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* ThatOneAchievement: Maximum Headquarters, which requires you to fully upgrade your base. Most of the upgrades aren't actually too expensive to get, capping at around $30k for the final upgrade, which you will probably have by the end of the campaign. However, the Hireling Capacity is where the real pain of getting this achievement comes from. The final upgrade for the capacity costs a whopping ''$700k'', making it the second most expensive thing in the game (behind the Minigun). The only way to get that kind of money is either endlessly grinding the late-game stages, or by modding a gun to increase its value, and then selling it.

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** The Hunter Gudgeon. They aren't any tougher than their commando brethren, but they have one annoying trick; they fire homing green balls of energy. At first, they aren't too bad, as they only shoot one at a time, but as the waves increase with more gudgeons, they become the first priority to deal with, as they can quickly kill you while you are distracted by other enemies.

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** Nexus Core Agents with melee weapons. Their aversion of MookChivalry, combined with their near-flighty speed and being commonly equipped with fast-swinging melee weapons like [[ExtendableWeapon extendable batons]] mean they can [[ZergRush aggressively rush you down en masse]] and quickly chip away at your health. The threat of getting caught in a CycleOfHurting in hand-to-hand combat on higher difficulties and them distracting you from more dangerous enemies adds to their annoyance factor. This is best exemplified in Story Mode's "Base Jumping" mission, where there is a room with a Combat Wave that comes just a few before the boss battle against the Blackguard, and it is ''only'' comprised of these guys... and they are mostly equipped with the aforementioned extendable batons, and come at you from the numerous spawn points that are sprinkled throughout. Odds are, this Combat Wave alone just handed you a quick and unexpected TotalPartyKill at least once.
** The Hunter Gudgeon. They aren't any tougher than their commando brethren, but they have one annoying trick; they fire homing green balls of energy. At first, they aren't too bad, as they only shoot one at a time, but as the waves increase with more gudgeons, they become the first priority to deal with, as they can quickly kill you while you are distracted by other enemies.
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** The Hunter Gudgeon. They aren't any tougher than their commando brethren, but they have one annoying trick; they fighter homing green balls of energy. At first, they aren't too bad, as they only shoot one at a time, but as the waves increase with more gudgeons, they become the first priority to deal with, as they can quickly kill you while you are distracted by other enemies.

to:

** The Hunter Gudgeon. They aren't any tougher than their commando brethren, but they have one annoying trick; they fighter fire homing green balls of energy. At first, they aren't too bad, as they only shoot one at a time, but as the waves increase with more gudgeons, they become the first priority to deal with, as they can quickly kill you while you are distracted by other enemies.

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* ThatOnePuzzle: [[spoiler:While the final boss fight isn't hard, one of the sections of the boss fight is incredibly annoying. You have to toss plugs into their power outlets so that Christoff can direct the Divergence Engine towards Gestalt, and Gestalt has to be in a specific position for it to work. The problem is tossing the plugs to the outlets in the first place, since the positions to throw the plugs are very wonky, and as a result, can potentially bounce back even if the mouse cursor is directly on the outlet. Not only that, but they have a chance to disconnect from their sockets, forcing you to do the '''whole thing over again'''. Have fun doing this while Gestalt is targeting you!]]

