recursal/Fanatic-Fandom huggingface dataset:
Jorge

> "*Despite having fingers the size of your foot, this marksman could plink a can off the top of your dome at 100 yards with his eyes closed. Problem is, he's not aiming for the can.*" - Unit description
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Jorge is one half of the Gunner Twins duo, which consists of Church and Jorge. Being a GO3LM that belongs to the MERC, he serves as an antagonist for multiple stages throughout the entire game.

Jorge is always seen in battle alongside his twin Church. They first show up at the end of Boom Factory, where they are seen guarding the C4 Sanford and Deimos need to blow open the Sheriff's door. They show up again in Scenic Route, trying to get revenge after getting beaten in Boom Factory. They show up once more in Flood Control, again trying to get revenge after getting beaten. They then show up for the last time in The Rush, once again trying to get revenge, but their plan goes south when Gestalt sneaks up behind them and kill them both.

Jorge and Church do not show up in arena mode.

## Personality

Jorge, unlike other G03LMs who are usually pretty formal and polite, is always bragging about how superior and skilled he is, similar to his twin Church. Jorge always wants to overcome his opponents and refuses to accept defeat. Though some of their politeness from being G03LMs remain, as they state they want a fair fight, even if they throw that out the window when they are about to lose.

Jorge tends to stay back with heavy weapons such as flamethrowers and sniper rifles, serving more of a support role than a direct fighter.

## Appearance

Jorge retains the body form of a regular GO3LM, having a face with exposed flesh and being larger than others (1.5x). He wears a MERC uniform with blue stripes, a metal vest with "sizer matters" written on it, a gasmask, heavy boots and an ammo backpack.

## Trivia

* In very old versions of the game, Jorge and Church were extremelly weak, both dying to 3 shots of a CP5.
* Despite having the most lines out of every character in the game, with 7 minutes worth, he speaks far less than his chatterbox of a companion who has 38 seconds worth of dialouge. He also makes a *Homestuck* reference, saying he "warned you about those stairs, bro!" He also sings the victory anthem from the *Final Fantasy* series.

## Gallery

Jorge (Appears in Boom Factory)Jorge V2 (Appears in Scenic Route)Jorge V3 (Appears in Flood Control)Jorge V4 (Appears in The Rush)
Poltergeist

Poltergeist

> "*Ghostly denizen of a world unlike our own.*" - Unit Description
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Poltergeists, introduced in the level Haunting of Nevada House, are support-like enemies that attack from far distances. Very few Poltergeists appear in the level, and gradually spawn the higher the wave you are in.

They do not seem to be carrying any weapon. They usually avoid fighting with their fists, and mainly use their projectiles to attack.

## Appearance

Unlike the rest of the ghosts, Poltergeists have their entire skeleton showing, from the skull to the pelvis. Their head is a skull, and their rib cage, spine, and pelvis bone is exposed. Their hands and feet are completely normal. Their outline is also green.

## Personality

Poltergeists do not have any personality. No text chatter, no dialogue, nothing. It isn't even clear if they are able to talk or not.

## Abilities

Poltergeists can shoot green, skull-like projectiles (similar to Phobos') that can home in on you. They do not do much damage. Like the other ghosts, Poltergeists can phase through walls and objects.

## Trivia

* In the files, Poltergeists are not named after their name, but named "Spectre3".
Mercenary

> "*Uh oh*" - Unit Description
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Mercenary

Mercenaries are unused characters that belong to the MERC. They do not make any appearances in the game, and appear to be scrapped. They appear in the beginning of the gameplay footage in the MADNESS: Project Nexus Trailer, however that part is not featured in the game.

Mercenaries, judging by their stats, seem to be quick and agile, however they have low endurance and corpus health, making them easy to kill. Their level is also a whopping 900, which is way above limit. It is unknown is it is intentional or just a placeholder.

Not much is known about them since they do not make any appearances in the game.

## Appearance

Mercenaries wear a gray balaclava, Sanford's body with an orange tint, gray leather gloves and either a Military Combat Vest or an N51 Riot Vest.

## Trivia

* Despite being an unused character, the mercenary had his appearance updated along with the other MERC units, gaining an orange tint to their body.
* Mercenaries can also be seen wearing a black beanie in the MADNESS: Project Nexus Trailer, though they are not set to spawn with a beanie in game.

## Gallery

MercenaryWhat the mercenary would look like wearing a beanie in gameBeta mercenaryMercenaries in the trailer. Notice the beanie on the mercenary on the right
The Tower of Arleon

The Tower of Arleon is the residence of the Arch Re'Lor of Moren Tir and the eight master Re'Lors. Dirnarnos, is the current Arch Re'Lor who has dominion over the tower. The Tower of Arleon is one of the 8 wonders of Moro.

The Tower itself was constructed during Arleon the Eyeless' rejected apotheosis in the year 545 5th Epoch. After rejecting godhood at the behest of Ouros, Arleon famously plucked his one remaining eye from his head and planted it in the ground in defiance to the gods and from it sprung first the wonderous Tower of Arleon, and the following days from his planted eye sprung the entire campus of the University of Moren Tir.
N51 Officer

N51 Officer

> "*Large and in charge. They will have your attention.*" - Unit Description
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N51 Officers are one of the highest ranking enemies in the N51 faction. They are slow and "tanky" people that can easily take your squad down if you don't kill them quick enough.

N51 Officers carry M249's that are very large machine guns. They often fire in bursts, and because of the large damage, it can wipe out your Tac-Bar quickly. They have the skill Tactical Journeyman (Level 2 TacBar) which makes them harder to kill because of how they dodge your shots.

