TNM Walkthrough- a WIP

Discuss The Nameless Mod in all its glory, unrestricted by the spoiler prohibition in the forum above.

Moderator: TNM Team

Post Reply
User avatar
Hassat Hunter
Illuminati
Posts: 2182
Joined: Fri Apr 10, 2009 1:20 pm

Re: TNM Walkthrough- a WIP

Post by Hassat Hunter »

11.3.0 WorldCorp Sewers & WorldCorp Basement, day 2
Like on day 1, the easiest way to enter the secret basement is through the vent in the garage. And yes; that is even true for PDX players, who have to battle many bots and WC personal just to be able to get in the garage.
So enter the sewers. Wait for the big spiderbot to pass the explosive barrels and shoot them. Go down, search the room (2x 10 mm ammo, it's hard to access though, you have to crouch inside and outside) and go right down the hall.
If you immediately go left, into the shaft, up, then right, then disable the bot and the beam, throw a grenade to the pipes on your left. Pass them on the side for 2x lockpick, EMP grenade, 2x sabot.
Otherwise go forward. The turret is easy to demolish if you do not have advanced computer skill. Disable the 3 spiderbots, then go through the doors behind them for 2x gas grenade, 2x tranq darts, 3x pepper spray and 3x prod charger.
You can go through the a vent to the left of the bots, but that's guarded by a Red Greasel(!). Your reward? Quad Rockets, a napalm launcher canister and a wrench. Definitely not worth the fight.
Go back to the Big Spiderbot area. You can use the lever to lower the ladder back up again, and on the lowest item difficulty you can find a Vortex Grenade lying here!
Open the grate with your key from day 1 and enter the basement.

The security setup is exactly the same as the first day (except for the MiB's missing if dead). You would think that if an entire base was murdered out they would reinforce their defenses. Guess not.
Jump of the box to your left again. Take the lockpick.
Disable the 2 bots, and search between the boxes for a repairbot. Now take the elevator up.
Walk down the walkway, and jump down towards the ladder. Look behind you for 30.06 ammo.
Get up and through the hole. Go left, down the stairs and open the door. Go back up through the door ahead and disable the bot.
Go forwards to the reception. Watch out for the guard, secretary and camera. Go throught the front door and left for 2x plasma clip and assault rifle ammo.
Search the offices to the right of the main hall for a multitool, lockpick, .45 ammo and shotgun ammo.
Go up the stairs to the left of the main hall and disable the bot. In the office to your right you can find some quad launcher rockets and napalm launcher ammo.
Go forwards. First office (ZeroPresence's) you can find 10mm ammo, 30.06 ammo, a multitool and some important information if you're on the WorldCorp side.

BUG: The important information is always there, and frobbing it adds a goal to your objectives. However, in certain cases (ZeroPresence dead, Kylie dead or/and OiNutter dead) you cannot complete the mission said, so it'll be stuck in your goals.

Also, you can hear a call from Kylie to ZP, unless one of the two (or both) is dead.
Search the second office (Kylie's) for WP Rockets. The locked locker has 768 credits, unless you already took them day 1, then it's empty.
In her locked desk locker you can find tech goggles and a Vortex Grenade! (on all difficulties)
Go back down, and right. Go inside the prisons to your right (clearance, multitool or blow up the doors).
Take down the guard and loot him for an EMP grenade.

CRASH BUG: Like the first day, dealing with this guy will lead the big elevator in the start to crash. So don't use it again from now on!

You can find a LAM on the right.
If you aided NVSHacker by doing the free subwaypass mission, and then didn't made him deceased, you can find him dead here in one of the cells.
Go back to the reception area, then right, halfway up the stairs through the doors. Take down the guard.
To the left you can find a medbot, medkit, hazmat suit and 2x biocell.
Here you can find the UC. However you cannot make a Quad Rocket Launcher this time, even if you had the schematics and not made it the day before.
Down besides the UC you can find a multitool.
Go back until you hit a locked door. Up the stairs is a red greasel(!). Pick up the clip weapon mod from the body, and the Lethal gloves if you didn't pick them up already.
Go right to the offices. Same stuff in the locker as the first day (and empty if you picked it then).
Go forward and down the elevator. Loot the lockers if you haven't done so yet the first day (aug, aug upgrade).
Not much else to do here (unless you have the Black ICE mission uncompleted). Near That Guy you can find some WP rockets and darts. Exit the compound.

11.4.0 Downtown, day 2
If you did the DXO Spyware mission in DXI Pimp-Jojo will contact you now with meeting information.
NOTE: If you're on the WorldCorp side all firewalls will be hostile towards you here!

Go left and jump in the water. Near the carwreck you can find a dead diver carrying a rebreather, with a crossbow nearby.
Go to the ship. Inside the hold you can find 30.06 ammo and 3x assault rifle ammo (who would have added stuff during the daychance there? No one knows...)
Get out of the water. In the bookshop you can find a biocell and shotgun ammo. Also, walton simons and Chris the Cynic got new conversation topics and you can find the remaining chapters of Twist and Unknown Motives.
Inside the coffee shop you can get coffee and a gas grenade.
Go back to the station.
Keep going forward to the "other" coffeeshop. Behind the counter you can find ricebag ammo and 2x chemicals. Open the safe (quickly disable the LAM or let it detonate in the closed safe) for a red biocell, Augmentation Upgrade Canister, 300 credits and a scope weapon mod.
Go the opposite side from the station now, where you got the n00bz mission before to overhear an argument between a cab driver and a firewall (probably impossible to hear if you're on WorldCorp).

Go left to the former n00bz hideout to find 2x flare darts, a rebreater and 2 multitools in a cardboard box.
Continue further down the wall to find Spot. He carries 100 credits, so if you need money...
Inside the building you see now, with the Goat billboard where you found the Llama hostage yesterday are the bombers who bombed Sol's (PDX side). For more info see 11.4.1.
Walk around the building to find Pimp-Jojo.
Talk to him and pick whatever augmentation you like. You'll get it, plus 1000 credits.
However, nothing is stopping you now from taking him out (knock out or kill) to acquire the other 2 canisters. So collect a Regeneration/Energy Shield Augmentation Canister, Targeting/Vision Enhancement Augmentation Canister and a Cloak/Radar Transparancy Augmentation Canister.

Exit the alley and head to the castle. Lockpicking the door will make the firewall guarding it hostile, however completely destroying the door (sword + combat strength) doesn't. Inside you can find 30.06 ammo.
Proceed down the way to the restaurant. On the counter you can find some ricebag ammo. In the toilet inside a box 20mm HE ammo.
Go further down the road. At the videoshop you can find some shotgun ammo.

11.4.1 The Bombing of Sol's Bar
NOTE: This section is for PDX players only.
NOTE: You can already kill the bombers before even talking to Alpha Operator or Winquman, but you are best off not doing that.
NOTE: If you kill Alpha Operator, the goal will remain stuck in your goals.

Go to Sol's bar. Talk to Alpha Operator, then go inside.

GENERAL WEIRDNESS: The "Trestkon! Watch out!" bar doesn't actually hurt when it falls on you. Actually, it doesn't even do any damage at all! I don't think that's the intention. Also, the little bar that falls on the chair and crushes it: stand on it, then select it (it's frobbable) and frob it. It will fly back up, keeping you on it :D.

Talk to Winquman. He will give you a mission to interview witnesses if you haven't killed the bombers yet, or after you talked to Jackie about DXO and Kevo-Sama. If Jackie is unconscious/dead and you have killed the bombers, there is no way you can get it.
NOTE: If you kill Winquman after getting it, it will remain stuck in your goals.
You can find 2 chemicals in the female toilet. Go through the door besides the bar.
Just before the turn, turn around and look up. Inside the destroyed room you find an Augmentation Upgrade Canister.
Go inside the lockerroom for 2x 10mm ammo, a gasmask, PHAT-Rifle ammo and 3x flare darts.
Inside Alpha's locker you can find shotgun ammo and a range weapon mod, inside Jackie's a medkid and riot prod with charger.
In Alpha's office you can find a biocell behind the office and a multitool in the remains of the safe (painting).
Get out of the bar and talk to Alpha and the witnesses.
Return back to Winquman for 100 Skill Points. After this you can talk to him about the PHAT-rifle. The conversation has a slightly different line for Trestkon if he has an Assault Rifle, however it doesn't take into account Kylie's Rifle for this. For your report you get 30.06 ammo. If you already maxed out that ammo he will give you sabot shotgun shells. If you already maxed those out as well, there is no reward given.

Get back outside, and go down the road to the building with the Goat sign (where the llama hostage was on day 1). Get up the stairs to overhear some thugs.
Kill them all for 500 Skill Points (note you get none if Alpha is dead). Loot the bodies, then return to Alpha for your reward.
You'll get 460 credits and a Gibinator Battery (one of two in the game).

11.5.0 The Llama Temple, day 2
When you near the Llama Temple, it's possible A2 (spiderbot) is there, causing a PM from That Guy or NVSHacker. You're put before the hard task of subduing it before Abom shoots it. If the convo starts, you're too late (unless you kill Abomination). Best use is an EMP grenade. Abomination will get pissed (no big deal if Goats, big deal if Llama), but hiding for a while should make him friendly again. Enter the temple.

If Beefman is hostile to you, destroy the four turrets to take down his personal shield. Alternatively, use a Vortex Grenade to kill him through his shield.
Go left to Abominations office and break or pick the door (apparently, you cannot use the key you got yesterday). Search around for a multitool, darts, flare darts, .45 ammo, quad launcher rockets and some assault rifle ammo.
In the first room to the right from the throne room you can find 2x assault rifle ammo, sabot shells, 2x shotgun shells, 10mm ammo and more quad launcher rockets.
The second door to the right holds a scrambler grenade, and a lockpick, gas grenade and 2x chemicals in the kitchen.
Go down the stairs to find a medkit, and proceed to the common halls for 2x darts, tranq. darts, .45 ammo, a lockpick, a firestaff mana potion and a biocell.
Finally, in the security room you can find a biocell, 10mm ammo and 30.06 ammo. In the locked cabinet you can find an EMP charger and PHAT-rifle ammo.

11.6.0 Goat City and Goat Templae(TM), day 2
BUG: If you're a PDX player and knocked down or killed ZeroPresence in DXI, then you'll get a goalupdate on a WorldCorp mission when entering this sector.

