OV3RDR1VE Posted October 30, 2021 (edited) HACX Twitch 'N' Kill v1.2 Improved Edition (2021). This is my custom symbiosis of HACX v1.0 Commercial CD Release and HACX v1.2. The goal of this project was to bring the missing elements from HACX v1.0 Commercial CD Release to HACX v1.2 and therefore create a proper, complete version with available genuine assets, eliminate almost every single bug and enhance/tweak some aspects. I enjoyed doing playtesting through all the 22 levels of this game and I felt that it didn't get the attention it actually deserves. Based on my research of majority of the details I composed this Improved Edition which definitely gives a huge credit to the product, the potential of which was not fully revealed under difficult circumstances it encountered while being released back in 1997. The changelog is as follows: //=========================================================================================// THE MAPS (CHANGES IN MAPINFO.txt). -All the maps from HACX v1.2 were replaced with the ones from HACX v1.0 Commercial CD Release and it was made sure that no bugs related to textures exist. TEXTURE1 & PNAMES lumps take responsibility for that. -Almost every map from HACX v1.0 Commercial CD Release has changes starting from a different enemy count, their types and ending with a more complete transition to cyberspace through the special terminal in every appropriate & corresponding map. -MAP21 "THE DARKNESS" from HACX v1.0 is now included and serves as the final game map. It uses D_HACX04.mid as a soundtrack like it was in HACX v1.0 Commercial CD Release. -MAP11 "NOTUS US!", MAP16 "PROTEAN CYBEX", MAP17 "RIVER OF BLOOD" and MAP19 "THE WAR ROOMS" had their skies changed in order to match the ones in HACX v1.0 Commercial CD Release. To be precise: Skies were swapped from Brown to Red & Red to Brown accordingly. -MAP01 "GENEMP CORP.", MAP08 "GARDEN OF DELIGHTS", MAP15 "TWILIGHT OF ENK'S" and MAP31 "DESICCANT ROOM" had their "titlepatch" parameters disabled in MAPINFO.txt in order to replace their intermission titles with the correct names of the maps defined in MAPINFO.txt. -Some orthographical amendments were done in regards to item pickup lines, like "007Microtel" was changed to "007 Microtel!" as well as "You grap a Torpedo!" was changed to "You grab a Torpedo!" and so on. -Intermission screen of all 4 so called "episodes" now has a corresponding music (D_HACX19.mid) from HACX v1.0 Commercial CD Release. //=========================================================================================// THE ENEMIES (CHANGES IN DECORATE.txt). #1. Android. -Multiple "death" sounds are now utilized like it was in HACX v1.0 Commercial CD Release. #2 Buzzer. -Multiple "sight" sounds are now utilized like it was in HACX v1.0 Commerсial CD Release. #3 D-Man. -Added a specific shade of a green blood color (indicated as RGB Palette Сode) in accordance with actor's pain sprite color. Initially there was a red blood color which is considered as incorrect. #4. ICE. -Multiple "sight", "attack" and "death" sounds are now utilized like it was in HACX v1.0 Commercial CD Release. -Added a corresponding "mass" parameter into DECORATE.txt to match the one from DEHACKED of HACX v1.0 Commercial CD Release. #5. Majong 7. -Multiple "sight", "pain" and "death" sounds are now utilized like it was in HACX v1.0 Commercial CD Release. #6. Mechamaniac. -Added corresponding "health", "painchance", "mass" and "speed" parameters into DECORATE.txt to match the ones from DEHACKED of HACX v1.0 Commercial CD Release. -Multiple "sight" and "death" sounds are now utilized like it was in HACX v1.0 Commercial CD Release. -An amendment related to "projectile death" sprites was made (see Photon 'zooka clause in "THE WEAPONS" section). #7. Monstruct. -Added and activated "pain" and "raise guns" sounds in accordance with HACX v1.0 Commercial CD Release. -Photon 'zooka "projectile death" sprites were copied and set for "HacxMonstructShot" actor. Additionally, those sprites obtained new names. #8. Phage. -Changed algorithm of "raise guns" sound in DECORATE.txt in order to avoid a clash with Monstruct actor. -Walking animation sequence was changed to less smoothed in order to match the one in HACX v1.0 Commercial CD Release. -Added a specific shade of a pink blood color (indicated as RGB Palette Code) in accordance with actor's pain sprite color. Initially there was a red blood color which is considered as incorrect. #9. Roaming Mine. -Nothing was changed. #10. Stealth. -Changed "alpha" parameter in accordance with Spectre actor from