The Nexus Core, also spelled NEXUS Core, is the titular main antagonistic faction of the MADNESS: Project Nexus video game sub-series. They operate the Science Tower, overseeing Project Nexus and Nexus City under Director Phobos, even obeying his standing orders after his death in Madness: Project Nexus (Classic) Episode 1.5's final stage.
Overview and History
The Nexus Core is a powerful military, law enforcement, and scientific organization present in, basically, most of Nevada. They act as the government of Nexus City, with the seat of the "Mayor" (Or "God-Emperor") Director Phobos at the top of the Science Tower.
The Nexus Core were the ones appointed by the Employers to direct/conduct Project Nexus, until Phobos started being more independent, using the project for his own ambitions and defying the orders of the Employers, ruining the same world that he pledged to save. Those dangerous ambitions and desire for power is exactly why he engaged in corruption, pouring resources into creating Project Gestalt, functioning like a new vessel and weapon of mass destruction.
The Nexus Core is heavily influential due to their technological innovations across Nevada. They were the ones diverting S-3LF energy from The Other Place to Nevada, learning how to capture it and refine it for the Generation 04 cloning program used to create their own army.
Outskirts
The Nexus Core has based on some areas of Nevada, one of which is seen in Madness: Project Nexus (Classic), containing barracks, communications points, G04 cloning facilities, G03LM production facilities, even a camouflaged huge bar that houses an ammunition depot and other facilities important to the life of the organization. They also trade closely with the A.A.H.W., selling them clones and technology.
Nexus City
Nexus City was an immense walled-off, metropolitan city-state founded and governed by the Nexus Core. The city itself seems to be under a totalitarian hereditary dictatorship, compareable to the levels of North Korea or Turkmenistan, with totalitarian control anywhere, where even vandalizing a poster of the Director could end getting someone killed. And if that is already enough for a harsh punishment, it would be imagineable what would happen if onesome insulted Phobos out loud. Despite all of this, for a world like Nevada, where anarchy and violence go rampant, Nexus City seems to be a much more stable place as long as nobody doesn't oppose the reign of the glorious Director Phobos, of course.
Nexus City is the hub of technological innovations in Nevada. And while it serves as the major city we visit in the sequel game, it is not the only city, seen as Nevada Central exists, and other cities are mentioned. Despite all of this, Nexus City is where most of the major research of the Nexus Core is conducted, specially within the Science Tower.
First Fall and Phobos' Death
The downfall of the Nexus Core began because of the betrayal of Dr. Jebediah Christoff, who was its chief scientist fifteen years ago. Something went wrong during his experiments and Dr. Christoff realized that his research was being tried to be used as a weapon, so he defected from the project. Although he tried to talk to Phobos and warn him that his project would ruin Nevada, he later enlisted the help of an old friend, the eccentric Dr. Hoffnarr, whose high-level access allowed Dr. Christoff to infiltrate the Nexus Core's research facilities to unleash the project's creatures, such as the Abominations and Zeds. Prior to this, Dr. Christoff had formed an alliance with the Sheriff, who, through his authority, was able to lead MERC in Nexus City, which had begun to lose normal relations with the Nexus even before the fall, and the townspeople began whispering that MERC had beefed up its personal security.
After the events of Madness: Project Nexus (Classic) Episode 1.5 where Dr. Christoff himself starts the rebelliin against the Nexus Core, he releases zombies and Abominations, leading the city into chaos. There are accidents and shootouts with zombies everywhere. Christoff eventually storms the Science Tower alone, steals the halo that grants hin immense Dissonance-based powera, and defeats Phobos.
The Nexus Core is in a difficult situation after their leader was killed, the Residential and Mining Sectors were lost and had to be flooded so that Zeds and Abominations could not get in, and the Industrial Sector was fallen under the control of MERC, with their relations having clearly deteriorated although they continued to trade. There are posters saying that if any Nexus Core unit comes into contact with MERC without proper jurisdiction and authority, they will be severely punished. Also in the 3D animation called On The Wall.mp4, it is shown how MERC, now led by the Sheriff, calmly watches the fall of the Residential Sector, and does not even stop Christoff from shooting at Nexus Core soldiers.
