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Hammerfight - Chapter 2 "Melka" Solo Mode Walkthrough
This strategy guide and walkthrough will cover the second chapter in the Solo Mode, Warrior's Path in the video game Hammerfight, Melka. 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.
In this second of four chapters in the Solo Mode of Hammerfight, the kingdom of Gaiar has fallen after the people rose against them at the end of their seven year rule. The few remaining Gaiar were either sold as slaves or forced to live in secret settlements deep underground. Unfortunately you are part of the former group, sold into slavery for a gladiatorial type of sport involving the machines.
Chapter 2 "Melka" Table of Contents:
More Hammerfight Guides
Here you can find links to additional walkthroughs and guides written for other portions of Hammerfight.
1. Part 6 - Slave Pits
In the first part of chapter 2, "Melka" which is part 6 of the overall solo mode game in Hammerfight, you have been purchased as a slave by a man named Hamar for the purpose of fighting in an arena style combat. The levels in this portion of the game will have you fighting various enemies for the pleasure of the crowd in situations that often require more than just direct fighting, with various twists thrown in.
Slave Pits - Part 6-1
In the first challenge in your fight for your life as a paid attraction, you will be completely unarmed in your flying machine, forced to face off against an opponent armed with a heavy, spiked metal hammer, the Cleave Hammer. To make matters worse you are chained to the center of the level, unable to travel far from that point. You will have to survive for 60 seconds or otherwise incapacitate your enemy without dying.
The best and most rewarding way to complete this level is to time your movements as to smash your machine into your enemy, dodging the swing of his weapon. It is best to hit the top of the enemy's craft with the bottom of yours, as this seems to do more damage to your aggressor while more often dazing him. In a sense, the chain can actually be a benefit when approached in this manner, as even if you are dazed, you will be kept suspended in the air, however your enemy will go crashing down into the ground or objects below, dealing even more damage to him.
Once the timer has run out or your enemy incapacitated or destroyed, you will be victorious with a helpful serving of glory and fame the more you manage to smash him about during the fight.
Video time-stamp: 1:18
Slave Pits - Part 6-2
In this next match you will now be armed along with your enemy. The both of you will be outfitted with Wooden Hammers and will fight each other one on one. No longer restricted by your chains you are also now free to navigate the level freely.
This level is a lot about timing, since you both have the same weapon, you will need to time your swings to be more or less opposite of your enemy's so you can dodge his strike while following up with a quick strike to the noggin. Make sure to aim your hits if possible to knock the enemy into the various wooden spikes at the bottom of the level to do even more damage.
With the Hammer you are capable of pulling off two different strikes that can cause some serious damage to your foe. First when he is down on the ground, the weight behind a well placed hammer blow will with the striking sides crush your foe instantly (think of the term, between a rock and a hard place). Next since the Hammer has a solid handle and will often hang below you when not moving, you can crush your enemy when they are dazed on the ground by carefully moving over them and down on top of them with your stationary hammer. This does little damage, but will keep them from moving while the damage piles up leading to its destruction while completely immobilized.
Rewarded Items: Wooden Hammer (Cheaply Forged, Balanced)
Video time-stamp: 3:31
The Slave Pits - Part 6-3
In this next fight you will be brought to a new level with walls to your side and a ceiling above but nothing but open space below you which will soon serve as the point from which the enemies you face here will attack you from. You will be given a 2 minute timer and will have to fend off a constant stream of small Sophit creatures while once again chained to the center of the level, however armed with a sword.
The tiny Sophits are not nearly as dangerous as the larger variety you faced during Chapter 1 of Hammerfight. This time around however, you will face a number of them instead of a single one, so it kind of balances out.
You can defeat these creatures in a number of ways, coming down on them with the sharp end of your sword as they lunge up at you from the bottom of the screen for the quickest kills. Make sure to dodge their grasps for you, although their tiny arms are about the same length as your sword, reducing the threat they pose. Simply dodging the creatures will almost always cause them to slam into the ceiling or walls which is pretty effective on its own. To really get things rolling you can follow up their self destructive impacts with the walls by slicing them with your sword, against the hard surfaces, dealing maximum damage.
