Shadowrun Returns: Dead Man’s Switch Part 22: No Mercy Mental Hospital

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Published on ● Video Link: https://www.youtube.com/watch?v=nGydWJedg1M



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Duration: 15:50
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So, after finding out all we needed about our potential murderer, we then grabbed our team (with one new member, I wanted to try out the rigger and see how the robot companions work) and headed to Mercy Mental Hospital. They should’ve really named this place No Mercy because there are some fairly sick and twisted things go on in this hospital (I guess that is true about all hospital, Kappa). Since I don’t want to spoil too much more about the story, I do want to talk about Riggers. So, when walking around in the open, they have several robots following them (the ones that you can equip to the character) but they don’t activate during combat. Instead, the Rigger himself essentially gives up his own AP in order to activate the robots which act as their own character. Each robot needs one AP point in order to be activated but, oddly enough, once activated the Robots have two AP themselves. The only real problem with having multiple Robots is that, if your Rigger has no available AP, they are just stranded and waiting till the fight is over. This level does also have those annoying sections in which you have to traverse the map while using your AP instead of simply just walking around like normal which means, if you aren’t paying attention, you might abandon your Rigger.







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Shadowrun Returns
Shadowrun
Returns
Dead Man’s Switch
Science Fantasy
Turn-based Combat
Harebrained Schemes
Tabletop
RPG
Role Paying Game
Elvish Mage
Belle Dund
Tactical