Recovery
Gradually, the Nexus Core stabilized again, completely cutting off from zombies and Bandits and access to the Mining Sector with various creatures and the Fanatics inside, as well as the Сommercial Sector which was full of Asylum Patients and had a Sleepwalker facility. The former civilians of the city became Bandits, the survivors of the Residential Sector became anarchists, and all those who escaped to the Industrial Sector worked for MERC, with the same people who lived in the Outskirts who had fallen into madness also becoming Bandits.
As it turned out, Phobos did not go to The Other Place after his death, as his soul was placed in Gestalt, eventually serving as his vessel. Moreover, the Nexus was able to continue working on the project despite the loss of the halo. Using the remaining S-3LF energy in reserve, they sought to restore and complete Project Gestalt to revive their leader.
Outsiders' Infiltration
The following is the plot in Madness: Project Nexus (Classic) where Hank, Sanford, and Deimos begins destroying the aforementioned Nexus Core-turned-A.A.H.W. outpost on the outskirts of Nevada. After the based were destroyed, the trio head into town while fighting off the Agency. During the events, the Nexus Core has provided the A.A.H.W. G03LMs, Mag Agent: N and weapons.
In the second game, after breaching into Nexus City, the protagonists have to bargain with Dr. Christoff, as he doesn't trust Doc, his S.Q. comrades and, especially, Hank, at first, so Hank has to beat Dr. Christoff out of crap until he loses and gives up, eventually collaborating with him and his teammates in order to shut down Project Nexus for good. They also get help from Dr. Hoffnar, now falling to insanity and becoming Tricky, about how to stop the project.
Second Fall
The Nexus Core desperately fights Hank and company, but not in the unity of all the forces in the tower, even the help from the A.A.H.W. cannot help them, as seen at the very end of the Climb! level where they start running away from Hank and Sanford in fear. At the end of the game, during the credits, we can see the Tower Guards stay in the Science Tower, consuming alcohol, and the Concierge did not let the Bandits into the tower. In the Сommercial Sector, the Nexus medical staff caught and put back all the Patients. And at the very end of the game, during the list of donors, we can see how the main Nexus Core soldiers are leaving the city en masse; they are fleeing on foot, in helicopters and in cars, as their fate remains unknown, maybe they all fled for a better life, maybe even to Nevada Central, maybe some of them join the A.A.H.W., or maybe they just run away to hide in other outposts.
Units
Scientist
In Madness: Project Nexus (Classic), the Nexus Scientists appear to be unarmed civilians and are neutral to Christoff, although some of them had maybe been caught in the crossfire between him and Phobos's agents.
In MADNESS: Project Nexus, they are introduced in Story Mode's stage Deep Storage and are all armed with laser-based weaponry, typically the Laser Pistolettes with the occasional Laser Rifles. Although they are still as weak as an A.A.H.W. Grunt, but unlike their Project Nexus (Classic) counterparts, they will engage enemies in combat. They wear a lab coat and a visor with a light blue highlight.
It is shown in some stages such as Deep Storage and Shakedown that they are often mistreated and labelled as nerds by security agents and they rely on them for protection, alongside releasing experiments.
Agent
Nexus Agents are not particularly different from the A.A.H.W.'s 1337 Crew, although they are deadlier as they can go in tactical packs to overwhelm opponents. Like the Agents, the Nexus Agents wear a suit and sunglasses, although they also wear a bandolier, a radio, and an earpiece. They fight with a variety of weapons, ranging from nightsticks to assault rifles.
They are the most common Nexus Core troop on the field and are introduced in 1.5-A: Sci-Post.
Riot Guard
In MPN(C), Nexus Riot Guards are Nexus soldiers that first appear in 1.5-B: Quarters and they serve the same role as A.T.P. Soldats. They wear a ballistic mask with a red visor and armor, and usually wield a Billy Club as their secondary weapon. They are very deadly and agile, and also move and dodge very often.
In MPC, Riot Guards are now heavily armored soldiers usually armed with Stun Batons and shields. They cannot run, whenever with or without their armor. Their shield block can be broken by pummeling or kicking.
Scout
Nexus Scouts are agile Nexus soldiers introduced in Sleeper Labs who wear a grey balaclava, a red visor with a rangefinder, a radio, and an ammo belt. They are very fast and use light weapons like pistols and submachine guns. They can dive away from enemies if they get too close and can make use of the Sniper ability, targeting an opponent with a careful shot that must be dodged.
