Hardwar [solve] ===================== ::Radon:: radon@myrealbox.com radon@gamebox.net ===================== Hardwar ======= The main plot of Hardwar remains constant and you should find that there's a definite linear route through to completion. Of course, it's up to you whether you want to physically see the game right through till the end. You can drift through most of it, but we're sure you'd prefer to kick ass and save the planet instead. And that goes something like this... EVENT 1 ALIEN SURPRISE Wait for the email message entitled 'Cover up?'. Click on Target Subject and fly to the area specified. As you approach the scene, you will lose all control of your craft - you have been caught in an alien vessel's tractor beam. Don't worry, the alien ship soon explodes, returning control to you. Beware: if you pick up the debris of this alien ship you will be shot. EVENT 2 SEEK AND DESTROY Wait for the email message entitled 'Decoy required'. Click on Target Subject to fly to the mass driver in the Port area. As you approach (probably through a hail of laser fire), you will spot a white arrow on your radar display; this is the mass driver part. Target it using the 'Y' key and destroy it (two shots). The atmosphere in the Port area will become lethal; get out of there ASAP or the severe climate will cripple your Moth. Once you've departed, a Klamp-G transport ship will nip in and steal the wrecked driver part. When the ship returns to HQ you'll receive a reward. Note: The first in a series of peculiar 'garbled' transmissions will arrive at around this point. Hang onto this message and all subsequent garbled mail you receive. They will prove useful later. EVENTS 3, 4, 5 & 6 GENERAL ACTIVITY Pay close attention to your email and get on with your miserable life, citizen! EVENT 7 COLLECTING THE CLOAKING DEVICE An anonymous email entitled 'Important mission' will arrive. Fly to the mines crater and target the lightwell from the Local Services. As you approach it, you should be able to see a white arrow on your radar display - this is the mystery package. Target the package using the 'Y' key, and then use the salvage drone to collect it. As soon as you have the package, you'll receive an email from Psycho Bob telling you to report to his weapons mart. Fly to Psycho Bob's 1. EVENT 8 FIND THE SECRET BASES On arrival at Psycho Bob's, watch the video sequence detailing the mission that Bob wants you to undertake. The mission is a simple case of locating the secret bases. (You can see these locations on the map shown in the 'Titan's craters' panel on page 155.) The Lazarus base is basically a red door in a rock with an 'L' logo painted on it. Target the door and press 'T'. The location is now logged. The Klamp-G base is a rough dome-shaped structure. Again, point straight at your target and press 'T' to lock the co-ordinates. Do this correctly and you will receive an email asking you to return to Psycho Bob's 1. EVENT 9 GENERAL ACTIVITY Klamp-G and Lazarus are still going at it hammer and tongs and are busy trying to annihilate each other. They've even started to use crude nuclear bombs that the aliens have been providing in exchange for human DNA. Oh yes. The plot thickens... But this isn't a cue to just hang around doing nothing - while all this is happening you should be trying to earn yourself some money, flyboy... EVENT 10 PROCURING TRIGGERS AND MATTER Back at Bob's, he wants you to help make a nuke. Go to the rocks that have blocked access to the Port from the Downtown area and wait until transports carrying triggers and matter appear. Kill 'em, grab the stuff you need and head straight back to Psycho Bob's 1. He'll need time to put together a prototype nuclear bomb for you. EVENTS 11, 12 & 13 BOMB THE BASE After a while Bob will send you an email to let you know that the bomb is ready to collect - go and get it. He'll tell you that he needs more radioactive material: you can find this at either secret base, but it's easier to pilfer it from Lazarus. Just fire your nuke at their front door, nip in, grab a bit of radioactive flashing stuff and get your arse back to Psycho Bob's 1 quick smart. Easy. Bob will then analyse the stuff... EVENTS 14 & 15 GANG DEFECTOR An email will arrive from either a Skinners or Scrubbers gang member. He wants you to help him escape to the opposing faction's HQ - dirty traitor! Go to the defector's hangar and wait until they emerge. Follow them along, making