recursal/Fanatic-Fandom huggingface dataset:
NEXUS Scientist

> "*Just some Nexus nerd.*" - Unit description
>
>

Scientists work for the NEXUS, researching and creating technology, such as laser weapons, dissonance weapons, robots, etc. They are usually seen in NEXUS facilites, operating computers and other equipment. Scientists are not meant to be fighters, and are extremely weak, even weaker than an A.A.H.W. grunt. They only ever engage in combat when they are under attack and have no way to escape. They are usually seen with laser pistols, but a few of them can be seen in the campaign with dissonance and other laser weapons.

Scientists are first seen in Deep Storage, warning two agents that Christoff was sighted in the surface. They show up again in every level where the NEXUS Core makes an appearance.

They do not show up in arena mode.

## Appearance

They wear a white lab coat with a blue collar, light blue stripes, and goggles with a glowing blue line in the middle of the visor. They can also be seen with the classic lab coat in flashbacks.

## Personality

Scientists are very weak, but they still sound confident in their scripted dialogue, some giving orders to other scientists and sometimes even agents.

## Trivia

* In older versions of the beta, scientists had a brighter labcoat with a gray collar with cyan stripes and white goggles with a blue visor and a cyan line in the middle. They also had cyan gloves and a classic lab coat at one point.
* Scientists are one of the weakest enemies in the game.
Elf

> "*A helpful friend.*" - Unit Description
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>

Elf

Elfs are very weak but fast support enemies that appear in the Arena level Slaughter Time. Their main goal is to distract or stun you by grabbing onto you, so the enemies can gain an opening to attack you.

## Appearance

They are probably the smallest enemies in the entire game, having a size of a shocking x0.30. On their heads, they wear a green beanie. They have a lime painted overcoat that covers their entire torso.

## Personality

Elfs do not speak. They have no text chatter or dialogue, so their personality can't be defined.

## Abilities

Although they're small and literally only needs one shot to die, they carry a few abilities that make them pesky. Their primary ability that makes them annoying is how they are able to takedown you. If you are close enough to them, they will perform a takedown that doesn't do much damage, but stuns you for a little bit. They will then explode.

They are also able to teleport away if you try to hit them with anything, however they can only teleport a few times before being vulnerable to hits.
A.T.P Soldat

*"The pinacle of agency training, perfected in sound mind, body, and killer instinct."* - Unit Description

Soldats, like their Engineer counterparts, are a part of the A.A.H.W.'s Advanced Training Program. Soldats are high ranking members of the Agency; outranking Grunts, Agents, and Engineers. They're outranked by Half-Mags, MAG Agents, Retainers and the Auditor himself.

A.T.P. Soldats are the deadliest of the Agency's regular infantry units. They have the Tactical Journeyman Tac-Bar and use weapons of the professional and cutting edge categories. They typically wield powerful melee weapons or high caliber assault rifles. Soldats are also commonly seen leading squads of their fellow Agency members, acting as field commanders and ranged specialists.

They aren't seen much in story mode, only showing up in Powerplay and Climb!, though they are seen much more frequently in Climb! especially towards the end of it. In arena mode, Soldats also only show up in two stages (Sleepwalker Bed and Fast Track) but are much more common, constantly showing up in the second and third checkpoints, as well as infinte mode.

## Appearance

Soldats wear a modified Agency Suit with a bandolier and a Soldat Mask. The suit is coloured the same shade of black as normal Agents and the Soldat Mask is coloured a light shade of gray. The goggle is coloured yellow.

## Personality

Soldats have a personality similar to that of the A.T.P. Engineers. They're overconfident in their abilities, generally apathetic towards friendly casualties and can be described as foolhardy. Despite their otherwise unpleasant personality, they make for supremely qualified squad leaders, formiddable warriors and are an essential asset to any A.A.H.W. mission. Like all other A.A.H.W. units, Soldats are extremely zealous about killing Hank.

## Trivia

* Old concept art shows that Soldats would boost teammates around them and would love throwing grenades and flashbangs.
* It's a shame that the iconic feature of ATP Soldats is blind grenades, but in the ATP Soldats game they don't use them.

## Gallery

A.T.P. SoldatConcept art of the soldats, from september 2014
Tac-Bars

TAC Bar, shorthand for Tactical Bar, is a returning game mechanic from MADNESS: Project Nexus classic. TAC-Bars allow characters in the game to temporarily dodge ranged attacks, but are entirely ineffective at preventing melee attacks from landing. TAC-Bars come in 3 tiers: Novice, Journeyman, and Master.

## Types of Tac-Bars

* Tactical Novice - The lowest tier of tac-bar. Any bullets dodged by a character with this level of tac bar will still be grazed by the bullet. Can be bypassed by using the sweet spot or shooting from behind. Light green in color.
* Tactical Journeyman - The second highest tier of tac-bar. This tac-bar allows characters to completely dodge bullets, although it can still be bypassed by the sweet spot. Being shot from behind also completely nullifies this tac-bar. Light blue in color.
* Tactical Master - The highest tier of tac-bar. Tactical master allows characters to completely dodge bullets, and when this tac bar is drained, Tactical Novice is still in effect. Cannot be bypassed by the Sweet Spot unless it is completely drained. Dark blue in color, also sporting a different texture.