Doom. #11. Terminatrix. -The values of "health" and "mass" parameters were set in accordance with the ones in HACX v1.0 Commercial CD Release. -Increased moving speed in accordance with HACX v1.0 Commercial CD Release. -Added a corresponding "fastspeed" parameter into DECORATE.txt to match the one from DEHACKED of HACX v1.0 Commercial CD Release. -Phage's "projectile death" sprites were copied and set for "HacxTerminatrixBall" actor. Additionally, those sprites obtained new names and offsets alignments. #12. Thorn Thing. -Changed "projectile launch" sound to the one utilized in HACX v1.0 Commercial CD Release. -Added a specific shade of green blood color (indicated as RGB Palette Code) in accordance with actor's pain sprite color. Initially there was a red blood color which considered as incorrect. -Offsets alignments were made for "projectile death" sprites. #13. Thug. -Multiple "sight" and "death" sounds are now utilized like it was in HACX v1.0 Commercial CD Release. #14. Samurai Statue. -A fully correct algorithm has been implemented to make this actor operating as intended. Now you have to shoot the Samurai Statue couple of times until it devastates and releases Monstruct. Statue and Monstruct are separate actors. #15. Mummy. -A fully correct algorithm has been implemented to make this actor operating as intended. Now you have to shoot the Mummy couple of times until it evaporates and releases Phage. Mummy and Phage are separate actors. #16. Skeleton. -A fully correct algorithm has been implemented to make this actor operating as intended. Now you have to shoot the Skeleton couple of times until it evaporates and releases Phage. Skeleton and Phage are separate actors. //=========================================================================================// THE WEAPONS (CHANGES IN DECORATE.txt). #1. Kick. -The rate of "kick" animation was decreased in order to match the one in HACX v1.0 Commercial CD Release. #2. Hoig Reznator. -The rate of "idle" and "fire" animations was decreased in order to match the one in HACX v1.0 Commercial CD Release. -Added "GunFlash" effect while firing in accordance with HACX v1.0 Commercial CD Release. #3. Pistol. -Added several missing bottom pixels to PISGB0 texture. #4. Uzi. -Added "GunFlash" effect while firing in accordance with HACX v1.0 Commercial CD Release. #5. Photon 'zooka. -Offsets alignments were made for "projectile death" sprites in order to match the projectile trajectory. This amendment also relates to "Mechamaniac" actor as he uses the same weapon and the same projectiles. #6. Stick. -Added a missing bottom line of pixels to PLSGB0 texture. #7. Nuker. -Speed of projectile was decreased in order to match the one in HACX v1.0 Commercial CD Release. -Offsets alignments were made for "projectile" sprites in order to match the offsets of "projectile death" ones. //=========================================================================================// SOUND. -New sound assignments have been made for Phage, Monstruct and Thorn Thing actors in SNDINFO.txt. //=========================================================================================// GRAPHICS. -Added a missing right side line of pixels to STCFN053 (Digit "5" in game symbols) texture. //=========================================================================================// ADDONS TO USE FOR COMPLETE EXPERIENCE (OBLIGATORY). #1. D2_HACX_v1.2_Original_HACX_v1.0_Cryogun_(Widescreen).wad -Original Cryogun with a holographic sight from HACX v1.0 Commercial CD Release adjusted for widescreen. All the offsets (x, y) are in a strict accordance with original 4:3 aspect ratio version. #2. D2_HACX_v1.2_Original_HACX_v1.0_Title_And_Credits_Screens.wad D2_HACX_v1.2_Original_HACX_v1.1_Title_And_Credits_Screens.wad -Original HACX v1.0 Commercial CD Release and HACX v1.1 Freeware TITLEPIC, CREDITS and ENDOOM screens. Choose the package in accordance with your preferences, but I would stick to v1.0. #3. D2_HACX_v1.2_Widescreen_Photon_'zooka_Fix_v1.wad -Widescreen version of the Photon 'zooka taken from HACX v2.0. All the offsets (x, y) were adjusted in order to be in a strict accordance with original 4:3 aspect ratio version. I give my preference to this version as it looks more genuine and finished for me. #4. D2_HACX_v1.2_Widescreen_Photon_'zooka_Fix_v2.wad -Widescreen version of the Photon 'zooka made by Rijam. All the offsets (x, y) were adjusted in order to be in a strict accordance with original 4:3 aspect ratio version. #5. D2_HACX_v1.2_Widescreen_HUD_v1.wad -A really good-looking Widescreen HUD done by