- Games, Toys, and Hobbies»
- Computer & Video Games
Hammerfight - Chapter 1 "The Gaiars" Solo Mode Walkthrough
This strategy guide and walkthrough will cover the first chapter in the Solo Mode, Warrior's Path in the video game Hammerfight, The Gairs. Within you will find a general description of each mission along with hints and tips on how to beat each one along with pictures and a video playthrough.
The Gaiars is the first of four chapters in the Warrior's Path solo mode of Hammerfight, introducing you to the game world. As the story begins you are a warrior being given your first instruction on the operation of the ancient and highly respected combat machines that are actually unearthed artifacts from long ago.
Chapter 1 "The Gaiars" Table of Contents:
More Hammerfight Guides
Here you can find links to additional walkthroughs and guides written for other portions of Hammerfight.
How to follow this guide:
The chapter walkthrough is broken up by each part in the Warrior's Path instead of by actual levels. While some parts do only consist of a single mission, many are several levels tied together closely. Within each part's section you will find the guide is organised by these sub sections with tips and hints on the progression for each. To the right of each section are pictures of the levels and below each text portion is a video walkthrough of the entire part. Items unlocked in the mission will be highlighted in bold at the bottom of each text portion.
There are several points in the game where you can choose one of two separate paths to continue on. These will grant you certain levels and rewards exclusive to that path's choice and will be signified with letters after the part number and the path's name in parenthesis.
Finally since this game is unfortunately plagued with some bugs and errors, it is necessary to point them out. These will be highlighted in bold where applicable and are signified with a - sign for a drawback or a + sign if the bog is something that can be used to help you (rare).
If you know of a bug, workaround or other useful information not already covered you can feel free to suggest it and I will provide credit if included.
The version of the game this was last updated for is 1.05.
Part 1 - The Gaiars
The first level in Solo Mode serves as a quick introduction to the relatively simple fighting mechanisms of the game. You will be given some basic instructions and be allowed to practice them before heading into the rest of the game.
As explained in-game, combat in Hammerfight revolves around moving your mouse in spiral motions in order to use the physics driven weapons as smashing tools, flinging them into the enemy. Each weapon has different styles of use which will be covered more in depth in a separate portion of the guide. For now however weapons will be covered as they are available. If you find yourself having difficulty in getting the weapon up to speed or moving fast enough you can lower your DPI settings in the options menu.
The Mace is a pretty easy weapon to use, simply swing it into contact with the enemy, using the sides of the mace for maximum damage as that's where most of the force will be applied. Practice this technique, swinging your mace into the target machine and grab the coins that fall of it. Your target won't attack back at first so be patient and make sure to avoid hitting yourself or running into the target.
Once you've caused some significant damage the fight will switch with your target now attacking back. You can tell when enemy pilots are going to charge you by their speech bubbles, usually warning you pretty directly. Either doge these charges or take the time now practice striking a charging enemy. Always take note of the direction at speed at which their weapon is travelling in. You should always avoid coming into contact with weapons, even when detached from an enemy as they can still cause you damage. Some other useful tips are to smack enemies into other objects for additional damage or into an open area like the sky or right side of this level if you need some space and a few seconds to regroup.
Once you've beaten some sense into this guy a second time, the mission will be over and you will have the option to follow one of two paths. The harder path which is Silent Rock takes you through 2A and 3A while Sayadi Fiefdom is easier and leads to 2B and 3B.
Part 2A (Silent Rock) - The Outpost
After choosing the Silent Rock path, the next level in Warrior's Path will be The Outpost. In this two part level you will have to defend your kingdoms cliffs from impending worm attacks. These creatures are utilized by the people of Hammerfight as trained transports, however the undomesticated ones faced here are a significant threat.
In the first phase of The Outpost you will have to kill a series of both large and small worms that come up from the bottom of this level. Initially your ally will be on screen but will quickly leave you on your own, although there are soldiers on the cliffs to the side that have guns to help you with. Although if you kill them you can get coins and points for killing a foe, try not since their help can be useful even if somewhat insignificant.
The worms can be killed fastest by smacking them on their mouthpiece at the front of the creature, however this is also the most dangerous part of the creature, causing serious constant damage if you contact it. If you are looking to drop these fast, smack them here, however smashing apart their midsection will result in more coinage. If you end up with your mace on the opposite side of the worm from your machine then you can pull away from the beast to tug the worm around with your mace, dealing serious damage and quickly ripping them apart. This is the most devastating method to use against these beasts and the most profitable.
If you are still alive after one minute, then The Outpost moves to its second phase where you and your ally are fighting worms together in a new section of the cliffs although without the infantry support. This time around you will be fighting more worms for about two minutes with them coming from both the top and bottom portions of the level. Try to stick to the bottom portion of the map here yet keeping distance from your ally as his hits can daze you and cause damage from hitting the walls or worms.
