FAQ/Walkthrough by DM_Slicer

Version: 1.2b | Updated: 11/03/02 | Printable Version

Vangers Guide v1.2b -UPDATED AS OF Nov 2002
By 'Slicer'
Section 1:  General Tips

DOWNLOAD THE 1.3 PATCH: http://www.kdlab.com/vangers/eng/download.html


Also the patch will allow you to connect to online vangers servers.
Do NOT attempt to connect to servers without installing the patch.

Generally, most people tend to go on cargo runs back and forth between
escaves to collect cash at the start of the game (For example, carting
Nymbos from Podish to Incubator and Phlegma from Incubator back to 
Podish). This tends to be very slow- besides, you start off with an
Oxidise Monk which has a small cargo area.

It is much quicker to go from escave to escave and back again whilst
visiting hideouts along the way. This way your cargo bay will almost
be full of weapons by the time you get from one escave to the other.
Weapons sell for much more than the wares, and take up less space.
If you get a choice, go for Terminators, Glueks and Boltoon packs as
these sell for the most money. 

Sale Prices vary between the seasons:
One cycle you might get 540 beebs for a gluek, but if you wait you
might get 920 beebs for it in the next cycle.

As soon as you can, start doing a few tabutasks. These increase your
luck and cash when completed correctly. The higher your luck, the
more stuff you will find in hideouts and if you get over 50 luck you
can enter the hidden escaves to get the Mechos Parts. Try to buy
tabutasks at the start of the season so you have more time to finish
them. If it looks like you can't complete a tabutask in time, sell it
back to the escave you bought it from, as your luck decreases if your
time runs out and you haven't completed it.

If you REALLY want to get cash fast (providing you have a good enough
knowledge of Fostral's layout) then dig up the 'Leepuringa' from Podish
and visit the hideouts to collect the weapons in them. The +50 Luck
increase will also let you get into the 'special' hideouts.

If you decide to dig up the Leepuringa, a Ripper or two will be sent to
kill you and retrieve it. Rippers have a very slow top speed so providing
that you know your way around the map it shouldn't be too difficult to
evade them. You can return the Leepuringa to Podish later and the Rippers
will be called off, then you can sell all those weapons in the shop.

Section 2: Standard Mechos Listing:
Oxidize Monk:

Energy Shield: 120
Restoring Speed: 4
Armor: 90
Velocity: 8
Spiral: 2
Air: 250
Weapon Bays: 2 Small
Rig Bay: No
Terminator Bay: Yes
Cargo Area: 8

This is the Mechos that every Vanger starts off with. It is fairly
useful for cargo runs but beware of the low armor rating if you 
intend getting into fights. It is worth upgrading to a better 
mechos as soon as you have the beebs (money) to do so.
Spread Spot:

Energy Shield: 300
Restoring Speed: 5
Armor: 80
Velocity: 10
Spiral: 4
Air: 200
Weapon Bays: 2 Medium
Rig Bay: Yes
Terminator Bay: Yes
Cargo Area: 21

This is a very useful Mechos. It is well suited to Hit and Run
attacks on slower Mechos but don't let them ram you as the armor 
rating is very low. The shield and restoring speed are both high,
so it can withstand a good deal of enemy fire before it starts to
be damaged. It is also one of the fastest Mechos available, has a
fair sized cargo area and a Rig Bay. When equipped with two ghorb
gears and a vector it can be a formidable opponent. This is one of
the best Mechos for participating in the ritual races.
Blade Keeper:

Energy Shield: 350
Restoring Speed: 4
Armor: 150
Velocity: 8
Spiral: 4
Air: 560
Weapon Bays: 2 Medium
Rig Bay: Yes
Terminator Bay: Yes
Cargo Area: 43

Of all the Standard Mechos, this is my favorite. It has an energy
shield strength comparable to that of a truck, a fair amount of armor
and large air supply and cargo areas. It is also equipped with a Rig
Bay and has a good spiral rating. This Mechos is well suited for 
everything, from full-on combat to cargo running and it is fast and
manoeuvrable enough to participate in the ritual races and win.
The best feature about this Mechos is that it is both fast and 
manoeuvrable but controlable too. This is important. You can get Fast
Mechos like Zippax or manouverable ones like Iron Shadow but there
are only a few which are easy to control whilst driving at speed and
jumping. Blade Keeper is the best at this, with Excorps coming in 
second. Blade Keeper is the Mechos equivilant of a cat: It almost
always lands on its wheels, and with two medium weapon bays and a Rig
Bay, it has claws too.

