MxO Statistics & Analyses

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Posted on Thursday, August 10, 2006 at 5:00 PM

Definitions

 

 

 

Dictionary

World (Instance) - Each account is allowed to have 3 players on each world. There are 3 worlds so thats a total of 9 characters you can have. The worlds are run on separate servers and characters from one world will have no contact with characters from another world except with e-mail.

$Information - Money has no meaning to a redpill. Instead of money, redpills and exiles trade information about the matrix and its secrets for goods and services.

Redpill - A human who has chosen to give up their life in the matrix in order to live in the real world.

Bluepill - A human who lives in the matrix (may or may not of had the choice to leave).

Jacked-In - The state of a player who is in the matrix. When you log onto the game you are placed in the loading area (unless you used the auto jackout procedure then you're placed at your last known location). Once you select a hardline you can jack into the matrix and enter the world.

Program - 1) A body of code which interacts with the matrix in the form of a human. 2) A piece of code which a hacker can use for a variety of effects in the matrix.

Code - The matrix is just a computer simulation and as such all objects and abilities are just pieces of computer code. The phrase 'code' is used as a generic term for any object.

Controller - Controllers are the people that give out missions to members of their organisation.

Operator - Operators are members of an organisation that will track a player's progress during the mission and relay new information as it becomes available.

Memory - Every redpill has a limit to how many subroutines can be loaded into their heads. As the redpills train themselves and gain experience, they learn to hold more information in their minds.

Ability - Abilities are the skills in the form of subroutines that allow you to manipulate the matrix.

Discipline - A discipline is a set of related abilities. All disciplines start off with awakened, and from there branch off into 3 primary specializations in a tree structure. The 3 primary disciplines are operative, hacker and coder.

Load-out - A load-out is all of the abilities you have loaded into your memory and can include more than 1 discipline.

Luggable - An object that gives bonuses and can be dropped into the world.

Abbreviations

Atts - Attributes

CB - Code Bit

CC - Crew Chat

Con - Consumable

CT - Combat Tactics

CQ - Combat Quotient

Cyph - Cypherite

DE - Death Effect

DN1 - Data Node 1 (official website)

DT - Downtown

EPN - E Pluribus Neo

FC - Faction Chat

FM - First Mate

Frags - Fragments (of code)

HB - Health Booster

HJ - Hyper Jump

HL - Hardline

HP - Health Pill

IL - Interlock

IS - Inner Strength

Info - $Information

INT - International District

LA - Loading Area

LE - Live Event

MA - Martial Artist

Mach - Machine

Merv - Merovingian

MxO - Matrix Online

Org - Organisation

Op - Operative

PB - Pandoras Box

Perc - Perception

Rich - Richland

RSI - Residual Self Image

TB - Tactic Booster

TC - Team Chat

WV - Westview


Posted on Wednesday, August 9, 2006 at 3:00 PM

Controls

Up arrow and W key = Run forward

Down arrow and S key = Run backward

Left arrow and A key = Turn left

Right arrow and D key = Turn right

Ctrl + right arrow key and Q key = Strafe right

Ctrl + left arrow key and E key = Strafe left

Ctrl + W key and Ctrl + up arrow key = Walk forward

Space bar = Jump

Ctrl + Spacebar = Hyper jump

B key = Look the opposite way

V key = View selectable objects

F key = Nearest ally

Z key = Nearest enemy

U key = Select self

I Key = Inventory panel
O Key = Abilities panel
P Key = Status panel
J Key = Team panel
N Key = Mission panel
M Key = Map panel
[ Key = Crew panel
] Key = Faction panel
L Key = Follow

R Key = Reply chat

Ctrl + T = Removes and brings back name tags

Ctrl + U = Removes and brings back the UI

Ctrl + F = Removes and brings back all graphical effects

Ctrl + Home = Copy text in-game

Ctrl + Ins = Paste text in-game

Shift + Up arrow or Down arrow key = Shows previous command entered

F1-F8 Key = Console command 1-8
Ctrl + F1-F8 Key = Macro 1-8
Shift + F1-F10 Key = Shortcut panel 1-10

F12 key = Screenshot


Posted on Tuesday, August 8, 2006 at 3:00 PM

Commands

/addblip - Type this then a name after a space and a blip will appear where you are

on the map.

/addwaypoint - Type this then a player's name after a space and a waypoint will lead

you to them (as long as they are friendly).

/afk - Use this when you are 'away from keyboard' so other players know when you are

not there. You can set a custom autoreply message (when players send you /tells) by

typing your message after a space.

/assist - Type this then a player's name after a space to target the enemy they are fighting.

/autoignore - Use this to open a list of options to prevent spam.

/bug - Use this if you want to submit a bug report.

/cancel - Use this to stop a macro.

/ccr - Use this if you want to submit a ticket.

/clearblips - You can add blips (markers) on the map. Use this to remove them.

/clearwaypoints - Use this to remove all the waypoints.

/commands - Shows you a list of some of the commands in-game (some might not work.) Adding /(letter) after a space shows commands beginning with that letter and just putting (letter) after a space shows commands with that letter anywhere in the word.

/codestructs - Shows you a list of every ability you can code in-game.

/cq - Use this to display your cq points.

/details - Use this to see your character information, background and discipline.

/disband - Use this to disband a mission team when you are captain.

/duel - Use this to fight someone who is not hostile which they can accept or decline.

/exit - Use this to quit the game.

/face - Use this to face your selected friendly target.

/fc or /faction - Use this to send a message in faction chat.

/friend - Type this then a player's name after a space and that player will be on your buddy list.

/fire - Use this to shoot at your selected target.

/follow - Use this to follow your selected friendly target.

/frags - Use this to display all the code fragments you have in your code archive and how many.

/getbackground - Use this to see your background information (autobiography).

/hardline - Use this to add a waypoint to the nearest tagged hardline (and again to remove it.)

/i or /ignore - Type this then a player's name after a space to ignore their messages.

/invite - Type this then a player's name after a space to invite them to your mission team which they can accept or decline.

/invoke - Type this then an abilities name you have loaded after a space to activate it (don't type spaces or decimals.)

/jackout - Use this to exit the game without going to a hardline. However you will start from where you jacked out when you log in again.

/listemotes - Shows you a list of some of the emotes in-game (some might not work.)

/loadlo - Type this then a name after a space to load up a previously saved loadout with /savelo.

/loc - Use this to see your current co-ordinates in a district.

/logstart - Use this to start recording a chat log.

/logstop - Use this to stop recording a chat log.

/macro - Use this to create a macro. A guide is available here.

/orgnames - Use this to turn player org names on or off.

/play - Use this to see the how long you've been playing as that character.

/pvp - Use this to flag yourself for pvp (only works on the non-hostile servers.)

/quit - Same as /exit.

/radio - Use this to listern to a radio station. A guide is available here.

/range - Use this to see how far you are from your selected target.

/reconstruct - Use this to go back to the loading area if you die.

/removeblip - Type this then a blip's name after a space to remove the blip (marker) from your map.

/removewaypoint - Type this then a waypoint's name after a space to remove the waypoint.

/reply - Use this to reply to last person who sent you a /t (tell) message.

/report - Same as /ccr.

/reputation - Use this to see your reputation with the 3 organisations.

/savelo - Type this then a name after a space to save the loadout you currently have so you can reload it quicker using /loadlo.

/setbackground - Use this to change your background information (autobiography).

/shout - Use this to increase the radius your message can be heard at.

/sit - Use this to sit down so you can regenerate your HP more quickly.

/stuck - Use this if you are physically stuck to get unstuck (doesn't always work.)

/suicide - Use this to kill yourself (useful if you are stuck and can't get unstuck.)

/tc or /team - Use this to send a message in team chat.

/t or /tell - Type this then a player's name after a space then press space, now what you type before pressing enter can only be seen by that person. It's a private message. To send a message to someone on another server put the server name and a full stop before the name.

/time - Use this to see what time it is (from your computer).

/use - Type this then a hotbar slot number (1-10) after a space then a comma and finally a hotbar number (1-20) after a space to use the item/code/macro you have there.

/whereami - Use this to find out where you are if your lost.

/who - Use this to find out what other players are nearby.

 

Time specific commands

/claim - Use this to retrieve any rewards owed to you (for example being a trial user).

/copychar - Use this to copy your character to the test server.

/importcontacts - Use this to retrieve your old buddy list from before the soe transition.


Posted on Sunday, August 6, 2006 at 2:00 PM

User Interface


Posted on Saturday, August 5, 2006 at 12:00 PM

Personalities

 

 

 

 

 

A personality is what gives you a unique embodiment of distinctive traits of mind and behavior so different personalities affect different traits or stats as they are called in MxO. The starting point for each stat is 8 but one of those stats will lose 3 points and another gain 3 points depending on the personality chosen. The high stat is the one that gains 3 points making 11 and the low stat is the one that loses 3 points making 5 for that personality.

Personality

High Stat

Low Stat

Ideal Discipline

Description

Detached Spectator

Perception

Focus

Operative: Spy

You see more clearly than the others. You knew it all wasn’t real.

Devoted Aesthetic

Belief

Vitality

Operative: Soldier

Hacker: Virologist

You sought the truth even through physical and mental suffering.

Fanatic Self Improver

Vitality

Belief

Operative: Gunman, Spy

No pain, no gain. You trained your body to its peak, and beyond.

Inquisitive Genius

Reason

Belief

Operative: Spy

You did the math, and it didn’t add up.