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* ThatOnePuzzle: ThatOnePuzzle:
** The crate puzzle in ''Climb''. It is the only puzzle in the entire game during an already extremely hard level. The main gimmick is trying to match up all the crates so that they align and you can walk across to the other side. However, the puzzle mostly consists of button mashing so that all the crates align. WordOfGod states that it was added to give the players a break from combat, and they succeeded, perhaps [[GoneHorriblyRight far, far too well]].
**
[[spoiler:While the final boss fight isn't hard, one of the sections of the boss fight is incredibly annoying. You have to toss plugs into their power outlets so that Christoff can direct the Divergence Engine towards Gestalt, and Gestalt has to be in a specific position for it to work. The problem is tossing the plugs to the outlets in the first place, since the positions to throw the plugs are very wonky, and as a result, can potentially bounce back even if the mouse cursor is directly on the outlet. Not only that, but they have a chance to disconnect from their sockets, forcing you to do the '''whole thing over again'''. Have fun doing this while Gestalt is targeting you!]]
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** The Climb is usually regarded as one of the hardest levels of ''Project Nexus'', especially on higher difficulties. Not long after you start the level, the first units that appear (discounting the [=G03LM=] that you can spawn by [[SchmuckBait ringing the attendant multiple times]]) are guaranteed to fill the entire room with bullets, which is compounded with a lack of cover. Furthermore, Hank and Sanford later have sections that split them up, and because [[ArtificialStupidity the friendly A.I. isn't the best]], whichever character you didn't control will most likely lose all their Corpus blocks unless you clear the rooms in time. While the Dissonance weaponry can help you out, this is compounded that there are very few places to fill them up (which is a godsend compared to the fact that you cannot refill normal ammunition in this level). To top it off, there are ''multiple [[GiantMook MAG Agents]]'' which are heavily resistant and serve as a meatshield for the other grunts that can shoot you. Oh, and much like Chasms, there is a specific section that you need to shoot a specific object to stop the Infinite Combat Wave, except unlike Chasms, [[GuideDangIt there is no clue that you need to shoot it]]. And since this is one of the longest sections in the game, if you fail the mission at any point before the boss sequence, [[CheckpointStarvation you have to start the whole stage all over again]], and while this applies to all stages, they were at least doable enough for players to not notice, though it's heavily pronounced here because of the sheer difficulty. Finally, the end is considered by many to be [[ThatOneBoss one of the hardest boss battles in the game]]: After enduring an AAHW assault of 75 agents, including a MAG Agent, you have to survive three minutes and thirty seconds being assaulted by an combination of Project Gestalt, AAHW and the Nexus Core, made much harder that periodically, Gestalt will summon a Dissonance orb to obliterate anything in its path, though it's somewhat more of a benefit to you given how predicable it is, and makes the middle right floor an InstantDeathRadius, since after a while, Gestalt will climb up and claw anything in its path, which (thankfully) includes other enemies. To top it off, you might think that getting a gun might solve your problems, though since the massive amount of mooks means a pileup of weapons, it's possible to get a melee weapon by accident and getting shot by multiple grunts that can and will drain your TAC-Bar easily. Fortunately, the last part is pretty easy since you can sneak up on the scientists and get a good cache of Dissonance weaponry, though good luck trying to even ''get there'' in the first place.

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** The Climb is usually regarded as one of the hardest levels of ''Project Nexus'', especially on higher difficulties. Not long after you start the level, the first units that appear (discounting the [=G03LM=] that you can spawn by [[SchmuckBait ringing the attendant multiple times]]) are guaranteed to fill the entire room with bullets, which is compounded with a lack of cover. Furthermore, Hank and Sanford later have sections that split them up, and because [[ArtificialStupidity the friendly A.I. isn't the best]], whichever character you didn't control will most likely lose all their Corpus blocks unless you clear the rooms in time. While the Dissonance weaponry can help you out, this is compounded that there are very few places to fill them up (which is a godsend compared to the fact that you cannot refill normal ammunition in this level). To top it off, there are ''multiple [[GiantMook MAG Agents]]'' which are heavily resistant and serve as a meatshield for the other grunts that can shoot you. Oh, and much like Chasms, there is a specific section that you need to shoot a specific object to stop the Infinite Combat Wave, except unlike Chasms, [[GuideDangIt there is no clue that you need to shoot it]]. And since this is one of the longest sections in the game, if you fail the mission at any point before the boss sequence, [[CheckpointStarvation you have to start the whole stage all over again]], and while this applies to all stages, they were at least doable enough for players to not notice, though it's heavily pronounced here because of the sheer difficulty. There is also a puzzle in the middle of the level, which instantly kills the flow of combat, and while it can be solved by button mashing so that all the crates line up, the fact that it is there makes the level even more unfun. Finally, the end is considered by many to be [[ThatOneBoss one of the hardest boss battles in the game]]: After enduring an AAHW assault of 75 agents, including a MAG Agent, you have to survive three minutes and thirty seconds being assaulted by an combination of Project Gestalt, AAHW and the Nexus Core, made much harder that periodically, Gestalt will summon a Dissonance orb to obliterate anything in its path, though it's somewhat more of a benefit to you given how predicable it is, and makes the middle right floor an InstantDeathRadius, since after a while, Gestalt will climb up and claw anything in its path, which (thankfully) includes other enemies. To top it off, you might think that getting a gun might solve your problems, though since the massive amount of mooks means a pileup of weapons, it's possible to get a melee weapon by accident and getting shot by multiple grunts that can and will drain your TAC-Bar easily. Fortunately, the last part is pretty easy since you can sneak up on the scientists and get a good cache of Dissonance weaponry, though good luck trying to even ''get there'' in the first place. Luckily, however, a recent patch has been added that adds an extra checkpoint, alleviating the CheckpointStarvation that plagued this specific level. It doesn't make it any less hard though.
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** The syringe-gun-wielding Harmacists go down like any other enemy in the game, however, they have the ability to slow down players with their needles and [[InterfaceScrew make the screen suddenly daze colors]]. This leaves players vulnerableto be grabbed by Orderlies and Zeds, as well as making it easier to fall in the many trapdoors of the Murder Room. It also doesn't help that they have tac-bars, prolonging their annoyance.