Despite their agility, Scouts lack TAC-bars, are much more fragile than Agents, and their Sniper shots can be interrupted by killing them.
Support
Nexus Supports are heavily armored Nexus soldiers introduced in the stage Deep Storage who wear a dark grey balaclava, a breathing apparatus connected to an air tank on their back, a metal mask with red lenses, as well as a heavy suit of armor and two shoulder guards.
Due to their heavy armor, Supports lack in mobility, but can take a large amount of damage for the same reason, and dish severe melee damage as well. Their weapon of choice is the Breachmare and, on rare occasions, they can charge up an attack to sweep at crowds of enemies.
Much like the MERC Gunners, the Supports get stunned when on low health, leaving themselves in a vulnerable status where they can be executed.
Engineer
Nexus Engineers are Nexus shock troopers first encountered in Sleeper Labs' last section and later appearing as the semi-frequent Nexus Core enemies in the later stages of the game. Nexus Engineers usually employ shotguns, possess TAC-Bars slightly better than that of their A.A.H.W. counterpart, are capable of using the Snipe ability to fire an accurate shot at their target, and are overall a better version of what A.T.P. Engineers are.
Nexus Engineers wear a mask similar to A.T.P. Engineers', except with a red visor instead of yellow and a crest going across the middle of the mask. They also wear a red beret and armor protecting their chest atop of a red agency suit, in contrast to A.T.P. Engineers' engineering suit. They also shed red blood unlike their A.A.H.W. counterpart.
Despite their rank they're one of the first Nexus Core units encountered in Arena Mode's stage Nexus Core Facility and the third most common in the stage, only slightly less common than Scouts and Agents. A pair of Nexus Engineers can be seen monitoring the player during the Sleepwalker Training stage of Arena Mode.
Soldat
Nexus Soldats are the top elite soldier the Nexus Core has to offer and are first encountered during the flashback The Science Tower, where a bunch of Soldats are firstly encountered when riding the elevator for the first time along with the Blackguard. They also serve(d) as Phobos' guards, telling Dr. Christoff to back off if he gets to close to one of them.
Nexus Soldats have a unique gimmick that their A.A.H.W. counterpart lack; they are always seen dual-wielding weapons, usually melee ones like the Merczerkers, although Soldats dual-wielding firearms can also be encountered at times.
Like the Nexus Engineers, the lenses of Nexus Soldats eyepieces are bright red, and they wear berets, a dark grey balaclava, an earpiece, body armor and shoulder pads. They also shed red blood unlike their A.A.H.W. counterpart.
G03LM
G03LMs are brutish Nevadeans originally purposed as servants for wealthy customers of the Nexus Core before the city's fall into despair. G03LMs without armor are a rare sight, only really making an appearance in Arena Mode's Sleepwalker Program stage as a boss-tier enemy spawning alongside AAHW units sent to "train" the player character during their stay within the Sleepwalker bed. Five G03LMs can also be found in a locker room in Base Jumping.
G03LMs have slightly pale skin, with a darker body compared to that of a grunt, and stitches all across their face and body, with some visible flesh. Their most notable features are their gaping mouth with yellowish teeth, and their slightly orange colored blood.
Despite their lack of armor, G03LMs without armor are still a force in the field, being able to take many shots from weapons and being deadly at melee range since they don't flinch when hit and often wield blunt weapons such as sledgehammers. G03LMs attack with a delay when using melee, and if hit by melee or H2H in a short span of time by an enemy the G03LM will thrash at enemies in a fit of rage. After this, the G03LM enters a dizzied state where a player can climb on his back to first remove his helmet (if he has one) and then subsequent executions allowing the player to kill or damage the clone.
G03LM Mk.1
In MPN(C), G03LM Mk.1s
In MPN, they are now less common, as they only appear in Nexus Core Facility Endless Mode and Climb!, where you have to ring the call ball in the first room 55 times to encounter one of them. They now wear a metal frame helmet with red lenses in the eyeholes and a padded vest that protects their front, leaving a bit of the back exposed to danger. Despite their armor, G03LM Mk.1s are still damaged by weapons like any other enemies, although their high health and armor may make it difficult. They can still be defeated the same way as other G03LMs by forcing them to enter a tantrum that leaves them dizzy, where characters can remove their helmet to allow for more damaging shots to the head.