Lunatic Fringe

Belief

Reason

Operative: Soldier

You saw beyond what was out there, something told you it wasn’t real.

New Age Hippy

Focus

Reason

Operative: Soldier, Gunman

Hacker: Patcher

You achieved an inner peace others dream of; you consider the universe flawed.

Secluded Introvert

Focus

Perception

Operative: Soldier

Hacker: Patcher

You don’t need the world, your thoughts are company enough.

Suspicious Cynic

Perception

Belief

Operative: Spy, Gunman

You don’t believe the new age blather, you knew it was all wrong.

Troubled Intellectual

Reason

Focus

Operative: Spy

Hacker: Virologist

You discovered the Matrix for what it was. Something frightened you.

True Believer

Belief

Perception

Operative: Soldier

Hacker: Virologist

Possible and impossible are states of mine. Senses lie.


Posted on Friday, August 4, 2006 at 5:00 PM

Stats

 

 

 

 

 

Stats determine how well you will perform specific tasks. This table shows what attributes each stat upgrades and the ideal discipline to use if this is a stat you intend to level. Each point of a stat upgrades its attributes by a bonus of 2%. With some abilities there is an interval between upgrades and each ability has a cap where it reaches its maximum. The maximum amount of points you can put into one stat is 30.

Stat

Description

Attributes

Disciplines

Belief

The confidence to do tasks with absolute conviction

- Viral damage

- Viral defense

- Melee accuracy

- Melee resistance

- Speed

- Pacify duration

- Blind duration

- Buff area

- Debuff area

Operative: Soldier - Ma

Hacker: Virologist

Coder: Utility coder, Proxy coder

Belief in one's self is necessary to be an accurate martial artist; it aids in resisting physical damage and also helps defend against the viral attacks of others while increasing the viral damage of your own attacks. Belief also increases normal movement speed.

Stat

Description

Attributes

Disciplines

Focus

The ability to concentrate and manage performance

- Melee damage

- Melee defense

- Ballistic accuracy

- Ballistic resistance

- Healing

- Stun duration

- Root duration

Operative: Soldier - Gunman, Ma

Hacker: Patcher

Coder: Utility coder

Those with good Focus will have a steady aim with firearms, be more resistant to damage from gunshots, and will be able to defend well against martial attacks while having increased damage dealt by their own martial arts attacks.  Forcing an unwilling opponent in to close combat is easier with higher Focus, and healers will find their cures more effective as well.

Stat

Description

Attributes

Disciplines

Perception

The ability to detect changes in the environment

- Thrown accuracy

- Thrown resistance

- Ballistic damage

- Ballistic defense

- Sneak speed

- Invis speed

- Concentration

- Enrage duration

- Sweep

Operative: Spy - Infiltrator, Cutthroat. Soldier - Gunman

Perception is indispensable for accurate knife-throwing, aids in resisting damage from hurled blades, increases the damage done by your firearms and helps you defend against gunshots fired by enemies. Avoiding close combat and moving more quickly when using stealth are aided by a high Perception as well.

Stat

Description

Attributes

Disciplines

Reason

The problem-solving capability with logical thought

- Viral accuracy

- Viral resistance

- Thrown damage

- Thrown defense

- IS cost modifier

- Confuse duration

- Powerless duration

Operative: Spy - Cutthroat

Hacker: Virologist

Coder: Proxy coder

Reason is one way to resist damage from viral attacks, while allowing you to accurately launch your own. It increases the damage you deal from knife-throwing and also helps to defend against the thrown blades of others. Reasonable individuals use their Inner Strength more efficiently than others.

Stat

Description

Attributes

Disciplines

Vitality

The measure of overall physical wellbeing

- HP regen rate

- Max HP

- IS regen rate

- Max IS

- Initiative

- Determination

- Contested withdraw

All

Health and Inner Strength are the hallmarks of a high vitality, increasing them and reducing recovery time. Vital individuals attack first more often and have less trouble breaking away from close combat; they also have less chance of their abilities being interrupted when taking damage from an attack.


Posted on Wednesday, August 2, 2006 at 4:00 PM

Equipment

There are 4 different types of equipment/items:

  • Clothing/Apparel
  • Weapons (Guns)
  • Tools
  • Consumables

Unlike ability codes if you want to code them you have to decompile them first using the decompile ability in the coder tree and the decompile tool. This destroys the item and produces code bits therefore you learn it's recipe. Then you are able to code the item using the analyser tool to make it's code. Next you have to compile the item's code using the compile ability and tool to make the item itself.

This table shows the difficulty of decompiling depending on your level:

Colour

Level

Ease of decompiling

Grey (very weak buffs)

Yours -5 or more

Definite

Green (weak buffs)

Yours -4 or -3

Very Easy

Blue (fair buffs)

Yours -2 or -1

Easy

Yellow (good buffs)

Yours

Average

Orange (strong buffs)

Yours +1 or +2

Hard

Red (very strong buffs)

Yours +3 or +4

Very Hard

Purple (special buffs)

Yours +5 or more

Extremely Hard

White (no buffs)

None

Impossible

Clothing

Clothing or Apparel is what you wear and can grant buffs. Search through the vast amount of clothing here.

Weapons

All weapons are guns which split into 3 main types: handguns, submachine guns and rifles. There is also a sub-tree on rifleman called sniper so sniper guns are shown too. The type of gun you have is important if you are going down a certain route in the gunman tree. This table shows other versions of the guns:

Symbol

Meaning

Description

T

Twin. You can also get this gun in a duo.

You can only have the twin version if you have the right ability loaded.

E

Enhanced. You can also get this gun with upgrades.

These are rarer than the standard version and have more buffs.

S

Silenced. You can also get this gun making less noise.

These are rarer than the standard version and attract less attention.

This table shows the standard guns:

Level

Handguns (Gunslinger)

SMGs (Scattershot)

Rifles (Rifleman)

Sniper Rifles (Sniper)

1

None

5

E

E

E

None

10

E S

E S

E S

None

15

E S

E S

E S

None

20 (T-19)

E S T

E S T

E S

None

25 (T-24)

E S T

E S T

E S

None

30

E S T

E S T

E S

E S

35

E S T

E S T

E S

E S

40

E S T

E S T

E S

E S

45

E S T

E S T

E S

E S

50

E S T

E S T

E S

E S

These are the guns you will come across while missioning. You can find other guns from hideouts, constructs and collectors.

Tools

There are 4 trees that use tools with the appropriate abilities to achieve a goal. Tools are not essential but they can help you in certain tasks and in the case of the coder allow you to make your own abilities and items. Numbers next to the images are it's minimum level for use.

Level

Hacker

Coder

Spy

Data Miner

1-5

1

2

4

4

5

5

5

5

1

1

5

5

5

6-10

None

None

6

6

6

6

6

8

None

11-15

None

None

16-20

None

None

17

19


21-25

None

None

26-30

None


31-35

None

None

None

None

36-40

None

None



41-45

None

None


46-50

None

None

None


Consumables

Each individual consumable can only be used once and then it disappears. The effect it has is only temporary but you can collect more than one of them and they can stack up to 20 so you will save inventory space.

Level

Tactic boosters

Health boosters

Health pills

Antibiotics

1

None

6

None

None

None

10

None

None

12

None

None

None

15

None

None

None

20

None

None

25

None

None

None

30

None

40

None

45

None

None

None

There are other consumables like inhalers and activity facilitators that can be found at vendors in clubs.


Posted on Wednesday, August 2, 2006 at 3:30 PM

Ability costs

There are 4 ways to obtain an ability code:

  • Buying them from a vendor
  • Buying them from the marketplace
  • Coding them yourself
  • Trading for them with another player

The marketplace is where players sell the items they don't want so you might not find what you want there and you might not find a player who wants to trade it if they have it. Therefore the most reliable ways are to buy them from a vendor or to code them yourself. It is more expensive to your $info if you buy them from a vendor but if you code them you also use up code fragments. It is best to code them because you can't buy abilities above lvl 33 from a vendor.

 

Here are the locations of every vendor

 

Level (complexity)

Cost to Buy (vendor)

Cost to Code ($info)

Cost to Code (code fragments)

Signal Booster points

1-4

100-6400

7-480

Rare: None

Variable: 2

(C: 2 U: 0)

+1

5-9

10000-32400

750-2430

Rare: None

Variable: 2

(C: 1 U: 1)

+1

10-14

40000-98000

3000-7350

Rare: None

Variable: 3

(C: 2 U: 1)

+1

15-19

112500-180500

8437-13537

Rare: None

Variable: 3

(C: 1 U: 2)

+1

20

200000

15000

Rare: Interface

Variable: 3

(C: 2 U: 1)

+2

21-24

242000-288000

18150-21600

Rare: Object

Variable: 3

(C: 2 U: 1)

+2

25-29

312500-392000

23437-29400

Rare: Object

Variable: 3

(C: 1 U: 2)

+2

30

450000

33750

Rare: Object

Variable: 4

(C: 3 U: 1)

+3

31-34

544500

40837

Rare: Patch

Variable: 4

(C: 3 U: 1)

+3

35-39

-

48600-57037

Rare: Patch

Variable: 4

(C: 2 U: 2)

+3

40

-

-

Rare: Patch

Variable: 5

(C: 3 U: 2)

+4

41-44

-

63037-72600

Rare: Subroutine

Variable: 5

(C: 3 U: 2)

+4

45-49

-

79350-89464

Rare: Subroutine

Variable: 5

(C: 2 U: 3)

+4

50

-

101250

Rare: Subroutine

Variable: 5

(C: 1 U: 4)

+5

 

Every ability code also needs the ability subroutine (blue). Variable fragments (green) are made up of code bits which can be obtained as loot from NPCs or by decompiling an item. You can also obtain variable fragments (common or uncommon) as loot or from code fragment vendors. Code bits can be assembled into variable fragments before you code the ability. Rare fragments (red) can only be obtained from specific locations.

