Messiah Walkthrough

  
Contents
1.  The Game
2.  Characters
3.  Weapons
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The Game
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Shipping Sector
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 You begin in a cop, run up the ramp, and place your hand on the box, blowing it up.  Go thru the door, jump over the gap, deposes, sending the cop to his death, and posess the next cop you see.  Go up the stairs, and take out all the cops (note: this is
not neccesary, but i tend to take out everyone with a weapon, to not cause me trouble later =p). Shoot the boxes to blow the circut, and open the room with the scientist.  Use the panel to unlock Gate 4, then procede into the barraks, where you can get a flame thrower from the weapon dispencer (and flame the cops in there with it =p -- also notice the nice lil MDK 400 ad displaying on the monitors, nice shiny =p). 
procede down to the bottom level, posessing the scientist, and causing the alarms to go off, opening the gate, take out the 2 cops that come at you.  Procede in, thru the decontamination.  Once thru, climb the boxes, and get the machine gun if you wish,
and jump from the top box over the laser wall. Continue on till you get to the next cop, take him out however you wish, and jump from the ledge, deposessing in mid air.  This will allow you to skip half the climbing -- flap your wings to the highest ledge
on the left that you can reach, then climb the rest of the way to the top.
 Jump down to the bottom of the next room, and go to the 3rd fan from the left, to the button under it, and move the fan up twice.  Then go to the 2nd fan from the left, and move it up once.  Finally, climb back up the ledges, and glide from fan to fan, till you reach the top.  Once up there, posess a Radiation werker, and procede to active all the consoles around the room (dont bother with the red button, it resets them. Then

enter the elevator thru the exit door, and go down. Use the rad-werker to continue thru the radiation without taking damage, and enter the next room.  Posses the welder, and then the commander behind the glass.  The commander has access to the Chot area.  Leave that room thru the garage door, and back back where you came from, thru gates 3, then 2, respectively, after 2, you will be attacked by Chots.  Take out the misc ones first, then the one with the speargun (simply continue to strafe at all times to avoid the spears).  After him, there are a number of other Chots that drop into the room, so just take em out,  there is alot of combat in the game, the sooner you get good at jumpin from body to body, the better =]. Finally, grab the rocket launcher behind the far box from the entrance, and exit thru the large door that you did not enter from, area 1 done, nice
job.
 