Energy Shield: 300
Restoring Speed: 5
Armor: 350
Velocity: 5
Spiral: 2
Air: 800
Weapon Bays: 1 Large, 1 Medium, 1 Small
Rig Bay: No
Terminator Bay: Yes
Cargo Area: 48 

This is the weakest truck available, don't try it out if you have
enough for a Heavy Lady. It has most of the standard benefits of a
truck: High shield and armor ratings, a good air supply and a big
cargo hold. But it lacks a Rig Bay and Huge Weapon Bays and these
are important in a larger mechos. Using a CrotRig is the standard
method of escape whenever your mechos is to heavy to jump out of 
trouble. Also, a Vector is essential if you are fighting with ghorb
gears. Trucks tend to be slow, and Ripper is the slowest of them
all The one thing it is good at is running a blockade: it has the
highest resoring speed of all the trucks and enough armor to bash
its way through enemy mechos, if equipped with a beebbanoza blockade
it can throw off any pursuers with ease. Just don't stop to fight
another truck for too long. Can hold a conlarver in the cargo bay.
Heavy Lady:

Energy Shield: 400
Restoring Speed: 3
Armor: 380
Velocity: 6
Spiral: 6
Air: 900
Weapon Bays: 1 Huge, 2 Medium
Rig Bay: Yes
Terminator Bay: Yes
Cargo Area: 60

This is the best of the trucks. The only disadvantage is a low
restoring speed. It has a very high energy shield rating which
compensates for this nicely, just bear in mind that it wont perform
quite as well as a Ripper when under fire for long periods. Otherwise
this mechos is extremely useful. It can house a Huge weapon and is
equipped with a Rig Bay. It has the joint largest cargo area of all
the standard mechos. It can jump higher and run faster than a Rivet
bier, and can match it in firepower when equipped with 2 ghorb gears,
a large speetle system and a vector. Can store a conlarver in cargo.
Iron Shadow:

Energy Shield: 300
Restoring Speed: 3
Armor: 250
Velocity: 9
Spiral: 5
Air: 350
Weapon Bays: 1 Huge, 1 Medium
Rig Bay: Yes
Terminator Bay: Yes
Cargo Area: 32

This is indeed a novelty. The description of this mechos tells of it
being used to hunt raffas, and it is not difficult to see why. It can
jump for long distances and is very fast with a velocity of 9. The
best feature about this mechos is that it has a Huge weapon bay!!
When equipped with a standard ghorb gear and either a large ghorb
gear or large speetle system this mechos can take on almost anything,
even a truck (stick to Ripper, A Rivet Bier or Heavy Lady will wipe
the floor with you due to their 3rd weapon bay and higher shield
rating). Perhaps a bit hard to control though- It tends to topple a
lot. Acceleration is excellent: this mechos has 4 wheel drive!!  
Ancient Demon:

Energy Shield: 260
Restoring Speed: 5
Armor: 300
Velocity: 8
Spiral: 5
Air: 300
Weapon Bays: 1 Large, 1 Medium
Rig Bay: Yes
Terminator Bay: Yes
Cargo Area: 27

This mechos is almost as good as Blade keeper. It has almost double
Blade Keeper's armor rating but has less air supply and a smaller
cargo area. The overall shield power works out about the same due to
the lower shield reserve but slightly higher restoring speed. It also
has room for a large weapon bay. If you are looking to fight rather
than run cargo, but still want to be faster and more manoeuvrable
than a truck I would suggest giving this mechos a try.

Energy Shield: 250
Restoring Speed: 6
Armor: 400
Velocity: 5
Spiral: 6
Air: 700
Weapon Bays: 1 Huge, 1 Medium
Rig Bay: Yes
Terminator Bay: Yes
Cargo Area: 42

This Mechos is basically a small truck. With The Very Good Restoring
Speed, It will last a long time in a firefight. The armor is joint
highest of the Standard Mechos with Rivet Bier and the air reserve 
is also large. The cargo area is big and it has a huge and a medium
weapon bay. If you are going into combat and can't afford a Heavy 
Lady or Rivet Bier, get this: It kicks ass. Just don't expect to win
any ritual races on it. It is SLOW.

