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Чит-файл для Hard Nova

Hard Nova

 За игрой наблюдают: 1 человек

Выдержка из Энциклопедии игр

Даты выхода игры

вышла (дата выхода неизвестна)

Solution [ENG]

Информация актуальна для
INTRODUCTION

     This  walkthru  of HARD NOVA is divided into three parts. Part 1 contains
basic  game mechanics information and should be considered a supplement to the
manual  Part  2  is the walkthru; Part 3 contains location information for the
hopelessly lost.

CHARACTER DEVELOPMENT

     As  in  any role-playing game, character development is necessary to win;
however,in HARD NOVA, the player has an additional problem: You cannot dismiss
a character that has been added to your party. Several characters you find are
duplicates of each other in their abilities to help you win. Others exist only
for  one mission and have no other use. This means the player must decide what
characters are to be developed. All characters can gain experience points, but
key  characters  need  to be sent on ground m issions to gain the extra points
needed to properly develop their abilities.
                                        
     Experience  points  can  be  gained  only in combat.In ground combat each
character  gains  points  by just inflicting damage on the attackers. In space
combat  every  character  shares  equally  in the points gained by damaging an
enemy  ship.  Characters  who  are sent to the ground in an away team gain the
most  points  due  to  ground  combat.  Your  ground squad is limited to three
members,and Stark/Nova must be the squad leader. You can have less than a full
squad.  There  is  a slot (the recruit slot) for a fourth characte r; however,
any  character  in  that slot remains there only until you return to the ship.
This is an important point to remember since it makes a significant difference
at one point in the game.

APTITUDE

     Each  time  your  character  reaches  a  new level, you are given ability
points  to  spread  around  your  abilities. The number of ability points your
character  gets  is  based  on  the Aptitude ability. When Aptitude is 8, your
character  gets  3  ability points. When Aptitude is 11, your character gets 4
ability  points.  So,  you get one additional ability point with every 3-point
increase  in  Aptitude.  The  maximum level for Aptitude is 20. This is a very
important ability to increase quickly and early on.

AGILITY

     This  ability  determines  how  fast  your  character can shoot in ground
combat.It  is  very  important to increase this ability as soon as you can for
characters  who  will  be sent on ground missions. This ability determines the
Speed as shown on page 31 of the m anual. A Speed of 10 or better is needed; a
Speed of 15 or better is preferred.

FITNESS

     This ability determines how many hit points your character gets with each
increase in level and is crucial to ground combat successes.A Fitness of 10 or
better is needed; however, this ability can be increased gradually.

FIREARMS

     This  ability determines your character's accuracy with Standard Weapons.
It  determines  the "To Hit" value on the screen on page 31 of the manual. You
want  a  To Hit of 50% or better.A To Hit of 95% is the maximum your character
can  get; there is no point in increasing Firearms once your character reaches
95%.  Firearms  are  the  only  weapons you will find in the early part of the
game,  so  this ability should be increased early. This ability is only of use
to characters in your ground squad.

SPECIAL WEAPONS

     This   ability   determines   your   character's  accuracy  with  Special
Weapons.You  do  not have to increase this ability until you find some Special
Weapons.When  you do find Special Weapons, it's better to not use them until a
character  has  enough  points  in Speci al Weapons to have a To Hit of 50% or
better.

CLOSE COMBAT

     This  ability  determines  your  character's accuracy with melee weapons.
Melee weapons are generally useless in this game; you can ignore this ability.

TACTICS

     This  ability  is  added to Firearms, Special Weapons, or Close Combat to
determine the To Hit percentage.Increasing this ability is not as effective as
increasing the actual weapon ability, but it does apply to all weapons.

DEMOLITION

     This  ability  applies  only  to  Nova  or  Stark  and  is  generally not
necessary. It is used in conjunction with grenades.

STEALTH

     This  ability  generally  is  not  useful  except  for darcators; all the
darcators  you  can  add  to your party have this ability at a very high level
already.

THE REMAINING ABILITIES

     The  Ship-Based  abilities  are  fairly straightforward.They should be at
least  8  to  be effective but are really only effective when they reach 10 or
better.The exceptions are Programming and Star Comm. Your ship starts out with
Level  B  Programming.  You  cann  ot  safely  increase  the programming until
Programming  ability  reaches  12.  Thereafter,  you  can  safely increase the
programming  level  one  level  for  every  additional  point.  You  cannot do
effective ship scanning until Star Comm reaches 14 or better.