Bug (+): If you stay near the bottom then worms that come from the top right entrance will actually end up smashing themselves into a portion of the cliff, killing themselves and limiting the amount of targets you need to deal with.
Items Unlocked: Stone Mace (Cheaply Forged, Heavy)
Part 2B (Sayadi Fiefdom) - Trial of the Hunters
Choosing the Sayadi Fiefdom path after the first level in the chapter The Gaiars will take you firs to the Trial of the Hunters level which is two separate missions in one part. Trial of the Hunters will have you furthering your training in a proving grounds arena.
Trial of the Hunters - Part 2-1
The first level in this part has you fighting a single machine warrior who seems to always be armed with a Wooden Hammer. Still equipped with your mace, this fight is similar to the one in the intro, although your enemy has a different weapon and seems more aggressive. In addition there is a little more limited space considering the cliff walls on both sides, but this just means more to throw your target into for extra damage. After finishing this one guy off the level is over, making this a real quickie. The chief or instructor will sit idle throughout but can be smacked around for some glory or coinage.
Items Unlocked: Stone Mace (Cheaply Forged, Heavy)
Trial of the Hunters - Part 2-2
The second mission of this part of the chapter is another trial fight against other machine warriors. This time around however you will face a series of up to 5 enemies with you only being required to take out 3. Even though you don't need to take out all five, its best to work towards this goal anyway due to the extra glory and coins you will earn from doing so.
The enemies will all attack you one at a time, except for the instructor or chief who stays idle to the mid right through the entire fight, although again he can be smacked around about for some coins. Enemies not yet engaged with you will hover down at the bottom of the screen and can be hit before fighting with you, although it doesn't seem to cause damage before they start to fight you. The first couple always seem to be armed with Wooden Hammers but the last 2 or 3 will often have random lower end weaponry. When one of their weapons flies off, make sure to grab it to double up and become more powerful with two weapons.
Bug (-): Be careful smacking the enemies around that haven't yet engaged you. IF you hit them down and to the sides, it is possible that they can become stuck on the other side of the cliff somehow with their being some sort of gap off-screen that only they can end up being thrown through. This personally happened to me and forced me to restart he level. Although only once when I was really smacking around the idling guys.
Part 3A (Silent Rock) - The Sunset Path
The second level of the Silent Rock path in chapter 1 is split into two levels with you and an ally tasked in guarding the worm transport of Chief Sayadi as he traverses the sky to reach an important council meeting concerning the fate of the kingdom.
The Sunset Path - Part 3-1
In the first level of part 3 you will first have to watch through a quick cinematic while you and your ally await Chief Sayadi's vessel. Unfortunately this can be a problem. You will begin armed with the Kathib sword.
Bug (-): There seems to be a frequent issue that I and many others have experienced with this level where Chief Sayadi's vessel continues to crash during this opening scene, often before even visible. Unfortunately since this has been complained about on the Steam forums since Feburary, it might not be fixed. You're best bet is to just keep restarting the level in the hopes you can get it to work right. You can also try to hit D to self destruct if that works, restarting the level that way until you can buy your way past.
You will have to protect the transport for a little over a minute from a constant stream of small bees that stream from the top right and top left portions of the screen. The best way to keep them from paying attention to the worm transport is to hover about just above it while keeping a trail of bees behind you that you can slash at from time to time to keep in check. Occasionally your ally might not join the fight if bees don't get close enough to him, so lead them near his machine to get him active and helping you. After about a minute passes with both you and Sayadi's worm ship still alive the level will be complete.
Unlocked Items: Kathib (Sharp, Balanced)
The Sunset Path - Part 3-2
The second level continues the same timed escort objective as the previous level, having to protect both yourself and Chief Sayadi's worm vessel from a bee onslaught. This time around you will be facing large bees in addition to the small variety along with a few of the rare golden variety that can explode if hit in the abdomen. Again it is best to hover about the area above the transport to keep the bees on your machine instead of Sayadi.
Make sure to make some passes at bees chasing your ally since you can easily down several at once with their backs turned to you. If the golden explosive ones are following him it may be best to leave them alone and away from you or the transport. If you do want to take one out, especially if it goes for the transport, try to hit it's face lightly as to avoid slicing too deep and keep the abdomen from detonating. After about a minute with you and the transport alive you a victorious.
Note: If Sayadi's worm is taken out and the rock it supported with the Chief himself on it begins to fall, don't immediately restart the level. The platform takes a few seconds to fall and be destroyed thus if there is only a couple seconds left, it is possible to win the missions before Sayadi actually dies.
Part 3B (Sayadi Fiefdom) - The Escape / Caravan
The last half of the Sayadi Fiefdom chain of levels in chapter one of solo mode is another two parter with The Escape and Caravan having you protect allied forces as they prepare and eventually leave their cliff base while under attack.