Energy Shield: 200
Restoring Speed: 4
Armor: 200
Velocity: 6
Spiral: 2
Air: 400
Weapon Bays: 2 Medium
Rig Bay: Yes
Terminator Bay: Yes
Cargo Area: 32

This Mechos is a cargo Hauler, plain and simple. Fair Speed combined
with low shields and armor and a low spiral rating this is not really
suited to furthering your quest across the worlds. Get it only if you
are desperate for the cargo area. Personally, I would stick with Blade
Keeper or Ancient Demon. If you are this short on beebs, get Excorps
Mad Surgeon

Energy Shield: 150
Restoring Speed: 3
Armor: 100
Velocity: 8
Spiral: 2
Air: 250
Weapon Bays: 1 Medium
Rig Bay: No
Terminator Bay: Yes
Cargo Area: 9

This Mechos is the Worst out there apart from Raffa. It has a very
slight edge over the Oxidise Monk in terms of armor and cargo room,
but not enough to justify forking out for a new mechos. Don't let
the weapon bay fool you: two small weapon bays are better then one
medium. The darn thing is too long to manoeuver easily anyway.

Energy Shield: 250
Restoring Speed: 4
Armor: 60
Velocity: 9
Spiral: 3
Air: 150
Weapon Bays: 1 Medium, 1 Small
Rig Bay: Yes
Terminator Bay: Yes
Cargo Area: 18

Fast and Manoeuvrable, a slight upgrade on the Oxidise Monk. However
**BEWARE: ARMOR ON THIS THING SUCKS**. Often all that is needed is a 
single impact from a truck to kill you outright. Make sure you have
some Glueks handy before setting out on this Mechos.
Rivet Bier:

Energy Shield: 250
Restoring Speed: 4
Armor: 400
Velocity: 6
Spiral: 4
Air: 950
Weapon Bays: 1 Huge, 1 Large, 1 Medium
Rig Bay: Yes
Terminator Bay: Yes
Cargo Area: 60

Supposedly the best Standard Mechos of the lot. Personally I prefer
the more manoeuvrable Heavy Lady but in terms of firepower, Rivet
Bier is King. This thing can be loaded up with both a Large and a
small Speetle System and still have room for a Large Machotine or a
Beebbanoza Blockade. It can Stay Underwater almost as long as the
Queen Frog and Last Moggy, and it has the joint-highest armor and 
cargo ratings of all standard Mechos. It's cargo bay can even hold
a conlarver.

Energy Shield: 180
Restoring Speed: 4
Armor: 180
Velocity: 7
Spiral: 2
Air: 500
Weapon Bays: 1 Medium, 1 Small
Rig Bay: No
Terminator Bay: Yes
Cargo Area: 32

This is usually an enterprising Vanger's second mechos. It is almost
a 200% general improvement on the Oxidise Monk. It still lacks a Rig
Bay, but the cargo area is very large, the air supply, shield and
armor ratings are all good and it has a medium weapon bay. Spiral
Range is limited, but early on in the game you will only be using it
once or twice in a row anyway.

Energy Shield: 300
Restoring Speed: 4
Armor: 180
Velocity: 8
Spiral: 3
Air: 600
Weapon Bays: 2 Medium
Rig Bay: Yes
Terminator Bay: Yes
Cargo Area: 37

This Mechos is a very good buy for an early Vanger. It has almost the
same stats as my favourite Standard Mechos (Blade Keeper). The Air
Reserve is excellent, it sports a large cargo bay and good armor and
shield ratings. best of all, This Mechos is very manoeuvrable and
tends to not spin or topple when jumping. It also Has a Rig Bay and
two medium weapon bays. Buy this as soon as you can afford it. You
won't regret it.
Raffas: (Dochod, Motok, Blotch, Shrot, Smok)

Energy Shield: 50
Restoring Speed: 10
Armor: 20
Velocity: 8
Spiral: 1
Air: 100 
Weapon Bays: None
Rig Bay: No
Terminator Bay: No
Cargo Area: 4

There are five types of Raffa, with Smok and Dochod generally thought
to be the best (in terms of stability only, raffas all have the same 
stats). If you can afford it at all, stay away from raffas. They may
be cheap but one crash with any decent mechos and you are dust. They
have a small cargo area, just large enough for a cirtainer or any of
the escave wares and a gluek.

