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Hard Nova
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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