G03LM Mk.1/G03LM Mk.2
The G03LM Mk.1s are most basic forms of the G03LM units dressed in bulletproof chrome armor , which renders them impervious to bullets. The only way to begin hurting these brutes is to use melee weapons to continuously hitting their helmet until it is broken.
In MPN, they were renamed to G03LM Mk.2s and are now also invincible to melee weapons. The only way to damage them is to use guns load with high-power armor-piercing rounds like the Mhati-99 or to remove their mask and shoot their head or break their neck.
G03LM Mk.2/G03LM Mk.3
The G03LM Mk.2 units first appeared in the [1-G] stage of Madness: Project Nexus (Classic). They also appear in waves 37+ of Arena Combat Mode. They wear the same armor as the original G03LM Mk.1s, but colored black with a red trim and much more durable.
They can be killed the same way as G03LM Mk.1s, but are much harder to do so. G03LM Mk.2s are equipped with any weapon as a primary weapon (the one in Story Mode uses a mega hammer and minigun as a secondary weapon). Their helmet is much more sturdy and secure than the Mk.1 version, as it's about six times as strong (the Mk.1's helm taking 5 hits while the Mk.2's one taking 8 hits for each of the 3 times it cracks). However, any time the G03LM Mk.2s' mask is cracked, they will stumble for a moment. Additionally, their unarmored bodies are more resilient to those of their Mk.1 counterpart, requiring more damage to be taken down.
Strangely, any visible damage done to the G03LM Mk.2s' helmet disappears when it is knocked off.
In MPN, G03LM Mk.2s were renamed to G03LM Mk.3s. They have two corpus and usually wield Spear Halberds and Miniguns. When their helmet got off, they will change their currently holding weapons to Miniguns.
Tower Guard
Tower Guards are slightly bigger G03LMs who have been trained to act and fight like medieval knights and guard the Science Tower, only showing up within said structure and becoming a threat starting in the stage Base Jumping, acting as mini-bosses. They all possess armor similar to that of a G03LM Mk.2, but colored and with the addition of colored crests on their helmets and capes.
There are four types of Tower Guard: Red, Blue, Yellow and Black, with the last being their larger-sized leader and a boss fought in Base Jumping: the Blackguard. Red Tower Guards are often seen standing guard and are the most common but the least fought as their appearances are often scripted with them standing in place only for something bad to happen to them. The Blue Tower Guard is the first mini-boss encountered in Base Jumping after Hank, Sanford and Deimos are done storming the Science Tower's lounge.
They are all armed with a medieval weapon such as a broadsword or morning star (in the case of the Yellow Tower Guard) and have a big shield they use to protect themselves from melee attacks from the front, preventing them from entering a state of frustration like the average G03LM. Tower Guards can charge up attacks or charge at their enemies to smack them aside with their shield, proving them a very capable and fast opponent despite their size.
In order to damage them, they must be punched or attacked with melee weapons from the sides or back to force them to use a charged attack, leaving them in a state where their helmet can be removed, although this is cancelled if the Tower Guard hits an opponent during their charged attack and doesn't remove the G03LMs ability to cover their front with their shield. Normally removing a Tower Guard's helmet can be tricky while fighting it one on one due to their fast turning speed and ability to keep their target from reaching their back, so it is almost necessary to have an ally for the Tower Guard to focus on in order to remove his helmet.
Liftbot
Liftbots and their variants are robotic creations from the Nexus Core, labelled as Generation 5 (G05) and serving as mindless servants to replace G03LMs in non-combat situations. They are robots employed in lifting crates and heavy equipment as their name implies. They do not have any special abilities, but they may carry crates which can protect them from incoming bullets. They have a grey, dull color theme are slightly less polished and rusted. Due to their robotic nature and limitations, Liftbots cannot walk and turn simultaneously, making them take longer to reach targets across rooms with a lot of turns.
They are notorious for being hard to fight at close range because of their lack of pain, meaning their attacks can't be interrupted by counterattacking, and their punches can't be properly blocked with bare hands. Liftbots explode upon death, although this is purely cosmetic and doesn't count (unless we consider a Conduit's suicide dive).
