MADNESS: Project Nexus Basic Gameplay Tips and Information Playthrough

MADNESS: Project Nexus Basic Gameplay Tips and Information Playthrough 1 - steamsplay.com
MADNESS: Project Nexus Basic Gameplay Tips and Information Playthrough 1 - steamsplay.com

Hey you! Are you wondering why your fists don’t seem to be connecting with your fellow grunts’ faces, or why bullets seem to come out of the other end of the gun when you Clearly seem to be holding it the right way round? Have a look at this guide and you might be able to make something of yourself!
 
 

Overview

Well, you’ve survived reading this so far, so i think you’ll be up to the task of arena mode. Today this guide will show the the basics of arena, what characters are present (as far as i have discovered) and any other neat things I’ve discovered along the way. They will be presented in this order:
 
 

  • Characters
  • Basics
  • Rooms

 
Let’s begin, shall we?
 
 
 

Characters: The more, the merrier!

You’ll be meeting some friendly and some not-so friendly faces during your journey, i will be talking about your general squad of characters that make up your company. I am still currently going through arena so i apologise in advance for anything i’ve missed.
 
 
 

Bossman (High Management)

Remember that old hag you beat up earlier? well, he’s actually pretty important. This guy knows a lot of people and is generally your go-to for new recruits (or meat shields). He can round up potential hirelings for a small fee of 50$, then you can hire from the pool of recruits. He can also fire any hirelings that you think are a waste of your time.
 
 
 

Doc (guide)

The person that brought you back in order to start up a new business. he’s usually the one who gives you the contract missions which open up the story and progress the game. He’s also available to help you when you’re feeling lost. he’s usually located in the lobby or station hub.
 
 
In short: Provides help and contract missions.
 
 
 

Q-Bert (Quartermaster)

Shady, yet efficient business dealers. He’s your go-to guy for weapons and armour. The more missions you complete, the better gear he has in stock. It can range from rusted scrap and rags to electric longswords and juggernaut-standard armour. He also eventually gives you access to the tinker bench, which allows your guns to be tinkered with. He takes up residence in the quartermaster room.
 
 
In short: he sells weapons and armour, located in quartermaster room.
 
 
 

Chopper Dave (Pilot)

He’s a Half-drunk, half-crazy, fully functional man. This guy knows how to pilot a chopper, andis your main gateway to getting to and from missions. You can rescue him from a gang of thugs near the start of the game.
 
 
 

Skinner (Medic)

Big, soft and chuck-filled with love, Skinner loves putting people back together. He’ll make sure your hirelings are cared for if they go down in a fight. You can also purchase health insurance (Cloners) to instantly bring back people at a cost.
 
 
 

3-Chef squad (Soup chefs)

Remember those Italian-looking guys you beat up? Now they’ll make sure your hirelings keep their stomachs full and ready. They’ll also sell you tinkered and rare firearms for a low (Or high) cost. some of which include but are not limited to:
 
 

  • Flamethrowers
  • Laser weaponry
  • Miniguns
     
     
     
     
     
    In short: Adds +4 to hireling cap, sells rare and tinkered weapons. Found in dormitory.

 
 
 

Basics: Gotta start from somewhere!

Right, now you’ve got your ragtag team of boys up and running, you’re wondering how you actually become a grunt Giga-chad. Well, you’re in luck! i have just the basic thing for You!
 
 
DISCLAIMER: Basic controls are already discussed in another person’s ‘tips and tricks’ guide.
 
 
 

Hirelings: your own minions!

Hirelings are the people you recruit to your cause. They don’t gain skill like you, but instead level up, which increases their general abilities. You can equip them how you like, whether it be meat shields, bruisers, tanks, snipers, whatever. It’s all up to you!
 
 
Hirelings can be rounded up by bossman in the lobby.
 
 
 

Training: No pain, no gain!

Right, so that old hag showed you this wonderful machine that lets you train forever. It’s good for getting those last points in training, but nothing beats good ol’ life experience, and pain too.
 
 
 

Unarmed: Crouching grunt, hidden badass.