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Old Town
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 Use the bazooka to shoot the laser wall to the left, and across, then procede to take out the enemies that emerge.  Run up the ramp, and enter the door.  Drop 3 
bodies into the grinder in this room.  In order to reach the scientists, simply fly bob to the left edge, pull yourself up, and crawl under the lasers, the 
panel will open the floor.  Once the machine is full of blood, operate the lower panel, which will bring the barrel up, and push it along to the top. Go up there, and jump on top of the barrel, then fly to the ledge, pull yourself, operate the panel (gettin the hang of things now? =p).  Go thru the door to the incinerater.
 This is VERY difficult until you really have the jumping controlls down.  Remember to flap at the top of your jump to get extra height out of the jump. You need to climb the barrel, onto the pipe, then fly from pipe to pipe to the top (they spiral around the wall).  Once over the wall, enter the next door. Kill everyone in the room, use the lift in the center, and enter the door.  Then posses a rat you see running
around, and go thru the tunnel, maze, tunnel. Posess a chot there, and blow up the boxes, procede the only way you can go, untill you come out of the tunnel, 
where the cops and chots are having a stand off.  Go to the right, killing whoever you need to, and break the glass on the left part of the cops area. Deactivate the Laser Wall.  Then run over to the Chots side, and enter the area that waz previously blocked by the laser wall, going up some stairs.
 Operate the panel in the back of the room atop the stairs, and grab the bazooka from the weapon dispencer, then make your way (running like a madman =p) to the lift, near where you came out of the tunnel. Operate the lift, and enter the next door. Once inside, shoot the box on the 'mantle', blowing open the pipe.  Enter the pipe, jump to the platform, and shoot the grate open, droping in. Grab the chot weapon, and use it to float safely down below the giant pipe (thru the windows, just blow em open) and enter the window near the girl showering.  Kill
the person your in by repeatedly running into the laser wall, then posses the commander.  Enter the next room (with 3 other commanders) and go to the door on 
your right, up the stairs, and back into a room from a short time ago. You can now operate the computers, the left one will give you a defensive bot, the right an 
offensive bot, pick whichever you like (i like offensive), they will help in the next fight.  Go back down to the commander room, and out the opposite direction, and procede to kill all the chots, WITHOUT dying, you'll need that commander, and if you go back to the commander room, you'll have to deal with the other 2 you don't posses, b4 moving on.  Once you kill them all, use the commander to open the door, and
and enter the gun pod, by operating the panel.  Use the gun pod to shoot the bottoms of the platforms of the ppl shooting at you, this will open up the laser wall by you.
 Enter the next room, with 2 other cops, and operate the panel on the right side of the room, then open the gate in front of the cops. Kill who you have to
and then open the gate behind all the stocks of the boxes. blast your way thru the room, to the far side, and open up the garage door, to enter the warzone again.  Use a cop, on the green 'target' on the ground, and let it scan him, this will open
the door to the garage areas.  Procede to the elevator, and operate it, when it breaks down, deposes, and go thru the opening, posess a welder, and fix the elevator from underneath, get back in, and go up. Work your way thru the garages, until you are in a large circular room, with a circular post in the middle, and enter the garage to the right of the hallway, up the elevator, to the left, and up 
the stairs, leading into the sewer.
 Continue down the sewer, via the slops.  Keep going until you find a door surrounded by green bars (the locked ones have red bars), and enter it, kill who you have to and go right, across the grated bridge. Once you get to the pistons, ditch the body you are in, and use the barrels/pistons to cross the water, and get
onto the other side of the bridge. Go down to the end of it, and turn right, you will see a body blocking the bottom laser, crawl under it. Use the 
panel to kill the lasers, then go posses the man in the back of the room, and operate the computer, giving power back to the outskirts.
 Go back where the lasers once were, and use the door straight across, then follow the path back to where you already were, using the green door again, this time however, go straight and go UNDER the stairs, for a really cool cut scene of a Beast, or up
the stairs to continue on. Once up the stairs, your back in the warzone, go left, and continue ALL the way back till you get to the rocket launcher cop. Kill him, and go under the giant door, be prepared for some battle. Your back in that Circular room again, this time, take the garage to the Left of the Hall, go to the red wiggly laser wall. Back behind the wall, you can see a strange shape, no doubt the power =]. Use a weapon to shoot it, disabling the lasers. Continue forward, and use the elevator up. Crawl under the door, your now in the lab. Posess a scientist, and go 
operate the console that is flashing, this will initialize Bohemoth (if it says something about a generator, you didnt turn the outskirts power back on, look up =]). Now go let him out (the door with LABORATORY plastered on it, he'll break thru the 2nd door (with the target).  Now you need to either get to high ground, or do like I did, and lead him to some inocent victems, and while he's taking care of them, jump flap, and enter his shoulder blades =p (you have to posses him high, high back, or head). Go stand on the Pressure plate, wash, rinse, repeat.
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Warehouse/Annex
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 Posess the first cop you see, and kill the other walking around, then go forward to the next room. Go across the room, and operate the control panels in the small room, leave the small room, and enter the door to the left. Upon enter, go to the door on the right (cops to either side, an elevator). Go up the elevator, and operate the the panel (note: if your still the cop, you will set off an alarm, so 
grab the flame thrower from the despencer, and despence of the 'arresting officers'.  Go back on down the the elevator, across the room, and up the next elevator, in the next room, go across and up yet another elevator. Kill all the cops in the room,
leaving the workers. Posess a worker, and operate the rad-bot panel. Go down the elevator once, and yet again, clear out the cops and use a werker to operate
the panel. After this, enter the elevator, and go down TWO levels, to the basement, kill all cops, operate panel, blah blah =p. Now enter the door labeled
B.S. and go down the elevator, use a rad-werker to operate the core.
 Go up the elevator, up the next elevator once (so you are at ground level -- garage floor). Go straight to the big door, then thru the door with the circled 
A on it (the annex). Go right, follow the left wall, go up the stairs, into the room with 2 cops, operate the panel, go back, follow the left wall again, till 
you see the down area. Then go back to the garage, get a werker, and come back to the down area, and operate the panel there, powering up a door.
 Climb out of the down area, and go back to the stairs. Go up them, then climb on a box, then pipe, and jump from the end of the pipe, to the horizontal pipe ahead.
Walk down this pipe, avoiding the fire, untill you see another pipe to jump to, do so, and to the little pads with vertical flames coming out. Once you get to 
the third one, jump to the pipe on your left, and open the door.
 Once thru the door, posess a shot there, and shoot the boxes behind the enemies across the gap. Procede to the bottom, and work your way to the side with
the panel (of course, you should know this by now =p), operate it, ditch your host, climb up on the rail, and jump to the platform, it will swing forward, jump to
the next platform, which will do the same, and finally, jump thru the door. Don't worry about time, 30 seconds is PLENTY to do this. Exit the next door, climb up the boxes, go to the left, past the Annex door, and open the door at the 
end of the hallway.
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Streets/Conveyor
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 Your already being shot at, so watch out. Run immediatly to your right, to the door with the happy face, and go thru it. Climb up the boxes, and jump from the top, and flap like crazy, posessing a cop on the bridge, kill the other one, and jump off the bridge. Operate the panel, enter the door, ignore the other cops, and jump onto the pipes, then to the platforms moving up, then to the conveyor belt. Use
the boxes on the conveyor belt to jump over 2 sets of lasers, then climb onto the ledge on the left, and operate the lift. Operate the Flame panel, then the door, then the lift, jump to the next lift, and operate it (small white buttons).
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Weapons Factory
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 Suicide your cop into the grinders or incenerator, and use a scientist to operate the panel by the big screen. Enter the door next to it and posess the cop, killing the other cops. Exit thru the door opposite the weapons dispencer. Operate the gun, making it go psycho, jump off in front of it, and operate the panel, then leave the room using the newly powered elevator. Operate the panel to your left in
the next room, creating the maser, operate the lower panel, and collect the maser.
 Enter the elevator, and go up, exit to your right, and enter the elevator in the middle of the hall, go down, to the basement. Continue around, until a Scientist drops the bridge, and puts lasers up, then set the maser down, and jump off and go thru the door on the right, about halfway down. Here you need to jump
from platform to platform, dont worry, it's rather easy. Once thru, operate the panel, bringing the bridge back up, and go across it, and collect your maser from before, take it back across the bridge, and charge it up. Go back across the bridge again, and go back to the elevator, taking it up one level, you will exit by the begining of this place, so go up the stairs, and into the door you unlocked at the begining, now you can use the door labeled EXIT.
 Go down the stairs, and out the door on the left, run thru the area, to the elevator on the left, go up, run to the end of the hallway, operate the panel, go
back down the elevator, and use the airlock behind the abusive cops. Shoot the Armored Bohemoth (A.B.) on the other side of the door with the maser. Run straight
across, and thru the tunnel. Take out 4 more A.B.s, by taking advantage of your surroundings, strafing out from behind walls right b4 the shot goes off, and
sniping from behind the cab/truck. Then go thru the far door, ditch your body, and procede back into jump land. Now you need to go thru yet again another series of jumps, once done, a door will close behind you.  Now open the door, it will half fail, enter, enter the next door that will open, and posess the worker, go 
back to the room you entered in, and open the door to the left of where you entered.
 