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** The syringe-gun-wielding Harmacists go down like any other enemy in the game, however, they have the ability to slow down players with their needles and [[InterfaceScrew make the screen suddenly daze colors]]. This leaves players vulnerableto vulnerable to be grabbed by Orderlies and Zeds, as well as making it easier to fall in the many trapdoors of the Murder Room. It also doesn't help that they have tac-bars, prolonging their annoyance.
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** The syringe-gun-wielding Harmacists go down like any other enemy in the game, but their ability to slow down players with their needles and [[InterfaceScrew make the screen suddenly daze colors]] can throw off some players, especially when having to deal with Orderlies grabbing you.
** Apparitions are particularly annoying enemies. They have a shield that blocks all forms of damage, forcing you to go around them. They also absolutely ''love'' to teleport spam, especially after you destroy their corpus. This makes fighting them extremely annoying, as you constantly have to chase them to knock them down so they stop moving. They are probably the biggest factor in making the Haunting of Nevada House ThatOneLevel.

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** The syringe-gun-wielding Harmacists go down like any other enemy in the game, but their however, they have the ability to slow down players with their needles and [[InterfaceScrew make the screen suddenly daze colors]] can throw off some players, especially when having to deal with colors]]. This leaves players vulnerableto be grabbed by Orderlies grabbing you.
and Zeds, as well as making it easier to fall in the many trapdoors of the Murder Room. It also doesn't help that they have tac-bars, prolonging their annoyance.
** Apparitions are particularly The Hunter Gudgeon. They aren't any tougher than their commando brethren, but they have one annoying trick; they fighter homing green balls of energy. At first, they aren't too bad, as they only shoot one at a time, but as the waves increase with more gudgeons, they become the first priority to deal with, as they can quickly kill you while you are distracted by other enemies. They have a shield that blocks all forms of damage, forcing you to go around them. They also absolutely ''love'' to teleport spam, especially after you destroy their corpus. This makes fighting them extremely annoying, as you constantly have to chase them to knock them down so they stop moving. They are probably the biggest factor in making the Haunting of Nevada House ThatOneLevel.

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** The syringe-gun-wielding Harmacists go down like any other enemy in the game, but their ability to slow down players with their needles and [[InterfaceScrew make the screen suddenly daze colors]] can throw off some players.

to:

** The syringe-gun-wielding Harmacists go down like any other enemy in the game, but their ability to slow down players with their needles and [[InterfaceScrew make the screen suddenly daze colors]] can throw off some players.players, especially when having to deal with Orderlies grabbing you.
** Apparitions are particularly annoying enemies. They have a shield that blocks all forms of damage, forcing you to go around them. They also absolutely ''love'' to teleport spam, especially after you destroy their corpus. This makes fighting them extremely annoying, as you constantly have to chase them to knock them down so they stop moving. They are probably the biggest factor in making the Haunting of Nevada House ThatOneLevel.
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** One of the most universally disliked levels in Arena Mode is the Murder Room. It's essentially just a giant room with slopes, fire pits, and trap doors that, if you stand on them for long enough, instantly destroy your corpus should you fall down them. However, this isn't the reason why this level earns its place as ThatOneLevel. Instead, it is the utterly ''absurd'' amount of enemies that spawn. Per wave, there is ''[[ZergRush at the least over 100 enemies]]'', most of them being a mix between GoddamnedBats and DemonicSpiders. Surviving the Murder Room isn't so much as a an [[NintendoHard extremely difficult challenge]] and more of an insane endurance/patience test by surviving [[LevelOfTediousEnemies a fuckton of enemies that really only exist to make your life miserable]]. Oh and the cherry on the top is later waves ''[[SarcasmMode upgrade]]'' the trap doors with blenders that [[OneHitKill kill you]] instead of taking a Corpus block from you. [[SarcasmMode Thanks.]]