Try to build up as much coin as possible and kill these creatures as quickly as possible, for this level really allows you to build up a nice coin supply which you will soon have the ability to spend on weapons and useful items. Enemies will keep streaming out as you kill the ones before them with the spawning cutting out once the timer reaches 0. Once the timer is up, you will have to finish off any remaining Sophits before achieving victory here.
Video time-stamp: 5:26
The Slave Pits - Part 6-4
In this next challenge you will be once again both stripped of weapons and chained to the center of the level in Part 6-4 of the chapter Melka in Hammerfight. In this fight you will have to face off against 3 enemies with Katar swords while you are forced to survive for at least 30 seconds, enough of the enemies are incapacitated or about 1:30. You will receive a constant stream of coins as a special secondary source of income in this level, growing larger the longer you stay alive.
In your disadvantaged state this fight will play out much like the original battle in Slave Pits, however with now 3 targets looking to gut you versus just the one, while also being armed with double sided swords this time around. Avoid trying to strike your enemies on the head like before, opting to instead dodge their attacks and allow them to hit each other. Usually its best to hover around the center of where you are chained to accomplish this and looking for an opening to dart through when they all charge towards you, which they often do from opposite directions, leaving them to smash into each other.
Using this method, it can be relatively easy to incapacitate or even completely take out an enemy machine as can be seen in the pictures and the video below. In the event that one of the enemy machines is utterly destroyed, try to grab it's weapon in the air to arm yourself and really turn the tide of this battle. Once 30 seconds have passed, the timer that counts up will turn blue, signifying that your incapacitation at this point will still award you with victory. Still try to survive as long as possible to build up your coins.
Video time-stamp: 7:56
The Slave Pits - Part 6-5
Part 6-5 is another 1 on 1 fight, but once again, with some twist thrown into the mix. For starters you are once again held by a chain, this time however not to the center of the level, but instead your enemy, really making things interesting. You will both be armed with hammers, you with the Wooden Hammer and your enemy with the Cleave Hammer which is more dangerous.
First, some things to remember now being chained to your enemy. Always keep some slack in the chain and avoid pulling away from your enemy to the point where the chain becomes taught, because at this point you are assisting the enemy's lunge at you, likely ending up with a serious hit to your cranium. You cannot pull your enemy into the walls or obstacles unless he is dazed, so do not try it otherwise, even so it can be difficult. You can however use the chain to pull your enemy into a well timed hammer strike of yours even if he isn't already dazed, so this is a viable and clever option.
Other than these specific notes, this fight is more or less straightforward, just maintain a relative distance unless pulling him for a specific purpose mentioned above and try to get him dazed on the ground so you can just pummel your enemy while down. Once your chained oponent is defeated you are victorious.
Video time-stamp: 11:53
Slave Pits - Part 6-6
This final mission in the Slave Pit series of levels in Chapter 2, "Melka" is actually an optional one. After the last fight you will be presented with the option of choosing yes or no when asked to fight the large Sophit in a final gladiatorial type challenge. You should most certainly choose yes, as there is no alternative mission for choosing no, it simply skips this one along with the incredibly valuable reward you receive for beating it. Besides you've taken one of these out already at this point in Hammerfight's Solo Mode, Warrior's Path.
Upon the start of the level you will be chained again to the center of the level in the same area you fought the mini Sophits before. Armed with a Kathib sword, there will be a life bar at the top of the screen representing the remaining health of the Sophit. Be ready to dodge quick because this fight starts off fast and hard with a strong lunge from the Sophit.
This fight is similar to the Mini-Sophit battle, however relying far more on the larger creature's constant tendency to collide into ceilings and walls of the level. This is far more effective than slicing it during the lunge since the large Sophit has the longer reach with its claws that can cause some serious damage. After the beast hits one of the walls, follow up with as many quick and deep slashes with the Kathib as possible to do serious damage and spit out tons of coins. Hitting the creature while against these hard surfaces causes more damage then when it is flying through the air and is the best consistent way of defeating it.