They only appear in Hard Sell, and no other level in the game.

## Appearance

N51 Officers wear a red beret, a faceplate with yellow lenses, and a black balaclava on their head. On their torso, instead of the regular N51 uniform, they wear a Merc Technician Overcoat (the same thing Deimos wears), and an N51 Mk2 vest.

They wear full gray gloves on their hands, and heavy boots on their feet.

## 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

* The N51 Officer was inspired by a piece of concept art made by the late Clement Sauve.
Deimos

> "One of the longest lived smokers in Nevada." - Unit Description
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Smoker

Deimos is one of the main characters in MADNESS: Project Nexus. He works alongside Hank and Sanford to take down Project Nexus. Being a technician, he is able to hack through walls or security systems to get through anything. He is also a smoker.

Deimos is an agile and athletic person. He is weaker than Sanford and Hank, however he can sprint faster and is able to evade attacks better. His loadout consists of a rifle, pistol, and flashbangs. He prefers to use firearms, and is very skilled at it.

He is friends with Sanford, and so they work alongside each other as a duo. He appears in Madness Combat 5 as his first appearance in the series as a regular Grunt.

## Personality

Deimos is a light hearted and a not very serious person. He likes to joke around a lot, sometimes monologuing about it. This is more clearly shown in the end, where everything is a disaster, yet he doesn't take it seriously and jokes around. He is also easily startled, as shown in The Last Leg, where he gets scared over a robot collapsing.

## Appearance

Deimos wears a visor with a mic headset. His head is wrapped in bandages as well. He wears an overcoat with a black band near the waist. He also has a backpack that is strapped to his overcoat.

## Gallery

Deimos in his second outfit used in the Residential and Mining sectorsDeimos in his third outfit used in the Science Tower sectorDeimos in Madness Combat
## Trivia

* Deimos is name of one of the moons of Mars, the other being Phobos.
* When asked what is inside of Deimos' backpack, Krinkels confirmed that it is full of snacks.
* Deimos is a frequent smoker.
N51 Overwatch

N51 Overwatch

> "*The intergrated scopes on their headsets disregard the need for ACTUAL scopes.*" - Unit Description
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N51 Overwatch is one of the units introduced in the N51 faction. They rely on their sharpshooting skills, which can destroy your team if left unchecked.

An N51 Overwatch usually carries a large sniper rifle that can pierce through people. They are not seen carrying anything other than the same gun. They're also typically very slow, which makes them an easy target, however they have a Tac-Bar.

## Appearance

N51 Overwatch units wear black all over them. They have a black balaclava and a hood that is worn over their head. They also have yellow-glowing goggles similar in appearance to that of an A.T.P Soldat's. They have an N51 BDU with green lining and leather marksman gloves.

## 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

* The unit's title “Big Brother” may be a reference to a novel named 1984, written by George Orwell.
* The N51 Overwatch was inspired by the ATP Soldats of the A.A.H.W. and the Helghast Snipers from Killzone.
Blackguard

The Blackguard is one of the Nexus Core's G03LMs. They first appear on the stage Base Jumping. They are considered to be the strongest and the tallest G03LM among the other Nexus Core's G03LM, similar to most G03LMs, he wears a bullet proof armor which makes it hard to kill him. Unlike other G03LMs, Blackguard's helmet can't be taken of which makes it more difficult. The Blackguard wields the Mega Slayer/Dragon Slayer and a Sky scrapper Shield. After his armor get destroyed, he will switch his primary weapon into a minigun, or as he calls it, "The Chopper."

## Appearance

Blackguards wear a black and red helmet, just like a GO3LM MK2 and another helmet covering his head. He also wears a Nexus Core black and red cape, spiky fingerless gloves, red and black bullet proof armor and a spiky armor on it's back which is weirdly only shown at the story mode.

A noticable difference the Blackguard has compared to other GO3LMs is that he is considerably skinnier.

## Personality

Blackguard has a unique Personality where he speaks in Medieval English.

## Ability

Blackguard is the most skilled G03LM, he can jump in the air, swinging his Mega Slayer 3 times and slamming down which flung the player, he can charge up to the player and then swing his Mega Slayer which deals a lot of damage. He rarely uses his shield to attack.

In the Story mode, the Blackguard wears a spiky pauldron which makes it very hard to take off his helmet, the pauldron can be destroyed by Conduit's dissonance reality. After attacking the Blackguard's armor, the player tries to pull the helmet, but ended up getting thrown, this can be done if another player doing the takedown after the previous one have done it , this makes the 2nd player pulls the helmet which reveals another Helmet that can't be pulled at all. To destroy the armor, the player need to find a C4 bomb, after getting the bomb, the Player need to attack the Blackguard's armor which allows the player do a takedown. Then the player sticks the C4 on to Blackguard's armor which destroys the armor, revealing his horrendous looking thin body. This allow the player to attack him easily which kills the Blackguard.
Lucy Stewart's Plan

**Lucy Stewart's Plan** is a plan that was first established in 816 A.W. prior to her entering The Dome but was fully crafted and carried out in 819 A.W. at the arrival of Ava Kincaid. The plan was an escape plan from The Dome and hopes to establish help with the outside world to rescue the rest of those in The Dome.