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Waste Plant
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 Ride down one of the platforms until you see an entrance on the opposite side you came thru. Go thru it (between the blue electrical ends), and go around to the opposite side, a section of it will fall to a lower area. From here, look to your left, and you will see a barrel come down, and a platform flip over, jump onto it. Ride it to the corner, and bail from it, taking to flight, to the end of the hallway, staying
above the dangers =p, and go in the entrance below the laser wall.
 From here you simply ride a bunch of very easy platforms. Note that the ones at the end of the wall go up, so at the top of them, jump, so that you can reach the next one. Once at the top, posess the rad-werker, and enter the door, go up the elevator. At the far end of the conveyor belt, go behind the truck, and posess the commander, use her to operate the console, loading the truck bed, then go get
in the truck.
 
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Red Light District
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 Go to the left, and take out the two cops and the subgirl. Climb onto the curb and jump to the ledge. Once there, procede along the ledge, jumping over 2
yellow lasers, until you reach bar like grinders. Hang from the edge of the left ledge, and hand over hand under the grinders, pull yourself up, and jump some 
more lasers, untill you see solid ground, then jump for that. Posess the cop, and take out all the other cops around, then go up a flight of stairs, past the
condemed door, and take out all the cops up to the barracade (make extensive use of snipering here =p -- go for heads and kneecaps =). Once they are dead, go back to the stairs, and continue to the top level, enter the door, and go to the very last peep booth (around the corner), go inside, and posses the dweller, then procede back to the barracades. Go thru the decontamination behind the barracade, then proced thru the subgirls, they wont shoot at your dweller unless provoked.
 Go down the stairs past the subgirls, and enter the door. Procede to the bottom of this room, however you see fit. Once there, operate the panel on the wall, 
turning on the piston, then take the elevator up to the highest level it will go to. Now jump on top of the piston when it is in itz down position, and when it is in itz up position, jump from it, to the ledge. Kill the subgirl that is not behind the bars, and posess a rat running around, using it to run thru the 
tunnel. Once you come out, poses the remaining subgirl, operate the panel, suicide her off the edge, and enter the door. Posess Pimp, get the VIP card from his save, behind the panels, and then operate the panels twice.
 Use the VIP card to enter the club perimeter. Jump off to your left, and posess the worker working there, operate the panel as per usual, then ditch your body, and jump/fly your way to the newly powered up panel, and operate that one. Then hurredly jump/fly thru the door, before it closes. After entering the door, 
jump to the turning platform to the left. Get to the 3rd platform (the 2nd turning one), at the height of itz turn, jump to the ledge on the right, then 
look back at the platform, wait till it goes to the bottom of itz turn, and jump back on it, once at the top, jump off to another platform on the right again, and wait for it to go back down, then jump on top of it. From here, jump/fly/posses the cop on the bridge, and suicide him off it. Now crawl thru the tunnel on the right side of the bridge, and break thru the floor. Operate the panel 2ce, so that it surges, and leave the way you came thru, including crawling thru the tunnel. Use the fans to propel yourself forward (fan, fan, door, fan, fan, fan, platform). Now jump on top of the elevator as it goes up, and look to your left, once high enuff, jump thru the broken grate.
 Go thru the door, and avoid the rotating 'doors', open the next door, and it will shut behind you. Operate the hand panel, and posses the cripple, making him
crawl over, and use the hand panel, returning things to normal. Now you can operate it again, opening the door to the elevator, once it comes, get it, and
posses the dweller in it. At the top, exit the elevator, operate the panel, and do as it says, putting your gun in the dispencer. Enter club Kyd.
 