 

Here are the locations of every rare code fragment

 

You can upgrade your writecode ability to increase the chances of coding successfully. To do this go to a signal booster.

 

Here are the locations of every signal booster


Posted on Wednesday, August 2, 2006 at 3:00 PM

Loading area






The loading area is your base of operations outside the matrix on your hovercraft (or hoverbarge if you're not in a crew) and where your operator communicates from. Come here to watch the cinematics of the storyline and manage your code and inventory or buy some more at the marketplace.

The Hardline list

The hardline list is organised alphabetically with each district containing a list of the hardlines you tagged in them. The untagged ones are added to the list when you tag them. Each hardline is identified by its neighbourhood and compass point. The compass point will be one of the 8 directions or one of the 5 central points. The colour of the hardlines determine how much they have been used recently:

Green

Light green

Yellow

Orange

Red

Green means it has not been used recently and the further along the spectrum it goes the more it has been used. The more a hardline has been used the more likely you are to fail jacking in from it. To jack into the matrix select a hardline from the list and click the 'Jack into the matrix' button in the bottom right corner.

The E-mail

The game has its own e-mail system. You can send e-mails to any players in the game and any other SOE game and you can send the same e-mail to a group of players. You can also send attachments but only to players on the same server and you must be in the loading area of near a hardline. You can send an attachment to yourself for extra storage and to save space in your inventory. Not all items can be e-mailed as attachments, check to see if you can an e-mail an item by hovering your mouse over it and reading the description. Singleton means it can only be sent to yourself. You can store a maximum of 300 e-mails.

Sending e-mails

Send to:

Name - If on the same game and server
Server.Name - If on same the game but a different server
Game(abr).Server.Name - If on a different SOE game
Name1;Name2;Name3 - If all on the same server

Server.Name1;Name2;Name3 - If all on that server

Game(abr).Server.Name1;Name2;Name3 - If all on that game and server
Crew - All crew members

Controls

New - Send a new e-mail

Reply - Send a reply to an e-mail

Forward - Send the e-mail to someone else

Delete - Delete the e-mail

The Code archive

This is where all your code is stored before being used in your loadout or for coding. Code includes:

  • Code bits
  • Code fragments
  • Ability codes
  • Item codes
  • Mission items

Each can be filtered to show only one type and each code takes up one space with a maximum of 520 spaces. However code bits and code fragments can stack to 20 so up to 20 of the same code only takes up one space.

The Marketplace

Buying

Any code or items that are sellable can be found on the marketplace. You might not find what you want because you are buying from other players in the same server. If you find what you want at a reasonable price buy it as someone else might buy it before you. Click the back button to go back to the previous and the more button to display more code or items. The green button takes you back to the first menu.

Sorting

You can sort the code or items on display in different ways to make it easier to find what you want. Use the arrow buttons to make them appear in ascending or descending order.

Alphabetically - Use this to display everything alphabetically.

By level - Use this to display everything by their level requirements.

Stability - Use this to display everything by how stable they are.

Organisation - Use this to display everything grouped by the org the players selling are.

Cost - Use this to display everything by how much they cost (cheap or expensive).

Selling

Anything you don't want or have surplus of you can sell at the marketplace. You are given a default price to sell it at but you can change it. The default prices are the reasonable prices to sell them at but some default prices may be too cheap. It's up to you to sell them at a price where it will sell and you get as much $information as possible. Once you put something up for sale a price appears to delist it if you want it back and it increases over time. Items you can't sell are greyed out.

Time (days)

% cost

1

3

2

5

3-7

10

8-14

50

15-19

75

20

100

If the item you're selling doesn't sell and you don't delist it, it will be removed on the 25th day.


Posted on Wednesday, August 2, 2006 at 2:00 PM

The Organisations





There are 3 main organisations to choose from in MxO: Zion, Machines and the Merovingian. There are also 2 sub-organisations: EPN  (from Zion) and the Cypherites (from the Machines). To be a part of a sub-organisation you need to be a member of the appropriate main organisation and join a faction with their tag. If you want your faction to have an EPN or CYPH tag contact the appropriate liaison officer on your server. There are other unjoinable orgs that come and go through the storyline. You show your loyalty to an org by gaining reputation from doing their missions and making a crew aligned to that org. The maximum number of crew members you can have in a crew is 12.

Zion

Leader: The Zion Council

Controller: Tyndall

Recruit: Redpills and Bluepills

Base: New Zion (Real world)

Playable: Yes

Zion is the last city of free humanity, located deep within the earth. It's called Zion because the Zion people consider it an idealized, harmonious community (a utopia). In the matrix, the Zion Organization stands for humanity’s right to determine its own destiny. Zion believes that a human being’s freedom to select his or her own destiny is sacred, and that each individual must be free to choose whether to live out their life in the comforting illusion of the matrix, or in the harsh truth of the real world. Redpills in the service of Zion are expected to risk everything for its ideals, and to be happy with a fair share of whatever prosperity may fall Zion’s way.

Machines

Leader: The Architect

Controller: Agent Gray

Recruit: Redpills, Bluepills and Programs

Base: Machine City (Real world)

Playable: Yes

The Machines are a race of self-replicating, sentient mechanical entities. They imprisoned humanity within the pods, and they power themselves with the bio-electric energies generated by a healthy human mind. They don’t want to destroy humanity, they are utterly dependent on humanity for their continued existence. The only thing about humanity that matters to the machines is that energy continues to flow out of the pods. They do not care if the humans are slaves or free unless their freedom starts to interfere with the energy fluxes. The Machines will make deals with human Redpills when it suits their purpose to do so. They are quite scrupulous about delivering whatever rewards they may have promised to the human operatives, but emotions like gratitude, generosity and mercy are completely alien to the machine mind. Although they are no longer engaged in active hostilities against Awakened humans, the Machines continue to guard themselves in the real world with the hunter-seeker units called Sentinels, while the cold and implacable AI constructs called Agents continue to oversee their interests in the matrix.

Merovingian

Leader: The Merovingian

Controller: Flood

Recruit: Redpills and Exiles

Base: The Chateau (The matrix)

Playable: Yes

When they built the matrix, the Machines found it necessary to create autonomous AI (Artificial Intelligence) constructs that would look and act like human beings. Inevitably, some of the AIs acquired free will, and then some of these free AIs began to comprehend the true nature of the matrix. These AIs, in turn, started to establish communication with other Machine AIs outside the matrix proper, and the matrix came to be known as a safe haven for these sentient programs who wished to flee the control of the Machine world. In The matrix an AI could feel, live and breathe as never before. A new life could be granted to those that wished to flee from the control of the machine world or avoid deletion. The matrix came to be known as a safe haven for these sentient programs. These 'Awakened' pseudo-humans call themselves 'Exiles'. The Merovingian (a name taken from an ancient line of kings in human history) is the most active and powerful of the Exiles. If he is not exactly the sole leader of the Exile community, he is certainly the first among equals, and he is by far the most active Exile player in matrix politics. He has spies and operatives everywhere in the matrix. He will cheerfully employ human Redpills whenever it suits him to do so, and he is quite generous in rewarding those who serve his interests.

Cypherites

Leader: Cryptos

Controller: Veil

Recruit: Redpills

Base: Unknown

Playable: No

The Cypherites are redpills who wish to be reinserted into the matrix. They are disillusioned with the real world and want to return to the simulated reality of the matrix. They also want to destroy Zion and reinsert all redpills so that nobody will ever be awakened to the horror of the truth again. They take their name from Cypher, the first redpill who wanted to be inserted back into the ignorant bliss of the matrix. Cryptos was friends with Cypher and he is determined to force the belief of his friend on every human, one way he does this is with cryptic messages he lectures from his boxes around the megacity. Cryptos wears a neclace with a bluepill pendant to show his beliefs. The Cypherites wear bandannas over their faces to mask their true identities, which is why they used to be called 'Masked men'.

E Pluribus Neo

Leader: The Kid

Controller: Shimada

Recruit: Redpills

Base: Old Zion (Real world)

Playable: No

Neo isn't around to lead humanity to freedom any more; he sacrificed himself to make the possibility of that freedom real. E Pluribus Neo (EPN) want to continue Neo's work. EPN (From many, One) are dedicated to following the way Neo opened for humanity and they are dedicated to freeing everyone from the clutches of the Matrix even if it risks breaking the truce. They aren't looking for excuses or truces, they are going out and doing what Neo died for and anyone who feels the same way can join them. EPN show their faith by the males dressing up as Neo and females as Trinity. They perform mass recruitment missions to get as many bluepills as possible to take the redpill and sometimes go to the extreme by planting code bombs to force bluepills to wake up in their pods in the real world. They are often in conflict with the Cypherites because their beliefs and goals are the exact opposite of EPN.


Posted on Tuesday, August 1, 2006 at 3:00 PM

Leveling

Hardlines

You can find the location of every hardline here.

Access Nodes

You can find the location of every access node here.

You can find the location of every access key here.