The Escape - Part 3-1
The first level of the two that make up part 3 has you protecting a group of worm transports as their docks are under attack. This really isn't much of a defend the worms mission as it is a defend yourself mission, since the attacking saw machines seem to exclusively go after you. The people on the transports will fire their rifles to assist you and can be helpful if they can hit the top portions of the bots since they are relatively weak. For this reason, try to keep the bots towards the lower portion of the screen so their shots hit the robot portion.
These enemies can only be destroyed by smashing your Mace into the top of the saw bots as hitting the saw itself will only fling them about without causing damage. For reasons you should be able to guess, avoid the saws themselves whether or not attached to the bots as they can cause some bad damage, especially if you get knocked out and they push into you. After about a minute of this defense the level is victorious.
Caravan - Part 3-2
Now the worm transports are all moving out and its time to actually defend them from enemy worm platforms and saw bots. You will notice six flags at the top of your screen representing the enemy worm platforms that you will need to take out as they slowly start to approach from the left side of the screen. You have a large group of worm transports that will be attacked only one at a time, serving as a kind of life counter with you having to take out all the enemy transports before all of your allied ones fall.
For the most part if you can, try to ignore the saw bots once the worms begin to show up, as the saw bots come in an endless stream although only ever one at a time. This means destroying one of them only gives you a few seconds of time without one on your tail although it may be necessary sometimes to make a quick strike on the worms uninterrupted.
The best method to take out these vessels is to get your mace on their topside with your machine underneath and pulling down hard. This will not only rip apart the worm, but eject large amounts of coins at the same time. You may have to follow up with another hit if there is still some worm holding the platform up. Optionally you can smack their mouths to quickly drop them from the sky, however this is far less profitable. Lastly you can strike the platforms directly to pull their chains off the worm and causing them to fall. This neuters the transports but you will still need to take the worm itself out.
The enemy transports all fire explosive shots that while can be deflected away with your weapon, are best avoided as their detonation can do serious damage and daze you. Once you've dropped the six enemy vessels the Caravan level is victorious.
Part 4 - The Council
The Council level brings both branches of chapter one back together. With the meeting underway one final transport is attempting to make it's way to the cliff, but in the dead of night, giant deadly creatures lurk about. It is up to you to run out to save the vessel and defeat it's aggressor.
Note: The opening scene can seem like it bugs out because it takes so long to progress, however just be patient. It just takes a long time for your machine to meet up with the transport.
Eventually the cut-scene will break all of a sudden with the Sophit attacking you and the transport. Quickly hit it and attempt to dodge its grab which can be sudden and hard to avoid. The whole level will revolve around your fight with this creature while keeping it from attacking the vessel.
Without the lamp to give you a source of light, it can be difficult to see when the Sophit is coming up to attack you, especially if it retreats all the way off-screen. For the purpose of getting an idea when it is close, you can listen for the yells from the people on the transport along with their rifle shots fired when it starts to approach.
You have several options when it comes to dealing with this beast, the first and most time efficient is to smack it directly in the head, preferably between the eyes. If you can time your strike so your weapon swings down hard into its face while it lunges towards you, you can cause massive damage, potentially even killing it with a single massive blow, although decent heavy hits will take 3-5 strikes typically.
If you want to profit more off of this fight, and take the beast out piece by piece while collecting the waves of coins triggered by such, then it would probably be best to focus on its arms at first. This way you can disable it's attack and give yourself an easier time. The sword is excellent for this purpose. Afterwards start cutting up the tail section, stopping about midway before attacking the head itself. This will give you the best coin output while also slowing the beast as its tail is chopped apart. Stopping midway is best to avoid killing the creature without destroying the head, which is the best coin bearing section of the creature.
Once the Sophit falls with the transport and your machine still in one piece, you are victorious.
Part 5 - Ave, Shechem!
The final level in chapter one brings about some dire events. Outnumbered you and the remaining warriors in your kingdom will have to make a final stand of defense against a massive attacking force. You will have the support of several allies and infantry in your defense of the cliffs.
The initial enemies will be a series of unarmored machines armed with maces that come in waves. Soon after you will start to see the occasional higher ranked enemy machine with wooden shields and hammer type weapons. Try to knock one of these weapons off and grab it for yourself as soon as possible to up the ante, not to mention potentially unlocking a new weapon if you grab one you don't already own. Also if you want to have an easier time grabbing coins and even causing more damage with your hits, make sure you are smashing the enemy into the cliff to the right or the structures built onto it.
The final type of enemy you will encounter are some additional worm transports that come in at the top of the level, providing a ripe target for you to make some profit on using the pull method, by getting your mace on top of the creature with you below and tugging downwards. Watch out for the dynamite sticks thrown by the people on these platforms as they have a large explosion radius and will daze you if too close.
The level seems to go on for either a set amount of time or until you are able to fill the gauge at the top of your screen which is done as you fight in combat and destroy enemies but will slowly drain over time. If you quickly smash up a bunch of enemies you can make this level a quick one.
Supporting Guide Development Through Flattr
If you appreciate this guide and would like to directly support the continued development of this page and others like it, then you can do so through Flattr.