recursal/Fanatic-Fandom huggingface dataset:
Abomination

Abomination

> "*Just take a S-3LF and jam it into a new clone. Put a lifetime of experience into a newborn body in one instant, and see what happens. I'm sure it'll be fine.*" - Unit Description
>
>

Abominations are wild, savage, animal-like monsters that are insane and will only focus on killing people. They are the result of putting S-3LF into a live body, forming this monstrosity. Abominations only appear throughout the Mining Sector and The Science Tower.

## Appearance

Their appearance is very messed up. It is very messy, unorganized, and bloody. Only a piece of torn skin is left on their face, with their entire head's flesh being exposed. They have some sort of headband gear, most likely to restrain the subject. Their teeth are white and sharp.

Very dirty and worn out straps are wrapped around their torso, to keep the person's hands restricted. It works, but they can break free from it. Their torso's flesh itself is exposed a bit from the bottom. Their hands are a different shape from normal hands. Similar to human hands, their fingers are long, as well as their fingernails.

Similar to Tricky, they are in a constant state of shaking, pointing out their insanity.

## Personality

Abominations only speak in groaning or screeching, and are unable to regularly communicate with language. They cannot think correctly, and they will attack anyone, except their fellow abominations.

## Abilities

Their overly insane energy allows them to be very erratic in their movements, letting them leap and strike very quickly. Since their straps don't allow them to use their hands, they use their heads and feet as an alternative.

When they leap, like many other enemies, will put the enemy in a grab state, where they have to mash space to break free. If they are not pushed off, the Abomination will violently attack the person until they back off.

Similar to Patients, once their Corpus is fully depleted, they will break free of their straps, letting them use their hands. They are way more threatening than before in this state.
Harmacist

Harmacist

> "*They have a deep dislike of people, and despite their job being centered around people, they still find joy in their labor.*" - Unit Description
>
>

Harmacists are doctor-themed enemies introduced throughout the Commercial District. They work alongside other medical allies such as the Orderly and Harmacist Jr..

## Personality

Harmacists have very similar personalities from regular Orderlies. They are sadistic, insane, and don't care much about other people.

## Appearance

Almost in a surgeon-like appearance, Harmacists are dressed in similarly. They have a paper hat, a doctor's uniform with a stethoscope and a name tag, and some blue surgeon gloves. Their head is also a bit gray and dirty.

## Abilities

The Harmacists usually carry a needle-shooting gun, that when injected into someone, will cause them to feel drugged. The subject will have a high-contrast vision, making it harder for them to see. It will also slow them down. In certain areas, this can be a very threatening obstacle to deal with. They can be easily avoided by dodging.

They also have a considerably high Tac-Bar, which can make them difficult to land shots on.

If the Player managed to get dizzied by the Orderly, Harmacist will execute the Player
Power Play

Power Play is the second story mode stage in MADNESS: Project Nexus and the second stage in the outskirts hub. In this stage, Hank goes through an old MERC power station to disable the spotlights around Nexus City's walls, so he can get past the snipers.

## Briefing

We're not getting into Nexus City with snipers blocking the way. That means we're shutting down the power. Let's see them pick you off if they can't even see you coming.

### Objectives

1) Find a way to shut off the power coming from the Security Station so that we can get past those infernal snipers.

## The Stage

Hank makes his way through the building until he is stopped by a locked gate and is annoyed by it. He goes into another room and finds a computer which he tries to hack, but then decides that he won't hack it. Hank then picks up a hammer, breaks the computer which opens the gate. He goes through the door and finds another gate, so he goes to another room, where he dismantles a vent and goes through it. He ends up in a dormitory, where he is locked in by yet another gate. Hank then looks through a diary, finds a keycard inside of the fridge, opens the door and finds the control room. There he meets Rich, who is glad to see Hank, as he thinks that Hank is there to replace him at his job of keeping the power on, which he was doing for 30 years. Hank then says that he needs to shut down the power, which surprises Rich, but he quickly forgets about it and lets Hank shut it down anyway since it's not his job anymore.

After shutting down the power, Hank has to make his way back to the entrance, but he is then ambushed by the A.A.H.W. who are still hunting him. Hank fights his way out of the building, which is now filled with Agents , Engineers and a Soldat. The stage ends after Hank goes through the same door he entered in the beginning of the stage.

## Snoopables

* Notes About The Power Station
* Bossman's Note
* Diary

It looks like the Outskirts Power Station used to distribute juice along a wide grid once upon a time.

Since Nexus City went hermetic and external infrastructure withered on the vine, the Station has been repurposed solely to power the floodlights that ward roving bandit tribes away from the walls.

"They think they can get one guy to do my job? They think they can get one guy to do ALL of our jobs?! 'Embarking on a voyage to Divergence' my butt!

"I'm moving to Nevada Central, where they respect an honest day's work, and pay ya for it to boot! Doctor Christoff can go stuff it.

-B.G. Bossman

Dear diary,

Thanks for being the only friend who listens to me. That's why I'm sharing this with you...so don't tell anyone!

