T H E ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ __ ___ ¯¯|\ /|¯¯¯¯¯¯/\\ |¯¯¯| | |¯¯\ ¯||¯¯¯\\¯ /¯ | \ / | / \\ || |__/ || \\/ | \/ | /¯¯¯¯\ ||¯¯¯¯¯| \\ || /\\ | | / \ ||__ |_ \\__||_ / \\ ¯¯¯ ¯¯ ¯¯¯ ¯¯¯¯¯¯ ¯¯ ¯¯¯ ____________________________________________ O N L I N E -¤- THE MATRIX ONLINE -¤- FOR PC: WINDOWS ——————————————————————————————————————————————————————————————————————————————— ——————————————————————————————————————————————————————————————————————————————— FAQ Copyright © 2005 VERSION: 1.2 AUTHOR: Bedman aka Stack LAST UPDATED: 11-06-05 E-MAIL ADDRESS: CaptStack[at]gmail[dot]com *see note on e-mail first* AOL INSTANT MESSENGER: CaptainStack *see note on IMs first* IN-GAME HANDLE: Stackk (or Syntax.Stackk from Recursion or Vector) FOR THE LOVE OF GOD AND ALL THINGS THAT ARE GOOD AND TRUE AND NOBLE, DO NOT SEND ME ANY SUPER PROMOTED ADVERTISING MAIL, COMMONLY KNOWN AS SPAM!!! NOTE: Some information in this version has been taken from the Beta version of The Matrix Online, though most of it has been confirmed since the game went live. ALSO NOTE: This FAQ uses some special characters that may appear distorted if your browser or text editor isn't set properly. Please set your character encoding to Western (ISO-8895-1) to see all of the symbols properly. Other FAQs by Bedman: The Legend of Zelda: Majora's Mask (N64) The Legend of Zelda: Ocarina of Time (N64) Star Trek: 25th Anniversary (NES) Other FAQs in progress by Bedman: River City Ransom (NES) (90%) FAQs being considered by Bedman (in order of likeliness): Enter the Matrix (GCN) (90%) Other Zelda Games (Various) (25%) Jet Force Gemini (5%) Websites by Bedman: www.mxoarchive.com - Maps, lists, and other useful data for MxO ***other sites ommitted due to them all being ridiculously outdated*** Special note - The MxO Archive contains a large amount of useful resources that I have compiled from my experience as a Matrix Online Beta Tester. Much of the information there has been included in this guide, but there is also a lot that I cannot put into a text-only document. Maps of the four districts can be found there, as well as a comprehensive personnel database. I highly recommend that you check it out. As already listed above, the URL is www.mxoarchive.com Also note that I update The MxO Archive much more frequently than this FAQ. If something is incorrect or missing in this FAQ, check the site to see if I've made any changes. You can also find the most up-to-date version of this FAQ at this URL: http://www.mxoarchive.com/mxofaq.txt _________________ |TABLE OF CONTENTS| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ NOTE: This FAQ is incomplete. Not all of these sections will contain infor- mation. Please be patient. -*- CONTENTS AT A GLANCE -*- I. TABLE OF CONTENTS II. INTRO III. BASICS IV. CHARACTERS V. TIMELINE VI. FAQS VII. WORLD OVERVIEW VIII. ABILITY GUIDE *no data* IX. IN-DEPTH LOCATION GUIDE *incomplete* X. LISTS XI MOBS *incomplete* XII. ITEMS *no data* XIII. GLITCHES, TIPS, CHEATS, TWEAKS, ETC. *no data* XIV. OTHER STUFF XV. VERSION HISTORY XVI. COPYRIGHT XVII. THANK YOUS -*- EXPANDED CONTENTS -*- I. TABLE OF CONTENTS A. CONTENTS AT A GLANCE B. EXPANDED CONTENTS II. INTRO III. BASICS A. SYSTEM REQUIREMENTS B. GETTING STARTED C. CONTROLS D. ORGANIZATIONS AND STRUCTURES E. MISSIONS F. COMBAT G. EXILE MOBS H. OTHER ACTIVITIES I. ITEMS AND CLOTHING J. STAYING SAFE K. ETIQUETTE IV. CHARACTERS A. ZIONITES 1. NEO 2. MORPHEUS 3. TRINITY 4. LINK 5. NIOBE 6. GHOST 7. LOCK 8. TYNDALL 9. ANOME B. MACHINE PROGRAMS 1. AGENT SMITH 3. THE ARCHITECT 3. THE ORACLE 4. SATI 5. SERAPH 6. AGENT GRAY C. EXILES 1. THE MEROVINGIAN 2. PERSEPHONE 3. THE TWINS 4. FLOOD 5. MALPHAS 6. OOKAMI 7. INVALESCO V. TIMELINE A. THE SECOND RENAISSANCE B. THE EARLY MATRICES C. THE SIXTH MATRIX D. THE LOST SIX MONTHS E. THE FINAL 72 HOURS F. THE NEXT RENAISSANCE G. THE RACE TO FIND THE ONE H. NIGHTFALL I. THE HUNT FOR MORPHEUS J. CHOICE AND CONSEQUENCE K. DOUBLE CROSS L. DEATH OF THE DESTROYER VI. FREQUENTLY ASKED QUESTIONS A. TECHNICAL QUESTIONS B. COST C. SERVERS D. CHARACTERS E. THE WORLD OF THE MATRIX F. COMBAT G. LEVELS AND ABILITIES H. CREWS & FACTIONS I. STUPID QUESTIONS VII. WORLD OVERVIEW *incomplete* A. RICHLAND: "THE SLUMS" B. WESTVIEW: "THE BARRENS" C. INTERNATIONAL D. DOWNTOWN E. CONSTRUCTS *no data* VIII. ABILITY GUIDE *no data* A. AWAKENED *no data* B. OPERATIVE *no data* C. HACKER *no data* D. CODER *no data* IX. IN-DEPTH LOCATION GUIDE *incomplete* A. HARDLINES B. ACCESS NODES C. SUBWAYS *no data* D. VENDORS *no data* E. CONTACTS F. MOBS *incomplete* G. COLLECTORS *no data* H. CLUBS *no data* I. FAMOUS LOCATIONS X. LISTS A. EMOTES B. MOODS C. SLASH COMMANDS XI. MOBS *incomplete* A. RICHLAND *incomplete* 1. THE FIVE POINTS 2. THE DEATH MERCHANTS 3. THE DEMON ARMY 4. THE BRICKS 5. THE SLASHERS 6. THE BELLS 7. THE CROSSBONES 8. THE BLACKWOODS 9. THE BULLETS 10. THE CHOPPERS 11. THE FURIES B. WESTVIEW *incomplete* 1. THE CRUSHERS 2. THE GUILLOTINES 3. THE LEGION 4. THE KING'S MEN 5. A.S.P. 6. THE SPARKS C. INTERNATIONAL *no data* D. DOWNTOWN *no data* XI. ITEMS *no data* A. APPAREL *no data* B. CONSUMABLES *no data* C. TOOLS *no data* XII. GLITCHES, TIPS, CHEATS, TWEAKS, ETC. *no data* XIII. OTHER STUFF A. E-MAIL 1. Please read this before e-mailing me B. INSTANT MESSAGES 1. Please read this before sending me an Instant Message XIV. VERSION HISTORY 1. 1.0 2. 1.1 3. 1.2 XV. COPYRIGHT XVI. THANK YOUS _____ |INTRO| ¯¯¯¯¯ Some people claim that the Wachowski brothers are gods. While I don't go so far as to attempt to deify a pair of humans, I do disagree with those that crit- icize them for ruining the sequels and capitalizing on the popularity of the series by forcing people to purchase the video games and animés in addition to seeing the films. Whether or not the sequels were ruined is certainly up for debate, and I think you'll find that there are plenty of people that thoroughly enjoyed all three films and find the idea of expanding the concept of the Matrix into other forms of media to be quite innovative in a good way. This game, while not completely true to the films, gives you much more of an im- mersive experience, instead of the linear, film-esque feeling you get from playing through Enter the Matrix. That game forces you to be an actor. This game frees you to explore an environment which the word "massive" just fails to adequately describe, and gives you an incredible freedom to go anywhere and do anything. It is not, however, without its limitations and challenges, and that's why I wrote this guide. This is not a walkthrough. It does not tell you what to do. It tells you what you can do, and how you can do it. What you do, though, is up to you. As Morpheus always says, "I can only show you the door. You're the one who has to walk through it." It's a big world out there. Have fun, make friends, and stay safe. ______ |BASICS| ¯¯¯¯¯¯ -*- SYSTEM REQUIREMENTS -*- Minimum: • Microsoft Windows Millennium, Microsoft Windows 2000, Microsoft Windows XP or above • 512 MB of RAM • DirectX 9.0c compatible video card with Programmable shader (ATI Radeon 8xxx, 9xxx and above, Nvidia GeForce 3 and above, excluding GeForce4 MX) and 64 MB VRAM • PC with 1.4 GHz CPU • DirectX 9.0c compatible sound card • 7 GB available hard disk drive space • 56.6k modem with internet access • Keyboard and mouse Recommended: • Microsoft Windows XP or above • 1 GB of RAM • ATI Radeon 9xxx and above DirectX 9.0c compatible video card with 128 MB VRAM • 2.4 GHz Intel Pentium 4 or AMD Athlon XP 2800+ • DirectX 9.0c compatible sound card with EAX support • 10 GB available hard disk drive space • ATA 133/DMA or faster hard drive • Broadband internet connection • Keyboard and mouse DirectX 9.0c or more recent is required. It is available through the game installer or can be downloaded from http://www.microsoft.com/directx. -*- GETTING STARTED -*- - REGISTRATION - Before you do anything, you should create a Station ID with Sony at this URL: https://secure.station.sony.com/mxo/register.vm Once there, you should fill out all the required information to create your Station ID. This can even be done before you purchase the game. Note that if you already have a station ID with Sony, you do not need to make a new one. Also, if you have a Station Access pass, MxO is included in addition to all of SOE's other games. You do not, however, need to pay extra for a Station Access pass if you don't want to, you can just use a regular Station ID. - INSTALLING - Because the game was burned to CDs several weeks before the end of the beta test, you won't be able to just pop in the CDs and start playing. You'll need to follow the instructions to install all three CDs, and once you run the launcher, you'll first need to download the launcher patch, which won't take very long. The NEXT thing, though, could potentially take a very long time. Once you log in with your Station ID username and password, you'll need to download every patch since the CDs were made. If you're on dial-up, you may need to leave it downloading all night (or all week...). Unfortunately, there's no way to get around installing the patches, since the game won't let you play with an older version. Just be glad that you won't be playing the old beta version. Take my word for it: it was MUCH buggier than the current version. Also, keep in mind that you do not need to download the entire patch all at once. If you need to, you can shut down the launcher and resume at a later time if you need to disconnect. - SERVER SELECTION - Before you can create a character, you'll need to select which server you want to play on. You won't be able to switch your character from one server to another, so make sure you choose carefully. If you know anybody who's already playing the game, you might want to find out which server they're on. You can also have up to three characters per sever since they merged the nine original servers into three. These are the current servers: SYNTAX: This server is a combination of Linenoise, Proxy, and output prior to the server merge. It has a very strong roleplaying community, since Linenoise was formerly the unofficial roleplaying server as decided by the MxO community. This is also the server that I primarily use for my main character. RECURSION: This server is a combination of Method, Regression, and Iterator prior to the server merge. It claims to also have a strong roleplaying community, but I wouldn't know, since I rarely play on it. VECTOR (HOSTILE): The only current PvP server, Vector is a combination of Enumerator, Heuristic, and Input prior to the server merge. Only select this server if you are willing to let yourself be open to Player-vs.-Player attacks at all times once you hit level 16. It is a MUCH more dangerous playing exper- ience and many people complain about ganking and other unfair tactics. A lot of the old Beta testers and really hardcore players still play on Vector. Once you select which server you want to play on, click the "Create" button to move on to character creation. Also note that if you want to, you can create other characters on the other servers later, but you still can't move them to different servers. - CHARACTER CREATION - Link will start up a trace program to find your character, but he'll need to run a psych profile to determine what kind of personality he should look for. This will determine your basic attributes, as well as your character's basic type of personality. The attributes determine your general strengths and weak- nesses and they can all be upgraded slightly later on, but you'll want to at least have some idea of what kind of traits you want for your character. Here's a list of the five attributes: PERCEPTION - Perception is the character's ability to notice subtle changes in their surroundings. Activities that require a careful study of an opponent, such as martial arts, benefit from high perception. FOCUS - Focus is the character's ability to concentrate and manage their performance. Activities that require excellent recall or precise body control, such as sneaking, benefit from a high Focus. REASON - Reason represents a character's problem solving capability. Activities that require intense logical thought, such as writing code, benefit from a high Reason. BELIEF - Belief represents a character's confidence in themselves. Activities that require absolute conviction, such as hyper-jump and combat toughness, benefit from a high Belief. VITALITY - Vitality is a measure of a character's overall physical wellbeing. Health Points, which represent a character's ability to absorb damage, benefit from a high Vitality. Here is a list of all ten personality types: DETACHED SPECTATOR You watched the passage of the stars and planets overhead. They came and went like the people in your life. Friends, parents, nothing ever affected you. Now you know why. Because none of it was real. Perception 11 Focus 5 Reason 8 Belief 8 Vitality 8 DEVOTED ASCETIC You pursued the truth, even as your mind and body suffered. People felt sorry for you when you said the world wasn't right. Now you feel sorry for them, stuck in their pods. Perception 8 Focus 8 Reason 8 Belief 11 Vitality 5 FANATIC SELF IMPROVER You trained your mind and body into top condition. No pain no gain. You hit the limits of physical perfection in the Matrix...and went beyond that limit. Perception 8 Focus 8 Reason 8 Belief 5 Vitality 11 INQUISITIVE GENIUS You worked out the math, studied the formulas. Something just didn't add up. The universe was missing something. And now it's missing you. Perception 8 Focus 8 Reason 11 Belief 5 Vitality 8 LUNATIC FRINGE The snakes, man, the snakes! They just kept hissing! Why didn't anyone else hear them! But you showed them. You got out! There aren't any snakes on the outside. Not as many at least. Perception 8 Focus 8 Reason 5 Belief 11 Vitality 8 NEW AGE HIPPY You reached a state of inner peace that most people only dream of. Becoming one with the universe allowed you to consider the universe. And you considered it flawed. Perception 8 Focus 11 Reason 5 Belief 8 Vitality 8 SECLUDED INTROVERT You never had many friends. Well, except the ones in your head. They said the world didn't need you. They had it wrong. You didn't need the world. Perception 5 Focus 11 Reason 8 Belief 8 Vitality 8 SUSPICIOUS CYNIC You've never been one to trust all this spiritual blather and new age talk. Even in the pod, your gut instinct told you something was wrong. Perception 11 Focus 8 Reason 8 Belief 5 Vitality 8 TROUBLED INTELLECTUAL You've honed your mind to a razor's edge pursuing the limits of knowledge. But in the process of discovering the Matrix, you've also uncovered things that have left you with doubts and inner demons. Perception 8 Focus 5 Reason 11 Belief 5 Vitality 8 TRUE BELIEVER Possible and impossible are the states of mind. Everything is not what it seems. Sometimes the senses lie. And you knew why all along. Perception 5 Focus 8 Reason 8 Belief 11 Vitality 8 Once you choose a personality type, you can move on to your RSI. - RESIDUAL SELF IMAGE - Your Residual Self Image, or RSI for short, is what your character looks like in the game. An RSI will be randomly generated to start with, and from there, you can customize it however you want. If you want to start over at any time, there are four new randomly generated RSIs at the top of the screen to choose from, or you can generate four more whenever you want. PHYSICAL APPEARANCE Any physical trait of your RSI is permanent once you finish the character creation process. Keep that in mind when you decide to give yourself a purple mohawk. Make sure you'll want to stick with a mohawk for the rest of the game. You should first decide which sex you want to be. There's no rule stating that you have to choose your own real-life sex. You can also make other characters on other servers with a different sex, so keep that in mind as well. Once you've chosen which sex you want to be, you should probably set the skin tone and body type. There are only three body types per gender, but there are a ton of different skin tones. Again, what you look like is up to you entirely. You don't have to stick with your own real-life physical appearance, but you do have to stick with what you choose once you finish your character. The rest of the physical traits are smaller but no less important. You should next probably choose your hair style and color. Most of the hairstyles differ between the two genders, though there are some similar styles (mohawks, dred- locks, bald, etc.) There are a ton of haircolors to choose from as well and they aren't all in order, so you might want to cycle through them all a couple times to make sure you get one that looks just right. After setting your hair, you should also choose a face. Again, cycle through them all before you decide. You can't change it later. While you're working on the head, you should also decide what kind of facial details you want. Male RSIs can have facial hair, which can also be colored independantly from the regular hair. Female RSIs can also choose to have make- up, which includes lipstick and eyeshadow (I think, I'm not a girl, so I don't know that much about makeup). The color of the makeup can also be changed. There's also the option for both genders of facial tatoos and piercings, though these usually make your character look like some kind of zombie. Before you choose your starting clothes, you should also decide what you want to do about tatoos. You don't need to have any, so if you don't want them, be sure to turn them off. If you do want them, go ahead and cycle through them to see what's available. STARTING CLOTHES There isn't much variety for your starting clothes. All RSIs are required to start with at least a shirt, pants, and footwear. You can also choose to start with a hat, a coat, and/or gloves. Just experiment to find something that looks good, but you don't have to spend an eternity with it. You can always buy new clothes once you get in the game. It's always nice, though, to at least look decent during the tutorial. Also, you will receive a pair of male dress shoes and a pair of short black women's boots during the tutorial (both, regardless of your own gender), so you might want to go with something other than one of those. - NAMING YOUR CHARACTER - Once your RSI has been created, you have to come up with a set of names for your character. First, you should come up with a handle. This will be your in- game name which will be displayed above your character's head. It will also be how other people will refer to you in the game. You are limited to capital and lower case letters as well as numbers. No spaces or symbols are allowed. Handles must also be unique across all servers. Pick something original, creative, and cool. There are censors in place to prevent you from using profanity or from using names of film characters, though if you bypass them, you run the risk of losing your character if an admin determines that it isn't appropriate. Please don't name your character with something stupid like "Imteh0n3z0rz" or "MorpheusJr" or anything else like that. You will get laughed at. In addition to your handle, you also need to come up with a bluepill name for your character. This is the first and last name that your character was for- merly known as before becoming a redpill, like how Neo used to be Thomas Ander- son. It can be your real name or a fictitious name, though using your real name makes it so much cooler. The Agents will refer to you by your last name, like how Smith always called Neo "Mr. Anderson." It's much cooler when you're on a mission and an Agent says "This situation is too much for you to handle, Mr. Dale, please leave," or whatever your name is. I've also had characters call me by my first name and it feels really weird when you've been using your MxO handle for so long and then someone uses your real name. It really makes it seem like you left your life behind when you started playing this game :-P There's also a large box at the bottom of the screen where you can type up a short background bio about your character. It's entirely optional, but there isn't any way to change it later. Make sure you proofread it first. Spelling errors in your bio will look ridiculous. Once you've selected a handle, bluepill name, and background bio, make sure your character is exactly how you want them to be. Once you click the Accept button and the game determines that your handle isn't already in use, your character will be created. There's no confirmation message or anything. You'll go straight from there into the tutorial. Be warned, though, that your handle may already be taken if it actually sounds cool. Just be prepared if that turns out to be the case. - TUTORIAL - All redpills must complete the tutorial before jacking into the Matrix. The very beginning puts you in the same situation Neo was put in by Morpheus: you will meet with Ammit in a small room and Niobe will contact you and explain the choice between the red and blue pills. I think you know which choice to make. If you don't, you should go watch the first film again. If you haven't seen the film yet, I don't know what the heck you're doing playing this game. You need to see it first. And just for the record... taking the blue pill ends the game before it begins. Yes, it has no logical purpose. But you still have to make the choice. Just know that the choice is real: if you take the red pill, you will free your mind. If you take the blue pill, your life will continue as normal. Once you take the red pill, you will go through the extraction process, which consists of a short cutscene of what it's like to be extracted from the power plant from your perspective. You will then be placed in the construct where Link will begin guiding you through the various training programs. Just listen to him carefully and wait until he finishes talking before you do what he says. He often has a lot of important information to say, and if you do everything he tells you to do right away, he may skip some important information, and I'm not going to bother typing up everything he has to say, so listen to it carefully. Anyway, you'll go through a series of training programs that guide you through things like interacting with the environment and with NPCs, fighting enemies in interlock and free fire, and using hardlines. You'll also be shown how to level up your abilities at the end of the tutorial. Once you're done, you'll finally be able to jack into the Matrix. - THE FIRST MISSIONS - The first thing you should do once you finally jack in is run the first few missions. All characters have a set list of missions that you must complete before you can choose to work for the Machines or The Merovingian. Until then, you need to run some introductory missions for Zion. Once you finally complete the first few missions, you'll be contacted by Agent Gray and Flood, and you'll then be able to contact them in addition to Tyndall and can begin running missions for all three organizations. You'll also have a decent amount of experience, information, and skill. You should now be ready to make your own decisions and decide what to do next. -*- THE LOADING AREA -*- The first thing you'll see when you choose your character from the server selection screen is the Loading Area. This screen will show up every time you begin playing as long as you've quit the game normally. From it, you can pre- pare your character before you jack into the Matrix. There are six buttons along the top that let you view the various menus in the loading area. - OVERVIEW - This menu shows your