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Club Kid
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 Go thru a set of curtains, and around 2 corners, and go into the broom closet (if it is locked, you are at the wrong door, find another that looks like it). Once
inside, posses the nun-slut werker, and go to the other door, it is labeld Bar 2. Go up the stairs, thru the curtains (straight), posses the dancer on the table, and enter the middle curtain, go upstairs, thru another curtain, and dance. Once finished, go up the elevator, thru 2 curtains, kill a cop, posses a commander, and go thru
the door.
 
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Military Zone
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 Jump off the left, kill the cops, and go thru the door witht he yellow target on it. Continue thru the next door, operate the panel, and posses the commander
when she comes down, and go back up where she came from. Operate the panel there, and use the gun turret to kill anything/everything that moves.  Once done, go down the elevator, thru the next set of target doors, into the red room, and posses another rat, and go thru the tunnel, taking the first left you see. Continue out, and after the bird drops you off, get off the ledge it dropped you on, and operate a red panel on the side of the room, to activate an Armored Bohemoth. Jump on in it, and go out the door, thru the target doors, and kill who you must (beware of the masers, if you lose your A.B., you can go back and get another). Use the A.B. to active the pressure plate, and open the large, central door, kill the A.B. and maser guy inside, and continue on to the next door. Use the scientist to operate the panel, and enter the teleporter.
 
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Cryo
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 Operate the X-24 panel to the right of where you landed, and go the opposite direction of it, and around the corner to the right. Operate the X-24 panel with the pictures, then the one without, and open the door directly in front of the teleporter, and operate the X-24 in there as well. Procede back to the door with the Bloody upside down pentastar, and enter it, and teleport.
 
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Outpost (SATAN)
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 Jump down the pilars, to the island. Run around the island, and grab the first cop you see, and use it to kill any other cops, possesed or not, then deposses the
cop, and posses a werker, so that you can pick up a gun from one of the killed cops, now using the werker, make it your top priority to kill any cops, and your
second priority to get the Valves turned off. Once they are all off, simply deposses a few characters in the direction of satan, and your good to go =].
 
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Characters
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 Chots 
   Chots comprise the bottom rung of the social ladder in City Faktur. Partially due to their lack of money and partially due to their disgust with the middle and upper classes, the Chots choose to live in the City sewers and frequently pop up and drag other characters off to an unpleasant death. Chots are cannibalistic creatures who hunt and fight in packs similar to hyenas. Naturally aggressive toward Cops, the Chots have been waging a war for some time with the police force and often instigate riots in attempts to overthrow their middle class counterparts. The Chots' weapon of choice is a Pak that is not only is used to take down prey quietly but also allows them to drop from great heights. Chot technology is base, and revolves around their air compression system to power weapons and breathe. Though they are not as well funded as the Cops, the Chots are excellent fighters and will often due just as well in a battle as their more technologically advanced Cop foes. 
 
Chots one through five are just variations of each other. They carry whatever weapons they can find and any thing they could make themselves. One weapon in particular is used by Chots. A medium powered rifle has three propeller blades attached at the end of the barrel. They use it for slow descents from tall buildings or pipes.
 They are the pests of the city. They attack in groups often jumping out of pipes or appearing out from the shadows. They don't like anybody but their own kind and will attack everybody (dwellers, prostitutes, and cops). When a group has sustained heavy losses the remaining one or two will run for it. Often returning with more. They are very aggressive and take killing someone very seriously. After making a kill they will drag off the body to be stored for food. They might lay out traps for people such as a woman tied up or a large weapon sitting in the middle of the street as bait. They have there own mixed up language and live by there own mixed up codes. 
 Chots are very tough and have no armor to light armor. They can move fast and jump high. They carry light to medium weapons. They are average at targeting with weapons. 
   