## Background

The original blueprint for Lucy Stewart's plan was created in a Separatist meeting when she was granted permission to infiltrate Dome 833 in hopes of recovering those in there and gaining an upper hand over the North American Government.
N51

Operational Detachment Nevada 51 (or N51 for short) is a fan-made military group created by Darksignal. They were added into the game after Darksignal paid for the designer pack.

The group is fought in the Arena Siege Mission Hard Sell, where they try to destroy an artifact that the S.Q extracted.

## Units

N51 Recon - N51 Recons are the light infantry of N51. They take cover in the staging room until they are commanded to rush towards the artifact. When not in the staging area, they will walk towards the artifact to try and unlock it, but will shoot anyone that crosses into their path. While they may be of a lower rank, they aren't to be underestimated, especially in numbers.

N51 Assassin - N51 Assassins are the melee specialists of N51. They spawn behind the player, have a tac bar, and use quick attacks in rapid succession to damage the player as fast as possible with a katana.

N51 Commando - N51 Commandos are higher class soldiers who mainly use automatic rifles. Most just hang in the staging area until they decide to rush the artifact, but sometimes one of them will drop from the roof and try plant c4 to destroy the shutter doors to allow their fellow units a faster path to the artifact.

N51 Overwatch - N51 Overwatches are the snipers of N51. They hang in the staging area and when they leave the staging area, they hang in the back and try to snipe anyone attempting to stop their allies from destroying the artifact.

N51 Delta - N51 Deltas are the unarmed specialists of N51. Sporting a tac bar, two corpus blocks, leaping grapples, and lots of adrenaline being breathed in, they move around the arena with quick speed punching anyone that doesn't keep their distance.

N51 Officer - N51 Officers are the squad leaders of N51. Armed with M249s, they lay down suppressing fire for their allies, and make their presence known to draw fire. This allows other units to complete their objectives, or converge fire on hostiles.

N51 Mortar - N51 Mortars are the artillery of N51. Sporting a custom M32 grenade launcher, they blow most enemies to pieces. Unfortunately, melee hitting five times in a short period of time, like other brutes, will cause them to launch a tantrum throwing a flurry of punches tiring them out.

## Trivia

* Before the N51 Units were added into the game, they had their armor pieces on the shop.
* N51 is mostly comprised of Generation 02.
	+ This explains their high proficiency with weapons and tactics, as the Story Mode playable characters are also Generation 02.
* The titles of the N51 Commando and N51 Assassin is "Vanguard". This is an actual rank in the N51, equivalent to a Sergeant.
* The N51 possesses their own unique phonetic alphabet, as well as code words.

## Gallery

N51 ReconN51 AssassinN51 CommandoN51 OverwatchN51 DeltaN51 OfficerN51 Mortar
Victor

"A burger chef who has allowed himself to be used by Sanford and Deimos's agency after the fall of Burger Gil's, his original employer. A hardened survivor." -Unit Description

Victor is an exclusive protagonist of the multiplayer mode of the Madness: Project Nexus campaign along with Hank P. Wimbleton, Hank W. Wimbleton and 2BDammed, his role is quite secondary, being the most forgotten protagonist of the game and his first appearance is in Warehouse Raid and his last in The last leg.

Being the fourth character, he has very low statistics (in fact they are the same as Doc), he does not stand out much but he has a Merc Light and a Kitchen knife that can help him cover his low statistics.

Personality

According to the little that can be seen of him both in the introductory dialogue between him and the new S3lf Eater, he appears to be someone quite paranoid because he thinks that the S3lf Eater is chasing him.

Appearance

He wears sunglasses, with his old chef's clothes and a little extra protection with Vicgear.

History

At first he works as a cook at Gil's Burgers, until Gil's itself decided to merge the employee and burger of the month awards into one, after which he was reported missing until he was recruited by S.Q.

Gallery

Send helppppppppppppp

Trivia

-Victor is one of the few characters with an unusual personality, being paranoid instead of a psychopath as we are already used to.

-Apparently Victor is just as good as Rich at his job, because he got the employee of the month award (although maybe they only gave it to him to cook it)

-Victor is the only protagonist who is part of an ARG, being https://www.burgergils.com/.
Agent

> "It wouldn't be much of an Agency without a few agents in the mix." - Unit Description
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## Agent

### Debut

The Escape, Power Play, Climb, Sleepwalker Bed, Fast Track

## Sub-Attributes

### Senses

9

Agents are the backbone of the Agency Against Hank Wimbleton and are amongst its lowest ranking members; only outranking the lowly Grunts. They make use of a great variety of weapons in both the common and professional category, but can most frequently be seen wielding small firearms.

Cloned by the Auditor with technology purchased from the Nexus Core, their only goal in life is to eliminate Hank Wimbleton. Agents have little to no regard for their own safety, nor do they regard the safety of their fellow men. Despite the hive mind appearance of the A.A.H.W. , members of this agency are not entirely without free will. They act independently, only sharing one common goal of the total extermination of Hank J. Wimbleton.

It is also noteworthy that members of the A.A.H.W. do not seem to feel fear. In CLIMB!, one of the final stages of Story Mode, the Nexus Core retreat out of fear for their lives after Hank J. Wimbleton and Sanford fight their way to the top of the Science Tower. The A.A.H.W. on the other hand, does not retreat at any point despite suffering severe casualties and losing multiple MAG Agents in battle.

## Appearance

Agents wear the Agency Suit and the Agency Shades. The suit is coloured a light shade of black and the shades are coloured pitch black.

## Personality

Unlike the lower ranking Grunts, the Agents are professional, considerably more tactical and can wield a great variety of weapons in the common and professional category. They're incredibly zealous about eliminating Hank J. Wimbleton and will take any opportunity to engage him or any of his compatriots in combat.