character's RSI (residual self image) in its current state. It also lists all your abilities and items in your inventory, as well as which hardline you currently have selected. - HARDLINES - This menu shows a list of all the hardlines that you can jack into. When you begin, only a few hardlines in the Richland district will be available. As you find new hardlines and use them, they'll be added to your hardline list for later use. The color of the name of the hardline indicates how crowded the area around the hardline is. If it's red, you won't be able to jack into that area because it's too crowded (or because some unknown entity has been up to some shenanigans and has disabled it as part of the storyline). - CINEMATICS - From this screen, you can view all the available cinematics that have been released so far. As the story progresses, additional cinematics will become available. - INVENTORY - This screen shows your inventory and allows you to change your RSI's clothing before you jack in. You can also transfer code to and from the code storage, though regular items must stay in your inventory. - ABILITIES - There are two tabs in this menu: Ability Tree and Abilities. The Ability Tree displays the entire ability tree and lets you see which abilities you have loaded and which ones you need. You can also upgrade abilities from this menu, assuming you have them loaded into memory and assuming you have enough info. The Abilities tab lets you switch out your current abilities between your code storage and your RSI memory. You can freely change any abilities at any time without any cost, so if you want to temporarily forget kung-fu in favor of learning some computer hacker skills, you can do that whenever you want from the ability menu. You can also load and unload abilities in the Ability Tree menu by double-clicking on them, which is a much faster way of loading and un- loading abilities. - MARKETPLACE - The Marketplace allows you to buy and sell items with other players. Items that you wish to sell can be dragged from your inventory on the left into your Selling tab on the right. You'll need to set a price before the item is listed. There is also a de-list fee based on the price you set, which will also be deducted from the money that someone pays when they buy the item (meaning you won't get as much for the item as the buyer pays). You can also hit the "More" button to see additional items when looking for something to buy. Please see the entry in the ETIQUETTE section for more information regarding what not to do with the marketplace. -*- CONTROLS -*- - MOVEMENT - As you move around in the Matrix, the camera will stay behind you at all times by default. You can use the arrow keys to move around as well as the W, A, S, and D keys. To sidestep, you can either hold Ctrl and press left or right or you can simply use Q or E. You can also hold down the right mouse button while running to steer your character by moving the mouse left and right (which also allows you to look up and down while running). In order to walk, you have to hold down the Ctrl key and use the arrow keys to walk forward and backward, but unless you unbind Ctrl+Left and Ctrl+Right from their sidestepping functions, you won't be able to turn without holding down the right mouse button and moving the mouse left and right. You can unbind the Ctrl+Left and Ctrl+Right functions in the Settings menu by hitting the \ key at any time that you're jacked into the Matrix. - CAMERA - To move the camera around, hold down the left mouse button (if you're using a right-handed mouse configuration) and move the mouse around. If you have the camera mode set to Chase or Follow, the camera will return to behind your character's head if you move forward without keeping the mouse button held down. Another way to move the camera is to hold down Ctrl and use the W, A, S, and D keys. This will allow you to slowly move the camera around your character. You can also use your mouse's scroll wheel to zoom the camera in and out, or you can also hold down Ctrl and use Z and X to zoom in and out (I think...). If you don't have a mouse with a scroll wheel, I highly recommend getting one. Using targeted hyper-jump without a scroll wheel can be very slow. - USER INTERFACE - The User Interface, or UI for short, is the set of buttons and panels around the screen. In the upper right corner is your status panel. It shows a picture of your RSI and shows your HP, Inner Focus, and EXP bars. You can hover over these bars for more details. The EXP bar has two parts: as the bar fills up, a new dot will be added below it. Once all the dots are filled, you'll level up. In the upper left corner is the status panel for other people, both human play- ers and NPCs. It only shows information if you click on them. It will display their name, their discipline, their level, their HP, and their chevron if they're part of an exile mob. Between the two status panels is the hotbar, which will be explained in greater detail later on. In the lower right corner is the options button. You can use it to change the various video, audio, and control settings. In the center of the screen at the bottom is the compass. On either side of it are two buttons. The one on the left is the Character button. It allows you to access the Inventory, Upgrade, Actions, and Status panels. The button on the right is the Operations button and it allows you to access the Mission panel, Team panel, and the Map. The large box in the lower left corner is the chat / command window. You can type anything in the box at the bottom and hit enter to say it in Area Chat by default. Anyone in the immediate vicinity will be able to read it. And when I say "anything," please don't think that you can swear. I know someone who was kicked off of the game for an hour for using profanity in a public gathering. Be civil, polite, and selective about what you say in Area Chat, but don't hesitate to socialize with other people. The yellow button at the top of the chat window will bring up your buddy list. Commands for adding buddies can be found in the Commands section. If a buddy's username is green, it means they're in the Matrix. If it's grey, it means they're offline. If it's red, it means they're on your Ignore list. The purple button will allow you to change where your chat messages get sent. You can set it to team, crew, or faction chat to have private conversations with your team, crew, or faction. You can also access the chat options from this button. There's also a small purple and blue face button that allows you to select some of the more common emotes and slash commands. Additional ones that aren't listed can be found in this FAQ in the Emote and Command sections. - ACTIONS - There are several ways to interact with the environment of the Matrix. The best method for using objects that you haven't used before is to right-click them with the mouse. This will bring up a small set of buttons on the screen that allows you to select exactly what kind of action you want to perform. Some objects, like benches and chairs, only have one action, like "Sit." Others, like hardlines, have six. Another way of using objects is to use shortcuts that run the default action. You can do so by either double-clicking the item or by hovering the mouse over the item and hitting the Tab key. This is especially useful for objects that have only one function, like chairs, doors, switches, etc. You could even point the mouse at a point above your character's head, control your character with the keyboard and then hit tab to open doors, thus eliminating the need to use the mouse and keyboard at the same time. It makes opening doors much faster to just hit tab instead of right-clicking and selecting "open." Here are some common objects and commands: HARDLINES - Synchronize: adds the hardline to your list if you haven't used it yet - Upload: sends any code in your inventory to the code archive - Abilities: loads the abilities menu - Hardlines: allows you to teleport around the city to any hardline on your list - Marketplace: loads the marketplace where you can buy and sell items from other players - Loading area: jacks your RSI out of the Matrix and returns you to the loading area - Exit: jacks your RSI out of the Matrix and closes the game VENDORS, ELEVATOR PANELS, NEWSPAPERS, LIGHT SWITCHES - Use: allows you to use certain objects for various purposes DOORS - Open: opens doors - Unlock: if you have a key in your possession, you can use this to unlock a door - Pick lock: if you have the proper skills and items, you can pick locks with this action CHAIRS, BENCHES, COUCHES, BAR STOOLS, TOILETS - Sit: makes your character sit down and allows your HP to regenerate faster FILE CABINETS, SAFES, DESKS, CABINETS, BOXES, FALLEN ENEMIES - Search: shows what items the object contains and lets you loot them MAINFRAMES, COMPUTERS, ACCESS NODES - Hack: if you have the Hacker ability, you can hack computers and mainframes, but to hack access nodes, you'll need the proper access key NPCs - Talk: lets you read what NPCs have to say - Follow: orders an NPC to follow you for mission purposes - Get: gets mission items from an NPC - Give: gives mission items to an NPC ENEMIES - Details: shows information about the enemy's level, organization, mob, etc. - Close combat: attempts to engage the enemy in interlock combat - Fire: attacks the enemy with the default firearm - HOTKEYS - Most menus and elements of the UI can be activated or deactivated with hotkeys. Here are some of them: M - Map N - Mission panel J - Team panel [ - Crew panel ] - Faction panel I - Inventory O - Actions P - Status \ - Options - HOTBAR - The hotbar is the set of 10 buttons at the top of your UI. You can have up to 10 rows, which means that at any time, you can have 100 actions on the hotbar. You can add items to the hotbar from the Actions panel, and from there you can select Abilities, Items, or Weapons. Just drag anything from the Actions menu onto an open hotbar slot to set it, and then use the respective number key to activate it. You can switch to different rows by hitting Shift and then the number of the hotbar row you wish to select. To the right of the hotbar are two other buttons: Interlock and Ranged fighting styles. By default, the Interlock style will be set to Self-Defense. If you know something like Karate or Kung-Fu, you can click the arrow to select your preferred style from a drop-down menu. You can also select a firearm if you want to use a gun during Interlock. For your Ranged style, you have to select a firearm from the drop-down menu. You can also click on these buttons once you have an enemy selected to start attacking them. - SCREENSHOTS - You can take screenshots by hitting the F12 key for JPEG format or by holding Shift and hitting F12 for BMP format. For those of you who don't know the difference, JPEG screenshots take up less memory but look ugly due to the compression factor. They are also easier to post on the Internet. BMP are perfect reproductions of the screen, but they take up considerably more space and are harder to post on the Internet. -*- ORGANIZATIONS AND STRUCTURES -*- There are currently three organizations that you can work for: Zion, The Machines, and The Merovingian. When you first begin, you will need to run several missions for Zion to get used to the mission system. Once you complete the initial missions, you'll be noticed by the other two organizations and will be given the opportunity to side with them. Here are some basic details about the goals and ideals that the three organizations work for. - ZION - Zion is the last human city on Earth. It is a large, subterranean community of approximately 250,000 people who have been fighting to reclaim Earth from the Machines. They are mostly concerned with protecting their city and protecting humanity. Most Zionists also hope to someday free every mind from the Matrix and defeat the Machines, though others realize that accomplishing such a goal would be extremely complicated, especially considering that Neo only managed to form a Truce with the Machines and didn't actually defeat them. - THE MACHINES - The Machines have a great deal of control over the Matrix since they designed it. They have the ability to change it to stop their enemies from accomplishing their goals. They are also in control of the Agents, sentient programs that have the ability to occupy the RSI of any bluepill connected to the Matrix. The Agents are extremely powerful and very dangerous, though with the Truce, most agents in Richland will be docile and will often try to recruit you to work for the Machines. If you stay in a restricted area or a mission area for too long, though, an Agent will track you down and kill you. - THE MEROVINGIAN - Any machine program that is no longer necessary or that becomes belligerent is faced with a choice: to be deleted and return to the Source, or to go into exile and return to the Matrix to hide. The Merovingian is one of the oldest of these exiles and has since gained tremendous power within the Matrix. Since he and his exiles are merely programs without physical bodies, they care only for keeping the Matrix stable and active so that they are not deleted. He is very unpredictable and potentially dangerous, seeking to gain as much power as he possibly can. -*- MISSIONS -*- There are two main types of missions avaible in The Matrix Online: Critical Missions and Standard Missions. You won't be able to choose Standad Missions at first until you run the basic Critical Missions. Standard Missions generally have nothing to do with the story and consist of basic objectives, like killing people and taking items to other locations. Critical Missions usually advance your character through the storyline. You can either chose to work for one of the three main organizations or you can also run other missions for local neighborhood contacts. These contacts are usually exiles who aren't affiliated with one of the three organizations, so anybody can do their missions. Missions run for organizations after completion of the initial missions will have an effect on your character's reputation with that organization. As you complete missions for an organization, your reputation will increase, but if your mission hinders the efforts of one of the other organizations or involves you killing someone from one of the other organizations, your reputation with that organization will drop. It is thus recommended that you chose one organ- ization and stick with it. The process for each mission involves you contacting either one of the three organization controllers (Tyndall, Agent Gray, or Flood) and choosing one of their missions or talking to one of the local contacts and asking them for a mission. Once you review the mission objectives and the distance to your goals, you can accept or decline the mission. Once you accept the mission, you'll be given additional details about what you'll be going up against. Not all missions will put you in danger, but it's also always possible that a mission that seems harmless will turn dangerous. As Ghost says, you never know. Once you've reviewed the details for the mission, you can follow either the red dot on your compass or the green waypoint icon on your HUD. You can also open the map by hitting the M key to see exactly which building the mission area is in. Also, the waypoint icons may change so that you'll be guided to the proper elevator or stairwell that you need to use to reach the mission area. Keep in mind that you have a certain amount of time to complete the mission before it gets aborted, though unless you specifically choose to not do the mission, you should never really have any problems getting missions completed on time. You should receive a message from either your operator or your controller once you enter the proper building (or even if you enter the wrong building). They usually provide you with additional details and may even change the objectives based on recent developments in the mission area (someone getting killed, some- one disappearing, Agents arriving, etc.) Pay attention to what they have to say before you continue. Also, keep in mind that if you're running missions in dangerous neighborhoods or neighborhoods with tall skyscrapers, you may encoun- ter security officers in the lobby. They'll pretty much attack you on sight (people in trenchcoats and sunglasses seem to be heavily stereotyped in the Matrix) unless they con gray, in which case they'll ignore you. Just get to the next waypoint, which should point to either an elevator or a stairwell. If you're lucky enough to be in a building with an elevator, you should be able to select the correct floor from the elevator panel (it should have an M on it). If you're in a stairwell, follow the waypoints up to the proper floor. You may want to open the map and watch for a red area to appear. That'll let you know when you're on the right floor. Once you reach the right floor, you should look for a green icon on a door, which indicates an entrance into the mission area. Once you enter the mission area, you may be updated with additional information from your operator or controller. Either way, you are now where you need to be in order to start completing objectives. You should get enough experience from the initial Zion missions to know what to do once you reach any mission area. If you need to kill someone, search every room until you find them and then kill them. If you need to steal something, search every room and every file cabinet, desk, safe, white box, etc. until you find it. The mission objectives vary to some degree, so I can't explain all of them. They're usually self- explanatory enough. Once you complete the mission objectives, you can stick around in the mission area for a minute or two and search the rest of the file cabinets, desks, and safes for tools, clothing, and other items. Don't stay too long, though: once you complete your objectives, agents will begin tracking your position and will arrive within a few minutes to try and kill you (and agents don't have to try very hard). If there are still objective to complete once you leave the mission area, you should then be directed to the next mission area. Once you finish all the objectives and leave the last mission area, you'll receive an $info and XP bonus for completing the mission. -*- COMBAT -*- Combat in The Matrix Online is completely different from what many people expect. It has absolutely no similarity to Enter the Matrix, but it also isn't like normal turn-based RPGs. There are also different kinds of combat, since you can use hand-to-hand combat, firearms, distant viral attacks, or even simulacra that you can send into battle for you. - INTERLOCK - Interlock is the traditional RPG-style of getting locked into combat against one specific enemy, though attacking is different from most RPGs. There is no time between turns to allow you to select attacks. You will always attack automatically, and when you want to change to a different tactic or ability, you'll often have to wait through the next turn before the one you selected is used. The success of each attack is determined by rolls. During each turn, a number is rolled randomly for both you and your opponent. Whoever rolls the highest is successful on that turn. Unless they have selected the Block tactic, that usually means that whoever wins will attack. If they have selected the block tactic, the other person will attack but the person who rolled higher will either block or dodge the attack. Whenever you go into interlock, you can always use four tactics, each of which has different types of attacks depending on your currently selected fighting style. These tactics always have the same effects regardless of what style you're using. Also, once you select a tactic, you will continue using that tactic until you select a new one, use an ability, or exit interlock. Here are some basic descriptions of the four tactics: Speed - Good against enemies with weak combat toughness, speed attacks have a chance of leaving the enemy dazed. The Speed Tactic icon is blue. Power - Good against enemies with strong combat toughness, power attacks have a chance of leaving the enemy staggered. The Power Tactic icon is red. Throw - Useful for disarming enemies with firearms, throw attacks have a chance of leaving the enemy off-balance. The Throw Tactic icon is green. Block - The block tactic, if successful, blocks your opponent's attack and lets you replenish some of your Inner Strength. It can also help get rid of any status ailments that your character may be experiencing. These tactics are usually boring without using some sort of martial arts style. For this reason, tactics are often useless if you're playing as a hacker or a coder. Most hackers and coders try to avoid interlock altogether if they aren't trained properly for it. Within interlock combat, another option is to use abilities. Any of the three ability trees have abilities that can be used in combat, though Operatives tend to focus more on physical attacks like triple kicks and head butts and such. To use an ability during interlock, it must be placed on your hotbar before or during interlock. Once it's on your hotbar, you can select it at any time in interlock and it will replace your currently selected tactic on the next turn. After you use it (regardless of whether you are successful or not), you will usually have to wait a certain amount of time before it can be used again. Also, many abilities require your opponent to have a specific status ailment, like being staggered or off-balance. For this reason, you will often need to combine abilities with tactics. - FREE FIRE - If you have a firearm and if you don't wish to engage an enemy in close combat, you can chose to fire at enemies from a safe distance. Keep in mind, though, that most enemies will attempt to engage you in interlock if you fire at them. It's best to use free-fire attacks from safe positions like balconies, ledges, or rooftops. To use free fire mode, you can either select an enemy, right-click, and select "Fire!" to use your default firearm, or you can left-click on them once, then select a weapon from your hotbar. Once you fire, you will have to wait for a few seconds before you can fire again. Also, keep in mind that you have un- limited ammunition. Keep firing as long as you want. - RANGED ATTACKS - Some abilities, especially those used by hackers, can be used on enemies from a distance without engaging the target in interlock. Some attacks even affect groups of enemies. As with free-fire attacks, be careful that you're attacking from a safe location. Most enemies tend to fight back if you attack them, and if you can't defend yourself properly using interlock, make sure you're in a safe location before you attack with a ranged attack. - SIMULACRA - Coders have the ability to create simulacra, also known as pets. They usually take the form of a random person armed with a firearm and some basic fighting skills. Using simulacra is especially powerful for solo players since they can be sent in against an enemy and can engage them in interlock while you provide cover fire with a firearm from a safe distance. -*- EXILE MOBS -*- As you explore the Mega City, you'll come across lots of exiles prowling the streets and parks. These exiles have formed gangs, most of which stay within their neighborhood, though some of the larger gangs occupy multiple neighbor- hoods. These thugs will be the simplest way to gain experience through combat, since they respawn after they get killed. There are a few things you