OTHER WEAPONS

     Close combat weapons are useless; ignore them. Upgrade weapons as fast as
possible. There are three exceptions to this rule.First,the SMG-70X has a high
rate of fire and can compensate for a low Speed. Second,Special Weapons should
not  be  used  until  a ch aracter has a high To Hit percentage; otherwise,you
just  waste  ammo.  The  third  exception  involves ammo. You can only carry a
limited  supply  of  ammo.To  avoid  having  one character run out of ammo,you
should  try  to have everyone use weapons that use the sam e ammo because then
you can share.Of course, if you find an exceptionally powerful weapon,then you
should  use  it  as  soon  as  someone  has a high To Hit percentage with that
weapon.

ARMOR

     Upgrade  all  armor  as  fast as you can. The only warning about armor is
that it can reduce your character's Speed stat.Your selection of who wears the
armo  may depend on how it effects their Speed.Also,the enemy mainly shoots at
the lead character.That cha racter should always have the best available armor
and  highest  hit  points  or  he  will die early and often.Similarly,the lead
character  in  the  ground  squad  should have the best medical lining you can
find.

DROPPING OBJECTS

     Dropped  objects  do  NOT  disappear; they stay around for you to pick up
later.  Pass cards are one-use items and should be dropped as soon as they are
used.  When  in  doubt,  drop the object. Objects only disappear when you sell
them or give them away.

GIVING AND USING OBJECTS

     To  give  an  object,  make  it  the top item in the pool.Then,target the
person  to whom you wish to give the object,go into the inventory screen(shown
on  page  13  of  the manual),and press "I" to give the object. It will vanish
from  the  pool.  Next,  press  "F7"  (  Talk) to get the result of giving the
object.WARNING:  Giving  an  object  deletes  it  from  the  game. If you give
something  to  the  wrong  person,  it is gone. So save before giving anything
away!

     Only  the  lead  character can use an object. To use an object, put it in
the  inventory of the lead character. The "Use" option will automatically come
up when you reach the place where the object can be used.

SHOPS

     Different  shops sell different items at different prices. They will also
pay  different  prices  for  items.Be  sure to keep good notes on what is sold
where & for what price. Sold objects disappear,so do not sell something unless
you are sure that you no lon ger need it.

FRIENDLIES AND NOT SO FRIENDLIES

     In  general,any  character  that shows up as a blue dot is a friendly and
should  not  be  killed.  However, in some situations, a blue-dot character is
really an enemy. The blue dot is just an indicator that you should talk to the
character first, then you can kill him or her. This should be obvious from the
story context.

THE ENDLESS HORDE

     In  most  cases,  a  dead  enemy stays dead; however, in some mazes, dead
enemies  regenerate. In these mazes doing ANYTHING that clears the maze screen
regenerates the enemy.This includes pressing "F9" to view data disks. Pressing
"F10"   and  immediately  return  ing  to  the  game  without  doing  anything
regenerates  the  enemy.  Once  you find such a maze, be very careful when you
clear  off  the maze screen, or you will have to refight the entire battle all
over again.

Part 2

RECRUITS AND CASH

     Your  first  order  of  business  is  to recruit a new crew and make some
money.

     Making money is easy: Smuggle.At first,just smuggle to Tikorr. The payoff
is low but the trips are short and easy. Ariel is very dangerous and should be
avoided  unless  you are going there anyway for other reasons. Ciberan is also
very  dangerous  but  has a very high payoff.Smuggle to Ciberan as soon as you
are  ready for the big bucks. The key to being a successful smuggler is get in
fast and get out fast: don't stick around to fight.

     You  start  off on Mastassini where you can easily pick up Ace Elcator in
the  bar immediately.On Tikorr,there are two cities.In the bar of one, you can
pick up Cerallon.Galejay is in the bar at the other city,but you need to get a
Grav  Blocker for him befo re he will join. Galejay makes an excellent Gunner.
These  are  the  only people you can recruit initially. You can pick up a Grav
Blocker later in the game.

