The enemies consist of nothing but Zombies. There are two cardboard boxes for cover in the arena. The player's character and squadmates remain the same. Zombie Arena Mode is unlocked when the player reaches Level 30. The normal Arena Mode seems to break at Wave 60+: Wave 60 and every wave afterwards have the chance to never end, even after killing all enemies (only occurs after G03LM or G04LM rounds).Īn alternate version of Arena Combat Mode, Zombie Arena Mode, features a new arena. Wave 49+: Increasing amounts of G03LM Mk1(s) and G03LM Mk2(s), only A.T.P Soldats.Wave 36: Three G03LM Mk1s, along with only A.T.P.Wave 34: Introduces machine guns, only one of which at first.In some hacked versions, Riot Guards appear. Soldat to Engineer ratio goes up steadily early. Wave 31-35: No Agents A.T.P Engineers and Soldats only.Wave 29-30: Many A.T.P Engineers and Soldats, only one Agent.Wave 28: Introduces rifles, however in small numbers at first.Wave 24: Two G03LM Mk1s in addition to 49 enemy units.In some hacked versions, before Wave 28, AAHW Units may appear with Rifles. Note: AAHW Unit Count unknown after Wave 24. Afterwards, Engineer to Agent ratio increases steadily. At first, Agent to Engineer ratio is still favorable to Agents. Engineer frequency scaled up, replacing the Grunts. Only one Grunt in comparision to the four Agents (and the sole A.T.P. Wave 13-16: Introduces use of more advanced weaponry like SMGs and shotguns.Wave 12: The first G03LM Mk1 (These appear every 12 waves until Wave 36) in addition to the same 41 A.A.H.W.Wave 7-11: Agents to Grunts ratio increase steadily, but 41 AAHW Units including one A.T.P.Engineer, appearing at the end of the waves. Wave 3-4: Mostly Grunts, one Agent, mostly pistols, some melee.The scond half introduces enemies with pistols. Wave 2: The first half has melee weapons.Note: the player will most of the time lose due to not having any stats, skills or weapons. Wave 1: Grunts, hand-to-hand combat, grunts armed with melee weapons appear near the end.Enemies still come in waves as before but objectives vary.Īs of Version 1.5, the wave system is structured like this There is no limit to what level can be reached.Īrena is planned for MADNESS: Project Nexus, albeit with a more open-world twist and no ties to the original arena. Each stat and skill has a maximum at 30 points. After every 5 points that are spent on a certain stat or skill, a perk is unlocked. Stats enhance your combat, whilst skills increase your efficiency with certain weapons. When you level up, you are given 3 skill points and 3 stat points to spend. There is no limit to what wave can be reached. You will also lose the weapon you were carrying, but you will retain your armor and secondary weapon (if you have one). If you die during a wave, the next time you enter the arena you will start over at Wave 1. Using this cash you can purchase weapons, gear, and hire squadmates. Players can also hire squadmates to fight alongside them in the arena.Įach time you complete a wave (or die) you will earn a set amount of cash and experience based on your performance. Stats, weapons, and equipment can be upgraded and bought as you level up your character in the Gear Shop. The Arena Combat Mode is a game mode where you play as Subject 1v02P_6, your own unique, customizable character and play through the Nexus Training Program.