Go left to find the basement key in the grate. Search the alley nearby for 10mm ammo.
Enter the bank for a multitool and another bank account (140990/4043). You can find 75 credits on it.
Exit and go left and left. You can find 2 tranq. mines on a crate ahead. Enter the insurance company to your right for a medkit and .45 ammo.
Inside the wooden fenced area you can find a lockpick in the little swimming pool next to the fountain.
Enter the cafetaria (to the right of the entrance, ahead from the insurance company front gate) for 2x chemicals in the kitchen. You can lockpick the storage room for some consumables and a red biocell.
Exit and enter the garage. Pick up the chemicals and use the key from the first day to open all the lockers. Inside you'll find 2 rebreathers and 2 lockpicks (you might need to close and reopen a locker to be able to pick up both).
PDX players (if you want a multitool): Walk past "Sanitation". At the boxes take the firestaff potion and one crate. Place it under the ladder to the right, then climb up. Lockpick the grate at the end. WC players can just use the secret passage in the Corporate District.
Enter the small festhall for a funny conversation between 2 goats. Enter the secret compartment under the bridge connecting both structures to find a map, blowdarts, medkit and a silencer weapon mod, together with a sniperrifle and stealth pistol.
Enter the Templae(TM).

Walk to the sermon hall, then to the left. Here you'll find Dark Templar unless dead, or if you did the Holy Tablets missions for the Goats on day 1. If you knocked him out the previous day, he will attack you.
Press the button on the back of the fountain, then swim (use a rebreather when low on air!) all the way down for a key. Go back up.
At the small shrine you'll find Tina. She will sell you the code to the inner sanctum for 500 credits. You can't buy it if not allied to the goats, and don't need it if you did the Holy Tablets mission.
If you did the Holy tablets mission on day 1, the inner sanctum guard will give you the code for the keypad. So either enter there using the given/bought code (84591), or enter with the fountain key from the shrine.
From the shrine: Pass through the spikes, taking damage. Go left for some goodies (medkit, PHAT-rifle ammo, biocell) and right for the continuing path. In the upper left corner of the milk pool you can find 2x darts. Get out on the middle walkway, and be careful of the 2 guards.
From the main door: Enter, be careful of the 2 guards. You can fall in the pool for 2x darts, and then go left for some more goodies (medkit, PHAT-rifle ammo, biocell).

Everyone here will be friendly if you did the Holy tablets mission on day 1. If not, everyone is hostile. Proceed up the stairs, being careful of the camera and turrets.
At the top, get up the other stairs. Turn around and hug the wall to a prod charger. Go back down and into the vent on your right.
Go up the ladder and then continue down all the way (ignore the second ladder, climb the third). You'll enter the security room.
Take the 10mm ammo and hack the security computer to disable the camera's. You can also toggle the security lasers off for a short while.
You can hack the keypad of the storage room for darts, tranq. darts, a tripmine, quad rockets and a box that can permanently disable the lasers if hacked (if you reactivate them using the console, just click the box to turn them off again).

In the main hall you'll find Athena and Dark Templar if you're allied to the Goats and have done the Holy Tablets mission.
To the right are the toilets. Nothing there. To the left is Athena's room. You can either get the key from Athena, or break it open. Go right, then right and enter the kitchen. Here you'll find a lockpick and some wine (scarce compared to the chemicals on day 2).
Open the left microwave and push the button to reveal a secret room. Entering it gives you 50 Skill Points. Use the medbot if needed. If you press the button infront of you you can have a talk with Dark Templar if he's alive, conscious and allied to you (and even if he's right next to Athena in the main hall and should know it's not her!).
You can hack the security console (Advanced) to disable the camera in Athena's room, and hack her computer (Master) for some funny emails, and a login for the easier to hack security console... (AthenaAdmin/Melk1234). Hack the keypad on the forcefield for an Augmentation Upgrade Canister.
Go out of the kitchen and to the right. Under the stairs you can find some more wine and a biocell.
Go up the stairs, right and right, through her bedroom. Search the closet for 2x assault rifle ammo.

In your front of the main hall is Athena herself if she's hostile to you. In order to kill her you'll first need to turn all 4 valves on top of the stairs. After that, she will no longer respawn when killed.
Note that killing Athena makes the goats hate you. Alliances are set on mapentry however, so all inside the Templae(TM) are still friendly to you until you re-enter the map, but Goat City goats will attack you.

12.0.0 PDX, day 2
Visit Jonas lab. His locked lockers have a biocell and a gas grenade. On his desk you can find another biocell and a multitool. Talk to Jonas to get an Augmentation Upgrade Canister.
Visit the main hall. If you didn't do the free subwaypass mission way back, and NVS is alive, he can be found sitting here.
Go towards the armoury. Find a lockpick at the toilets. You can find PHAT-rifle ammo on Winquman's office. Enter the armoury (in case you forgot; 1987) and loot it from it's goods.
Enter the offices and talk to Slicer (unless dead). Be careful about damaging chairs here!
At Phasmatis station you can take 2x .45 ammo and a tranq. mine. At the medbot you can find a gas grenade and medkit. Slicer has 2x tranq. darts.
Proceed to lvl 2.

In the left office you can find 2 EMP grenades. In the right a medkit in the toilets.
Talk to Ghand again, and take the gas grenade and 2x blowdarts. You can find 2 napalm canisters in Despot's office.
Go Kashue's office. Take the plasma clip and rockets from the table. Get a lockpick from the male toilet and ricebag ammo and 3x chemicals at the holocom unit.
Talk to King Kashue.
You'll get 1000 credits for your work, and a next assignment. Notice how they mention Kylie even if you killed her. Bug? Or not?
Talk to Phasmatis to get a new goal. Despite what Phas says, it's perfectly possible to enter the WorldCorp compound. Just need some LAW's, a GEP gun or a scrambler grenade.
As soon as you leave the HQ Abomination or Dark Templar will contact you with a new mission if you joined one of their cults.

If you so desire enter the WorldCorp complex, otherwise go to the slums and the next whitespace. The security may look tough, but you can lead the guards so the firewalls, and a scrambler grenade on a milbot, or LAW on anything does some serious damage. Entering through the garage will have you face 2 guards and 2 large bots immediately, so it's easier to enter the main gate, where you only have to face 1 bot (scamble grenade does wonders again), and start a little covered. If you do don't forget to pick up the Rockets lying just before the entrance to WC.
You can enter the men's room for a lockpick, and the female's for a lockpick. Don't bother about the grate there, if you looted everything on day 1 there is nothing to find.
Inside the cantina you can find 3x Chemicals, a pepper cartridge, shotgun ammo, repairbot and some ricebag ammo.
Inside the security office you can find 2x 10mm, 2x EMP charger and a lockpick.
Traveling down to the garage wields a tripmine, and you can search Silver Dragon's former location for another LAW (useful for the bots guarding the garage exit), 2x blowdarts and a janitor which doesn't talk at all.
If you feel like it, travel to lvl 4 (oddly enough the clearance to lvl 2 and 3 is also revoked for intruders). You can pick the doors to the left of the elevator for assault rifle ammo and rockets. Not worth it. If you walk past Scara's office, he will hear you, and run to check out the sound, opening the INF/INF door (he's the only one who can, the guards cannot). Scara is unarmed so no risk from him, however he has aggressive defense, so be careful with using explosives taking down turrets and guards. As long as you do not kill Scara, you can loot his office (2x .45 ammo, medkit, 10mm ammo, 3x PHAT-Rifle in the secret compartment). Exit and proceed to the slums, or the basement (11.3.0) if desired.

In the slums, go forward from the station, towards the helipad. Go around the tower just before the heli to find Vavrek. Talk to him for your next target: Sol's bar (his reaction on Jackie's dead is pretty funny).
So go to Sol's bar. Talk to Jackie if she's alive. You have to enter the freezer, and you can't get there through the bar itself. So either blow up the alleydoor besides the bar (risky with so many firewalls) or press the left 3 button on the building besides it and use Aemer's fire-escape to get down to the door.
In the freezer take the ricebag ammo, open the box, then use the keypad. Go down.

In the lowest 2 difficulties, look below the wooden planks for a Vortex Grenade.
If you want you can lockpick the vent. Go to the left in the hallway to find a lockpick and an electric box. You can ignore it, since you will only take light damage. Proceed down the hallway, then get up the ladder, through the electricity and up another ladder. Open the desks locker for a LAM, EMP grenade and accuracy weapon mod.
NOTE: You will later get the code for this computer. However, it doesn't work!
When not going into the vent, or go back to it, proceed to the left and talk to Compudoc. After that, go into the first office right. Take the 30.06 ammo, and open the paiting. Listen to the recording and take the shotgun ammo.
Check the office for PHAT-ray ammo. Lockpick the locker for a code to TRM's computer (TRM/Gobbledygook).
In the next door to the left, take the key beyond the pipe and turn the 2 valve's.
Talk to Illuminate IIS and take the key from his office.
Lockpick Compudoc's office locker for a password (you don't need as PDX player) and a key, which is useful.
Take the door left of the office, up the stairs. Talk to Mole, then go left.

If you turned the valves downstairs you'll find Easter Egg #9 waiting for you here!
Left bedroom:
Madmax locker has soyfood. Not worth the lockpicks.
The unnamed one is empty.
Nice but Dim only got a note (but atleast it's unlocked).
Pimp-Jojo's locker has 2 biocells and an Augmentation Upgrade Canister. Key can be found downstairs.
Right bedroom:
CompuDoc's locker has 2 multitools. Key can be found in his desk.
Fender2K1's locker has a sniperrifle and a medkit.
Illuminate's locker has shotgun ammo, and is unlocked already.
Mole's locker has thermoptic camo.

Go right from Mole's location. Go through the lasers and talk to TRM.
Now it's time for a choice affecting the ending you get. Either you take down TRM and DXO and free Kevo by force, or you return to PDX. If you decide to free Kevo, be sure to visit PDX even if your goals point you to the helipad!
Loot the armoury. Inside the office locker you can find 20mm HE ammo and .45 ammo. However, TRM turns hostile if he sees you lockpicking it!
Return to PDX HQ.