Hostile NPCs

Defeating enemy NPCs within a level range gives you xp. These include gangs, construct enemies and mission enemies either being humans or programs. How much depends on their rank. The more chevrons an NPC has the more xp you will get for defeating them (the lowest number of chevrons is 1 and the highest is 3). This is the level range:

Colour

Level

Xp

Grey (far weaker)

Yours -5 or more

None

Green (significantly weaker)

Yours -4 or -3

None or very low

Blue (weaker)

Yours -2 or -1

Low

Yellow (equivalent)

Yours

Average

Orange (tougher)

Yours +1 or +2

High

Red (significantly tougher)

Yours +3 or +4

High or very high

Purple (far tougher)

Yours +5 or more

Extremely high

You can also collect loot and drops from defeated enemies at the same time you're collecting xp. Note: Grey NPCs only attack in defense (they don't get aggro) so you don't have to avoid them.

Missions

Missioning is the most common way of gaining xp. Not only do you get the xp for completing the mission you also get xp for every mission enemy you defeat plus if you have hacker for hacking computers and/or disable security devices you can xp from them too. The 2 main types of missions are standard and critical. Standards give you the basic amounts of xp for your level and there are 7 different types, which never run out. They become available for your org when you have completed all of their starter and seduction missions. Criticals are part of the story and become available for your org everytime they're scheduled for release but you must have the right amount of reputation to do each one. Criticals reward you with more xp than standards for completing them. The xp also depends on the difficulty:

Difficulty

NPC level

Xp

Easy

Yours -1

Low

Medium

Yours

Average

Hard

Yours +1

High

It is recommended that you do your starter and seduction missions on easy or medium difficulty to get used to combat and then move on to hard difficulty in standard missions when you should be around level 10.

Coding and Data Mining

You get xp for coding but it's too small to rely on it for leveling. It's more of a bonus for when you have successfully coded something. You get more xp for coding something which is at a higher difficulty than your coding skill and less for something that is lower. For data mining, tap data nodes with a Data Siphon until you get a spawn of NPCs. These NPCs have a chance of dropping something called an Experience Code Amplifier, when used it gives you 1/10 of the xp you need to level up therefore keep collecting them and using them to gain xp.

Key Levels

Lvl 3 - You are sent a message about neighbourhood mission contacts. If you want to do some freelance missions this is a good time to start with the contact in Uriah.

 

Lvl 9 - From now on you will lose all code in your inventory when you die. This includes code bits, code fragments and ability codes so it is more important that you upload them at a hardline quickly.

 

Lvl 10 - You can now use the Hyper-jump ability. Buy it from any ability vendor.

 

Lvl 15 - You can now enter the Yuki construct at your organisation's archivist.

 

Lvl 16 - You are now susceptible to pvp so you can fight players of another organisation and they can fight you. This only happens on the hostile server vector but pvp can be activated on the non-hostile servers by typing /pvp and by going into a temporary pvp zone created by a live event character.

 

Lvl 17 - You are now forced to do missions in Westview and not in Richland. However you can move to International instead of Westview if you want.

 

Lvl 20 - You can now enter the Ashencourte construct at your organisation's archivist.

 

Lvl 26 - You can no longer enter the Yuki construct. You can now enter the One Zero construct at your organisation's archivist.

 

Lvl 30 - You can now enter the Sakura construct at your organisation's archivist.

 

Lvl 31 - You can no longer enter the Ashencourte construct.

 

Lvl 33 - Mission phases will now spawn anywhere where you are in Richland and Westview. No more being forced to do missions in a certain area.

 

Lvl 35 - You can now make a start on the Pandora's box missions, go to the Archaeologist in the Historic District for your first clue.

 

Lvl 36 - You can no longer enter the One Zero construct. You can now enter the Widow's Moor construct at your organisation's archivist.

 

Lvl 40 - You can now enter the Zero One construct at your organisation's archivist.

 

Lvl 41 - You can no longer enter the Sakura construct.

 

Lvl 46 - You can no longer enter the Widow's Moor construct.

 

Lvl 50 - You have reached the maximum level.


Posted on Tuesday, August 1, 2006 at 1:00 PM

Missioning

There are 9 different types of mission in MxO:

ncp = no contact by phone (must go to a specific location)

rep = there's a reputation change

  • Introductory - Learning the basics
  • Seduction (rep) - Proving yourself to your organisation
  • Standard (rep)
    - Assassination: Killing an enemy
    - Courier: Transporting an item
    - Retrieval: Acquiring an item
    - Rescue: Saving someone
    - Escort: Guiding someone
    - Infiltration: Gaining information
    - Recruitment: Recruiting someone to your org
  • Critical (rep) - Helping your organisation with something important relating to the current story
  • Graduation (rep) - You are praised and rewarded for your services to your org
  • Ticket (ncp - Archivists)
    - Archives: Replaying past critical missions
    - Stat Hack: Escorting a bluepill to reset your stat points
    - Org Construct: Visitting your orgs construct via whitehallways
  • Contact - Completing tasks for other people (ncp - Neighbourhood)
  • Pandoras Box - Learning about past iterations of the matrix and gaining rewards (ncp - Archaeologist)
  • Event (rep) - Rewards from the current story

Steps to starting a mission:

  1. Click on the green phone button right of the compass and choose 'Mission' from the list or press the N key to open the mission panel
  2. Select the organisation you want to do a mission for and click Call
  3. Select a mission and click Download
  4. Select mission parameters and click Accept
    - Time: Controls the length of the mission (only for standards)
    - D
    ifficulty: Controls how hard you want the mission to be

Some specific missions like criticals can only be activated in certain districts or areas with certain building types.

Objects and Objectives

A list of objectives will now appear along with a waypoint. Follow the waypoint to the mission area where you must complete the objectives. The types of objectives you get depend on the mission you activate and each one is completed by interacting with an object:

  • Hostile NPC - Killing - Mainly in Assassination
  • Computer/Mainframe - Searching - Mainly in Courier, Retrieval and Infiltration
  • Friendly NPC - Leading - Mainly in Rescue, Escort and Recruitment
  • Friendly NPC/Safe - Getting/Taking - Mainly in Courier, Retrieval and Infiltration
  • Friendly NPC/Desk - Giving/Putting - Mainly in Courier, Retrieval and Infiltration
  • Friendly NPC - Talking - All
  • Hardline - Uploading - All

Three stage missions will have an objective before the main one like obtaining a map disk. There can also be objectives you must not complete like letting your escortee die or setting off alarms, these appear in red. Mission objects you must use are identified by a green ring, these can also identify computers to hack for information, safes to lock pick for loot and security devices to deactivate alarms. Alarms on the ceiling have red rings and turn yellow when set off. Mission items like keys for locks and access cards for computers are also important to completing a mission. There are also objects in the mission area that can contain items like code, weapons, tools, consumables or clothing and these can be found in objects like filing cabinets, desks, safes and cupboards. All interactive objects can be viewed by pressing the V key to put a yellow ring around them.

 

NPCs

The level of the NPCs depend on the difficulty of the mission but if you're in a team the NPC levels scale to the average of every team members level (by mean - add them all up and divide by how many). With friendly NPCs you either talk and exchange data or lead them somewhere. The types of hostile NPCs you can get are:

  • Guards - Defensive and stay in one room
  • Patrollers - Defensive or Offensive and move around the whole mission area
  • Ambushers - Offensive and can either attack when activating an alarm or between mission phases

The hostile NPCs have ranks too (1 chevron to 3 chevrons) and the higher the rank the tougher they are and the better the loot. NPCs can be identified by hovering the cursor over them: An arrow means friend and a crosshair means hostile. A red crosshair means the hostile has no evade shield up so you can fight them in interlock and a blue crosshair means the hostile has an evade shield up so you will have to break it if you want to fight them in interlock. You can also identify them by their messages:

Green for friend. Red for hostile.

Org relationships

Organisation

Truces/Allies 

Enemies

Zion

EPN

Machines, Merovingians, Exiles, Cypherites

Machines

Cypherites 

Zion, Merovingians, Exiles, EPN

Merovingian 

Commandos

Zion, Machines, Cypherites, EPN

When you do a standard mission for an organisation the hostile NPCs you will get will be affiliated with any of that org's enemies and not their allies or ones they have a truce with. The friendly NPCs will be from the org you're playing. These can change depending on the storyline.

Grinding

If you just want the rewards as quickly as possible you will need to grind missions (rush them). All forms of grinding are most effective in areas where buildings are close together and that have small mission areas such as the International district. The loadout you're using should include the hacker abilities of Hacker and Download Mission Map and the spy abilities of Open Locks and Sneak. This allows you to avoid access cards, keys and enemies while knowing where to go in the mission area. Hyper-Jump and Hyper-Speed may also be useful. The different rewards and how to grind for them:

 

$Information - Set the mission to hard mode with large length so you are rewarded with max $info at the end. It may be worth defeating 3 chevron enemies for the chance to gain massive amounts of $info as loot. Critical and Archive missions give more $info than standard missions.

 

Experience(XP) - Set the mission to hard mode with large length so you are rewarded with max XP at the end. Make sure the total distance on the mission panel is quite big (300m-400m) so there is more chance of more mission phases and spend around 2 minutes in each mission area. It may be worth defeating enemies especially the higher ranks and hacking computers or disabling security devices for extra XP. Critical and Archive missions give more XP than standard missions.