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Dwellers 
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 The pathetic civilians in City Faktur have become known simply as Dwellers. These middle class characters enjoy the benefits of their social class which allows them to move freely around the cities and partake in the moral depravity that has overrun their City. Though usually unarmed, the Dwellers may be beneficial for possession in certain situations which require stealth. The Dwellers can use any weapon they come across and can be quite proficient in hand to hand combat when cornered. Take special care around the Dwellers for many with long coats will hide weapons in their jackets until needed and will not hesitate to stalk careless humans in an effort to mug them for another weapon. 
 
Somebody has to live in the city, those that do are called Dwellers. A street-smart dweller means a person who avoids cops and Chots. Cops tend to be meaner that Chots to the dwellers. Dwellers are just cyber punks that make enough money that they don't have to kill each other to eat. Cops don't care much about them and will ignore them unless they come to close. Cops get irritated when anybody gets to close to them. Carrying a weapon defiantly make you a cop target. Chots on the other hand only attack Dwellers when they are hungry and they don't care if Dwellers are armed, but Chot's do prefer Cop-meat over Dweller-meat. Such is life in the big city. 
 Dwellers have no armor and they are very fast and can jump very high, that's a required talent. They often carry a concealed weapon of some sort. They are the only characters than can conceal a weapon, which is good if you want to sneak into guarded places. They only carry light weapons and have a below average targeting skill. They are not tough. 
   
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Workers
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Workers are the glue which holds City Faktur together. Constantly spoon-fed a stream of self-help propaganda, the workers are quite proud of their social station and work diligently on keeping the City running on a day to day basis. Comprised of grunt laborers, medical technicians, scientists, and nuclear technicians, many of the workers have very specialized abilities which make them prime targets for possession in many situations. 
 
There are two types of people that get things done in the city, movers and scientists. Being like any sort of normal person they have no special attributes. They are scattered about selected parts of the worlds performing manual laborious functions. One characteristic that the workers might portray is that they lack awareness as to what is going on around them. A gun-fire here, an explosion there, they don't care until they get hit. Then they'll head for cover as fast as they can and take the rest of the day off 
   
  Movers- guess what they do? They just lift boxes or whatever. They do any sort of grunt work. They move slowly all the time. They don't like to run. They feel as if the weight of the world is on their backs. They have no armor and no weapon. They have been known to throw things at people they find annoying. They are not very tough to kill. 
 
Scientists- Well, if you graduate from college or you just finish hooked on phonics you could get this job. Scientist perform other basic yet more complicated tasks in the game world. They like to monitor things, make sure that all the gauges say the right things and adjust the right knobs to correct the wrong readings. All the tasks needed to fly a space ship or run a weapons factory. They also like to build behemoths. 
   
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Clubbers 
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 Similar in many respects to normal Dwellers, the Clubbers are distinct in that they live to the excess, usually spending their time in the seedier portions of the City or the clubs. Though seemingly harmless, the Clubbers are "characters" in the truest sense of the word and have some surprisingly unique talents. Much like the credo of their alternative lifestyle, experimentation will be required to find the true potential of these characters when they have been possessed. 
 
Like any major city there is a alternative and perverted night life. Here in the city of the future the clergy has turned to entertainment in order to free condemned souls. So, the bars are run by sexy nuns and priests, if anything carnal crosses there mind there always some one near by you could talk to, no problems here. The clubs contain priests that run the bar, nuns that serve drinks, and almost naked dancers that dance. Dwellers like the walk around here along with some Chots, even a cop or two, to keep the peace. 
 
  Bartenders- they like to ask the guests "what will be your salvation?", they might serve a drink. and leave. Nothing special about them. 
 
Waitress- The predominate thing about them is there large cross that covers their sex. Just like religion to get in the way of things. These ladies are very friendly and they might ask "how could I serve your addiction?" and then they just might. They are just part of the atmosphere in the club. 
   
  Dancers- They just dance and if you try to hit on them they might dance with you. 
 
DJ- Scratches records. 
   
  Behemoth Bouncer- Just a really big bouncer. 
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Cops 
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 In a stark contrast to the world of the past where the police upheld the law and swore an oath to protect and serve, the Cops have become increasingly corrupt in response to the degradation of the society around them. In City Faktur the Cops thrive on their upper-class status and have developed a shoot first, ask questions later mentality. Though they must be dealt with cautiously, a possessed Cop is one of the most versatile characters in the City. With various degrees of armor, powerful weaponry, and all access passes to most areas, the Cops are very handy indeed. To further increase their worth, the Cops often have special abilities tied to their special headsets which give them powers such as ranged zoom sniper mode, and special limited x-ray vision sniper mode. On the downside, their strength when possessed lies in their brute force tactics which most often draws the hostile attention of their police brethren. 
 Cops are the anti-pest but none the less still scourge, they don't like culture altering cherubs, they keep the peace and will appear anyplace there's fighting action. They are nazi militants that have little regard for human life of any kind, even each other. There are five types of cops. 
 
