It’s Shading Time™ for Orisa and Baymax. I don’t know how light works.
I start heading back through the previous areas to collect everything I missed, starting from the very beginning at Kamiki, and chatter about an obscure 1970s cartoon called “The Amazing Chan and the Chan Clan” and then about how much I hate the first two “Ben 10” sequels.
I took a break from this for a couple days to contemplate the color palate I was using and it kind of grew on me after a while. So I spent some time touching things up before continuing on with this.
I initially avoid talking to Hypatia, suspecting a “Jekyll & Hyde” situation from the start, and have my suspicions immediately confirmed when she chucks a shelf at me. And then I save her by pumping a bunch of dead-guy juice into her neck.
I unbind Quick Save and Quick Load so that I don’t have that crutch anymore (though you can achieve the same effect by opening the Journal instead, so…), chuck chloroform at people, find the basement through the attic, and make my way through the bloodfly-infested Recuperation Wing.
So something went screwy with Unity between the last Work video and this one. Now, changing any of the Character’s values in the Editor causes any references to its prefab to break, the Apple enemy is getting locked to the exact center of the rooms (or warped miles into the aether) even after I disable the code that manipulates its position, and, between Unity’s “Fatal error in gc” and Visual Studio throwing an exception, all the software is in open revolt against me.
I construct my first bonecharm to make Emily move faster, particularly while dragging people about while crouching, and meet the Institute’s resident conspiracy theorist and janitor, Joe Hamilton.