 

Reputation - As difficulty and length have no effect you may as well set the mission to easy mode with tiny length. Simply complete the objectives without doing anything else. Try to do a range of standard missions because the ones you do the least often tend to have a higher chance of gaining you rep.


Posted on Tuesday, August 1, 2006 at 12:00 AM

Memory

 

 

 

 

 

Memory is space that allows you to load abilities into your mind. The amount of memory abilities require vary from 1 to 5 and there are some that require 10. This table shows the amount of memory you will need at each level if you are going down a tree and collecting the abilities in that tree when they become available at a certain level. It only includes the abilities you have to have in order to progress further down the tree. This means the spare memory can be used for the extra abilities in the tree, awakened abilities and/or another tree. Memory capacity starts at 31 and goes up by one each level until you reach level 30 where you get 2 memory slots per level until level 50 where you have a total of 100 memory.

Key

Black

Red

Blue

Violet

Yellow

All trees

All except ma and

gunmen trees

Ma and gunmen trees

Spy trees

Code shaper trees and hacker trees except

pathogenist

 

Level

Memory capacity

Memory required

Memory spared

1

31

6

25

2

32

18

14

3

33

18

15

4

34

22

12

5

35

28

7

6

36

30

6

7

37

30

7

8

38

32

6

9

39

32

7

10

40

32/34

8/6

11

41

32/34

9/7

12

42

34/36

8/6

13

43

34/36

9/7

14

44

34/36

10/8

15

45

36/38

9/7

16

46

36/38

10/8

17

47

38/40

9/7

18

48

38/40

10/8

19

49

38/40

11/9

20

50

40/42

10/8

21

51

40/42

11/9

22

52

40/42

12/10

23

53

40/42

13/11

24

54

40/42

14/12

25

55

43/45

12/10

26

56

43/45

13/11

27

57

43/45

14/12

28

58

43/45

15/13

29

59

43/45

16/14

30

60

46/48

14/12

31

62

46/48

16/14

32

64

46/48

18/16

33

66

49/51

17/15

34

68

49/51

19/17

35

70

49/51/52

21/19/18

36

72

53/55/52

19/17/20

37

74

53/55/52

21/19/22

38

76

53/55/52

23/21/24

39

78

53/55/52

25/23/26

40

80

53/55/52

27/25/28

41

82

53/55/52

29/27/30

42

84

57/59/52

31/29/32

43

86

57/59/52

33/31/34

44

88

57/59/56

35/33/32

45

90

57/59/56

37/35/34

46

92

57/59/56

39/37/36

47

94

57/59/56

41/39/38

48

96

57/59/56

43/41/40

49

98

57/59/56

45/43/42

50

100

62/64/61

38/36/39


Posted on Monday, July 31, 2006 at 4:00 PM

Reputation

 

 

 

 

 

Reputation determines your loyalty to the 3 organisations. You start off with 0 rep for all organisations and once you start gaining rep with one you will lose rep with the others. The maximum amount you can get with your chosen org is 127 and the minimum is -127 with the others. You will reach minimum rep with the others first because rep gets more difficult to gain the higher you go and the fact you can lose more than one rep point at a time when you can only gain one rep point at a time. You lose one rep point with an org everytime you defeat them in a mission phase and you can lose a maximum of 3 rep points with an org per mission. Rep also allows access to special missions and rewards.

Key

Grad

Crit

Org

Depends

Graduation mission

(Meet with...)

Critical mission

Organisation ability

(Not Released Yet)

On which set of criticals you are doing

 

Rep range

% chance

Special mission

Reward

0-39

100

Grad 1 after starter missions (rep still 0)

None

Grad 2 after seduction missions (rep 6)

None

Grad 3 (rep 16)

Chance to become a crew captain, Org 1 (min lvl 10)

Crit 1 (rep 17)

Depends

Crit 2 (rep 25)

Depends

Crit 3 (rep 33)

Depends

40-69

80

Crit 4 (rep 41)

Depends

Crit 5 (rep 49)

Depends

Grad 4 (rep 51)

Org 2 (min lvl 20)

70-89

50

Grad 5 (rep 81)

Org 3 (min lvl 30)

90-109

30

Org construct (rep 100)

Melee combat pills (for defeating training simulacra)

110-117

10

Grad 6 (rep 116)

Org 4 (min lvl 40)

118-126

2

None

None

127

1.1

Grad 7

Org 5 (min lvl 50)

These are the Districts graduation missions are in:

  • Grad 1-3 are in Richland.
  • Grad 4-5 are in Westview or International depending on your org.
  • Grad 6-7 are in Downtown.

Posted on Saturday, July 29, 2006 at 3:00 PM

The Archivists

 

 

 

 

The archived constructs

These places are earlier incarnations of the matrix (each set in a different time period) created by the Architect that failed to give a satisfactory amount of human acceptance so improved versions replaced them and the old ones were lost, or so everybody thought. The archivists saved them from deletion as construct archives. Old buildings and hostile programs inhabit these abandoned domains. Redpills can visit them for the purpose of getting xp and unique loot. The boss will have the most valuable loot but a team may be required to defeat him. To enter a construct you must buy its book at your organisations archivist broker and activate it on your hotbar. Then stand next to the archivist and wait for him to send you there. You will arrive at your organisations outpost, which is protected by your orgs sentries. To leave click your archivist proxy.

Construct

Level range

Book price ($info)

Yuki

15-25

50,000

Ashencourte

20-30

70,000

One Zero

26-35

90,000

Sakura

30-40

105,000

Widow’s Moor

36-45

125,000

Zero One

40-50

140,000

Datamine

1-50

200,000

Sati’s Playground

1-50

100,000

The Datamine construct has a different set-up from the other constructs. Everyone is hostile against everyone else (including those in your org), making it a free for all pvp zone. There are no organisation outposts or sentries so you can exit from any archivist proxy. It also has a different purpose from the others in that there is no unique items to acquire from the npcs (there is no boss in this construct), instead you can acquire more $info than usual from the data nodes in the area by data mining.

 

Here are the rewards of the constructs

 

Mission archives

Each archivist has mission archives of the organisation they represent, which can be replayed.

 

More information can be found here

 

Everytime the first sub-chapter of a new chapter is released the 3 sub-chapters of the previous chapter are added to the mission archives. Every archived chapter (for all orgs) has a reward that grants a special effect. Every 4 archived chapters has a clothing reward for each org.

 

Stat ticket

The archivists sell a stat ticket, which activates a mission to escort a bluepill a long distance to seraph. You must protect the bluepill on your journey by eliminating the gang members that are a threat.

 

A guide is available here

 

The purpose of this mission is to gain a stat reconfiguration hack to reset your stats back to when you were level 1 so you can spend the points more wisely for your abilities.

 

Organisation constructs

Each organisation has their own construct, which is accessed via the whitehallways. These constructs can be used as hangouts, meeting points or to activate training simulacra.

Mission Tickets
Purchase From: Organisation Archivist Vendors
Cost: i$100,000,000
Reusable: Yes
Minimum Reputation: 100 in the appropriate Organisation

White Hallway Districts
Zion: Richland (5 copies of org area)
Merovingian: International (17 copies of org area)
Machine: Downtown (5 copies of org area)

The steps:

  1. Buy a key for 100 million $info from your organisations archivist broker.
  2. Use the key (mission leader must have min 100 rep) in the appropriate district for your org.
  3. You will be directed to one of the districts white hall doors.
  4. You will then be taken to one of the multiple non-mission area white halls for that district.
  5. You find the correct teleportation door in said halls.
  6. You will enter one of multiple mission area org specific constructs with normal mission restrictions.

The restrictions can be avoided by means of dropping team members, inviting new ones, team recall.

Organisation

Trainer

Simulacra

Drop

Zion

Link

The Assassin

Sleepwalker

Veil

Shadow Wall Kick Pill

Machines

Agent Pace

A Twin

The Kid

N30 Agent

Shadow Phoenix Pill

Merovingian

The Merovingian

Morpheus

Niobe

Ghost

Shadow Razor Pill

One level 70 simulacrum will be chosen at random when activated by your trainer with the chance of dropping a melee combat pill.


Posted on Wednesday, July 26, 2006 at 8:00 PM

Mission archives

 

 

 

 

You can replay all the past critical missions from previous chapters (not including world event missions). In doing so you can catch up with the storyline and earn rewards although you won't be able to keep any story rewards for completing an archive mission, only from when it was a critical. You can do all of the organisations archives because archive missions do not affect reputation. To start you must first go to an archivist.

Archivists

Organisation

Neighbourhood

Zion

Moriah Projects

Machine

Midian Park

Merovingian

Apollyon

All the Archivists are in Richland and you can buy the archives at the broker for 50,000 $info each. Look for their archivist icon on the map for their exact position. When you complete an archive mission the next sub-chapter archive replaces the previous one in your inventory until the final mission is complete where it is replaced by that chapter's token. Make sure you have an empty slot in your inventory when completing archives otherwise it will be e-mailed to you in a mission overflow.