## Trivia

* In older versions of the beta, Novice and Journeyman Tac-Bars had different colors. Novice was an orange-ish yellow and Journeyman was lime.
* Tactical Master also used to have the same shape as the other levels instead of the curly bracket shape it is today.
* Most higher ranks of some factions have JourneyMan Tac-Bars.
N51 Recon

N51 Recon

> "*A versatille rapid assault unit. The first ones on the line, and a bad omen of what's next.*" - Unit Description
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>

The N51 Recon is the lowest ranking and most common member of the N51 faction. They're easy to kill, but can be threatning in large groups.

An N51 Recon is not exceptionally strong or quick. In fact, they are quite slow. However, they are the ones that attempt to unlock the security locks in Hard Sell. Their main priority is unlocking the locks, but they will attempt to shoot you if you get in their way.

## Appearance

N51 Recons wear a standard N51 BDU, a black balaclava, an N51 Recon Vest, Full Gloves, N51 Recon helmet, all in Olive Drab, and N51 Recon Goggles.

## 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 Recon was inspired by the United States Air Force Recon.
Bandit

Bandit

> "Disorganized, opportunistic, and cowardly." - Unit Description
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>

Bandits are one of the first enemies you encounter in the game, and also very basic. They are the most common enemies you will see in the Bandit faction. They stay around the Outskirts, a very abandoned and dirty place.

Bandits are very weak and ordinary enemies in the game. They can be easily killed, as they have low corpus health and low attribute stats. They usually die in a single headshot from a gun, and a few hits from a melee weapon.

## Appearance

These ugly and filthy bandits come in different clothing. They have different armor, outfits, and masks. Their outfits usually come in a beige color, and they usually wear face coverings such as bandanas or masks.
MERC Recruit

> *"Uh oh."* - Unit Description
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>

Recruits are the lowest ranking members of the MERC, and also the most common. They possess very little fighting skills, being outclassed by even a bandit survivor. Recruits are usually seen brandishing low tier pistols or MERC weapons such as the MERC L and MERC H. But they can still be seen with melee weapons such as bats, machettes, crowbars, etc. Recruits can also rarely be seen with a helmet near the end of Boom Factory.

Their first apperance is in the Warehouse Raid stage, but they can be seen in the Industrial Sector before completing that mission. They are last seen in flood control, after either Jorge or Church go down.

The recruits also appear in arena mode, in the foundry stage, where they, again, serve as the weakest and most common enemy, almost always armed with a crowbar.

## Appearance

Recruits wear a standard MERC uniform with orange-ish stripes on it and nothing else. Though they can be seen with a military helmet in some rooms of Warehouse Raid and Boom Factory.

## Trivia

* In older versions of the beta, the MERC recruit's uniform was darker and had no orange bits to it.
* Old concept art shows that recruits would dual wield weapons, despite not knowing how to do that properly.
	+ Higher ranking MERCs would also kill recruits to reach their target if they were in their way.

## Gallery

A MERC RecruitA MERC Recruit with a military helmetThe beta version of the MERC RecruitConcept art of the MERC recruit/gunner class 0, from september 2014
Orderly

Asylum Orderly

> "*They have a deep dislike of people, and despite their job being centered around people, they still find joy in their labor.*" - Unit Description
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**Asylum Orderlies** are one of the NEXUS CORE Units introduced in MADNESS: Project Nexus. They firstly appear at the stage Seeking Asylum located at the Commercial Sector. They possess grapple attacks, and can be a very annoying enemy to deal with.

## Personality

Sadistic, twisted and insane fully describes Asylum Orderlies. They love to feed off of other people's pain, and are even somewhat aggressive towards people. When attacking people or being alerted, they will tell the person to "go to sleep" or to "go back to their room".

## Appearance

Asylum Orderlies wears Orderly hats, masks, Orderly uniforms that are either Light grey or dark green color with a name tag on it, and studded gloves. They are slightly larger than normal people.

## Abilities

Orderlies only possess a grapple attack, which is easier to dodge. The grapple attack, if caught, activates a grab where you have to spam the Spacebar to escape. If you don't manage to escape the orderly in time, they will throw the player which makes the player dizzy, leaving other enemies to execute you.

## Trivia

* In the Interactive Mode, orderlies have the ability to instantly take down G03LMs by grappling them.
* Orderlies seem to have bug where they can instantly throw a grappled opponent larger or smaller than them, like a player on the Massive Origin or an Elf or Sweet Tony.
Tricky

> *"You do not kill the clown."* - Unit description
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Tricky, also known as Doctor Hoffnar or Clown, is a main antagonist in Madness Combat and MADNESS: Project Nexus. He is one of the most widely known characters in the Madness Combat universe.

## Personality

Tricky is Hoffnar's current being. With the Improbability Drive set in his mind, it has caused him to go somewhat insane. He always views everything as a simple game, and has a violent mindset, reflecting off of his former self.

His sanity is one thing, but he still retains some of his smartness. He is aware that he is insane, and still knows about stuff like the Divergence Engine and the two soda cans theory.

## Appearance

Tricky's appearance represents a clown. He is a Zed, from his death in Madness Combat 3. From the Improbability Drive, he is constantly shaking. He has 2 red, horn-shaped hairs on the sides of his head. He wears a stone face slab with the eye holes glowing red.

In Madness Combat, Tricky wears nothing on his torso, however in MADNESS: Project Nexus he wears his torn lab coat. It has the name tag Hoffnar on it. His underpants are also showing, with a heart shaped pattern on it. There is blood splattered on the coat.

