Shadowrun Returns: Dead Man’s Switch Part 23: The Good Doctor Will See You Now

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



Shadowrun Returns
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So, after getting all geared up and ready to go, we went to Mercy Mental, the nearby hospital that we thought the Emerald Ripper was living/working out of under the name of a Dr. Holmes. After our little meeting with him behind a glass window, he turns things around, calls us the Emerald Ripper and then sends out several armed guards to murder our faces off. I do find it a little odd that this guy would make such a brazen move; It just seems super suspicious that he would feel the need to murder our faces off at the mere accusation of him being the Ripper. So, as you might’ve expected, we give chase which leads us to find some rather bizarre things but, since most of that is story related, I won’t spoil it. I will mention a particular summon that we find along our little adventure; We stumble across some sort of organic waste (not really sure what it was exactly; it just looked like a small blob of stuff on the ground) that my Shaman could interact with. I mention a while ago (not sure when exactly) that I wanted to see small things within some of the levels that only certain classes could interact with which would make me want to actually pick them for the team and this is one of them. Our shaman friend was able to summon sort of abomination aptly named “Apocalypse” which, for right now, didn’t really do too much. At the time, I didn’t really understand how Summons actually work within the game so, let me try and describe it. After summoning the creature, the Shaman then attempts to give the creature a varying amount of AP. I’m fairly sure that the AP you give these creatures does not take away from the Shaman although I could be horribly mistaken (I thought it would be similar to the Riggers and their robots). The only major downside from using these guys are that, when giving them AP, there is a chance that they escape from the battlefield (the more AP, the higher the chances of them leaving). It seems odd for this to be a thing considering you need to use an item in order to summon them (After summoning the creature, you lose the item so you can’t keep summoning things) which makes it seems a little too RNG dependent. That being said, I don’t know if the Shamans have any spells to make their summons last longer on the battlefield/lowers the escape chance or if the summons are just overpowered and this was a way to balance it; All I can do is speculate.







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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



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