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** One of the most universally disliked levels in Arena Mode is the Murder Room. It's essentially just a giant room with slopes, fire pits, and trap doors that, if you stand on them for long enough, instantly destroy your corpus should you fall down them. However, this isn't the reason why this level earns its place as ThatOneLevel. Instead, it is the utterly ''absurd'' amount of enemies that spawn. Per wave, there is ''[[ZergRush at the least over 100 enemies]]'', most of them being a mix between GoddamnedBats and DemonicSpiders. Surviving the Murder Room isn't so much as a an [[NintendoHard extremely difficult challenge]] and more of an insane endurance/patience test by surviving [[LevelOfTediousEnemies a fuckton of enemies that really only exist to make your life miserable]]. Oh and the cherry on the top is that later waves ''[[SarcasmMode ''[[FromBadToWorse upgrade]]'' the trap doors with blenders that [[OneHitKill instantly kill you]] instead of taking a Corpus block from you. [[SarcasmMode Thanks.]]you.
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** One of the most universally disliked levels in Arena Mode is the Murder Room. It's essentially just a giant room with slopes, fire pits, and trap doors that, if you stand on them for long enough, instantly destroy your corpus should you fall down them. However, this isn't the reason why this level earns its place as ThatOneLevel. Instead, it is the utterly ''absurd'' amount of enemies that spawn. Per wave, there is ''[[ZergRush at the least over 100 enemies]]'', most of them being a mix between GoddamnedBats and DemonicSpiders. Surviving the Murder Room isn't so much as a an [[NintendoHard extremely difficult challenge]] and more of an insane endurance/patience test by surviving [[LevelOfTediousEnemies a fuckton of enemies that really only exist to make your life miserable]].

to:

** One of the most universally disliked levels in Arena Mode is the Murder Room. It's essentially just a giant room with slopes, fire pits, and trap doors that, if you stand on them for long enough, instantly destroy your corpus should you fall down them. However, this isn't the reason why this level earns its place as ThatOneLevel. Instead, it is the utterly ''absurd'' amount of enemies that spawn. Per wave, there is ''[[ZergRush at the least over 100 enemies]]'', most of them being a mix between GoddamnedBats and DemonicSpiders. Surviving the Murder Room isn't so much as a an [[NintendoHard extremely difficult challenge]] and more of an insane endurance/patience test by surviving [[LevelOfTediousEnemies a fuckton of enemies that really only exist to make your life miserable]]. Oh and the cherry on the top is later waves ''[[SarcasmMode upgrade]]'' the trap doors with blenders that [[OneHitKill kill you]] instead of taking a Corpus block from you. [[SarcasmMode Thanks.]]
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** The entire Legacy of the S-3LF Eater update is considered an extremely tedious and boring quest for what it was hyped up as. It essentially amounts to tracking down five graffiti markings and five portals, all while being chased by the S-3LF Eater. While you ''can'' kill the Eater, it is insanely tanky, with the only reward being a "clue" for where the graffiti/portal is located, usually to places that don't even ''have'' the graffiti/portal. Oh yeah, and the graffiti/portal are ''completely randomized'', so you can't use a guide to find out their locations, potentially taking hours just to find one of them. The only good thing to come out of the goose chase is the [[InfinityPlusOneSword "Prime Blade"]], an unbreakable sword instantly kills most enemies, as well as the S-3LF Eater outfit, which gives two extra corpuses, similar to Deimos and Sanford's type 3 outfits.

to:

** The entire Legacy of the S-3LF Eater update is considered an extremely tedious and boring quest for what it was hyped up as. It essentially amounts to tracking down five graffiti markings and five portals, all while being chased by the S-3LF Eater. While you ''can'' kill the Eater, it is insanely tanky, with the only reward being a "clue" for where the graffiti/portal is located, usually to places that don't even ''have'' the graffiti/portal. Oh yeah, and the graffiti/portal are ''completely randomized'', so you can't use a guide to find out their locations, potentially taking hours just to find one of them. The only good thing to come out of the goose chase is the [[InfinityPlusOneSword "Prime Blade"]], an unbreakable sword that instantly kills most enemies, as well as the S-3LF Eater outfit, which gives two extra corpuses, similar to Deimos and Sanford's type 3 outfits.
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** Another annoying questline is finding all of the Burger Gil bags. The bags are scattered across the overworld map and different levels. The ''only'' hint you are given about their locations is an order list in ''Beat the Streets'', and even then their specific locations are vague, as the bags themselves don't highlight when you focus on them, making them blend in with their surroundings. After completing the questline, the bags spell out a [=YouTube=] URL that sends you to a video of the Maker informing you about how Nevada is doomed to the Madness by the Machine. While this would've been a cool Easter Egg, this video was already used for a ''previous'' Burger Gil ARG, making the "reward" fall flat.