## Abilities

Tricky is an all-powerful being, thanks to the Improbability Drive. Some of his powers are shown in Madness Combat, however not much is shown in MADNESS: Project Nexus.

* Teleport - Tricky has the ability to teleport. Upon death or being wounded, he will teleport somewhere else.
* Supernatural Movement - Next to teleporting, Tricky can jump or run extremely far. They don't seem to be phased by objects in their way.
* Revive - With the Improbility Drive, Tricky is able to revive any dead corpse with ease. This is shown in Madness Combat 6, where he revives Hank after killing him.
* Summon - He is able to summon any object, even buildings full of A.A.H.W units.
* Demon - Shown in Madness Combat 7, when Tricky was shot everywhere on his body by Hank, he turned into a giant monster. His body is impenetrable, and can only be harmed through the Improbability Drive.

## Gallery

TrickyTricky as seen in the tutorial and Madness Combat 4Dr. HoffnarTricky's signature melee weapon, the stop sign
Inner City

Inner City is the seventh story mode stage in MADNESS: Project Nexus and the first stage in the Residential Sector. In this stage, Sanford and Deimos go through abandoned buildings filled with survivors in order to find a way to the entrance to the Mining Sector.

## Briefing

The **Residential Sector** is only a stepping stone on the way to the **Science Tower** at the center of the city.

We should be able to drop the Rooftop Access Bridges once we make it to the other side... but we'll be fighting our way through, first.

## The Stage

The Residential Sector is filled with hungry cannibals and wrecked buildings everywhere. Sanford and Deimos enter from the top level of a building, and try to make their way to the other side. The air starts to get worse, so they put respiratory masks on. In some rooms, the roof is unsteady, and some of it collapses. After going through some rooms, they run into a Bandit Brute and a few Survivors. They were making "dinner" out of scraps and shoes, showing how desperate they are that they resort to eating inedible things. After killing them, a spiked gate blocks their way, and Deimos finds a terminal to disable it. They reach a bridge connecting the side of one building to another. The door on the other building is locked by a keycard, so they have to go back and open a locker to find it. They fight through one last horde of Survivors, and make it to the rooftops again.

## Characters

### Playable

* Sanford
* Deimos

### Enemies

* Survivor
* Bandit Brute

## Videos

Let's Play MADNESS- Project Nexus - Episode 3 - The Sheriff
The Scenic Route

Beat the Streets is the ninth story mode stage in MADNESS: Project Nexus and the third stage in the Residential Sector. Sanford and Deimos finally reach the building that leads to the entrance to the Mining Sector. Now they must fight their way through and into the sewers.

## Briefing

This is the place. It'll connect to the Mining Sector somewhere beneath street level, but we're going to have to shoot our way through some Zed-infested sewers first.

I mean, it's just a couple of Zeds. What could go wrong?

## The Stage

Sanford and Deimos enter the next building with Survivors roaming the place as usual. They head down into the sewers to try and make their way across. Surprisingly, Mag Bandit drops in from the ceiling and tries to attack them. He fails, and falls one last time. They come to a stop when a spiked gate blocks their way. To lower it, they shoot or throw grenades at the power box behind it.

Church and Jorge make another appearance in the sewers. They demand a rematch, so they all fight each other. Unlike last time, Jorge carries a Flamethrower and a bulletproof shield. They defeat them and move on. They finally reach the old, unoperated elevator that leads to the Mining Sector. Several switches are hidden around the room, and once they're all flipped, the power turns on so the elevator can move again.

## Characters

### Playable

* Sanford
* Deimos

### Enemies

* Survivor
* Bandit Brute
* Zed
* Swamp Zed
* Bandit
* MERC Recruit
* MERCzerker
* MERC Sniper

### Bosses

* Mag Bandit
* Church
* Jorge

## Videos

Let's Play MADNESS- Project Nexus - Episode 4 - Beat the Streets
Dr. Skinner MD

> "He'll patch you up, I guess. Say, was this the same leg you had when you woke up this morning?" - Unit Description
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## Sub-Attributes

### Senses

3

Dr. Skinner MD is a GO3LM that was hired by Bossman seen in Arena Mode. He is responsible for reviving the player and their hirelings if they die in combat. Skinner can be found after beating the Arena Mode contract mission "Pilot Episode". He can be found at the Medical Room, behind the Quartermaster's shop. After upgrading the Medical room, you can see that Skinner is accompanied by some doctors that dresses like an Orderly, but wearing a Blue LED Mask.

## Appearance

Skinner is a GO3LM, so he is the size of one with the signature red patches on his head. He wears a medical smock with a Harmacist hat and mask. He also has a monocle that's partially embedded in his head, though this could be a bug.

## Personality

Skinner is a friendly individual. He enjoys his job a lot saying that he loves to put people back together. But based on his description, he apparently sometimes put people back together with parts that don't belong to them. He also compliments the player about their back if they walk towards him.

