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29th May 2014

Larva Mortus

Larva Mortus mistake picture

Bug: Sometimes after killing an enemy, the blood will go through the wall and land in the black area outside of the map. Which is doubly weird since blood normally only stays around the same spot the enemy was killed in.

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26th May 2014

Larva Mortus

Bug: Sometimes when starting any mission, the screen will look like the game is paused, it being darker and the word pause on it. However you can still move around and turn, though all attacking is disabled. You have to press the pause button twice to pause and unpause again to fix this.

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26th May 2014

Larva Mortus

Bug: Sometimes after killing all the enemies in a room, you will not get the Room Cleared message. You might still hear an enemy grunting or groaning, but there are none present. Leaving the room and then returning will cause the enemies to respawn and will usually fix this glitch.

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Bug: Cathedral of Resurrection: In the actual cathedral where you fight the boss, upon entering the room, you will likely hear sounds that sound similar to how the bones of a killed skeleton sound. But none are yet present. Looking around, especially on the bridge, you will find that the movable debris is not placed correctly. Like large bricks or boulders halfway in the ground. And this sound is the them suddenly getting popped up out of the ground by the game engine as the physics finally collide. It makes for an added scary factor the the horror game of objects jumping around on their own. But this is in fact a glitch not intended to be in the game.

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Bug: When a player is crouched down in some sloped surfaces facing down hill, their right leg can be seen glitching out a little as it bobs up and down, unable to adjust correcting to the body's position, and will pass through the player's arm and side some even.

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Bug: Cathedral of Resurrection: Right after the fourth Safe Room, players will find a spot between that building and the next, where skeletons spawn. If a player goes to the left of the next building instead of going inside, it is a dead end that is burning. However there is debris in the way the prevents the player from getting close to the fire. However, if you stand right next to this debris, the player will act like they are being burned and begin to get wounded, despite there being no fire around them.

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Bug: It's rare, but sometimes after knocking down a skeleton that doesn't die, it will completely stop moving and just lay on the ground, but with its lungs and heart still in tact and visible. The game thinks the skeleton is still alive, but the players will be completely unable to do anything to it. No amount of shooting it or blowing it up will destroy its lungs and heart to kill it, and it won't get back up. Depending on where in the mission this happens, it can force players to have to restart. Like if it is at a point in the game where in order to progress to the next spot, all enemies must be destroyed. This skeleton that can't die or do anything prevents progress at those points. But this is a rare glitch.

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Bug: For unknown reasons, often after getting a head shot on a zombie, the body will inexplicably launch up into the air a few feet in a weird glitchy ragdoll effect. This same glitch is also present in NZA2.

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Bug: Cathedral of Resurrection: Outside of the Second Safe room, there is a drop area inaccessible to players. But if you look down into that spot, you will see on the far side the texture of the ground is messed up, flashing and blinking. Moving around causes it to appear to be levitating.

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Bug: Cathedral of Resurrection: The second Safe Room has an open wall where you can stand and shoot out at the zombies in the next area safely before you go there, lessening the their ranks before the bigger horde comes. Though sometimes if a player gets too close to the edge, a glitch happens in just the right spot where he will fall out of the safe room, and off the map. Going under the game into just space and will die.

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Bug: Cathedral of Resurrection: Before you get to the third Safe Room, there is a burring building you must go through after fighting off another horde of zombies. Skeletons will spawn in the room just before the Safe Room. If you quickly run over to the broken wall right next to the safe room, you will see a poster on the wall reading Flakwaffe showing two Germain Soldiers along side another poster. If you stand in that spot by the wall, the skeletons can't get to you. Not knowing what to do, the skeletons go to the other side of the wall trying to get you through the wall.

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13th May 2014

Team Fortress 2

Bug: Spy: The Enthusiast's Timepiece watch's cloak meter doesn't accurately measure the amount of cloak available.

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13th May 2014

Team Fortress 2

Bug: Spy: Lag spikes can cause the Spy to automatically undisguise.

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13th May 2014

Team Fortress 2

Bug: Spy: If while disguised, a Spy switches to a different class, some body parts of that class will vanish, like the Pyro's head or the Heavy's hands.

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13th May 2014

Team Fortress 2

Bug: Spy: If a Spy is using Spy-Cicle in Medieval Mode and is ignited, the HUD will still show the knife to enter cooldown mode, the knife can still be used. In some rare cases, it will cause the Spy to have no weapon at all and enter the Civilian pose.

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13th May 2014

Team Fortress 2

Bug: Spy: Sometimes if you use your Cloak and Dagger right as the round starts, the Spy will still turn invisible, but without holding up his watch.

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13th May 2014

Team Fortress 2

Bug: Sometimes there is a glitch with the Contentious Objector. I found this when it was just me and 1 other person on the map. Both have the Contentious Objector out but from the view of one person, both signs have the symbol on them of 1 person. Upon death, the sign drops and still shows the wrong logo, but when the other person switches weapons, it changes back but only from the view point of the other player.

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13th May 2014

Team Fortress 2

Bug: Heavy: When wearing the Hunger Force, the bullets across the Heavy's back and chest are glitchy. The shirt over laps them and as the heavy walks, the bullets sink in and out of the shirt, the textures overlapping.

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13th May 2014

Team Fortress 2

Bug: Spy: If a Spy is disguised as a Heavy that is wearing the Purity Fist, the Spy will have the robotic arm, but not the Heavy's fist.

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13th May 2014

Team Fortress 2

Bug: Spy: A Disguised Spy can not capture control points. But if the control point is captured by a team mate while the disguised spy is on the control point, the Spy still gets points for the capture.

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