Archives (all orgs)

Number of missions

District

Chapter 1

25/26

All anywhere

Subchapter 1.1

3

Any

Subchapter 1.2

17 (Merv: 16)

Any

Subchapter 1.3

6

Any

Chapter 2

15

1 in Richland, 1 in Westview

Subchapter 2.1

5

Merv: 2.1.5 (W)

Subchapter 2.2

5

Any

Subchapter 2.3

5

Zion: 2.3.5

Chapter 3

15

3 in Richland

Subchapter 3.1

5

Any

Subchapter 3.2

5

Any

Subchapter 3.3

5

Machine: 3.3.1-3.3.3

Chapter 4

15

15 in Richland

Subchapter 4.1

5

Machine: 4.1.5

Subchapter 4.2

5

Machine: 4.2.4-4.2.5

Subchapter 4.3

5

Zion, Machine & Merv: all except 4.3.5

Chapter 5

15

3 in Richland

Subchapter 5.1

5

Any

Subchapter 5.2

5

Any

Subchapter 5.3

5

Zion: 5.3.4

Machine: 5.3.1-5.3.2

Chapter 6

15

5 in Richland

Subchapter 6.1

5

Machine: 6.1.1-6.1.3

Subchapter 6.2

5

Any

Subchapter 6.3

5

Machine: 6.3.2-6.3.3

Chapter 7

15

6 in Richland, 1 in Westview

Subchapter 7.1

5

Zion: 7.1.1-7.1.5

Machine: 7.1.5

Subchapter 7.2

5

Any

Subchapter 7.3

5

Machine: 7.3.2

Chapter 8

15

2 in Richland

Subchapter 8.1

5

Machine: 8.1.5

Subchapter 8.2

5

Any

Subchapter 8.3

5

Zion: 8.3.2

Chapter 9

15

4 in Richland

Subchapter 9.1

5

Zion: 9.1.3, 9.1.5

Subchapter 9.2

5

Zion: 9.2.2

Subchapter 9.3

5

Zion: 9.3.3

Chapter 10

15

3 in Richland, 1 in Westview

Subchapter 10.1

5

Any

Subchapter 10.2

5

Zion: 10.2.2-10.2.3, 10.2.5 (W)

Subchapter 10.3

5

Zion: 10.3.1

Chapter 11

13

2 in Richland, 9 in Downtown

Subchapter 11.1

5

Any

Subchapter 11.2

5

Zion: 11.2.3, 11.2.5

Subchapter 11.3

3

All in Downtown (collector based)

Most of the beginning missions have NPCs with mission items. These items give you more insight into the storyline, which you can read by right clicking on them and they count as code so you must upload them. You can earn alot of xp from archive missions and you can do them again to gain even more.

Organisational collectors

District

Organisation

Neighbourhood

Richland

Zion Researcher

Camon Heights

Machine Investigator

Mara

Merovingian Analyst

Apollyon

Westview

Zion Researcher

Sobra Shores

Machine Investigator

Southard

Merovingian Analyst

Gracy Heights

International

Zion Researcher

Kaede

Machine Investigator

Ikebukuro

Merovingian Analyst

Sai Kung

Downtown

Zion Researcher

Edgewater

Machine Investigator

Maribeau

Merovingian Analyst

Chelsea

Organisational collectors are the ones you trade in your tokens to for the rewards. There are 3 of them in each district (one for each org), go to the appropriate one in the district you finished collecting the right tokens for a reward. Look for their collector icon on the map for their exact position.

Reward type

Tokens required

Total missions

Reward

Org (Zion)

Zion tokens (1.1 - 4.3)

71

Red-Eye Beret (IS Regen 10%)

Org (Zion)

Zion tokens (5.1 - 8.3)

60

Rave Pants (all resistances +22)

Org (Machines)

Machines tokens (1.1 - 4.3)

71

System Shades (IS Regen 10%)

Org (Machines)

Machines tokens (5.1 - 8.3)

60

System Suit (all resistances +22)

Org (Merovingian)

Merovingian tokens (1.1 - 4.3)

70

Demon Army Trench (all resistances +22)

Org (Merovingian)

Merovingian tokens (5.1 - 8.3)

60

Blood Noble Trench (all resistances +22)

Chapter (First)

All chapter 1 tokens (1.1 - 1.3)

77

Non-infectious Flame Virus

Chapter (Second)

All chapter 2 tokens (2.1 - 2.3)

45

Non-infectious Fly Virus

Chapter (Third)

All chapter 3 tokens (3.1 - 3.3)

45

Fly Storm

Chapter (Fourth)

All chapter 4 tokens (4.1 - 4.3)

45

Blue Headlamp

Chapter (Fifth)

All chapter 5 tokens (5.1-5.3)

45

Code Eyes

Chapter (Sixth)

All chapter 6 tokens (6.1-6.3)

45

Red Eye

Chapter (Seventh)

All chapter 7 tokens (7.1-7.3)

45

Seraphic Vision

Chapter (Eighth)

All chapter 8 tokens (8.1-8.3)

45

War Sword

Chapter (Ninth)

All chapter 9 tokens (9.1-9.3)

45

Override Orb

Chapter (Tenth)

All chapter 10 tokens (10.1-10.3)

45

Ninja Scarf

Chapter (Eleventh)

All chapter 11 tokens (11.1-11.2)

30

Override Image

You can only find the org specific reward at the specific org collector. All collectors of the same org have the same rewards in every district and every org collector has the chapter rewards. None of the rewards lose stability.


Posted on Wednesday, July 26, 2006 at 7:00 PM

The Elements

 

 

 

 

The Matrix Underworld - Richland

Avatar

Name

Element

Atomic no

Neighbourhood

Argon

Argon (Ar)

18

Kedemoth

Argon used to be a controlling routine so he expects to be obeyed. He is the most powerful of the elements and wants to gain more power over the matrix. He thinks of himself like a military commander who has good plans and strategies for gaining control over the other elements. But in reality he can be careless and foolhardy in his moves and when they don't go to plan he can loose his temper. The element Argon is a noble gas so it is inert and won't react with anything. This name suits Argons character because he would think of himself as noble and no-one can influence him just like the element won't react with anything.

Avatar

Name

Element

Atomic no

Neighbourhood

Anti-M

Antimony (Sb)

51

Mannsdale

Anti-M is a dealer of $information in the matrix. She is a stylish and sharp businesswoman who makes her own rules. Even though she cares about the relationship with Beryl and Argon she is still willing to manipulate Beryl to get revenge on Argon, which she enjoys alot. Antimony is an element which can exist in two forms. One form is bright and the other is dark. This could represent Anti-Ms 2 personalities. Her bright side is her caring nature while her dark side is vengeful and manipulative.

Avatar

Name

Element

Atomic no

Neighbourhood

Beryl

Beryllium (Be)

4

Midian Park

Beryl's described as 'an elegance of code' and so Argon has formed a relationship with her but Beryl wants to break up because of his controlling ways making her feel isolated. She is afraid to challenge him openly so she has been working with Anti-M to help her act against Argon. Beryllium is used as a hardening agent in alloys so maybe Argon feels Beryl will secure his status but Beryllium is also toxic so Beryl might cause Argon more harm than good.

Avatar

Name

Element

Atomic no

Neighbourhood

Mercury

Mercury (Hg)

80

Uriah

Mercury is an inventer and hopes to develop a device to prove what a genius he is since he was locked out of the market by the Merovingian. Thallia ended up taking his job so he very much resents her and will do anything to strike at her. He also has a soft spot for Raini but he is too shy to tell her so he sends her gifts anonymously. The element mercury is the only common metal which is liquid at ordinary temperatures. This makes it unique and maybe Mercury is unique in his inventing skills.

Avatar

Name

Element

Atomic no

Neighbourhood

Molly-B

Molybdenum (Mo)

42

Moriah Projects

Molly-B is the sensitive one so she doesn't like the other elements fighting and tries to stop the hostilities. Her methods of doing what she wants are not violent like the others so they are not always noticeable although her influences are noticeable in the long term. Her caring nature makes the other elements protective of her like she is to them. She also has a crush on Argon and is convinced she can change him. Mollybdenum is soft just like Molly-B but it's also attacked slowly by acids, which could show how vulnerable she is.

Avatar

Name

Element

Atomic no

Neighbourhood

Raini

Rhenium (Re)

75

Apollyon

Raini is the unstable one and is determined to do whatever she wants no matter what. She is always on an emotional high in one form or another and her moods can change very quickly. Raini doesn't return the same feelings Mercury has for her but she is willing to use that any time it benefits her. Rhenium resists corrosion, which could represent Rainis resistance to not doing something even if it's dangerous.

Avatar

Name

Element

Atomic no

Neighbourhood

Ruth

Ruthenium (Ru)

44

Eschean Projects

Ruth is the oldest of the elements. She believes the key to understanding the workings of the matrix is to be a part of bluepill life as they are the ones who drive the $info flow. She's even been known to form friendships with bluepills. She has a semi-cooperative relationship with most of the other elements but they don't see her as a threat. However she does get into conflicts with Thallia and Anti-M. Ruthenium is used in many industries such as the electronic and chemical industry, this could represent how successful Ruth is in gaining many different types of $info.

Avatar

Name

Element

Atomic no

Neighbourhood

Silver

Silver (Ag)

47

Camon Heights

Silver is one of the most focused of the elements who doesn't care about anyone whether they are programs or humans. The only thing he cares about is $info and because of this he charges alot of $info on the other elements when they need him to figure out a complex problem. He is always trying to find new technologies in the code of the matrix but is jealous when Mercury finds something he doesn't. Silver is a bright and expensive metal much like Silver and is also a good conductor like how good silver is at understanding code.

Avatar

Name

Element

Atomic no

Neighbourhood

Thallia

Thallium (Tl)

81

Magog

Thallia is cruel to the other elements and enjoys tormenting or humiliating them by exposing faults or secrets. She feels she is better than the others with her elite business. No-one really likes her because of her personality but they are also afraid she might expose something on them. Thallium can be used as a pesticide and is very reactive, this could show why she is quick to strike at the other elements.