Go to Evil's office. If you didn't do the free subwaypass mission for NVSHacker and he isn't killed, you'll find him here with Evil Invasion. However, if you destroyed too many chairs they might be too far from each other to start their conversations (and NVS cannot talk to you!), hence the not destroy chairs warning earlier.
Take the firestaff if desired.
If you killed all DXO people Evil Invasion will be angry at you.
Talk to NVS. He wants you to get him A2. You can find A2 either at Abomination in Downtown or at Jonas' office (I think it depends on wheter or not you asked him to be nicer to NVS. If so; Jonas. If not; Abom. Would be nice to have some certainty about this though).
After disabling A2 at any location talk to NVS. Notice how Evil mentions it knocking down Jonas, even if it was at Abomination when you knocked down Jonas yourself :D.
Go up and talk to King Kashue, who calls a meeting about TRM's proposal (unless you killed him). Notice he mentions Kylie yet again. Hmmm...
Get down to Jonas as Kashue suggests for a Cloak/Radar Transparancy Augmentation Canister (using the code 684061). Also if you ask how difficult it is to make augs you get a biocell. You can knock him down (again) if you want.

Return to the DXO hideout and talk to TRM. You'll get a key. Return to Compudoc, take the door next to him and go left down the stairs. Use the key on the door.
Talk to Kevo-Sama and you'll get 1000 Skill Points. If you "happen" to knock him down or kill him, search his body for his launch codes as Evil suggests. Your ride will be a little bumpy though.
NOTE: Killing Kevo will cause the cameras to go hostile on you!
You can find a medkit and 3 chemicals in this room as well.
Stock up on what you need at Raving's, then head for the Slums. Use the chopper, and fly off!

13.0.0 WorldCorp, day 2
Enter the WC compound (pick up the Rockets lying just before the entrance to WC).
You can enter the men's room for a lockpick, and the female's for a lockpick. Don't bother about the grate there, if you looted everything on day 1 there is nothing to find.
Inside the cantina you can find 3x Chemicals, a pepper cartridge, shotgun ammo, repairbot and some ricebag ammo.
Inside the security office you can find 2x 10mm, 2x EMP charger and a lockpick.
Traveling down to the garage wields a tripmine, and you can search Silver Dragon's former location for another LAW, 2x blowdarts and a janitor which doesn't talk at all.
Travel to Scara on level 4. You can pick the doors to the left of the elevator for assault rifle ammo and rockets. Not worth it.
Search Scara's office for 10mm ammo, 2x .45 ammo and a medkit, and 3x PHAT-Rifle ammo in the secret room, then talk to him to get 1000 credits and your next mission objective. If Kylie, ZeroPresence and OiNutter are all alive, Scara will also give you a submission of finding ZeroPresence. For more on this see 13.0.1.
Search the fireplace for 2x biocell and an Augmentation Upgrade Canister.
As you leave the WorldCorp complex Dark Templar or Abomination will contact you with a new mission if you joined either of those cults.

Proceed to the Slums.
Move forwards to the helipad. In the upper right corner you find Kevo-Sama. Knock him out (he's unarmed, so a tranq dart of blowdart works too). Drag him off to the right, right then left (to where Glottis was the first day). Knock on the doors to start a cutscene.
You'll get 250 Skill Points. Break the nearby crate for a clip weapon mod.
If you happen to have killed Kevo instead of knocking him down That Guy will send some guys to blow up the gate. Let them do their work. If you happen to kill them too the gate becomes destroyable and you can blow it up yourself (with a LAM for example). After that firewalls will attack you. Kill them to proceed. This will have you miss out on the skill points though.
Insert the code (9843 at the helipad (interrogation) or go to the metro station (blown gate) to talk to Midashand, who gives you your next assignment and the firestaff if desired.
If you have no space and talk again a goal updates, but that doesn't mess anything up so you can ignore it.
Also, if you want you can kill Kevo. You cannot knock him down though. This forces you to go back to the Slums after the ATC mission though.
Go left from the metro, right from the helipad and at the end right again. Walk towards the manhole. However, do not use it, but rather the door to the left of it.

13.1.0 Slum Sewers
NOTE: While you can pass blockades like the one you see to your left throughout the entire sewers, there is never anything behind it, but it can take some time on trial and error to get back on the road, so don't walk past them!

Go right and then forwards to find some 20mm HE ammo.
Go back and through the 2 holes in the wall. Disable and pick up the LAM on the right hole. Beware the patrolling guard behind it.
Disable the patrolling bot here.
Jump onto the red pipes to find a key, and there is also a napalm canister below the pipes.
Use the ladder to get back up and walk back to the bot. Walk towards the green door and use the key on it. Inside you'll find 3x chemicals, shotgun ammo, another key, a biocell and .45 ammo.
Go back outside and down the walkway. Beware for the patrolling guard. Alternatively you can swim through the water, although that does some damage. However, it's minor and to your legs, so with a few medkits or the regeneration aug that's no issue.
When not going through the water: The next 2 holes a LAM is on the left. Disable and take it.
Take care of the two patrolling guards.
At the lasers the flame turret hangs before the lasers. You can exploit this to blow it up and then simply walk through the lasers, or just use multitools to disable the lasers.
Under the stairs you can find PHAT-rifle ammo, a biocell and a lockpick.
To your left under the red pipe you can find 2x gas grenade. Go up the stairs and use the key you got before to open the door.
Beware the patrolling guard, and take the key you already have, 3x flare darts, a medkit and assault rifle ammo.
Go through the door, and disable the guard below (he has an EMP grenade). Inside the box in the water you can find a LAM.
Go up the ladder and disable the guard and the bot. Where the bot patrols you can find 3x plasma clip.
Go through the holes, no LAM this time and disable the last guard. Then go up the ladder, and frob the manhole exit.

13.2.0 Air-Traffic Control Tower (ATC)
This is generally considered the best level in TNM.
There are lots of different ways to finish this specific task, so it's a little hard to write a walkthrough. Also, even if 1.0.3 did a fine job of making sure you cannot get stuck, there are still some places where you can get yourself stuck unless cheating yourself out. I will make note of said locations here.

After That Guy's PM go left up the ladders, until you hit the roof. You'll have a perfect view for sniping from this location if your goal is to take everyone down.

STUCK: If you go right, then right on the walkway, then use speed to jump ontop of the building, go right and fall down there, you'll be stuck with no way out besides using the ghost cheat.

On the upper left corner go over the yellow pipe (50 Skill Points). Proceed until you see an opened window. Take down the guard and jump inside.
At number 10, frob the small rock on the floor and take the key. Use it to open the door.
Search the kitchen for a pepper cartridge, ricebag ammo and medkit.
Look at the note on the bed for a code, and open the closet for 10mm ammo and an ID card.
Now all bots and security guards around the ATC are friendly, unless your cover is blown. This can happen by the guards downstairs and on the roof, so leave through the window you came from and to the ATC tower. There is also an employee on lvl 2 of the ATC itself who can blow your cover, so ignore him!
Get back out the windown, and follow the yellow pipe to a ladder. Go down the ladder. Do down 2 more ladders.
Be careful not to be spotted by the firewalls. If they spot you, your cover will also be blown.
Go towards books & stuff and enter through the garage besides the main door (25 Skill Points). As long as your cover isn't blown, the camera will remain friendly to you.
Open the wooden door. Same here, the camera will not turn hostile. Pick up the two multitools, then hack the security console.
NOTE: Despite what the 1.0.3 bugfixnotes say, the first camera is still bound to no door. The second is correctly tied to the safe though.
Go back to the garage and loot the contents of the safe: a medkit, biocell and Cloak/Radar Transparancy Augmentation Canister.

Go back up all the way (crawl to the first ladder or you'll get spotted through the wall) to the opened window. If you do not care about all the sneaky stuff go inside and up the roof, through the garage. There, frob the hovercar ;).
For the stealthier players, let's proceed down to the ATC now. Return to the beginning of the level, then go right.
In the alley besides the entrance you can find a plasma clip. Go near the entrance to trigger a conversation, after which the gate opens. Inside the guard shack you can find a gas grenade. If you have advanced computerskill, hack the console and turn the turret your side, as it'll help later.
Walk around the guilding. Disable the lone guard here and open the vent. Inside you can find an EMP grenade, chemicals and 50 Skill Points.
Go up the ladder for more chemicals, .45 ammo, a multitool and a tranq. mine. Ignore the keypadded exit, it leads to the guy that blows your cover!
Go back down and outside. Further around the building you can find a LAW on some boxes, remember it. Also there is a crate nearby with an EMP grenade.
Go to the front. If you have Speed Enhancement (or stapple a lot of boxes) jump on the lower building between the ATC and the one with the antennas. Then jump on the structure with the antennas, and open the door. Inside you can find 10mm ammo, PHAT-rifle ammo and a tranq. mine. Alternatively, you can jump on it from the structure where you see the red pipes behind it going.
Proceed inside the ATC tower front entrance.

Enter the breakroom to the left with the password given earlier (59263). Take everything, especially not forgetting the Augmentation Upgrade Canister on the push-cart to the left.
Take the elevator. Level 1 you are on, level 2 only has an employee that breaks your cover, so ignore that level! Level 3 has nothing but a sole guard. Level 4 has some 30.06 ammo and a private elevator to level 5. But if you haven't blown your clearance, it makes no difference from using that or the main elevator.
So exit at level 5 now, go left and up the ladder (50 Skill Points). At the lowest two item difficulties you can find a Vortex Grenade here!
Go back down and to the console. Press the Kat LTD button.
Now you could just return to Midashand in the slums to take the chopper to ABI. However, this way you miss out on 750 skill points! So we decide here to go kill everyone, clearing the LZ. With style...
Take the LAW (do not worry about dropping stuff, we will return), then go back to the apartment where you got the ID, then up to the roof. Don't mind if your cover is blown (note that That Guy will not PM you saying this now that you have unlocked the chopper). Enter the garage (50 Skill Points) and go up till you find the hovercar. Frob it for a pretty neat cutscene.

STUCK: Do not jump over the ledge just before the garage, go all the way to the end, then fall down with lvl 4 Speed Enhancement. You'll survive, but without cheating wont get up...

Travel down to level 1 and prepare to be attacked. The firestaff does wonders here, as does an allied turret. If the Milbot passes by, use the LAW (should take care of the turret too if you didn't made it switch sides).
After you killed everyone downstairs, you also have to kill the guard remaining on level 3 of the ATC for some reason.
You'll get 750 Skill Points and Midashand will land.
Small bug: If you go inside the slum sewers at this point you will get a PM from Midas, but it uses the wrong voice-over.
Take the heli to ABI.