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** Another annoying questline questline, as well as being a ThatOneAchievement, is finding all of the Burger Gil bags. The bags are scattered across the overworld map and on different levels. The ''only'' hint you are given about their locations is an order list in ''Beat the Streets'', and even then their specific locations are vague, as the bags themselves don't highlight when you focus on them, making them blend in with their surroundings. After completing the questline, the bags spell out a [=YouTube=] URL that sends you to a video of the Maker informing you about how Nevada is doomed to the Madness by the Machine. While this would've been a cool Easter Egg, this video was already used for a ''previous'' Burger Gil ARG, making the "reward" fall flat.
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** Another annoying questline is finding all of the Burger Gil bags. The bags are scattered across the overworld map and different levels. The ''only'' hint you are given about their locations is an order list in ''Beat the Streets'', and even then their specific locations are vague, as the bags themselves don't highlight when you focus on them, making them blend in with their surroundings. After completing the questline, the bags spell out a {=YouTube=} URL that sends you to a video of the Maker informing you about how Nevada is doomed to the Madness by the Machine. While this would've been a cool Easter Egg, this video was already used for a ''previous'' Burger Gil ARG, making the "reward" fall flat.

to:

** Another annoying questline is finding all of the Burger Gil bags. The bags are scattered across the overworld map and different levels. The ''only'' hint you are given about their locations is an order list in ''Beat the Streets'', and even then their specific locations are vague, as the bags themselves don't highlight when you focus on them, making them blend in with their surroundings. After completing the questline, the bags spell out a {=YouTube=} [=YouTube=] URL that sends you to a video of the Maker informing you about how Nevada is doomed to the Madness by the Machine. While this would've been a cool Easter Egg, this video was already used for a ''previous'' Burger Gil ARG, making the "reward" fall flat.
Is there an issue? Send a MessageReason:
None


** Another annoying questline is finding all of the Burger Gil bags. The bags are scattered across the overworld map and different levels. The ''only'' hint you are given about their locations is an order list in ''Beat the Streets'', and even then their specific locations are vague, as the bags themselves don't highlight when you focus on them, making them blend in with their surroundings. After completing the questline, the bags spell out a YouTube URL that sends you to a video of the Maker informing you about how Nevada is doomed to the Madness by the Machine. While this would've been a cool Easter Egg, this video was already used for a ''previous'' Burger Gil ARG, making the "reward" fall flat.

to:

** Another annoying questline is finding all of the Burger Gil bags. The bags are scattered across the overworld map and different levels. The ''only'' hint you are given about their locations is an order list in ''Beat the Streets'', and even then their specific locations are vague, as the bags themselves don't highlight when you focus on them, making them blend in with their surroundings. After completing the questline, the bags spell out a YouTube {=YouTube=} URL that sends you to a video of the Maker informing you about how Nevada is doomed to the Madness by the Machine. While this would've been a cool Easter Egg, this video was already used for a ''previous'' Burger Gil ARG, making the "reward" fall flat.

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* ThatOneSidequest: The entire Legacy of the S-3LF Eater update is considered an extremely tedious and boring quest for what it was hyped up as. It essentially amounts to tracking down five graffiti markings and five portals, all while being chased by the S-3LF Eater. While you ''can'' kill the Eater, it is insanely tanky, with the only reward being a "clue" for where the graffiti/portal is located, usually to places that don't even ''have'' the graffiti/portal. Oh yeah, and the graffiti/portal are ''completely randomized'', so you can't use a guide to find out their locations, potentially taking hours just to find one of them. The only good thing to come out of the goose chase is the [[InfinityPlusOneSword "Prime Blade"]], an unbreakable sword instantly kills most enemies, as well as the S-3LF Eater outfit, which gives two extra corpuses, similar to Deimos and Sanford's type 3 outfits.

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* ThatOneSidequest: The ThatOneSidequest:
**The
entire Legacy of the S-3LF Eater update is considered an extremely tedious and boring quest for what it was hyped up as. It essentially amounts to tracking down five graffiti markings and five portals, all while being chased by the S-3LF Eater. While you ''can'' kill the Eater, it is insanely tanky, with the only reward being a "clue" for where the graffiti/portal is located, usually to places that don't even ''have'' the graffiti/portal. Oh yeah, and the graffiti/portal are ''completely randomized'', so you can't use a guide to find out their locations, potentially taking hours just to find one of them. The only good thing to come out of the goose chase is the [[InfinityPlusOneSword "Prime Blade"]], an unbreakable sword instantly kills most enemies, as well as the S-3LF Eater outfit, which gives two extra corpuses, similar to Deimos and Sanford's type 3 outfits.outfits.
** Another annoying questline is finding all of the Burger Gil bags. The bags are scattered across the overworld map and different levels. The ''only'' hint you are given about their locations is an order list in ''Beat the Streets'', and even then their specific locations are vague, as the bags themselves don't highlight when you focus on them, making them blend in with their surroundings. After completing the questline, the bags spell out a YouTube URL that sends you to a video of the Maker informing you about how Nevada is doomed to the Madness by the Machine. While this would've been a cool Easter Egg, this video was already used for a ''previous'' Burger Gil ARG, making the "reward" fall flat.
Is there an issue? Send a MessageReason:
None