## Trivia

* Skinner is the weakest G03LM in the game, only having 4 health, while other G03LMs have 150 or more.
	+ Despite being the weakest G03LM, Skinner is about the size of a G03LM Mk3.
* Skinner seems to not like the word "liable", as said by Bossman.
	+ This implies that a horrible incident might have happened to Skinner, where he was unable to revive a patient or ended up killing them.
* His lack of appearance does look a bit similar compared to Harmacist Jr .
Calabor

## -IV-

### Title

The Golden Judge, The Lord of Knight's, Keeper of Chivalry, The Mounted Mercy, Master of Morning, Winged Avenger

### Symbol

Beam of Sunlight Bursting from a Winged Grail

### Portfolio

Justice, Law, Morning, Light, Honor, Order

### Worshippers

* Paladins
* Judges
* Jailors
* Adventurers
* Lawmakers
* Knights
* Guards
* Kings

### Opposition

Erokan

**Calabor the Golden Judge** is one of The Twelve gods who make up the calendrical year. Calabor has dominion of the the 4th month of the year during the cycle of Odem. Calabor is the god of Law, Justice and the Dawn. Calabor is a lawful good deity worshipped all throughout Trea. Major centers of worship to Calabor can be found in the Princedom of Redwain where he is the patron deity, Yeor Lyranai where he is said to have been the embodiment of the first high elf and the Empire of Amyria where he is revered amongst the ruling elite for his relation with just governance.

Calabor's Akatian opposition is Erokan

## Church of Calabor

The church of Calabor holds the belief that the pollution of the gods of Akat have corrupted the world into a state of chaos. Followers of Calabor strive to purify the world of all darkness and elevate the world to a state pure order and untainted hallowedness.

Evil is a dishonor befitting no true knight of the golden judge and to commit an act of great evil willingly is the ultimate transgression against the pursuit of purity. In such a situation it is not uncommon for a follower of Calabor to choose death rather than add to the cosmic pool of evil.

The church of Calabor hold many holy artifacts within their temples and seek many more. Such artifacts include

* The Holy Grail of Calabor
* The Wings of Morning
* The Gavel of Morholt

## Hierarchy

 Bishop
 Archbishop
 Nuncio
 The Dawnbringer
Base Jumping

Base Jumping is the sixteenth story mode stage in MADNESS: Project Nexus and the first stage in the Science Tower Courtyard. Sanford, Deimos, Hank and Christoff all finally manage to regroup at the bottom of the tower and begin their assault, but Christoff decides to fly up to the next platform to wait for them because his presence would fire off high-priority alarms.

## Briefing

The inner workings of Project Nexus call this menacing monolith their home. If we can reach the Divergence Engine at the top of the tower, then undoing Director Phobos's evil legacy should be a piece of cake. The climb upward, however, will not be.

Meanwhile, Dr. Christoff's presence will set off high-priority alarms, so he'll fly up to the next platform to meet us. Good. That leaves more Nexus Core punks for the rest of us to beat up.

### Objectives

1) Pass through the Science Tower to reach the upper levels.

## Characters

### Playable

* Hank J. Wimbleton
* Sanford
* Deimos

### Enemies

* NEXUS Scientist
* NEXUS Agent
* NEXUS Scout
* NEXUS Engineer
* NEXUS Riot Guard
* NEXUS Support
* G03LM
* G03LM MK2
* Blue Towerguard
* Yellow Towerguard
* Unfinished Mag
* NEXUS RoButler
* Conduit

## Videos

Let's Play MADNESS- Project Nexus - Episode 11 - Base Jumping
MERC Captain

> *"Uh oh."* - Unit Description
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>

Captains are the most deadly unit the MERC has to offer, they are very deadly and can easily ruin your day. Sporting 3 corpus, a Journeymen Tac-Bar and the "Hero" trait, which makes them invincible for a few seconds after losing a corpus and allows them to regenerate health, though it is unsure if this regeneration applies to enemy NPCs. Captains are usually seen wielding rifles, SMGs or revolvers, and can sometimes have a deagle as their sidearm.

They only show up 3 times in Station Fortress, trying to stop Sanford and Deimos from getting to the Sheriff.

Captains also show up in arena mode, as a boss in the infinite mode of the foundry stage.

## Appearance

Captains wear a darker MERC uniform, an officer hat with an orange stripe, an orange vest, a pair orange heavy pauldrons, black gloves with an orange palm, aviators and a cigar.

## Strategy

Captains are a huge threat, their Journeymen Tac-Bar makes them very hard to kill and the hero trait will allow them to attack you while you can't attack back after they lose a corpus. Captains are usually always moving around in combat, which makes them a bit harder to hit.

Melee can be a good option for dealing with captains, as you can keep them stunlocked and easily break a corpus, though they can break out of that stunlock and they will be invincible after they lose a corpus. However, when they are invincible, they can still be knocked down, so jump kicking and dash attacking them after you break one of their corpus is a very good way of making sure they can't fight back until they're vulnerable.

Using weapon sweetspots can also work, but due to the fact that captains are fast and always moving in combat, hitting them in the sweetspot can be difficult, and the captains will be shooting back at you while you try to line up a shot.

Screwdrivers and weapon hilts will always break a captain's corpus and will completely ignore their invincibility, so you can save those to use against them.

## Trivia

* In older versions of the beta, captains had the same old uniform as the other MERCs, a gray cap, red heavy pauldrons and no gloves.
* In even older versions, captains had a lip instead of a cigar.
* It was speculated before the game came out that sarges were going to be removed from the game and that they would be replaced by captains due to both of them being "too similar". This ended up not happening.
* In old concept art captains were called sarges, while sarges were called captains. They also had the ability to boost teammates around them, and when they died, their teammates would suffer a huge drop in morale and failure in coordination. They also didn't have an officer hat, or gloves and were shown having a lip and a cigar at the same time.
* Captains and Sarges use the same voice as the Massive Origin, instead of using the MERC voice like other MERC units.