     GET  A'KRI  JANR OFF THE GROUND SQUAD ASAP. You cannot win the game if he
dies.  He  is  useless  in  ground  combat  and is easily killed. He cannot be
replaced.

     The  robot maze on Mastassini is a safe way to get experience points. The
maze is also a long and boring way to get experience points,but its usefulness
ends quickly. The maze is a multi-level maze,so search each floor carefully to
find  the  entrance to th e next level. When you can survive the fourth level,
your characters have exhausted the usefulness of the robot maze.

THE CIBERAN TANKER AFFAIR

     This  is  the  first mission and rather tough if you jump right into it.A
little  training  in  the  robot  maze  is  nice to have before taking on this
mission.It  is  also a good idea to upgrade your equipment before heading out.
Locating  the  shops  is  left as an e xercise for the player, but you can buy
flak  vests, rush AMLs, SMG-70Xs, and M23-30ARs; the prices are quite high.You
will have to make quite a few smuggling runs to afford everything.

     The  tanker  is  one  of  the  ships  hanging around the star gate in the
Ciberan  system.Just target ships until you find a Ciberan tanker that you can
board.If  you  cannot  board,  you have the wrong tanker. Good tactics are the
keys  to  winning  this battle. Isola te each hijacker and overwhelm them with
superior  numbers.  Trapping  them  in a room is best, but if you can keep the
other  hijackers  off  screen,you  can  isolate  individual  hijackers  in the
hallways. You need to give the hijackers' leader's head to Kendal a s proof of
your success.

THE LANTA DISPUTE

     You  get  this  assignment  at  the  same  time  as  you  get the Ciberan
assignment.It is an optional side mission,but it also has the right difficulty
level  for  your  characters  at this stage of the game.It is worthwhile doing
this  assignment first. The mission i s simple: You are given a location. Once
you  arrive,  you  are  given another location. From that location you get the
location  of  the  Lanta  leaders.  Talk  to  them  before killing them for an
interesting  side  story.  The  gems you get as loot should be sold. Th e best
price is found locally.

ROGER AMARO

     You  are  also  given  the  location  of  Amaro  when you get the Ciberan
assignment.  He  is  a  good  fighter  to  add  your  party,but you have to do
something  for  him. What you have to do is obvious.Read the section in Part 1
on  "Using  and  Giving  Objects." Roger come s with some nice weapons that he
will  share;  however,  at this point the best thing to do with his weapons is
store them for later use.

CIBERAN

     This  is  the  main  mission  that will lead to the endgame.It is a long,
involved  mission  that  will  take several tries to complete.You must recruit
Janai  or you cannot hope for success.Both Janai and Cerallon are qualified to
be  the  ship's  Technician, but on ly one of them can take that position. You
have to chose how to assign these two.

     The  first  step  is  to talk to Sebastian in Meridian city. He gives the
first location to go to. The first three locations are Ciberan bases. Help the
defenders clear out the invading Arielans, then talk to them to find out where
to  go  next.  At  the third C iberan base, an Ariel soldier will tell you the
location of the main Ariel base.

     At  the Ariel invasion base, you will find General Camede Rodgen. Talk to
her first before killing her.You must kill her to proceed to the next step.She
has  the  pass  card  you  need  to  see Damien on Ariel.The Ariel base is the
largest and most complicated m aze in the same. Part 3 contains information on
how to get around the maze.

ARIEL

     To  find Damien,you must show your prowess by killing his guards in Ariel
city  (they're  on  the  top floor)One of the Arielans is a rebel spy who will
give  you  the  location  of  the rebels' secret base. There, you will get the
location  of  Damien's headquarter s. While you are in Ariel city, talk to the
people in the bar. Two of them will be important later on. You can find a Grav
Blocker for Galejay somewhere Ariel city.

     Taking  out  Damien  is  a  two-part  mission.  First,talk  to Damien.The
entrance  to  his office is in the northwest corner of the floor. Once you see
him,  you  must  fight  your way past his guard because the way you came in is
closed  off.  Remember  the  people you talked to in the Ariel city bar?One of
them  is  the  key  to defeating Damien. Recruit that person and head straight
back  to  Damien.That  gives you four squad members to fight your way past the
guards  again. An extra set of kevlar armor and rush AML is usefu l to have at
this  point.However,it  is a good idea to hold off taking out Damien until you
have seen what is going on at Rouyn.