## Trivia

* The Agents of Madness Combat were inspired by Agent Smith from The Matrix.
* Old concept art shows that A.A.H.W. Agents were splinter faction from NEXUS forces, were well equiped and had private funding. In the final game, the A.A.H.W. does have access to some decent weaponry, as shown in The Escape, where they are seen with iron swords, CP5s and NS-19s, but can still be deployed with weak melee weapons, cheap revolvers and sometimes with no weapons at all.
* On the kickstarter page and pre-alpha stages of the game, Agents wore solid red shades. They now wear black shades. It's unclear why this change was made, but possibly to make their NEXUS CORE counterparts more distinct.

## Gallery

AAHW Agent, as they appear in the gameAgents, as they appear in Madness CombatThe Agents in Madness Combat 5Concept art of the Agents, from september 2014
NEXUS Soldat

> "*The pinacle of Nexus training, perfected in sound mind, body, and killer instinct.*" - Unit description
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NEXUS Soldats are one of the strongest units in the NEXUS Core. They don't appear very often but show up in the late stages of the campaign. They sport a Journeyman Tac-Bar, two corpus and Core III acrobatic, allowing them to dodge well from sustained fire. NEXUS soldats are regularly seen dual wield melee weapons, especially katanas and speclights, There is an exception for a cutscene in Shakedown, where a NEXUS soldat wields an NP-5 and a speclight. Despite dual wielding melee weapons, NEXUS soldats swing their weapons slowly, which gives the player enough time to block their attacks or dodge out of the way. If they fail to do so however, the soldats will deal massive damage, and their swings after the first two hits will be faster, which can lead to a stunlock and subsequential loss of corpus.

The NEXUS soldats are first seen in Shakedown, where one of them orders a group of NEXUS Core units to open fire at Deimos and Christoff. Three more of them are seen later in the level waiting for Deimos and Christoff to show up. They appear again in Climb!, where two of them ambush Hank and Sanford right before they enter a room. They show up again in the aforementioned room, but in large numbers, breaching from the windows and attacking Hank and Sanford at the same time. They make their appearance again when Hank and Sanford are waiting for Deimos and Christoff to activate the bridge so that they can get across. They are then seen retreating with the other NEXUS Units from Hank and Sanford.

NEXUS soldats make their apperance in arena mode as well, in the Nexus Core Facility stage. They start appearing on room 9 and above, where they are always seen dual wielding speclights and spawn by jumping down behind the player.

## Appearance

NEXUS soldats wear a standard NEXUS suit, a black balaclava, a red uni-goggle, a red beret, an earpiece, a pair of black and red pauldrons, a MK2 NEXUS vest and a pair of black gloves.

## Personality

They don't appear quite often, but NEXUS soldats can be described as serious and confident soldiers, charging into combat without fear. They can also be seen commanding other NEXUS units, as one of them is seen in Shakedown ordering a group of NEXUS agents, scouts and engineers to fire at Deimos and Christoff. Furthermore, due to their exceptional training, they can also serve as Phobos' bodyguards.

## Trivia

* In the older versions of the beta, the NEXUS soldat's suit was brighter and has red stripes on each side as well as around their collar. They also sported a pair of fingerless gloves, an old version of the MK2 NEXUS vest and their uni-goggles were the same as the A.A.H.W.'s soldats', but red.
* They can dual wield any weapon in the game, even if they are too weak to hold it with only one.

## Gallery

NEXUS SoldatBeta version of the NEXUS Soldat
Apparition

Apparition

> "*Ghostly denizen of a world unlike our own.*" - Unit Description
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Apparitions are strong, brute like ghosts that appear in the Arena stage Haunting of Nevada House. They attack alone, and carry axes and shields that will kill you if you are not careful enough.

They carry very strong shields and sharp axes. The shields are impenetrable by bullets. The only way you can get around an Apparition's shield is by using melee.

## Appearance

Apparitions, unlike regular Spectres, have red outlines, most likely to signify that they are stronger than normal ghosts. They also wear a Valkyrie helmet that is solid and not a transparent object. They also are 1.25x larger than regular people, nearly as large as a GO3LM.

## Personality

Apparitions do not have any personality. No text chatter, no dialogue, nothing. It isn't even clear if they are able to talk or not.

## Abilities

They are able to freely move around any object, and phase through walls with ease. When they lose a Corpus, they will teleport a few times before finally teleporting to a random location in the house.

## Trivia

* In the files, Apparitions are not named after their name, but named "Spectre2".
A.T.P Engineer

> "Builders of secret worlds." - Unit Description
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Engineers are genetically altered soldiers created for the Agency Against Hank Wimbleton. They are a part of the Advanced Training Program, giving them heightened combat awareness and ability. Due to their genetic altering, Engineers have yellow blood.

Engineers are the first enemy in the A.A.H.W. to have Tac-Bars. Specifically, Tactical Novice. This allows them to temporarily dodge bullets; making them a formidable foe for low level characters. Despite this, they're still relatively weak compared to other combatants. Engineers outrank Agents by one, but are outranked by Soldats.

Engineers can wield weapons of the tool, common and professional category and most commonly wield some type of shotgun or sub-machine gun; though they are also seen using pistols or other low caliber weaponry in some cases.

## Appearance

Engineers have the same pale gray skin as most other Nevadeans. They wear the Engineering Suit and Engineer Mask. Both are colored a light-ish gray. The Engineer Mask has a yellow-coloured visor.

