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Hardwar Walkthrough
The following guide will see you through the mission-based plot that
forms a major part of Hardwar. To make things as simple as possible,
we've split the guide into sections, each one comprising all the
relevant details concerning the specific missions and events that make
up the game.
The sections entitled 'General Activity' refer to events that are part
of the game plot but do not necessarily require the participation of
the player. As such they are included simply for your information. The
unfolding plot is generally communicated to the player via the handy
e-mail messaging system, so these important e-mails are also detailed
below where necessary.
Getting started
You start the game in one of three different hangars, depending on
which type of operative you decided to be (Trader, Scavenger or
Aggressor). The first game event can be triggered in one of three ways,
as follows:
1. Trading - Trading centres can be found in all craters in the game
(check the 'Local Services' list in the main navigation menu to target
the nearest one). Use the 'Sales' and 'Needs' lists in their hangar
computers to identify a viable trading route - as soon as you have
completed the first transaction, a new e-mail message will arrive (see
below for details)
2. Bounty hunting - Shooting down any other moth in the game will also
trigger the above e-mail (hint - shoot down a pirate rather than an
innocent trader/scavenger, or else incur the wrath of the police!).
Lists of wanted pilots can be found in any police station computer.
There is at least one of these in most of the craters - again, the
'Local services' will list the nearest one.
3. Wait! If you don't follow either of the above courses, the first
game event will be triggered automatically after approximately five
game days have passed.
Event 1
Cordon Downtown
Wait for the e-mail message entitled 'Cover up?' Use the 'Target
Subject' option on this mail to guide you to the relevant area in the
Downtown crater. As you approach the scene, your ship's controls and
systems will become disabled as you are taken over by an alien vessel.
Witness the demise of the alien craft and the Lazarus ships that arrive
to pick up the resulting wreckage.
Note that this first event is intended merely for you to witness,
nothing more - this is simply to indicate that there is something weird
going on, and thereby rouse your curiosity and encourage you to find
out more. You will not be able to either pick up or destroy the alien
wreckage, and any attempt to use aggressive tactics against either the
Lazarus salvage ships or the police patrol ships in the area is likely
to result in your swift demise.
Event 2
Port Visit
Wait for the e-mail message entitled 'Decoy required', which will come
from the Klamp-G organisation. Select the 'Target Subject' option in
this mail to target the mass driver in the Port area.
As you enter Port, either avoid or shoot down the Lazarus guards, then
follow the indicator on your HUD, which will guide you towards the Mass
driver. As you approach, you should see a white arrow on your radar
display - this is the mass driver part, a small box-like object which
can be found on the ground near to the Mass driver itself and is
guarded by another Lazarus ship. Target it using the 'Y' key. Once you
have destroyed the driver part (which is quite easy), the atmosphere in
the Port area will change radically. You should aim to leave the Port
area as quickly as possible, otherwise massive radiation leaks and
severe climatic changes will slowly drain your Moth's power reserves.
After you have created this distraction, a Klamp-G transport ship will
sneak in and steal the alien wreckage that the Lazarus ships were
guarding - as soon as this ship gets back to its own HQ with this
cargo, you will receive your reward! N.B. The first in a series of
peculiar 'Garbled transmissions' will arrive at around this point. You
should hang onto this message (and all similar mails that you
subsequently receive) as they will prove to be useful towards the end
of the game.
Events 3, 4, 5 & 6
General activity
Following the theft of the alien wreckage, the Lazarus family close off
the Port area altogether and deny access to all pilots. Some time
later, strange new Moths start to appear in random locations around the
city - you may even witness some of these sightings yourself (the
effects of these encounters are similar to the effects produced by the
alien crash during Event 1). Around this time, the second 'Garbled
transmission' will appear in your mailbox.
Shortly after this, food production starts to escalate rapidly, spurred
on by the factions who - as you will later discover - are force-feeding
the city's population with poisoned food and water in order to create
body parts. In order to hamper the other side's ability to produce food
and pure water, both factions start to attack each other's production
plants and other installations. You may be invited to partake in these
attacks in return for hard currency.
Event 7
Collection
An anonymous e-mail entitled 'Important mission' will eventually
arrive. Fly to the Mines crater and target the lightwell from the
'Local Services' list in your navigation menu. As you approach the
lightwell, you should be able to see a white arrow on your radar
display - this is the mystery package that you have to collect. Target
the package using the 'Y' key, then go and pick it up from the top of
the large sandstone structure that it is sitting on. The package is an
item of software, a low level radar cloak that is automatically fitted
to your Moth as soon as your drone returns with it. The cloak allows
you to fly undetected by enemy radar as long as you are flying at an
altitude below 100 feet (the box around your radar display will flash
red whenever the radar cloak is in operation). Take care, though, as
enemies will still attack you if they get you in visual range!
As soon as you have the software in your possession, you will receive
an e-mail from Psycho Bob telling you to report to his weapons mart in
the Downtown area. Fly to this area, then use the 'Local Services' list
in your navigation computer to target Psycho Bob's 1, which is in the
North-eastern segment of the crater.