13.0.1 Finding ZeroPresence
NOTE: You'll only get this mission if ZeroPresence, Kylie and OiNutter are alive and well.

After talking to Scara to get the mission travel down to lvl 1 by the elevator. At the exit of the compound talk to Kylie to get a key and a code: 796355. Go back to the elevator and use the key on the hatch below the "D". Then insert the code, to get to the secret sublevel. For more info see 11.3.0.
Visit ZeroPresence's office (upstairs in the WCID section, first office), and search his desk for a datacube with important information. Exit the sublevel and go to the corporate district again.
Near the PDX HQ you'll find a door. Open it (not the one with the easter egg, it's left of it!), then use the code from the keypad on datacube on the keypad (79640). Go through the passage that reveals itself.
Press the button to open the wall, then walk up.
Talk to ZeroPresence.
Go down (use the vent to save lockpicks). If you're allied with the Goats this is a lot easier. But be sure to destroy the 2 alarm panels (melee weapon + combat strength should work) before you set off the alarm.
Then activate the alarm. Either by frobbing the alarm itself just before the door, or by hacking the electrical box to the right of the entrance to the Templae(TM).
Keep your distance and ZP will snipe OiNutter. If you're spotted, OiNutter will make a run for it. In this case, ZP wont help, you have to kill him yourself.
Return to ZP. Talk to him, and you'll get 250 credits and 300 Skill Points as a reward. You can also get a candybar from him if you killed Jonas earlier in the game, or 20 credits if you have no space for it.
If you don't really care for ZP you can kill or knock him down now for his excellent sniperrifle. Otherwise you can return to Scara for some additional fluff conversation.

14.0.0 The Goats, day 2
Talk to Dark Templar at the fountain or Athena in the Inner Sanctum (depending wheter or not you did the Holy Tablets mission) to get the mission.
If you want to skip it, with DT it's not possible (he doesn't drop the reward), with Athena you first need to turn all 4 valves and then kill her. If she respawns, she will not have her safe key.
If you already killed Beefman immediately get the reward. However it's advised to still visit the Llama temple for the skill points.
Proceed to the Llama temple (for more info see section 11.5.0) and there kill Beefman. In order to do so first destroy his 4 turrets, or just throw a Vortex Grenade to kill him through his forcefield. This will give you 750 Skill Points.
You can also exploit a little and enter the code 648011 to open the safe containing: Augmentation Upgrade Canister, recoil weapon mod and reload weapon mod.
Return to Dark Templar or Athena for your reward of 1000 credits, an Augmentation Upgrade Canister, silencer weapon mod and accuracy weapon mod, and an additional 500 credits if you killed Abomination.

14.0.1 The Llama's, day 2
Talk to Beefman to get your mission. Beware about his subsequents, once he hits the 0 he and all other llama's will attack you! So better head straight for the Goat City. For more on what you find there see 11.6.0.
Enter the inner sanctum, and go to Athena. Turn all the 4 valves on top of the stairs, then kill her. This will give you 750 Skill Points. Return to Beefman for your reward.
1000 credits, and the code 648011 to open the safe containing: Augmentation Upgrade Canister, recoil weapon mod and reload weapon mod.
Last edited by Hassat Hunter on Tue Sep 29, 2009 11:47 am, edited 1 time in total.
Can somebody tell me how I can get a custom avatar?
Oh wait, I already got one...
User avatar
Hassat Hunter
Illuminati
Posts: 2182
Joined: Fri Apr 10, 2009 1:20 pm

Re: TNM Walkthrough- a WIP

Post by Hassat Hunter »

15.0.0 Aunt Betty Industries, Exterior
First you'll get 2 cutscene's. If you play on the lowest 2 NPC difficulties you may notice enemies dissapearing during your first movie.

EXPLOIT: If, for some reason, you are forced to fly yourself, you're supposed to take damage when you crash. However, skipping the cutscene also allows you to stay at full health.

If you disabled A2 for That Guy or NVSHacker you find it here. That Guy outfitted it with a pyro laser, NVS with a tranquilizer. It's pretty fragile, but it may help you out here and there.

BUG: Unfortunately, the game forgets to remove the unconscious flag for A2, making him unable to interact with you here.

With lvl 4 Speed Enhancement you can jump over the bridge. But only tech goggles to be found there, so not worth the trouble.
There are 2 paths into the main facility. Either go left through the fortified tunnel, or right through less opponents but another annoying jumping puzzle.
We go right first. Quickly take down the sniper walking on the bridge above, and take care of the 2 patrolling ABI guards.
Go to your left, past the green beams and take care of the 3 snowdogs. Loot the body for 100 credits.
Proceed down the path. Notice the cracks in the wall to your left? There you can enter the tunnel storage for many many goodies, a medbot and a repairbot, so break the wall, but do not enter yet. Proceed the path along the ridge, then break open the small bump in the snow to reveal Easter Egg #15.
Return past the green lasers to the "main area" again, and take the first cave to your right. When going up the ladder beware of the sniper!
Go up another ladder and to the left. Take down the guards, then loot around the crashed chopper for 2x PHAT-rifle ammo, EMP rockets, an EMP charger, a recoil weapon mod and a scope weapon mod.
Proceed down the path to loot the 2 snipers, otherwise go back down again all the way, then right. Sneak up on the guards for a very funny conversation.
Now, either choose to enter ABI by this jumping puzzle (jump to the second next whitespace), or return to the tunnel storage mentioned earlier.

Loot the place (do not forget to break the cardboard boxes), including an Augmentation Upgrade Canister.
Exit the storage into the tunnel. Beware as you immediately face a large spiderbot.
Also beware for aside the guards there are 2 large military bots (one back to the entrance) and 2 turrets. A scramble grenade does wonders.
Take the 2x assault rifle and .45 ammo near the second turret.
At the next roadblock there are many tripmines mounted on the floor. Beware! After that several more guards.
The gate is protected by 2 flameturrets. Disable them!
If you are a WorldCorp player shoot a flaredart next to the antenna at the guard shack (if you do not have a crossbow you can find one in the storage room in the tunnel). If you're a PDX player Evil Invasion opens the gate for you. While a WC player can repeat this, a PDX player only has one shot to get in like this.

IT LIVES!: Ricemanu can even open the gate for you when he's dead.

Either player can also jump on the crates to the right before the gate, and using speed enhancement get on the roof. Open the hatch on the roof and fall down to find a Vortex Grenade! (lowest 2 item difficulties).
The roof is also an excellent point for sniping down enemies if you so desire. Otherwise fall down, cloak is efficient here.
Inside the guard shack at the gate you can find a scrambler grenade, a pepper cartridge and some .45 ammo. Also you can open the gate here, if you want to get outside again for some reason...

Go inside the little structure to the right (with the trucks). This is the clothing factory. Enter through the small door left of the trucks.
Take care of the 3 guards to your right and take the EMP grenade and .45 ammo. If you don't mind a bloodbath use the console to make the 4 milbots join your side.
Go back and the first door right for a pepper cartridge, 2x quad rockets and sabot shells.
Ignore the lasers and take the second door right. Go up the ladder and use the vent to get up the roof. Beware the two guards if you haven't taken them down already. One of them carries a Quad Rocket Launcher (It's the only "unique" weapon that is twice in the game).
Go inside the little shack. There you'll find 2 quad rockets and a red biocell. Look carefully at the floor to find a secret compartment. Inside you'll find 3x assault rifle ammo, 2x shotgun shells, sabot shells, EMP rockets and an Augmentation Upgrade Canister!
Go back on the roof. Under the tanks, break one of the hatches and fall down inside.
Go down and talk to the "wrestler". If you do not want to do his mission you can just kill or knock him out for the info. Otherwise do his mission.
Search the room for tranq. darts, flare darts, shotgun ammo, a biocell and a tranq. mine.
Find the security console in the upperleft corner of the factory and hack it to disable the cameras. Alternatively (if you have no computerskill for example) destroy all cameras.
You can blow up the lasers or do as Hao asked and enter into the vent in the upper right corner and hack the box. Beware of a tricky placed LAM (Aggressive Defense can easily take care of it) and the spiderbot in the vent. You can also find some tranq. darts down there.
Return to Hao for your reward; An Aqualung/Environmental Resistance Augmentation Canister, the login for the ABI interior and 250 Skill Points.

Get outside and break open the trucks doors. The first holds rockets, ricebag ammo and a GEP-gun.
The second has 2x napalm launcher ammo and 30.06 ammo.
The third has 2x chemicals, a multitool, sniperrifle and a clip weapon mod.
Search among the pile of boxes on the other side of the building for a napalm canister and a keypad for which we get the code later. Lower the ladder on the other building and climb up.
If you're a WorldCorp player walk around to find Ricemanu. Talk to him, and take the multitool.
Then open the door with the code given (617497) and get inside.

15.1.0 Aunt Betty Industries, Interior
(When entering from the roof)

You'll get 500 Skill Points when entering and a new sidemission.
Disable the small bot, and search under the wooden planks for a lockpick and multitool. Search the room for chemicals, flare darts and shotgun shells.
Go below the wooden construction near the camera. Read the book (PDX mission) and turn the valve (WC mission).
When proceeding down the level as WorldCorp player, if you made Ricemanu open the gate (and he's not dead/unconscious) for you he will now be attacked. Go outside and to his position and take down his assailants. Talk to him, then go back inside. Saving him is not required though, feel free to ignore his plea for help.
Proceed down the stairs to the lower level, and quickly dash past the camera. Open the door to your right for quad rockets, a biocell and an EMP grenade.
Proceed down the hall. To the left is Ryan's office. You can find 2x darts and PHAT-rifle ammo. Break open the closet for a biocell, gas grenade and a very informing datacube.
Use Ryan's PC with the provided login (Ryan/ScaraSux), and give yourself clearance.
Go back to the hall. The first door right has 2x darts. The second door left has 2x flare darts, a plasma clip, .45 ammo and a firestaff mana potion.
The third door on the left (the locked one) holds 2x blowdarts and an Augmentation Upgrade Canister!
Walk along with the path to the other side of the offices. The first to your left holds breadfan. He sells you the code to the keypad outside for 500 credits (9986).
Loot his office for an EMP charger. There is also some 10mm in his locker, however it's unreachable.
The second office on the left holds a firestaff mana potion and some shotgun shells.
The third on the left hold chemicals and an Synthetic Heart/Power Recirculator Augmentation Canister. The first on the right has nothing but a funny book.
Search the storage room across the elevator for 2x chemicals and WP rockets, then go down another level.

