Shadowrun Returns

Shadowrun Returns

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From The Shadows, Run - Act II, Part 2
   
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Contains: Story
File Size
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1.723 MB
13 Mar, 2014 @ 2:43pm
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From The Shadows, Run - Act II, Part 2

Description
Act II: The Culling of Saint Celestine, Part 2

- The last half of Act II
- The mystery of Project Omen unfolds into a terrifying new chapter.
- Again playtested at Hard difficulty. Set your sights to the challenge.

Important!
If you downloaded the Act II Fan Preview, please unsubscribe and delete the UGC from the 'Content' menu at the Title Screen of Shadowrun Returns. Failure to do this will cause conflicts. This is due to the fact that Act II was build on top of the Fan Preview. Thank you and enjoy!
Popular Discussions View All (1)
0
1 Jun, 2014 @ 10:13am
Link to Act 3: Kith and Kin
Ashram
36 Comments
Jackdaw Mask 9 Jan, 2022 @ 3:28am 
As second half of act 2 it is pretty short yeah. Anyway yeah I do kinda wish these were in single module because unspent money and karma seem to disappear between UGCs :'D Either way still good and I like muscle priest
Optoelectronic 22 Jan, 2019 @ 6:03am 
Had just played act 1, that's amazing!
Dickon Manwoody 8 Oct, 2017 @ 1:40pm 
Very brief, but satisfying, conclusion to Act 2!
I noticed a bug at the beginning: the doctor guy disappears after you grab the money, and you can pass through the bottom right corner of the room with the money. Other than that, I've only been bugged by the usual spelling errors :P
Project Omen is becoming really intriguing and I think the new playable character is very cool.
Time to download Act 3...
+1
Rusty | SkyPaladin 2 Aug, 2015 @ 12:58pm 
I agree, FearTheReaper, Ashram has ramped up the difficulty way too fast between parts I and II. I don't want to have to "cheat" by upgrading my character elsewhere and re-importing it into this part.
Ch4rm5nDer 20 May, 2015 @ 8:28am 
why cant i remove from sdr content page???keep saying i have error deleting the ugc pack
frayd 15 Jul, 2014 @ 11:01pm 
Hey Ashram—great mod, have loved it so far. Some bugs that are really bugging me, though, and the difficulty is kicking my tail.

22 still has 0 health for me (carrying over from the last part). This makes it a horrendous liability to rescue him.

I've fought the troll on the roof 20 times and cannot beat him and his hellhound. I'm a troll adept with 5 body and 3 willpower and I burn my health kits and die before I can slot the chip or in the turn right afterward. Even when I'm sitting in full cover, with my passive magic resistance, they're still hitting me hard. Maybe tone it back a bit? Or is my character completely gimped?
Ashram  [author] 11 Jul, 2014 @ 1:19pm 
@zebornic - I can't recreate this bug, seems to work fine, but I can tell you that after you talk to 39, you discover she is badly wounded, but still alive, and that is the end of Act 2. Proceed to Act 3 :)
zebornic 10 Jul, 2014 @ 2:08pm 
I can't finish this episode. Then I get to the part when I'm playing as Testament and fight my way to where 39 is, I can't interact with her or anything else in the room. There is an interaction symbol but nothing happens when I try to click on it. So basically I'm stuck and get any further. I've tried google this issue but it seems like no one else have got stuck here. Any suggestions?
fitzryder 18 Jun, 2014 @ 2:42pm 
Ah, I see what happened about having 39 at start of Act 2, Part 2. I used an Import from the last save, which was the auto save in the basement with 39.
I see you need to import from the last save with your main charater. :B1:
fitzryder 18 Jun, 2014 @ 12:33pm 
Started up Act 2, Part 2, and the import charater only gave me 39 to import, so 39 was the main avatar without any gear from my orgrinal one from Act 2, Part 1.
Also, I transfered grenades from 39 to stash and gave them to 22, but he never showed them equipped during battle.