Once the health bar is down, the Sophit is dead and you are victorious.
Rewarded Items: Bloody Ruby
Video time-stamp: 14:24
2. Part 7 - The Arena
In part 7 of Hammerfight you will continue your exploits to earn fame in the Jarghanian Tournament in the Port of Melka. Your participation in this tournament will be latter used to take revenge for the fall of you kingdom.
At this point you will be presented with the Training Hall which allows you to finally purchase weapons and items for your machine. Definitely spend some of your saved up coin on new weapons and consider bringing dual weapons or armor with you in the following levels since you now have the option to do so.
The weapons utilized by the machines in these fights are usually random with each level attempt unless specified.
The Arena - Part 7-1
This is a basic one on one fight with another warrior flying a machine within an enclosed arena. Just beat the crap out of you opponent or knock him into submission. This level will unlock the Training Hall which grants you the ability to swap out your weapons between missions and purchase other useful items for your machine.
Unlocked Mode: Training Hall
Video Time-stamp: 0:00
The Arena - Part 7-2
This level is another straight forward gladiatorial combat type of mission split into two parts. First you will fight a single enemy one on one. Once this guy has been taken out you will be presented with a pair of enemy opponents to fight before you can achieve victory. Keep in mind you do not heal between the two sets of fights so try to avoid taking too much damage in the initial 1 on 1 bout.
Note: Make sure you pick up the ranged weapon, the Arquebus that drops during the Training Hall session after this fight. If you do not take it into the next battle, it will be permanently lost.
Video Time-stamp: 2:21
The Arena - Part 7-3
Again, make sure you equip the Arquebus weapon before leaving the Training Hall after the last fight, also taking some time to get used to how to fire it accurately. One again, this level will consist of two main fights, the first of which will be a one on one. Your first opponent will always be armed with a Arquebus himself and usually a mace of some kind.
Once you have either taken out or incapacitated your first foe, a gang of three will quickly drop from the ceiling to attack you, all armed with single swords or hammers. This second group seems to never have ranged weapons themselves. Again, you do not heal between fights so try to conserve your health in the first battle. Enemy machines with ranged weapons are usually a pushover unless they have the Mortar or Dynamite launcher, however you probably won't see that for a while.
Note (bug?): It seems to be a bug that enemies with ranged weapons will never try to retrieve any dropped weapons, even if completely disarmed by your attacks. If you want to avoid dishonorable hits or kills, it may be difficult but try not to ever take off their melee weapon. Otherwise just accept the honor loss as its pretty hard to avoid.
Unlocked Item: Arquebus (Ranged) - Again, only if you brought it with you.
Video Time-stamp: 4:36
The Arena - Part 7-4
In this final part of Arena in Chapter 2 "Melka" of Hammerfight, you will be taking on just one enemy, the head-honcho you've been trying to seek revenge on. Most importantly for you however, is the weapon this dude carries into battle. He will be outfitted with a single Iron Hammer that has been socketed with a large Fire Gem. The only way to unlock it for yourself is to retrieve it from him within the level so for this reason, it will best to take only one weapon, or if taking two, one you don't mind throwing away.
It may be best to take a weapon with either a long reach or fast striking capabilities to best avoid the very powerful hits this gemmed Iron Hammer can put out. The gem that sits inside of the hammer will cause it to emit a burst of flames after it strikes anything, including walls, a couple times in quick succession. This is when it's at the most dangerous, since you and level objects can be lit on fire. Grab the weapon as soon as you knock it off your enemy or blast him to pieces, as you will have a few moments of control to do so as the victory graphic comes up.
Video Time-stamp: 7:56
After this level you will be presented one of two choices for which path of missions to take, either Melkah Fortress (pt8 A) or Aver-Aseed Rock (pt8 B). Both path's and what they present will be covered below.
3. Part 8 A "Melkah Fortress" - Assault
In choosing the Melkah Fortress path after part 7 in Hammerfight, you will continue on your travels by joining the man who set you free to overthrow the Emperor's right hand, Senecherim of Melkah. This path will focus more on combat with enemy machines versus Aver-Aseed which will have you facing more monsters instead.
