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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...
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.
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
Pay close attention to your email and get on with your miserable life,
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.
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
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.
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
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,
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
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...
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
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
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
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...
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
After talking to the imprisoned technician, fly back to the Downtown crater
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.
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
- 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!
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