I'm sick of being locked in my bunk every time the power goes out, so I hid a spare keycard. Remember, the colder you get, the warmer you are!
## Characters

### Enemies

* Agent
* A.T.P. Engineer
* A.T.P. Soldat

## Trivia

* Rich can be ragdolled by drop kicks, though he cannot be harmed (why would you want to do such a thing?).
* In older versions of the beta, the stage's soundtracks used to be: Madness Ambient Theme and Vulture Feast

## Videos

Let's Play MADNESS- Project Nexus - Episode 1 - The Outskirts
Commando Gudgeon

> "*These guys live to die.*" - Unit Description
>
>

Commando Gudgeon

Commando Gudgeons are one of the common enemies introduced in the Arena level Slaughter Time. They are most recognizable for their green armor and their laser ball launcher.

## Appearance

Commando Gudgeons don't have as much armor compared to their superiors. They wear a lime-colored plastic helmet, goggles, a lime shirt, and a MERC Armor Vest mk.II. They also have fingerless gloves.

Usually, they are seen carrying a large gun that shoots laser projectiles at you. They are slow and fire in bursts.

## Personality

No dialogue or voice chatter exists for the Commando Gudgeon, so their personality can't be defined.

## Trivia

* The gun that they carry cannot be picked up when they die.
Asylum

The Asylum is a "faction" introduced in the Seeking Asylum stage of MADNESS: Project Nexus' story mode. It consists of several different units that occupy the NEXUS Asylums and Sleeper Labs.

The Asylum has four units in total, with three being asylum staff and one being asylum patients, who the staff keep locked up and medicated. They also seem to perform surgery on them, though the reason for it is unknown.

## Units

* Asylum Patients - Asylum patients are Ex-NEXUS Scientist who were locked up in the asylums after going insane. These enemies are tied up and will attack with their head or feet. After they get killed once, they will break free and be able to use their fists and perform grapple attacks. Asylum patients are hostile to all asylum staff members. They show up in Seeking Asylum and Sleeper Labs in story mode, and in the Murder Room in arena mode.

* Orderly - Orderlies are slightly larger asylum staff members, who chase after enemies, grapples them and then throws them away and makes them dizzy if they don't break out of the grapple. Orderlies are incapable of hurting the player, as they don't ever do any attacks other than grapples. They show up in Seeking Asylum and in Tricky's survival arena at the end of Sleeper Labs. They also show up in the Murder Room of arena mode.
* Harmacist - Harmacists are enemies who carry a dartgun and a syringe. If they hit the player with either, the player will be slowed down, and a filter will be applied on the screen, making it harder to seeing what is going on, but their dartgun only has a few shots and fires a slow projectile. Once their run out of ammo for their dartgun, they will switch to their syringe, which does the same thing as the dartgun, but as a melee weapon. The syringe also breaks after a few hits, and after that, the Harmacists will resort to simply punching enemies. They show up in Seeking Asylum and at the Tricky survival arena at the end of Sleeper Labs in story mode, and in the Murder Room of arena mode.

* Harmacist Jr. - The Harmacist Jr. is a G03LM unit that dual wields saws. They can be taken out by hitting them five times and then executing them from behind, the the same was as other G03LMs. They show up in Seeking Asylum and at the Tricky survival arena at the end of Sleeper Labs in story mode, and in the Murder Room of arena mode.

## Gallery

Asylum PatientOrderlyHarmacistHarmacist Jr.
Sleepwalker Patient

> "*Don't wake him up, he's having a bad dream. He's having a bad life too, so really it's your call.*" - Unit Description
>
>

Sleepwalkers are half-asleep/half-awake experiments created by Jebediah Christoff. They are encountered as a normal enemy in two Story Mode Stages: Sleeper Labs and Deep Storage. Sleepwalkers start off as a decently strong enemy, being able to execute dizzy enemies and snap dodge, but they also have the ability to revive up to 3 times, each time increasing their skill level. Sleepwalkers are commonly seen getting out of Sleepwalker Beds, and they tend to wield any type of weapon, ranging from melee to pistols or even unarmed.

Sleepwalkers were originally created by Jebediah Christoff. He created them hoping that Phobos would drop Dr. Crackpot's Plan Zed and use his experiments instead because they were safer. But instead, Phobos adopted the Sleepwalkers as his own personal army and continued with Plan Zed, which contributed to Christoff's dislike of Phobos.

Sleepwalkers are constantly being fed combat data, which is the reason why their skill level increases when they die, but being fed too much combat data can make them go insane, which results in an Abomination, which is why they self-destruct at the third revive.

## Abilities

Sleepwalkers start off as normal enemies and have the same skills as a Patient and an A.A.H.W. Agent, but they also have the ability to revive 3 times when they get killed. Each revive will increase their skills until the last death, which will make them self-destruct to avoid the risk of them turning into an Abomination.

After their first death, Sleepwalkers get the same skills as an A.T.P. Engineer (They still keep their old skills, the new ones are just added on top). If they die again they get the same skills as a Nexus Soldat. If they die again a third time they will explode, dealing damage and ragdolling anyone nearby.

## Appearance

Sleepwalkers wear the same gray smock as grunts, but with bandages around it, two tanks strapped to their back. They also have bandages on their head and a metal mask with a single red eye in the middle. Their eyes are also hollowed out, presumably because of the mask.

## Personality

Sleepwalkers don't show much personality since they are half-asleep and half-awake and usually just make random noises and grunts, but they can be seen saying things such as: "I...remember...", "AM I...DREAMING..." and "DON'T...WAKE...ME..." Their description also implies that they are constantly suffering.
NEXUS Support

> "*The Basketball Center of a Nexus unit. They hold key choke points and defend them against trespassers at all costs.*" - Unit Description
>
>

NEXUS Supports are very slow and resistant enemies. They are always seen carrying a breach mare, which is does a lot of damage and can knock the player down, but due to its size and weight, it is encumbered to a slow heavy attack. They have no Tac-Bar, but they do have a large amount of health. Like MERC Gunners, once they take enough damage, they will go into a looping stun, in which the player can easily finish them off with an execution.