Assault - Part 8-1 A
The first level of Assault has you entering the Melkah Fortress, engaging the guards that defend its entrance. You will start off with engaging a pair of typically hammer wielding machines first. Once this first pair of enemies are down, you will encounter a second pair, this time typically armed with swords, that you must defeat.
Some things to watch out for are the fact that at this point the enemy machines start to use a fair amount of items, especially thrown weapons like Javelins or Daggers or the like. Try to grab these as they fly through the air using the left click mouse button held down, the same way you grab regular weapons, so that you can use them yourself without spending coin at the shop. Another good idea is to try to knock the enemy into the structure at the top of the screen where they will take additional damage.
Video Time-stamp: 0:40
Assault - Part 8-2 A
Moving further into the fortress you will face another set of two enemy waves in a different location. This time walls will be to the side with open space to the bottom and top. Your first wave will consist of a single machine with ranged weapon. Once defeated you will face a pair of enemies typically armed with swords that come from the top. Defeating both of these straightforward fights leads to the next level.
Video Time-stamp: 2:53
Assault - Part 8-3 A
The third fight in the Melkah Fortress path of Chapter 2 switches things up a bit versus the previous two fights. This time around you will have a one minute survival timer that you must wait out while facing a constant wave of saw robots. During the entire fight you will also have to watch out for debris that perpetually falls from the ceiling. The best weapons to use against these machines will be dual swords.
Whenever you destroy one of the sawbots, another will take its place within a few seconds up to the max of three at a time. Fighting near the center of the level will give you some assistance in the form of a couple soldiers who will shot at the bots for you. Remember to watch out for their detached saws after their destruction as they can still hurt you. Once the time is up, victory is yours.
Video Time-stamp: 5:25
Assault - Part 8-4 A
In this next level you will go back to fighting enemy machines. In this level you will face a single wave of a pair of heavily armored machines armed with axes typically. Although it sounds easier, there is a hidden timer in this level to give things a bit of a twist here as well.
As soon as the level starts, some soldiers near the side of the screen will begin to light ropes that go from the right and left sides up to the ceiling. They take a little while to completely burn up, so you can see the progress of the "fuses". At the ceiling, where these ropes attach, is a massive cache of explosives that will detonate after a certain amount of time, once the fire has reached the ceiling and begun to burn the barrels. If you can finish the enemies off fast and see the fires burning up there, try to hang around the lower part of the screen to survive the detonations, as being too near the top can end up blowing you away. Defeating the enemies ends in victory.
Note (minor bug): If the explosives detonate right as you are victorious, as seen in the video below actually, you will have to wait around a little bit longer than normal for the victory screen to complete as the explosive "ring" fades away. This sin't a major issue as you shouldn't have to restart.
Video Time-stamp: 7:45
Assault - Part 8-5 A
This level is the final level in part 8 A of chapter 2 in Hammerfight. In this battle you will have to face a new boss type machine, a dual prop mechanical helicopter with a flamethrower type weapon and grasping claw. Try to bring some long range melee weapons like the mace, preferably the highest quality of these weapons you can afford.
The enemy machine has two main forms of attack to watch out for. First off and the most dangerous is it's flamethrower that spits several fireballs out you in a bit of an arc that will follow your movements. When you see the right arm begin to track you, just move in a circle around the boss to avoid this.
The second attack is far less dangerous, being the metal claw grasp similar to the Sophit's attack. What makes this grasp far less deadly than the Sophit's by comparison is the fact that this boss is far less mobile and cannot lunge at you, thus the grasp is easy to avoid and stay out of the range from while beating the arm away with your weapon.
Every 30 seconds or so, unrelated to the damage you cause apparently, the machine boss will drop below the bottom of the screen and send a trip of saw robots to attack you, coming back up a few seconds later even if you haven't killed the sawbots yet, so try to deal with them quickly.