  Light Armored Cops- They wear blue uniforms. They travel in groups of two or more. They are the patrol and there often the first to any sort of seen where gunfire and explosives are involved. They will engage in any sort of conflict. If they are outnumbers they'll call in back up. They have light armor and light to medium weapons. They can move and jump almost as fast and high as Chots. They are tough and have expert skills in targeting with weapons. They are equipped with one head lazer light, which is used to target a foe at a distance or blind a foe at close range. 
 
Medium Armored Cops- They wear red and white uniforms. They patrol areas that have been having lots of action. Say you've been killing blue cops patrols eventually there will be replaced of red cop patrols. Like the blues they travel in groups of two or more. They have medium armor and medium to heavy weapons. Their movement is hindered by their armor. Their run speed is quick and they jump a medium height. They are very tough and have expert targeting skills. They are equipped with two-head lazer light which is used to target a foe at a distance or blind a foe at close range. 
   
  Heavy Armor Cops- When orange cops show up this means your in trouble. If you see them it's because your really pissing off the cops. They only patrol very sensitive areas. They travel in groups of four or more and they take confrontations head on. They have heavy armor and heavy weapons. Their movement is slow, running only at a trot and almost no jumping height. They are incredibly tough and light weapons have no effect on them. They also have expert targeting skills. They are equipped with two-head lazer light which is used to target a foe at a distance or blind a foe at close range. 
 
Riot Cops- They have Olive green uniforms and carry large shields. They like to march in a columns, make a human barriers to corner foe's. They are used to protect things such as building, commanders, portals, etc. They have heavy armor without shields and impenetrable armor with there shields. Light weapons have no effect on an un-shielded Riot Cop. With Shields only heavy weapons will effect them, but only slightly. Riot cops can only walk and they can't jump with their shields. Without shields they're just like Heavy Armored Cops. They have average targeting skills and carry light weapons usually grenades or tear gas and clubs. They are equipped with one head lazer light which is used to target a foe at a distance or blind a foe at close range. 
   
Cops in general enjoy killing and their very vocal about their pleasure. Cops like to talk among themselves when patrolling about the number of people they have killed and prostitutes they've employed. Everybody avoids them except for the prostitutes who have their own protection. Cops can travel on tanks, or hover-crafts, to the scene of a crime. If there is no commander and their numbers are greater than 3 they are prone to panic when attacked. Panicking would include freezing in the face of danger or going berserk, attacking anything that moves with everything they've got.  
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Sub-girls 
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   Like most of the upper class in City Faktur, the Sub-Girls are of course female and have a natural adversity to Cops. Allied with the Dwellers and Clubbers, Sub-Girls are one of the most lethal classes of the City's inhabitants whose mission it is to act as security in the Redlight District's housing district protecting their allies from their foes. Sub-Girls have a particularly strong bond with the prostitutes and will most often come to their aid if threatened. The Sub-Girls have a very calm demeanor and cannot be panicked or confused in battle. Though it looks deceptively light, the Sub-Girls have been engineered to have an extremely tough skeleton making them tough to kill. The Sub-Girls are difficult to possess, but when attained, they are nearly unstoppable. 
   
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Commanders 
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   Leaders of the police forces, the commanders are the highest ranking Cops and are thus rarely seen in the streets of the City. When one is spotted, it is highly recommended that you not only possess one but also keep her alive since it is only the commander who has the highest security clearance. This may be challenging since the commanders are many times unarmed and only venture out into the streets to supervise the troops. Along with her top security clearance, certain commanders, called Gun Commanders, are the only type of character who can operate heavy gun placements and drive vehicles.
 When a bout includes more than 4 cops a officer will show up, usually bringing in escort troops with her to take control of the fight. She gives orders organizing a battle. Commands would be, scatter, locate target, attack target, retreat and re-group, use grenades, use flame, make defensive wall, defensive wall advance or defensive wall retreat, defensive wall throw grenades, fire at will, fire on command, secure room, march single file or march double file, defend position. Command center wouldn't hesitate to deploy another squad to attack a squad that has a delinquent commander. 
   