## Gallery

MERC CaptainThe beta version of the MERC CaptainConcept art of the MERC captain/sarge, from september 2014
Harmacist Jr.

Harmacist Jr.

> "*We don't know why they call him 'Junior'. Maybe because he's so big? I hope not. There is no place for irony in an asylum.*" - Unit Description
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Harmacist Jr. is a large GO3LM that belongs to the Nexus Core, in the Asylum. He works alongside his Asylum friends, like the Harmacists and the Orderlies. He only appears in the Commercial District, and debuts in the Seeking Asylum level.

He does not work very differently from other GO3LMs. He will usually dual wield various weapons, such as Saws. Once hit 5 times, he will go into a state of rage, leaving him open for a takedown.

## Personality

Harmacist Jr. keeps the same aggressiveness of a natural GO3LM, and also has a sadistic personality like his other friends. He will constantly tell a person to "go back to bed" upon spotting them, or to go sleep.

## Appearance

Being a GO3LM, they are very big (1.5x the normal size of a Grunt). Their face is very blackened and dirty, and there are also a lot of bandages wrapped around his head. He has a gray hat and mask with green lining on both of them. Like regular Harmacists, he has a doctor's outfit with a name tag and stethoscope around his neck. Blue surgeon gloves are also worn on his hands.

## Trivia

* In Harmacist Jr.'s text chatter, when he dies, he has a chance of saying "SEND ME TO GIL". This could imply that he is a fan of Burger Gil.
Bandit Brute

Bandit Brute

> "*A real tough guy, a problem maker, a troubled, large man.*" - Unit Description
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>

Bandit Brutes are large, filthy GO3LMs that are a part of the Nexus City survivors. They are very resistant despite lacking armor but have less mobility and just like normal G03LMs, they throw a tantrum after getting hit 5 times by melee or unarmed attacks, which leaves them vulnerable for a takedown from behind. Brutes tend to carry junk melee weapons such as cinderblock hammers, as well as shields made out of junk, but they can still sometimes be seen without a weapon. Being G03LMS, brutes are very resistant to any form of attack, but they are still weaker than normal NEXUS G03LMs.

## Appearance

Bandit Brutes wear black rags, makeshift headgear made from trash, spiked gloves and either a brutish hubcap or a car door as armor.

## Encounter

Brutes first show up in Inner City, ordering two survivors to make him dinner. They show up again in Beat the Streets and Scenic Route but much less often than in Inner City. They are never seen again after that. Bandit Brutes also show up in arena mode, as a boss in the final checkpoint of the Pitstop stage.

## Personality

Bandit Brutes are different than the Nexus Core's G03LM's, they act really wildly as compared to other GO3LM's. They are also very hungry as shown in their dialogue, they also tend to lose their cool very frequently, about every five hits.

## Trivia

* Brutes used to have the same outfit color as normal bandits, because they used to show up alongside normal bandits the old arena's murder room 2.

## Gallery

Bandit BruteBeta version of the bandit brute
A.A.H.W Half Mag

The Half Mag

> "*A very large Grunt, or a very small Mag? These creatively named Agents share some of the tremendous durability of the larger Mag Agent while managing to be somewhat agile. Far more dangerous than they look.*" - Unit Description
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A.A.H.W Half Mags are, as the name suggests, half magnified agents. They work under the A.A.H.W and only appear in the Arena stage Fast Track. They are seen appearing when there is a low number of enemies left in a wave.

A.A.H.W Half Mags are very hard-wearing and tough. They have a considerable amount of Corpus health. They have an ability where they charge at you at a very fast pace, so fast that you barely have enough time to dodge it when they're already doing it. Their punches alone can also pack a ton, so staying close to them is a very risky choice. Similar to MERC Gunners, they go into a looping stun when their health is depleted.

They are not seen with any type of weapon, and only use their fists to fight back.

## Appearance

A.A.H.W Half Mags have a head that has visible cracks, similar to the Massive origin. Their hands also appear with gray spots. They wear glasses that are similar to the standard Agent glasses, but with a grip on both ends.

They have a suit that is also similar to an A.A.H.W Agent's, but with a pattern on the back of it.

## Strategy

Being cautious of their charge attack is always helpful. When you see them charging, do a full dodge as you will be still dodging and invincible by the time they launch the attack.

They can be a bit hard to kill because of their charge attack. Playing it safe and unloading an entire mag on them, but in case you don't have any guns, there is another strategy.

It can be a bit hard to pull off and is really risky, but you can counter or perfect block (If you have unarmed skills like guard advanced and counter/counter, charigng) them when they punch. You can go up close to them, and when they flash red and punch, press RMB to perfect block them. Then, if you choosed Massive origin, you can counterattack and hit them with your own strike, however their charge-up attack will still dizzy you.

Though in most cases, you will just end up about to lose a corpus, which is why the best way to kill them is through unloading an entire gun on them.

## Trivia

* MAG Agents might've been mass produced unlike **Half Mags**
Church

Church, A Gunner Twin

> "The kindest brute-class GO3LM ever to kick your butt." - Unit Description
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Church is one half of the duo, the Gunner Twins. consisting of Church and Jorge. Being a GO3LM that belongs to the MERC, he serves as an antagonist for multiple stages throughout the entire game.