Unarmed skill is basically how well you do without a weapon. It’s generally less effective that weapons but if used correctly, gives you a distinct advantage.
 
 
It’s trained by using your fists (Duh) to give people broken jaws and concussions. I’d recommend training while in baby mode, as to not get overwhelmed.
 
 
Strength and force generally help with using your fists, as concrete abs work better than noodle arms.
 
 
 

Melee: Bat goes BONK!

Melee is your skill in handling melee weapons, which consist of clubs, hammers, swords, or anything you can swing around. The more skill you get in this, the easier it is to kill hordes of enemies with ease without having to rely on your firearms.
 
 
Dexterity, Critical and lethality all help in these skills.
 
 
This is usually your most-used style, so it’ll level up naturally as you go along. Make sure to grab the core skills to make your swings faster and more efficient, There’s a difference between hacking a guy’s jaw off and easelessly slashing a guy in two. Know it.
 
 
 

Firearms: BANG, BANG, BANG!

Firearms are weapons that fire projectiles, such as crossbows, flamethrowers or plain old guns. This skill allows you to handle firearms better and carry more ammo on you, so you don’t end up running like a sissy when you run out of ammo.
 
 
Senses and tactics are the main stats to look for when going in guns Blazing. I’d rather you hold the gun the right way round than blow your own face off.
 
 
This is usually your Second main skill, so it’ll build up over time. However, you can just replay an earlier mission and use the enemy’s guns to build up skill.
 
 
 

Acrobatics: Become The Matrix.

Acrobatics is your ability to perform complex movements, such as dodging or kicking a weapon into your hand. Athletics and tactics are the main traits that help with acrobatics.
 
 
Get tactical skills as early as possible. That TAC-BAR is a lifeline, i swear. Acrobatics is usually trained up by either dodging, using your TAC-BAR, or some mixture of the two.
 
 
I’d recommend dodging instead of blocking if you want to train this skill up.
 
 
 

Rooms: Home, sweet home!

Great! you and your hirelings are now ready to face danger, but what about making your home comfortable? you’d rather sleep on a bed than the floor, and eat home-cooked soup instead of ramen, right?
 
 
 

Lobby: Please wait.

The room you first walk into and the room that bossman stays in. Hirelings are gathered here by your bossman to either be hired or shooed out of the door. It also leads to the bus stop which is where some of your missions will take place.
 
 
 

Quartermaster: Gear up!

Your main weapons and armour room, where you can tinker and customize to your liking. Is also shared by Q-Bert. ‘Nuff Said.
 
 
 

Dormitory: Soldiers gotta sleep.

The dormitory is where your hirelings and soldiers sleep, eat and breathe (Maybe). There are a few features here, so i’ll list them off.
 
 

  • Kitchen: Where the 3-cook squad resides. You can upgrade it to add a +4-hireling cap each time, this is also where some rare weapons are sold.
  • Barracks: Where your hirelings sleep. You can upgrade it to add +1 To your hireling cap.
  • Soldier stations: This is unlocked pretty early in the story. This allows you to send for reinforcements during a fight at the cost of cash. This can also be upgraded to add additional soldiers.

 
 
 

Medical: And that’s how i lost my medical license.

The medical room is where your hirelings (and you) get patched up and put together when you go down. You can spend money to get people back early or just wait for them to heal.
 
 
Skinner, the love-filled maniac also resides here. Just be warned that he’s not liable for being sued for malpractice.
 
 
 

Helipad: Flying is a breeze!

The roof/helipad is where you go for most of your missions. Chopper Dave resides here, but don’t worry as he (mostly) isn’t drunk, maybe.
 
 
 

Epoligue: Let’s wrap this up.

Well, look at you! you’ve certainly improved since you read this guide! Glad to see you’re still alive. If any of you would like to add some extra details, just tell me and i’ll add it. Thanks for reading!
 
 

Written by OhHiMark

 
 
This is all for MADNESS: Project Nexus Basic Gameplay Tips and Information Playthrough hope you enjoy the post. If you believe we forget or we should update the post please let us know via comment, we will try our best to fix how fast is possible! Have a great day!
 


1 Comment

Leave a Reply

Your email address will not be published.


*