Supports first show up in Deep Storage, trying to stop Hank and Christoff from getting to the divergence engines. Supports show up again in every level where NEXUS Core makes an appearance, up until Climb! where they, along with all other NEXUS units, run away from Sanford and Hank.

## Appearance

NEXUS Support units are larger than average Nevadeans (1.2 times). They wear a large black, gray, and red helmet with a red glow in the eyes. They have a long tube from their cannister on the back that connects to the mask, a black balaclava, black and red pauldrons, a big red metal vest and a standard NEXUS suit. It is unknown what the cannister is for, but presumably, supports can't breathe very well with their mask on.

## Personality

Supports show sadistic intent about their job, constantly stating how they enjoy it and saying "Its killing time." whenever in combat. However, Supports sound extremely panicked when attacked, shouting to his teammates to get his oppressors off him.

## Trivia

* In older versions of the beta, the NEXUS Support's uniform was brighter, the red stripes on the side were wider and they had a red stripe around their collar. They also had fingerless gloves a brighter mask with a different shape, the old MK1 NEXUS vest and their pauldrons only had a bit of red around the black.
	+ They still have their old design in some Posters
* In older versions of the beta, they used a breaching hammer instead of a breachmare.
* In even older versions, supports used pistols and were much less tankE.

## Gallery

NEXUS SupportBeta version of the NEXUS Support
N51 Mortar

N51 Mortar

> "*A walking artillery platform, raining doom down range.*" - Unit Description
>
>

N51 Mortars are towering, GO3LM-sized beasts that utilize explosive devices to blast their enemies away, sometimes just using their fists. They belong to the N51 faction, and are one of the highest ranking and threatening members of it.

Not only being able to use their fists as a deadly weapon, they can also use their explosive launcher. They're able to fire it from far distances, and mainly prioritize the main player when shooting. A caution symbol appears on where they're about to shoot at.

They only appear in Hard Sell and no other level. They are not G03LMs.

## Appearance

N51 Mortars wear an N51 Commando Helmet, grey Balaclava, a Respirator Gasmask over their face, and a yellow-glowing visor, assumedly for being able to see better. On their torso, they have a full white Nexus Armor Vest mk.I, the standard N51 uniform, and a large Ammo Backpack.

They also wear Leather Marksman Gloves and Heavy Boots.

## Personality

Along with almost all of the N51 units, their full personality is undefined. Their only personality is driven off of their text chatter. They speak very formal and serious, communicating to their comrades about information about the mission.

## Trivia

* Their strength, endurance and force stats are set to the number 51, which is the same number as the faction N51.
* Despite being the size and acts like a G03LM, they do not share a head model with G03LMs. This is because they are not G03LMs. If an N51 Mortar is shot with enough damage to remove their headgear, this difference is easily observable.
* The N51 Mortar's appearance and role was inspired by the MJOLNIR Powered Assault Armor from HALO, and the Mega bot from Ratchet & Clank.
MADNESS: Project Nexus Wiki

# ***WELCOME MADNESS: PROJECT NEXUS WIKI***

The wiki for the game MADNESS: Project Nexus on Steam, created by Matt Jolly . Michael Swain and Others.
This wiki contains info about the game MADNESS: Project Nexus. There are not many pages since this article was created very recently! Don’t know about MADNESS: Project Nexus? Check out this page!

### THIS WIKI IS A WORK IN PROGRESS. PLEASE BE PATIENT, AS THIS WIKI WAS RECENTLY CREATED

#### While you’re here, check out the Madness Combat Wiki. It currently contains Madness Combat AND MADNESS: Project Nexus pages.

WANT TO CREATE OR EDIT PAGES? PLEASE CHECK OUT THIS GUIDE!
Grunt

> *"What they lack in skills and tactical knowledge, they make up for with absolutely nothing." - Enemy Description*
>
>

Grunts are some of the weakest enemies in the game, second only to the VR Training Buddy v1. They are unremarkable in appearance, sporting no armor or notable features. Grunts are generally used as cannon fodder for the A.A.H.W. in the Arena Mode's Sleepwalker Bed and make an appearance as minor enemies in the Murder Room. Despite being affiliated with the A.A.H.W., Grunts never appear in the Story Mode of the game in a living state. By the time the events of Story Mode transpire, Grunts have been completely phased out by Agents.

The term "grunt" can also be used to refer to any character who is not wearing any armor or has any notable features on their body.

## Appearance

Grunts wear nothing except the signature gray smock. They have white skin, a gray torso, and dark gray shoes.

## Personality

Their description describes them as lacking in both tactics and skill which can be clearly seen in-game. Grunts are as uncouth as they are bland. Slow-witted, poorly disciplined, incredibly rude and unable to properly utilize most forms of weaponry. Their chatter reveals that they either overestimate their own skill or severely underestimate their enemies, confidently shouting that they'll take care of it before dying almost instantaniously.