RoButler
RoButlers are present during Base Jumping and subsequent stages engaging Hank and company the moment security forces are alerted of their presence in the Science Tower.
RoButlers have metallic, connected limbs, a big chassis chest, a small "head" and pair of legs, an energy storage unit on their back, and bulky arms they use to punch intruders when engaging their security mode. Some RoButlers wear butler attires in the form of red ties on their chassis chest, glasses and carrying trays with glasses and drinks.
RoButlers attack by throwing glasses off the tray they may be carrying or by punching and are often accompanied by organic Nexus Core units. They have the same as Liftbots.
Conduit
Conduits are G05 robots that have been charged with Dissonant Reality, making them quite unstable. Physically they resemble their other non-Dissonant counterparts, but they have a black and purple coloring. They have a defining, deadly ability where they charge at an enemy and dive into the ground, blowing up and releasing a Dissonant explosion that knocks friends and foes alike away. It's important to note that destroying a Conduit won't result in a Dissonant explosion, as this only happens when the Conduit performs its suicide dive attack.
Crusher Bot
Crusher Bots are decommissioned G05s originally employed in the Mining Sector to help MERC with crushing stone operations, but the robots' shockwaves and autonomous nature resulted in a severe raise in the number of workplace accidents, so they had to be removed. They look like a combination between a RoButler and a turret, having the structure of a G05 but the targeting "eye" of a turret, and being almost twice as big as other G05s.
There are only three active Crusher Bots present in the game: COMB-O, CRUSH-R and PUSH-E. They are all fought sequentially during the Story Mode stage The Rush. All Crusher Bots attack by emitting a sonic wave at the enemies around them, damaging and pushing them back. Since the area they're fought in is filled with liquid Dissonance, Hank's party must avoid being pushed off the arena's edges. During the Crusher Bot fight sequence, they are assisted by robotic arms that appear from the ceiling; RoButlers that fall from above and Conduits that come ready to charge from the Dissonant liquid.
Unnamed Black Robot
In The Rush, when the player enter the third room, they must encounter a horde of unnamed Dissonance-enhanced black robots with sharp teeth, three claws on each foot, and four pumps on the back. They attack the player by severing, firing a barrage of Dissonant bolts from their mouth, and smashing the ground. Upon destruction, they cause a Dissonant explosion like Conduits.
Orderly
Asylum Orderlies are a unit that first appears in Seeking Asylum. They wear a green face mask with a green lab coat and fingerless gloves. They also wear a green hat similar to the hats Harmacists are wearing. In combat, Orderlies attack by doing basic unarmed attacks, but can also grapple the player and stun them.
Harmacist
Harmacists are a type of Nexus unit similar to the Orderlies, also appearing in Seeking Asylum. However, they wear white masks and have cyan-colored full gloves. They also wield weapons. The weapons they use include a syringe gun that slows the player and cause their vision to become saturated, while the other is a purple syringe that will inflict the same effect as the syringe gun they use.
Harmacist Jr.
Harmacist Jr.s are the G03LM version of Harmacists. They appear to have the same outfit of a Harmacist, but they also have bandages in their slightly darker face. In the stages Harmacists Jr. appears in, they wield surgical bonesaws.
Sleepwalker Patient
Sleepwalker Patients are test subjects or Asylum Patients who have gone through the process of Phobos' vision of Christoff and Hofnarr's Sleepwalker Program. First seen in Sleeper Labs, Sleepwalker Patients are enemies who are trapped in a state between sleeping and being awake as they relive combat experiences through their masks.
Sleepwalker Patients have bandages across their torso and head, and are outfitted with a backpack that supports a pair of tank-shaped batteries that connect to a metallic mask with a red lens. When the mask is removed, it is shown that Sleepwalkers have hollow eyes due to the forced and prolonged use of Sleepwalker beds for storage and training.
Sleepwalkers engage enemies with melee or ranged weapons per usual, although their masks provide them with a special ability: when a Sleepwalker dies, it comes back to life, and every time it revives, the Sleepwalker gets better at fighting. This only happens twice, as the third revival triggers a face bomb to explode and kill the Sleepwalker and damage anyone surrounding him. One way to kill the Sleepwalker is by damaging his head to the point it is destroyed or his mask is shot off clean. Another option is to dizzy the Sleepwalkers and make a takedown, where the character will forcefully remove the Sleepwalker's mask, this way preventing the sleepwalker from reviving further. Sleepwalkers can also be killed permanently without exploding by using shock weapons.