* ThatOneSidequest: The entire Legacy of the S-3LF Eater update is considered an extremely tedious and boring quest for what it was hyped up as. It essentially amounts to tracking down five graffiti markings and five portals, all while being chased by the S-3LF Eater. While you ''can'' kill the Eater, it is insanely tanky, with the only reward being a "clue" for where the graffiti/portal is located, usually to places that don't even ''have'' the graffiti/portal. Oh yeah, and the graffiti/portal are ''completely randomized'', so you can't use a guide to find out their locations, potentially taking hours just to find one of them. The only good thing to come out of the goose chase is the [[InfinityPlusOneSword "Prime Blade"]], an unbreakable sword that instantly kills most enemies, as well as the S-3LF Eater outfit, which gives two extra corpuses, similar to Deimos and Sanford's type 3 outfits.

to:

* ThatOneSidequest: The entire Legacy of the S-3LF Eater update is considered an extremely tedious and boring quest for what it was hyped up as. It essentially amounts to tracking down five graffiti markings and five portals, all while being chased by the S-3LF Eater. While you ''can'' kill the Eater, it is insanely tanky, with the only reward being a "clue" for where the graffiti/portal is located, usually to places that don't even ''have'' the graffiti/portal. Oh yeah, and the graffiti/portal are ''completely randomized'', so you can't use a guide to find out their locations, potentially taking hours just to find one of them. The only good thing to come out of the goose chase is the [[InfinityPlusOneSword "Prime Blade"]], an unbreakable sword that instantly kills most enemies, as well as the S-3LF Eater outfit, which gives two extra corpuses, similar to Deimos and Sanford's type 3 outfits.outfits.
* TheyWastedAPerfectlyGoodPlot: The Legacy of the S-3LF Eater also largely focuses on Dr. Gonne and what happened to him, as well as the creation of the Cyber Bandits. However, Dr. Gonne's fate is never revealed, or why he was even experimenting with the Machine in the first place, while the Cyber Bandits don't really get much focus, apart from the one that first interacts with you. Either way, the lack of resolution makes the entire questline feel empty and confusing.
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* ThatOneSidequest: The entire Legacy of the S-3LF Eater update is considered an extremely tedious and boring quest for what it was hyped up as. It essentially amounts to tracking down five graffiti markings and five portals, all while being chased by the S-3LF Eater. While you ''can'' kill the Eater, it is insanely tanky, with the only reward being a "clue" for where the graffiti/portal is located, usually to places that don't even ''have'' the graffiti/portal. Oh yeah, and the graffiti/portal are ''completely randomized'', so you can't use a guide to find out their locations, potentially taking hours just to find one of them. The only good thing to come out of the goose chase is the [[InfinityPlusOneSword "Prime Blade"]], an unbreakable sword that instantly kills most enemies, as well as the S-3LF Eater outfit, which gives two extra corpuses, similar to Deimos and Sanford's type 3 outfits.
Is there an issue? Send a MessageReason:
None


* ViewerNameConfusion: Players of the game have mispronounced Jorge's name a few times. According to Jonas Boda, Jorge's voice actor, his name is pronounced "Hor-hay" nor "George". But because of his diminished intellect as a [=G03LM=], Jorge always pronounces it as the latter.

to:

* ViewerNameConfusion: Players of the game have mispronounced Jorge's name a few times. According to Jonas Boda, Jorge's voice actor, his name is pronounced "Hor-hay" nor "George". But not "George", but because of his diminished intellect as a [=G03LM=], Jorge always pronounces it as the latter.
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* CatharsisFactor: Killing the [=S-3LF Eater=] is presented not just with a sword that one-hit-kills any enemy that's getting in the way of the fight, but a unique takedown animation where your character plunges the blade into its collarbone, sinks it in deep enough to puncture its core, rip it out to stab it in the gut, and then cleave the damn thing in half as it explodes. For all the time it spent chasing you and potentially instantly killing you, it's well worth it.
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* ViewerNameConfusion: Players of the game have mispronounced Jorge's name a few times. According to Jonas Boda, Jorge's voice actor, his name is pronounced "Hor-hay" nor "George". But because of his diminished intellect as a G03LM, Jorge always pronounces it as the latter.