NightFright (my personal preference). #6. D2_HACX_v1.2_Widescreen_HUD_v2.wad -A nice Widescreen HUD done by Rijam. #7. D2_HACX_vx.x_Jump_Sound.wad -A Player's jump sound taken from HACX v2.0. To use if you like jumping in Doom games. #8. ANY_CAPS_(JSO).wad -A Player's jump sound taken from Doom Legacy Source Port. To use if you like jumping in Doom games. #9. ZDoom_Actors_Transparency_Removal+Actors_Blood_Color_Fix+Bullet_Hole_Decal_For_Fist.pk3 -Removes all transparency from all "Player Weapons Actors" and "Monsters Weapons Projectiles Actors". -Sets correct blood colors for Hell Knight, Baron Of Hell and Cacodemon actors. -Adds "Bullet Hole" decal for Fist when it punches a wall. //=========================================================================================// MISCELLANEOUS TWEAKS AND NOTES. -HACX v1.2 WAD type was changed from IWAD to PWAD because Slade vx.x.x Doom Resource Editor cannot save changes in IWAD types of WAD files. The change was done by opening .wad file with NotePad++ and replacing letter "I" with "P" in Line #1. -Transparency was completely removed from HACX Player Weapons Actors and from Monsters Weapons Projectiles Actors. All the changes were made in DECORATE.txt. Also there was transparency in ENK Blind item sprite, the item was changing it's state from normal to semi-transparent every second. Transparency was removed from that item either. As you remember DOOM did not have a transparency - it is ZDOOM which adds it. -There were incorrect pain sprites in Samurai Statue, Mummy and Skeleton actors. These sprites are only intended to be used when Samurai Statue, Mummy or Skeleton transform into corresponding monsters once you shoot them but instead they also appear as pain sprites when you shoot those monsters after they have already transformed from Samurai Statue, Mummy or Skeleton states. Those issues were completely fixed - see clauses #14, #15, #16 in "THE ENEMIES" section. -Status Bar used yellow digits and original doom font for ammo counter which was incorrect since HACX v1.0 Commercial CD Release uses black digits with it's own font. It was fixed by the change of font in SBARINFO.txt. -Red C-Key and Blue C-Key were mixed up in HACX v1.2 and therefore a bug occured: when you picked up a Blue C-Key the HUD showed you that you've got a Red C-Key instead. A solution was implemented in form of swapping Lock 4 and Lock 5 definitions in LOCKDEFS.txt. -Added a specific GAMEINFO.txt which sets the new header and it's color at the launch of the game. Additionally, there was a new startup text written in LANGUAGE.txt. -It was, unfortunately, impossible to get 100% kills at MAP07 "THE GREAT WALL" and MAP17 "RIVER OF BLOOD". At MAP07 there was an unreachable Monstruct that did not teleport into the "library" area. You had to use noclip in order to reach the area where he was and shoot him once, then he would move and teleport into proper area. That problematic Monstruct has been removed from the map and thus it is now possible to reach 100% of kills. At MAP17 there was a Mechamaniac who was being elevated to the hole in the ceiling as you tried to come closer to him. He was staying there and did not teleport to anywhere. You had to use noclip and Nuker to kill it fast and almost safe. That problematic Mechamaniac has been removed from the map and thus it is now possible to reach 100% of kills. Additionally, 100% of items and secrets are possible in both maps. -At MAP21 "The Darkness" you could only get 50% of items as the "Body Armor" item was located inside the exit area which was surrounded by exit trigger lines and once you crossed one of these lines you would immediately finish the level. That problematic "Body Armor" item has been removed from the map and thus it is now possible to reach 100% of items. -It is now possible to get 100% of kills, items and secrets in all the maps without cheating, jumping and using mouse vertical look. -It was a correct decision by the developers to swap MAP14 ("'TRODE WARS") and MAP15 ("TWILIGHT OF ENK's") in HACX v1.0 Commercial CD Release as MAP15 has a computer room which sends player to MAP14 which represents the cyberspace. Previously (in v1.1 or v1.2) you started in the cyberspace without having an obvious clue from the previous level how did you end up here. -At MAP03 "LAVA ANNEX" you may wonder how to get the "tiny hole" secret unless using mouse vertical look. Select your Cryogun and come closer to a tiny hole with a white glow in the wall near the stairs, shoot the hole and here you go - a platform raises and allows you to get this unusual