Event 8
At Bob's for a Recce
On arrival at Psycho Bob's, watch the video sequence detailing the
mission that Bob wants you to undertake. You will be asked to find and
target the secret bases that the two factions have built to house their
development of nuclear-powered test ships.
The Lazarus base can be found in the Reservoir crater. Using the radar
cloak's capabilities as much as possible to avoid detection, fly to the
island situated in the western half of the crater. Round the back of
this island, roughly at water level, you should find a recessed area
which houses a large red door bearing the Lazarus family's trademark
'L' shaped logo. Point your Moth directly at the door and press the 'T'
key to lock the co-ordinates into your navigation computer.
The Klamp-G base is situated in the western segment of the Riverside
crater. Once in the crater, fly to either end of the river (use the
navigation map if necessary to be sure of your position), then follow
the crater wall round to the western section. When you reach a point
that is roughly equidistant from both ends of the river, point your
ship back towards the centre of the crater - you should then be able to
see the Klamp-G base, which is a low, roughly dome-shaped structure.
Again, point straight at your target and press 'T' to lock the
co-ordinates into your Nav computer.
(At this point, it may be wise to use the 'Lock' option in the
Navigation/Buildings menu to ensure that the co-ordinates of these two
buildings are not lost accidentally.) When all of this is done, you
will receive an e-mail from Bob telling you to return to Psycho Bob's 1
in the Downtown area. Use the 'Target sender' option from this e-mail
to find your way back there.
Event 9
General activity
This happens at roughly the same time that you will be completing the
missions at events 8 and 10. The factions are still busy trying to blow
each other off the face of the planet, but now they have started to use
crude nuclear bombs which the aliens have been providing in exchange
for human DNA.
Event 10
Procuring the Triggers and Matter
On arrival back at Bob's, you will see another GDV detailing your next
mission. Bob needs you to get hold of Triggers and Matter - two
components which are used in the manufacture of nuclear bombs (similar
to the ones which the factions are now using).
The factions are trading with the aliens who are now resident in the
Port area - human body parts for fusion power (triggers and matter).
These components are being transported from Port to both faction HQs by
transport ships belonging to the two major 'gangs' (Skinners and
Scrubbers) - the locations of these two faction strongholds are, at
this point, put into your navigation computer by Psycho Bob. However,
you'll probably find it easier to hunt down the transport ships as they
go in and out of the Research facility, which is where the exchanges
are made.
You'll find this building halfway down the tunnel leading from the
Downtown area to Port. As soon as you have picked up both of the items
you need, head straight back to Psycho Bob's 1 - he will need some time
to put together a prototype nuclear bomb for you.
Events 11, 12 & 13
Getting the Small/Big Bomb, and Bomb the Base
After a while, Bob will send you a mail to let you know that the bomb
is ready to collect. When you get there, you will be shown another
video sequence for your next mission. Bob now wants you to steal some
of the radioactive cargo that is being stored inside the two secret
bases that you targeted earlier (Event 8).
Use the radar cloak's capabilities to get there (fly below 100 ft. to
remain invisible to radar). Because of the location and positioning,
you may find that the Lazarus base in the Reservoir crater is slightly
easier to break into than the Klamp-G one. Depending on which base you
target, you should fire your bomb at the red door to the Lazarus base
or the domed roof of the Klamp-G one. Watch out for the patrol ships
that will target you as soon as you break into the base. You only need
to pick up one piece of the radioactive material from either of the two
bases - once you have it, get back to Psycho Bob's 1 as soon as
possible. Bob will then spend some more time analysing what you have
brought to him.
Note: if the bomb doesn't work for any reason on the first attempt (or
if you miss), you can go back to Bob's and get another one.
Events 14 & 15
Gang Defector, Gang Member Spills All...
Out of the blue, an e-mail arrives from one of the gang members (either
Skinners or Scrubbers) - he wants out of the situation that he finds
himself in, and he wants you to help him escape to the opposing
faction's HQ.
Make sure that you are outside the relevant hangar when the gang member
makes his bid for freedom. Hang back until you are sure of which
direction he's heading in, and use your radar cloak as much as possible
on your journey - although you are escorting the gang member to his
destination, you should aim to protect yourself first and foremost (you
will most likely have made quite a few enemies by this stage, so you
may well be in more danger than the defecting ganger!). When you arrive
at the relevant faction HQ, allow the gang member to dock, then follow
him in as quickly as possible.
At this point you will see another video clip, during which time the
ganger will donate his fusion cell to you for your efforts in helping
him. This will prove to be very beneficial indeed - this cell gives a
Moth almost unlimited power, so you will be able to fly around at
higher speeds and use your energy weapons much more freely in combat
without ever having to visit a lightwell again!
Event 16
Destroy Convoy
Not long after the above escapade, you should receive another mail from
Psycho Bob asking you to return. He has the results from the testing of
the radioactive cargo that you delivered to him.