should know about them first, though. - CON SYSTEM - The con system is a way to guage how strong an opponent is compared to your current level. It is indicated by the color of the individual mob members' names. Here's the scale: Grey - no contest, you could breath on them and they'd die Green - easy to survive if you try at all Blue - easy to survive unless you're outnumbered Yellow - even match, be careful Orange - tough to kill, be careful Red - very tough to kill, you'll probably die Purple - RUN AWAY!!! You'll notice that enemies that con purple when you start the game will even- tually con grey once you level up enough. This is because the colors change depending on your current level. If you're at level 2, a level 5 exile may con red, but once you reach level 10, that same exile will probably con grey instead. Also, keep in mind that enemies that con grey generally don't drop info or give experience. Leave them for the lower-level players. You can still collect their collectable items for the collectors, but once you do that, there really isn't any reason to fight mobs that con grey. - THE CHEVRON SYSTEM - When you click on an individual exile in a mob, you'll notice that in their status box, there will be either one, two, or three yellow symbols. These are called "chevrons." They indicate what rank that exile is at within its level. Most mobs have exiles at three levels, and at each level, there are usually three types of exiles, each with as many as three chevrons. Exiles with more chevrons tend to be tougher and harder to find. Those with three chevrons may also drop access keys. - COLLECTORS - Each mob has a unique item that most members carry. It's usually some sort of jewelry or an article of clothing. For you, they're totally useless. For the collectors, they're very valuable. Each neighborhood has a collector who usually has some sort of grudge against the local mob and is willing to give you something special if you kill enough exiles and take their items. They usually trade you some sort of buffed article of clothing, so it can be very worthwhile to trade with the collectors, despite the fact that it can take a long time to find enough items from the dead exiles. - GANG LEADERS - Each mob has a leader who has a unique name. They're usually very tough and are also usually surrounded by lots of higher-level exiles from their gang. They usually offer better rewards than most, though, so it can be worthwhile to fight them if you can survive. Most of the gang leaders drop access keys much more frequently than their three-chevron underlings. - ACCESS NODE KEYS - Some mobs will drop access node keys which are needed for hacking access nodes in other neighborhoods. These keys can be found only on exiles with three chevrons, but mob bosses tend to drop them much more frequently. Also, mobs do not drop keys for their own neighborhood's access node. They usually drop keys for neighborhoods with mobs at a slightly higher level than their own. This way, you may be able to find keys for International even on Richland mobs. -*- OTHER ACTIVITIES -*- There's not much to limit what you can do inside the Matrix. The most popular activity other than leveling up or running missions is to go to parties. Players often organize parties on weekends (or even during the week) at clubs throughout the Mega City. Radio stations will usually DJ for these events and often gives away prizes. Another popular form of event is to hold dueling tournaments with other players. Rules are often made to put restrictions on levels and ability types. Feel free to attend or organize one of these yourself, though it usually helps to have some funding for prizes. There are plenty of other random things you can do in the Matrix. Since there are churches, you can hold weddings, church services, or even funerals. Keep in mind, though, that holding such events should stay within the RP community and shouldn't apply to real life. Getting married in the Matrix should only be used if two characters are getting married, not real people. The same should go for other things. Funerals are sometimes held for players who delete their charac- ters as well. Some people also choose to do other activities like hide-and-seek games, races, theatre productions... the list is endless. Be creative, and don't forget to check the official MxO message boards to post announcements about any events or activities you want other people to attend. -*- ITEMS AND CLOTHING -*- Within the Matrix, items and clothing are composed of code. They don't really exist. They can easily be created by Coders by combining bits of code together, but they can also easily be destroyed by normal wear and tear. Each item has a quality and a purity rating. The large colored dot is the quality of the item. Here's the sequence: White - Full White - Half Green - Full Green - Half Yellow - Full Yellow - Half Red - Full Red - Half *DESTROYED* Once an item reaches the half red stage, the next damage done to the item will destroy it. The only way to prevent this is to use an ability to repair the item, which reduces the purity of the item by one dot. An item can have as many as four purity dots, and once they all disappear, the item can no longer be repaired. - CLOTHING - There's a huge variety of clothing that you can wear in the Matrix. Both male and female RSIs can wear hats, eyewear, shirts, coats, pants, and footwear. Female RSIs have one extra apparel slot: leggings. Also, keep in mind that every article of clothing is gender-specific and cannot be worn by the opposite gender. Any clothing you receive for the opposite gender can be sold on the marketplace or simply given to someone who wants it. Some clothing is enhanced with buffs. These add special enhancements to your RSI, like increasing the strength of your interlock attacks. The icons for buffed items are also surrounded by a red border so you can easily recognize them. Hover the mouse over the icon to find out what sort of enhancements they have. Also, keep in mind that some clothing items completely hide other items. Some coats will completely cover up shirts, and some trenchcoats will even hide both shirts and pants (the Neo trenchcoat has this effect since it has its own unique pair of pants). Hats also often effectively hide your RSIs hairstyle. There are also some items like program launchers that will override your sunglasses. - ITEMS - There are several kinds of items in the Matrix. Some, like pills, will have temporary effects like refilling health, increasing your tactic rolls, or removing harmful status effects. Others will give you certain skills such as finding data nodes with the Data Node Locator Goggles. Keep in mind, though, that most items like this also require certain abilities as prerequisites (lock-pick tools, for example, require a lock-picking ability) or may require your character to be at a certain level. In order to use items, you usually have to place them on your hotbar. -*- STAYING SAFE -*- The Matrix is an extremely dangerous place, especially considering you can go anywhere. The game does not physically block off any area for you based on your progression through the game (except the Constructs). You can go anywhere you want, but surviving long enough to do anything there is an entirely different story. - ACCESS NODES - The biggest key to staying safe in dangerous areas is access nodes. The Truce with the Machines allows redpills to go anywhere in the Richland district, but the other districts are restricted zones. This means that if you wander into a restricted area without having tagged the local access node, you are an open target for agents. Access nodes are small consoles that look like the interface from an ATM placed on a short post. They radiate bright bolts of electricity into the sky if you haven't accessed them yet (note: they have nothing to do with the decorative spotlights throughout the city, access nodes aren't that obvious). Finding and tagging access nodes is one of the most essential and rewarding things to do in the Matrix. In order to use access nodes, however, you must find the respective access key from one of the Exile mobs in other neighborhoods. Details for which mobs drop which keys can be found in the Access Node list. Also, do not get access nodes confused with data nodes. Access nodes are con- soles that the exiles have placed in each neighborhood of the restricted districts to mask their signals from the agents, and if you can tag one, you'll get experience points and you'll also mask your signature from the agents as long as you're in the same neighborhood as the access node. Data nodes, how- ever, are fractures in the code of the Matrix. With the right equipment, small amounts of information and experience can be extracted from them. They also have the opposite effect as access nodes since they often attract the attention of agents. - HYPER JUMP - The second biggest key to staying safe in the Matrix is having the Hyper-Jump ability. It is highly recommended if you travel outside of Richland that you have the Hyper-Jump ability loaded. It is essential for surviving in dangerous areas. It allows you to travel quickly and avoid a lot of enemies by landing in safe spots as you travel through an area. Be warned, though: some places may look safe, but there are often enemies that you won't see until it's too late. It's important to target your jump so that you land either near a wall to jump off or near a safe area. The safest areas to land on buildings are small ledges along the sides of buildings, since most enemies don't gather there. You can also usually land on the top of the part of the building where the roof access door is, though enemies can still shoot at you. The important thing is that if you're on one of those, or if you're on a side ledge where there are no ene- mies, you can't be drawn into interlock. As long as you can't be forced into interlock, you can hyper-jump again to avoid getting shot at. - SAFE AREAS - While you're hyper-jumping or running around, there are certain areas where you can usually expect to stay safe. The raised sidewalks that cross over certain streets are usually devoid of enemies, so they're usually safe landing zones for hyper-jumps. Short buildings, like grocery stores and cafés, usually don't have any enemies on them also. Raised streets are also almost always safe, as are ground level streets, though often times, mobs might be waiting in nearby lots, so ground level streets aren't always perfectly safe. Knowing where enemies are not likely to be is crucial for getting around in dangerous areas. -*- ETIQUETTE -*- It is extremely important to remember that the other players in the game are real human beings. For many people, including myself, this may be your first massively multiplayer online game. Even if it isn't, the MxO community has certain standards for player behavior that aren't really set in stone but should go without saying. Here are a few general rules to keep in mind while playing The Matrix Online. - SHOUTING - Using the /shout command can be very important if you need help or if you want to get people's attention. It should not be used excessively, however. Spammed messages and shouts can get very annoying. Only use the /shout command when absolutely necessary. - EMOTE SPAMMING - I was once trying to use a hardline next to a group of people who felt the need to have a contest to see how many times they could use the /orangutan emote in a single second, or something like that. Needless to say, hearing those monkey noises gets very, very old when you hear them fifty times in the space of a few seconds. Be conservative with your use of emotes, especially noisy ones. You can also legitimately be reprimanded by a CSR if you spam emotes too much. - KILL STEALING - This is extremely common when large groups of new players begin playing the game. It refers to the act of killing an enemy that someone else is fighting without their permission. This is one of those tricky issues that isn't really black-and-white. Obviously, if someone is up against an enemy five levels above them and they're down to a tenth of their HP, they probably won't yell at you for kill stealing if you give them a hand. However, if they're about to kill off an enemy and you jump in and deal the finishing blow, that's considered extremely rude. It's also polite not to attack enemies near other players unless its necessary. They may have mentally claimed that group of enemies for themselves, and even if it's not official and even if you have every right to go in there and start killing those enemies, they may not be expecting someone else to intrude on their training. Again, this is not a concrete rule. Some people may enjoy the company, but that's why there's the /t command. It never hurts to ask someone if it's alright to join them while they're fighting mobs. - LOOT STEALING - Please don't run up and steal loot from a dead enemy if whoever killed them is standing right next to them. It's considered extremely rude. Let the player who killed the enemy take the loot from that enemy. If you find a dead enemy and there's nobody at all in the area who may have killed them, then you probably won't get yelled at for taking their loot. - GANKING - Ganking is the term referring to the act of senselessly attacking players who are at a significant disadvantage to you in PvP combat. It's usually just for the amusement of the ganker, but it's considered to be extremely rude from the perspective of the gankee. Go easy on people weaker than you in PvP zones. You don't have to kill them to intimidate them. - PROFANITY - Please, for the love of whoever, go easy on the foul language. Yes, you're playing a game based on a series of R-rated films, but no, not everybody who saw those films and enjoyed those films is completely unoffended if you feel the need to shout obscenities at everyone. Someone that I know who shall remain nameless was even kicked off of the game for a full hour just for using profan- ity in a public setting. Please, be polite. The fact that you're playing this game anonymously does not give you license to act like a total jerk. Also, the profanity filter is no excuse. I personally leave it off so that I know exactly what people are saying so I can report them for violating the GPC. There are rules regarding the use of language in the GPC, and since this game is not governed by the United States Congress, the freedom of speech granted to Americans by the First Amendment does not apply. - PUBLIC INDECENCY - Yes, you can strip to your underwear and dance in front of a crowd of people. Yes, I've personally done that in real life (don't ask). But please, if someone complains, put some freakin' clothes on. You never know who might be watching (like the Wachowski brothers, who are known to play the game anonymously). - MARKETPLACE FLOODING / ABUSE - Do not put items up for sale on the Marketplace at ridiculously high prices. Not only is it rude, it's also very stupid. Some people do it to store extra items, but keep in mind that some people with too much cash on their hands also enjoy running around buying all that expensive stuff just to punish the jerks who put up really expensive items they want to keep. Set your prices on the Marketplace reasonable so that everyone can actually get some use out of it. The devs have been kind enough to expand the number of items that can be displayed at one time since some idiot thought it would be funny to flood the entire screen with Black Plain Slacks at $i999,999,999,999. - TELLS - If you send someone a tell and they don't respond, don't flood them with more tells. They may be busy, they may be lagging, they may be AFK, etc. Just be patient. Live events characters like Morpheus and Niobe also rarely ever respond to tells, so unless it's really important, don't even bother. - EXPLOITS - This is more of a conduct violation than an etiquette violation. Just be aware that if you exploit the game in any way, like for gaining experience much more quickly than normal, you are in danger of getting banned from the game. It's fine if you go without sleep for an entire week and level up your character, but if you discover some secret way to cheat and get experience in some unfair way, you should report it immediately so that the developers can fix it. Plenty of people were banned from the beta test for using known exploits. ****************************** SPOILER WARNING!!! ***************************** ****************************** SPOILER WARNING!!! ***************************** ****************************** SPOILER WARNING!!! ***************************** THE NEXT TWO SECTIONS CONTAINS MASSIVE SPOILERS REGARDING THE MATRIX FILMS, THE ANIMATRIX, AND ENTER THE MATRIX. IF YOU HAVE NOT SEEN AT LEAST ALL THREE OF THE FILMS, DO NOT READ THIS SECTION, AND FOR THAT MATTER, DO NOT PLAY THIS GAME! I CANNOT STRESS THIS ENOUGH! IF YOU HAVEN'T SEEN THE MATRIX FILMS, DO NOT READ THE FOLLOWING TWO SECTIONS! __________ |CHARACTERS| ¯¯¯¯¯¯¯¯¯¯ While not all of these people or programs will necessarily appear again in the Matrix, they have at least had an impact on the Matrix in the past and are thus important to understand. Further details and photos can be found in the person- nel database on The MxO Archive: http://mxoarchive.com/humans.html http://mxoarchive.com/machines.html http://mxoarchive.com/exiles.html -*- ZIONITES -*- - NEO - Also known as Thomas Anderson, Mr. Anderson, and "The One," Neo was the most important man in the Matrix. Originally believed to be the savior of the humans, he was ultimately told that the prophecy that he would end the war was merely another form of control, a way to keep the few people who escaped from the Matrix busy, focusing their attention on finding The One who would save them from the Machines. However, Neo broke the One cycle by refusing to comply with the Architect's plan. He risked the lives of every human being to save the one woman he loved, which ultimately gave him some leverage with the machines once Smith took over the Matrix. Neo was the only person strong enough to fight Smith, but after being defeated by Smith in a massive battle across the skies of the Mega City, Neo let himself be sacrificed so that Smith's purpose was completed, allowing him to be destroyed. As of now, Neo's fate is still unknown. He is presumed to be dead by most people, but there are a few who believe he is still alive. Pieces of his RSI have been found throughout the Matrix and have been partially reconstructed. - MORPHEUS - One of the most powerful and well-liked Zionites, and also one of the craziest, Morpheus was responsible for finding and freeing Neo from the Matrix. He is still alive and is now actively searching for Neo's body. He generally follows his own agenda and has very little regard for orders given by Commander Lock. - TRINITY - Morpheus' First Mate, Trinity used to be a regular hacker who managed to hack into the IRS database, giving her widespread notoriety among hackers, though most people assumed she was always a man. After being recruited by Morpheus, she was told by the Oracle that she would fall in love with the One. Once the crew of the Nebuchadnezzar found Neo, she realized that she loved him and realized that he had to be the One. She helped him reach 01, though she was killed when the Logos crashed into one of the towers. - LINK - The former operator of the Nebuchadnezzar, Link was the only replacement after Cypher killed the rest of the crew. He volunteered for the position as part of a promise he made to Dozer, his brother-in-law. - NIOBE - The former captain of the Logos, Niobe and Morpheus used to have a relationship until Morpheus visited the Oracle. She's now involved with Commander Lock, despite the fact that she doesn't truly love him. She can be very aggressive when necessary and generally isn't someone to mess with. - GHOST - Niobe's only other redpill crewmate, Ghost was freed from the Matrix on the same day as Trinity, and the two thus had a relationship similar to a brother and sister, despite the fact that Ghost always wanted something more. He was told by the Oracle that she would only love him as a friend, as a brother, and he accepted that without complaint. Despite the fact that he isn't well-known among the Zionists, his role as a member of the Logos was crucial to the path of the One. He's also an incredible gunman, both in the Matrix and in the Real world. He was able to shoot the tire off of a Gulfstream jet from the airport control tower and also shot down a tow bomb that tried to destroy the Logos. - LOCK - Also known as Jason and "Deadbolt," Lock is the Commander of the Zion military. He was responsible for formulating the plans for defending Zion from the machine invasion, though both plans he tried to implement ultimately failed. He is very protective of Niobe, though he doesn't seem to realize how she truly feels. - TYNDALL - One of the new characters in the continuing story, Tyndall was a pod-born redpill officer aboard one of the hovercraft until an accident during the jack- out process permanently damaged her cranial jack. She is now unable to jack into the Matrix, though she can still enter the Constructs, like the ones that the Zion controllers use. She's currently the main Zion controller in charge of directly interacting with redpills while in the field. She gives all mission briefings and keeps all redpills updated during the course of each mission. - ANOME - Another new character, Anome is the mission controller for Niobe's organi- zation. Since it hasn't really broken off from Zion, Niobe's organization is still considered a part of Zion, and as such, you'll often find yourself work- ing with Anome on some of the critical story missions. He's a bit uncouth, but generally, he's a lot funnier to work with than Tyndall. He was mostly in charge of the missions investigating the Assassin's identity and directing the development and production of the flit guns. -*- MACHINE PROGRAMS -*- - AGENT SMITH - Smith was originally a normal Agent, but after being destroyed by Neo, he was faced with the same choice all obsolete or defective programs are faced with: returning to the Source and being deleted, or returning to the Matrix and trying to hide. Smith was compelled to return to the Matrix, though he didn't need to hide: his role as a counterbalance for Neo gave him tremendous powers within the Matrix, giving him the ability to copy himself onto other entities, including redpills, bluepills, Agents, and other programs. He even managed to copy himself onto a redpill named Bane, a crewmember of the Caduceus. After sabotaging one of Lock's plans for counterattack, Bane was picked up by the Mjolnir and later snuck onto the Logos. He tried to kill Neo, but his plans backfired when he blinded Neo, giving Neo the ability to see the Machine Code, which allowed Neo to kill Bane. By the time Neo reached 01, Smith had infected every bluepill in the Matrix, and he was soon threatening to spread to 01. This gave Neo enough leverage to negotiate the terms of the truce with the machines. Smith was defeated when Neo let himself be defeated, thus removing Smith's purpose for existance within the Matrix. He was then deleted. - THE ARCHITECT - The program responsible for the design and programming of the Matrix. The Architect's mind is extremely logical. He cannot understand many of the concepts crucial to the lives and minds of human beings. His original design was for a perfect world, but it wasn't believable enough for humans. Because he was unable to understand the concept of