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Hardwar Complete Walkthrough
Original source david-hebdors copy of Software
Refineries walkthrough 1. Trading - Trading
centers can be found in all craters in the game (check the "Local
services" list in the main navigation menu to target the nearest one). -- note you do not have to run all missions as
soon as prompted, you might prefer to trade etc a while -- Event 1 - Cordon Downtown (The Crash) (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 and untimely demise!)
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 it's own HQ with this cargo,
you will receive your reward. NB. 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 later in the game.
Sometime 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 join in some of these attacks in return for financial rewards.
-- if you haven't already got one buy a fast moth
for this mission -- 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. -- Your gonna pick up enemies doing these later
events/missions
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-shape 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.
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 HQ's 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. It's also possible to solve this part without
killing any ships. You can buy the needed items from for example Alpha Trade
Center 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 a little more time analyzing what you have brought to him. Note: if the bomb doesn't work for any reason on
the first attempt (e.g. you miss!), you can go back to Bob's and get another
one.
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! The Fusion Powered cell is undoubtedly the best
improvement for your moth in the entire game. If you have more than one moth you
can simply buy more. Use the local trade central to locate them. -- If you get a fusion cell fitted as early as
possible in the game
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 freshly harvested
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 you more bombs for you. As soon as you have
procured these, you will receive another e-mail. Psycho Bob is dead (sniff!) -
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.
(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 straightaway.
Again, you can also buy the fusion cell for about $18k in different places (use the local Trade Central). At this point it shouldn't matter however. Of course you can fit the cell in your own hangar for free, if you have one. 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 it is
to target Trade central from the Local services list in your navigation computer
(Bob's 2 is in the same complex) - as soon as you get into the southern half of
the crater, 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. 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 in the prison, you will be granted access to see
the imprisoned technician and treated to another video sequence. -- Postponing the end of the game
-- If you want to play on for a while don't run
this next mission until
Dock in the Hightower and watch the video of
Xavier Lazarus; afterwards he will translate all of the garbled e-mail messages
that you have received during 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 you're compass
bearing reads about 210, then fly in a straight line over the top of 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 moon moth that's sitting
in the first docking bay.
This last run for freedom is interesting. Every single ship in the whole game is targeting and attacking you! Add to this that the ship you're flying has no defensive or offensive weapons. When you reach the Port area you can move in a while and then turn around to look at the entrance. Eventually tons of ships should start coming. They enter the Port area. They die. Rather amusing. The ground will be littered with loot! --That moth syd built is fitted out with the only
shielding that is immune to the alien effects in port
Congratulations - You won!! Where now. --
This is the only way through this game there are
no alternative missions to my knowledge. Note. Since SR has shut down I don't have an original SR copy of this walkthrough, many thanks to david-hebdor for posting it on his site.
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