secret. You will only be able to get that secret once you make your way back to that area after destruction of lava reactor, as up until that point you would surely have a Cryogun in your possession. -At MAP08 "GARDEN OF DELIGHTS" there is a secret in the following form (You may wonder how to get it unless using mouse vertical look): At the pillar stands a pot, behind a pot is a button. Select your Cryogun and come to the opposite end of the hall and place yourself behind the parapet where you see another button. From this position, start shooting at the pot with your Cryogun until you hit the button which is behind the pot. If you succeed, the wall on your right opens and here you go: a secret stash with Cryogun ammo and other goodies for you to resupply. //=========================================================================================// REQUIREMENTS, RECOMMENDATIONS AND INSTALLATION. #1. Source Port. -The whole game was tested on ZDoom v2.8.1 (still remains my preference) but I would assume that it would work just fine with GZDoom, ZDoom32 or LZDoom. #2. The Launch Order. -You have to use Doom2.wad as an IWAD now and the rest of the contents run with "-file" parameter. This is the correct order indicated in the "Doom 2-HACX Twitch 'N' Kill v1.2 (Custom).bat" you will find in the archive: Start ZDoom.exe -iwad Doom2.wad -file D2_HACX_v1.2_Custom.wad D2_HACX_v1.2_Widescreen_HUD_v1.wad D2_HACX_v1.2_Widescreen_Photon_'zooka_Fix_v1.wad D2_HACX_v1.2_Original_HACX_v1.0_Cryogun_(Widescreen).wad D2_HACX_v1.2_Original_HACX_v1.0_Title_And_Credits_Screens.wad D2_HACX_vx.x_Jump_Sound.wad #3. Global Transparency Removal (Optional, but recommended). -Put ZDoom_Actors_Transparency_Removal+Actors_Blood_Color_Fix+Bullet_Hole_Decal_For_Fist.pk3 alongside ZDoom.exe -Open your ZDoom-USERNAME.ini and add the following line into [Global.Autoload] section: Path=ZDoom_Actors_Transparency_Removal+Actors_Blood_Color_Fix+Bullet_Hole_Decal_For_Fist.pk3 /-------------------------------------------------------------------------------------------------------------------------------------------------------------------/ Important Note: ZDoom_Actors_Transparency_Removal+Actors_Blood_Color_Fix+Bullet_Hole_Decal_For_Fist.pk3 file was initially created to run with ZDoom only, as it uses ZDoom.pk3 ".txt" contents for modifications related to actors' transparency and therefore follows internal structure established within ZDoom.pk3 file. GZDoom (LZDoom and ZDoom32 probably as well) has different ".txt" contents & structure in its GZDoom.pk3 file, so using aforementioned ZDoom_Actors_Transparency_Removal+Actors_Blood_Color_Fix+Bullet_Hole_Decal_For_Fist.pk3 file with that source port will cause visual glitches, like window glass attacking you after you break it, and so on. So, it is correct to pull down this optional ".pk3" file when using GZDoom to play this edition of the game and avoid those visual artifacts. /-------------------------------------------------------------------------------------------------------------------------------------------------------------------/ -Have fun! //=========================================================================================// CREDITS. Copyright (C) 1997 by Banjo Software. Copyright (C) 2010 by Xaser, Blzut3, Nostromo, Quasar, Cage, JustinC. Copyright (C) 2021 by 0V3RDR!VE. //=========================================================================================// SCREENSHOTS & PHOTOS. //=========================================================================================// HACX Twitch 'N' Kill v1.2 Improved Edition (2021) Download Link: https://disk.yandex.ru/d/Tu1fXCeBE0sGoQ P.S. In russian language "скачать" means "download" There are also 2 custom icons included (to use with game's shortcut) and a scan of the story, the unfolded pages of which you may see on the photo. You may find it all in the "_Docs" folder inside the archive. Note (27.11.2023): An update was made the the package. You may download the updated package using the same download link above. //=========================================================================================// Edited November 27, 2023 by OV3RDR1VE 19 Share this post Link to post
P41R47 Posted October 30, 2021 Good release, pal! HACX totally deserves more love as its a great game ;) But I wonder why you prefered the 1.0 commercial release over 1.2 iwad release. Both are official, and since the v1.2 release is the latest one, its the one that should be taken as what Banjo Software intended. So, some improvements are really cool, but some other seems like a downgrade to a previous version. 2 Share this post Link to post
