I hate to keep harping on about the design, but the climax is bringing back some of the worst parts of the first few chapters of Antumbra. Firstly, splitting the party is, from a gameplay perspective, suicidal. A successful shadowrun requires everyone to contribute to the group in a way that mitigates the shortcomings of each individual member; the shaman buffs and heals the fighters, the fighters try to incapacitate opposition, etc. Restricting a team to two runners was awful for that reason in Antumbra Chapter 1, but this is even worse. Dorbi was on her own with no support; in short, she was expected to do the work of an entire team, including damage, healing, and accomplishing the main objective. I used up her one medkit fairly early on, and went through the revive kit soon after.
Or at least, I would have done, if the game didn't end before she had a chance to use it. Again, that was obnoxious in the first chapter of Antumbra, but it's even worse here. In Antumbra, there was at least someone else to help out to keep things from getting out of hand; here, it's just me and a neverending onslaught of everything from scorpions to firebreathing lizards.
This kind of thing might work great in a novel, where the author can wave the plot fairy wand to make seemingly impossible things achievable. Hell, it might even work in a P&P session run by a GM who is adjusting difficulty; doubtful, but possible. But it sure as hell isn't good game design.