You can already use the retinal scanner and go downside, but more exploring (and a sidemission) to do first.
Go left behind the stairs. Don't pick the door. In the kitchen take the 2x ricebag ammo and prod charger, then pick the box besides the public terminals and push the button.
Enter the room that reveals for 50 Skill Points. Use the medbot if needed, then break the crates for an EMP charger, .45 ammo, lockpick, tripmine and ballistic armor.
Exit the kitchen and go left. Open the security room, and disable the guards inside. As long as the alarm doesn't sound, the turret will not fire on you.
Search the room for 2x 10mm ammo, 30.06 ammo, assault rifle ammo, tranq. darts, 2x gas grenade, login info we already had, quad launcher rockets, .45 ammo, 2x pepper cartridge and a LAM.
Use the keypad and insert one of the code's from Ryan's note. The correct one is 7674.
Proceed to the stairs and pass it to the door besides it, that is now open.
Search the desk for login info and a multitool, then login the PC (Archive/Archive) and download the information. As soon as you do this it's mission complete for PDX. WorldCorp people still need to burn down all files, the fire extinguisher should already be disabled (the valve from floor 3). Use the firestaff or LAMs for this purpose. As soon as the mission is complete you receive 500 Skill Points.
Go to the retinal scanner and proceed down into the Ruins.

15.2.0 Aunt Betty Industries, Ruins
The ABI commando's are tough, so a non-lethal takedown is difficult. However, they are reskinned MJ12 commando's, and have the exact same weakspots as those, just below the neck, and just above the pants. Also you can obviously keep knocking in on them with Stun Gloves if you can wear them.
If you want to take them down lethally, remember Aggressive Defense, as they use rockets.

As soon as you enter this map you get another 500 Skill Points. Beware; for behind the fence is a commando together with a normal guard.
In the northwest corner break off the edges of the broken fence and crawl through it to find a biocell, reload weapon mod and accuracy weapon mod.
Proceed down the hall where another commando patrols.
As you proceed Evil Invasion or Ricemanu if you saved him send you a password for a computer console.
As you get to the crossing Zero or Slicer will taunt you if still alive. If not it's King Kashue or Scara asking you to log off.
Go left. Beware the two guards, and you'll find the remains of some WC troopers (unless PDX and you let Zero live).
Proceed through the door and beware the other guard. Inside the room at the end 2 ABI guards play cards. They have a lot of lines most people probably wont hear. Search the room for a riot prod, GEP-gun, medkit and quad launcher rockets. Return back to the crossing.
To the left an ABI guard guards a door, for which you do not have the key yet. Proceed forwards.
2 more guards and a commando. Fall down into the pool. Here you can find a tranq. mine and flare darts.
Swim through the hole in the floor to a room with a strange mirror (it's a little difficult to climb out, but possible).
Save your game, then frob the mirror, bringing Treskton into existance! He's a clone of yourself, and pretty difficult to beat in such a small room (one swing of his Dragon Tooth Sword and you're dead)
This is the fifth and last Narcissus Event in the game. You'll have to find 3 of these to unlock a secret ending. If you don't have 3 by now, you cannot do the secret ending.

Swim back again, and climb up the ladder.
Go left through the door, up the stairs and then left. At the repairbot you can find the security computer you got the code from. Use it (ABISecID/Fabric) to turn 2 bots in this level friendly to you.
Search the room for chemicals, a pepper cartridge, a multitool, prod charger, .45 ammo, scrambler grenade and an EMP charger.
Go in the room beyond, and jump ontop the fallen pilar. Climb up to get 25 Skill Points. Crawl around the ledges for an EMP charger and some WP rockets.
Fall down again, past the next room, back down the stairs on your right. This time, go up, right from the ladder. The bot should be friendly. Go right, where you'll face another commando. Further down is a guard.
Totally in the back is where you would have arrived if you took the other way into the Ruins (the code breadfan sold you). Take the first door left for a LAM, 10mm ammo and shotgun ammo.
The second door on your left holds two guards and no items.
Both doors on the right lead to the shooting range, where one enemy guard resides. Here you can find some darts, shotgun ammo, 30.06 ammo, .45 ammo, assault rifle ammo and a vending machine. There are not many places left to spend cash, so feel free to spend some here if needed.
Go back to the "pool", up the ladder, and this time to the right. Beware the 2 guards that stand between you and the next T-split. Take a left.
Carefully walk over to the other side and frob the candle to open the compartment, holding 20mm HE ammo and a biocell. Also, on the lowest item difficulty this compartment holds a Vortex Grenade.

Turn around, and keep going forward.
There is a guard and a commando in the room to the right. Enter it, and search around for .45 ammo, a lockpick, darts and ricebag ammo. Open the painting and the wall behind it and crawl through the formed opening.
Frob the wall and fall in to get 50 Skill Points. Take the tranq. mine and search the body for a reload weapon mod and an Augmentation Upgrade Canister!
Walk outside again and take a right. Here are the common rooms, which are patrolled by 3 guards and a commando.
Go forwards to find a medbot. Crawl into the small opening, and go left to find a password we already had in the water, and a red biocell forwards. At the end you can find a gas grenade and ricebag ammo.
Go out, and beware the enemies. Quickly disable the LAM on the wall and take it. Search that room for an EMP grenade and a tripmine.
Search the room across for an important key.
Search the other rooms for 10mm ammo, a gas grenade, prod charger, plasma clip, darts and 2x blowdarts.
Back at the medbot crawl into the opening, fall into the water, and go out on the other side. Fall down, and follow the path to the crossing (tip; close the door behind you! It might help you later).
Go left. This time you have the key, so open the door.

Prepare to face Slicer or ZeroPresence if still alive. Just like in DXI, it makes a difference if you kill them or keep them alive. If they are dead, there are some ABI commando's and guards here.
If Zero or Slicer (or any of their crownies) "kills" you you will wake up in a cell, badly injured. Use Regeneration if you have it.
Bang on the door a few times and say anything you want. If you make the guard hostile, kill him with your firsts. If you didn't close the door like I hinted before a guard with a plasma rifle will be on you straight away. Not good.
Go left. If you took care of ABI guards here before, their items are still on the floor (unless you took them with you). Use them to disable the opposition.
In the end you find the storage room. Take your arms, then return to disable the guard with the plasma rifle. Go towards where you were captured.

ITEM LOSS: Unfortunately, unlike when Phasmatis takes away your arms, not all your itemry will be returned to you. All grenades you had (LAM, EMP, Vortex etc.) will be 1, so it's best not to get captured at all, even if it features an hilarious conversation.

Search the room for flare darts and shotgun ammo, then take the elevator down.

15.3.0 Aunt Betty Industries, Labs
This place is a lot easier for WorldCorp players, since half the enemies wont be hostile.

As soon as you arrive you get 750 Skill Points. If you're PDX avoid the firefight in the middle hall. If WC talk to one of the soldiers if any survived.
Go into the X1 debrieving room (right from the hall), take the .45 ammo. Overhear a funny conversation between 2 WC guards. If none in the hall survived talk to any of the guards here.
Go to the other side of the hall; there are some offices there. There is some PHAT-rifle ammo in one of those desks.
Talk to the ABI employee. He will open his chest holding a medkit, riot prod and 2x prod charger. Don't close the box, you cannot reopen it!
In the opposite deskspace you can find another locker. Break it open for 180 credits and an Augmentation Upgrade Canister.
Go across to some more offices where ABI and WC fight. Break open the locker in the first office for login info and a key. The second office holds some 10mm ammo.
As you near X2 you get a PM from Kylie (if she's alive that is). If you're WC, lure some ABI guards to the WC soldiers. If they survive further down to the bots.
In the offices on the other side you find an ABI employee selling a key for 300 credits. Put some presure on him and he lowers his price to 200 credits. Of course you can also kill or knock him down for it.
Search the offices for flare darts and a multitool, then break the cardboard boxes to reveal a passage. Crawl into it.

Shoot the green lasers to make them explode, or bypass them. Then go right, destroying the box. An ABI guard may notice, take him down.
Hack the security console and take the darts.
Search the desk for shotgun shells and a red biocell. You can find 10mm ammo and a lockpick in the bookstand.
Crawl back into the vent and take the stairs up.
With careful timing you can avoid the mini-spiderbots, but it's much easier to just shoot them with the EMP-pistol. At the T-split go left. Use the key you bought/stole, the disable the spiderbot and the 2 guards. Loot the place for 20mm HE ammo, EMP grenade, tripmine, 2x plasma clip, tranq. mine, 10mm ammo and 2x biocell.
At the computer take the key and watch the hologram. Then use the PC with the login found earlier (WeaponsRnD/fragthefuckers). Print the e-mail with the login info (even though you will find it again).
Crawl back into the vent and keep going forwards, down the ladder. If you're with PDX Evil Invasion will send you a PM regarding the Gibinator.
At the end you can go left, where WC soldiers and an ABI large bot fight it out. On the right is the loading bay controlled by WC. If you're a WC player take the bot down to help your allies. If PDX let them fight it out and take care of the survivors.
Search the bot construction area for a Spiderbot Canister, 2x chemicals, a multitool and information on the Leviathan. Use the repairbot going around if needed.
Walk around the robotics. One of the corpses has a multitool and there is a napalm canister near there.

Walk down the path to X3, weapons technology. Take the LAM.
In the next room you can find tranq. darts, EMP charger and a LAW. The particle accelerator hurts if you turn it on and go stand in it, so don't do that. Go right into the WC loading bay.
If you're a PDX player beware the many soldiers. Cloak may get you around fast and grab the key on the floor if needed. In the box to the right you can find 2x 30.06 ammo.
Break open the box with the red glowing "K" to find Smike.
If you're a WC employee talk to Agent Smith to find information regarding the Gibinator.
Search around the bodies for a key to the space labs. However, we're going to take the long route around to find the Gibinator.
Turn back, and in the previous room pass through the blue lasers. If you're WC it wont trigger the turret. If PDX you might want to hack the powerbox.
Break open the locked locker for rockets. In the center of the room, on a pedestal you can find a Gibinator Battery (second of two in the game).
The WC soldiers will attack the ABI soldiers and bots in the loading bay. Wheter WC or PDX, it's best to let them fight it out with each other. As WC one wrong shot can turn all your allies against you after all.