Often seen with Jorge in battle, they appear in The Boom Factory, The Scenic Route, Flood Control, and The Rush. Their only appearances are in Story Campaign, and do not appear anywhere in Arena Combat.

## Personality

Despite GO3LMs being cold and extremely formal, Church is quite a contrast to them. Often bragging about their abilities and how they're superior, they always find a way. Always wanting to overcome their opponents, they stay persistent whenever they lose and find a way to come back, better than before. However, they still retain their kindness from being a GO3LM, as they state that they want a fair fight. Though, that is still violated after being on the brink of losing.

Church tends to be the type to fight head-first ahead of Jorge. They rush to their opponents, compared to Jorge where he stays back with his gun. They stick with to close range attacks with their fists.

## Appearance

Church retains the body form of a regular GO3LM, having a face with exposed flesh and being larger than others (1.5x). They have a black mohawk and a gas mask with four straps on their head. The gas mask's lenses glow blue and have an angry shape.

Their body has a gray vest with caution tape around their torso. On their back, they have a backpack that has electricity on top of it.

Defibrillation pads are worn on the hands, connected to the torso with a wire.

## Gallery

First appearanceSecond appearanceFourth appearanceThird appearance
N51 Delta

N51 Delta

> "Erratic, unpredictable, forcefully pumped full of adrenaline." - Unit Description
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N51 Deltas are unarmed focused enemies that are introduced in the Arena level Hard Sell and one of the strongest ranking members of the N51 faction.

They appear to be more mobile and resistant than other people. They use their extremely agile fists to take down their opponents, but what makes them more deadly is there lunge. Similar to Abominations, they can leap to a destination from far distances. If a person is caught, they will be caught pinned down where the N51 Delta will start punching them.

## Appearance

N51 Deltas, like the majority of their other ranking comrades, wear a full black balaclava. There is a green headband on top of their head and goggles with 4 yellow-glowing lenses. A tube that wraps around their head connects to a tank on their back.

On their torso, they have a dress uniform with a MERC Armor Vest MK.3 worn. A standard toolbelt is around their waist. They also wear sap gloves, which are fully black with paddings on the knuckle area for extra force.

## Personality

Similarly to other N51 units, their full personality isn't completely defined. However, their erratic nature and frequent use of takedowns implies they take joy in violent acts.

## Trivia

* The N51 Delta was inspired by the Grineer Manic from Warframe, and the Replica Assassin from F.E.A.R.
G03LM Mk2

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

Sleepwalker Training Program (Arena)
Deep Storage (Story)

## Sub-Attributes

### Senses

21

GO3LM Mk2s are the most common type of GO3LMs you encounter in MADNESS: Project Nexus. They belong to the Nexus Core, and appear throughout Story and Arena.

## Appearance

Their entire body (excluding there hands and feet) are covered in metal, bulletproof armor. That makes them completely invulnerable to most weapons, other than Dissonance weapons or blast weapons.

Their face is protected with a large visor, having a small opening near the eyes so they can see. The torso has flexible pieces of armor over it.

## Personality

The regular GO3LM Mk2 has 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.

## Abilities

All GO3LMs carry exceptional strength, especially GO3LM Mk2s. Their regular slow punches are enough to knock you back a few feet. Once you are in their grasp, they can grab you and practically use you as a ragdoll, with no escape. Their strength allows them to carry weapons that cannot be normally carried by a regular person.

## Strategy

If their armor is on, you cannot harm the GO3LM in any way, with the exception of blast weapons. The only way to make the GO3LM vulnerable is if you hit them with a melee weapon or unarmed 5 times. This makes the GO3LM angry, attempting to grab you. If it misses, you can go behind their back and perform a Takedown. It takes off their helmet. You can now either shoot their face with guns, or you can repeat what you just did and deal half their corpus per Takedown.

## Gallery

GO3LM Mk2GO3LM Mk2 (Madness: Project Nexus Classic)GO3LM Mk2 (Head Armor off)
MERCzerker

> "*Uh oh.*" - Unit Description
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MERCzerkers are bloodthirsty MERC units, very agressive foes that always dual wield melee weapons and can charge at the player in an attempt to knock them down. They can stunlock unsuspecting player or weaker henchman but still are easily dispatched due to their slow swing speed.

Zerkers are short tempered and are easily irritated, which can cause them to attack members of their own faction. Sounds like alarms can also anger them, though none of these things actually have any effect in the gameplay and are always scripted.

They first appear in Warehouse Raid attacking one of their own after an argument about their work shifts. They are last seen in Flood Control assisting Jorge or Church against Sanford and Deimos.

Zerkers also show up in arena mode, as the third type of enemy in the foundry stage. There they are always seen dual wielding handaxes, crowbars, or hammers.

## Abilities

MERCzerkers possess no TAC bar; their health/armor above what MERC recruits have, but still not too much. They are capable of becoming "enraged", followed by charging at (usually closest) enemy, trying to knock them down. This charge can be dodged or, if you have melee weapon ready, parried (even without Parry skill) – successfully parrying charging zerker will stun him, allowing to get rid of him swiftly.

## Appearance

MERCzerkers wear an almost full black MERC uniform, a MERC Mask mask, an orange mohawk, sap gloves and viking armor.