## Personality

Through both dialogue and chatter it's clear that Engineers think of themselves as superior to the more common Agents and can often become overconfident. They tend to be apathetic to any and all friendly casualties, saying things like "Good! My turn." or "Not bad.", which suggests they might feel like the Agents are in their way. Despite this, they make for talented support units and valuable allies. Like all other A.A.H.W. units, they're insanely zealous when it comes to the total elimination of Hank.

## Trivia

* According to Mr. Krinkels, the mask is, in fact, not bulletproof.
* Old concept art shows that engineers were meant to have the same fighting skills of an agent, would buff teammates, the mask would give them bonus perception and would "have a knack for overriding tech tree skills".

## Gallery

A.T.P EngineerConcept art of the engineers, from september 2014
Hank J. Wimbleton

> ***"The one and only."*** - Unit Description
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 Hank J. Wimbleton is the main protagonist of Madness Combat and MADNESS: Project Nexus. In MADNESS: Project Nexus, Hank is tasked with a mission: Destroy Project Nexus.

Hank is an extremely deadly killing machine, widely considered to be unstoppable in his murderous exploits. He is an expert in all forms of combat, be it ranged, melee, or unarmed. Hank seems to have little reason to kill as much as he does, other than the notion that he simply enjoys the thrill of it.

While skilled in all manners of weaponry, in MADNESS: Project Nexus, it is shown that Hank has a personally modified 1911, having a laser sight and compensator barrel attachment, and a katana to go with it.

## Personality

Hank is a cold blooded killer to his very core, having little to no regard for himself or others. Hank is largely apathetic to his surroundings, holding no major attachments to Nevada or anyone that resides within it. During dialogue, Hank is dismissive, rude, and abrasive, even towards his comrades. The only things he seems to care about are the mission he has currently taken, and his next opportunity to kill, maim, and destroy.

During the ending of MADNESS: Project Nexus, the peak of Hank's sociopathic tendencies is shown, as Hank displays a desire to destroy all life in Nevada, gladly willing to kill Sanford and Deimos, should they stand in his way, even going as far as to admit that he had hoped he would gain the chance to kill them.

## Appearance

Hank's appearance varies across the series, but he is most commonly depicted wearing black, kevlar lined clothing in the form of a bandana on his head and mouth, complimented by glowing red goggles. Hank also wears heavy boots, and a modified Ninja outfit.

## Gallery

The one and only.Hank in his hardened outfit used in the Science Tower sectorHank in Madness Combat 4, with bandages.Hank W. Wimbleton (Co-op Character)Hank P. Wimbleton (Co-op Character)Hank in Madness Combat 7Hank with the new art style in Madness Combat
Keystone Fragment

The Keystone Fragment shown in Episode 1.5

The Keystone Fragment, commonly referred to as the "Halo", is a special artifact that grants god-like powers when it is worn. It serves a large role in the universe, especially throughout Madness Combat episodes 10-11. The person that it is seen most with is Jebediah Christoff, where the Halo is the source of all his deadly powers. Other than Jebus, Tricky, Hank, and the Auditor have wielded it, and have demonstrated some of its powers.

Depending on the wearer, the Keystone Fragment grants surreal powers in which the user can be near unstoppable. It operates Dissonant Reality (Dissonance for short). Dissonance is the power Jebus uses that can disintegrate enemies, which is why this artifact is considered to be dangerous.

In Episode 1.5 of Madness: Project Nexus (Classic), Jebus was the first to use it and also the first to steal it in level E - Vaults. It made him stronger and faster, with the powers of Dissonance in his hands. He was even able to levitate. Using the artifact to his advantage, he was able to clear out the building and kill Phobos. He then became the owner for more than 20 years, eventually losing it to the Auditor after dying in Madness Combat 8.

The Keystone Fragment became into the Auditor's possession. This granted him enhanced strength, though Dissonance wasn't showcased in his attacks. He became able to absorb the dead bodies of others, and convert the energy into a large sword. However, he accidentally absorbed Tricky's dead body in the process. Because of his inept mistake, Tricky became the new owner of the Halo. That made him the main antagonist of Madness Combat 11.

At the end of MADNESS: Project Nexus's Story Mode, Jebus gets blown off the Science Tower by Hank and loses his Halo. The Halo then fades into a black color, implying it being inactive.
Sleeper Labs

Sleeper Labs is the eleventh story mode stage in MADNESS: Project Nexus and the second stage in the Commercial District. In this stage, Christoff joins Hank to track down Dr. Hoffnar in an old Nexus lab so they can get his help to destroy Project Nexus.

## Briefing

With the help of Dr. Christoff, finding Hoffnar should be a piece of cake. Getting to him, on the other hand...

### Objectives:

1) Find Dr. Hoffnar...but actually do it this time.

## The Stage

Upon entering the building, they're greeted with a bunch of turrets on the other side of the fence. To pass through, they need a keycard to deactivate it. Using Christoff's telekinesis abilities, he is able to grab a keycard from across. Sleepwalkers and Sleepwalker G03LMs make a return in this stage. A turret blocks the door, which is where Christoff's Dissonance ability is introduced. It can be thrown from around corners to home into a target (in this case the turret).