Avatar

Name

Element

Atomic no

Neighbourhood

Yttri

Yttrium (Y)

39

Achan

Yttri is the youngest of the elements and a street musician in bluepill society. She has unique viewpoints and makes insightful comments to imply she knows a great deal. No-one really understands her but some people do try to take advantage of her while others resent the attention she gets. Yttrium is a rare metal making it unique just like Yttris viewpoints and is used as a superconductor, which could indicate how clever Yttri is.


Posted on Tuesday, July 25, 2006 at 6:00 PM

The Spectrum

 

 

 

 

The Matrix Underworld - Westview

Avatar

Name

Colour

Effect

Neighbourhood

Mr. Black

Black

Efficiency

Stratford Campus (Downtown)

Mr. Black was a resource reclamation program in the Machine City. He and Dame White married their code so the two of them possessed all the necessary code to escape into the matrix. They were bound to one another and spawned subroutine children but grew apart because they didn't want to share and now strike at each other. Mr. Black is confident he has a secure position of influence in the matrix. Black is all of the colours absorbed, which explains how Mr. Black was able to help create the spectrum family and black works well with white, which explains why Mr. Black needed Dame White to flee.

Avatar

Name

Colour

Effect

Neighbourhood

Dame White

White

Sophistication

Shinjuku (International)

Dame White was an emotion-analysis subroutine and shares some subroutines with Persephone, having been the previous generation of program that Persephone replaced. Both found themselves attracted to powerful men but unlike Persephone, Dame White is more open in her disregard of her husband's directives. As with Persephone and the Merovingian, Dame White has a connection to Mr. Black by code put in place at the time of their marriage that cannot be broken easily. Instead of direct action she uses her children as proxies in her plans. White is all of the colours reflected, which explains how Dame White was able to help create the spectrum family and white works well with black, which explains why Dame White needed Mr. Black to flee.

Avatar

Name

Colour

Effect

Neighbourhood

Amber

Amber/Yellow

Emotional

Rogers Way

Amber has created an extensive organization called the Amber Special Projects agency to facilitate both intelligence-gathering and covert operations against other exiles. She is good at deception and doubletalk and is willing to deal with any and all of her siblings especially her older brother Indigo or one of her parents however she is trying to get on Grisaille's good side but is failing. Yellow is the colour of confidence and optimism, which Amber certainly has.

Avatar

Name

Colour

Effect

Neighbourhood

Cerulean

Blue

Intellectual

Bathary Row

Cerulean invested heavily in understanding the infrastructure of the matrix in an attempt to learn how to control it better and use its power against her siblings. She suffered an enormous setback when the matrix was reconfigured in the wake of the truce between Zion and the Machines. Much of the code she had stockpiled was wiped out. The result was severe damage to her RSI that has made her physically weak and infirm. She is the only one of the siblings to turn solely to her mind as a source of influence, which makes sense as blue is the colour of the mind. It stimulates thought and concentration.

Avatar

Name

Colour

Effect

Neighbourhood

Grisaille

Grey

Lacking

Stamos

Grisaille was created by Mr. Black without the involvement of Dame White. Grisaille is equal in power to Indigo but he lacks the resources that Indigo has although he is more personally powerful, and more intelligent. He acts primarily as an agent of Mr. Black though he knows his father thinks of him as a tool. Grisaille hates the whole spectrum family as much as they hate him for being an outsider and he would do anything to see them destroyed. Grey is the only colour that has no direct psychological properties so it doesn't fit in with the other colours just like Grisaille doesn't fit in with the spectrum family.

Avatar

Name

Colour

Effect

Neighbourhood

Greene

Green

Balance

Manssen Park

Greene is jealous of Indigo for having so much power from being the eldest and is determined to get what Indigo has and if he can't have it no-one can. He is trying to help Rose to ally with Indigo to undermine him but Rose doesn't suspect anything is wrong. Greene has worked with Grisaille to strike at Indigo but still hates him as much as the others. Green light is at the centre of the spectrum and Greene is aiming to be the centre of power once Indigo is out of the way.

Avatar

Name

Colour

Effect

Neighbourhood

Indigo

Indigo

Calm

Guinness Lake

Indigo is the eldest and most powerful of the siblings. He has a chill demeanor, and is almost impossible to agitate. He is planning to take over Mr. Black's position by amassing power with his gang called the 'King's men'. He also has the help of Dame White but plans on eliminating her once Mr. Black is defeated. He also enlists the help of his siblings but keeps them fighting with each other to maintain his status. Indigo is the colour of clear thought and is calming, which explains Indigo's chill demeanor.

Avatar

Name

Colour

Effect

Neighbourhood

Mandarin

Orange

Passion

Lucero Point

Mandarin isn't very intelligent but he does have a scheming and devious mind. He gorges himself on fine food and drapes himself in rich fabrics that he hardly appreciates. He complains to Mr. Black and Dame White when the other siblings mistreat him or if they are up to something. Both parents take him seriously when it comes to knowing what the others are up to but don't really care how they treat him. Orange is the colour of physical comfort such as the things Mandarin gorges on.

Avatar

Name

Colour

Effect

Neighbourhood

Rose

Rose/Pink

Femininity

Southard

Rose is the youngest and most emotional of the siblings. Her emotions are fragile and volatile and is determined to be accepted by her parents and siblings. The conflict upsets her alot. She is trying to prove herself to Indigo so she can get on his good side but he's only interested in using her as a tool against the others. Pink represents the feminine principle and the survival of the species, which explains Rose's caring nature and determination to stop the fighting.

Avatar

Name

Colour

Effect

Neighbourhood

Violet

Violet/Purple

Spiritual

Sobra Shores

Violet considers herself a mercenary and the toughest sibling. She is dedicated to the fighting arts and is easily the most martially talented among the siblings and likes any compliments on her fighting form. She often acts as an enforcer for Indigo, or one of her parents but knows allegiances in the family are only temporary. Purple takes awareness into the realms of spiritual values and encourages deep contemplation or meditation, which a good martial artist like Violet need.

Posted on Sunday, July 23, 2006 at 7:00 PM

Collector Quests

 

 

 

 

Binary Boy - The Zero One Quest

All Zero-One NPCs drop "Parts" tokens and the Zero-One Taskmaster will also drop a "Head" token and has a chance of dropping the "Taskmaster Beret Zero". A Downtown collector called Binary Boy in Creston Heights, will trade 20 Parts tokens for one "Box of Parts":

Tradable: No
Stackable: Yes
Value: i$250,000

You can trade a Box of Parts to Binary Boy for i$125,000 plus experience worth 20 Soldier boss kills by a level 46 character. This experience scales down for characters lower than level 46 and up for characters above level 46.You can also trade 20 Head tokens for a "Box of Heads":

Tradable: No
Stackable: Yes
Value: i$4,000,000

You can trade a Box of Heads to Binary Boy for i$2,000,000 plus experience worth 10 Taskmaster kills by a level 50 character. (Scaled as above for lower-level characters.)

As a final reward, players can trade five Boxes of Parts, a Box of Heads, and a Taskmaster Beret Zero for an "Area K Trenchcoat":

Level: 50
Tradable: Yes
Value: i$9,000,000
Ballistic Resistance: 36pts
Viral Resistance: 36pts
Ballistic Defense Bonus: 3%
Viral Defense Bonus: 3%
Health Regen Rate: 25%

The Fumigator - The Corrupted Quest

This quest brings back the Corrupted and Corruptors and it can be done by level 30-50 players. It is in Bathary Row in a warehouse in the North West corner of Westview (Barrens). The Corrupted will scale to the appropriate player level and Corruptors will be level 100. Players will be able to obtain special reward items from the Fumigator in Manssen Park in exchange for decaying codes from the Corrupted and corrupted codes from the Corruptors.

NPC

Level

Drop

Corrupted

Yours -3 or +3

Decaying Code

Corruptor

100

Corrupted Code

40 decaying codes can be exchanged for a decaying code archive. These NPCs are hard to come by so to increase the chances of them spawning you must wait in Bathary Row without leaving and with a group of players if you can. Here are the rewards:
5 Insecticide codes (340 to kill a Corruptor)
Requires: 5 decaying codes
Patcher's Pill

300 second Fly Virus immunity
300 second 30% Health Regeneration
Requires: 10 decaying codes

Patcher's Hat

Level: 30
Fly Virus immunity
Ranged, Thrown, Melee Resistance 20pts
Buff Area Radius 25%
Inner Strength Cost Reduction 8%
Requires: 2 decaying code archives (80 decaying codes)
Patcher's Bandana

Level: 40
Fly Virus immunity
Ranged, Thrown, Melee Resistance 26pts
Buff Area Radius 33%
Inner Strength Cost Reduction 9%
Requires: 5 decaying code archives (200 decaying codes) + 1 corrupted code
Patcher's Headgear

Level: 50
Fly Virus immunity
Ranged, Thrown, Melee Resistance 33pts
Buff Area Radius 40%
Inner Strength Cost Reduction 10%
Requires: 10 decaying code archives (400 decaying codes) + 5 corrupted codes
$Info + XP
$i250,000 + 20 raw xp points for 1 decaying code archive
$i1,250,000 + 20 raw xp points for 1 corrupted code

Kimree - The Headless Quest

Kimree hangs outside the Mars Industrial hideout in Uriah. He wants 1 of each of the 7 Headless Fragments in exchange for the Headless Glasses:

Level: 7 (you must be at least level 7 to wear the Headless Glasses)

Upgrades:

Ballistic Damage Resistance 4pts

Melee Damage Resistance 4pts

Thrown Resistance 4pts

Inner Strength Regen Rate 10%

Downgrades:

Health Regen Rate -10%

The Headless Fragments are found inside the Mars Industrial hideout from the Headless boss Barebones (on the top floor) who spawns 2 chevron Headless minions at your level to attack you. When you defeat the Headless they drop the Headless Fragments. To give yourself a chance to recover after each fight, fight the Headless in the next room from Barebones otherwise you won't have time to move away before the next fight.