## Trivia

* In older versions of the beta, zerkers had the same old uniform as the other MERCs, a gray mohawk and no viking armor.
* Old concept art shows that zerkers would be fast, use SMGs and have ballistic armor on their face and body. Scouts would later assume that role, minus the armor. They would also like to pair with MERC Snipers. And they didn't have a mohawk.

## Gallery

MERCzerkerThe beta version of the MERCzerkerConcept art of the MERCzerker/gunner class 1, from september 2014
Unfinished Mag

> "*So you want to make a Mag, do you? It's a dedicated process that requires thousands of man hours worth of professional Nexus handiwork. First you'll need a microcalcified bone framework, laced with a carbonfiber mesh network. Without the added robustness of an engineered skeletal structure, your new Mag will collapse under its own weight. Now let's put some meat on the lad. Ordinary meat won't do the trick. Only apply pre-conditioned, Nexus-grade muscle cultures grown in Director-approved carbon farms. Samples from Nevada's top athletes were spliced to create this perfect twitch-muscle fiber specimen. Next, we stretch an impact-retardant lattice of polyorganic ethylene skin over our incubating Mag, guaranteeing imperviousness to high caliber weapons and...*
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> *...wait, what do you mean they forgot the skin?!*" - Unit Description
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## Sub-Attributes

### Senses

16

Unfinished Mags are a large, bulky, incomplete Mags that were released as a last resort to stop Hank and Jebus. They were intended to be regular Mags, but were let out before their creation process was finished. Even though they're unfinished, it doesn't mean they are less of a threat than a finished one.

They appear only in the Commercial District as mini-bosses.

## Appearance

A lot of their flesh is visibly exposed, as they have no skin. There are metal plates and armor attached to their body. It could be either machines part of when they were being created, or just armor. On their head, there's a faceplate with red glowing lenses. Their teeth are also visible.

## Personality

Unfinished Mags are way more aggressive and confident than a regular Mag. They refer to other people as "little" and have a feeling of superiority. They think that they cannot be killed or harmed in any way.

## Gallery

Unfinished MagHere he is shown in full height
Spectre

Spectre

> "*Ghostly denizen of a world unlike our own.*" - Unit Description
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A spectre is a ghost-like being that takes the form of a Nevadean. Their origin is unknown, their background is unknown, and like most depicted outside ghosts, haunt a building (in this case the Nevada House).

In the stage they appear in, they are mainly seen with a FNC pistol or a crowbar. No other weapons are held by them.

They do not appear outside of The Haunting of Nevada House, and are only enemies introduced in Arena Mode.

## Appearance

Spectres have holographic, transparent bodies, with a pinkish outline. They still have the signature cross that most Nevadeans have. Usually, their back is slumped over, and when moving, they will float with their arms out.

## Personality

Spectres 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

Because they are ghosts, they can float and phase through walls at will. They also are very weak in hand-to-hand combat, with their punches and even their walking speed being very slow. Their damage output is also very little.
NEXUS Agent

> "*Nexus Core Agents are all-purpose fighters who, while weak, operate skillfully in a pack.*" - Unit Description
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NEXUS Agents are the basic units that of the NEXUS Core, they are one of their weakest opponents, but they can still put up a fight, possessing Core II melee, unarmed and ranged skills. They are the most common enemy that you will encounter in stages with the NEXUS Core, usually appearing in large groups of themselves.

NEXUS Agents often wield SMGs or Pistols as their main weapons, though they can still wield rifles and shotguns. They sometimes possess a nightstick or extendable baton as their sidearm and sometimes even show up only with nightsticks or extendable batons. They have no Tac-Bar and are relatively easy to kill, but they are still stronger than most enemies. Getting cornered by a large group of them with only melee weapons is a nightmare.

They can also pistol whip you if they have a ranged weapon and you are too close. This won't do much damage, but it will interrupt your combo and can allow other enemies with melee weapons to stunlock you, so if you are using melee it's best to avoid standing near one if you aren't attacking them.

## Appearance

NEXUS Agents look similar to the A.A.H.W.'s agents, wearing a suit and tie, however, the suit NEXUS Agents wear is much darker, has red stripes and a red tie, their shades are red and they wear an earpiece. They can also sometimes have a rope around their suit, similar rope to the A.A.H.W.'s soldats have.

## Personality

Unlike the A.A.H.W. the NEXUS Core units have emotions due to them not being genetically cloned. They will usually charge head-first into combat, but when the situation is FUBAR, they will retreat, or even run away in fear.

## Trivia

* In older versions of the beta, the NEXUS Agent'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.

## Gallery

Nexus AgentNEXUS Agent with a rope around his bodyBeta NEXUS Agent
Dr. Crackpot

Dr. Crackpot

> "*Inventor of the infamous 'Plan Zed', taken advantage of by Director Phobos and used to provoke the creation of a zombie armageddon. But that's okay, because it was for science.*" - Unit Description
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Dr. Crackpot is a mentally twisted and rotten former scientist of the Nexus Core. He is the representative of a religion that revolves around The Other Place. He also is the inventor of 'Plan Zed', back in his old days.

He serves as a brief and minor final boss in the stage Chasms, followed by Gestalt. He appears in a flashback with Christoff. He also is in Arena Mode, and serves as a shop for special gear.