Hank and Christoff continue killing their way through the building of Sleepwalkers until they reach the Madness: Project Nexus Classic Arena. Christoff says that he hasn't been in that room in ages, and that it was the room they trained Subject 1v02p\_6 (the Arena character in Project Nexus Classic). They press the button that starts a wave, and instead of the A.A.H.W coming in, Sleepwalkers and Patients flood the room. After, they get stopped by a gate that can only be lowered by a keycard in 1v02p\_6's old room. However, there's another gate that can only be passed if 1v02p\_6 is detected dead. Christoff claims it can be bypassed by either of them taking poison, and reviving the other to fake the system.

They reach the final room, and find Hoffnar a.k.a Tricky. They try and tell him to help them, but Tricky refuses and makes them play his "game". They have to survive 3 rounds of endless enemies coming in them, with various traps activating on the floor. Eventually, unwanted drones will start to float in. After surviving, Tricky still refuses and surrounds them with unavoidable lasers. Luckily, the Nexus Core enter the building and try to kill Tricky. He doesn't like anyone killing them except him, so he sides with Hank and Christoff temporarily. When the Nexus Core units are all killed, Tricky expresses his disapproval of them and finally decides to help them.

## Snoopables

* Subject 1v02P\_6's Journal

A keycard falls out from behind a journal page. It reads:

"I made it past my 100th match today!

"I'm thrilled that they keep managing to patch me back together day after day. Such excellent advances in science - I don't even have any scars from the countless times I've been shot in the head!

"Anyhow, time to buy some weapons and do it all again. See ya tomorrow!"
## Characters

### Playable

* Hank J. Wimbleton
* Dr. Jebediah Christoff

### Enemies

* Asylum Patient
* Sleepwalker Patient
* Sleepwalker G03LM
* Turret
* Orderly
* Harmacist
* Harmacist Jr.
* Honk Zed
* Drone
* NEXUS Agent
* NEXUS Scout
* NEXUS Engineer
* NEXUS Riot Guard (Cutscene only)
* Tricky (Cutscene only)

## Videos

Let's Play MADNESS- Project Nexus - Episode 6 - Sleeper Labs
Shakedown

Shakedown is the seventeenth story mode stage in MADNESS: Project Nexus and the second stage in the Science Tower Courtyard. After climbing the first floors of the Science Tower, Sanford, Deimos, Hank and Christoff regroup on a platform and are informed by Christoff that they will have to split up into two groups: Christoff and Deimos, who will disable the Science Tower's ascention locks, and Hank and Sanford who will disable the defense shutters.

## Briefing

Christoff and Deimos have teamed up to tackle the Science Tower's ascention locks, which keep the top floors secure from intrusion.

Then again, it's possible the Nexus Core are using the locks to keep something in, rather than out. But what are the chances of that?

## Characters

### Playable

* Jebediah Christoff
* Deimos

### Enemies

* NEXUS Scientist
* NEXUS Agent
* NEXUS Scout
* NEXUS Engineer
* NEXUS Soldat
* NEXUS Riot Guard
* NEXUS Support
* G03LM MK2
* Red Towerguard
* NEXUS RoButler
* Conduit
* Abomination
* Gestalt (Stage Hazard Only)

## Music

* Black Clouds - Cheshyre
* Observance Negative - Cheshyre
* Murder Room - Locknar

## Videos

Let's Play MADNESS- Project Nexus - Episode 12 - Shakedown
The Rush

The Rush is the final stage in the campaign mode of MADNESS: Project Nexus. Hank, Sanford, Deimos and Jebus regroup in the final section of the Science Tower. At the very top, they fight against the main antagonist, Phobos.

## Briefing

We've finally made it to the top of the Science Tower. Nexus City lies sprawled out beneath us, a fetid pockmark on the Nevadean landscape. It cries to be healed. And once Project Nexus has been dismantled, Christoff should be aptly equipped to reverse the damage done by Director Phobos and his Nexus Core goons.

Let's get to the Divergence Engine and end this mission for good.

### Objectives

1) Ascend the tower and disable Project Nexus

## The Stage

Hank, Sanford, Deimos and Jebus enter through a door into a museum. Artifacts and models of Nexus City are spread out across the room. One huge model represents the entire Nexus City, with all the sectors being divided and containing information about it.
The Last Leg

The Last Leg is the fifteenth story mode stage in MADNESS: Project Nexus and the third stage in the Mining Sector. After successfully draining the water, Sanford and Deimos now have access to one of the Science Tower's legs, meaning they can now finally start their climb to the top.

## Briefing

The way to the Science Tower lies along an upward shaft that begins right here at the lowest depths of the runoff-drenched Mining Sector. It's a straight shot directly to the surface by way of the Nexus Core's Monolift elevator. Easy...right?

### Objectives

1) Locate the Monolift  to the Science Tower.

## Characters

### Playable

* Deimos
* Sanford

### Enemies

* Zed
* Swamp Zed
* Abomination
* NEXUS Liftbot
* NEXUS Scientist
* NEXUS Agent
* NEXUS Scout
* NEXUS Engineer
* NEXUS Riot Guard
* NEXUS Support
* G03LM MK2

## Music

* Work of Fiktion - Locknar
* Dead Drop - Locknar
* Fucking Crazy - Cheshyre
* Party Alarm - Locknar

## Videos

Let's Play MADNESS- Project Nexus - Episode 10 - The Last Leg
Prophet

> "*Some of us don't yet float, but we tread the waters of The Other Place with glee. Do you wish to be saved?*" - Unit description
>
>

Prophets are higher ranking Fanatics found in the Mining Sector of Nexus City. They are much more skilled than the normal Fanatics, possessing 25 health (the same as Sanford and Deimos) and the same skillset as A.A.H.W. Soldats as well as a few extra skills. They can also swim, which means that if they fall into water, they will not die.