## Gallery

A Grunt, as seen in early episodes of Madness horror .Ditto, as seen in later episodes of Madness Combat.
NEXUS Scout

> "*Nexus Scouts are notorious tattle-tales, scanning rooms and reporting enemy positions to their superiors. In combat, they favor hit-and-run tactics.*" - Unit Description
>
>

Scouts are agile NEXUS Core units. They are always moving in combat, and favor shooting while running, using hit-and-run tactics, which can make them a difficult target to hit, even though they don't have a Tac-Bar. Despite this, scouts are more fragile than NEXUS Agents, having 4 less points of health, lower strength and endurance. However they do have more tactics and dexterity.

Scouts are usually seen wielding SMGs, but they can still be seen with rifles, pistols or even melee weapons such as nightsticks. Scouts are set to regroup with their team once they spot an enemy. They are also set to move ahead of the squad and not return to them even if he is called, but this function does not work in game. Scouts can also use the "locked on shot" ability, this shot will completely ignore the player's Tac-Bar if not dodged in time.

Scouts first show up in Sleeper Labs, ambushing Hank, Christoff and Tricky. They get a proper introduction in Sleeper Labs, where one of them runs away to tell their squad leader that they have contact (why they can't just use their microphones to do this is unknown). Scouts show up again in every level where NEXUS Core makes an appearance, up until Climb! where they, along with all other NEXUS units, run away from Sanford and Hank.

## Appearance

NEXUS Scouts wear a standard NEXUS suit, a gray balaclava, a toolbelt, a headset with a microphone and a red visor.

## Personality

Scouts seem to have the same personality as NEXUS Agents, though one of them can be seen freaking out on Climb! desperately asking for someone to do something to stop Sanford and Hank, while other agents are more calm, simply stating that they can't stop Sanford and Hank.

## Trivia

* In older versions of the beta, the NEXUS Scout's uniform was brighter, the red stripes on the side were wider and they had a red stripe around their collar. They also had fingerless gloves and an earpiece with an antenna instead of a headset.
* Concept art of the MERCzerkers show that they were meant to be similar to scouts, being fast, always moving in combat and prefering SMGs. However, they were also meant to have ballistic armor.
Mag Bandit

Hungryboy

> "*The big, ugly giant that prevails over the Bandit clans. This ultimate hungryboy is the recipient of every scrap of food the Bandits scavenge. Most of it was broccoli, which accounts for his size.*" - Unit Description
>
>

The Mag Bandit is a very enormous and strong Mag that comes from the Bandit faction. They only appear in 2 levels in Story Campaign. It is aliased as "Hungryboy" by its bandit comrades.

Mag Bandit is an exceptionally powerful person, like any other Mag. They have tremendous strength. They never use guns, only using their fists. When they lose a corpus or two, they resort to using nearby large objects such as street poles. It is a very hard unit to kill as well, as a result of becoming a Mag.

It is one of the most favored people in the entire faction. Nearly every Bandit enjoys seeing them. He usually gets fed the most, as implied by other Bandits. Always wanting more and more food to eat, it is what drives them to kill.

## Personality

They are somewhat insane and uncontrollable at times. The Mag Bandit is always hungry, wanting food every single second. They can't think about anything but food, which makes them exceptionally dangerous around non-bandits.

They also speak with simplified English. It rarely makes comments on anything. When they do, it is usually about food. They only speak with few simple words, and none are complex sentences. Their voice is also strained, as they have trouble communicating with words.

## Appearance

This huge Mag wears a brown rag that covers up most of its face. The top has a black band on it, and it has a white smile with the tongue sticking out painted on it. It represents it being hungry. They have a dirty shirt with a belt. There is a hoop shaped object attached to its left side. There are also nails that are attached to its clothing, even on its head.

## Strategy

The Mag Bandit is relatively easy to kill. It has no special attacks or anything that is dangerous other than its regular attacks.

It is a large opponent with tons of Corpus health. It carries 6 Corpus, which can be hard to overcome. When it loses a few corpus, around 2, it will start to resort to nearby objects such as street lamps to attack you. It doesn't make them suddenly stronger though, as they are still the same.

Grabbing a melee weapon and just heavy attacking them seems to be the best strategy, as for the A.A.H.W Mag Agent as well. Fists can also work as well, but you should only use that if there are no options around. For some reason, guns barely damage the big fella, which is just a waste of ammo. So, you should use melee to effectively kill this Mag.

Or you can just...stab him with screwdrivers or broken weapons,But who has the time for that?

## Trivia

* He is the only Mag Agent who isn't affiliated with the A.A.H.W. or Nexus Core.
* Krinkels has said on stream that despite what one would think, the Mag Bandit is not the leader of the Bandit tribe that follows him, just another member that they are very fond of.
* Underneath his mask, the Mag Bandit has bulging red eyes.

## Gallery

Mag BanditHere it is shown, in full growth
Project Nexus

Project Nexus is the final boss fight of MADNESS: Project Nexus. It is the fight between Hank vs Sanford and Deimos. After completing The Rush, it brings you directly to this level.

## The Stage

After successfully defeating Phobos and Gestalt, they can all finally be at ease. Christoff tells them that they can finally build Project Nexus again as it was intended. However, Hank pulls out a rocket launcher and mercilessly blasts Christoff out the window and down into the deep abyss. Sanford and Deimos, being reasonably shocked, try to reason with Hank that they need Christoff. Hank disagrees, and conflict starts between him and Sanford and Deimos. They are forced to kill Hank in order to stop him.