Section 3: Unique Mechos Listing:
Sandoll: (Needs Cart + Zigger-Zagger)

Energy Shield: 250
Restoring Speed: 6
Armor: 200
Velocity: 8
Spiral: 3
Air: 350
Weapon Bays: 2 Medium
Rig Bay: Yes
Terminator Bay: Yes
Cargo Area: 32

This Mechos may not look much, but if you read the description it
will give you a hint to its hidden power: It will not stay sucked
underground in quicksand, nor will it get caught in a whirlpool.
It is also very stable and has good acceleration which make it great
for driving around chasing Larvae on Xplo too.
Last Moggy: (Needs Box + Put-Put)

Energy Shield: 500
Restoring Speed: 3
Armor: 500
Velocity: 7
Spiral: 6
Air: 1000
Weapon Bays: 2 Huge
Rig Bay: Yes
Terminator Bay: Yes
Cargo Area: 61

This is it. The King of All the Mechos. Drive this baby and you can
Kick anyting's Ass. I once went up against Three Rivet Biers in a row
and creamed them all in this monster. The Armor and Energy Shield stats
are the best of any Mechos, it is huge on the Map too- imagine a square
with each side the length of a Rivet Bier, with three spiked wheels on
its left and right sides, with the acceleration of an Iron Shadow and
a huge air supply and a cargo area which surpasses that of any other 
Mechos. It has room for a Vector and Space for two Large Ghorb Gears
or Large Speetle Systems mounted on the roof with four or five more in
storage in the cargo bay. The spiral range is impressive too. This is
the only unique Mechos without a special ability but with stats like
these it doesn't need one. The only down points about this Behemoth
is that it has a somewhat slow shield recharge rate, and the shape of
the cargo bay does not let it store a conlarver.
Queen Frog: (Needs Heavy Iron + Rattle)

Energy Shield: 200
Restoring Speed: 7
Armor: 60
Velocity: 5
Spiral: 4
Air: 1000
Weapon Bays: 2 Medium
Rig Bay: Yes
Terminator Bay: Yes
Cargo Area: 23

This mechos was designed for the water. It does not perform well on
land. It tends to be slow, and the armor rating is appalling. The
energy Shield looks bad, but the restoring speed makes up for it. 
Loaded with a gluek and ghorb gears or speetle systems, this mechos
can stand it's ground fairly well in a firefight. Just don't get hit
by a Crustest Cannon or you're dead. As you can see from the stats,
it has a huge air supply, which ties in with it's special ability:
it has a cutterig built into it, which has infinite energy and is
twice as fast as a normal cutterig. It jumps high and often too,
thanks to the fast restore speed. Frog by name..
Lawn Mower: (Needs Star + Whizzer)

Energy Shield: 200
Restoring Speed: 7
Armor: 60
Velocity: 4
Spiral: 5
Air: 250
Weapon Bays: 2 Medium
Rig Bay: Yes
Terminator Bay: Yes
Cargo Area: 23

A faster than normal built-in Copterig is this mechos' special skill.
It is extremely deadly, and is VERY useful on Khox for passing those
checkpoints- standard Copterigs don't work on Khox, but Lawn Mower
Doesn't seem to be affected. It has a poor armor rating, but chances
of having a mid-air collision are low (except perhaps with raffa, and
they hardly leave a dent). Shield strength looks bad, but the high
restoring speed balances it out. Load up this mechos with a vector and
speetle systems/ghorb gears and you could almost believe you are playing
'Desert Strike'! :) The AI doesn't seem to quite know how to hit you
when you are constantly airborne. An exception to this is speetle
systems loaded with OKorOK piles (the 'seeking' type) so watch out.
Wormmaster: (Needs Husker + Cogged Widget)

Energy Shield: 200
Restoring Speed: 7
Armor: 250
Velocity: 4
Spiral: 2
Weapon Bays: 2 Medium
Rig Bay: Yes
Terminator Bay: Yes
Cargo Area: 22