In the loading bay, open the grate in the floor. Either toss down an explosive or shoot all gasbarrels down there. After a while you can savily pass down without taking damage.
Before the blue lasers go left for 2x assaut rifle ammo and a plasma nade.
Disable the blue lasers by hacking the box (you can reach it), or just dash past it quickly, as the turret it uncovers can not reach you where you're going, you are unlikely to take damage.
Disable the LAM, and take the 2 EMP chargers. Proceed down the hall and beware the large bot. You can go left and up the ladder to end behind the ABI people in the loading bay if desired. Aside from the ammo and weaponry of defeated enemies all you find is a single biocell.
Go through the wooden door and shoot the green laser. Go inside the lab (50 Skill Points).
Either shoot the gasbarrels and lay low for a while or take some minor damage looting the WC body of an accuracy weapon mod. Pick up a key at the sink, then go right.
To the right you find the Gibinator, an extremely powerful melee weapon. However, you only got 2 shots maximum (3 if PDX) with this gun. Open the container to find an Augmentation Upgrade Canister. You can also find some chemicals here.
Get out of the lab and to the left. Open the hatch with your key and get 250 Skill Points.
Beware of the WC commando's if you're a PDX player, otherwise roam around freely. Some WC guards talk about the bot, overhear their convo. Then open the storage room for a tranq. mine, 2x quad launcher rockets and a login we already had anyway.
So login the PC with the ABI_Robotics_Temp/LeviathanTest pass, and watch the show (100 Skill Points) (and yes, that it shoots all WC guys when on the WC side is intentional). Take the key (we already have it, but whatever). Keep your distance from the Leviathan until it has come to a complete stop.

At the Leviathan's final destination you can lockpick the storage room for chemicals, shotgun shells and napalm launcher ammo.
As you proceed you will get 750 Skill Points and Endar will talk to you.
After talking to Endar go right and up the elevator. Take the EMP grenade, then talk to Ryan.
As long as you keep being nice he will not attack you. Threatnen to kill him and he and his bodyguards go hostile. Considering you lock a potential ending with killing him, it's probably best to keep him alive here.
After you talked to Ryan and got his mission, all ABI guards and bots will turn friendly to you!
Push the big red button on your left, then go back down. Talk to Endar or kill him/knock him down (depending on how you dealt with Ryan) to get the key to the shuttle. Go past the shuttle and use the vending machine; your very last chance to spend money. You can also travel back to the Ruins to spend it on ammunition if desired.
Then go to the shuttle, open the control panel with the key, press the left button and frob the shuttle when it arrived at its destination.

16.0.0 HTTP GameSpy, Level 2
The sight of aliens seems to make the most pacifistic player into violent killing machines. However, it is perfectly possible to sneak past them lockpicking the box next to the gate, pushing the button, then falling down the hatch infront of your ship.
You can try going right and up the ladder, sneaking to the goodies above, but it's pretty difficult. Straight ahead is 2x chemicals and a red biocell.
Go left and in the end hack the power box. Go right and up the ladder. Proceed into the gravity amplifier room. Since you already disabled the lasers ignore the keypad and talk to Alien. Take the gas grenade, napalm launcher canister and accuracy weapon mod. Press the right button.
If you're violent proceed down back towards the shuttle, killing alien and bot alike in between. You will find a lockpick with a datacube, 2 scrambler grenades below the stairs, and 8x chemicals, 2 prod chargers and a flamethrower when going up the stairs. A good hint you can use fire very well later on (not on the big green aliens though, they are immune!).
In the room just before the gravity amplifier jump up. Turn around and go towards the docking shuttle to find a control center with a recoil weapon mod.
Go back again and at the holoprojector talk to King Kashue/Scara King.
Proceed with the walkthrough if you go down the PDX/WC route. However, if you want to do Ryan's ending, you will have a different path to follow. Saving/killing DD will still have influence though. Also see 16.4.0. Also, if you have at least 3 Narcissus events you can already do the Narcissus ending at this point. See 16.5.0.

First; let's disable the security of the station. Go right, and immediately fall through one of the hatches on the floor. Carefully fall onto the red pipe, then take the ladder up to your left. Proceed down left. At the end, break open the wall to get 2 LAMs, 2 biocells, a medkit and an accuracy weapon mod.
Go back and proceed down another vent at the exact opposite side. Break the wall there to reveal Easter Egg #16. You should have all of them now, unlocking Radish Adventure.
Fall back on the red pipe and go up with the ladder. Proceed down to the security center, as the doors close and air is sucked out. Destroy one of the doors to restore the air again.
If you have speed enhancement just jump up and go forwards. Be on your guard for the teleporting blue aliens. Otherwise fall down and use the ladder in the upper left corner to get up. Down there is 2x flare darts, but also another blue alien (Phaser alien).
Go into the messhall to find 2 pepper cartridges and some darts, then go left. The door may be open, otherwise lockpick it. There is an Alien Stalker walking around here. They are hard to see and have a poisonous melee attack.
Hack all 4 security consoles (you need to have Advanced computer skill) to disable all the cameras in the station.
In the middle you can find a safe containing an Augmentation Upgrade Canister, 20mm HE ammo, 2x 30.06 ammo, 2x tranq. darts, shotgun ammo and a datacube with important login information!
Return to the elevator. If you have speed enhancement, just jump on top of the machine across the messhall. If not, and you have muscles, drag a bench to jump on it. If both don't work you have to do difficult:
Fall into an opening and disable the spiderbot. Fall down and quickly pass the turrets and electricity. Then get up using the ladder to your right, jump on the red pipe, and use the ladder up.

At the elevator, proceed to "Admin".
If you disabled the security cameras and opened all doors you can skip some by going up the stairs, disabling the bot there, then going through the now opened door. Otherwise, go forwards.
Go right, then left. Beware the security bot. Use the wall to reveal a ladder, and climb it. Here you can find some sabot shells, 2x assault rifle ammo and 10mm ammo.
Stand up and jump up through the grate above you.
Search around for 3x chemicals. Go past the foodlist into the cantina. Go right to find a lot of wine. In the kitchen (beware the cook!) you can find more wine, 3x chemicals and ricebag ammo, along with some consumables.
Go out of the cantina, and left down the stairs. There, go right to "Admin". Beware the many aliens here. Go into the woman's bathroom to find login information, then go to the consoles. Search around for darts and 2x blowdarts, then login any PC using the code GSAdmin3/adfhj6456. This will give you 500 Skill Points.
Go further down the hall to find more darts and information on DD's location and the keycode for his cell.
Go out of admin and right to "Medical".
Here you'll find Delsyn together with 2 alien phasers.
You'll also find Gary Monroe (who was at PDX HQ at day 1 reporting an alien abduction. He was right after all!) and a medbot.
Search around the office for 2x assault rifle ammo, 2x tranq. darts and 3x prod charger.
Enter the small room in the middle. No idea what the switch does, but you can take a medkit and lockpick the desk for one more.
Go out of medical, to the right and forwards till you hit the elevator. Travel down to level 3.

16.1.0 HTTP GameSpy, Level 3
Get out the elevator. If you don't find blowdarts (3x) in the window, you're on the wrong side for my explenations ;). Go left.
2 aliens in the hall here.
Proceed down, sneaking, and press the button. Go through the opened doors and overhear an conversation between 2 aliens, Tuttle and Sluggo. This will give you keycode information.
Turn around to the apartments. 3 phasers patrol here. You can find a napalm canister near a plant, and a biocell on the bench on the second level.
Go to apartment 02 and use the given code (778441) to open it. Inside you can find an Augmentation Upgrade Canister in the bathroom, riot prod + 2 chargers, napalm canister, 2x 10mm ammo, 2x .45 ammo, sniperrifle + 30.06 ammo and 2x assault rifle ammo in the bedroom and a medkit and 2 pepper cartridges in the kitchen.
Go out of the apartments and to the right. Some distance after the window are 2 more aliens.
Open the greenhouse (beware the alien) and take assault rifle ammo, a medkit and a gas grenade.
2 phasers guard the apartments. Go up towards apartment 23. Just before you arive you can see some darts lying on a support bar.
Enter the given keycode (964132).
If you're on PDX side you'll find DD here. Talk to him and extract him to continue. Although it isn't required to have him survive! If he does you'll get 500 Skill Points however. On WC's side he's not present though, and Scara will PM you your next objective.
Listen to the datacube on the table and read the note (needed for the WC and Ryan endings if not high on computer skill). You can find 3x firestaff mana potions in the bedroom, and 2x pepper cartridge and ricebag ammo in the kitchen.

16.2.0 HTTP GameSpy, PDX Ending
Go to level 4.
Proceed down the stairs, taking care of 2 Alien Phasers along the way. In the control room take the multitool. The purpose of the control room is to allow you to center the bridges so you can travel down with the ladders attached to them rather than fall down. The correct combo is (from left to right) 2, 4, 1, 2, 2.
NOTE: If you press the buttons really fast, what is displayed on screen may not match the actual stance of the bridge.
Enter the main area, and beware the 3 hoverbots. Also quickly go right before you run out of oxygen.
Shoot down the aliens from above to make it easier for yourself. Then travel down the ladder. On the second level take the 3x darts, 10mm ammo, prod charger and tranq. darts across the walkway.
On the lowest level take the 2x quad launcher rockets, medkit, and turn the 2 valves from offline to online to re-enable the air in the main room.
Go to the room on the opposite side. Once again; shoot down all aliens from above. Lower one level and disable the hoverbot. Take the biocell and the Spiderbot Canister.
Take the assault rifle ammo and prod charger. I have no idea what the buttons on the machine in the middle of this room do (if anything at all).
Go through the doors at the end of the room and disable the alien and alien stalker. Take the lockpick, tranq. darts and medkit. Hack the security console to disable some security systems.
Go back up to the main room, and travel down.