to:

* ViewerNameConfusion: Players of the game have mispronounced Jorge's name a few times. According to Jonas Boda, Jorge's voice actor, his name is pronounced "Hor-hay" nor "George". But because of his diminished intellect as a G03LM, [=G03LM=], Jorge always pronounces it as the latter.
Is there an issue? Send a MessageReason:
None


* ViewerNameConfusion: Players of the game have mispronounced Jorge's name a few times. According to Jonas Boda, Jorge's voice actor, his name is pronounced "Hor-hay" nor "George".

to:

* ViewerNameConfusion: Players of the game have mispronounced Jorge's name a few times. According to Jonas Boda, Jorge's voice actor, his name is pronounced "Hor-hay" nor "George". But because of his diminished intellect as a G03LM, Jorge always pronounces it as the latter.

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** One of the most universally disliked levels in Arena Mode is the Murder Room. It's essentially just a giant room with slopes, fire pits, and trap doors that, if you stand on them for long enough, instantly destroy your corpus should you fall down them. However, this isn't the reason why this level earns it's place as ThatOneLevel. Instead, it is the utterly ''absurd'' amount of enemies that spawn. Per wave, there is ''[[ZergRush at the least over 100 enemies]]'', most of them being a mix between GoddamnedBats and DemonicSpiders. Surviving the Murder Room isn't so much as a an [[NintendoHard extremely difficult challenge]] and more of an insane endurance/patience test by surviving [[LevelOfTediousEnemies a fuckton of enemies that really only exist to make your life miserable]].

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** One of the most universally disliked levels in Arena Mode is the Murder Room. It's essentially just a giant room with slopes, fire pits, and trap doors that, if you stand on them for long enough, instantly destroy your corpus should you fall down them. However, this isn't the reason why this level earns it's its place as ThatOneLevel. Instead, it is the utterly ''absurd'' amount of enemies that spawn. Per wave, there is ''[[ZergRush at the least over 100 enemies]]'', most of them being a mix between GoddamnedBats and DemonicSpiders. Surviving the Murder Room isn't so much as a an [[NintendoHard extremely difficult challenge]] and more of an insane endurance/patience test by surviving [[LevelOfTediousEnemies a fuckton of enemies that really only exist to make your life miserable]].


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* ViewerNameConfusion: Players of the game have mispronounced Jorge's name a few times. According to Jonas Boda, Jorge's voice actor, his name is pronounced "Hor-hay" nor "George".

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** Apparitions from The Haunting of Nevada House compare to Riot Guards in threat level. Two Corpus blocks, [[TeleportSpam teleporting constantly]], and being a ShieldBearingMook that's ''very'' block-happy. ''And'' [[NoSell they resist Dissonance/explosive weapons]]. It's telling that the Demoniac Demonstrator, the ''actual'' boss-class enemy, goes down ''way'' faster than the Apparition it tends to spawn with.



* GoddamnedBats: The Needle-wielding Harmacists go down like any other enemy in the game, but their ability to slow down players with their needles and [[InterfaceScrew make the screen suddenly daze colors]] can throw off some players.

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* GoddamnedBats: GoddamnedBats:
** Really, just about any enemy with a grab.
The Needle-wielding damage they deal when holding you in a grab isn't much to write home about, but it ''certainly'' gets annoying to have to mash the dodge button when resuming play, and it doesn't help that their grabs tend to have priority over ''mid-swing'' melee attacks. Even worse are the enemies who can ''throw'' you after grabbing, wasting even more time.
** The syringe-gun-wielding
Harmacists go down like any other enemy in the game, but their ability to slow down players with their needles and [[InterfaceScrew make the screen suddenly daze colors]] can throw off some players.
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** Director Phobos is not too bad of a boss fight, though he is a reasonable challenge for being the ClimaxBoss of the game. However, what really elevates him to ThatOneBoss status is when you fight him on [[HarderThanHard Madness Mode]]. His attacks are ''significantly'' more deadly and can destroy a corpus in two hits or one. His flying trash attack when you destroy one of his corpus' is a guarnteed loss in two to three corpus' if you can't dodge properly. This, combined with their tracking, make them an infuriating attack to dodge, bordering on unfair. Then, when he gets his sword, it makes fighting him melee borderline impossible, as doing so triggers him to slash at you twice. This, combined with his teleport dashing and fast attack speed, make him a ''nightmare'' to fight. It also doesn't help that, should you die, you have refight Gestalt in order to get back to Phobos, making the fight even more infuriating.