Well we have had a built in CopteRig, a built in CutteRig and now...
(Well, the name kind of gives it away.) Yep- a built in CrotRig. It
doesn't seem faster than the usual CrotRig though. This Mechos has
enough armor and overall shield strength to battle it out with the
best of them, and when you have to escape... well underground all
you normally have to worry about are terminators (though beware the
occasional well aimed Crustest Cannon shot!!). A small cargo bay is
the only real down side to this mechos. Remember that when burrowing
underground you will not lose air except when you drive under water,


Machotine Gun (Large):
Bay Needed: Large or Huge
Firepower: 10
Shots per sec: 3
Ammo: 100, reloads when you submerge in water

Machotine Gun (Small):
Bay Needed: Small, Large or Huge
Firepower: 5
Shots per sec: 3
Ammo: 50, reloads when you submerge in water

Ghorb Gear (Large):
Bay Needed: Huge
Firepower: 26
Shots per sec: 1
Ammo: 100, reloads at ghorb or broken stations

Ghorb Gear (Small):
Bay Needed: Small, Large or Huge
Firepower: 13
Shots per sec: 2
Ammo: 50, reloads at ghorb or broken stations

Speetle System (Large):
Bay Needed: Huge
Firepower: 60
Shots per sec: 2
Ammo: 10, reloads using ammo 'piles' bought at escaves

Speetle System (Small):
Bay Needed: Medium or Huge
Firepower: 30
Shots per sec: 1
Ammo: 5, reloads using ammo 'piles' bought at escaves

Crustest Cannon:
Bay Needed: Huge
Firepower: 200
Shots per sec: 0.25
Ammo: 5, reloads using 'boltoon packs' bought at escave

Beebbanoza Blockade:
Bay Needed: Large or Huge
Firepower: 5
Shots per sec: 5 (Drops them all at once over a wide area)
Ammo: As much cash as you have- each shot costs a few beebs.

Terminator (Wasp):
Bay Needed: Terminator
Firepower: 15
Ammo: 3

Terminator (Wormer):
Bay Needed: Terminator
Firepower: 10
Ammo: 5

Special (Amputator): Uses the Terminator Bay, If you fire this at
		     an enemy mechos and it lands on it, it will
		     enter its cargo bay and freeze its engine up.

Special (Incarnator): Uses the Terminator Bay, If you fire this at
		      an enemy mechos and it lands on it, it will
		      enter its cargo bay and will swap it for your
		      mechos- you will lose any items held in your
		      cargo bay.

Special (Degradator): Uses the Terminator Bay, If you fire this at
		      an enemy mechos and it lands on it, it will
		      enter its cargo bay and shrink it to the size
		      of a beeb. You can then ram or shoot it till
		      it blows up.

Section 4: Items/Artifacts for Using:

Boot Sector: Mechos to Escave transport device. Useful for getting
out of tight spots, or for using more than one mechos at a time- as
it will let you switch to a backup mechos as well! One per game.

Function-83+: Can Warp you to any world that you have access to. The
only way you get to Hmok for the Tankacid and the Spummy. One per game.

Peelot: Like having an automatic pilot on your mechos. It can't fight
other vangers though, so keep an eye on it. Normally only one per game
although in one case I found two: after driving around with Boorwachick
on glorx I was granted access to a 'secret' hideout, it contained a
Peelot. Later I drove around with him again, was again granted access
(to the same hideout) and found ANOTHER one. This seems to be a bug in
the game as even if there is a mechos piece in that hideout you can get
another (unfortunately an identical one) if you get access to the same
hideout again later by repeatedly driving around with Boorwachick.

Mechanic Messiah: Can invoke many useful Functions, including a handy
fireball which can kill other mechos in one shot (and you too if you
aren't careful). You won't be allowed into many escaves when you have
this- drop it temporarily to save the game, or save in a deserted escave
(in a world to which you have delivered three larvae). One per game.

Protractor: This Rocks. The 'Barrier' function is like having a personal
forcefield- it lets you survive on those nasty outer worlds of the chain.
It also has another useful function which reduces the size of your mechos 
temporarily so you can fit a large mechos into hideouts. One per game.