Finally the best places to strike the boss are in its engines if your looking to make some serious coiun, or the central cockpit to try to drop it quickly. If you manage to completely destroy one of the engines, the machine will have its mobility greatly reduced and will sort of hang to the side, exposing it to even more well placed hits. Taking out the cockpit will demolish the craft entirely while taking out both engines will do the same by sending it colliding into the ground far below.
Video Time-stamp: 9:44
4. Part 8 B "Aver-Aseed Rock" - The City Key -> How To Die
Choosing this send path after the Arena levels will take you on a series of missions where you will be facing mostly large continuous waves of monsters. The narrator/dude who set you free seems to be upset by this since he wanted you to go fight with him. Basically this option has to do more with saving a city from the monsters that come with the fog, while Melkah Fortress has to do with continued revenge seeking. Honestly this isn't even really elaborated that deeply in game.
The City Key - Part 8-1 B
The first level of the Aver-Aseed path in chapter 2 of Hammerfight takes you to the city gates where you will have to defend against a wave of monsters that come in from the left side of the screen. Blades will be helpful here and the Fire-gemmed mace from the Arena boss especially.
In The City Key you will have to face series of small, large, fire and explosive bees along with both the big and small worms. After about a minute and a half of combat, when the background turns to night, a soldier will warn that monsters have broken through the gates and the level will be victorious.
Video Time-stamp: 0:00
Time - Part 8-2 B
The Time level in the Aver-Aseed path has you defending against more waves of the same monster types before in a new location within a cave. Monsters will attack from the left side of the map while a series of cargo vessels make their escape out the open top prt of this level, originating from the right.
Although your mission here in Time is to technically protect these vessels, the monsters seem to ignore them for the most part, opting to just attack you. In addition, there seems to be no set tie-in to the vessels themselves needing to survive, although it is possible that if you somehow manage to survive while the cargo ship[s get slaughtered, that the mission will fail. These vessels will provide some limited assistance in the form of mounted guns.
Stick to the left side of the map to pound the monsters as they stream into the map and to keep them in a more confined area, allowing you to pull back if you need some room. Keep this up for about 2 minutes and you will be victorious here.
Video Time-stamp: 3:28
In The Dark - Part 8-3 B
This next mission will have you facing monsters once more, however this time you are on your own, being chased through caverns as you fight for your life in the darkness. You will only be facing worms in this level. Try to bring a hammer or other heavy-hitting weapon.
In The Dark plays out a little differently then before with you facing monsters, but a set number of them in three different sections of the level instead of a timed swarm. In the first section you start out in you will have to fight 4 worms that come at you one by one. Kill these then take the cue of the objective arrow by breaking through the wall to the right.
In the second room you will face 6 worms total, approaching from the right and top portions and coming at you a little faster than before. After these are down you will need to smash through another wall where you will face another 6 worms before you can escape the level for victory.
Video Time-stamp: 7:00
How To Die - Part 8-4 B
In this final level of the Aver-Aseed path, you will join forces with an allied pilot to hold out against a stream of worm monsters while the both of you wait for the sun to rise and ward off the creatures. This time you will face both large and small worms in addition to the giant armored worms for some extra challenge. The armored worms are basically just even tougher variants, however still extremely vulnerable on the mouth.
The first thing you are going to want to do in this level is to start breaking through the ground below you with a heavy weapon, knocking the bricks away to give you far more space to maneuver in. This is extremely beneficial to do for two reasons.
First your ally likes to fire his cannons without giving a crap whether you are in the way or not, thus you should always try to be above or below him, but never between him and the oncoming worms. Even though the damage done by your ally is negligible, it will likely stun you leaving the worms to finish you off without a chance.
Second the reason you want to clear the floor away is that the vast majority of the coins that spit forth from the deceased worms will fall past the breakable brick layer and collect at the bottom of the ground below that. This basically gives you an easy way to really stockpile a ton of coins in this level.
Other than breaking the floor to collect coins and avoid your backstabbing douche-bag of an ally this fight is a straightforward "survive for X time" type of mission, with the exception being your timer is technically the color of the sky with daylight bringing victory.
Rewarded Items: Mortar (light, ranged)
Video Time-stamp: 10:41