choice, the Oracle was designed to solve the problems with his perfect designs. He is constantly trying to balance the Matrix and keep everyone unaware of the truth. - THE ORACLE - Originally designed to solve the problems that arose from convincing people that the Matrix was real, the Oracle has an extremely strong ability to under- stand the choices that people make and to predict what choices they will make in the future. Because she is connected to the minds of everyone in the Matrix, she can follow the course of events that everyone will take. Even she, however, cannot see past a choice she doesn't understand. She made the choice to help Neo deviate from his original path, and she couldn't see what would happen because she didn't understand the choices involved. Her purpose is to keep the equations of the Matrix unbalanced, giving more help to the Zionists than the Machines. - SATI - A young Indian girl, Sati's purpose is currently unknown. She was the creation of two machine programs named Rama-Kandra and Kamala. Because she didn't have a purpose, she was forced to take refuge inside the Matrix to avoid deletion. She is very unusual for a machine program. She has a strong attachment to humans, especially Neo and the Oracle. The range of emotions she possesses is much broader than most machine programs. She understands love, fear, joy, and beauty. - SERAPH - Seraph's past is clouded in mystery. He apparently is eternally in debt to the Oracle, and is her main protector and messenger. His fighting skills are second only to Neo. In the past, he was even able to defeat Agent Smith. - AGENT GRAY - As the primary mission controller for Machinist redpill operations within the Matrix, Agent Gray is well-experienced with interacting with humans. He has recently begun to exhibit emotions similar to Agent Smith.... -*- EXILES -*- - THE MEROVINGIAN - One of the oldest Exiles, the Merovingian has survived through many different versions of the Matrix. Like all Exiles, he apparently once had a purpose, but was faced with the same choice all useless or unruly programs face: deletion or exile within the Matrix. He chose to hide in the Matrix, and ever since, he has gained tremendous power within the Matrix. Any program who chooses to hide in the Matrix almost always chooses to hide with the Merovingian in his mountain chateau, which is a haven for vampires, werewolves, ghosts, and generally nasty programs. He also is in charge of the Trainman and his link between the Matrix and the Machine World. - PERSEPHONE - The bored, unsatisfied wife of the Merovingian. She secretly and unsecretly undermines many of the Merovingian's plans in exchange for favors, usually in the form of kisses, regardless of the gender of the entity she kisses. By kissing someone, she is somehow able to understand the other person's feelings. - THE TWINS - These albino twins are two of the Merovingian's worst henchmen. They are able to phase themselves, allowing them to pass through any solid object. Bullets and swords are unable to kill them. They were shamefully defeated by Morpheus when he and his Glock 18 blew up their Escalade on an overpass above the 101 freeway, though their fate is still unknown. - FLOOD - An ambitious Exile who wound up as The Merovingian's second-in-command, Flood will be your mission controller for any Merovingian missions. He's a bit disgruntled with his second-best position, though. He also has a very strong sarcastic attitude. - MALPHAS - Nothing was known about Malphas until recently. He used to be the leader of the Blood-Drinkers until he grew tired of the Merovingian's tyrannical rule over the Exiles. He conspired with Ookami to overthrow the Merovingian, but his plan went awry. The Merovingian attempted to delete him and Ookami, but they were able to flee to one of the Constructs. In recent events, he returned to the Matrix but was recaptured by the Merovingian and continues to serve him faith- fully. - OOKAMI - Another Exile dissatisfied with the Merovingian's abuses of power, Ookami leads a large pack of Lupines, also known as were-wolves. She went into hiding with Malphas and was also recently recaptured. - INVALESCO - One of the most powerful entities ever known within the Matrix, Invalesco was imprisoned within Blackwood Prison for centuries until he was recently released on a provisional basis. His thirst for power could not be ignored, though, and when he tried to return to his former power, he was apprehended by Malphas and Ookami and was apparently killed. Nobody knows if he will actually stay dead. ________ |TIMELINE| ¯¯¯¯¯¯¯¯ The chronology of the following events is unconfirmed. It has been compiled in the most sensible order, but the chronology of some events may not be entirely accurate. Some interpretation has been added, and no guarantee as to accuracy of both the interpretation and the presentation of these events can be given. The most up-to-date version of this timeline can be found here: http://www.mxoarchive.com/timeline.html - THE SECOND RENAISSANCE - - Humans create machines - As technology advances, machines become more advanced - Humans create AI - As technology advances, AI becomes more advanced - The machine designated B1-66ER murders its owners and their dogs - B1-66ER is put on trial and found guilty of murder - B1-66ER is sentanced to death and is destroyed - Machines and humans start to riot in protest of each other's actions - The Machines are exiled from human society - The Machines form the city 01 in Mesopotamia - Machine technology and AI becomes more advanced - 01's economy competes fiercely with the rest of the world - 01 attempts to gain entrance into the United Nations and is denied - Blockades are formed around 01 in an attempt to disrupt its economy - The Machines begin to fight back - Several thermonuclear devices are detonated over 01 but do very little permanent damage - War breaks out between the humans and the Machines - The humans implement Operation Dark Storm to cut off the Machines from the sun - The war continues and the Machines overwhelm the humans - The Machines are victorious over the humans - A thermonuclear device is detonated inside the United Nations Headquarters, destroying New York City - Nuclear winter sets in - Humans are captured by the Machines and used for experiments - The Machines develop a way to extract energy from humans and combine it with fusion power - THE EARLY MATRICES - - In order to pacify the humans, the Architect designs the Matrix - The Matrix ultimately fails because of its perfection - The Oracle solves the problem of choice, and 99% of the humans accept the Matrix - A professional athlete breaks a world record and attempts to self- substantiate - Glitches occur within the Matrix and are eliminated - The cycle of The One is developed and implemented - The One self-substantiates and begins freeing other humans - The free humans hide from the Machines in an underground city that they name Zion - Humans begin experimenting with turning Machines into allies - The experiments with the Machines result in disaster - The One follows his intended path and meets the Architect - The One makes the logical choice to save humanity at the cost of the de- struction of Zion - The One chooses a select group of individuals from the Matrix to rebuild Zion - The Merovingian is set to be deleted, but refuses and returns to the Matrix to go into exile - Other programs deviate from their parameters or are no longer necessary due to the One cycle - Deviant and useless programs set for deletion choose to hide with the Merovingian - The One Cycle repeats four more times - THE SIXTH MATRIX - - A man named Geoffrey leads a team of five people to find wheat in the Real World - Geoffrey's team finds an abandoned university town and discovers a seed depository - Geoffrey's team is attacked and slaughtered, though Geoffrey survives - Geoffrey returns to Zion and presents several baked goods to the people of Zion - A group of Zionites creates a massive wheat field on the surface using UV lights powered by the Machines' power lines - The machines slaughter the Zionites operating the field - Grain taken from Zion's stockpile is used twice a year for a Bread Feast - Morpheus is freed from the Matrix - Morpheus learns of Geoffrey's story at the Bread Feast - Morpheus visits the Oracle who tells him that he will find The One - Trinity hacks into the IRS database - Morpheus becomes Captain of the HvCFT Nebuchadnezzar and frees Trinity from the Matrix - Ghost is freed from the Matrix on the same day as Trinity - Ghost and Trinity develop a close, brother-sister relationship - Trinity becomes First Mate of the Nebuchadnezzar and other crewmembers join - Trinity visits the Oracle who tells her that she will fall in love with The One - Private Investigator Mr. Ash is hired by the Machines to track down Trinity - Trinity kills Mr. Ash on board a train as he begins to turn into an Agent - Morpheus finds someone who he believes could be the One - The man Morpheus believes to be the One fights an Agent and is killed - Morpheus finds four more people who he believes could be the One - Each potential One fights an Agent and is killed - Cypher begins doubting the prophecy of The One - Morpheus gains notoriety as an international terrorist - A hacker named Thomas A. Anderson, aka Neo, begins searching the Internet for Morpheus - The crew of the Nebuchadnezzar begins monitoring Neo as a sixth potential One - Cypher expresses his lack of faith in Neo to Trinity - Trinity takes a shift monitoring Thomas Anderson from the Heart o' the City Hotel - Cypher betrays Trinity's location to Agents Smith, Jones, and Brown - Trinity escapes from the Heart o' the City Hotel - The Agents begin their search for Neo - Neo sells an illegal disk to his friend Choi, who invites him to a rave - Neo and Trinity meet for the first time - Neo goes to work at Metacortex where Agents Smith, Jones, and Brown catch up to him - Neo is contacted by Morpheus who tries to help him out of the building - Neo is captured and interrogated by Agent Smith - A tracking bug is placed inside Neo's navel, and he wakes up in bed - Neo is contacted by Morpheus again - The bug is extracted from Neo's navel - Neo meets Morpheus for the first time at the Hotel Lafayette - Neo chooses the Red Pill over the Blue Pill and is extracted from the Matrix - The Nebuchadnezzar recovers Neo from the sewer and begins the recuperation process - Neo sees the Matrix for what it really is and is told of the Prophecy of The One - Neo's training begins - Cypher meets with Agent Smith to negotiate his betrayal - The crew of the Nebuchadnezzar takes Neo to see the Oracle - Cypher betrays the location of the Hotel Lafayette to the Agents - Neo meets Spoon Boy - Neo meets the Oracle and interprets her response to mean that he isn't the One - The crew of the Nebuchadnezzar is attacked at the Hotel Lafayette and Mouse is killed - Cypher is captured by the police - Morpheus is captured by Agent Smith - Cypher's paddy wagon crashes, he escapes and exits the Matrix - Cypher critically wounds Tank and kills Dozer - Cypher kills Apoc and Switch - Tank recovers from the attack and kills Cypher - The Agents begin attempting to extract the Zion access codes from Morpheus' mind - Neo and Trinity enter the Matrix to save Morpheus - Neo and Trinity demolish the lobby of the Government Building - Using a B-212 helicopter, Neo and Trinity ambush the Agents and rescue Morpheus - Morpheus, Trinity, and Neo safely land on a rooftop as the helicopter crashes into a nearby building - Morpheus and Trinity exit the Matrix, but Neo is trapped by Agent Smith - Neo defeats Agent Smith, but he quickly returns - Sentinels close in on the Nebuchadnezzar - Neo runs to the Heart o' the City hotel - Neo is killed by Agent Smith outside of Room 303 - Trinity confesses her love to Neo - Neo is brought back to life due to the imbalanced equation of the Matrix - Neo destroys Agent Smith - Neo declares his intentions to the Machines - THE LOST SIX MONTHS - - Smith is faced with deletion or exile, and he chooses exile - Tank dies and his brother-in-law Link volunteers to take his place on board the Nebuchadnezzar - The Keymaker is faced with deletion or exile, and he chooses exile - The Keymaker is imprisoned by The Merovingian - Sati is designed by Rama-Kandra and Kamala - Spoon Boy is freed from the Matrix - Simulations to guage betrayal among Zionists are implemented throughout the Zion crews - Michael Popper begins questioning reality - The crew of the Nebuchadnezzar begins monitoring Michael Popper - Michael Popper is cornered by Agents - Michael Popper self-substantiates by committing suicide off the roof of his high school - Neo refers to Michael Popper as Kid, which becomes his handle - The Machines begin mustering sentinels for the invasion of Zion - The Machines begin digging towards Zion - The crew of the Osiris is chased by a group of Sentinels to the surface where they find the army - The crew of the Osiris is pursued by the army back into the Tunnels of the Real - Thadeus records the last transmission of the Osiris - Jue mails the transmission to P.O. box 731222 inside the Matrix - The Osiris is destroyed by the sentinels - The crew of the Logos is sent to retrieve the last transmission of the Osiris - Ghost infiltrates the post office and recovers the transmission - Ghost and Niobe are pursued by Agents Johnson and Jackson - Ghost and Niobe escape from the Matrix and transmit the last transmission of the Osiris to Zion - Commander Lock orders an immediate full recall - Ghost and Niobe go to the airport to call the captains of the fleet - Axel is captured by Agents Johnson, Jackson, and Thompson - The crew of the Vigilant goes to the Airport to rescue him - Ghost and Niobe agree to help the crew of the Vigilant to rescue Axel - Niobe infiltrates the hangars and attempts to rescue Axel - Ghost shoots the front tire off the Gulfstream that Axel is aboard as it takes off - Ghost shoots down a helicopter piloted by an Agent - Niobe attempts to rescue Axel as he is transferred to a cargo plane - Niobe steals the Agents' car and drives it into the back of the plane as it takes off - Niobe crushes the Agent against a pile of cargo boxes - An Agent takes over the pilot's body as Niobe gives Axel a parachute - The Agent tries to close the cargo door, but Axel manages to jump out in time - Niobe and the Agent fight - Niobe opens the door again and kicks the Agent out - Ghost recovers Axel and picks up Niobe after she parachutes out of the plane - Axel and Ghost exit the Matrix through a hardline in a subway station - The Trainman warns Niobe that Zion only lasted 72 hours "last time" - THE FINAL 72 HOURS - - Neo begins having prophetic dreams about Trinity - The captains of the fleet begin gathering for the Red Orchid meeting - Niobe and Ghost arrive at the Red Orchid meeting - Niobe tells the captains about the last transmission of the Osiris - The crew of the Nebuchadnezzar arrives late to the Red Orchid meeting - Morpheus asks for one ship to stay behind to wait for the Oracle, Ballard volunteers - Agent Smith arrives at the Red Orchid meeting and delivers his earpiece to Neo - Agents Johnson, Jackson, and Thompson attempt to ambush the Red Orchid meeting - Corrupt and Wurm alert the captains at the meeting, and everyone flees to the hardlines in the sewers - Neo defeats the Agents and flies to the Oracle's apartment - The police infiltrate the sewers and several Zionists are injured and trapped - Ghost and Niobe save the crew of the Gnosis - Ghost saves the crew of the Caduceus - Ghost and Niobe are ambushed by an Agent - Ghost and Niobe are saved by the Keymaker, who takes them into the Industrial Hallway - Cain and Abel steal the Key to the Source from the Keymaker - Ghost and Niobe infiltrate the Merovingian's Chateau to retrieve the key - Niobe is captured by Vlad - Ghost kisses Persephone, who helps him find Niobe - Ghost kills Cujo, the leader of the dobermen, on his way to rescue Niobe - The Merovingian destroys the Key to the Source - Ghost saves Niobe, and they are chased by the Twins - Ghost and Niobe escape from the Twins and exit the Matrix - The fleet returns to Zion, but the Caduceus stays behind - The Logos returns to Zion - Lock discusses Morpheus' actions with Niobe - The Nebuchadnezzar returns to Zion - Morpheus is debriefed by Commander Lock - Link returns to his wife, Zee - Neo is distracted by a crowd of people - Trinity visits Ghost and fights him in his Zen Garden construct - Councillor Hamann speaks at the Temple Gathering - Morpheus speaks at the Temple Gathering - The Zionists have a cave rave - Neo avoids the rest of Zion and gets involved with Trinity - Neo is haunted again by the image of Trinity's death - The Oracle sends Seraph to find Ballard - Seraph attacks Ballard, and Ballard almost kicks Seraph's ass - The Oracle gives Ballard a message for Neo - Ballard gives the message to Bane - Bane and Malachi are chased by an Agent - Malachi is shot by the Agent - Bane gives the message to Malachi, who exits the Matrix first - Agent Smith copies himself onto Bane - Agent Smith exits the Matrix into Bane's body - The Caduceus returns to Zion - Ballard gives Neo the message from the Oracle - The Nebuchadnezzar leaves Zion - Neo goes to the tea house on Wu Ping Avenue and fights Seraph - Seraph takes Neo to Debir Court through the Industrial Hallway - Neo meets with the Oracle for the second time - The Oracle explains what Exiles are and gives Neo the details for a meeting with The Merovingian - The Oracle returns through the Industrial Hallway - Neo is attacked by a large mob of Agent Smiths in Debir Court - Neo survives the attack and flies away - Commander Lock formulates a plan to stop the invading sentinel army - Commander Lock tells Niobe that he loves her too much to let her get involved in the plan to stop the army - Commander Lock presents his plan to the Council - The Council asks for two ships to search for the Nebuchadnezzar - Captain Soren of the Vigilant volunteers - Captain Niobe of the Logos volunteers - Rama-kandra visits the Merovingian at Le Vrai to negotiate transportation for Sati into the Matrix - Rama-kandra agrees to betray the Oracle in exchange for safe passage for Sati - The crew of the Nebuchadnezzar visits the Merovingian at Le Vrai - The Merovingian refuses to give up The Keymaker - Persephone betrays the Merovingian in exchange for a kiss from Neo - Persephone kills Abel in the Merovingian's library - Persephone helps free the Keymaker - The Merovingian catches Persephone - The Twins chase Morpheus, Trinity and the Keymaker - Neo single-handedly defeats Cain, Tiger, and the rest of the Merovingian's bodyguards - Morpheus, Trinity, and the Keymaker attempt to get to an exit along the 101 Freeway - Neo begins flying back to the Mega City - The Twins, the Agents, and the police all try to stop Morpheus and Trinity - Niobe and Ghost jack in and contact Link - Niobe and Ghost are attacked by the Agents - Morpheus fights Agent Johnson on top of a semi trailer - Niobe and Ghost rescue Morpheus, who jumps back onto the semi and defeats Agent Johnson - The Agents form a head-on collision and Neo saves Morpheus and the Keymaker as the trucks explode - Niobe and Ghost are called to help the crew of the Nebuchadnezzar, and Sparks expresses his pessimism - The fleet begins moving into position for the counterattack - The crews of the Nebuchadnezzar, Logos, and Vigilant meet with the Keymaker at the Hotel Lafayette - The Keymaker outlines the plan for getting The One to the Source - Neo asks Trinity to stay out of the Matrix - Niobe and Ghost begin infiltrating the nuclear power plant - Soren, Vector, and Binary head for the rerouting facility - Niobe climbs up into the reactor and places a bomb inside - Ghost places a bomb in the control room, kills an agent, then escapes - Sparks injects Niobe with adrenaline to help her escape from the Agents in the power plant - Niobe and Ghost escape while the power plant explodes - Sentinels discover the Vigilant and launch a Tow Bomb - Axel runs across a catwalk aboard the Vigilant which collapses and kills him and Jax - The tow bomb hits the Vigilant, killing Soren, Vector, and Binary - Bane slaughters the crew of the Caduceus - Bane detonates the Caduceus EMP, disabling the Icharus and the Novalis - The Machine army discovers the entire fleet and destroys every ship except the Mjolnir - Bane survives the attack but goes into a coma - The Mjolnir finds Bane and takes him aboard - Link and Trinity check on the crew of the Vigilant and find that they're dead - The emergency rerouting systems come back online - Neo, Morpheus, and the Keymaker enter the Industrial Hallway - Trinity enters the Matrix to save Neo - Neo, Morpheus, and the Keymaker are attacked by a mob of Smiths - Trinity destroys the guard station and enters the rerouting facility - Trinity hacks into the grid and disables the emergency rerouting system - Neo, Morpheus, and the Keymaker arrive in the Dark Tower - The Keymaker is terminated, Morpheus heads for an exit, and Neo reaches the Control Room - Neo meets the Architect, who explains the One Cycle to him - Agents attack Trinity - Morpheus exits the Matrix - The Architect offers Neo the choice between saving Trinity and letting humanity end, or letting her die and saving humanity - Neo makes the illogical choice to return to the Matrix and save Trinity - Neo flies out of the Dark Tower as it explodes - Trinity dives out of a window, followed by Agent Johnson - Neo's speed exceeds Mach 1 - Trinity shoots Agent Johnson with her dual Micro-UZIs - Agent Johnson shoots Trinity - Neo catches Trinity and Agent Johnson falls on a parked car - Neo flies Trinity to a safe rooftop and removes the bullet from her body - Trinity dies - Neo repairs her RSI and brings her back to life - Neo and Trinity jack out - Rama-Kandra gives the Merovingian the termination code for the Oracle's shell - The Oracle obtains a new shell - The sentinels discover the Nebuchadnezzar and launch a tow bomb at it - The crew of the Nebuchadnezzar escapes just as the tow bomb detonates and destroys the Nebuchadnezzar - Neo discovers his connection to the Machine code and uses it to stop the sentinels - Neo seperates his mind from his body without jacking in and goes into a coma-like state - The crew of the Nebuchadnezzar is found by the Mjolnir and updated on the fate of the fleet - Seraph contacts the Logos and asks Niobe to meet him at the tea house - Niobe meets Seraph at the tea house and fights him - Niobe is told about Neo's fate by the Oracle, who tells her that she must help him when she can - Niobe is attacked by a group of Smiths as she returns through the Industrial Hallway - Niobe enters a random door and finds herself in a partially built skyscraper - Niobe runs from the Smiths and tries to escape through the elevator - Niobe returns to the Industrial Hallway, dodges more Smiths, and finds herself in Chinatown - Niobe runs through Chinatown trying to find a hardline - Niobe jacks out through a hardline inside a church - The Logos is found by a swarm of sentinels - Niobe pilots the Logos deep into uncharted tunnels - Ghost shoots down a tow bomb that was launched at the Logos - The Logos lands in a tunnel and Ghost detonates the EMP once the sentinels are all in range - Rama-Kandra, Kamala, and Sati go to the Mobil Avenue Train Station - The crews of the Mjolnir and Nebuchadnezzar begin searching for Niobe and Ghost in the Matrix - Morpheus asks AK to search the Matrix for Neo, but he is not found - Sati