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Behemoths 
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 Behemoths are that which stands nine to ten feet high. They are very muscular humanoids with titanium bones. There flesh is synthetic and there synthetic brains are primitive compared to human brains. They do have some skills humans don't have; incredible strength, incredible weight, and a almost infallible targeting skill. They are human tanks capable of scaling walls, carrying enormous weapons, running top speed fully loaded. They have heightened sense of hearing and vision. They are able to visually zoom in a target to take aim. These guys are the toughest of the tough. These men are soldiers more than they are police. Behemoths' only characteristics are that they are tough and they can show up in great numbers. They are also versatile, being able to transport a soldier or a commander on their back or they could be mounted with a large arsenal of rockets or a giant lazer cannon. A weakness would be a lack of intelligence. They are easy to trick. 
 
  A normal unarmored behemoth is still very tough. He's got a natural medium armor rating and light weapons have no effect on him. His long legs and strength make him a fast runner with a high jumper. He's very accurate at targeting with little hesitation on sighting a target. He can use any weapon he can carry which would be all of them. He has trouble handing weapons that are to small for his hands and he'll use them with less accuracy. 
 
An armored behemoth is almost invulnerable. Only very large weapons can even begin to do harm to his body. He still has a fast run fully armored and a high jump. Where the hands would be for a normal behemoth, this guy has mounted two types of weapons. On his Left hand are three triangular barrels that spin when firing, shooting off one barrel at a time just like a gattling gun. On the Right hand are three rectangular boxes each box has two short barrels this weapon could either fire all six barrels at ounce or one at a time. It fires mortars, which detonate after an allotted time has passed. He has three lights embedded on the front of his armor which function just like the cop lights. 
   
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Clergy 
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   Like any major city there is an alternative nightlife. Here in City Faktur, the clergy has turned to entertainment in order to free condemned souls. The clubs contain priests that run the bar and nuns that serve the drinks. In general the Bartender is not particularly useful to possess, but they're great helpers throughout Bob's travels. Occasionally found lurking in dark shadows, the clergy will sometime impress some of their wisdom on Bob which may be helpful during his travels. 
 
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Devils
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 Woe to those of earth and sea for the devil sends the beast with wrath for he know your time is short let he who hath faith and understanding reckon the number of the beast for it is a human number, it's number is six hundred and sixty six. 
 Bone chilling. 
 The Devils are the people that run the Messiah city. At the top of the hierarchy is Satan himself, followed by the four priest bosses, fire, earth, electricity, and water. At the bottom of the hierarchy are the priests men. Their religion practices all sort of destructive magic and high tech gadgetry. They don't live on the planet but they rule from their sky ship and their moon base. From there they spend time converting everybody into sinners. Don't be deceived by Satan because he's really not a Satan at all. Satan is really an alien who is taking over the planet. He's manifested himself into a universal icon that is revered and feared by the planet's culture. The magic of the priests may just be alien technology. From the sounds of things earth is doomed. 
  
Satan- Satan is huge. He's the tallest creature that will be encountered in the game. He stands roughly twenty feet tall. He's obese and a slit runs down the center of his stomach. He has six wings on his back and uses them to slowly lift his blubberous mass off the ground and over his foe to drop on him. Behind the horns on his head, fire burns like it was hair. His Right arm starting from the elbow down burns with fire. Evil little cherubs fly around his head some even perch on his shoulders. When Satan stands it look like his still sitting. He's such a fat hulk that his belly drags on the ground. The slit down the front of his stomach can open revealing his innerds. Satan uses his belly to manifest characters to fight for him. A large seed drops from his open belly and then it transforms into a character of Satan's choice. Then one of the evil cherubs posses the newly incarnated character and it begins to attack. When Satan swings his burning right hand, burning globs are thrown about in almost random directions. Satan can also shoot lightning from his left hand with more accuracy. 
   
  Evil Cherubs- Destroying Satan requires killing all the cute little evil babies. The babies posses the same abilities as Bob so Bob's work will be difficult. They might be a little slower the Bob and less intelligent, but evil and destructive none the less. They all can fly to their fullest. They are also un-possessable by Bob. They might appear on earth to cause havoc. 
 
The Four Priest Bosses- These guys occupy the sky ship. Each one draws his power from destructive elements; Fire, earth, water, and electricity. Each one of them resides in a personal chamber large enough to allow them to fly around with their long robes. 
 
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Weapons
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Primary Weapons
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 Welding Torch: Intended only for welding, this weapon has a higher probability of causing your foes to laugh themselves to death when attacked than actually inflicting critical amounts of damage. Even so, it could technically kill someone if the person were to hold still long enough for it (so break his legs first, then tickle him to death). 
 Bone Saw: It slices! It dices! It's a hand held sawing, buzzing, hacking, grinding device! This device was only designed with construction work in mind but it will work for close range combat in a pinch (only if you like it simple... and bloody). The massive 20hp bone saw will deliver a massive amount of damage in a short period of time but is nevertheless no match for an enemy holding a rapid fire long range weapon .   
 