Inside the "Artillery Power" room you can find an Augmentation Upgrade Canister. But your main goal is the "Annihilation Plant".
Either destroy/disable the milbot or circumvent him (difficult). Using a scrambler just to get by works too. You can find some shotgun shells in this room. Proceed forwards.
Break the boxes for an EMP canister, napalm canister, 2x PHAT-rifle ammo, napalm launcher canister and an EMP grenade. You can also find a LAM and flare darts. Hack the security console to make your life a little easier again. Keep your EMP pistol ready when you climb on the boxes to the left of the console. Take down the hoverbot and press the first button.
Find and disable all hoverbots before proceeding, and the alien stalker. Take any of the small metal boxes. Use them to climb on the first big box you see outside the control room to press the second button. Repeat at the very end at the boxes for the third button.
Go down any of two hatches in the floor and search around for the fourth button. You can also find flare darts and a tripmine down there. Pressing the fourth button gives you a new goal and 1000 Skill Points.
Go back past the milbot to the main room, and inside the "Gravity amplifier". Take the 2x napalm canister, prod charger and flare darts, then detonate the explosive boxes from a safe distance.
Jump up. Once upside talk to Scara, then go to the elevator.

Proceed back to level 2. Go into the section called "AI Mainframe".
Beware the 2 patrolling small bots. If you want to prevent the alarm going off go left, then lockpick the door, and hack the powerbox. You can also find PHAT-rifle ammo, quad launcher rockets and a tranq. mine here.
Continue onwards.
Meet Kylie (yes, even if you "killed" her). You cannot knock her down, so it's avoiding her, or killing her.
After that walk forwards and talk to The Narcissus Entity. If you found more than 3 Narcissus Events during the game the conversation will be a lot longer, and offers you questions for the "individual subroutines". Also see 16.5.0.
Beware! If alarms go off in this room 2 small bots will be dispatched (they might already be there).

There are 2 ways to your objective. Either go back a little and go left, or drop down here (at the machine that looks like the AI merger from DX) all the way with speed enhancement. In the second case proceed to the next whitespace.
In the first case proceed down. You'll find an EMP charger and an important note.
Open the hatch and prepare to meet the single most annoying enemy in the game; the mini-alien. To make matters worse, the game can't really handle their small size, so their head is really somewhere in their belly. So you might shoot too high if you try to make headshots. The best way to counter them is putting them on fire, or if you can, crush them under your feet.
Take the PHAT-rifle ammo and a recoil weapon mod, then go down (disabling the bot).
Throw down a molotov, or better, vortex grenade (save first!) to soften the opposition.
Go down, then into the vent on the left for 2x 10mm ammo, a lockpick and shotgun ammo.
Go back, left, through the vent. Pick any side, then when you're a little higher pass through the vent opening there (yes, you can fit in, wiggle somewhat).
Throw another molotov/vortex (save first!) down the ladder, then when the effects have passed go down yourself.

Disable the 4 spiderbots (if you miss one, there is a hollow wall here were he can hide inside), then crawl into a small vent below the stairs. For this you get 50 Skill Points, a multitool and 2 biocells. Get back out.
Go up the 2 ladders and interact with the PC. Solve another Rush Hour puzzle (again, random) or use Master computer skill to skip it. Once it's done, you get 2000 Skill Points.
Proceed back up the 2 stairs, then in the following room go left. Beware the bot and any remaining mini-aliens.
Take the 10mm ammo and use the PC. Hack it or use the provided password (GS_Default_User/1234567890) to unlock the elevator.
Once up, talk to King Kashue.

Go to level 1 of the HTTP GameSpy. As soon as you leave talk to Silverdawn. Go up and face many MANY aliens.
Explore this section for 3x plasma clip and a biocell.
Go up. Take the napalm launcher canister.
Go left. At the offices you can find an EMP grenade, 2x pepper cartridge and a firestaff mana potion.
Proceed further down the path, but do not go up the ladder. Here you find a medkit, tranq. darts and sabot shells.
Go back and up the ladder. Here you'll find a firestaff mana potion and an Augmentation Upgrade Canister.
Get through many MANY aliens to the control room. Take the .45 ammo, and a Vortex Grenade in the upper left corner (on the lowest 2 item difficulties).
Use the console in the center, and the provided password (GSMainCommand/1357gsmc) to ban Scara and finish the game. Depending on your actions in DXO you get one of two end sequences.

NO ENDING: Do not ban Ryan, then Scara, then make a quick dash for the elevator and leave for another level!!!

THE END

16.3.0 HTTP GameSpy, WC Ending
Proceed back to level 2. Go into the section called "AI Mainframe".
Beware the 2 patrolling small bots. If you want to prevent the alarm going off go left, then lockpick the door, and hack the powerbox. You can also find PHAT-rifle ammo, quad launcher rockets and a tranq. mine here.
Continue onwards. After the next door beware for the large bot and another small bot aside from the aliens.
Talk to The Narcissus Entity. If you found more than 3 Narcissus Events during the game the conversation will be a lot longer, and offers you questions for the "individual subroutines". Also see 16.5.0.
Beware! If alarms go off in this room 2 small bots will be dispatched.
Use the console behind Narcissus and the provided login info (AIAdm/Cassandra) to cut Narcissus from the security loop. This will give you 1000 Skill Points.
Talk to King Kashue just outside.

Go to level 4.
Proceed down the stairs, taking care of 2 Alien Phasers along the way. In the control room take the multitool. The purpose of the control room is to allow you to center the bridges so you can travel down with the ladders attached to them rather than fall down. The correct combo is (from left to right) 2, 4, 1, 2, 2.
NOTE: If you press the buttons really fast, what is displayed on screen may not match the actual stance of the bridge.
Enter the main area, and beware the 3 hoverbots. Also quickly go right before you run out of oxygen.
Shoot down the aliens from above to make it easier for yourself. Then travel down the ladder. On the second level take the 3x darts, 10mm ammo, prod charger and tranq. darts across the walkway.
On the lowest level take the 2x quad launcher rockets, medkit, and turn the 2 valves from offline to online to re-enable the air in the main room.
Go to the room on the opposite side. Once again; shoot down all aliens from above. Lower one level and disable the hoverbot. Take the biocell and the Spiderbot Canister.
Take the assault rifle ammo and prod charger. I have no idea what the buttons on the machine in the middle of this room do (if anything at all).
Go through the doors at the end of the room and disable the alien and alien stalker. Take the lockpick, tranq. darts and medkit. Hack the security console to disable some security systems.
Go back up to the main room, and travel down.

Inside the "Annihilation Plant" room you can find an Augmentation Upgrade Canister. But your main goal is the "Artillery Power".
Talk to Deus Diablo, then take him down.
In the control room to your left you can find an EMP charger, flare darts and a plasma clip.
Push all 5 red buttons in the Artillery Power room, and take some WP rockets in the process. Then return to the control room. Use the Generator Control Terminal.
Push all 3 buttons down in the first row in order, then the second row of 3. Then press Output Regulator to turn all lights on. Now press the big red button to proceed. Wait till the bar is filled.
Go back to the main room, and inside the "Gravity amplifier". Take the 2x napalm canister, prod charger and flare darts, then detonate the explosive boxes from a safe distance.
Jump up. Once upside talk to Scara, then go to the elevator.

Go to level 1 of the HTTP GameSpy. As soon as you leave talk to Silverdawn. Go up and face many MANY aliens.
Explore this section for 3x plasma clip and a biocell.
Go up. Take the napalm launcher canister.
If you go forwards you will find the ROFL control. Use the provided code (GSWeaponsCommand/2468gswc) to target PDX HQ and end the game. This will give you one of two endings, depending on what you chose to do with Kylie.
Go left. At the offices you can find an EMP grenade, 2x pepper cartridge and a firestaff mana potion.
Proceed further down the path, but do not go up the ladder. Here you find a medkit, tranq. darts and sabot shells.
Go back and up the ladder. Here you'll find a firestaff mana potion and an Augmentation Upgrade Canister.
Get through many MANY aliens to the control room. Take the .45 ammo, and a Vortex Grenade in the upper left corner (on the lowest 2 item difficulties).
Use the console in the center, and the provided password (GSMainCommand/1357gsmc) to ban Scara, and take control of WC all by yourself. Depending on your choice what to do with Kylie, this will differienciate between another two endings. Go back down to the ROFL console and use it (GSWeaponsCommand/2468gswc) to destroy PDX HQ.

THE END

16.4.0 HTTP GameSpy, Ryan Ending
Go to level 1 of the HTTP GameSpy. As soon as you leave talk to Silverdawn. Go up and face many MANY aliens.
Explore this section for 3x plasma clip and a biocell.
Go up. Take the napalm launcher canister.
Go left. At the offices you can find an EMP grenade, 2x pepper cartridge and a firestaff mana potion.
Proceed further down the path, but do not go up the ladder. Here you find a medkit, tranq. darts and sabot shells.
Go back and up the ladder. Here you'll find a firestaff mana potion and an Augmentation Upgrade Canister.
Get through many MANY aliens to the control room. Take the .45 ammo, and a Vortex Grenade in the upper left corner (on the lowest 2 item difficulties).
Use the console in the center, and the provided password (GSMainCommand/1357gsmc) to redirect the power flow.
For this you get 500 Skill Points.

Proceed back to level 2. Go into the section called "AI Mainframe".
Beware the 2 patrolling small bots. If you want to prevent the alarm going off go left, then lockpick the door, and hack the powerbox. You can also find PHAT-rifle ammo, quad launcher rockets and a tranq. mine here.
Continue onwards. After the next door beware for the large bot and another small bot aside from the aliens.
Talk to The Narcissus Entity. If you found more than 3 Narcissus Events during the game the conversation will be a lot longer, and offers you questions for the "individual subroutines". Also see 16.5.0.
Beware! If alarms go off in this room 2 small bots will be dispatched.
Use the console behind Narcissus and the provided login info (AIAdm/Cassandra) to cut Narcissus from the powergrid. This will give you 1000 Skill Points.