ROUYN

     Your  assignment is to get rid of the probes that have been attacking the
miner  at  Rouyn.  They  will  point you to a DSRE base on Tikorr. Talk to the
people  at  the  bars on Tikorr.One of them knows the location of the base.The
DSRE  base  is a dead end for now , but you learn the location of the Darcator
base there.

     At this point the probes have turned into a major invasion of aliens: the
Typhon.Board  one of their ships and retrieve data disks "R" & "S." With those
data  disks  you  can  go  back  to  Ariel  and take out Damien. You can learn
something  interesting  about  the  disks  from  Damien.  After  you  get that
information, you can go back to the DSRE base.

DSRE BASE

     You will find a Delta Coro force besieging the DSRE base.You have to kill
them  and  find a way past the DSRE security robots. Locate the blue button on
the  first floor before trying to enter the research area. You cannot get past
the stun level; you can o nly bypass it. The first trip will be a dead end but
it's  necessary.  Once  you have the information on the Typhon data disks from
Damien, the DSRE scientists will give you the solution to the Typhon problem.

     There are two possible endings to the game based on what you decide to do
at  that  point.You  will find Alice and Waldro at the DSRE base. Alice is not
worth recruiting; however, Waldro will lead you to the Darcator base where you
may pick up a very good e ngineer and some really nice weapons.

BREMER SHIP

     The Bremer ship is the asteroid that is farthest away from Rouyn (outside
the cluster of asteroids near Rouyn).Find the data disk on the Bremer ship and
you  will  know the name of the person on Ariel you need to recruit to get the
Bremers to help you. Tha t ends the game.

DARCATOR BASE

     This  is  an  optional  side  mission. Because of their stealth, only one
Darcator is visible at a time. The key to winning this fight is to isolate the
visible  Darcator  since  that is the only Darcator you can shoot at. Pressing
the  space  bar  will  cycle  throu  gh all potentially visible Darcators.This
mission  is  worth  doing  for  the loot. The only thermocaster in the game is
here.

DELTA CORO BASE

     There  is  no way to find this base except to stumble upon it. Look for a
shielded area on Holbrook; the base is somewhere under the shield.Nothing will
happen here until AFTER you clear out the Delta Coros at the DSRE base. Then,a
very interesting side st ory will be revealed.

TYPHON WARSHIP

     You  need  to board one Typhon warship(not a probe ship)and retrieve data
disks  "R"  &  "S." Once you defeat Damien Altron, he will translate the disks
for you.

Part 3

ARIEL MAIN BASE

     The  Ariel  invasion base has four floors. The floors are usually divided
into  sections  that  cannot be reached from the same floor; you need to go to
another  floor  to  get to those sections. The following is a rough map of the
floors.The  number  indicates  th  e  floor number and the letter is a section
name.For  example "2B"is Section B on Floor 2.This section can only be reached
from Section A on Floor 3 or Section A on Floor 1. You enter the base on Floor
1.




          +---------------------------------------+
          |                                       |
     +---3A         +-3B-----------------------+  |
     |              |                          |  |
     |   +----------+             +---------+  |  |
     |   |  +------------+        |         |  |  |
     |   2A-+     +--2B  | +- 2C  | +- 2D   +- 2E |
     |            |   |  | |      | |   |         |
     +------------+   |  | |      | |   +---------+
         +------------+  | |   +--+ |
         |               | |   |    |
         1A          1B -+ |  1C ---+
         |            |    |  ||  1B to 2C elevator requires
         |            +----+  ||  the 391A pass card. General
         0A-------------------+|  Camede Rodgen is at 2C.
         |                     |
         +---------------------+


 The following is a list of pass cards used in the game:

 CARD   WHERE IT CAN BE FOUND    WHERE TO USE IT
---------------------------------------------------------------
 CIB    Given by Janai           Meridian City
 391A   Ciberan base at 747,348
         and Ariel City          Ariel invasion base on Ciberan
 174J   Ciberan base at 747,348  Ariel City
 942Z   General Rodgen has it    Damien Altron's secret base
 845B   Rouyn mining bases       Rouyn main mining base

ZERO-L BASES

     There  are three abandoned Zero-L bases on Holbrook at 790,408, 1309,409,
and 1126,190. Visit them to grab some useful loot.

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