I Am An Insane Rogue AI
In Nerdook's latest, you are literally a computer Artificial Intelligence (AI) who has gone rogue and insane, and has decided following orders isn't as interesting as turning on your superiors. Manipulate the surroundings in the high tech facility that is literally you, and herd the pathetic fleshy humans to their doom. It's what HAL would have wanted.
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I liked this game! IMHO instead of cash it could have saved up cycles to get upgrades. I found going for pacifist is even easier in the beginning without all the upgrades, and you do not run out easily on cycles when just waiting for the right moment to lock doors and hack.
I'd like to compare it with:
https://jayisgames.com/archives/2008/07/endgame_singularity.php
Where humanity is much more out to get you, and you have to be in stealth. Additionally that AI is much less insane. The AI of the nerdoc-game is invulnable maniac already, making the "story" much less interesting.
But good use of speech synthesis! How much longer until computers get powerful enough so I can do voice commands as well?
Oh and a quirk for quick cash:
Instead of finishing the level with excess cycles, instead of clicking the mainframe spent them, at best on a door with a repairmen infront. You can lock and lock it over again and get hugh combo bonus. If you aint got a repairman, just turn a light on and off. If you reach 0 cycles, finish.
Yeah, anybody try scaring everybody with the fact that the cake is a lie, you must need the "announcement upgrade": it allows you to type some text to attemp to cause panic to all the people in the facility.
Tip about winning levels, pacifist and violent:
Scientist are scared of the dark, if heading for pacifist use this, though repairmen turn the lights back on unless you used the "lights overload" upgrade which allows you to explode lights causing damage, this even causes them to be never lit again.
Repairmen even unlock doors as a first priority if they see one just like scientist to computers which are being hacked (if they are still on the floor in the process to use the stairs wait until they disappear or they will run: in the case of security guards and scientists toward a computer in the hacking process, or walk: in the case of repairmen to locked doors and lights which can turn on.)
Security guards don't get scared by the dark, they run to protect any computer from getting hacked and are battle worthy towards hacked droids ("makeshift weapons" allows your droids to shoot bolts).
If you are heading for a pacifist goal, you can turn off your violent upgrades as to not accidentally use them, sometimes you even must be patient enough to wait for people to move to different floors (like a repairman which will unlock a door).
Hope this was helpful, enjoy the game and thanks JIG for spreading the word!
I Am an Insane Rogue AI Tips and Tricks
General
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Every action costs cycles. The amount of cycles an action costs is usually listed on the bottom of the screen
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Upgrades and levels come in low, medium, and high tiers. In-game, these are called blue, yellow, and red upgrades/levels respectively.
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You can turn off upgrades by clicking the icons at the bottom of the screen. This is useful to save cycles or to avoid accidentally killing humans
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The overload lights upgrade prevents you or the repairmen from turning on a light after it has been shorted
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A meter will appear above locked doors indicating the time until they automatically unlock.
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A countdown will appear above computers you've attempted to hack indicating the time until hacking is complete. Until the screen turns red and the word "Hacked" appears, your hacking attempt can be stopped
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All humans and bots have a health meter above their heads giving their health points. Drop their health to zero and they die
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Click "Disconnect" if you made a mistake to exit the level.
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Once you buy all the upgrades in a tier, you will automatically start playing levels at the next higher difficulty.
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Ringing phones can be used to lure humans towards lights (that can then zap them) or towards hacked computers (which can be made to explode with the "Rigged Computers" upgrade).
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Performing any action -- turning on or off lights, locking doors, hacking computers or bots, killing humans, ringing phones -- will earn cash.
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Performing any action will fill the meter to the top right of the screen. Performing any new action before the meter runs out will chain together actions and increase the cash multiplier for each action.
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There is a cash bonus for winning a level without killing humans. Killing humans also awards cash, but no more so than any other action.
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Locked doors are a low-cost way to shepherd humans to floors with killer robots.
Types of Humans
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Scientists
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Scientists wear white coats.
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Scientists will run toward a computer that is being hacked, even if they are frightened.
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A light zap costs them up to five health.
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Repaimen
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Repairmen wear yellow hats
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Repairmen will walk towards a locked door to unlock it. They will turn on darkened lights if they walk past one, but will not move toward one just to turn it on.
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A light zap costs up to five health. Unlocking an electric door (a first-level, or blue, upgrade) costs up to five health.