Prophets are always seen with a melee weapon, usually a crescent, but they can also be seen with machettes or even just throwing daggers. Like normal fanatics, they are very evasive, like throwing their weapons at the player and are allied with Zeds.

## Appearance

Prophets wear the same mask as Fanatics, but with a pink skull on it, white robes, a white hood and a white board on their back.

## Abilities

Prophets have the Shuriken Arc ability, which allows them to throw hook type weapons like Sanford does. If they manage to hit you with a thrown crescent, you will take a big amount of damage, ragdoll and be pulled toward the Prophet, and on the Madness difficulty, they will instantly break your corpus. The best way to avoid this attack is to dodge out of the way when they wind up their throw.

They also have the same corpus type as Zeds, which means that unless they are gibbed, executed or burned, they must be killed 3 times.
Stygian

> "*A Higher Power set upon a divine task.*" - Unit Description
>
>

Stygian

Stygian is a mysterious, shadowy figure that is one of the four Employers introduced in MADNESS: Project Nexus. He is theorized to be associated with The Other Place, as implied in Arena Mode. His specific goal is unknown.

## Personality

Not much is known about Stygian alone. But judging from what little dialogue he has, it seems that he likes to belittle people with lower status than him, and that he is also a formal person.

## Appearance

He has the same appearance as every Employer. His entire body is black. The features that divide him from other Employers is his eye color and his fire particles. His eye color is a very hot pink, and his flames appear to be like smoke and traverse downwards.

## Abilities

Stygian has not demonstrated his unique powers yet, but since he is an Employer, he has the same known abilities that is shown by The Auditor. He can shapeshift his body, allowing him to warp through objects, and he can summon weapons.
Road to Nexus City

Road to Nexus City is the third story mode stage in MADNESS: Project Nexus and the third stage in the outskirts hub. In this stage, Hank has to find a way into Nexus City, but before he can get close to the wall, he is stopped by the Sheriff.

## Briefing

It's unlikely that the A.A.H.W. (Agency Against Hank Wimbleton) will pursue us into the Nexus Core's domain and risk a turf war with their biggest paramilitary supplier, so let's not make it easy for them by sticking around.

## The Stage

The stage starts off with Hank running to the gate that leads to the Industrial Sector. Sheriff notices him and recognizes that he's Hank, and stops him. The Mag Bandit appears right behind Hank. He screams that he's hungry, and then starts to charge at Hank.

Hank fights the Mag Bandit with nothing but his fists and melee weapons that Bandits drop. Occasionally, he will pick up a street lamp and attempt to hit Hank with it. Bandits come out of the sewer holes to fight Hank. After draining him of all his Corpus, Sanford and Deimos will jump over the fence to join Hank. Suddenly, the Mag Bandit gets up and charges at the gate, which breaks it. Sheriff and his goons run away, and the three enter the Industrial Sector.

## Dialogue

### Talking to the Sheriff

* **Sheriff**: "You just hold right where you are, stranger."
* **Sheriff**: "W-Wait a minute... Hank? That you?!"
* **Hank**: "Open the gate, Sheriff."
* **Sheriff**: "Look at this guy. Still thinkin' he calls the shots from all the way down there. Hah!"
* **Sheriff**: "You the one been makin' all that racket in my power station?"
* **Hank**: "Didn't I kill you once?"
* **Sheriff**: "Never been so dead I couldn't claw my way back, pal. Which reminds me, I still owe you a bullet to the dome, don't I?"
* **Hank**: "Let me up there. Let's find out."
* **Sheriff**: "Yeah, that's a hard "no", Hank. In here, I'm the boss. I run the show! And I say you're cut off. Comprende?"
* **Sheriff**: "Besides, it looks like the "Massive Wall" you need to worry 'bout right now ain't the one I'm standing on."
* **Mag Bandit**: "I AM SO HUNGRY! COME HERE!"

### Second Mag Bandit Corpus Loss

* **Mag Bandit**: "OH NO YOU DON'T, LITTLE MORSEL."

### Fourth Mag Bandit Corpus Loss

* **Mag Bandit**: "THE FOOD CANNOT FIGHT BACK! THAT IS NOT HOW THIS WORKS!"

### Mag Bandit Death

* **Mag Bandit**: "I FEEL...FULL..."
* **Deimos**: "So what'd we miss?"
* **Sheriff**: "Oh fantastic. There's **MORE of you now."**
* **Sheriff**: Listen. You're not getting into my city. You hear that down there? Not happening."
* **Mag Bandit**: "I'M STILL HUNGRY!"
* **Sheriff**: "Oh forget THIS. Let's hit the trail!"

## Characters

### Enemies

* The Sheriff (Cutscene only)
* MERC Sniper (Cutscene only)
* Bandit

## Videos

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

> "He's really going to help you out. Trust us." - Unit Description
>
>

Bossman is a character you meet in Arena Mode. He is responsible for bringing in recruits, organizing missions, and guiding you through the Arena mode.

When the player first meets him, Bossman tries to fight the player, saying that he has squatters rights. After the player beats him, he tells the player that he needs to beat the other hooligans residing in the old Annex building and gets hired as a janitor. After doing so, he says he can help the player make money and that he knows a few people who could help. He then shows the player a Sleepwalker Dream Assimilation Bed where he tells the player to complete the tutorial.

After completing the sleepwalker training He tells the player to rescue Chopper Dave from the Toughs. After doing so, he introduces the player to Quartermaster Bert, who will buy and sell weapons and armor to the player.