sure that both you and your subject stay alive; use your cloaking device if necessary. When you arrive at the relevant HQ, dock after the gang member and get ready for your generous reward... EVENT 16 MORE TRIGGERS AND MATTER Not long after the above mission, Bob will ask you to return. He has the results from the testing of the radioactive cargo you delivered to him, and wants you to get a couple more triggers and some more matter. Fly to the same tunnel as before and destroy the transport ships carrying what you need. You will receive an email from Bob when you have enough. Return to Bob's to find him dead (sob). His weird apprentice takes over from this point. Event 17 PORT ABORT Once the bomb is fitted, the apprentice will ask you to go to the tunnel leading from the Mines to the Port and blow up the blockage, thereby opening the whole area back up to the public. The bomb isn't powerful enough for the job - look out for a mail from Psycho Bob's asking you to return for a refit. EVENT 19 PSYCHO BOB'S BIGGER BETTER BOMB Go back and pick up the bigger bomb. Return to the blockage and this time you will be successful. The blockage will be destroyed, opening the area back up to the public. Having done this, you will receive a mail from Bob's apprentice asking you to investigate Port. EVENTS 20 & 21 ALIEN INTERVENTION As soon as you enter Port, your Moth is immobilised and an alien ship swoops down, picks you up and transports you back to the relative safety of the mines. Do not attempt to go back into the mines yet. You will receive another email from Bob's apprentice. Head back immediately - she reckons she knows another way in... EVENT 22 OUBLIETTE Note: At this point you must have the powerful fusion cell. If for some reason you failed event 15 (Gang defector), go back to the research facility in the Downtown/Port tunnel and destroy one of the gang transport ships to receive the cell. Take it to the nearest Breaker Maker for a fitting. Go back to Psycho Bob's and watch the video sequence detailing your next mission, then make the short journey to Psycho Bob's 2. At this point the plot takes a bit of a turn. Ride it out, read the emails, and eventually you'll end up at Oubliette. Check out the map. EVENTS 23 & 24 LAZARUS HIGHTOWER After talking to the imprisoned technician, fly back to the Downtown crater and dock in the Lazarus Hightower. Watch the video of Xavier Lazarus; after you've watched it he will translate all the garbled email transmissions you should have received so far (you did remember to keep them, didn't you?). When you've done that and they all make sense, fly to Syd's workshop. Dock in the hangar, get out of your Moth and board the Neo-Tiger Moth sitting in docking bay #1. 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. It shouldn't be too difficult to spot - there's a gigantic alien mothership parked right on top of it! Once you're in there, sit back and enjoy the end sequence. - Keep checking your emails. Messages from 'Hardwarp FM' keep you updated on Titan life in general, while other messages lead you off on lucrative missions. You will also find that you will receive several 'garbled' transmissions throughout the course of the game. Don't delete them Ð you can decode them later, and they provide very useful clues. - Make sure you keep upgrading your ship with new weapons and defences. Trips to any of the many weapon shops will supply you with ample ammunition. - Regardless of whether you're a trader, scavenger or aggressor, fit a cargo pod and salvage drone to your Moth early on. Without these you simply will not be able to complete the game. - Use the 'Lock' option on the navigation console as much as possible. This little device is not only great for storing the locations of important buildings, it's also the perfect tool for tracking the movements of other pilots. However, as soon as you press ÔY' to select another target on radar, you'll have to relock your original target using the navigation console again. - Buy your own hangar! Downtown Estates is a good place to go for some quality homes. Think 'Location, location, location! Ð you certainly can't get more central than the Downtown Crater. Hangars are great; you can repair your Moth for free and set up as a trading post. This means you can earn money while you're out and about. All you have to do is keep taking goods back occasionally so you have something to sell. - Finally, SAVE OFTEN!