The fight begins, and Hank jumps into a vent and travels to the right platform. He carries a burst assault rifle. After being damaged enough, he goes on the ground. After losing a Corpus, he jumps into a vent and gets on top of Gestalt's corpse. When he loses another Corpus, he says "I've killed a god. You don't stand a chance." Sanford and Deimos drain Hank of his Corpus and finally kill him.

Sanford and Deimos wonder what's next. Jebediah is most likely dead, Hank is dead, and they cannot restart Project Nexus anymore. They stare off into the torn Nexus City, at which then the credits sequence begins.
Asylum Patient

> "*Something seems to have these poor lads upset. Try not to get too close.*" - Unit Description
>
>

Asylum Patients, like their caption says, are complete nutjobs and mentally insane ex-NEXUS Scientists. Their mind is in a state of no return, and they will attack anyone who is not a patient on sight.

They appear throughout the levels of the Commercial District, starting from Seeking Asylum.

## Appearance

Being in confinement for ages, Asylum Patients have a dirtied appearance and scarred face. Their head color is darker than normal. The bottom of their head has dirt, and the cross is noticeably thinner than a regular one. They also wear a Straitjacket with belted straps on top of it to hold their arms in place. Some patients have their head wrapped.

## Personality

Patients are completely insane, talking to themselves, constantly laughing and hearing voices in their head. Their chatter also shows that they enjoy the pain, and when they see another patient die they hope to be the next to get killed. Their heads shake constantly, getting worse the more they're injured.

## Abilities

Asylum Patients have straps around their body that prevent them from attacking with their fists, wich only lets them attack with their head or feet. Once their corpus is lost, they will get back up and break free from their straps, and when that happens they become way more dangerous, as they can use their hands and stunlock you. It also allows them to do a running grapple.

They will not get back up if they are gibbed.

things they say:

* the flesh of FALLEN ANGELS!
* oh, what i have seen!
* are YOU the voices?!
* it doesn't stop!
* No more pills!
* come to meeee!
* th..thank you!
* oh yes! YES!
Sleepwalker Training Program

The Sleepwalker Training Program is the first level of Arena mode. It is reminiscent of the old Arena mode from Madness: Project Nexus Classic. There are 5 waves in the mission.

## Briefing

These old tapes labeled **"Sleepwalker Training Program"** look musty and used, but Bossman claims they'll train you up to fighting fit in no time. Let's see if he's right.

## The Stage

The player enters the old room of the Arena combat from Madness: Project Nexus Classic. The border of the screen is wobbly, portraying a dream effect. A Nexus Engineer from behind the window welcomes the player as "Subject 1v02p\_6" (the Arena character from Madness: Project Nexus Classic). He announces that he will send in waves of enemies when the button is pushed to start.

In the first 3 waves, VR Buddies are sent out unlike Grunts being sent out like the old Arena mode. These enemies carry weapons, and occasionally guns. The next waves introduce Grunts, and a few Agents. At the end of the first 2 waves of every set, a G03LM MK.2 is released. At the end of every third wave, a GO3LM MK.3 is released. As the player progresses, each wave will gradually have more advanced agents such as Engineers and Soldats.
N51 Assassin

N51 Assassin

> "*Agile, aggressive, out for blood.*" - Unit Description
>
>

N51 Assassins are a type of enemy that belongs to the N51 faction. Their sharp blades and deadly melee skills make them a very pesty and threatening type.

When spawning in, they always try to drop down behind the player, catching them off guard.

## Appearance

N51 Assassins wear a standard N51 uniform, a black balaclava, a N51 riot vest, grey gloves, a yellow visor with a headset, and a Chameleon Veil augmentation which creates a distorted image of themselves.

## Personality

Along with almost all of the N51 units, their full personality is undefined. Their only personality is driven off of their text chatter. They speak very formal and serious, communicating to their comrades about information about the mission.
NEXUS Engineer

> "*Builders of secret worlds.*" - Unit Description
>
>

NEXUS engineers are proper fighters of the NEXUS Core, similar to the A.A.H.W.'s engineers, but tougher. They possess 2 corpus, a stronger Tac-Bar (though it still is a Novice Tac-Bar), more health, and all of the behaviors from A.A.H.W. engineers and other NEXUS units. They can also use the "locked-on-shot" ability. This shot will completely ignore the player's Tac-Bar if it is not dodged in time. They can also sometimes be seen taking cover behind a wall, and popping out from behind it to shoot at enemies. This can make them slightly harder to be killed as there is little to no way of killing them through the wall they are hiding behind, and there is usually no way to flank them. NEXUS engineers are commonly armed with shotguns and SMGs, but they can also wield nightsticks, pistols and rifles on several occasions.

NEXUS engineers first show up in Sleeper Labs, ambushing Hank, Christoff and Tricky. They appear again in every level where NEXUS Core makes an appearance, up until Climb! where they, along with other NEXUS units, run away from Hank and Sanford.

NEXUS engineers also make their appearance in arena mode, specifically in the Nexus Core Facility stage.

## Appearance

NEXUS engineers wear a red NEXUS suit with a bandolier, a red MK2 NEXUS vest, a black beret and a mask similar to the ones the A.A.H.W. engineers wear, but with a red visor and a crest going down on the middle of it.

## Personality

NEXUS engineers seem to be more commanding, usually giving orders to other units such as ordering them to defend an area against incoming attackers. True to their names, they are also tasked with engineering and technical maintenance duties. As an instance, in one of Dr. Christoff's flashbacks, a NEXUS engineer tells a NEXUS riot guard he will secure a breach in an unspecified sector with his welder.