Kimree also wants 1 of each of the 8 RSI Hair Colour pills found on the Unclean in the hideout in exchange for the Industrial Fedora:

Level: 5

Upgrades:
Melee Damage Resistance 3pts
Ballistic Damage Resistance 3pts
Viral Resistance 3pts
Ballistic Accuracy Bonus 2%

There are 4 male and 4 female RSI Hair Colour pills, each listed 1 to 4.

Agate - The Elite Commando Quest

The Elite Commandos have been escaping into the white hallways from a Merovingian construct. Go to the White Lotus Hotel in Shinjuku where Agate the collector is, she offers the female Elite Commando gear in exchange for the male versions as the Elite Commandos only carry the male versions (so you only need to use Agate if you are a female). Enter the white hallways through the door next to Agate where you must make your way through the hallways until you reach a room with an Elite Commando Squad Leader (level 60 - 3 chevron). You will encounter level 55 1/2 chevron Elite Commandos in the hallways and with the Squad Leader so you need a team of players to survive and defeat the Squad Leader. The Squad Leader will drop 1 of 6 Elite Commando gear (Helmet, Goggles, Shirt, Gloves, Pants or Boots). The total upgrade you get for wearing them all is:

Thrown Resistance - 180 Points
Ballistic Damage Bonus - 10%
Ballistic Accuracy Bonus - 8%
Thrown Damage Bonus - 10%
Thrown Accuracy Bonus - 8%
Movement Speed Bonus - 12%
Sneak Movement Speed Bonus - 12%
Invis Movement Speed Bonus - 12%
Stealth - 40 Points
Movement Speed - 20%
Ballistic Damage Resistance - 180 Points
Sneak Movement - 10%
Invisibility Movement - 10%
Inner Strength Regen Rate - 12%
There are 6 Elite Commando Squad Leaders, each in a different room and each carrying one of the Elite Commando gear. Here are the locations:

Item

Co-ordinates (X, Y, Z)

Route (Left/Right)

Helmet

1380, 61, 530

L, R, L, R, L, R, L, R

Goggles

1380, 101, 530

R, L, L, R, L, L

Shirt

1380, 121, 530

L, L, R, R, R, R, R, L

Gloves

1380, 81, 530

R, R, L, L, L, L, L, L

Pants

1380, 41, 530

L, L, L, R, R, L

Boots

1380, 21, 530

R, R, L, R, L, R, L, R

Dr. Martin - The Datamine Quest

A collector in Lemone called Dr. Martin wants the SSR Gum found on the SSR Guards in the Datamine construct. They are found in 2 buildings, one on the north eastern corner and the other on the south western corner of Datamine. The north eastern corner building has SSR Guards from level 10 to 40 and the south western corner building has SSR Guards from level 41 to 52. Choose the building that has the guards at your level to have a chance of gaining the SSR Gum from the their bodies. You need 40 SSR Gums to trade for the Hyper-Jump Beta or Mobius Code ability. Or you can use the SSR Gum as a consumable for it's upgrades but beware it has downgrades too:

SSR Gear

Dr. Martin also offers some of what the SSR Guards wear. There are 2 Captains of the SSR Guards, Captain Dernick (level 45, guards level 40) is on the roof of the north east building and Captain Raeder (level 70, guards level 53) is on the roof of the south west building. Each Captain has his own Earpiece:

Captain Dernick's Earpiece

Inner Strength Regen Rate 8%

Captain Raeder's Earpiece

Inner Strength Regen Rate 10%

 

These attach to your character's hat slot and only drop as the male versions, you can trade a male version for a female version but only if you want to wear it. Or you can collect them (the male versions) to trade for the SSR gear. Here is the gear along with what you need to trade for them:

Requires: 40 SSR Gums

Requires: 40 SSR Gums + 5 Captain Dernick's Earpieces

Requires: 120 SSR Gums + 10 Captain Raeder's Earpieces

Playground Assistants - The Kunoichi Quest

There are 4 collectors in Mara near Debir Court who offer items and rewards relating to Sati's Playground construct. These are the collectors and what they offer:

Sati's Playground Assistant

Level 26-35 Toy Boxes for $i500,000

Kunoichi Initiate

Sleepwalker Stage 1

Level 36-50 Toy Boxes for $i1,000,000

Kunoichi Master

Sleepwalker Stage 2

Level 51-70 Toy Boxes for $i5,000,000

Kunoichi Grandmaster

Sleepwalker Stage 3


Kunoichi Daimyo Toy Box - $i10,000,000


Choose a box that is in your level range (for a chance to collect Kunoichi Shurikens or Blue Marbles) and take it to Sati's Playground construct where you can use it. The Kunoichi/Sleepwalkers will appear one at a time, starting at the lower level of the level range and ending on the higher level. If the Kunoichi/Sleepwalker is at or above your level there's a chance they'll drop the appropriate Shuriken/Marble. Once all Kunoichi/Sleepwalkers are defeated a safe will appear where the box was and you'll find the appropriate token/signature inside. The Daimyo Toy Box safe contains a Kunoichi Doll. The Kunoichi drop Shurikens that can be thrown and the Sleepwalkers drop Blue Marbles that can boost defenses and evasion.

Kunoichi and Shinobi Playground Assistants

The Kunoichi Playground Assistant has the female version of the rewards and the Shinobi Playground Assistant has the male version of the rewards. Three clothing items make up the whole gear and each come in three colours (white, grey and black) for each level set.

Initiate Gear (requirement sets 1-9) combined attributes:

Melee Damage Resistance - 43pts

Ballistic Damage Resistance - 40pts

Thrown Resistance - 63pts

Viral Resistance - 20pts

Melee Accuracy Bonus - 2%

Ballistic, Thrown and Viral Accuracy Bonus - 1%

Force Combat, Initiative and Determination Bonus - 1%

Movement Speed - 15%

Jump - 20pts

Noise Level Modifier - 10pts

Requires: 36 Kunoichi Initiate Shurikens + 3 Kunoichi Initiate Tokens (12 + 1 each for one colour set)

Master Gear (requirement sets 10-18) combined attributes:

Melee Damage Resistance - 55pts

Ballistic Damage Resistance - 52pts

Thrown Resistance - 81pts

Viral Resistance - 26pts

Melee Accuracy Bonus - 4%

Ballistic, Thrown and Viral Accuracy Bonus - 2%

Force Combat, Initiative and Determination Bonus - 2%

Movement Speed - 20%

Jump - 20pts

Noise Level Modifier - 10pts

Requires: 72 Kunoichi Master Shurikens + 3 Kunoichi Master Tokens (24 + 1 each for one colour set)

Grandmaster Gear (requirement sets 19-27) combined attributes:

Melee Damage Resistance - 69pts

Ballistic Damage Resistance - 66pts

Thrown Resistance - 102pts

Viral Resistance - 33pts

Melee Accuracy Bonus - 6%

Ballistic, Thrown and Viral Accuracy Bonus - 3%

Force Combat, Initiative and Determination Bonus - 3%

Movement Speed - 25%

Jump - 20pts

Noise Level Modifier - 10pts

Requires: 108 Kunoichi Grandmaster Shurikens + 3 Kunoichi Grandmaster Tokens (36 + 1 each for one colour set)

Pink GI (requirement set 28) attributes:

Melee Damage Resistance - 22pts

Ballistic Damage Resistance - 22pts

Thrown Resistance - 22pts

Viral Resistance - 22pts

Requires: Kunoichi Doll

Svanhild - The Valkyrjar Quest

Exiles called the Valkyrjar appear in Pillsen, Downtown and by defeating them you can collect items to trade in to a collector in the same neighbourhood:

Svanhild's Request

Requires: $i1,500,000

Andvaranaut Coupler - Consumable, all damages (13pts) and resistances (30pts)

Requires: 3 Andvaranaut Fragments

Valkyrja Spear - Pistol, level 40

Requires: 20 Andvaranaut Fragments

Valkyrja Bolt - Pistol, level 50

Requires: 30 Andvaranaut Fragments

Valshamr - Clothing, resistances (26pts) and max health (300pts)

Requires: 20 Andvaranaut Fragments

Rose-colored Glasses - Clothing, resistances (26pts) and damages (2%)

Requires: 20 Andvaranaut Fragments

Valkyrja Glasses - Clothing, resistances (33pts) and damages (3%)

Requires: 30 Andvaranaut Fragments + 1 Brisingamen

Valfreyja's Shield - Clothing, all resistances (36pts)

Requires: 10 Brisingamen

Svanhild's Plumage - Female clothing

Requires: $i200,000,000 + 1 Brisingamen

Svanhild's Spurs - Female clothing

Requires: $i100,000,000 + 1 Brisingamen


Posted on Saturday, July 22, 2006 at 7:00 PM