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Feb 20th, 2019
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  1. Fight for the Future
  2. In a time that could have been, what was once known as the United Federation and its military arm GUN has become an agent of brutality and suppression. Centralized mega-cities contain the servile members of this new society who slowly are ground into the engine of the Federation, their best and brightest turned into brainwashed cybernetic agents of the mysterious KING Council via a renewed and reinvigorated Academy. The Freedom Fighters are cast down. The world is slowly dying. Strange creatures rise from dens made in the darkened earth and feast on those who struggle to make a life outside of the Federation’s walls, evading their “Annexation” units. There are those who fight even now, but can this place be truly saved?
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  5. ACT 1 – Dead Heat Breakers
  6. Through a temporary warp in space and time (either forming right on top of you or nearby enough to spark your curiosity), you and your companions will be transported into a version of this world that immediately gives the impression that something wrong has occurred. You’ll be transported into what appears to be the same area as the Great Forest Zone, familiar for those who are acquaintances with the Freedom Fighters…yet.
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  8. Level Select: Dust Hill Zone
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  10. Welcome to Dust Hill. The land all around, once verdant, has become cracked and dry earth, comparable to visions of the Mojave in its arid nature, though much like the Mojave life does cling here. Off in the distance, an imposing series of tall grey and black buildings lit by a ghostly glow within a thin “membrane” act as the only thing besides the mesas to mar the horizon on this flat land. Strange plants that appear to be swelling with water and nutrients similar to a soft cactus grow around.
  11. If you are friends with Platinum the Rabbit, she will immediately know where you are and urge you to follow her. Otherwise, wandering through the desert will quickly garner the attention of the GUN Annexation Squads, though if you’re lucky you’ll be encountering them around the same time as they battle a number of Breakers – Mobian mercenaries who battle the forces of GUN and the strange invaders for the sake of the free folk of this world. The Hunter-Killer units are a shockingly advanced breed of combat robot, being nothing less than a painfully lethal effective merger of the power of the Giga-Troopers and the mobility of the Gun Hunters. The Breakers have an effective mix of energy weaponry and explosive projectiles on their side, but the Hunter-Killers are out in full force today and it’s clear that you’re a target as far as they’re concerned
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  13. What’s worse, strange creatures appear to rise out of the ground, resembling ambulatory boulders with a variety of features (such as built in guns or drill arms) who will seek to devour anything in the conflicts near their nests: living or dead, and apparently the Hunter Killers are more than keen to lend them a hand if they’re near such a nest.
  14. Dust Hill is a war zone, all things considered. You’re likely to get into a fair few scraps even trying to get answers, though enough skirmishes or a particularly nasty fight with the Breakers on the brink will luckily bring out the face of the Breakers, and the closest this world has to a hero, standing where Sonic the Hedgehog once stood.
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  16. Dillon, the Red Flash
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  18. A slender red armadillo clad in black cowboy gear and sporting a pair of engines at his hip, Dillon will show how he got his name by performing the famous spin dash into battle, using the engines in his spin attack form to boost with the force of a bullet train into any hostiles. Even outside of that, the armadillo is a clear combatant. He’s able to rend most of the enemies of this world with his bare hands, and has a number of strange crystals he can use to perform one-time effects. In fact, you’ll see as the strange rock monsters are defeated the occasional one will release a crystal. When all’s said and done, however, he has Dynamite on hand for a pinch.
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  20. After an encounter with Dillon, he’ll try to ascertain what exactly you’re doing out in the no man’s land. He’s a quiet one, so he’ll do it by trying to size you up.
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  22. “…If you’re just trying to get out of this hell, then come on. “
  23. Platinum will be able to vouch for you.
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  25. “They’re cool, promise! They love busting up a GUN robot as much as anyone.” She’ll say it loud and proud, though she’s willing to cover for you with an outright lie to that effect if that isn’t quite true…
  26. In any case, there’s little to be had from trying to reason with the Hunter Killer GUN robots or the small rock monsters. If nothing else, Dillon and his Breakers offer some answers and aren’t mindless killing machines. Regardless of your reasoning, following him will lead to a much more fortified area resembling a big city in the old west, including railways, some signs of a mine, and tellingly a plentiful array of gunner nests alongside the walls and borders manned by grizzled veterans in comparison to the relative fresh blood of the Breakers proper.
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  28. LEVEL SELECT: Mirage Saloon
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  30. Welcome to the town of Mirage. It’s one of the few proper settlements beyond the reach of the Federation’s constant hunger for more resources, though they’re uncomfortable close to one of the corrupt crime-thick arteries of the Federation, Genocide City. Still, it’s a place for people to make a life and the local bar/saloon is the place to make your name as a Breaker to keep the peace around mirage…though even that meager peace is being slowly threatened. The Breakers can’t fight defensively, not forever, but the Federation bit by bit is slowly getting all the resources in the world to throw at the small remainders of freedom. If you ask around about a way to return home, the Breakers will be surprised but mention that they’d be glad to help figure it out once they don’t have to worry about survival – the tech of the Federation might be able to take you back once they take it from the KING council.
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  32. Dillon at first won’t be so willing to trust you with much more than that in terms of intel, he’ll want you to earn your keep in this land of scarcity. There’s a few tasks you can do to earn goodwill around here. First, the “rock monsters” constantly prey on the livestock and people living near Mirage– while normally they can clean up around the town, it’s never a bad idea to have someone protecting the Ranches. Another way to help is to go into the wilderness around Mirage to search for materials for construction and “Tuff Pods” – the nutritious watery plant seen earlier.
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  34. You have your choice of Dust Hill if you’re feeling brave or the Savage Wood zone for a more verdant but violent change of pace – more likely to be attacked by a number of highly evolved rock monsters then stalked by the Hunter Killers.
  35. Lastly, you can do some defensive work – lending a hand in guarding the supply train between Mirage and some neighboring towns with Breaker bases would be appreciated, as the train is under constant attack by GUN – especially the brainwashed Cyborgs of the Academy, who act as the intelligent “boss characters” for these missions if they’re vital enough
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  37. If you get Dillon’s trust either from showing you’re committed to the Breakers or from Platinum’s endorsement (or both), he’ll reveal the extent of the Intel the Breakers have on the situation. The growth of the Federation is actively contributing to the cultivation and widespread nature of the Rock Monsters, named “Geodes” from the Federation’s own databases. This in turn appears to be connected to the growing lack of resources in the world beyond the Federation’s hoarding – the very life of the world itself is being leeched on by these Geodes, it appears.
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  39. The concerning part beyond this is that Dillon had recently sent a team of his best Breakers – Team Freedom – on a top priority mission into the heart of Geno City in order to find the answer to one simple question: Why? What did the Federation have to gain from killing the planet? Ever since the KING Council took over, when Dillon was a very young child, the Federation and GUN went from a potential peacekeeping organization to one of the most nightmarish dystopias this world could have. Team Freedom’s job was to find out what the KING Council’s purpose is, and how to put a stop to it.
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  41. They haven’t returned. If the Breakers have any chance of turning this around, Team Freedom’s going to have to be rescued and the secret of the United Federation’s current reigning government revealed. As you can guess, if you’ve been making a good show of things so far, and want to take a chance on making sure things play out well here (or so that you can leave here and return to Sonic’s World)…you and your crew(or some Breakers provided if you came alone) are prime candidates for the rescue team.
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