OV3RDR1VE Posted October 30, 2021 (edited) 38 minutes ago, P41R47 said: Good release, pal! HACX totally deserves more love as its a great game ;) But I wonder why you prefered the 1.0 commercial release over 1.2 iwad release. Both are official, and since the v1.2 release is the latest one, its the one that should be taken as what Banjo Software intended. So, some improvements are really cool, but some other seems like a downgrade to a previous version. Thanks ;) Check out all the features practically - it's definetely an improvement. Starting from maps: HACX v1.2 uses maps from HACX v1.1 Freeware (v1.2 is actually based on v1.1 which is, in it's own right, a throwback from v1.0 Commercial CD Release), some of them have design flaws and seem incomplete. HACX v1.0 Commercial CD Release had the latest versions of the maps and they are much appealing. You seem not to know the entire story. Read these articles: https://tcrf.net/Hacx:_Twitch_'n'_Kill https://doomwadstation.net/hacx/GetHacx.html The changes (the firing rate) made to weapons in v1.2 (Kick, Hoig Reznator, Nuker) I don't consider genuine as they shatter the balance. In HACX v1.0 Commercial CD Release they were slower but not until the point you would consider them weak and useless. As for enemies - In HACX v1.0 Commercial CD Release there were some bad points for sure (like one sound used by several enemies), but they are not included in my release. The changes did not make them weaker, that's for certain, but more historically accurate (towards v1.0) and genuine. Edited October 30, 2021 by OV3RDR1VE 1 Share this post Link to post
P41R47 Posted October 30, 2021 55 minutes ago, OV3RDR1VE said: Thanks ;) Check out all the features practically - it's definetely an improvement. Starting from maps: HACX v1.2 uses maps from HACX v1.1 Freeware (v1.2 is actually based on v1.1 which is, in it's own right, a throwback from v1.0 Commercial CD Release), some of them have design flaws and seem incomplete. HACX v1.0 Commercial CD Release had the latest versions of the maps and they are much appealing. You seem not to know the entire story. Read these articles: https://tcrf.net/Hacx:_Twitch_'n'_Kill https://doomwadstation.net/hacx/GetHacx.html The changes (the firing rate) made to weapons in v1.2 (Kick, Hoig Reznator, Nuker) I don't consider genuine as they shatter the balance. In HACX v1.0 Commercial CD Release they were slower but not until the point you would consider them weak and useless. As for enemies - In HACX v1.0 Commercial CD Release there were some bad points for sure (like one sound used by several enemies), but they are not included in my release. The changes did not make them weaker, that's for certain, but more historically (towards v1.0) accurate and genuine. yes, most of the decorate tweaks are definetively an improvement. Especially the multiple sounds for monsters and the fixed samurai statue and other similar tweaks. Yes, i know the full story since i read those pages countless of times before. But still, 1.2 version, is the last version curated by Nostromo, member of Banjo Software itself. So, the changes to the weapons are those the developer intended and deemed important for the proper gameplay. As for the maps, yes, it is well documented on the DoomWiki entry. And i remember a map patch for 1.2 version that did the same as you, and it was aknowledged by the developer team, that why the 1.3 upcoming version was going to fix those problem and probably add the proper ending to the game. Anyway, the recollection of the different widescreen assets on a simple pack is good enough to warrant that this is a good release. 0 Share this post Link to post
DannyMan Posted October 30, 2021 2 minutes ago, P41R47 said: that why the 1.3 upcoming version was going to fix those problem and probably add the proper ending to the game. HacX 1.3? 0 Share this post Link to post
P41R47 Posted October 30, 2021 1 minute ago, DannyMan said: HacX 1.3? yes, its was stated on the wiki, and many times around here that it would be a version that include those fixes, the prbolem on the dehacked patch and many more things. Since it was planned long ago... it ''upcomming-ness'' its debateable... :/ Now i remember that the planned proper ending along new maps and tweaks were intended for the HACX2.0 version, and not for the 1.3 version as i stated before. 0 Share this post Link to post
