But I even left the room, went halfway across the level, then came back and I STILL didn't see anything there. I'll check again tonight.
EDIT: So I figured it out. There are two problems: 1) It DOES reset if you take too long 2) If you use it twice by accident, it will also reverse. I must have done this
At no point does the node change back to its unactivated animation, however.
As for the Matrix itself, here's my general findings so far: The area I was in was "Am First", on the left. This appears to be where the first key goes. There's a teleport in here, which warps you over to CityCorp Insurance. However, Channel X appears to be the second key (and is super easy).
I finished Intel Services, but it's not third. I'll take a break from the Matrix for now. If anyone knows exactly which server is third, let me know . I mostly played CityCorp yesterday when I was accidentally server hoping and generally wasting time by doing so. I don't know if it's third or not and I don't feel like replaying it just yet.
Once we get a list of which server is which (or if anyone is aware of a better manual than the .txt file that tells you), I would recommend doing the Matrix sections piecemeal. You unlock one per regular mission, and none of the sections are particularly large.
So I finished the game. Here is the breakdown of the Matrix nodes and what order you do them in: [Rockwell Bank (7)] [Intel Services (4)] [Universal Connections (3)] [ Channel X (2) ] [ DowPoint Chemicals (6) ] [ Am First (1) ] [ CityCorp Insurance (5) ]
Also, here's a list of the common pickups. Because A) Some of them are kinda funny (i.e. amateurish) and B) early on you may pick up a "Fuel Bottle" and not really know what it is. Also... the Shrike ammo is so rare that you may not even know what it's called
Medic Kit = Health
1 Kralov CEG 15 Electro-Stunner Ammo: Infinite 2 C & W Model 2040 Ammo: Pistol Klip 3 Shrike DBK Pistol Ammo: Shrike Charges 4 Orlow 34s Ammo: Orlow Charges 5 EMP Anti Android Pistol Ammo: Infinite (Also useless) 6 Flamethrower Ammo: Fuel Bottle 7 Rocket Launcher Ammo: Bazooka Fuel
Post by Mister Argent on Apr 25, 2014 10:35:47 GMT -5
yeah, TekWar has some really aggravating map design. some of the concepts are kind of cool, but in practice Capstone's layout work basically makes each map a chore -- Having to look for each teklord for a year without any clues as to where you ought to go gets dull pretty quick.
Likewise, another aspect of the game I take umbrage to is that TekWar isn't very varied; the hunt for every Teklord basically boils down to "Find the red and blue keys, search for the TekLord and cap his ass". The game never really seems to get much more complicated than that, so far as I've seen.
also, the subway hubs slow things down for me -- the idea there is cool, but having to wait for the train to show up before I can head to a level kind of gets in the way in my opinion.