Go to level 4.
Proceed down the stairs, taking care of 2 Alien Phasers along the way. In the control room take the multitool. The purpose of the control room is to allow you to center the bridges so you can travel down with the ladders attached to them rather than fall down. The correct combo is (from left to right) 2, 4, 1, 2, 2.
NOTE: If you press the buttons really fast, what is displayed on screen may not match the actual stance of the bridge.
Enter the main area, and beware the 3 hoverbots. Also quickly go right before you run out of oxygen.
Shoot down the aliens from above to make it easier for yourself. Then travel down the ladder. On the second level take the 3x darts, 10mm ammo, prod charger and tranq. darts across the walkway.
On the lowest level take the 2x quad launcher rockets, medkit, and turn the 2 valves from offline to online to re-enable the air in the main room.
Go to the room on the opposite side. Once again; shoot down all aliens from above. Lower one level and disable the hoverbot. Take the biocell and the Spiderbot Canister.
Take the assault rifle ammo and prod charger. I have no idea what the buttons on the machine in the middle of this room do (if anything at all).
Go through the doors at the end of the room and disable the alien and alien stalker. Take the lockpick, tranq. darts and medkit. Hack the security console to disable some security systems.
Go back up to the main room, and travel down.

Take the door to the "LEET Operations".
You probably disabled the bots, but take care of the cameras. Also some aliens might attack you.
Go left, then right to find a repairbot, flare darts, plasma clip and 2x PHAT-rifle ammo.
Go back and left this time for 3x plasma clip, a red biocell, 10mm ammo, 4x chemicals, flare darts and a note with keypad info (although you probably already opened the door with the security console).
Proceed back to the LEET core with the bots. If you haven't opened the door yet use the code given (51557077).
You can hack the PC to make it blow up some enemies for you. Take the tranq. darts, then proceed to the right.
At the PC take the multitool, then login with the code found earlier (LEETControl/3546gslc). Overheat the LEETs, and you'll get 2000 Skill Points.
Go back to the main room, and inside the "Gravity amplifier". Take the 2x napalm canister, prod charger and flare darts, then detonate the explosive boxes from a safe distance.
Jump up (tricky with all the explosions).

Go to level 2, and proceed to the docking bay. Open the door to your ship if needed at the control panel.
If Kylie's still alive you might have to fight her near your spaceship. Once that's done, frob the ship and enjoy the endscene.

THE END

16.5.0 HTTP GameSpy, "Hidden" Narcissus Ending
(This requires you to have found 3 or more Narcissus Events during the game)
Go into the section called "AI Mainframe".
Beware the 2 patrolling small bots. If you want to prevent the alarm going off go left, then lockpick the door, and hack the powerbox. You can also find PHAT-rifle ammo, quad launcher rockets and a tranq. mine here.
Continue onwards. After the next door beware for the large bot and another small bot aside from the aliens.
Talk to The Narcissus Entity. The conversation will be a lot longer than if you didn't found 3 events, and offers you questions for the "individual subroutines".
Beware! If alarms go off in this room 2 small bots will be dispatched.
Go to level 1 of the HTTP GameSpy. As soon as you leave talk to Silverdawn. Go up and face many MANY aliens.
Besides the stairs you will find a strange looking door. Open it and talk to the "Do not place" box, called the Debugger.
Tell him his existance is a lie, then ask him to destroy Narcissus. You only get this chance once!
Enjoy the ending cutscene, and don't forget to tie a key to the new function you unlocked; bullet time...

THE END
Can somebody tell me how I can get a custom avatar?
Oh wait, I already got one...
bobby 55
Illuminati
Posts: 6354
Joined: Wed Jun 24, 2009 9:15 am
Location: Brisbane Australia

Re: TNM Walkthrough- a WIP

Post by bobby 55 »

OMG! Who's been busy then? Kudos Hassat, and of course, good work.
Growing old is inevitable.......Growing up is optional
User avatar
Jaedar
Illuminati
Posts: 3937
Joined: Fri Mar 20, 2009 3:01 pm
Location: Terra, Sweden, Uppsala.

Re: TNM Walkthrough- a WIP

Post by Jaedar »

Needs Index(spoilerfree please). Good work though Hassat.
"Delays are temporary; mediocrity is forever."
odio ergo sum
User avatar
Jonas
Off Topic Productions
Off Topic Productions
Posts: 14224
Joined: Sat Apr 24, 2004 9:21 pm
Location: Hafnia

Re: TNM Walkthrough- a WIP

Post by Jonas »

Awesome, Hassat. Now, what do we do with it? Easiest solution would be to put it on the wiki. Have you thought about adding screenshots to it?
Jonas Wæver
Chief Poking Manager of TNM

I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
User avatar
Trestkon
Off Topic Productions
Off Topic Productions
Posts: 2820
Joined: Sat Apr 24, 2004 9:03 pm
Location: Canada
Contact:

Re: TNM Walkthrough- a WIP

Post by Trestkon »

Jonas wrote:Awesome, Hassat. Now, what do we do with it? Easiest solution would be to put it on the wiki. Have you thought about adding screenshots to it?
With screenshots and a bit o' formating it would be awesome if we could put it on the website. Although maybe it's not a good idea to have a complete walkthrough on the main page...I'm not sure.
-Life does not snap to the x-axis
bobby 55
Illuminati
Posts: 6354
Joined: Wed Jun 24, 2009 9:15 am
Location: Brisbane Australia

Re: TNM Walkthrough- a WIP

Post by bobby 55 »

Would sticky-ing it on Spoilers with an enter at your own risk / enlightenment warning (some appropriate warning at least) work? That might not be the awesome location that you're after though.
Growing old is inevitable.......Growing up is optional
User avatar
Jonas
Off Topic Productions
Off Topic Productions
Posts: 14224
Joined: Sat Apr 24, 2004 9:21 pm
Location: Hafnia

Re: TNM Walkthrough- a WIP

Post by Jonas »

Nah it needs proper formatting and links and such, in my opinion. And screenshots, because screenshots are great.
Jonas Wæver
Chief Poking Manager of TNM

I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
bobby 55
Illuminati
Posts: 6354
Joined: Wed Jun 24, 2009 9:15 am
Location: Brisbane Australia

Re: TNM Walkthrough- a WIP

Post by bobby 55 »

Somewhere awsome so it's magnificence can be unleashed upon the world. Translated to:
' Yeah, some place better than that suggestion.'
Growing old is inevitable.......Growing up is optional
User avatar
Hassat Hunter
Illuminati
Posts: 2182
Joined: Fri Apr 10, 2009 1:20 pm

Re: TNM Walkthrough- a WIP

Post by Hassat Hunter »

Jaedar wrote:Needs Index(spoilerfree please). Good work though Hassat.
Yeah, the intention is the index is the titels, and you can click them to get immediately to the right section (with HTLM probably if TNM mainpage, or if Jonas plan with the Wiki goes forward every section would be added by == == anyways, giving you an index up at the top.).
Jonas wrote:Awesome, Hassat. Now, what do we do with it? Easiest solution would be to put it on the wiki. Have you thought about adding screenshots to it?
Well, a long time ago you mentioned when I would be done with it, you would fix all spelling and grammar mistakes :D. So that's one.
As for what to do with it then; your call.
Adding screenshots; Haven't really thought about it, but I guess I could do. However DX screenshots have a tendency to get really really dark, so that may be an issue for adding them.
Jonas wrote:Nah it needs proper formatting and links and such, in my opinion. And screenshots, because screenshots are great.
Links? To what?
Maybe later also the "secret" and "hints" sections others wanted, but I still have no idea what others find "secrets"...
Can somebody tell me how I can get a custom avatar?
Oh wait, I already got one...
bobby 55
Illuminati
Posts: 6354
Joined: Wed Jun 24, 2009 9:15 am
Location: Brisbane Australia

Re: TNM Walkthrough- a WIP

Post by bobby 55 »

Hassat Hunter wrote:
Maybe later also the "secret" and "hints" sections others wanted, but I still have no idea what others find "secrets"...
Stuff like what happens logging into Scara's computer, the location of gloves, and things not found going the direct path. That last one may be a bit involved though so perhaps things you get bonus points for like the jump across those containers in OSC.
Growing old is inevitable.......Growing up is optional
User avatar
Jonas
Off Topic Productions
Off Topic Productions
Posts: 14224
Joined: Sat Apr 24, 2004 9:21 pm
Location: Hafnia

Re: TNM Walkthrough- a WIP

Post by Jonas »

All right tell you what. Tonight, while I'm waiting on a huge download from OTP's ass-slow FTP anyway, I'll transfer this entire thing over to the wiki, read through it again, fix all language mistakes, and add as much indexing etc. as I can figure out how to do. I'll even cross-link to the relevant wiki pages.

But you gotta handle the screenshots yourself. What you do is, open TNMUser.ini, find the screenshot key, and change "shot" to "sshot". Then it'll temporarily raise your gamma to 1.00 every time you take a screenshot, and they should come out fine. Give it a try.

[Edit] Here's the start of it.
Jonas Wæver
Chief Poking Manager of TNM

I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
User avatar
Hassat Hunter
Illuminati
Posts: 2182
Joined: Fri Apr 10, 2009 1:20 pm

Re: TNM Walkthrough- a WIP

Post by Hassat Hunter »

Jonas wrote:What you do is, open TNMUser.ini, find the screenshot key, and change "shot" to "sshot". Then it'll temporarily raise your gamma to 1.00 every time you take a screenshot, and they should come out fine. Give it a try.
Al right, will do. I already have a lot of screenshots that could be added, but as mentioned, all are rather dark (well, besides the ABI ones)...
Can somebody tell me how I can get a custom avatar?
Oh wait, I already got one...
User avatar
Jonas
Off Topic Productions
Off Topic Productions
Posts: 14224
Joined: Sat Apr 24, 2004 9:21 pm
Location: Hafnia

Re: TNM Walkthrough- a WIP

Post by Jonas »

Just had a great bug-fixing spree thanks to those annoying-as-hell bug highlightings in your walkthrough - hopefully you'll have to remove about half of those once 1.0.4 is released. All we gotta do now is fix that DXI crash, then we'll get you guys a new patch to test :mrgreen:
Jonas Wæver
Chief Poking Manager of TNM

I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
User avatar
Hassat Hunter
Illuminati
Posts: 2182
Joined: Fri Apr 10, 2009 1:20 pm

Re: TNM Walkthrough- a WIP

Post by Hassat Hunter »

Are the highlights annoying or the bugs? 0_0

As for the missing spasm animation; it really didn't work at all for me, and I recall it doing so before for me 1.0.1 and 1.0.2, but not now (updated 1.0.1-1.0.3).
Can somebody tell me how I can get a custom avatar?
Oh wait, I already got one...
Post Reply