## Trivia

* In the older versions of the beta, the NEXUS engineer's suit was brighter, Additionally, the suit has red stripes on each side and around the collar. They also wore a pair of fingerless gloves, an earpiece, a red beret and an old version of the MK2 NEXUS vest. Their mask was also the same as A.A.H.W. engineers' but with a red visor instead.

## Gallery

NEXUS EngineerBeta version of the NEXUS Engineer
G03LM

G03LMs, short for **Generation-03 Limited Model,** are large, slow and tough Nevadeans created by the Nexus Core. Their purpose was to serve consumers for their needs as a butler, but were also used by the Nexus Core as military units. G03LMs are very resistant and strong but also very slow and are unable to sprint. They are usually seen unarmed, but can still wield ranged and melee weapons with no trouble.

G03LMs can also get enraged if they are hit with melee or unarmed attack 5 times in a row. This will cause them to try to grab the player, and if they dodge, it will leave them vulnerable for a few seconds and allows for an execution behind them.

In Story Mode, this variant of the G03LM is only encountered in Base Jumping, in the shower room, where they are all cleaning themselves until they spot the player and try to neutralize them. In Arena Mode, they are seen in Sleepwalker Bed as a boss in the first Infinite Mode checkpoint. There they wield a large Spikemace.

## Appearance

G03LMs have visible flesh and stitches all over their body and their teeth are also visible (and very unclean). They also wear a gray smock and have a metal plate on their chest and head.

## Personality

GO3LMs have a formal and sincere way of communicating, somewhat kind in a way. This is because they were designed to be butlers for people. Sometimes they will gain impatient or angry, which is their weak spot in combat. They become enraged when you damage them enough, if you stay alive for a long time, or if you hit them with your fists.

## Strategy

The best way of killing a G03LM is to hit them with a melee or unarmed attack 5 times. This makes the GO3LM angry andd makes them attempt to grab you. If they miss the grab, you can go behind their back and perform a Takedown. This will deal a good amount of damage and can be done repeatedly until the G03LM finally dies.
Red Tower Guard

"Solemn guardians of the Science Tower." -Unit Description

Red Tower Guard is one of the Nexus Core's Tower Guard, they are G03LMs who guards the Science Tower, they are noticeably larger than normal G03LMs. They are the most common Tower Guard to be seen in the Story Mode. They wields a Shield and a Melee weapons like Mega-Dachi, Morning Stars, Megachette etc.

## Appearance

Red Tower Guards wears a Bullet Proof Armor with red stripes on it, running along with their helmet. They have crest on their helmet and a red cape.

## Encounter

Red Tower Guards are the most common Tower Guard to be seen on the Story Mode. They appear in several cutscenes inside of the Science Tower. The Player can face a Red Tower Guard before entering the Hive's room in the Shakedown stage. Dozens of Red Tower Guards can be faced off after encountering the AAHW Agents and Nexus Core Agents while encountering Mag Agent, Unfinished Mag and Gestalt. Red tower Guards can also be encountered at the Arena Mode Nexus Core Facility at endless Mode.

## Ability

Red Tower Guards able to jump really high similar to N51 Delta, Church etc. Red Tower Guards attacks way more faster compared to G03LMS, similar to Blackguard, they can do charge up spin attack which then flung the player, charging up and chasing the player then bashing the Player with their shield if the player didn't manage to escape. They uses their shield to reduce the Player's attack which makes the Red tower Guard's take down gets much harder. They can be taken down the same way as G03LM Mk2, but the differences is that Red Tower Guards throw a tantrum which makes them going forward while doing heavy attacks, which does not leave them vulnerable.

## Personality

Red Tower Guard's personality is clearly the same as other Tower Guard which all of them speaks in Medieval English. Despite having a hostile behavior, but they are also polite.
Mag Agent

An AAHW Mag Agent zoomed in

> "*Like an AAHW Agent only much larger. Even his enthusiasm for work is amplified!*" - Unit Description
>
>

Mag Agents are extremely large and threatening opponents that work for the A.A.H.W. Being a huge Agent, their strength and endurance is boosted to a very high amount thanks to the Magnification chamber.

Mag Agents can be very deadly if you are not careful. They are not bothered by incoming damage, as they have 150 health, which is the same as a Bandit Brute, but they have 3 corpus. However, they are very slow and have no Tac-Bar, which makes them an easy target.

They are always seen with a MAG sized deagle made for just them.

## Appearance

Mag Agents wear black goggles with cable wires that connect to a backpack behind their back. Their face has cracks on it, similar to the Massive origin and the A.A.H.W. Half Mag. They also wear the same black suits that agents wear.

## Abilities

Mag Agents don't have any otherworldly abilities, they are just big guys who are more than happy to put a bullet the size of your head in you.

When close to the Mag Agent, he will throw a side kick, which can knock you back or even ragdoll you. It doesn't do a lot of damage but it can end up knocking you off an edge, causing you to lose a corpus.

When behind the Mag Agent, he will look back, then turn around and try to grab you. If he succeeds, he will smash you with his deagle, throw you on the floor and then shoot you. This, surprisingly, doesn't do a lot of damage, unless you are in the Madness difficulty. You should still avoid it, obviously.