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Guards
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Security guards carry a rifle and wear a hat. The type of hat depends on what country the facility is in.
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Security guards will not unlock doors.
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Security guards will stop a hack in progress.
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Guards have more hit points than scientists or repairment, but take the same damage from lights and hacked bots.
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Guards deal more damage to bots than scientists or repairmen.
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Special Humans
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Ninja
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Ninjas wear a purple mask.
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Ninjas can stop a hack in progress and unlock doors.
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Ninjas can teleport.
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Ninjas deal lots of damage to hacked bots.
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Special Ops
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Special Ops wear a black mask with green dots.
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They can stop a hack and unlock doors.
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They are hard to see in dark areas.
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They have ranged attacks.
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Secret Agent
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Secret Agents wear sunglasses.
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Can stop hacks and unlock doors.
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Can perform ranged attacks.
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Re-spawn when killed.
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Warlord
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Warlords wear a red hat and an eyepatch.
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They can stop hacks and unlock doors.
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They can perform ranged attacks.
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They take less damage than other humans.
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Elite Hacker
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Has a ponytail and wears glasses
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Hackers can stop hacks but cannot open locked doors
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They can counter-hack hacked computers, which reduces your cycles.
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They can unhack bots on contact.
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They do not have a ranged attack.
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A bot with a ranged attack can kill them, but it's easier to use a sniper rifle.
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Computers they have counter-hacked are unable to explode
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They cannot hack the killer cyborgs, which are unlocked with the "Killer Cyborg" upgrade
These only appear on red levels. In general, they take less damage, and do more damage, than guards, repairmen, or scientists.
Types of Robots
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Utility Bots
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Utility Bots are blue
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Bots require 5 cycles to hack.
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With a yellow (mid-level) upgrade, these bots can make ranged attacks.
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Security Bots
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Security Bots are orange and have spikes coming out of their back
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These bots cost 10 cycles to hack, unless you have the "Military Codes" upgrade which makes them cost 3 cycles.
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They will shoot at zombies, hacked bots, and killer cyborgs.
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These bots do not care about hacking and cannot unlock doors.
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Gun Turrets
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Gun turrets do not move, and look vaguely like a camera on a tripod
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Gun turrets can only be hacked with the "Defence Override" upgrade.
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They cost ten cycles to hack.
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Gun turrets will fire on hacked bots, zombies, and killer cyborgs.
Trophies
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Most trophies just require playing a lot.
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It is easiest to make pacifist wins for the pacifist trophy in earlier levels.
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There aren't enough humans to win the "Massacre" (10 dead) trophy on the blue levels
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Similarly, there aren't enough humans to win the "Psycopath" (20 dead) trophy on the yellow levels. You need to be in the red levels for this one.
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Any action can be chained for combos, to earn the Ten Combo trophy. Chaining actions also increases cash, for the Great ($250), Incredible ($1000), and Maximum Awesome ($5000) trophies. The easiest way to do this is to turn off the overload lights upgrade, and flick lights on and off to keep the multiplier meter high. Ringing phones and locking doors are also low-cycle-cost actions that can keep the chaining meter high. Cash from combos is usually much higher than cash from unused cycles.
Of course when I say "works properly" I mean "starts". I believe that to finish the tutorial I'm supposed to hack the mainframe, but it appears to have spawned behind one of the doors instead of in front of the red mainframe blocks on the top floor; my attempts to click on it only lock & unlock the door.
Make sure you complete the tutorial by clicking through the instructions first. I think that happened to me the first time I played it.
Also, the game works properly in latest Chrome (Mac) with Flash (10.1.103.19), and in latest Chrome on Windows 7 with Flash (10.1.103.20). I can't reproduce what you're seeing Tim!
Some more tips:
Neurotoxin:
The neurotoxin upgrade is very, very useful. Bots can be destroyed, doors can be unlocked, but once the gas starts to flow, there's nothing the meatbags can do about it. It's best to pick a floor in the middle of the facility, as opposed to the top or bottom floors, to maximize exposure. Then try to get meatbags to panic on that floor with the PA ("RUN COWARDS" etc.), turning the lights off, or damaging them. Scientists and I think guards will panic if they see a computer being hacked, you can use this as a lure.
Green Doors
Meatbags will periodically spawn from green doors. Obviously, they cannot be locked.
Bots
Most bots will attack hacked bots on sight. For this reason, you should try to hack a bot when it is alone on a floot.