Sleepwalker Experiment
Sleepwalker Experiments are a larger variation of Sleepwalker Patients, about 25% taller than their smaller counterparts. They have the same headgear as regular Sleepwalker Patients but wear armor on their bodies instead of bandages. They are more resistant to damage due to their size and armor, although their durability isn't at the same level as that of a G03LM's bulletproof armor. Because of improved technology, Sleepwalker Experiments can be revived an indefinite number of times unless they are decapitated. Therefore, unlike Sleepwalker Patients, Sleepwalker Experiments will never explode.
Also unlike the standard Sleepwalker Patients, the larger Sleepwalker Experiments cannot wield any weapons. Instead, they will punch their foes, knocking them over, disarming them, and inflicting direct health damage.
G03LM Sleepwalker
G03LM Sleepwalkers are G03 clones who were put in the Sleepwalker Program. Much like their average size counterparts, G03LM Sleepwalkers wear bandages and a metal mask, although G03LMs wear a custom version with metal plates at the sides to properly encase the larger head.
G03LM Sleepwalkers behave almost the same as regular G03LMs with the additional ability to come back to life via an electric shock so long as they are still wearing their mask. Executing a takedown on a dizzy G03LM Sleepwalker allows the character to remove his mask and subsequent takedowns damage or kill him. G03LM Sleepwalkers can also be killed permanently by using shock weapons.
They replace Sleepwalker Experiments in MPN.
Ghoul
Ghoul is a cybernetically augmented bioweapon with multiple red eyes that appears as the boss of The Last Leg. It has four corpus and attacks the player by severing them, firing laser bolts or beams from its eyes and smashing the ground. When losing each corpus, Ghoul with jump and smash the player. The only way to stop its jumping smash is to lure it to any of three breakable points on the elevator.
Unfinished Mag
Unfinished Mags are Mags who haven't gone through the entire process of being built and are released early in an attempt to stop Hank and his allies. They are first encountered in Sleeper Labs, where a group of Nexus scientists release some of them despite their current state, acting as mini-bosses.
They have exposed flesh with a metallic frame covering some parts of their body, a big gaping mouth with sharp teeth, a metallic plate on their chest and a mask with red lenses with tubes that connect to their back. They are also slightly smaller than the average Mag agent.
The Unfinished Mags attack by sweeping, kicking and slamming their fists, although all of these attacks come with a delay and telegraphed by a wind-up. Despite their unfinished state and lack of armor, these Mag experiments have three corpus blocks and are quite hard to take down. On death they slowly collapse to the ground.
The Hive
The Hive is a cybernetically modified Mag that appears as the boss of Shakedown. It attacks by swinging its walking sticks and firing missiles from its shoulders. It can summon Hiveslugs that self-destruct when cling the player's face from its stomach; doing so will make it temporarily open its stomach, so the player that can attack it. Upon death, the Hive will launch a storm of missiles before self-exploding.
Hiveslugs
A Hiveslug is a clot created by The Hive. They resemble Grunts without skin, and are filled with a purple liquid (which may be Dissonant Reality). They attack in alliance with the Nexus Core and will explode into a purplish cloud in combat, similarly to Conduits. Hiveslugs appear at the end of the Shakedown level, during the fight with the boss The Hive. During the fight, The Hive will periodically release waves of Hiveslugs to assail Jesus and Deimos.
Their strategy is very simple: jump and explode on the player to distract them from attacking The Hive while they are temporarily disabled, They're pretty fragile, so they'll die from a single blow from a cold weapon or a shot from a firearm.
Dissonant G03LM
Dissonant G03LMs are G03LMs with Dissonance and cybernetic enhancements. They have two corpus, wield two Megachettes, and have the ability to teleport on the player to attack then from above, but can be damaged without removing their armor or helmet and implode quickly when killed. They only appear in Interactive Mode and The Rush.
Doorman/Concierge
There are two Nexus Core employees that wear black suits with blue ties and lines and blue berets. The first one is seen in Dr. Christoff's fourth flashback, where he works as a doorman. The second and last one can be seen at the beginning of the stage Base Jumping, working as a concierge/receptionist.