finds Neo in the Mobil Avenue Train Station - Seraph contacts the Mjolnir and asks to speak with the crew of the Nebuchadnezzar - Trinity and Morpheus visit the Oracle who tells them about the Trainman - Trinity, Morpheus, and Seraph try to negotiate with the Trainman, but he flees - The Trainman finds Neo in the Mobil Avenue Train Station but refuses to let him leave - Trinity, Morpheus, and Seraph fight their way into the Hel Club - Trinity holds the Merovingian hostage until he agrees to let Neo out of the Train Station - Trinity rescues Neo - Neo visits the Oracle - Neo exits the Matrix and Bane comes out of his coma - The Smiths copy themselves onto Seraph and Sati as they try to hide in the Oracle's apartment building - An Agent Smith copies himself onto the Oracle and gains the power of foresight - Agent Smith sees that he will defeat Neo but cannot understand why - Bane is interrogated by the crews of the Mjolnir and Nebuchadnezzar - The crew of the Mjolnir finds the Logos - Commander Lock asks for volunteers to aid the Infantry in defending the dock - Zee volunteers to join the Infantry - Kid volunteers to help support the APU corps - The Logos is repaired - Neo asks for a ship, and Niobe offers to let him take the Logos to 01 - Bane kills Maggie - Bane sneaks over to the Logos and hides aboard - Neo, Trinity, and Morpheus part ways - The Mjolnir begins heading back to Zion - Bane sabotages the Logos and takes Trinity hostage - Maggie's body is discovered aboard the Mjolnir - Neo and Bane fight, Bane blinds Neo with a broken power cable - Neo gains the ability to see Machine programs in the Real World - Neo kills Bane - Neo and Trinity begin heading for 01 - The APU corps moves into position - The Mjolnir is discovered by the sentinel army - The Mjolnir enters a mechanical line under heavy pursuit by the sentinels - The dock is breached and the APUs begin attacking the invading sentinels - Zee and Charra destroy one of the legs on Digger 1 - The dock control tower is destroyed - Zee and Charra destroy the second leg on Digger 1 - Digger 2 breaches the dock - The radio aboard the Mjolnir is destroyed - Charra is killed by a sentinel - The Mjolnir appears on the Zion monitors - The sentinels in pursuit of the Mjolnir order the sentinels in Zion to sabotage Gate 3 - The Mjolnir's systems begin to explode, injuring the crew - Mifune's APU runs out of ammo, Kid is sent to reload - Mifune is killed by the sentinels - Kid uses Mifune's APU to cut the counterweights on Gate 3 - The Mjolnir crashes into the remains of the Zion control tower - Link detonates the Mjolnir's EMP and disables the remaining sentinels and Digger 2 - The Logos exits the Tunnels of the Real and reaches the surface - The Logos begins following the power cables leading to 01 - The dock is evacuated and the self-destruct systems in the dock elevator shaft are detonated - Morpheus, Niobe, and Roland are debriefed by the Council - The sentinels revive Digger 2 - The Zionists evacuate and hide in the Temple - The Logos reaches the border of 01 and is attacked by the Armada - Trinity flies the Logos up above the clouds to avoid the tow bombs and sentinels - The Logos is disabled by the electrical disturbances in the clouds - The Logos crashes into a tower in 01 - Trinity says her final goodbye to Neo - Zion is breached by Digger 2 - Neo meets with Deus Ex Machina and negotiates the terms of the Truce - Deus Ex Machina accepts the terms and orders the sentinels to stand down - Neo enters the Matrix to fight Agent Smith - A heavy rainstorm plagues the Mega City - Neo and Smith fight a destructive battle throughout the Mega City - Neo gives up and allows himself to be copied over by Smith - Smith's purpose is fulfilled and the Machines link him to the Source through Neo's body - Smith is deleted - Neo's body appears to be killed - Deus Ex Machina accepts the truce - The sentinels leave Zion - Kid declares an end to the war - The Matrix is reset - The humans still in the Matrix who were infected by Smith are all restored and returned to their beds - The Assassin tries to recycle Trinity's body as part of his function - Other Machines prevent the Assassin from recycling Trinity's body because they are working on her cranial jack - The Architect meets with the Oracle in a park to discuss the truce - The Architect agrees to let the humans that want to leave the Matrix do so without harassment - Sati creates the best sunrise the Matrix has ever seen - THE NEXT RENAISSANCE - - The citizens of the Mega City assess the damage caused by the rainstorm and by the fight between Neo and Smith - Hundreds of obsolete and belligerent programs are exiled and form gangs within the Mega City - The Machines declare the Richland district open and unrestricted for all redpills - The Agents begin hunting down the Exiles to delete them - The Exiles discover ways to hack into the access nodes placed throughout the City - The Assassin is set to be deleted for his disobedience regarding the recycling of Trinity's body - The Assassin flees to the Matrix with the help of The Merovingian - Morpheus demands that the Machines return the body of Neo to Zion, but they refuse - Morpheus is considered to be deceased by the citizens of the Mega City - The framework of the HvCFT Novalis is salvaged and repaired. - Sawayaka becomes the captain of the HvCFT Novalis II - Glitches caused by Agent Smith begin appearing in the Matrix - Leaks in the code of the Matrix begin to appear, redpills begin to tap these data nodes for information - Humans within the Matrix are extracted at the highest rate ever - Massive hoverbarges are provided to house all of the new redpills - Due to a lack of adequate training disks, redpills start trading valuable information for new abilities - The Machines try to fix the glitches caused by Smith - Hundreds of redpills experience déjà vu - Thousands of humans are freed from the Matrix in a single day - The Machines start losing power - The Machines attempt to optimize their systems to compensate - Morpheus encourages all redpills to strain the system so that the Machines will be inclined to return Neo's body - The Machines consider Morpheus' actions to be in violation of the Truce - The Machines contact Lock to request that Morpheus be stopped - Commander Lock orders all Zionite redpills to apprehend Morpheus on sight - The Merovingian's lieutenants begin to shadow Morpheus - THE RACE TO FIND THE ONE - - Weak agents with glowing red eyes begin attacking redpills - Fighting begins to erupt between various factions within the Matrix - A haunted house is reported - A mysterious virus disables four hardlines in Richland - Rumors spread about fragments of The One within the Matrix - Imposter agents appear in large numbers throughout the Mega City - Fragments of The One's RSI are found on some of the corpses of the imposter agents - Morpheus asks all Zionites to recover as many of the fragments as possible and turn them in to Zionist researchers - The three organizations fight over control of entites known as Shapers - A mysterious fourth organization captures one of the shapers - The red-eyed imposter agents are replaced by corrupted agents bearing the image and name of Neo - The Oracle warns everyone of an impending battle - Niobe orders all redpills to gather for a battle by the Mjolnir Monument - A fierce and deadly battle rages in the Mjolnir Monument park - New orders send all available redpills to Hammersfield Courts - The Super Agents responsible for the imposter agents are all destroyed - The skies in the Matrix clear as the Truce is restored - NIGHTFALL - - Morpheus asks a few redpills to help him escort some fragments into the International district - Assassination attempts are reported throughout the bluepill community - A garbageman sees a mysterious masked man standing by dumpsters and trash cans in the middle of the night - Ookami, the leader of the Lupines, is seen visiting Dame White in the Club Masamune - Malphas, the leader of the Blood-Drinkers, is seen in Manssen Park - Ookami and Malphas are kidnapped by an unknown entity or group - Lupines and Blood-Drinkers attack redpills throughout the city to get revenge for the capture of their leaders - Niobe calls a meeting in Tabor Park to explain the situation and deny any Zionite involvement with the disappearance of Ookami and Malphas - Niobe orders all Zionites to eliminate the attacking Lupines and Blood- Drinkers - Agent Gray and Flood order their respective redpills to assist in killing the exiles - Agents are sent in to assist the redpills in eliminating the exiles - A Blood-Drinker named Invalesco appears to a crowd of redpills in the Church of the Disciples and outlines his plan for a new fourth organizatoin - Invalesco promises to provide his followers with special powers in exchange for permanently transferring their minds into the Matrix - Representatives of Malphas meet with redpills throughout the Mega City to discuss the reasons for their revolt against the Merovingian - Malphas' representatives try to convince redpills to help overthrow the Merovingian and restore freedom for all Exiles - Invalesco holds a ceremony at the Church of the Disciples to turn redpills into vampires - Malphas' troops invade the church and Invalesco is chased across the Mega City to the International District - Invalesco flees to the Archives to hide - Invalesco returns - Malphas and Ookami transmit clues to all redpills about Invalesco's location - Groups of redpills search the Mega City to find Invalesco - Several redpills and Exiles from Malphas and Ookami corner Invalesco - One of the Exiles skewers Invalesco with a wooden stake - The Merovingian recaptures Malphas and Ookami - THE HUNT FOR MORPHEUS - - Redpills are attacked by The Assassin in Sobra Shores - Morpheus begins putting up propaganda posters in sight of bluepills - Zion orders all redpills to remove Morpheus' posters - Morpheus continues to endanger the truce - The Merovingian's henchmen continue tailing Morpheus - Imposter Agents continue to antagonize both bluepills and redpills - Imposter Agents use their PDAs to tamper with hardlines - Masked redpills known as Cypherites begin attacking other redpills - Morpheus plants hidden messages in The Sentinel to announce a meeting at the Club Messiah - A Machinist operative plants surveillance equipment inside the club - Morpheus arrives at the Club Messiah and speaks to a large crowd of redpills - Morpheus declares his intentions to retrieve Neo's body from the Machines by force - Helicopters begin circling the city the next day, dropping flyers bearing the message "DO NOT TRUST THE FRENCHMAN" - Morpheus begins detonating code bombs to infect redpills with a virus to distort their RSI, causing mass awakenings among bluepills - Morpheus makes a public appearance and is ambushed by Cypherites, who attack the other redpills as he makes his escape - Lock orders all operatives to cease all attempts at communicating with Morpheus - Cyperites attack redpills throughout the city - Ghost calls a meeting in the Parallaxis club to gather intel regarding the Cypherites - Reports indicate that the Cypherites are comprised of high-ranking redpills from all three organizations who have joined together to reinsert humans into the Power Plant - Morpheus makes a public appearance and is attacked by Agents, security officers, and Ookami - Lupines attack redpills throughout the city - Morpheus continues his campain to strain the Matrix - Morpheus sets a code bomb in a waste treatment plant - The Assassin attempts to kill Morpheus, but Morpheus escapes as the code bomb detonates - As Morpheus exits the building, the Assassin squeezes out of a small window and shoots Morpheus twice - The Assassin empties the rest of the clip into Morpheus' body as it lies on the pavement - Niobe, Anome, and a group of Zionites confronts a group of Agents outside of Kalt Chemical Engineering - The Agents deny any Machinist involvement with the assassination of Morpheus - Investigations into the identity of the Assassin begin - Agent Skinner confronts the Assassin but is forced to delete himself to prevent the spread of the Fly Virus - Niobe and Ghost mourn with other Zionite redpills at the Camon Heights Congregational Church - Morpheus' body is presented at First Unified Church in Sobra Shores, though it disintegrates into a cloud of flies and reforms itself every few minutes - Agent Pace becomes the first female Agent - Agent Pace begins engaging in social activities such as dancing and accepting signs of physical affection - The Corrupted attack redpills throughout Mega City - Documents are recovered from the Corrupted indicating that the Assassin is a rogue Exile who intends to destroy the Matrix - Several of the monuments throughout the City decay to the point of showing the underlying code - Complete Corruptors, giant entities composed of flies, appear in several of the City's parks - Redpills from all three major organizations attack the Complete Corruptors and defeat them - The decayed monuments return to normal - Investigations fail to ascertain the location of Morpheus' last known broadcast point or his Real World body - CHOICE AND CONSEQUENCE - NOTE: The chronology of the following four entries is still unknown, but it has come to the attention of all redpills at this point in the timeline. * The HvBRG Terra Nova is sabotaged and destroyed, killing 140 operatives, 63 operators, and 20 other crewmembers * Two redpills report for duty aboard a Machinist hovercraft, the crew of which is later found dead * A redpill formerly named Mr. Williams discusses reinsertion of redpills into their pods with Agent Gray at Reagan's Steak House * Two Cypherites named Enmascarado and Gemaskeerd monitor Morpheus as he detonates his code bombs and conspire to kill him - Neurophyte of the HvCFT Novalis II is sent alone into the Desert of the Real on a classified mission - Neurophyte's transponder and bioelectric monitor go offline simultaneously - Zion is unable to locate Neurophyte in the Matrix or in the Real - Three heavily-guarded Cypherite bases inside the Matrix are attacked but are found to be locked - Ghost meets with a group of redpills at the Club Avalon to discuss the situation - Cypherites ambush the crowd as Ghost departs the club, but Ghost and the other Zionites defeat the attackers - False orders are sent out by imposter Operators to Zionite and the Machinist operatives in order to get them to violate the truce - Neurophyte's coordinates in the Matrix are confirmed - Neurophyte is recovered in the Real and is found to be in critical condition - Neurophyte's killcode is found, though the extraction process is determined to be at the cost of her life - Neurophyte expresses her desire to sacrifice her life to recover the killcode - A Cypherite named Espectro appears in Achan and Tyndall orders Zion operatives to apprehend him - False messages are sent by Operators to send all Zionite operatives to Midian Park and Apollyon - Tyndall orders all operatives to Sai Kung where Espectro is found and unmasked - Espectro's crew is informed of his identity and is ordered to return to Zion - Redpills throughout the ranks of Zion send messages to Neurophyte through Tyndall asking her to reconsider her choice to sacrifice herself - Neurophyte's fate is decided - DOUBLE CROSS - - Code bombs continue to be detonated throughout the Matrix - Entities resembling Morpheus are sighted, each with names related to dreams - The Assassin is sighted throughout the City and is attacked by crowds of redpills - Niobe infiltrates a building where the Merovingian and Persephone are staying - Niobe demands to know how to kill the Assassin - Zion redpills are sent to acquire a recipe and ingredients for an insecticide to kill the Assassin - Gemaskeerd appears at Mara Central and leads a group of redpills into a trap - Redpills eliminate the attacking Cypherite forces - Redpills attempt to unmask Gemaskeerd, but he escapes - Specific redpills throughout the city are targeted and attacked by imposter Agents - Imposter Agents are sighted guarding the Kalt Chemical Corporation complex in Kedemoth - The Imposter Agents at Kalt Chemical Corporation are eliminated - Imposter Agent forces are ordered to fall back to their territory in the Historic District downtown - The Imposter Agent forces are routed - A Cypherite traitor aboard the Novalis II places a device on Vashuo's cranial jack - Sawayaka sends all crewmembers of the Novalis II on seperate missions within the Matrix - The Cypherite activates the device on Vashuo's cranial jack, and Vashuo dies instantly - Tamarin initiates the emergency jack-out protocols and returns the entire crew to the Real - The crew discovers Vashuo's death - The HvCFT Sedna intercepts the Novalis II and cuts off its communications - Niobe and Ghost arrive to interrogate the Novalis II crew - Investigations into the identity of the traitor responsible for Vashuo's murder are taken up by all of Zion's forces - The Assassin appears at Mara Central, followed by Niobe and Enmascarado - Niobe and the Assassin attack Enmascarado - The Assassin defeats Enmascarado, and his RSI's code releases a flame virus - All redpill RSIs in the immediate vicinity are infected and quickly spread the virus across the city - Investigations identify Toorima as Vashuo's killer - Toorima is revealed as a high-ranking Cypherite leader using Veil as her alternate handle - Toorima is taken into custody and handed over to the Zion Council for sentancing - DEATH OF THE DESTROYER - - Investigations into chemical compounds capable of killing the Assassin begin - A successful chemical compound is found - Development begins on a device capable of spraying the Assassin with the insecticide formula - The three main organizations trade information and work together to create the Flit Gun - Investigations into the location of the Assassin's hideout reveal its location on board a garbage scow - A redpill attempts to kill the Assassin with a flit gun, but the Assassin escapes through a hardline - Surveillance reveals visual identification of The General on a downtown helicopter pad - Commandos working for The General meet with representatives of all three organizations - Massive clouds of flies fill the skies - The Assassin attacks Ookami, leaving her in critical condition - The Merovingian agrees to fight against the Assassin - The Oracle makes a public appearance in Debir Court to emphasize the importance of eliminating the Assassin - The Corrupted begin attacking redpills throughout the City - Bluepills throughout the entire City avoid going outdoors - Flit Guns are distributed amongst all redpills - Investigations into where the Assassin may be found next begin - The Assassin appears several times throughout the City but escapes - Redpills gather together and attack the Assassin, spraying him with the insecticide - The Assassin splits into several copies - Redpills from all organizations continue to attack the Assassin - The Assassin is finally killed and Morpheus is avenged - Redpills sneak into the Hel Club and celebrate all day long - The Merovingian's Cake is distributed at The Sanguine Room - Smaller parties are held at clubs throughout the City - The flies clear from the skies - Bluepills feel safe enough to venture outside again - The Merovingian makes a brief appearance at The Sanguine Room - Redpills assist in the process of purging the Matrix of any remaining code left by the Assassin **************************** END OF MAJOR SPOILERS **************************** **************************** END OF MAJOR SPOILERS **************************** **************************** END OF MAJOR SPOILERS **************************** __________________________ |FREQUENTLY ASKED QUESTIONS| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ -*- TECHNICAL QUESTIONS -*- Q: What are the minimum and recommended system specifications? A: Minimum: • Microsoft Windows Millennium, Microsoft Windows 2000, Microsoft Windows XP or above • 512 MB of RAM • DirectX 9.0c compatible video card with Programmable shader (ATI Radeon 8xxx, 9xxx and above, Nvidia GeForce 3 and above, excluding GeForce4 MX) and 64 MB VRAM • PC with 1.4 GHz CPU • DirectX 9.0c compatible sound card • 7 GB available hard disk drive space • 56.6k modem with internet access • Keyboard and mouse Recommended: • Microsoft Windows XP or above • 1 GB of RAM • ATI Radeon 9xxx and above DirectX 9.0c compatible video card with 128 MB VRAM • 2.4 GHz Intel Pentium 4 or AMD Athlon XP 2800+ • DirectX 9.0c compatible sound card with EAX support • 10 GB available hard disk drive space • ATA 133/DMA or faster hard drive • Broadband internet connection • Keyboard and mouse DirectX 9.0c or more recent is required. It is available through the game installer or can be downloaded from http://www.microsoft.com/directx. Q: Will this game work on Apple or Linux systems? A: No, it is currently only compatible with PC systems. Q: Is this game available for any console systems? A: No, this game is currently only available for PCs. Q: Where can I send my complaints/questions regarding MxO? A: If it's something serious, go to http://support.thematrixonline.com/ and submit a petition. If it's something you think is serious but really isn't, go to the forums and post about it there: http://mxoboards.station.sony.com/ Q: How well does this game run on dial-up? A: Quite well, actually. All players have an imposed bandwidth limit of 10kbps, so you won't use any more than that for the sake of not overloading the MxO servers. There may still be a little bit of rubber-banding if you're using 56k, though, but it's not as bad as using 16k. Keep in mind that even if your band- width is higher than 10kbps, MxO may not be able to use all of that bandwidth. Q: What should I do if I have to reinstall the game? A: If you still have the game installed but there's any problem massive enough to require a reinstallation, you should first back up all of the old files. Make sure you have several extra gigabytes on your hard drive, then move the following folders into another arbitrary location: C:\Program Files\Monolith Productions\The Matrix Online\packmaps C:\Program Files\Monolith Productions\The Matrix Online\Profiles C:\Program Files\Monolith Productions\The Matrix Online\reports C:\Program Files\Monolith Productions\The Matrix Online\resource The packmaps and resource folders are both really huge, and they'll both take forever to repatch if you happen to replace them with the installation copies. The profiles and reports folders aren't as important, since all of your chara- cter data is stored on the MxO servers. The profiles folder just holds stuff like custom map blips and game settings. The reports folder contains all of your zipped CCR reports, so if you've been reporting bugs, you should save those just in case. Also, be sure to copy all of your screenshots to another location, since those will all be deleted during the uninstall procedure. They should be in the same directory where you'll find the folders listed above. Once you reinstall, just copy those four folders and the screenshots back to the MxO directory and let them replace what's already there (if there are any screenshots already there, though, you probably don't want to replace those). Hopefully, doing so will save you a great deal of time so that you don't have to download a gigabyte of patches. Q: How do I cancel my account? A: Sony now has an online account cancellation option. Go here, log in with your Station ID, then click on the "Cancel Subscription" button: https://secure.station.sony.com/mxo/index.vm -*- COST -*- Q: Does MxO have a monthly fee? A: Yes, almost every MMORPG has a monthly fee. MxO costs $14.99 per month to play. It costs so much because the servers have to be maintained, the game has to be monitored, bugs have to be fixed, and new content has to be added. You're paying for a very dynamic game that can change very often, and that's one thing that helps keep it interesting after so long. Q: Do debit cards work? A: Some debit cards work, so it's always worth a try. If your debit card has a logo of a major credit card on it, it might work, but there's no guarantee. Q: Is MxO covered under SOE's Station Access pass? A: Yes, if you have a Station Access pass (or if you get one), you can play MxO and all of SOE's other MMOs for only $21.99 a month. Q: Are there any prepaid game cards available? A: Well, yes, there are, but I'm not sure if they work since the transition to SOE. Q: I want the game to be free, can you teach me how to make a fake credit card number? A: Nope. -*- SERVERS -*- Q: How many characters can I have on each server? A: You can have up to three characters on each server. Q: How many servers can I make characters on? A: As long as a server is open, you can make a new character on it. Q: Can I move characters to different servers? A: At this time, no, it's impossible to move a character to a different server. Q: Can I interact with people on different servers? A: No, people on different servers cannot interact directly in the Matrix. The only way they can interact is through sending a tell. To do so, you need to put the name of their server and a period before their handle (so to contact me from another server, you'd use "Syntax.Stackk" as my handle). Q: Can I connect to more than one server? A: Not at the same time. There can only be one instance of MxO running at one time, and you can only connect to one server. You can create characters on other servers, but you can't play on two at once. You also can't use more than one character at a time, even if they're on the same server. Q: Can I connect to MxO from a different computer but still use my same character? A: Yes, as long as you don't care about using your map blips and custom settings. Q: Can I connect to MxO from two computers at the same time using the same account? A: No. Doing so would allow someone without an account use someone else's while the account owner is also playing, effectively allowing two people to use the same account. Q: What are the "hostile" servers? A: Vector is currently classified as a "hostile" server. What this means is that the entire server will have opt-in OvO combat below level 16 and mandatory OvO at or above level 16. What THIS means is that if you're at level 16 or above, you can be attacked at any time by anyone who works for an opposing organization. If you're below level 16, you can choose to turn on OvO combat by typing /pvp in the chat box. This really makes the game dangerous since you can and will be ganked by someone at level 50 for no reason. You can still turn on OvO on one of the other servers by typing in /pvp but you'll only be able to attack other people who have activated OvO. Q: Is there a role-playing server? A: Not really anymore. Syntax has the original roleplaying population from Linenoise, which used to be the unofficial role-playing server. Q: What should I do to be a good roleplayer? A: Most good RPers are expected to use believable character, crew, and faction names. It's also preferred if you stay in character. You don't need to write a novel to go along with your character, but it helps to have some personality and some backstory to make your character more believable. Also, anything out of character can be said in either (parenthesis), ((double parenthes)), or ::double colons:: and actions can be put *between asterisks*. Q: The servers have been down for several hours. Will they give me thirty free days? A: No, but they may give you a free day. The devs are really nice and under- standing, and they've been known to give a free day or two if the servers have unexpected problems that last for exceptionally long lengths of time. Scheduled maintenance doesn't count, though. Q: When is scheduled maintenance and how long does it last? A: Scheduled maintenance is always done at 4 am PST, but they don't always do it every day. Any time a new patch is applied, though, they'll take the servers down at 4 am PST. Routine maintenance usually lasts between 1-2 hours. -*- CHARACTERS -*- Q: Can I change my character's appearance? A: No. There's no way to change any of your physical features. If you gave yourself a beard, there's no way to shave it off. If you gave yourself blond hair, you can't dye it blue (ya gotta have blue hair!). The only way you can change your RSIs appearance is to change your clothes. Q: Can I cross dress? A: No, all clothing is gender-specific, even if it looks like something someone of the opposite sex could wear. Hats, gloves, shoes, everything is gender- specific. Q: Can I be a male and a female at the same time? A: ...the hell? No. You have to be either a male or a female. Nobody really cares about your gender in real life, so go ahead and pick whichever gender you prefer. But you do have to pick one and only one. You can always make other characters on other servers, but each character has to be one or the other. Q: Am I going to meet/see Neo or any of the real movie characters? A: You might. It all depends on who you work for, when you're online, where you happen to be, and how lucky you get. Some missions may let you meet characters from the films as NPCs, but some of the characters are actually controlled by human beings on the Live Events Team from time to time. Also keep in mind that the two Wachowski brothers, the guys who wrote the films and created the Matrix in the first place, are playing the game anonymously. As Ghost says, "You never know." Keep that in mind the next time you decide to make a fool of yourself and dance naked in front of the Mara Central hardline. Q: Why does my character lose health whenever I jack in? A: It's actually not losing health, it's increasing its max health. If you're wearing certain buffed clothing or if you have an ability that increases your max health, it'll kick in whenever you jack in at a hardline, but it'll only increase your max HP without increasing your HP. Just wait and it'll fill up on its own. -*- THE WORLD OF THE MATRIX -*- Q: What's the difference between districts and neighborhoods? A: Districts are huge areas of the city. Currently, there are only four: Richland (aka The Slums), Westview (aka The Barrens), International, and Downtown. Within each of these districts are several smaller neighborhoods. Each neighborhood usually has its own mobs, its own item collector, and its own set of hardlines. In the future, there may be additional districts added to the game, but nothing has been confirmed yet. Q: Why do I keep getting killed by Agents if I leave the Slums? A: Richland, aka The Slums, is the only unrestricted district in the Matrix. You're safe as long as you stay there. If you enter one of the other districts, though, you are in restricted areas and can be targeted by Agents. How long it takes for them to find you depends on your level, how dangerous the neighbor- hood is, and whether or not you've found the local access node. Q: What are access nodes? A: Access nodes are small consoles that look like the interface from a bank ATM on top of a short post. They radiate bolts of light and electricity into the air if you haven't tagged them yet. One access node has been placed in each restricted neighborhood of each district. They can be very hard to find, and they also require access keys from certain mobs in other neighborhoods. When you tag one, you'll get experience points and you'll also have almost complete safety from agents in that neighborhood. Keep in mind, though, that they may still be able to find you if your level is significantly low. Q: What are data nodes? A: Data nodes are not access nodes. They are completely different. Data nodes are invisible to the naked eye. If you wear Data Node Locator Goggles and if you have the Find Data Node ability, you'll be able to see them. They're small fractures in the code of the Matrix that leak raw data. With the proper abilities, you can tap data nodes for information and experience, but it's not very efficient. Q: I can't see any hardlines on my map in the other districts. Where are they? A: When you start the game, you will only have hardlines in Richland marked on your map, and you won't have very many. Whenever you find a new hardline, run the "Synchronize" command on it and it will be added to your list of available hardlines and will also be added to your map. Q: How do I get to International or Downtown? A: Since there are no open bridges or paths to these two districts, you'll need to take a subway. The Yellow Line subway in Apollyon, Kedemoth, and Tabor Park will take you Downtown (click on the point of the arrow leading north from Richland), and the Blue Line subway in Magog, Dannah Heights, and Camon Heights will take you to the International district. Q: Can I go into any building and any room? A: You can go into almost any building in the entire game. Rooms, however, are a different matter. Most buildings allow you to go into any room on the ground floor. They also usually have roof access on the top floor. The rest of the building is usually reserved for instanced mission areas and thus cannot be accessed. Some buildings occasionally have mission contacts on certain floors, but they are quite rare. There are also some buildings that let you go almost anywhere. Clubs, churches, exile hideouts, and other such unique buildings usually let you explore quite a bit. There are only a few buildings that you can't get into at all without being on a mission, but they're usually boring, like warehouses and such. -*- COMBAT -*- Q: I've heard combat is like rock-paper-scissors. Is this true? A: No, rock-paper-scissors implies that one attack is strong against a certain type of opponent. There is some degree of this in MxO combat, but most of the decisions about how much damage is dealt to whom in each turn is decided by rolls. It's more like the game Risk than rock-paper-scissors: whoever rolls a higher number on each turn gets to attack. In many ways, it makes more sense than traditional turn-based RPGs. In real life, whether or not you hit someone depends more on chance than on taking turns. Q: How does bullet time work? A: Bullet time cannot be controlled. It occurs during interlock combat when your character uses certain specific abilities or on occasion when you defeat an enemy. It is only in there for the sake of looking cool. It has no special uses like in Enter the Matrix. Q: What is PvP? A: PvP stands for "Player vs. Player." Q: How does PvP work? A: Within the Matrix itself, PvP is usually restricted to duels between two players. One player must challenge another to a duel and the other person must accept the duel. Once someone is killed, the duel is over and the loser can be reconstructed without returning to the loading area. There are also constructs that exist outside of the Matrix with open PvP. These places are often very dangerous since higher level players often like to gank weaker players just for fun. There are level restrictions on each construct, but the range of levels still allows players to gank each other. Q: What is OvO? A: OvO stands for "Organization vs. Organization." Q: How does OvO work? A: Since the Truce is still a bit shaky, players sometimes have the ability to attack players in other organizations without their consent. On hostile servers, OvO is mandatory once you reach level 16 and can be turned on by using the /pvp command below level 16. On non-hostile servers, OvO is off by default and can be turned on at any time by using the /pvp command. Keep in mind, though, that you can only attack players who have PvP enabled. Q: Alright, now what the heck does "gank" mean? A: Ganking refers to the act of senselessly attacking other players who are much weaker than you. It's really not a nice thing to do unless the story calls for open war between organizations. It doesn't apply to NPCs, however, so you can attack as many grey enemies as you want :-P Just be aware of kill-stealing if someone else is already fighting enemies. Let the lower-level players level up against enemies their own size. Q: Are there melée weapons? A: No, but they may be added with later expansions. Yes, there is a screenshot of Niobe holding a sword, but that doesn't mean that melée weapons are useable. And yes, the devs are fully aware that players want melée weapons, so please stop making topics about them on the forums. They have been suggested umpteen- million times since even before I started playing, so just be patient. -*- LEVELS AND ABILITIES -*- Q: What is the level cap? A: Currently, the maximum level you can reach is 50. Q: How do I learn new abilities? A: Find vendors that sell the abilities you want. Vendors often can be found near hardlines. If you open your map, you can also find the vendors marked with little blue V icons. Don't use the vendors in the clubs, though, they just sell weapons (hey, at least it's better than having female construction workers behind the counters, which is how the beta test used to be). You can also ask coders to make abilities for you, but be nice about it. Try not to go around shouting requests for people to make kung-fu for you. Q: I just bought some abilities from a vendor. How do I use them? A: First, find any hardline and use the upload command (you can just hover the mouse over the hardline and hit Tab to use the upload command, which is the default hardline action). This will send all of the code bits and abilities in your inventory into your code storage, which can only be accessed from hard- lines or from the loading area. Once your new abilities have been uploaded to code storage, right-click on the hardline and select "Abilities." This will send you to the Abilities menu. There are two parts to this menu: the ability tree and your abilities. Click on the tab for your abilities. On the left is the list of abilities in your code storage, and on the right is the list of abilities you currently know. Simply drag the abilities you want from the code storage on the left into your memory on the right. Keep in mind that your memory has a memory limit, so you can't learn everything all at once. Also, most abilities have prerequisites, so you can't just learn Karate without learning some basic martial arts skills. Q: How do I level up abilities? A: You can level up abilities from either the Upgrades panel (listed in the menu button to the left of the compass) or from the Abilities menu in the Loading Area. You have to pay a certain amount of information to upgrade abilities, but it's usually worth it. You should keep your abilities leveled up as much as possible. It's been said that a level 50 player with a level 1 ability is like a gun without ammunition. Q: How do I become an Operative, Hacker, or Coder? A: You need to buy the required abilities for these trees. Becoming a basic Operative, Hacker, or Coder is usually fairly easy and requires only a few abilities. Check the ability trees in the Abilities menu to see which skills you need. You can then either purchase those abilities or ask a coder to make them for you. Once you have them in your inventory, go to any hardline and up- load them to your code storage, then go to the Abilities menu and transfer them from code storage to your RSI's memory. Q: How can I get the Hyper-Jump Beta ability? A: Unfortunately, Sony has yet to carry over the ability to add a preorder key to your account, so unless your account already carries this feature, you're out of luck. If you do have an active Hyper-Jump Beta account, then you need to create a new character to get the ability if you don't already have it. -*- CREWS & FACTIONS -*- Q: How do I start a crew? A: To start a crew, you only need one other human player and a reputation of at least 16 with one of the three organizations. Hit the [ key to bring up the crew panel. First, you should come up with a name for your crew. The default name is [your name]'s Crew, so you should think of something a little more creative. Also try and keep it fairly believable. Most people don't like seeing people running around with stupid crew names, like "Tastee Wheat Eaters" or something like that. Your crew affiliation will need to be with an organization with which you have a reputation of at least 16 as well, so you'll probably only have one option. Everyone in your crew will be affiliated with that organ- ization. They can still run missions for other organizations, but it's not recommended. Once you've chosen a name and an organization, you then need to recruit someone else to your crew. Once they accept and join, your crew will be complete. Q: How do I start a faction? A: To form a faction, you must be a captain of a crew and you must find another captain of a crew to start the faction with. For this reason, you must have at least four people to start a faction, since each crew needs at least two people. The method for creating a faction is the same as creating a crew, though you should hit the ] key instead of the [ key. Q: Can I go to the real world? A: No, there is no game play in the Real world. Technically, the loading area counts as being in the Real world, but it's just used for loading items and abilities and such. Just think of your real life as the Real world. Q: Can I pilot a hovercraft? A: Nope. Q: Can I visit Zion? A: No. Game play takes place exclusively in the Matrix and in the archives and constructs. You can take orders from Zion and you could potentially see cine- matics from Zion, but you can't go there yourself. -*- COMMANDS AND EMOTES -*- Q: How do I add people to my "Buddy List"? A: The command is /ca which stands for "contact add," and the syntax is: /ca [buddy name] /ca [server name].[buddy name] For example, adding "Morpheus" to the group "Buddies" would work like this: /ca Morpheus Or for a different server: /ca Recursion.Morpheus -*- STUPID QUESTIONS -*- I apologize for the name of this section. I've asked some of these questions myself, and I don't mean it as an insult to anyone's intelligence. It's usually that the answers make a lot of sense and the questions don't. You'll also likely be laughed at or flamed if you ask other players these questions, so just be warned: a lot of people consider these questions to be annoying. Q: Can I play this game offline? A: No. There's a reason why it's called "The Matrix Online." There is no way to play it without an Internet connection. Q: Can I be Neo? A: No. Q: Can I be The One? A: No. Q: Can I fly? A: No. Hyper-jump is good enough. Flying would be incredibly cheap and really stupid, since only Neo could fly. The game would probably lag, getting places would be too easy, and it would probably lose a lot of the fun after a while. Just be content with Hyper-Jump and hardline teleporting. Q: Can I drive a car? A: No. This is not GTA. Driving cars would be chaotic unless they were locked into set courses. It would also put too much strain on a lot of people's systems, since even turning on richworld is too much for some computers. You can use hardline teleporting, hyper-jumping, and subways to travel quickly. Q: Can I be an Agent? A: No. In the films, Agents were controlled by artificial intelligence programs and in MxO, Agents are usually also controlled by computer AI. On occasion, developers may take control of specific agents during open PvP sessions to add to the chaos. If you're a really good spy, you may be able to use an Agent disguise to temporarily make yourself look like an Agent. Q: What organization should I work for? A: You should work for whoever you want to work for. Don't let someone else tell you what you believe. Q: Can I become an admin? A: No. Only admins can be admins. Q: Can I play a film character. A: Theoretically, you might be able to apply for a position with the LET, but you have a greater chance of getting struck by lightning. Just be content with who you are. ______________ |WORLD OVERVIEW| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ There are four districts that you can access in the Mega City, each of which is divided into several neighborhoods. These neighborhoods have anywhere from one to five hardlines, depending on the size, content, and popularity of the neigh- borhood. Most neighborhoods also have a specific gang, or mob, that is native to that area, though some mobs can be found in multiple neighborhoods. The level of the members of the mob usually determine how safe it is for you to be in that neighborhood. New redpills start out in the Richland district, which is usually called the "Slums." Going into any of the other districts can be extremely dangerous, though it can also be very rewarding. Richland is the only district where all redpills are allowed to be. Any redpills that stray into any of the other three districts are considered to be open targets for Agents. If you try and enter one of these areas, you will eventually be told that agents are closing in on your position. That's your cue to start running. If you do see an Agent, keep running or use Hyper-Jump. It'll be a long time before you'll be able to fight them. You may be wondering now how you'll ever survive in the other three districts. That's where the "very rewarding" part comes in. In each neighborhood in the other three districts, there is a device called an Access Node (not to be con- fused with Data Nodes, those are completely different). Access Nodes are small panels on short stands that usually send short, bright beams of light into the air above them, at least until you access them. These are NOT the large spot- lights that you may see shining up at the skyscrapers. These are small, slanted terminals, and the light they send up into the air almost looks like green lightning, though not nearly as high up into the air. Anyway, when you access an Access Node, you'll be given authorization to be anywhere inside that neigh- borhood and you will no longer be antagonized by the Agents. As an extra bonus, you'll also be given a ton of experience points. Be careful, though: as soon as you leave that neighborhood, the rest of the district is still off limits, and the Agents will be able to find you again. You'll also need to find the appropriate access node key from one of the mobs in a lower-level neighborhood before you can hack the access node. Maps of the districts can be found here: http://www.mxoarchive.com/maps.html The following is a list of all of the districts and neighborhoods in the game, each with a short description. -*- RICHLAND: "THE SLUMS" -*- Richland is the place where all new redpills first start out. It may look trashed and unpleasant, but don't be discouraged. Not only will this place look clean and friendly once you take a look across the river at the Barrens, but if you work hard enough, eventually you'll be able to survive downtown where everything looks awesome. Still, though, you'll come to think of Richland as home, where new and advanced redpills alike can gather for dueling, trading, and throwing parties. - MARA - The central congregating point for everyone, you can almost always find someone at the Mara Central hardline. One of the larger and more diverse neighborhoods, Mara is most famous for Debir Court, the site of the infamous Burly Brawl, where Neo went up against countless copies