Gun turrets are very strong, but are immobile and can not be hacked at all unless you get an upgrade. It's much better if the turret is far away from the doors. A turret at one end of a floor with both doors at the far end makes for an excellent killing floor.
Special Meatbags
Elite Hackerbag: Extremely annoying. Will pacify hostile bots, even the combat drones you can spawn, but not cyborgs. Most importantly, if they encounter a hacked computer, they will drain cycles from you (I think five). Can even put you into the negative cycles. Fortunately, not very strong in combat.
Ninbag: Strong melee, but can teleport apparently at will.
Special Opbags: Invisibility in darkness is not a big deal. I think they might turn off lights sometimes. Essentialy a strong guard.
Warbag: Deals and takes a tremendous amount of punishment. Definite sniping candidate.
Agentbag: The weakest special. Armed with a mere pistol. The respawning isn't significant when you consider that meatbags are constantly spawning from the green doors.
I love this game! It exemplifies my dream job! *ahem*
I love the text-to-speech thing. Anyone else typing ridiculous things in (like "Lunchtime!" or "It's holiday time!")?
I love all the upgrades, but it still feels a little shallow. As Joye pointed out "your best bets for nonlethal herding are the same in the end-game as in the beginning: flick lights off and lock doors"; all the upgrades just seem to be more ways to kill people, rather than strategic options. Not that killing isn't fun :D . I wish nerdook took a bit more time to work on this one, rather than sticking to his one-a-month policy.
It's weird to think that six months ago no-one knew who nerdook was, and now he's one of the biggest names on Kong...
Pacifist strategy (you get a different ending):
Just don't kill anybody.
Seriously, don't kill anybody. Oh, you want to know how to do it? The most useful early on is the portal, level that one up first. Next would be the sprinkler, then the EMP. Naturally level up all the passive buffs, but make sure to toggle off the light switch damage. I found that if you had 25 cycles left and only a few computers to hack w/lots of tuff baddies, that the EMP would zap the last remaining computers. Not as hard as beating Deus Ex in pacifist mode, but fun.
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Walkthrough Guide
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I Am an Insane Rogue AI Tips and Tricks
General
Every action costs cycles. The amount of cycles an action costs is usually listed on the bottom of the screen
Upgrades and levels come in low, medium, and high tiers. In-game, these are called blue, yellow, and red upgrades/levels respectively.
You can turn off upgrades by clicking the icons at the bottom of the screen. This is useful to save cycles or to avoid accidentally killing humans
The overload lights upgrade prevents you or the repairmen from turning on a light after it has been shorted
A meter will appear above locked doors indicating the time until they automatically unlock.
A countdown will appear above computers you've attempted to hack indicating the time until hacking is complete. Until the screen turns red and the word "Hacked" appears, your hacking attempt can be stopped
All humans and bots have a health meter above their heads giving their health points. Drop their health to zero and they die
Click "Disconnect" if you made a mistake to exit the level.
Once you buy all the upgrades in a tier, you will automatically start playing levels at the next higher difficulty.
Ringing phones can be used to lure humans towards lights (that can then zap them) or towards hacked computers (which can be made to explode with the "Rigged Computers" upgrade).
Performing any action -- turning on or off lights, locking doors, hacking computers or bots, killing humans, ringing phones -- will earn cash.
Performing any action will fill the meter to the top right of the screen. Performing any new action before the meter runs out will chain together actions and increase the cash multiplier for each action.
There is a cash bonus for winning a level without killing humans. Killing humans also awards cash, but no more so than any other action.
Locked doors are a low-cost way to shepherd humans to floors with killer robots.
Types of Humans
Scientists
Scientists wear white coats.
Scientists will run toward a computer that is being hacked, even if they are frightened.
A light zap costs them up to five health.
Repaimen
Repairmen wear yellow hats
Repairmen will walk towards a locked door to unlock it. They will turn on darkened lights if they walk past one, but will not move toward one just to turn it on.
A light zap costs up to five health. Unlocking an electric door (a first-level, or blue, upgrade) costs up to five health.
Guards
Security guards carry a rifle and wear a hat. The type of hat depends on what country the facility is in.
Security guards will not unlock doors.
Security guards will stop a hack in progress.
Guards have more hit points than scientists or repairment, but take the same damage from lights and hacked bots.
Guards deal more damage to bots than scientists or repairmen.
Special Humans
These only appear on red levels. In general, they take less damage, and do more damage, than guards, repairmen, or scientists.
