Dale got to the final boss Thawne but hasn't beaten him yet.
The episode is part two of a review of Shadowrun for the Sega Genesis. The hosts start by discussing the game's 48-page manual, noting its utility but lack of artwork. Dale reveals he has progressed to the final boss, Thawne, after extensive playtime since the first episode. They delve into the matrix system, explaining how it serves as a lucrative money-making tool through data runs, with a specific exploit involving Roscoe in downtown Seattle. A hidden storyline is uncovered where corporations plan to blow up a nuclear plant for insurance, resolved by the player for a 50,000 nuyen reward. The hosts critique the game's pacing, highlighting its brutal early difficulty and later grinding for karma. They compare the Genesis version to the Super Nintendo release, praising the writing and world-building but noting clunky controls and interface issues. The conversation covers various shadowrun types, like acquisition and extraction missions, and the need for tools like electronics kits or maglock keys. They outline the main quest involving finding Michael's killer, which branches into three paths, including one with David Owlfeather. The episode details specific challenges, such as the hellhound pelt fetch quest and navigating confusing wilderness caves. The hosts also touch on the game's music, character customization, and the requirement of passports for travel to certain areas. They conclude by teasing the next episode and thanking patrons.