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** Director [[spoiler:Director Phobos is not too bad of a boss fight, though he is a reasonable challenge for being the ClimaxBoss of the game. However, what really elevates him to ThatOneBoss status is when you fight him on [[HarderThanHard Madness Mode]]. His attacks are ''significantly'' more deadly and can destroy a corpus in two hits or one. His flying trash attack when you destroy one of his corpus' is a guarnteed loss in two to three corpus' if you can't dodge properly. This, combined with their tracking, make them an infuriating attack to dodge, bordering on unfair. Then, when he gets his sword, it makes fighting him melee borderline impossible, as doing so triggers him to slash at you twice. This, combined with his teleport dashing and fast attack speed, make him a ''nightmare'' to fight. It also doesn't help that, should you die, you have refight Gestalt in order to get back to Phobos, making the fight even more infuriating. ]]
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** One of the most universally disliked levels in Arena Mode is the Murder Room. It's essentially just a giant room with slopes, fire pits, and trap doors that, if you stand on them for long enough, instantly destroy your corpus should you fall down them. However, this isn't the reason why this level earns it's place as ThatOneLevel. Instead, it is the utterly ''absurd'' amount of enemies that spawn. Per wave, there is ''[[ZergRush at the least over 100 enemies]]'', most of them being a mix between GoddamnedBats and DemonicSpiders. Surviving the Murder Room isn't so much as a an [[NintendoHard extremely difficult challenge]] and more of an insane endurance/patience test by surviving [[LevelOfTediousEnemies a fuckton of enemies that really only exist to make your life miserable]].
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** The Haunting of Nevada House is a close second for Arena Mode. It's not particularly hard, but it has Hard Sell's mechanic of protecting a ritual altar from enemies that come in from several rooms. The main issue, however, is that most of the enemies will chase you and your Hirelings and will ignore the altar, so you can't just stay in one room like in Hard Sell and kill everything that comes your way; you have to hunt down the enemies yourself. It's not so much difficult as it is annoying, thankfully, as it's only in the second batch of missions. More annoying are the Demoniac cultists that ''do'' aim for the altar; they'll appear from one of four windows to try and break it open and get in, but each room has a window that they can appear from (With the library having two) and the AI ignores them entirely. Killing them doesn't even affect the enemy count for the wave!
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** Is Gestalt [[spoiler:fully controlled by Phobos or is he merely being used by the latter?]]

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** Is Gestalt [[spoiler:fully controlled by Phobos or is he merely being used by the latter?]]latter? WordOfGod indicates the second of these options, stating that Gestalt is a fully sentient being who's too overloaded with [=S3LF=] energy to think or act rationally, and that Gestalt is less so a body for Phobos to control as he is a living gateway to the Other Place that Phobos intends on taking the power of.]]
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** The opening cutscene of the story campaign features a Grunt that falls into the palm of a gigantic Phobos, and is promptly crushed. The scenery then turns a dark shade of red, as multiple agents surround the Science Tower in Nexus City. Phobos then floats toward it and is seen on top of the Tower, with some sort of sigil behind him as the screen fades to the intro. ''Nothing like this cutscene ever appears again, and has absolutely no exposition of the plot''.

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** The opening cutscene of the story campaign features a Grunt that falls into the palm of a gigantic Phobos, and is promptly crushed. The scenery then turns a dark shade of red, as multiple agents surround the Science Tower in Nexus City. Phobos then floats toward it and is seen on top of the Tower, with some sort of sigil behind him as the screen fades to the intro. ''Nothing ''Nothing'' like this cutscene ever appears again, and has absolutely no exposition of the plot''.plot.

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* BigLippedAlligatorMoment: The Hive, a MechanicalAbomination that Christoff and Deimos fight at the end of Shakedown. There never was any indication that this thing was coming, its role in Project Nexus is unknown, as well as why the Nexus Core even guards this thing; its sole purpose in the story seems to just be a boss to fight.

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* BigLippedAlligatorMoment: BigLippedAlligatorMoment:
** The opening cutscene of the story campaign features a Grunt that falls into the palm of a gigantic Phobos, and is promptly crushed. The scenery then turns a dark shade of red, as multiple agents surround the Science Tower in Nexus City. Phobos then floats toward it and is seen on top of the Tower, with some sort of sigil behind him as the screen fades to the intro. ''Nothing like this cutscene ever appears again, and has absolutely no exposition of the plot''.
**
The Hive, a MechanicalAbomination that Christoff and Deimos fight at the end of Shakedown. There never was any indication that this thing was coming, its role in Project Nexus is unknown, as well as why the Nexus Core even guards this thing; its sole purpose in the story seems to just be a boss to fight.

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