Drone
A Drone is a flying machine controlled by the Nexus Core, equipped with four propellers, a flashlight, and a laser weapon.
Drones appear in Sleeper Labs when Tricky starts playing with Jesus and Hank, during the game show called "Murder Time" (which may be a parody of Slaughter Time). When Drones arrive during the show, Tricky exclaims angrily at them in an attempt to make them leave, but ultimately does not take direct action unless Murder Time's counter ends, at which point the Drones will disappear alongside the other parts of Murder Time.
Known Members
- Director Phobos (leader of the organization, project supervisor, and God-Emperor of Nexus City, deceased)
- Dr. Jebediah Christoff (former head scientist responsible for the Sleepwalker Project, deceased)
- Dr. Crackpot (former head scientist responsible for the Enmeshment Program, deceased)
- The Blackguard (leader of the Tower Guard)
- Blue Tower Guard
- Yellow Tower Guard
- Dr. Hofnarr (former scientist responsible for S-3LF energy rifining, deceased)
- Dr. Gonne (creator of the robots, deceased)
- Mag Agent: N (deceased)
- Bossman (former owner of the power station in the Outskirts, implied)
Trivia
- The main 6 Nexus units used to look a bit different in the beta:
- Agents had a brighter suit, and fingerless gloves.
- Scouts had an earpiece with an antenna instead of a headset with a microphone, a brighter suit and fingerless gloves.
- Supports had no red stripe on their masks, their pauldrons were mostly black with very faint red bits, their vest looked completely different, they had a brighter suit and fingerless gloves.
- Riot Guards only had microphone headset, an earpiece, an old version of the Nexis vest, the Mk.2 Nexus mask, a brighter suit and fingerless gloves.
- Engineers had a normal black suit like the other Nexus units, a red beret, fingerless gloves, the exact same masks A.A.H.W. A.T.P. Engineers but red and the old Nexus vest.
- Soldats had the old Nexus vest, the same uni-goggle as the A.A.H.W. A.T.P. Soldats but red, a brighter suit and fingerless gloves.
- The old/beta version of the Nexus Core flag has a high resemblance to the flag of Nazi Germany
- Originally, the A.A.H.W. were the Nexus Core, until the Nexus turned into their own faction.
- The yellow Tower Guard has yellow blood color like the A.A.H.W. A.T.P. Engineers and Soldats.
- Representatives of G03LM have an orange tint to their blood.
- The predecessors to the current version of Riot Guards were called Nexus Tactians in the beta versions of the game.
- In the beta version of the game, Nexus Soldats had 3 Corpus blocks instead of 2.
- In the early stages of the beta version of the game, Nexus Supports were shorter and had less health, and also held a firearm in their hands.
- The A.A.H.W. eagerly took advantage of the Nexus Core's waning credibility after the apocalypse in their city, taking their place among Nevada's leading organizations almost entirely on a par with them.
- They also apparently, in addition to purchasing clones from the Nexus Core, learned how to make them themselves by stealing the cloning technology.
- When the game first came out, in the early release, NEXUS Core units did not wear an additional radio on their chest
- NEXUS Agents spawn randomly, one wears a belt like the A.T.P. Soldats on his clothes, and the other does not.
- In the pre-release version of the game (also its last beta), when the Agents received updated suits (but not glasses) as well as their signature chest armor, Nexus Engineers wore a black uniform and a dark red beret like N51 Officers.
Gallery
Members and Units
Misc
Old Nexus Core units
BETA
| Realms |
The Improbable · The Other Place · Auditor Hell · Purgatory · Nevada · Hell · The Nowhere |
| A.A.H.W. Facilities |
A.T.P. Soldat facility · Agent Magnification Chamber · Auditor's fortress · Bar · Sheriff's Office · Mountain facility · Skylight · A.A.H.W. Scientific facility |
| Nexus Core Facilities |
Nexus Core Facility · NEXUS Outskirts Complex · Science Tower |
| Other Locations |
Club M · Flying Party · Nevada Supermall · Somewhere · The Bakery! · The Rift · Tree · Nexus City · Nevada Central |



















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