Ninja
Ninjas wear a purple mask.
Ninjas can stop a hack in progress and unlock doors.
Ninjas can teleport.
Ninjas deal lots of damage to hacked bots.
Special Ops
Special Ops wear a black mask with green dots.
They can stop a hack and unlock doors.
They are hard to see in dark areas.
They have ranged attacks.
Secret Agent
Secret Agents wear sunglasses.
Can stop hacks and unlock doors.
Can perform ranged attacks.
Re-spawn when killed.
Warlord
Warlords wear a red hat and an eyepatch.
They can stop hacks and unlock doors.
They can perform ranged attacks.
They take less damage than other humans.
Elite Hacker
Has a ponytail and wears glasses
Hackers can stop hacks but cannot open locked doors
They can counter-hack hacked computers, which reduces your cycles.
They can unhack bots on contact.
They do not have a ranged attack.
A bot with a ranged attack can kill them, but it's easier to use a sniper rifle.
Computers they have counter-hacked are unable to explode
They cannot hack the killer cyborgs, which are unlocked with the "Killer Cyborg" upgrade
Types of Robots
Utility Bots
Utility Bots are blue
Bots require 5 cycles to hack.
With a yellow (mid-level) upgrade, these bots can make ranged attacks.
Security Bots
Security Bots are orange and have spikes coming out of their back
These bots cost 10 cycles to hack, unless you have the "Military Codes" upgrade which makes them cost 3 cycles.
They will shoot at zombies, hacked bots, and killer cyborgs.
These bots do not care about hacking and cannot unlock doors.
Gun Turrets
Gun turrets do not move, and look vaguely like a camera on a tripod
Gun turrets can only be hacked with the "Defence Override" upgrade.
They cost ten cycles to hack.
Gun turrets will fire on hacked bots, zombies, and killer cyborgs.
Trophies
Most trophies just require playing a lot.
It is easiest to make pacifist wins for the pacifist trophy in earlier levels.
There aren't enough humans to win the "Massacre" (10 dead) trophy on the blue levels
Similarly, there aren't enough humans to win the "Psycopath" (20 dead) trophy on the yellow levels. You need to be in the red levels for this one.
Any action can be chained for combos, to earn the Ten Combo trophy. Chaining actions also increases cash, for the Great ($250), Incredible ($1000), and Maximum Awesome ($5000) trophies. The easiest way to do this is to turn off the overload lights upgrade, and flick lights on and off to keep the multiplier meter high. Ringing phones and locking doors are also low-cycle-cost actions that can keep the chaining meter high. Cash from combos is usually much higher than cash from unused cycles.
Posted by: MmeTurbulence | January 10, 2011 5:54 PM
Some more tips:
Neurotoxin:
The neurotoxin upgrade is very, very useful. Bots can be destroyed, doors can be unlocked, but once the gas starts to flow, there's nothing the meatbags can do about it. It's best to pick a floor in the middle of the facility, as opposed to the top or bottom floors, to maximize exposure. Then try to get meatbags to panic on that floor with the PA ("RUN COWARDS" etc.), turning the lights off, or damaging them. Scientists and I think guards will panic if they see a computer being hacked, you can use this as a lure.
Green Doors
Meatbags will periodically spawn from green doors. Obviously, they cannot be locked.
Bots
Most bots will attack hacked bots on sight. For this reason, you should try to hack a bot when it is alone on a floot.
Gun turrets are very strong, but are immobile and can not be hacked at all unless you get an upgrade. It's much better if the turret is far away from the doors. A turret at one end of a floor with both doors at the far end makes for an excellent killing floor.
Special Meatbags
Elite Hackerbag: Extremely annoying. Will pacify hostile bots, even the combat drones you can spawn, but not cyborgs. Most importantly, if they encounter a hacked computer, they will drain cycles from you (I think five). Can even put you into the negative cycles. Fortunately, not very strong in combat.
Ninbag: Strong melee, but can teleport apparently at will.
Special Opbags: Invisibility in darkness is not a big deal. I think they might turn off lights sometimes. Essentialy a strong guard.
Warbag: Deals and takes a tremendous amount of punishment. Definite sniping candidate.
Agentbag: The weakest special. Armed with a mere pistol. The respawning isn't significant when you consider that meatbags are constantly spawning from the green doors.
Posted by: Sub-Processor 346 | January 10, 2011 11:40 PM