If the player chooses to go back to the HQ before going to The Nowhere and talks with Bossman,Bossman will acknowlege that the player will not came back,To which player responds affirmatively and then proceed to tell Bossman that now he will be in charge of the HQ,to then Bossman acknowlege the player as "one heck of a boss" and say their final goodbye

## Appearance

Bossman sports a beard, a bandana, vagabond rags, and reading glasses.

## Personality

Bossman is a nice and caring person, although he can be aggressive sometimes.
Fanatic

> "A group of bandits that have sequestered themselves into the fissures and passageways under the city. They've come to find a fractured sense of spirituality that they are thrilled to share with interlopers. Just get closer, within stabbing distance, and you too shall see the light..." - Unit description
>
>

Fanatics are the basic cultists found in the Mining Sector of Nexus City. They are loyal followers Dr. Crackpot's religion and they worship Zeds (Likely because Crackpot was the one who created Zeds).

Fanatics only have 5 skills in total: Core Melee I and II, Core Unarmed I and II and Snap-Dodge. Despite this, they can still be deadly foes because of the amount of them that attack the player at once and their Core II Melee skill. Fanatics are very evasive and like to throw daggers or their weapons at the player.

Most of the time Fanatics are seen with melee weapons such as a crescent, kitchen knife or a machette, though they can sometimes be seen with a gun or a wooden shield. They will also always spawn with daggers on them.

## Appearance

Fanatics wear a curved mask with green eyes, a bandit facewrap or a bandit facemask, a dark makeshift outfit and boards on their back

## Trivia

* Fanatics used to have fingerless gloves
Survivor

> "*Less disorganized, more opportunistic, and not so cowardly.*" - Unit description
>
>

Survivors are bandits encountered in the Residential Sector stages. They are bandits who survived the fall of Nexus City and now inhabit the sewers and rooftops of the Residential Sector. Survivors, unlike bandits, can be very dangerous if you are not careful, as they possess Core II unarmed and melee allowing them to easily overwhelm you if you underestimate them in a group. Survivors are usually seen wielding low tier melee weapons, such as rebar, pipes, bats, etc. They can also have no weapon at all or very rarely have a firearm.

Survivors are first seen in Inner City, hanging out in a building. They are seen again in Beat the Streets, but a lot less, only showing up in the beginning of the level and the sewers. They are last seen in Scenic Route, again, very little, only showing up in the beginning of the level, and one survivor showing up later, trying to get away from zeds. After the game is completed, survivors and zeds can sometimes be seen in the Industrial Sector.

Survivors also show up in arena mode, in the Pitstop stage, where they always show up with revolvers assisting other bandits in destroying the gas pumps.

## Appearance

Survivors can be seen wearing the same rags, goggles and masks as normal bandits, but black and with a few differences, such as the skull on the bandit mask and blue glow instead of green on the goggles. Survivors also have nails on their head, crafted to stop zeds from chomping on their head(however they still get turned into Zeds,it doesn't work). They also have a different head than other characters.

## Personality

They seem to have the same personality as the outskirt's bandits, but more aggressive and serious.

## Trivia

* In older versions of the beta, the survivors did not have nails on their heads, they had the same head texture as all other characters and the glow on their goggles was green.
Flood Control

Flood Control is the thirteenth story mode stage in MADNESS: Project Nexus and the first stage in the Mining Sector. After finally arriving at the Mining Sector, Sanford and Deimos must now drain the water that is flooding the Sector so that they can get to the Science Tower.

## Briefing

The entire Mining Sector is flooded, which makes progressing to the Science Tower from here an impossibility.

Fortunately, we've found an old accessway that looks promising. Best we hammer this one out before we're noticed by whatever lurks down here.

### Objectives

* 1) Find the Main Pump Release, and drain the Water.

## The Stage

The stage starts with Sanford and Deimos arriving through a door and Deimos complains that he will have to clean his clothes afterwards. In the same room they arrived in there is a group of zombies eating a worker's corpse. After dealing with them, Sanford and Deimos move onto the next room, where they see a group of cultists who get angered that they have breached their territory. The water below is dangerous, and falling into it can hurt you. There are etchings of phrases related to their religion all over the walls in the area. Sanford and Deimos aren't able to proceed because the water level is too high, so they have to find valves to try and drain the water to pass through. In one of the rooms, a door leads to the sewer system where you can find a Chainsaw.

Eventually they reach a cave with bridges connecting the land. Below them is a pit that glows blue. They have to flip the levers to maneuver the bridges. After, they come across another flooded section which they have to fight their way to the valves. Two Graveseekers stop them on a long path with water surrounding them, but Sanford and Deimos kill them.

Finally, they reach the final section of the level which has long paths and the room being flooded with water. Multiple Bandits and Zeds attempt to kill them on the way. Like the previous parts, they have to find valves to drain the room. After draining most of the room, Sanford and Deimos encounter Church and Jorge for the third time, with even more upgrades. Jorge carries a large weapon that shoots sludge this time, and Church carries a Trident. They say no reinforcements, but after killing one of them, the other brings in reinforcements. They are both downed again, and Sanford and Deimos continue to the final valve where they drain all the water.

## Characters

### Playable

* Deimos
* Sanford

### Enemies

* Fanatic
* Prophet
* Graveseeker
* Zed
* Swamp Zed

### Bosses

* Church
* Jorge

## Videos

Let's Play MADNESS- Project Nexus - Episode 8 - Flood Control