Cirtainer: You need this in order to get cirt.. in order to impress the
various escave owners.. in order to get access to the outer worlds of the
chain.. in order to get all of the above artifacts!! The easiest way to
get one is to hang around the main Spiral Gateway on Fostral and shoot
incoming Vangers. It tends to fall out of their bays pretty quickly.
You usually need about 16-20 portions of cirt in order to get access to
a new world. This is the equivalent of about 4 cirtainers full of cirt.
The easiest place to collect cirt is Xplo (You get access to Xplo from
the escave owners on Necross after you the ritual race there). Simply
drive until you are on top of a larvae belonging to one of the main
worlds (They are Color Coded Green for Fostral, Orange for Glorx and
Blue for Necross). Then open your cargo bay and right click on the
cirtainer to fill it up with cirt. Now go to the corrosponding world
and drive to the main escave (Podish, Vigboo or Zeepa) to deposit the
load of cirt. You can check you have the right world by going to one of
the lesser escaves. The Owners should give you a hint wether or not the

Conlarver: This is used to capture a larvae to transport it to its
homeworld. You get it after tranporting 50 cirt portions to an escave.
It will appear in the wares section of the shop in that escave. To use
it you must drop it in the path of a larvae. Open your cargo bay and
click and drag it out, then click to drop it. Drive over it again to
collect it. The larvae will be caught when it bleeps and flashes.
Now bring the larvae to it's corresponding escave like in the cirtainer
section. You should then gain access to another world of the chain.

Leepuringa: Get it in Podish, you can dig it up if you are lucky.. and
that's exactly what this item does- raises your luck by 50 points!! But
watch out- it belongs to the Leepky (the occupant of Podish) and he'll
brand you as a 'thief', so you can expect a Ripper or two to be sent
after you if you take this. It's very useful for getting into hideouts.

Section 5: Avoiding Getting turned into a Raffa on Glorx
There are many other items out there, mainly wares but generally
unimportant. An exception is Rubbox, which you need to get into Beeboorat
escaves without dying or getting demoted to a raffa. Get this by Going
into The Lowermost Beeborat Escave (Orrogod) and digging at the panels.

If you are not in the correct season to dig then wait inside the escave
until the season changes. Do not press the down arrow to listen to the
escave's owner or you will get thrown out. If you try to re-enter you will
get turned into a raffa. If you are desperate not to get changed, grab an
incarnator and chuck it at an orange mechos. Sometimes when you switch
you will have a rubbox in your cargo bay. 

If all else fails or you have already been thrown out of Orrogod once,
sell your mechos for a cheap one with a large cargo bay on Fostral, 
then load up you bay with glueks and other very expensive wares to use
up all of your cash (when you get changed into a raffa, they take all
your cash except for 500 beebs),then go to Glorx and throw everything
out of the cargo bay beside Vigboo. Now enter Vigboo and you will get
changed into a raffa. Now transport the wares into Vigboo and sell
them off to get most of your cash back. Easy.

Section 6: Avoiding Getting turned into a Raffa on Necross

First go to B-Zone, In the Far South of the Map. Enter and exit B-Zone 
twice in a row, each time you will be chased out. The third time you
enter it the owner will laugh and give your mechos the treatment needed
to disguise it as a 'Necross' Mechos. Now you can go to Zeepa without
fear of getting changed.

Section 7: Getting all the Unique Mechos
In order to get a unique mechos, you will need to repair it. Each 
mechos requires two parts in order to get it to work. 

These parts are all hidden inside special hideouts across the 4 main
worlds. Each world has two special hideouts. On Fostral and Xplo these
are easily spotted (The pyramids on Xplo, and the strange structures
near the Rig and ghorb stations on Fostral). 

On Necross they are inside the circular leaf-like structures, and on
Glorx they are inside the large rocks. The problem is that there are
about 7 or 8 possible candidates for these rocks. The ones that don't
house the mechos parts contain one of the special terminators.

These parts are big- you will need to bring a mechos with a big cargo bay
to collect them, but not a truck or The Last Moggy as they won't be able
to fit into the hideouts on Glorx or Necross to pick up the parts. Stick
with a decent Mid-sized Mechos such as an Escorps or a Blade Keeper.