of Agent Smith. It also has a church just to the north of the central hardline, as well several vendors in the sur- rounding area. Don't forget, though: there are three other hardlines in Mara that aren't included on your list when you first jack in. - TABOR PARK - One of the safer districts in Richland, Tabor Park has several nice skyscrapers along the north shore of the river which seperates Richland from Downtown. This is one of the easiest neighborhoods for new redpills to train in and is one of the best places to run missions. - URIAH INDUSTRIAL PARK - Situated in the northwest corner of Richland, Uriah has several large ware- houses and a very tough exile gang. There isn't much to see except the Club Paralaxis, so avoid Uriah until you're strong enough to survive against the exiles. - MORIAH PROJECTS - This neighborhood contains mostly apartment buildings that all look alike. Other than that, there isn't much to see. - ACHAN - One of the smaller neighborhoods, Achan lies between Mara and Moriah Projects and has a lot of small buildings and narrow alleyways. - CAMON HEIGHTS - One of the safer and friendlier neighborhoods, Camon Heights has lots of very nice townhouses, as well as a church and a large, open park. - MAGOG - Situated on the river between Richland and Westview, Magog contains lots of apartments and lots of bridges. The local gangs can be tough for new redpills, so be careful. - MANNSDALE HOUSING - Another neighborhood full of townhouses, Mannsdale is also home to the 88s, one of the tougher gangs in Richland. - ZIA - Another small neighborhood, Zia sits right at the center of Richland. It has only a few buildings. - KEDEMOTH - Like Tabor Park, Kedemoth has several tall skyscrapers, including the two Kalt Chemical Engineering towers. This can be one of the more dangerous neighbor- hoods until you get stronger, but it also has some of the best environments to look at. The Club Duality is also the finest club in Richland, situated on the highest floor of one of the skyscrapers. - MIDIAN PARK - Another small neighborhood, Midian Park is an excellent place for newer red- pills to train, buy new abilities and clothing, and also to just relax. The Club Avalon is my personal favorite. - LEMONE - Six of the seven buildings in Lemone are warehouses. Not much more really needs to be said. - DANNAH HEIGHTS - One of the more dangerous neighborhoods, Dannah Heights sits along the west shore of the river. It only has two hardlines, which is unusual for its large size. - APOLLYON - Despite its trashy appearance and rather apocalyptic name, Apollyon is a very safe neighborhood for lower-level redpills. Jacob's Ladder, the local club, is located in one of the warehouses and is one of the largest clubs in Richland. - ESHEAN PROJECTS - Another neighborhood full of apartment buildings, Eshean Projects is one of the largest and safest neighborhoods in Richland. It's located in the southeast corner and is a good place to run some of the earlier missions. -*- WESTVIEW: "THE BARRENS" -*- If you thought Richland looked bad, just wait until you see Westview. The ghetto to end all ghettos, this district looks like it just endured a full- scale war. It seems like ten percent of the buildings in Westview are partially destroyed. It's also not uncommon to see cars parked on the sidewalk, cars which also happen to be on fire. The gangs here are extremely tough if you haven't trained yourself enough, so avoid them as much as you can until you can handle yourself. - STAMOS - One of the largest and safest neighborhoods (though still not nearly as safe as anywhere in Richland), Stamos is most famous for the Heart o' the City Hotel which the crew of the Nebuchadnezzar used both as a hideout and as a hardline exit in emergencies. It has since been reconfigured as an actual working hotel to prevent any unwanted use. The Club Succubus is also a popular venue for raves and parties. - BATHARY ROW - Another wharf district, Bathary Row consists mostly of warehouses and dangerous exiles. - MANSSEN PARK - Manssen consists mostly of apartment buildings and actually has a fairly low ratio of destroyed buildings. It's also home to the Church of the Disciples, which Invalesco used for his meetings. The local gang, The Disciples, is also made up of Blood-Drinkers like Invalesco and Malphas. - ROGERS WAY - The site of a collapsed highway, this neighborhood sits in the middle of Westview. It also has the dubious distinction of being the only neighborhood with a highway built through the ruins of a demolished building. - LUCERO POINT - One of the more empty neighborhoods in Westview, Lucero Point lies to the south of Stamos. - GUINNESS LAKE - A large mixture of industrial and residential buildings, Guiness Lake's most noticable monument is the Central Power Line, a large set of electrical wires that run through the center of Westview. - GRACY HEIGHTS - Situated in the southwest corner of Westview, Gracy Heights is one of the more pleasant-looking areas in the district. The local mobs are also weaker than most, though still a match for anybody unprepared. - SOBRA SHORES - The safest neighborhood in Westview, Sobra Shores sits on the east shore of the river. The Club Daemon is a common site for parties and events. - SOUTHARD - Populated by the Guillotines mob, there isn't much in Southard other than warehouses. It also has the distinction of being the only neighborhood in the Barrens with only one hardline. Southard was formerly called Topps. -*- INTERNATIONAL -*- The International district focuses mostly on East Asian cultures, combining Chinese, Japanese, and Korean styles. Most of the buildings, alleyways, and canals are small, so it can often be tough to see where the exile mobs are hanging around. Also, the only way to reach this district is to take one of the Blue Line subways from Richland or to take one of the Black Line subways from Downtown. - SAI KUNG - Usually the first neighborhood seen by new redpills, Sai Kung is small and relatively safe. Like Mara, you can usually count on seeing someone hanging out by the Sai Kung Central hardline. - SHINJUKU - One of the largest and most diverse neighborhoods in International, Shinjuku is home to several tall apartment buildings, the White Lotus Hotel, and the Club Masamune. The local gang, the Jade Moons, are quite dangerous, so you may want to avoid Shinjuku until you're stronger. - KOWLOON - A small neighborhood in the northeast corner of the district, Kowloon is home to Hong Kong Park and the Club Kirin. - MURASAKI - Another large neighborhood, Murasaki has both lots of small buildings and lots of large office buildings, as well as a large park. It was formerly called Tsukiji before it was renamed Murasaki. - SHIRAKABA - A very small neighborhood with lots of small, regular buildings. - UENO - Another small neighborhood, Ueno happens to have a one of the tallest buildings in the district. - AKASAKA - Right in the center of International, Akasaka has a large variety of buildings, including the McClane tower, one of the other tallest buildings in the district. - FURIHATA - A large, open district with lots of small and large buildings, Furihata is located in the southwest corner of the International district. - JURONG - A small neighborhood with lots of small buildings, Jurong is also home to the Club Jade. - KAEDE - A rather unique neighborhood, Kaede is the only neighborhood in the game with a baseball field. It also used to be called Harajuku. - IKEBUKURO - Another neighborhood full of warehouses, Ikebukuro has the most frequently misspelled neighborhood name. -*- DOWNTOWN -*- Full of skyscrapers and Agents, Downtown is an extremely dangerous and ex- tremely fun district to explore. Most of the recognizable locations from the films that appear in the game are downtown, though unfortunately, the famous government building is absent. Instead, the lobby from the government building has been placed in one of the Kalt Chemical Engineering towers. If you want to find it, just look around the horizon for the tallest skyscraper. You really can't miss it. - CRESTON HEIGHTS - An extremely large district, though also fairly empty, Creston Heights is mostly residential housing. - INDUSTRIAL SQUARE - There are only four buildings in Industrial Square, and three of them are Kalt Chemical Engineering towers. - STRATFORD CAMPUS - Stratford Campus is by far the smallest neighborhood in the entire city. It has only two buildings, but the local mob is extremely dangerous. This is also where you can find Mr. Black, the leader of the Spectrum exile family. - MORRELL - Morrell has very few skyscrapers, but one of the ones that it does have is very famous: Metacortex. It was the former place of employment for Thomas Anderson before he was freed from the Matrix. - CENTER PARK - Center Park is easily the largest park in the game, surrounded by several skyscrapers and apartment buildings. - PARK EAST - Home of the famous government lobby which is located on the first floor of the tallest of the four Kalt Chemical Engineering skyscrapers, Park East is also strange because it has five hardlines, despite the fact that it's smaller than many of the other downtown neighborhoods. - PILLSEN - A rather unremarkable neighborhood with several skyscrapers. - BALDWIN HEIGHTS - One of the safer neighborhoods downtown, though still very dangerous. - UNION HILL - Situated in the northeast corner, Union Hill is one of the more historic neighborhoods in the game. - HAMPTON GREEN - One of the largest neighborhoods downtown, Hampton Green is also fairly popular for several reasons. It has a lot of extremely tall skyscrapers and is also home to the infamous Hel Club. - LAMAR - A mixture of skyscrapers and residential housing, Lamar sits along the eastern edge of Downtown. - VAUXTON - A rather empty neighborhood, Vauxton has several tall skyscrapers and not much else. - SOUTH VAUXTON - Spread across a wide area, South Vauxton also doesn't have much except a few skyscrapers and lots of smaller buildings. - HISTORIC DISTRICT - The Historic District is a common entrance for new redpills riding into Downtown from Richland along the Yellow Line subway. It has several older buildings like the City Courthouse, though most of the "history" in the Historic District has been fabricated by the Machines. - MARIBEAU - A rather unremarkable neighborhood, Maribeau has plenty of skyscrapers and not much else. - CHELSEA - Situated in the southeast corner of the district, Chelsea consists mostly of apartment buildings. - EDGEWATER - Another district full of warehouses, Edgewater is home to the Club Noir. _______________________ |IN-DEPTH LOCATION GUIDE| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This section should help you find anything you need to find in the city. It will eventually include the locations of every known hardline, access node, subway station, vendor, collector, contact, mob, and club in the entire Mega City (or at least all the ones that I know of :-) -*- HARDLINE LOCATIONS -*- - RICHLAND - X Y Z Achan N 550 1 148 Achan C 677 0 -101 Apollyon NW 156 1 -1424 Apollyon SE 557 1 -1667 Camon Heights C 1112 1 -598 Camon Heights N 1108 1 -409 Dannah Heights E 403 1 -1169 Dannah Heights W 104 1 -1104 Eshean Projects E 1325 -4 -1497 Eshean Projects W 792 -4 -1487 Eshean Projects C 1080 -4 -1489 Kedemoth C 633 1 -919 Kedemoth W 395 1 -802 Kedemoth E 962 1 -850 Lemone C 875 1 -1177 Magog S 256 -4 -359 Magog E 518 -4 -429 Magog W -4 1 -315 Mannsdale Housing C 155 5 -699 Mara C 170 5 23 Mara NE 78 1 138 Mara S 392 1 -213 Mara W -64 1 -71 Midian Park E 1352 1 -1035 Midian Park W 1115 -4 -991 Moriah Projects E 1156 7 48 Moriah Projects N 1003 1 120 Moriah Projects C 858 1 -144 Tabor Park C 703 1 445 Tabor Park E 943 1 268 Tabor Park W 531 5 420 Tabor Park N 835 1 578 Uriah Industrial SW -26 -6 318 Uriah Industrial NE 240 -6 581 Zia N 773 7 -440 Zia S 830 7 -667 - WESTVIEW - X Y Z Bathory Row NE -929 -6 407 Bathory Row SE -302 -6 201 Gracy Heights C -705 1 -1400 Gracy Heights NW -950 1 -1277 Guinness Lake E -183 1 -899 Guinness Lake NW -863 1 -776 Lucero Point SC -300 1 -483 Lucero Point W -734 1 -298 Manssen Park NW -845 1 80 Manssen Park SE -749 1 -78 Sobra Shores SE -178 1 -1416 Sobra Shores NW -551 1 -1102 Southard SW -497 1 -1593 Stamos C -387 1 -10 Stamos NW -678 1 162 Stamos SC -364 1 -239 Rogers Way C -644 -10 -579 Rogers Way W -941 -4 -339 - INTERNATIONAL - X Y Z Akasaka SE 198 -4 -111 Akasaka W -141 1 95 Furihata C -485 1 -319 Furihata NE -399 1 -196 Furihata S -336 1 -711 Ikebukuro NE 797 -10 28 Ikebukuro SW 470 -10 -536 Jurong C -162 1 -196 Jurong N -95 1 -87 Kaede C 154 1 -319 Kaede SW -17 1 -410 Kowloon NE 421 0 579 Kowloon SW 251 -4 333 Murasaki NW -653 1 322 Murasaki SW -429 1 94 Murasaki C -375 1 239 Sai Kung C 428 -11 -55 Sai Kung SW 364 -11 -306 Shinjuku EC 110 1 359 Shinjuku WC -220 1 324 Shirakaba C 314 -4 158 Shirakaba W 182 -4 152 Ueno NW -314 1 80 - DOWNTOWN - X Y Z Baldwin Heights C -105 18 586 Baldwin Heights N -76 18 844 Baldwin Heights SW -198 18 347 Center Park E -776 13 -33 Center Park N -892 13 -291 Center Park S -914 13 -137 Center Park W -1157 13 122 Chelsea NC 139 1 -626 Chelsea NE 306 1 -503 Chelsea NW -389 1 -588 Chelsea SC 139 1 -877 Chelsea SW 31 0 -837 Creston Heights N -840 13 784 Creston Heights NE -446 7 962 Creston Heights NW -1409 7 697 Creston Heights SC -1273 7 427 Creston Heights SW -1427 6 423 Edgewater E -1021 -6 -1039 Edgewater C -1512 -7 -1049 Edgewater W -1978 -6 -1061 Hampton Green E 99 13 15 Hampton Green NC -74 19 178 Hampton Green NW 121 7 178 Hampton Green NWC -239 18 123 Hampton Green SW -206 19 -191 Historic District N -921 3 -526 Historic District S -841 1 -698 Industry Square N -154 7 952 Industry Square S -190 7 755 Lamar C 264 7 -88 Lamar EC 425 0 -31 Lamar N 350 1 97 Lamar NW 243 7 35 Lamar S 134 1 -376 Lamar SC 287 7 -231 Maribeau W -512 1 -260 Maribeau E -23 13 -325 Morrell N -1458 6 281 Morrell NC -1324 13 155 Morrell S -1335 12 355 Park East C -624 13 159 Park East N -706 13 402 Park East NC -572 13 338 Park East NW -715 13 331 Park East S -677 7 -133 Pillsen NC -331 19 416 Pillsen SC -315 19 320 Stratford Campus 40 13 966 South Vauxton E -1277 1 -779 South Vauxton SC -1783 1 -717 Union Hill C 228 7 427 Union Hill N 148 19 726 Union Hill S 230 7 275 Vauxton C -1182 8 578 Vauxton E -1016 13 -378 Vauxton W -1486 7 -494 -*- ACCESS NODE LOCATIONS -*- - WESTVIEW - NEIGHBORHOOD X Y Z KEYS Bathory Row -528 0 476 Sparks Gracy Heights -772 9 -1534 Bullets Guinness Lake -482 0 -970 Crushers Lucero Point -540 0 -395 Legion Manssen Park -916 0 22 King's Men Rogers Way -713 25 -542 Guillotines Sobra Shores -364 0 -1204 Blackwoods Stamos -370 0 7 A.S.P. Southard -337 0 -1521 88s - INTERNATIONAL - NEIGHBORHOOD X Y Z KEYS Akasaka 35 0 90 Phoenix Furihita -554 0 -255 Sisters of Fate Ikebukuro 890 0 -25 Furies Jurong -66 0 -206 Sisters of Fate Kaede 65 0 -410 Bullets Kowloon 279 0 563 Gold Blood Murasaki -399 33 146 Brothers of Destiny Sai Kung 526 0 -119 Brothers of Destiny Shinjuku 46 97 212 Great Wall Security, Chang Wing Shirakaba 340 0 115 Gold Blood Ueno -234 0 72 Silver Dragons - DOWNTOWN - NEIGHBORHOOD X Y Z KEYS Baldwin Heights -88 43 607 Suits Center Park -783 13 105 Sleepers Chelsea 244 33 -577 Black Tigers Creston Heights -1242 7 683 Chisels Edgewater -2045 -6 -1034 Disciples, Crow Bars Hampton Green 113 13 -154 Daggers Historic District -973 33 -655 Wharf Rats Industry Square 114 85 970 Shades Lamar 368 37 -40 Bookwyrms Maribeau -103 7 -339 Jade Moons Morrell -1275 13 239 Sleepers Park East -440 221 272 Pit Vipers Pillsen -301 19 596 Suits South Vauxton -1967 25 -761 Bathary Boys Stratford Campus -164 215 925 Assassins, Hellions Union Hill 245 3 442 Dog Pound Vauxton -1136 13 -324 Runners -*- CONTACTS -*- Contacts are exiles who are not affiliated with any of the three main organ- izations, so anybody can run missions for them. They usually each have several missions for you to run, so it'll be a while before you run out. - RICHLAND - NAME NEIGHBORHOOD X Y Z Anti-M Mannsdale Housing 165 5 -670 Argon Kedemoth 587 181 -914 The Bag Lady Moriah Projects 1096 7 -17 Beryl Midian Park 1410 33 -1089 The Chessman Tabor Park 760 5 156 Digger Dannah Heights 332 -2 -1008 Mercury Uriah Industrial Park -50 -14 271 Molly Moriah Projects 745 6 -259 Raini Apollyon 581 1 -1714 Ruth Eshean Projects 1007 -4 -1411 Silver Camon Heights 1006 -16 -518 Sister Margaret Mara 191 5 121 Thallia Magog 347 27 -342 Yttri Achan 606 27 -39 - WESTVIEW NAME NEIGHBORHOOD X Y Z Amber Rogers Way -552 -4 -611 Cerulean Bathary Row -1075 -6 495 Greene Manssen Park -836 1 -61 Grisaille Stamos -672 1 132 Indigo Guinness Lake -781 1 -1009 Mandarin Lucero Point -256 1 -306 Mockingbird Gracy Heights -720 1 -1507 Rose Southard -323 1 -1571 Violet Sobra Shores -202 1 -1231 - INTERNATIONAL - NAME NEIGHBORHOOD X Y Z Dame White Shinjuku -190 -6 337 Grace Furihata -541 1 -255 Mr Bishop Ueno -195 3 88 Mr Po Kowloon 226 -4 424 Grisaille Akasaka 218 1 67 Rickshaw Kaede 90 1 -300 Lotus Jurong -97 1 -196 The Seamstress Sai Kung 407 -10 -242 Sunshine Ikebukuro 832 -10 -45 Synn Murasaki -660 1 339 Yuusuke Akayama Shirakaba 222 -4 136 - DOWNTOWN - NAME NEIGHBORHOOD X Y Z The Auditor Union Hill 202 1 711 The Bartender Edgewater -1492 -2 -998 The Chef Pillsen -244 19 319 The Coroner Baldwin Heights -179 19 433 Hypatia Chelsea 64 -6 -583 The Jeweler Morrell -1429 263 -244 The Landlord Creston Heights -1016 13 559 Madame T Historic District -1031 1 -652 Mr Black Stratford Campus 64 13 948 The Network Industry Square -168 175 799 Sammy "Lilac" Wien Lamar 263 7 -62 The Newsie Park East -516 13 133 Nicky Hampton Green -93 19 -207 Pepper Vauxton -1162 7 -416 The Sculptress Center Park -737 13 142 Tick Tock Maribeau -344 13 -314 Weaver South Vauxton -1377 1 -781 -*- MOBS -*- This section includes information about where each mob can be found. For more details on the individual mobs, see the MOBS section. - RICHLAND - THE DEMON ARMY: Tabor Park THE BRICKS: Midian Park THE DEATH MERCHANTS: Eshean Projects THE SLASHERS: Camon Heights THE BELLS: Achan THE CROSSBONES: Moriah Projects THE BLACKWOODS: Mara, Magog, Lemone THE FURIES: Kedemoth THE BULLETS: Dannah Heights, Lemone THE CHOPPERS: Uriah THE 88S: Mannsdale - WESTVIEW - THE CRUSHERS: Gracy Heights THE GUILLOTINES: Southard THE LEGION: Sobra Shores THE KING'S MEN: Guinness Lake A.S.P.: Rogers Way THE SPARKS: Lucero Point THE DISCIPLES: Manssen Park THE CROW BARS: Stamos BATHARY BOYS: Bathary Row - INTERNATIONAL - BLACK TIGERS: Murasaki BROTHERS OF DESTINY: Akasaka CHANG WING: Kowloon DESTITUTES: Jurong GOLD BLOOD: Sai Kung GREAT WALL SECURITY: Shirakaba JADE MOONS: Shinjuku PHOENIX: Ikebukuro SHURIKEN: Ueno SILVER DRAGONS: Furihata SISTERS OF FATE: Kaede - DOWNTOWN - ASSASSINS: Baldwin Heights BOOKWYRMS: Chelsea CHISELS: Center Park DAGGERS: Maribeau DOG POUND: Lama HELLIONS: Union Hill PIT VIPERS: Historic District RUNNERS: South Vauxton SHADES: Pillsen SLEEPERS: Vauxton SUITS: Hampton Green WHARF RATS: Edgewater -*- FAMOUS LOCATIONS -*- - DEBIR COURT - DISTRICT: RICHLAND NEIGHBORHOOD: MARA X: 275 Y: 0 Z :-140 Debir Court is the site of the infamous fight between Neo and the many copies of Agent Smith, often referred to as "The Burly Brawl." It's a small courtyard in Mara with a set of playground equipment, some benches, and a maintenance shed. - HEART O' THE CITY HOTEL - DISTRICT: WESTVIEW NEIGHBORHOOD STAMOS X: 690 Y :1 Z: 58 The Heart O' The City Hotel was used by Trinity to monitor Neo before he was freed from the Matrix. It was also where Agent Smith killed Neo as he attempt- ed to exit the Matrix through a hardline. Formerly, the hotel was abandoned, partially burned and dilapidated. It has since been reconfigured as a func- tional hotel to prevent further misuse. - METACORTEX - DISTRICT: DOWNTOWN NEIGHBORHOOD: MORRELL X: -1237 Y: 13 Z: -200 The former place of employment for Thomas Anderson. Agents Smith, Jones, and Brown captured him here after he failed his attempt to escape using a window washer scaffold. - GOVERNMENT LOBBY - DISTRICT: DOWNTOWN NEIGHBORHOOD: PARK EAST X: 673 Y: 0 Z: 300 Following the reconfiguring of the Matrix, the government building used by the Agents to interrogate Morpheus was removed from the Matrix. The code for the lobby itself was relocated to the first floor of one of the Kalt Corporation towers downtown. - HEL CLUB - DISTRICT: DOWNTOWN NEIGHBORHOOD: HAMPTON GREEN X: -236 Z: -21 The most popular Exile club in the Matrix, the Hel Club can only be reached by pressing the partially scratched-out "Help" button in the elevator of an under- ground parking garage downtown in Hampton Green. The elevator has since been reconfigured to only allow people on specific missions to enter the club. - INDUSTRIAL HALLWAY - ***RESTRICTED AREA*** ***NO COORDINATES AVAILABLE*** A highly restricted network of hallways and doors leading to innumerable locations within the Matrix. It is used often by Seraph and the Oracle to travel safely between different areas. Access to the Industrial Hallway is not protected under the terms of the Truce and is subject to the jurisdiction of the CSRs. Be aware that they are not as forgiving as the Agents and have full capability to permanently terminate your access rights to the Matrix. _____ |LISTS| ¯¯¯¯¯ -*- EMOTES -*- Emotes are actions that your RSI can perform that usually have absolutely nothing to do with game play and everything to do with role play. They can be used to visually show emotion or to give simple instructions, like pointing at things. Most are fairly self-explanatory, but it's always a good idea to test them out to see what they do. Keep in mind that some of these can get very annoying. Don't spam these too much around other people. Also, a lot of emotes have more than one way to activate them. Using the /kneel emote has the same effect as /takeaknee, for example. - Individual Emotes - /agree /aikidodefense /aikidodefense2 /aikidodefense3 /aikidopower /aikidopower2 /aikidopower3 /aikidospeed /aikidospeed2 /aikidospeed3 /anguish /assemble /backflop /backflop1 /ballet /bang /bangbang /beckon /bigcheer /bigtrouble /bigwave /blowkiss /blush /bow /bowhead /cheer /clap /cool /comeforward /cover /coverears /covereyes /covermouth /crossarms /crackknuckles /crackneck /cry /curtsey /cutitout /dance /dance1 /dance2 /dance3 /dance4 /dance5 /dangerarea /disagree /disperse /duh /enemy /enemyinsight /formalbow /formalcurtsey /giddiyup /giggle /golfclap /grovel /handstand /headbow /hearnoevil /horns /iamready /insult /karatedefense /karatedefense2 /karatedefense3 /karatepower /karatepower2 /karatepower3 /karatespeed /karatespeed2 /karatespeed3 /kneel /knuckles /kungfudefense /kungfudefense2 /kungfudefense3 /kungfupower /kungfupower2 /kungfupower3 /kungfuspeed /kungfuspeed2 /kungfuspeed3 /laugh /listemotes /lookaround /loser /mapcheck /mimeelbow /mimerope /mimewall /mockcry /move /moveout /no /nod /ok /okay /onehandedhandstand /orangutan /overheat /peace /picknose /plead /point /pointback /pointdown /pointleft /pointright /pointup /powerpose /pullhair /puke /ready /rdy /rolldice /rude /sarcasticclap /salute /scratchhead /scream /seenoevil /shakefist /shakehead /shameshame /shrug /solid /snake /stomp /speaknoevil /stretch /stop /suckitdown /sup /surrender /takeaknee /takecover /talk1 /talk2 /talk3 /talkaffirmative /talkangry /talkchuckle /talkexcited /talkflirtatious /talkforceful /talkgroup /talkhurt /talknegative /talkpuzzled /talkrelieved /talkscared /talkwhisper /talkwhisperobvious /tapfoot /taunt /thewave /throat /thumbsup /thumbsdown /timeout /touchearpiece /tsktsk /tsuj /twothumbsdown /twothumbsup /vomit /wave /whichway /whistle /whoa /yawn /yes - TARGETED EMOTES - These emotes require you to target another human player. The other player must then accept the emote before it is performed. /bumpbutts /dap /dogsniff /holdbothhands /holdhands /hug /kiss /kissthering /manhug /pound /propose /shakehands /slap /weddingcake /weddingkiss /weddingring -*- MOODS -*- These moods can be turned on whenever you want. They effect what kind of mood your RSI appears in when they're standing, walking, running, or sitting. They all have level requirements, so you won't be able to use all of them right away. /mood normal lvl 01 /mood drunk lvl 03 /mood hurt lvl 04 /mood shy lvl 05 /mood fidgety lvl 06 /mood bouncy lvl 07 /mood casual lvl 08 /mood cautious lvl 09 /mood stoic lvl 10 /mood shifty lvl 11 /mood aggressive lvl 12 /mood regal lvl 13 /mood sly lvl 14 /mood sultry lvl 15 /mood cocky lvl 17 /mood sexy lvl 20 -*- SLASH COMMANDS -*- These commands usually have practical uses and can be input into the chat box. Brackets are used to indicate when a name or other word is required. When inputting such commands, the name does not need to be in brackets. If, however, the name is comprised of more than one word, quotation marks are often re- quired, especially in circumstances where multiple names or messages are in- cluded in the command. - Chat Types - For chat messages, you only need to put a space between the command and your message. For tells, put a space between the player's name and your message. /t [name] Tells a private message [aka whisper] to [name] /tell [name] Tells a private message [aka whisper] to [name] /tc Sends a message to Team Chat /team Sends a message to Team Chat /fc Sends a message to Faction Chat /faction Sends a message to Faction Chat /say Sends a message to Area Chat /shout Shouts a message heard by more people than area chat /ca [name] Adds player [name] to the Contact List /cr [name] Removes player [name] from the Contact List /i [name] Ignores messages from [name] /safechat Toggles the profanity filter /logstart Starts the chat log (available in the Profiles folder) /logstop Stops the chat log (new logs are appended to the original log file and do not replace it) - Team Settings - /lootrandom Random team member receives the loot /lootbylooter Whoever loots a kill receives the loot /lootbykill Whoever killed the enemy receives the loot /lootalpha Looting is cycled through the team in alphabetical order /disband Disbands the team - Utilities - /commands Displays a list of all commands /ccr Opens the bug report menu /bug Opens the bug report menu /who Displays the names, levels, and types of up to fifty redpills in the immediate area /who [name] Displays player info for up to 50 nearby redpills with [text] in their handle, faction, or discipline /who [number] Displays the names, levels, and types of redpills at level [number] /loc Displays your current coordinates /whereami Displays detailed information about your location for bug reports /version Displays the current version of the game /random Generates a random number between 1 and 100 /random [number] Generates a random number between 1 and [number] /jackout Exits the game /exit Exits the game /quit Exits the game /suicide Returns player to the Loading Area with all the conse- quences of death /release Sends player back to the Loading Area after death /stuck Moves player to another location if stuck /time Displays the current date and time /play Displays the total amount of time the player has spent in the game /addblip [name] Marks the player's current location on the map with a marker named [name] /removeblip [name] Removes the blip called [name] from the map /printsimulacra Displays the current status of the player's simulacra /netstats Displays data such as ping, packets, loss-rate, and fps /netstats 0 Removes the netstats display /netstats off Removes the netstats display /addwaypoint [name] Adds a waypoint to the location of a team member [name] /removewaypoint [n] Removes a waypoint from [n] /clearwaypoints Removes all waypoints (untested) /orgnames Displays the organizational affiliations of other players by their handles /hardline Creates a waypoint at the closest synchronized hardline /effects none Turns off all visual and audio effects /effects all Turns on all visual and audio effects /range Displays the distance in meters to the selected target /reputation Displays all three current organizational reputation scores /bits Displays the amount of all 8 code bits available in code storage /savelo [name] Saves the current ability loadout under [name] /loadlo [name] Loads the [name] ability loadout - Interaction - /invite Invites the currently selected target onto the player's team /invite [name] Invites [name] onto the player's team /follow Causes the player to automatically follow the currently selected target /face Causes the player to face the currently selected target /duel Challenges the targeted player to a duel /pvp Activates organizational PvP for five minutes /report Reports the selected player for GPC abuse - Radio - /radio play [filename/URL] Plays [filename/URL] /radio fave [filename/URL] Adds [filename/URL] to the Favorites list [accessible through the options button] /radio next Skips to the next track in the playlist /radio prev Returns to the previous track in the playlist - Macro - The macro function is considerably more complex than most regular functions. Macros can string several different commands together into one command, allowing you to instantly perform several actions in a row. The syntax is as follows: /macro [macro name] /[command 1] ; /[command 2] ; /[etc.] This creates a macro command in the form /[macro name] that will execute [command 1] and [command 2] and any other commands in order, and also creates a hotbar button for quick use. As an example, if a player wanted to both say "Whoa" and use the /whoa emote simultaneously, the following macro could be formed: /macro keanureeves /whoa ; /say Whoa! To use this macro, the player only has to type /keanureeves in order to run it, or click on the hotbar button. Removing the button from the hotbar deletes the macro. As a second example, if a player wanted to clap, whistle, then cheer, the following macro could be formed: /macro woohoo /clap ; /whistle ; /cheer It would then be able to be run by typing /woohoo into the chat window. It also helps to put pauses in between commands to make sure that they all run smoothly. To do this, include the command /pause [time in cs] between commands to add a pause. Times should be entered as measured in centiseconds, or tenths of a second [so a pause of 5 seconds would be entered as /pause 50 instead of /pause 5]. Thus, the /woohoo macro would work better if it were written like this: /macro woohoo /clap ; /pause 50 ; /whistle ; pause 30 ; /cheer This way, the first emote will be given time to be completed before the next one begins. If emotes are strung together without pauses between them, they will all be run at once and will not have the desired effecet. - Advanced Macro Functions - Macros are extremely powerful tools that can increase your efficiency tremen- dously. For example, players who use multiple ability trees may want to use part or all of a hotbar row for LoadLo macros to make changing ability trees much faster. First, the ability trees must be saved using the /savelo command. Each one must be given a different name (such as /savelo Coder, /savelo Spy, /savelo Doctor, etc.). Once the loadouts have been saved, you can create a set of macros so that loading abilities at a hardline is as easy as switching to a given hotbar row and hitting a number: /macro Coder /loadlo Coder /macro Spy /loadlo Spy etc. I personally recommend using the 10th hotbar for this function. I also have the macros set in the slots corresponding to the hotbar row used for those abili- ties. For example, my Coder tools and abilities are placed on my second hotbar row, so on the tenth row in slot 2, I have a macro to run /loadlo Coder. That way, when I need to decompile something, I find a hardline, type Shift+0, 2, Shift+2 to both load my Coder tree and switch to the hotbar row with my coder abilities. There are two other very useful commands that can be used in Macros: /invoke [ability] Uses [ability] if it is included in the currently loaded ability tree /use [slot], [row] Uses the hotbar item on [row] in [slot] To use an ability with the /invoke command, you must remove all spaces from its name. Also, any abilities with a version number (1.0, 2.0, etc.) should only include the integer from the version number and not the decimal (thus, Remote Proxy 1.0 should be written as /invoke RemoteProxy1). The /use command is for activating hotbar items. Keep in mind that the slot number comes before the row number, and also that there must be a space between the comma and the row number. With these two commands, you can write powerful macros to string together abilities and tools from multiple hotbar rows. You can also place clothing items onto hotbar slots. This allows you to write a macro to immediately change your entire set of clothes by pushing a single button. By placing a set of clothing in the first six slots of row 2, for example, you could then write a macro like this to change to that set of clothing: /macro FormalAttire /use 1, 2 ; /use 2, 2 ; /use 3, 2 ; /use 4, 2, ; /use 5, 2 ; /use 6, 2 The possibilities for macros are almost endless. You can also include messages in macros. For example, if you need to leave for a given length of time and want to make sure people know you are AFK (away from keyboard), you could write this macro to let your faction or anybody around you know that you're AFK: /macro AFK /say *AFK* ; /fc *AFK* ; pause 3000 ; /say *AFK* ; /fc *AFK* ; /pause 3000 ; /say *AFK* /fc *AFK* This will send the message *AFK* to both area chat and also faction chat every five minutes for ten minutes. Times and repetitions can be adjusted as neces- sary. The only downside is that if you return early, the macro will continue to run until it is completed, and no other macros can be activated for the dur- ation of the /pause commands. WARNING! Using macros to send repetitive SPAM messages is against the GPC and can be grounds for disciplinary action. Be responsible with this command, as it is powerful and requires a degree of maturity and common sense to use properly. __________ |EXILE MOBS| ¯¯¯¯¯¯¯¯¯¯ NOTE: This section is very incomplete. I've been gathering data for it for a couple of weeks, but it takes a great deal of time. Please be patient. Background descriptions for each mob have been taken directly from the game. -*- RICHLAND -*- - THE FIVE POINTS - The behavior of Exiles can be deceptive. Though they look human, they are not, and neither are their motivations. The Five Points are a gang largely composed of ravers, youths whose desire for a good time supersedes all else, even the lives of those unlucky enough to get in their way. To the Five Points, every- thing is a game or an opportunity for a good time, especially mindless and frenetic violence. They take their name from a sick practice they have, a game in which the score to reach is five, and redpills such as yourself are the target of choice. NEIGHBORHOODS: APOLLYON NAME LEVEL CHEVRON Wannabe 1 1 Talker 1 2 Waker 1 3 Maker 3 2 - DEATH MERCHANTS - In spite of their name, this gang is mostly composed of wannabes and posers. They are pushovers compared to many other gangs in the Slums, but since the Furies and Bullets are too busy fighting each other, nobody gives the DMs much thought! NEIGHBORHOODS: Eshean Projects ITEM: Red Coin COLLECTOR: Big Jimmy Z ITEMS NEEDED: 3 Red Coins REWARD: Z Gi (Melee Damage 3 pts, Stealth 15 pts) NAME LEVEL CHEVRON Pallbearer 1 1 Undertaker 1 2 Embalmer 1 3 Goner 3 1 Pallbearer 3 2 Floater 3 2 Iceman 3 3 Dead Boy 4 1 Flatline 4 2 Ghost 4 3 The Mortician 4 L - THE DEMON ARMY - The Demon Army is part cult and part gang, practicing strange blood-rites and other such ceremonies in their initiations and promotions. The members are fanatic exiles who are determined to destroy their rivals in the Crossbones gang at any cost. NEIGHBORHOODS: Tabor Park COLLECTOR: Michel NAME LEVEL CHEVRON Poltergeist 2 1 Nightmare 2 2 Andras 4 1 Cheitan 4 2 Mammon 4 3 - THE BRICKS - Not as old or as dangerous as some other gangs, the members of the Bricks are mostly street kids who had no place to go. NEIGHBORHOODS: Midian Park COLLECTOR: Reactor NAME LEVEL CHEVRON Greenhorn 1 1 Moose 1 1 Blader 3 1 Brawn 3 2 Mucker 3 3 Swamper 4 1 Shouter 4 2 Kip 4 L - THE SLASHERS - This small but fierce gang is composed of disaffected girls who have a lot to be angry at the world for. The Slashers and the Bricks have a truce agreement. NEIGHBORHOODS: Camon Heights COLLECTOR: JohnQ NAME LEVEL CHEVRON Blade 1 1 Cutter 1 2 Edge 1 3 Lancet 3 1 Dagger 3 2 Shiv 3 3 Ooloo 4 1 Machete 4 2 Shank 4 3 Jane the Ripper 4 L - THE BELLS - Originally formed as a companion gang to the Blackwoods. The full name of the gang was once The Blackwood Bells, but the current membership has shortened it as their relationship with the Blackwoods is now tenuous at best. NEIGHBORHOODS: Achan ITEM: Small Bronze Bell COLLECTOR: Horace ITEMS NEEDED: 3 Small Bronze Bells REWARD: Horace's Sneakers (Movement Speed 10%) NAME LEVEL CHEVRON Pledge 2 1 Sister 2 2 Kitten 3 1 Dolly 3 2 Grrl 3 3 Janet 4 1 Madonna 4 2 Bling 4 3 Marilyn 4 3 Gloria? - THE CROSSBONES - The Crossbones are the dominant gang in the Moriah Projects area and ruthlessly protect their turf. They are engaged in a war with the Demon Army at present. NEIGHBORHOODS: Moriah Projects NAME LEVEL CHEVRON Lubber 1 1 Dog 1 2 Blaggard 1 3 Poxy 3 1 Bucko 3 2 Picaroon 3 3 Bumboo 4 1 Tar 4 2 Salt 4 3 - THE BLACKWOODS - The Merovingian maintains a place deep in the recesses of the Matrix, known to only a few and accessible to fewer. It is a prison, housed in an impenetrable forest where night never ends, where the walls themselves listen and whisper your doom. It is called Blackwood. The Blackwood gang takes its name from this horrible place, as its founders claimed to have escaped from Blackwood to- gether. NEIGHBORHOODS: Mara, Magog, Lemone ACCESS KEYS: Sobra Shores COLLECTOR: Loripor (Mara) ITEMS NEEDED: 3 Onyx Rings REWARD: Loripor's Jacket (max health 100pts, 84% chance causes enraged: 10 sec) COLLECTOR: Kerton (Magog) ITEMS NEEDED: 6 Onyx Rings REWARD: Sublime Gloves (Stealth Damage 25pts, Requires: Level 5) NAME LEVEL CHEVRON Thug 3 1 Ruffian 2 2 Hooligan 2 3 Ganger 3 2 Jailbird 3 3 Juvie 4 1 Convict 4 2 Lifer 4 3 Goof 5 1 Mushfake 5 2 Chalk 7 1 Ox 7 2 Duffy 9 1 Killer 9 2 - THE BULLETS - This gang is best known for their rivalry with the more powerful Furies gang. The Bullets are characterized by their nearly-psychotic dedication to clashing with their rivals, and for the fact that they carry guns loaded with, of course, silver bullets. NEIGHBORHOODS: Lemone, Dannah Heights ACCESS KEYS: Gracy Heights, Kaede COLLECTOR: Kraven ITEMS NEEDED: 6 Engraved Silver Rings REWARD: Ghost Shirt [Heals 5% chance healing 10 to 40, Requires min character level 5] NAME LEVEL CHEVRON Tenderfoot 5 1 Tracker 5 2 Wolf 5 3 Stalker 8 2 Devil Dog 10 1 Harle Kin 10 2 - THE CHOPPERS - The Choppers take their name from their main trade: theft and disassembly of vehicles, though they're up for violence any time. Most are hardened criminals. NEIGHBORHOODS: Uriah ITEM: Chopper Key COLLECTOR: FastBack ITEMS NEEDED: 6 Chopper Keys REWARD: FastBack Boots NAME LEVEL CHEVRON Runner 5 1 Jumper 5 2 Skid 5 3 Twocker 8 1 Ripper 8 2 Carjack 8 3 Joy Rider 10 1 Grease Monkey 10 2 Booster 10 3 Jack the Hack 10 L - THE FURIES - The Furies of myth were avenging female spirits, depicted as monsters who terrified all that beheld them. This all-female gang of Exiles does justice to that myth in several ways. NEIGHBORHOODS: Kedemoth ACCESS KEYS: Ikebukuro, Sai Kung NAME LEVEL CHEVRON Enthusiast 5 1 Flogger 5 2 Extremist 6 1 Harrier 6 2 Fanatic 8 1 Tormentor 8 2 Claw 8 3 -*- WESTVIEW -*- - THE CRUSHERS - An unremarkable Exile gang, they are nonetheless dangerous. NEIGHBORHOODS: Gracy Heights ACCESS KEYS: Guinness Lake ITEM: Small Hammer COLLECTOR: StraightEdgedJohn ITEMS NEEDED: 9 Small Hammers NAME LEVEL CHEVRON Recruit 11 1 Beater 11 2 Demolishers 11 3 Hammer 12 1 Grinder 12 2 Annihilator 12 3 Jackhammer 13 1 Pulverizer 13 2 Obliterator 13 3 Hardhat McCoy 14 L - THE GUILLOTINES - The Guillotines are one of the most murderous Exile gangs, perpetuating an aura of fear that persists through the area. NEIGHBORHOOD: Southard ACCESS KEYS: Rogers Way ITEM: Red Silk Ribbon COLLECTOR: Chaste ITEMS NEEDED: 9 Red Silk Ribbons REWARD: Chastity NAME LEVEL CHEVRON Un-Blooded 11 1 Skinner 11 2 Slasher 11 3 Slicer 13 Butcher 13 Blooded 13 Head Cutter 14 Hatchetman 14 2 Executioner 14 Marcel Petiot 15 L - THE LEGION - NEIGHBORHOODS: Sobra Shores ACCESS KEYS: Lucero Point ITEM: Pentagram Amulet COLLECTOR: Father Jonas ITEMS NEEDED: 9 Pentagram Amulets REWARD: Devotional Shirt NAME LEVEL CHEVRON Free-thinker 11 Autosthenic 11 Summoner 11 Diabolist 14 Warlock 14 Imp 14 Chosen 15 Demon 15 Jezebeth 16 L - THE KING'S MEN - The King's Men act as the long arm of Indigo; they are aggressive and persis- tent in protecting his territory. NEIGHBORHOODS: Guinness Lake ACCESS KEYS: Manssen Park ITEM: Crown Coin COLLECTOR: Optix ITEMS NEEDED: 12 Crown Coins REWARD: Optix Optics NAME LEVEL CHEVRON Spear Carrier 16 1 Guard 16 2 Myrmidon 16 3 Page 18 1 Shield Bearer 18 2 Crusader 18 3 Squire 19 1 Knight 19 2 Stephen 20 L - A.S.P. - An organization headed by Amber. Members of A.S.P. each carry an A.S.P. ID card to denote their affiliation. NEIGHBORHOODS: Rogers Way ACCESS KEYS: Stamos NAME LEVEL CHEVRON Trainee 16 1 Sergeant 16 2 Lieutenant 16 3 - THE SPARKS - The Sparks are so named because of their tendency to burn down things that offend them, laying the torch to city blocks if necessary to drive out other Exiles. NEIGHBORHOODS: Lucero Point ACCESS KEYS: Bathary Row COLLECTOR: Clarke NAME LEVEL CHEVRON Match 16 1 Flare 16 2 Firebug 16 3 ___________ |OTHER STUFF| ¯¯¯¯¯¯¯¯¯¯¯ -*- E-MAIL -*- All e-mail related to MxO should be sent to CaptStack@gmail.com but please make sure that your question is not already answered in the FAQ. Also, I cannot handle technical questions very well. I don't know much about what kind of video card you should get or why MxO doesn't run properly on your system. If you have a suggestion or contribution, feel free to submit it, but keep in mind that a lot of information is missing from this guide and I'll be adding to it myself over the next few weeks. Also, keep in mind that I am quite busy and don't always have time to check all my e-mail accounts, so if your e-mail doesn't get a response, I apologize. I try to reply to every e-mail I receive, but I cannot make such a guarantee after what happened to my Bedman e-mail account that I used for my Zelda walkthroughs (it has over 1,000 unread e- mails in it and usually gets filled with spam within a couple days). Also, please speak English and make at least a good effort to use correct grammar and spelling, as I have had to ignore a few e-mails that I haven't been able to understand. -*- INSTANT MESSAGES -*- REGULAR AIM: CaptainStack I don't use this very often, since I usually don't have much time to chat, but feel free to say hi if you want. _______________ |VERSION HISTORY| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 1.0 DATE: 03-22-05 NEW CONTENT: Basics (system requirements, getting started, controls, organi- zations and structures, missions, other activities, items and clothing, staying safe, etiquette), Timeline, Characters (Zionists, Machine Programs, Exiles), FAQs, World Overview (Richland, Westview, International, Downtown), In-Depth location guide (hardlines, access nodes, contacts, mobs, famous locations), Mobs (Richland, Westview), Lists (emotes, moods, slash commands), Other Stuff (e-mail, instant messages). 1.1 DATE: 05-09-05 NEW CONTENT: Basics (Account Creation, Server Selection), Characters (Malphas, Ookami, Invalesco), Timeline (The Race to Find the One, Nightfall, The Hunt for Morpheus), Frequently Asked Questions, Mobs (Five Points, Bullets, Furies). REVISED CONTENT: Basics (Controls, Missions, Exile Mobs, Etiquette), Characters (Niobe, Ghost), Timeline, World Overview, In-Depth Location Guide (Hardlines, Access Nodes, Contacts), Mobs. 1.2 DATE: 11-06-05 NEW CONTENT: Characters (Anome, Agent Gray, and Flood), FAQs, Timeline (Choice and Consequence, Double Cross, Death of the Destroyer) REVISED CONTENT: Basics (Account Creation, Server Selection), location guide (contacts, mobs, famous locations), Lists (emotes, moods, slash commands), Other Stuff (instant messages). _________ |COPYRIGHT| ¯¯¯¯¯¯¯¯¯ This document is Copyright © 2005 by Nathan Dale, except portions which are already protected by other copyrights or trademarks. Do not redistribute it anywhere without permission. The only places where this document may be posted are www.gamefaqs.com and www.mxoarchive.com. __________ |THANK YOUS| ¯¯¯¯¯¯¯¯¯¯ -*- Larry and Andy Wachowski, none of this would have existed without your inspiration and desire to entertain people while making them ask "...Why?" -*- John Gaeta for being genius enough to develop bullet time -*- Paul Chadwick for sticking with the Wachowskis throughout the course of the production of the films and for continuing the storyline for all of us crazy fans -*- All of the other Burly people who poured years of their lives into making the films -*- The entire MxO development staff for all of their hard work. Do your- selves a favor and go home and get some sleep once in a while. We'll survive without you for a few hours. -*- The entire MxO support team for putting up with all of our petty complaints and for actually listening to our suggestions -*- Walrus, for just being the most incredibly awesome admin ever -*- Aether, for giving us such wonderful live events -*- All the CSRs for putting up with the immature jerks who like to ruin the live events -*- Dibol, Lithius, and Darrius for actually being in my Faction and not leaving (you too, Lith, 'cause I know you'll be back eventually) -*- Mek for originally hosting The MxO Archive -*- Symmetric for currently hosting The MxO Archive -*- All the people who did the original work of hunting down the hardlines and access nodes. I know how much work you guys did, because I did it all myself just for kicks, and you guys don't get nearly enough recognition for those lists that people have been posting everywhere. -*- Draconis for always supporting my efforts for mapping out the game -*- DelstarDotstar for compiling the contact information -*- Avogadro for correcting Raini's coordinates -*- Children of the Code for locating the Manssen Park Access Key -*- Freeware for the rest of the Access Keys -*- MemOverflow for numerous Access Keys, Contacts, and Hardline locations -*- Virtuality/VRWolf for The Bartender's coordinates -*- SunDog for keeping the community together and inspiring us all to jack in and crank it up -*- The23rdMagus for supporting me with my NDA violation arguements -*- All the people on the GameFAQs Matrix message board for all their awesome thoughts and ideas about the world of The Matrix (and for putting up with my flagrant overuse of my WTF Smith picture) -*- All the people on the GameFAQs MxO message board for coming up with the list of frequently asked questions, for asking other questions, and for sticking up for this game ——————————————————————————————————————————————————————————————————————————————— END OF DOCUMENT ———————————————————————————————————————————————————————————————————————————————