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Shadowrun Returns Game Guide & Walkthrough by gamepressure.com

Shadowrun Returns Game Guide & Walkthrough

Table of Contents

Return to the Docks | Walkthrough Shadowrun Returns Guide

Last update: 11 May 2016

The Map

The return to the mysterious docks. More mysterious this time than previously.

1 - Return to the Docks - Walkthrough - Shadowrun Returns - Game Guide and Walkthrough

1.Scrawny Guard(NPC)- Quest: Return to the Docks (Main Quest).

2.NTSB Warehouse Key(Item) - Quest: Return to the Docks.

3.The entrance to the Warehouse - Quest: Return to the Docks.

Red Dots - Enemies.

Quest

Return to the Docks

Main Quest.

All of the friends from your previous visit disappeared - Return to the Docks - Walkthrough - Shadowrun Returns - Game Guide and Walkthrough
All of the friends from your previous visit disappeared

Objective: 1. Break into the NTSB Warehouse. 2. Keep Shannon Alive.

Welcome back to the docks. This time, you will be visiting them at night, and the entrance is not guarded by Lofwyr anymore, but by more suspicious lot.

Start by approaching the gate and you will initiate a conversation with a Scrawny Guard[1]. If you select the first, or the second option, this will result in n immediate fight with the guard. But, if you have Etiquette: Shadowrunner or Etiquette: Corporate, you can convince the boy to leave the battlefield. .

Unfortunately, this is where the path of peace ends. Once you make it through the gate and approach the entrance to the warehouse, there will appear 4 Shadowrunners, who will attack you straight away.

The fight is not of the easiest ones, especially that you are fighting your colleagues in the same line of work. Still, if you play your cards well, this should be quite easy. Start by deploying your characters behind covers. A good method is to split them into two teams. Position one of these behind the crates in front of the entrance, and the other one send behind the crates behind the helicopter. This way, the enemies will split, which will allow you more field.

First, deal with the weakest ones of the Shadowrunners, i.e. the ones whose looks does not resemble walking stones, but rather humans, judging by the silhouette. With a good party, you can engage these two in the first turn. Then, focus on the remaining giants.

The Shadowrunner Troll, has a quite considerable health pool. You will need appropriate debuffs like, e.g. Weaken Armor, Mind Wipe, or Blindness. If you can, try to approach him and take several shots from the shotgun. Combined with magic, this should do.

There is still the Shadowrunner Orc, that is, most probably dashing between your team and the helipad. Fortunately, he is equipped with a shotgun so, he should not be too much of a threat, until he comes too close. Still, he is a shaman so, you should watch out for the spirits that he summons. Deal with him and pick up the NTSB Warehouse Key[2], dropped by one of the enemies. Open the door to the hangar and walk inside. .

Reward: 4 KP.

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