Enemies

**Enemies** are a game play feature in *Carrion*.

The enemies in Carrion are diverse and range from terrified humans and their cybernetic guardians to relentless mechanical entities hellbent on the player's annihilation. Carrion rewards players who are wily and insidious enough by allowing them to turn these mechanical creations against their makers through the use of parasitism and cleverly laid traps.

## Humans

Easily killed, occasionally armed with pistols. Can be used for parasitism (provided they are still in one piece, whether dead or alive), and are the only enemies that can be consumed for biomass. They typically flee from the player if unequipped. May be dangerous to the player in significant numbers if armed. Vulnerable to most attacks. Stunned or killed by environmental weaponry. Each *fully* consumed human provides 2 biomass.

There are many types of humans; however, these are mostly just for aesthetics:

* Hazmat - Identifiable by their yellow suit & green boots. They also are seen during the original containment breach.
* Civilian - Unarmed personnel
* Armed Personnel - Dressed in regular clothing and armed with a pistol.
* Scientist - One of the scientists can be seen in the original flashback. They wear white shirts that are tucked in.

When using parasitism against a human, the player can use them to move between places that they cannot access directly. By doing so, they consume the original host, and the player will appear where the human last was. One thing to note is that when a human is dead, the player can grab their head from a far distance and pull it towards them, detaching the head and allowing the player to gain three hit points instead of two. Please note that this only works if the human is legless or is in one piece. The easiest way to keep the human's body in one piece is to grab and release them three times, which will make them die out of 'fear.' It does not work on soldiers.

## Soldiers

Tougher 'humanoid' enemies, who come equipped with electrified shields and either a machine gun or a flamethrower. Yield no bio-mass, but are vulnerable to parasitism. They cannot be grabbed from the direction the shield is facing, but they are vulnerable to rear, overhead and ambush tactics, environmental attacks, keratin spikes, and tentacle barrage.

Those armed with flamethrowers are extremely dangerous, as the player will continue to take damage until they are completely submerged in water. Soldiers with flamethrowers are distinguishable by their brown trousers, as opposed to regular Soldiers who wear all white.

In the Greatest Time of Year DLC, a third type of Soldier is added, distinguished by their blue clothing. These soldiers carry shotguns which are devastating at close range. A single blast can often knock humans and other soldiers off their feet, and at particularly close range, they can even destroy mechs before they have the opportunity to return fire, making these soldiers excellent targets for parasitism.

Soldiers are the sole enemy type that may be carried between screens without being consumed. Attached to the Solider's clothing is a series of red lights which act as life detectors, glowing steady when the Soldier is in good health, flashing when they are low on health, and turning black when the Soldier's life signal ceases.

## Sentinels

Sentinels are orb-like drones that come equipped with pulse weaponry, shielding, and laser-detection devices. They are capable of high speeds and have a 360-degree line of sight at all times, rendering ambush tactics largely ineffective. However, once they detect the monster, they will commit their shield and weapon in that direction for a brief time, and for a short window after that, they will be completely defenseless.

They are extremely vulnerable to the prehensile tentacle when emerging from their chambers, but once they are deployed, players can bait their attack, then circle around and grab them from another direction or grab them immediately after an attack. Alternatively, any attack that penetrates a cyborg's shields will do the same for a sentinel's, though using these methods may leave the monster in the line of fire.

## Dreadnoughts

Armored walkers crewed by humans, and later in the game by Soldiers, these come equipped with assault cannons. Holographic targeting devices appear when searching for the player. To disable them, the player must rip off their armor, the cage surrounding the pilot, and finally remove the pilot itself. Due to their resilience and immense firepower, frontal assaults are all but suicidal, but they are vulnerable to rear, overhead and ambush tactics, provided the player escapes quickly after their first two attacks.

If the pilot is removed but not killed, they will attempt to path-find back to the mech provided that it isn't destroyed. To destroy a mech beyond use, the player can use the Xiphorrhea charge or a Harpagorrhea harpoon barrage on one that is already heavily damaged.

When sufficiently damaged, but not destroyed, the walker pilot will be exposed and therefore vulnerable to parasitism while still using the damaged mech, giving the player direct and immediate control of the mech itself, albeit in a less-than-optimal condition.

When the pilot is controlled via parasitism, the player will be able to operate and shoot the guns of the mech in two ways. One, originally bound to LEFT\_MOUSE, will shoot in a general direction. The latter, originally bound to RIGHT\_MOUSE, will show the aiming crosshair of the mech, and allows for greater accuracy when firing.

## Scout Drones

Unarmed surveillance devices capable of damaging the player with their propellers and move at high speed. Typically found in groups of 4. Vulnerable to web shot, keratin spikes, Harpagorrhea harpoons and subsequent environmental damage.

## Turrets

Turrets come in two main varieties: pulse turrets which act as typical projectile weaponry, and concussion lances which will kill the player outright if the Keratosis ability is not used prior to detonation. In some circumstances, the concussion lance is required to destroy obstacles which the player would be otherwise incapable of destroying themselves. They cannot be destroyed, but many can be deactivated with a nearby switch. It should also be noted that the concussion lance is capable of latching onto NPCs, although areas where the two are in proximity are rare.

## Gallery

A Soldier equipped with a Flamethrower. Note the differently shaped weapon and the brown trousers and helmet which distinguish them from default Soldiers.A damaged Dreadnought with its cockpit torn off.A manned Dreadnought with its armour torn off, revealing the pilot.A completely destroyed Dreadnought.One of the mysterious tanks that unleash Drones when they detect the monster