OV3RDR1VE Posted October 31, 2021 (edited) On 10/31/2021 at 2:28 AM, P41R47 said: yes, most of the decorate tweaks are definetively an improvement. Especially the multiple sounds for monsters and the fixed samurai statue and other similar tweaks. Yes, i know the full story since i read those pages countless of times before. But still, 1.2 version, is the last version curated by Nostromo, member of Banjo Software itself. So, the changes to the weapons are those the developer intended and deemed important for the proper gameplay. As for the maps, yes, it is well documented on the DoomWiki entry. And i remember a map patch for 1.2 version that did the same as you, and it was aknowledged by the developer team, that why the 1.3 upcoming version was going to fix those problem and probably add the proper ending to the game. Anyway, the recollection of the different widescreen assets on a simple pack is good enough to warrant that this is a good release. Here is my demonstration run of HACX Twitch 'N' Kill v1.2 Improved Edition (2021) in ZDoom v2.8.1. You can see "Kick" and "Hoig Reznator" weapons in action - that's how they operated in HACX v1.0 Commercial CD Release. As you can witness, the pace & blastfest were not affected by those changes. Bugs got their butts fried and devastated. Edited January 15, 2022 by OV3RDR1VE 1 Share this post Link to post
OpenRift Posted March 26, 2022 (edited) Sorry to resurrect a dead thread, but you just wanted to say the demos seem to desync completely in improved edition. Edited March 26, 2022 by OpenRift 0 Share this post Link to post
OV3RDR1VE Posted March 29, 2022 (edited) On 3/27/2022 at 1:56 AM, OpenRift said: Sorry to resurrect a dead thread, but you just wanted to say the demos seem to desync completely in improved edition. Don't quite understand what you mean by this, but ZDoom is not capable of playing genuine demos which were initially incorporated into wad file. This relates to Doom, Doom 2, etc. If you want to record a demo in ZDoom, you should use this command line parameter: "-record" For instance (you can specify this in .bat file) ZDoom.exe -record mydemo // Read section "#1. Source Port." In "REQUIREMENTS, RECOMMENDATIONS AND INSTALLATION" Paragraph. I guess you've tried to play it with Chocolate Doom or something else like that. This release is not supposed to be run properly with any of those. Edited March 29, 2022 by OV3RDR1VE 0 Share this post Link to post
taufan99 Posted October 13, 2022 Sorry for bumping this thread, but since you have the v1.0 commercial CD, I'd like to ask whether it had something about the unnamed invisible enemy or not. 0 Share this post Link to post
OV3RDR1VE Posted October 16, 2022 (edited) On 10/13/2022 at 11:47 AM, taufan99 said: Sorry for bumping this thread, but since you have the v1.0 commercial CD, I'd like to ask whether it had something about the unnamed invisible enemy or not. Hello there, I only have original HACX.wad extracted from HACX v1.0 Commercial CD, not a physical disc. What you saw on the photos is my custom package, I printed the front inlay for CD case and burned the data onto CD-RW disc. For my project I used resources (Data, Maps etc.) from the aforementioned HACX.wad that can be downloaded from the following post: https://www.doomworld.com/forum/post/1403436 Click on the "Installed Wad (and accessories)" link. // As for invisible enemy bug - since HACX v1.0 MAP10 (Anarchist Dream) version is a bit different in terms of start area of the map, enemy placement & their types in comparison to HACX v1.1 MAP10 version I suppose there is no such a bug in existence. I completed the HACX v1.0 MAP10 (Anarchist Dream) version which is incorporated into my Improved Edition on skill "3" (I'm Immortal) and all 155 enemies can be killed without any troubles, as well as every item can be collected (164/164) and all secrets can be reached (5/5). Edited October 16, 2022 by OV3RDR1VE 1 Share this post Link to post
bnabradi Posted May 16, 2023 (edited) Sorry for the bump, may i ask where the secret exit to "desiccant room" is? The (very good) changes here kinda make any info on the internet unreliable. Edited May 16, 2023 by bnabradi 0 Share this post Link to post
OV3RDR1VE Posted May 23, 2023 (edited) On 5/16/2023 at 11:30 AM, bnabradi said: Sorry for the bump, may i ask where the secret exit to "desiccant room" is? The (very good) changes here kinda make any info on the internet unreliable. Hello, bnabradi. Here you go. Watch attentively. #1 - The Secret Exit To The Desiccant Room. #2 - Cryogun Usage For Specific Secrets (Additional video, just for demonstration purposes). Edited November 28, 2023 by OV3RDR1VE 0 Share this post Link to post