When away from the Mag Agent, he can get angry, and charge at you in an attempt to grab you. If he succeeds, he will do the same execution as when he grabs you from behind. If he fails, he will be confused for a few seconds, leaving him open for attacks.

They can also simply shoot you with their deagle. Either normally or with the "Locked on shot" ability. This locked on shot will completely ignore the player's Tac-Bar if not dodged in time.

## Strategy

The best way to take down a Mag Agent (if you do not have a dissonance weapon) is with melee attacks, as it does more damage to them and because the only attack they can use when you are that close to them is the kick, which can be easily avoided by dashing in any direction, making use of the invincibility frames from the snap dodge.

The second best way is with guns, simply shooting them in the head until they go down, but due to how tanky Mag agents are, you can end up running out of weapons to use. The Mag agent will also have more attacks available for him to use, such as the locked on shot.

Using unarmed against them is not recommended.

## Trivia

* Despite their big brains, they are not that smart
* MAG Agents might've been mass produced unlike Half Mags

## Gallery

Mag AgentNon cropped picture of the Mag AgentHere he is shown in full height.
Swarmer Gudgeon

> "*These guys live to die.*" - Unit Description
>
>

Swarmer Gudgeon

Swarmer Gudgeons are small and weak enemies introduced in Slaughter Time. They are the most common enemy in the level, and appear in groups.

## Appearance

They are slightly smaller than a regular Grunt (x0.89) for an unknown reason. Their outfit has bright colors, consisting of pink and blue. Their beanie has the colors pink and blue, along with their jumpsuit. Even though they don't do much damage, they still carry large boxing gloves that are also pink and blue.

## Personality

No text chatter, voicelines, or dialogue can be found for the Swarmer Gudgeons, so their personality cant be defined.
Deep Storage

Deep Storage is the twelfth story mode stage in MADNESS: Project Nexus and the third stage in the Commercial District. After convincing Tricky to help them, Hank and Christoff head into a secret Nexus facility in search of the keys for the Divergence Engine so that they can storm the Science Tower.

## Briefing

Hofnarr's directions have led us to this place. Beneath the streets of the Commercial Sector lies a secret Nexus facility, where countless horrible experiments and twisted creations await us. Without keys to the Divergence Engine, the Science Tower cannot be razed and Project Nexus will continue to exist. So if this is the only place we'll find them, then we're going in.

## The Stage

The stage starts with Christoff and Hank descending on an elevator and stopping behind two NEXUS Agents. A scientist says that Christoff and Hank were spotted. They continue to clear the rooms with Scientists and Agents in them. One of the scientists releases the Sleepwalkers to try and stop them, but they still are no match. Having no choice, they release the Mags from their chamber without being finished. Hank and Christoff use the laser weapons around them to kill them.

They both kill more and more enemies, endless hordes of Scientists, Unfinished Mags, and the NEXUS Core until they finally reach the Divergence Engine Keys. The room is where the result of filter S3LFs are kept, and ready to be put into Sleepwalker Training. Christoff releases the two keys and stores them in his dimension, with two Unfinished Mags also releasing. To Christoff's surprise, Project Gestalt was awakened behind the barrier. He was way larger and invincible, which left them no choice but to flee.

Christoff and Hank believed they had escaped, but Gestalt barges through the wall at the last moment to kill them. Luckily, a large compactor was in the middle, which they used to lure Gestalt in and crush him. After enough times of attempting to crush him, the beast fell through the platform and deep below.

## Characters

### Playable

* Hank J. Wimbleton
* Dr. Jebediah Christoff

### Enemies

* NEXUS Agent
* NEXUS Scout
* NEXUS Engineer
* NEXUS Riot Guard
* NEXUS Support
* NEXUS Scientist
* Sleepwalker
* Sleepwalker G03LM
* Gestalt
* Unfinished Mag

## Videos

Let's Play MADNESS- Project Nexus - Episode 7 - Deep Storage
Burger Gil

Burger Gil

> "*Gil has a long service record of outstanding performance and professionalism.*" - Unit Description
>
>

Burger Gil is the owner of the famous fast food restaurant Burger Gil's. He is a widely known GO3LM around Nexus City, and loves to cook up burgers for his fellow customers. He has been running Burger Gil's for a very long time. Citizens, even Nexus Scientists, visit Burger Gil's for the food.

He serves as the final boss of Beat the Streets, a level in the Residential Sector. He is not seen before or after the level. He is killed by Sanford and Deimos as he is blocking the elevator to their destination.

Burger Gil, mainly the restaurant, plays a huge role in the Burger Gil ARG. It leads to the next step of the ARG through the offical Burger Gil's website.

## Personality

Burger Gil is a somewhat sapient Zed GO3LM. Usually when you become a Zed, all thoughts are lost and you become a soulless corpse that only wants to eat people. However, that's the opposite for Burger Gil. He only serves his fellow Zed customers, using corpses as the meat.

He seems to largely be obsessed with burgers. When he is killed, he is asked to be buried in his own hamburgers.

## Appearance

Burger Gil takes the form of a Zed GO3LM. He has the same body as a GO3LM, being large and having red patches. Since he now is a Zed, he has a green skin color and dirtier teeth. He has a slouched pose and walks extremely slow like a Zed.

He appears with a standard fast food uniform. He wears a paper hat, a red and gray uniform with a name tag, and an apron.

## Abilities

Gil has exceeding strength above average GO3LMs, having the same amount of strength of a GO3LM MK3. However, they are extremely slow on normal speed, being easy to outrun.