Pump Gun: The pump gun is standard issue for the Light Cops in City Faktur. This weapon shoots 5 gauge slugs that fire in a spread pattern when triggered. Though the weapon has excellent stopping power at close range, it is miserable at any distance. Don't even think about trying to use this weapon in sniper mode due to it's long range weakness.  
 Machine Gun: Usually carried by Medium Cops, the machine gun is excellent at long range and has superior accuracy. Firing devastating slugs in rapid succession via it's twin barrels, the machine gun is equally impressive at clearing rooms of foes as it is putting a bullet in someone's head from ½ a mile away in sniper mode.   
 
Maimer: Roughly as effective as its machine gun brethren, the maimer has a rapid-fire mechanism, is equally effective at short and long range, and delivers more than enough stopping power to take down all but the toughest foes. The maimer fires razor sharp titanium blades that slice and dice any unfortunate soul in its path.  
 Flame Thrower: The flame thrower spews a flammable fuel mixture in jelly form that's ignited when emitted. When the jelly makes contact with another character they will burst into flame causing them to run and scream in agony until they can roll themselves out. Though the weapon is useless at distances, there is simply no substitute in close range combat situations. Care must be taken with this weapon, however, if an ignited character comes in contact with you there is a good chance that he'll turn you into a human torch as well.    
 
The Pak: Based on the opposite technology from the flame thrower, the pak weapon fires needle like shards of frozen ice at the intended target, skewering them repeatedly. Effective at both long and short range, the pak is an excellent choice for both hectic combat situations and strategic sniper mode hits. When in the hands of a Chot, the pak weapon also gives them the ability of limited flight via the device's propeller like blades as well as a hacking attack.  
 Bazooka: The bazooka fires a frighteningly lethal missile along a direct path to its targeted victim. With infinite range, fast reload, zero trajectory arc, and a speedy velocity, the bazooka should be a handy toy for some long range bunnypoppin'. If fired at close range the bazooka can be quite dangerous as the subsequent missile explosion will most likely damage the user, as well as the target. But hell, we don't start a tank war on a ping-pong table as well so this should be obvious...    
 
Maser: Though impressive looking, this weapon is totally useless against organic creatures. Rarely seen on the streets of City Faktur, this weapon was created specifically to take down Armored Behemoths. Firing a powerful electro-subtractive pulse, the Maser is tremendously useful in taking down even the most ferocious mechanical foes.  
 R.P.H.: The rocket propelled harpoon is the most devastating weapon ever to appear on the streets of City Faktur. The R.P.H. pierces the intended target, lifting them off the ground and impaling them on a nearby wall where they will wither in agony before eventually collapsing. Good at both close and long range, the RPH is absolutely devastating since it's capable of killing a person with one shot.    
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Secondary Weapons
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 Grenade: Standard issue to Medium Cops, the grenade behaves just as one might expect, exploding in a shower of shrapnel which is lethal in direct hits, and still quite effective for those standing near it when it detonates. 
 
Concussion Grenade: Issued to Riot Cops whose primary purpose is crowd control, the concussion grenade is useful for incapacitating large groups of characters while causing no damage to the surrounding area. When the grenade detonates, it emits a large flash that stuns them momentarily. While the weapon does not kill characters it is useful for stunning characters that are potential possession candidates.    
  
Stick 'Um Grenade: This weapon embeds itself into the target when it is thrown and then begins to emit a subtle audio tone to alert the user that it is active. The stick 'um will remain active and wait until the "Secondary Weapon Key" is pressed again at which time it will detonate. While useful for planting on explosive objects so that the user has time to clear the area, its real potential lies in attaching the grenade to a human foe who will panic and run toward their allies desperately seeking help where it can be then detonated by the user.  
 Distortion Grenade: The most powerful of the secondary weapons, the distortion grenade is tossed like a normal grenade but creates a warping anomaly that can literally bend solid objects. Any creature caught in the path of the distortion grenade will be thrown as if they were standing next to a violent explosion and will sustain similar amounts of damage. Like a standard grenade, the distortion grenade can be banked off walls due to its built in three second timer.    
  
Jumping Betty: Unlike its grenade counterparts, this secondary weapon packs a powerful punch in the form its proximity mine nature. Once discharged with the "Secondary Weapon Key" the jumping betty will lie in wait until another character triggers its proximity sensor. Once triggered, this mine leaps five feet (bob is not that tall) into the air making five complete horizontal rotations firing a flechett every ten degrees of rotation.  
 
Violent Death
Huddersfield 
UK

     Extra special thanks to Revolution reader Violent Death!





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