying him, leaving him angry. Leave him be.
 * Rowyn Shoremaker (3rd cell) is totally high. If you have Etiquette: Gangs, you can tell that he wants you to bring him more drugs. (You need Flash, Cram or Jazz). Giving him one of them rewards you with a key code to the roof (9304).
 * Head through to the next room. Going clockwise from the left-most top room, the side rooms contain:
 * Top left: interrogation room: HKPF officer beating a suspect, and a locked briefcase. Entering this room makes the guards hostile.
 * Top right: gym: has a vent that allows drone access to the interrogation room without triggering the guards, though the one in there will turn hostile. The suspect will give you the code for his briefcase, which has Tokko, Cram, and Jazz.
 * Bottom right: server room: You can talk to the HKPF Data Analyst. (If you have Gaichu with you, don't approach her unless you have Charisma 7 or Biotech 5). With Charisma 7, Decking 7, or Is0bel on the team, you can make her go away, which will give you access to a Matrix jackpoint containing:
 * In the first node is the Mail Archive. It will grant your PDA access to bypass the biometric scanners in the building. This one is important in a key battle later so get it.
 * In the second node is the First Floor Cameras.
 * In the second node, right right behind the cameras is Communications Hub: severs communication between building levels; grants elevator access.
 * Bottom left: office: Nothing but the bookshelf, which has 71 nuyen in it. If you took up Raul's offer, the evidence will come up in the bookshelf. If you bring it back to him in the evidence bag, he will give you 1000 nuyen, as promised. If you open the bag, you'll read a description of the videos, which are gross, but more or less what Raul described. With Etiquette:Shadowrunner, this will net you 1500 nuyen instead of 1000.
 * Head up the elevator when you are ready.

Second Floor

 * The only thing you can do at this point is swipe your card in the reader at the end of the hall. Do so.
 * Talk to the guard then continue through to the end of the next hallway.
 * Loot the Advanced Medkit, then use the panel to unlock the Evidence Room.
 * Inside the Evidence Room you can loot: Tokko, 118 nuyen, 1000 nuyen, Cram
 * Access the terminal. Search for "Project Zeta" You'll find that someone has wiped the computer clean, as if they knew you were coming.
 * Step outside the bars to find Inspector Qiu... and find out that Lam is a mole. Take out the three mages.
 * Grab Lam's PDA, then head through the door.
 * Access the command terminal. This will begin one of the more complicated fights so far, so check the "Summary" for a strategy.
 * Decide whether to clear out immediately or access the Matrix first. If you access the Matrix, you likely won't have enough time to hack everything, as you have to fight through ice in each node, and you're on a 5 turn time limit, so you'll need to prioritize what to access and be prepared to abandon the rest. In the Matrix, you'll be able to access:
 * In the portal to the left, you'll be able to hack access for the armory (on the node to the left) and to the medical bay (on the right). If you already got the PDA codes from the first floor, it's advisable to skip this area.
 * The center portal has the Training Course Control Overrides. Hacking this allows you to load up the training room turrets with lethal ordnance, and load any grenades your characters are carrying into the grenade launchers, and allowing you to get the smoke grenades that were loaded in. Note that this won't activate the turrets in the Training Courses, you'll still need to access the controls in each training room to activate them.
 * The portal to the right has the Secure Floor Camera controls and the password for the Motor Pool Charging System (not needed if you intend to just run at the Motor Pool).
 * If you have access to the Armory, the loot totals up to 3 voltaic grenades, 3 flashbangs, 2 phosphorous grenades, a Panther Assault Cannon, an Ares HVAR, and two Remington 990s.
 * If you have access to the Medical Bay, you can loot 2 Exclusive Medikits, and 2 Doc Wagon Gold Trauma Kits.
 * Make sure everyone's out of the control room before the end of the count down.
 * The training rooms will now be accessible. You can turn on the defenses from the controls in either room to take pressure off of your team. If you didn't do the override in the Matrix, it will use nonlethal ammo and grenades. The grenade launchers will only load any grenades that your characters had on hand to put into the ammo hoppers.
 * Eliminate the SDU force/ Reinforcements will come in from the hallways as well as the training rooms.
 * Pick up any ejected smoke grenades and the medkit on the wall in the right training room.
 * Summary:
 * In 5 rounds all characters must be out of the control room (exited into the corridor) or your mission will fail.
 * First rounds, let your strongest fighter, Qiu and maybe a summon defend the door to the corridor in the southwest.
 * Let your two weakest characters (not Qiu) to open the door to the northwest and southeast and loot everything (needs PDA access from Floor One).
 * Let your Decker access the Matrix. This might take several turns, but waste zero time; 1) Ignore the portal to the left. 2) Use the portal in the top center and hack "Training Course Control Overrides" 3) Exit and take the right portal where you hack everything. 4) Disconnect and run to your friends.
 * Outside Matrix; when your Decker overridden the Training Course Control and your "looters" are satisfied, then aggressively push out of the control room (run past standing guards) and split your two healthiest/fastest/hasted characters (Qiu maybe) to dash into each of the two training rooms below at the same time, and make them interact with the panel in each room. This will activate the turrets.
 * You will notice you can interact with the Grenade Launchers further down at the Training Courses, but this might be a waste of time if your characters are battle ready.
 * Regroup your party in one room.
 * Once the Decker is out, you can now handle the rest of the fight in your own pace.
 * Get Qiu to the objective: The top door leads to the motor pool. Alternatively, you can use the previously obtained rooftop code (9304) to access an additional route. Using this route will unlock "The Promised Land" Steam achievement.

Motor Pool

 * Another fight! But its perfectly possible just to dash all your characters to the bottom right corner and exit to the Boat House, saving you all the trouble.
 * The panel on the wall to the right can be accessed by a character with the password you got in the last section ("PowerfulLynx") or with Drone Control 6, which gives you over the charging stations through your pda. You can to explode any charging station at will, which means most vehicles in the garage through the interaction icon (note that you won't have to physically touch them, and this consumes no AP, though you will need at least one to set anything off).
 * You can either fight through, or make a Hail Mary to make your way to the Boat House (bottom right corner).
 * Note that you need not kill all the guards - just escape.

Rooftop

 * (Note: combat is optional in this section: you can make a break for the ladders without fighting, if you can make it).
 * You will be immediately enter combat with a SDU Captain, Shock Trooper, and Mage. The next turn, a SDU Captain, Mage, and Enforcer will join the fight. Kill them all before proceeding.
 * Climb down the ladder at the other end of the first rooftop. You will land on another roof, with a Captain, Guard, and Shock Trooper waiting. Take them out, or ignore them and run for the next ladder to return to the Boat.

Docks

 * Talk to Jomo and head out...