Despite having slow speed, he has an ability that lets him to run at quick speeds, tackling his opponents. He is not phased by any attack at this time, and he ragdolls anyone that gets caught in his way.

## Gallery

Burger GilBurger Gil, serving customers before he turned into a ZedA billboard for Burger Gil's featuring Gil
GO3LM Mk3

> "*Big terrifying creature, adorned in bullet-proof armor.*" - Unit Description
>
>

## Sub-Attributes

### Senses

27

GO3LM Mk3 is the highest ranking Mk GO3LM that exists. They are large, strong, and aggressive. They appear throughout Story and Arena Mode.

## Appearance

Their outfits have the standard G03LM uniform and armor. A metal visor with red painted in the middle, a metal head covering, and dense, flexible armor on the torso with red in the middle. Unlike regular G03LMs and GO3LM Mk2s, they have a size of x1.7.

## Personality

GO3LMs have a formal and sincere way of communicating, somewhat kind in a way. This is because they were designed to be butlers for people. Sometimes they will gain impatient or angry, which is their weak spot in combat. They become enraged when you damage them enough, if you stay alive for a long time, or if you hit them with your fists.
TiVo Basic

TiVo Basic is a stripped-down version of the TiVo service, first included on the Pioneer 810H. TiVo Basic was only available on 5 different models, from Pioneer and Toshiba.

* Pioneer 810H
* Pioneer 57H
* Toshiba SD-H400
* Toshiba RS-TX series

## Stripped-away features

* No Season Pass
* 3-day guide data
* No Grid Guide
* No HME or TiVoToGo
* Cannot view other TiVo boxes
* No TiVo Suggestions (although you can still thumbs up and down)
* No online features except Guide data
N51 Commando

> "Steadfast, stabilized, waiting for the shot." - Unit Description
>
>

N51 Commandos are a type of enemy that belongs to the N51 faction. Carrying assault rifles and possessing tac bars, they are slightly hard to kill compared to Recons and Assassins.

In Hard Sell, their job besides protecting recons trying to unlock the artifact is to destroy the shutter doors to make a faster path of travel to the artifact. They also possess the ability to melee hit you with their gun or even kick you in order create more space for themselves.

## Appearance

N51 Commandos wear the standard N51 uniform under a kevlar vest with 4 ammo pouches on the front, heavy boots, grey gloves, yellow tinted shooting glasses, a heavier helmet, and an earpiece.

## Personality

Along with almost all of the N51 units, their full personality is undefined. Their only personality is driven off of their text chatter. They speak very formal and serious, communicating to their comrades about information about the mission.

N51 Commando
## Trivia

* Their helmets are modeled after MICH helmets.
* While N51 Commandos in-game use a variety of automatic rifles, their most likely standard armament is the AR-15 or SIG-552, the latter of which is not present in-game.
	+ As an analog to the SIG-552, their standard unarmed replacement is the FNC, as observed in the playground.
* The N51 Commando was inspired by the Replica Soldiers from F.E.AR. and Soldier 76 from Overwatch.
GO3LM Sleepwalker

"*Shhh, He's sleeping. Don't wake him, he seems the irritable type.*" - Unit Description

## Sub-Attributes

### Senses

17

G03LM Sleepwalkers are a type of G03LM that is introduced in the Commercial District. They are in the Sleepwalker Training Program, and way more dangerous than a normal G03LM.

They only appear contained in the Commercial District, and have no enemy appearances anywhere else in the game.

## Appearance

Since they're a G03LM, their size is larger than most people (1.5x). Their entire body is enveloped in Sleepwalker gear. Their heads have a faceplate that connects to the machine on their back, which powers their training. Their torso has messily wrapped bandages on it, for no apparent reason.

## Personality

G03LM Sleepwalkers rarely talk, and most of the sounds that come out of them are arrogant groans. They have no idea if they are in reality or dreaming, which is why they are like that.

## Abilities

A large advantage of the Sleepwalker Training Program is that you come back alive, no matter how injured you are, as long as the tech itself is not destroyed. When they die, they revive. Unlike normal Sleepwalkers, they can revive an infinite amount of times. Their natural G03LM strength is also enhanced because of their training.

## Strategy

The strategy to kill these types of G03LMs is very similar to how you kill a regular G03LM. Their gear is considered their armor. Hit them 5 times to enrage them. They will try to grab you, allowing a takedown from behind. That takes off their head gear, making them vulnerable to any incoming attack.

## Gallery

G03LM SleepwalkerG03LM Sleepwalker, without its head gear
Chopper Dave

Chopper Dave

> "*Where do you need to go, gov'?*" - Unit Description
>
>
>

Chopper Dave is an NPC introduced in MADNESS: Project Nexus. He only appears in arena mode, where he takes the player to different missions using his helicopter. He can be found after completing the contract mission: Pilot Episode.

## Appearance

Chopper Dave wears a brown pilot helmet with pilot goggles on it and a black and brown pilot jacket. He can also be seen with a cigar during the cutscene after you rescue him.

## Role

Dave's role is to take the Player and Hirelings to Arena Mode stages using his helicopter. He also takes them back in case they die during the mission.

After completing the first contract, Dave's helicopter can fit two characters, not including him. After the second contract, his helicopter can carry four, and after the third contract, his helicopter is fully upgraded, and he can carry 6 characters.