Having figured out much of what in going on in the city (and exposed
himself to dangerously high levels of radiation in the process), Bob
wants you to go back to the Downtown-Port tunnel and distract the
convoys who are still delivering their consignments of fresh body parts
down to the aliens in Port.
You should be able to get hold of more triggers and matter so that Bob
can build more bombs for you. As soon as you have procured these, you
will receive another e-mail. Psycho Bob is dead (boo hoo) - his
apprentice takes over from this point onwards. Go back to Psycho Bob's
1 with the materials that you have just picked up, and they will make
another bomb for you.
Event 17
Port Abort
Once the bomb is fitted, the apprentice will ask you to go to the
tunnel leading from the Mines crater to Port and blow up the blockage,
thereby opening the whole area back up to the general public. On
attempting this, however, you will find that the relatively small bomb
that you are equipped with is not enough to do the job. Another mail
should arrive from Bob's apprentice now - she wants you to go back to
Bob's again so that a bigger bomb can be fitted to your ship.
Event 19
Big Bob
As soon as your new toy is ready to pick up, you should receive another
e-mail from Bob's apprentice. Go to Psycho Bob's 1 to pick up the new,
bigger bomb, take it back to the Mines-Port tunnel and blow that
blockage away. As you do this, Bob's apprentice will send you an e-mail
requesting that you go into the Port area and investigate exactly
what's going on in there.
Events 20 & 21
Into the Fire & Alien Intervention
As soon as you enter Port, your ship will be besieged by the
inhospitable conditions that are still raging there; huge electrical
thunderstorms and radiation leakage drain both your ship's shields and
power reserves in a matter of seconds. While you are helpless, an alien
ship swoops down, picks you up and transports you out of the crater and
back into the relative safety of the mines, where you can recharge your
power levels, repair any damage sustained, etc. (WARNING -Do not, under
any circumstances, go back into the Port area at this point, otherwise
you will die almost instantly. The area is still inhospitable, and the
aliens will not rescue you a second time. You have been warned!)
By this time you should have received another e-mail from Bob's
apprentice. She has an idea that may help you get into the Port area
and continue your investigations - you should head back to Psycho Bob's
straight away.
Event 22
Oubliette
Back at Bob's you will get to see another video sequence. If you didn't
get the gang boy's fusion cell at Event 15, you'll have to go and get
one now. You can do so by going back to the Research facility in the
Downtown-Port tunnel and shooting down one of the gang convoy ships
which are still ferrying body parts to the Port area. When you shoot
one of these ships down, it should leave behind an intact fusion cell.
Simply pick it up and take it to the nearest Breaker Maker to have it
fitted.
If and when you have the fusion cell, go back to Psycho Bob's and watch
the video sequence detailing your next mission. To get into Port, you
will need to have your shields specially wired up to your ships fusion
cell in order that they can withstand the damage caused by the
prevailing conditions there. The only person in the city who can do
this is Syd, a technician currently employed at Psycho Bob's 2. The
easiest way to find that is to target Trade Central from the Local
Services list in your navigation computer (Bob's 2 is in the same
complex), and as soon as you get into the southern half of the crater,
you can then target Bob's 2 from the same list.
When you arrive and try to dock there, another twist in the plot
becomes apparent. An e-mail is sent to you from the factions' security
forces explaining that the tech has been taken away and imprisoned, and
that Psycho Bob's 2 is out of bounds to members of the public, i.e. you.
Shortly afterwards, Bob's apprentice sends out another e-mail to you
explaining that the tech has been taken to the 'Oubliette' prison in
the Mines crater.
The prison is situated on top of the Prison mine, which is in the
eastern sector of the crater, behind the large range of hills which
dominates the area. Once you are in the prison, you will be granted
access to see the imprisoned technician and treated to another video
sequence.
Events 23 & 24
Lazarus Hightower & Steal the Shield Moth
Fly back to the Downtown crater and follow the crater wall round to a
point roughly halfway between the tunnel leading to the gamma crater
and the tunnel leading to Port (Research facility). You should be able
to see the Lazarus Hightower from there (check the navigation map - the
tower is the small block by itself in the bottom right 'corner' of the
crater).
Dock in the Hightower and watch the video of Xavier Lazarus; afterwards
he will translate all of those garbled e-mail messages that you have
received over the course of the game.
When that is done, fly to Syd's workshop - target Trade Central from
the local services list, fly across to it and position yourself in
front of the airlock doors. Turn to the left until your compass bearing
reads about 210, then fly in straight over Software Shack 2. Just
beyond that, and slightly below it, you should see Syd's workshop. Dock
in the hangar, get out of your Moth and board the Neo-Tiger Moth in bay
#0.
Event 25
Steal the Shield Moth
Once aboard your 'new' Moth, all you have to do is fly to the Port area
and dock at the Unused terminal in that crater. Watch out for faction
and patrol ships trying to hinder your progress off-planet. The
terminal itself is almost in the centre of the crater - it shouldn't be
too difficult to spot, as there is a gigantic alien mothership parked
right on top of it! Once you're in there it's the end of the game. Sit
back and watch the final video sequence play out; the result of all
your hard work.
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