## Personality

Crackpot is a selfish and insane person. He was a former lead scientist for the Nexus Core. When Christoff's status as Lead Scientist was terminated, Crackpot gloated about taking over his position.

Working with dissonance, he had to wear an Anti-Dissonance Helmet, however that did not wear off the effects fully. Later on, his mind became a bit wobbly. It lead him to creating a religion that is based off of The Other Place. He doesn't seem to take too kindly to people that do not want to become one of them.

## Appearance

In the flashbacks and Arena Mode, Crackpot has a different appearance than present. He wore a standard lab coat with a helmet. It was an Anti-Dissonance Helmet; it was shaped like a cylinder, and had green glowing lenses.

Now, he has an entirely different appearance. He has a mask that is shaped like a beak with the same green lenses. He has a brown hood over his head. He has what seems to be his old lab coat, but more dirty. There are wings on Crackpot's back with oddly wrapped Christmas lights around it.

## Abilities

Crackpot is strong but not necessarily tough. He is quick with his fists, which can stun you. He also has a massive Tac-Bar, which makes him hard to damage with guns.

Crackpot, mainly in Story Mode, has gained interesting abilities with an unknown source.

* Teleport - Crackpot can teleport to short-distance locations, vanishing in a purple/pinkish cloud.
* Bolts - Similar to Christoff's Nexus Bolts, Crackpot is able to shoot pink bolts at you, doing moderate damage.
MERC Sniper

> "*Uh oh.*" - Unit Description
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Snipers are decent marksmen but also complete cowards, they prefer to stay back and take shots from a distance, running away whenever they are aproached. Snipers are evasive like the A.A.H.W.'s engineers and possess a very small Novice Tac-Bar which most of the time doesn't make much of a difference to their survivability. Snipers are seen most of the time with the MERC S200 or MERC H, sometimes even having both.

MERC Sniper's first appearance when he spotted Hank and fire towards his direction near the Power Play stage.

They first appear in Station Fortress telling a recruit to move a box that is blocking their sniper post. They are last seen in Scenic Route assisting Jorge and Church against Sanford and Deimos.

Snipers also show up in arena mode, as the fourth enemy type in the foundry stage. There they are seen wielding either the MERC Heavy Rifle or the MERC S200.

## Appearance

Snipers wear a standard MERC uniform, an orange MERC cap and marksman gloves.

## Personality

MERC Snipers are hot-tempered like other MERC Units. At the Station Fortress stage, a MERC Sniper can be seen scolding 2 MERC Recruits for blocking his sniper post. They are very loyal to Sherriff and this can be seen during their first appearance on the dialogue where the Sheriff confronts Hank accompanied by 2 MERC Snipers. They can also be seen helping Sheriff at the Boss fight at Phase 1 and Phase 2. They are also cowards as they always fire their firearms at really high spots.

## Ability

MERC Snipers are great at decent shots, MERC Snipers will lock aim to the player which if the player failed to dodge the bullet, the player will be stunned.

## Trivia

* In older versions of the beta, the sniper's uniform was darker and had no orange bits to it, they had no gloves and their cap was gray.
* Old concept art shows that snipers were meant to be slow and only fire in short bursts or single shots. They changed very little from the 2014 concept art.
* Sniper is the first Unit in MERC to be introduced on the Dialogue.

## Gallery

MERC SniperThe beta version of the MERC SniperConcept art of the MERC sniper/gunner class 2, from september 2014
Tower Guards

> "*Solemn guardians of the Science Tower.*" - Unit Description
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Tower guards are G03LMs who protect the Science Tower. They are slightly bigger than normal G03LMs, being 1,6 times larger than a normal grunt, rather than 1,5 like other G03LMs. Tower Guards are always seen with a melee weapon and a large shield. Their armor is bulletproof, but they can be taken down the same way as a G03LM MK2, with the only difference being that their tantrum makes them move foward and does not leave them vulnerable for a few seconds.

## Tower Guards

* Tower Guard Red - Red Tower Guards are the most common tower guards, they are seen several times throughout the game, but they only ever engage the player twice: one before the Hive fight in Shakedown and four after the Rooftop Survival part of Climb! Red Tower Guards are seen with con un escudo y or iron swords. They can jump into the air to chase after the player, they can charge after them and bash them with their shield or do a charge up spinning attack, similar to the Blackguard. They also appear in Nexus Core Facility in Arena Mode endless wave.
* Tower Guard Blue - The Blue Tower Guard is the weakest tower guard. He is fought in fourth room of Base Jumping, where he uses a Dragon Slayer which he swings very slowly. He can jump into the air to chase the player, and also charge after them to bash them with the shield.
* Tower Guard Yellow - The Yellow Tower Guard is fought in the ninth room of Base Jumping, where he uses a morning star which he can swing at a decent speed. He has the same abilities as the Blue Tower Guard. After he is defeated, dozens of NEXUS Agents, Engineers and Riot Guards swarm the player. His morning star can also be picked up by the player.

## Appearance

They wear the same armor as the MK2 G03LMs, but with a colored stripe running along the middle of their armor and helmet, instead of a black stripe. They also have a cape and crests on their helmet. The masks of the blue and yellow tower guards also glow.

## Trivia

* The Yellow Tower Guard is similar to an A.A.H.W. soldat, both having a yellow eyepiece and yellow blood.

## Gallery

Red tower guardBlue tower guardYellow tower guard