Don't try to carry more then two parts at a time as the third probably
won't fit in your cargo bay and you will be forced to leave it behind and
risk another vanger picking it up (In which case it will be lost for good).
If you do find yourself needing to carry a part that wont fit in your bay
there is a trick/bug that sometimes helps:

+ PRESS ENTER to bring up your cargo bay

+ Now arrange the parts you are currently holding so that the mechos part
  you need to fit in it WOULD fit in if you left one item behind (this is
  easy if you are carrying a huge weapon or another mechos part) 

+ Click on that big item with the mouse, this should temporarily 'hold' it

+ Collect the part by driving over it- it should fit in your bay, whilst
  you should still be holding the other big item with your mouse.

+ You can now close the cargo bay by pressing ENTER again.

+ Be aware that you will be able to drive around the map holding the item
  with your mouse but that it will 'jump' out of your mechos if you try to
  enter an escave or a passage. I usually build up a fair bit of dominance
  before driving to an escave and dropping the item- then enter, sell the
  part I just picked up, exit and retrieve the dropped item. Building up
  dominance helps other vangers not to pick up your item whilst you are
  inside the escave.

The remaining two mechos parts are held within secret depositories- 
normally in two of the three on Glorx, although I have recieved reports
that there are similar hideouts on Fostral/Necross. I assume that you would
get access to these if you bring lots of cirt or do a favour such as
returning a stolen item to an escave.

You can get access to these depositories whenever you do a favour for the
inhabitants of the main escave: In the case of Glorx there are three such
favours: Returning successfully from Necross (when you have been given
'agent' status and assigned there), bringing Cirt to the escave/earning a
lot of beebs and finally by giving Boorwachick a tour of glorx- Dig in Vigboo
to pick him up. When granted access to one of these hideouts, you will be
told the approximate location. Look for a Large Dark patch in the middle of
a big expanse of water, press the open button to get into it, as you would
for any hideout. 


Section 8: Continuing the Story...

Get the Protractor from one of the outlying worlds of the chain.
The world each artifact is on will differ from game to game.

Once you get the Protractor visit Spobs, the escave on Xplo.

Open it with using one of the functions on the Protractor and listen
to what you get told to do...

Now go to Threall (Use Sandoll to avoid getting fried).
There is a place that looks like a yellow round Stone. If you stand
there for some time and you have the Mechanic Messiah, you'll receive
another message.

Now Return to Xplo, You will get told to take one passenger from each
escave and transplant them to the four worlds. This means you would have
to take two Eleepods, three Beeboorats and two Zeexen and take them all
to the four worlds so that each of the four receive at least one inhabitant.
The order and the number of settlers on each world doesn't matter. (Remember
that you have to fulfill a tabutask in an escave in order for a passenger
to appear in that escave).

Now choose your way of saving the world. Some will choose to resettle
the creatures, others to catch all the Larvae and deliver them to their
native escaves. Someone could choose to do both- Catching Larvae isn't a
big deal. Conlarvers only fit into the trucks (Not the Last Moggy), which
aren't everyone's preference. When you bring a Larva to its native world,
you close one of the cycles. After you close all three cycles, all the
creatures inhabiting escaves on that world will vanish and goods in the
stores will become free!!

Having decided and fulfilled the mission. The appropriate master will tell
you to exterminate his enemy- Parapheen tells you to take out Carmane whilst
Carmane wants you to kill Parapheen. Each adds a special function to their
artifact (Carmane's is the Mechanic Messiah, Parapheen's is the Protractor).
By activating the relevant function of the appropriate artifact and planting
it in the base of the other party the Vanger fulfills the mission. Either way,
it doesn't matter- The only real result of the whole thing is that you get
access to hMok.

The only way to get to hMok is with the help of Function-83+. Take the tankacid
in the center of hMok. Activate the tankacid on one of the yellow rounds. Drop
Down, shoot the red thing then take the SpuMMy.

Now you have to commit suicide with the SpuMMy in your bay. You will find 
yourself alive, sitting in a raffa in Podish. Now go to the last unopened
Passage, near the spiral charger- the Passage to Earth.

Section 9: Cheat Codes

I have searched all over the internet and have found a whole stack
of the vangers cheat codes in various places, but I have only found
the best codes in one place: http://www.kdlab.com

Here are those codes: poprygaets# - transport to any world where # is the 
				    1st letter of the world to transport to

		      remont      - repairs mechos and recharges the shield

                      bolshedeneg - Cash increase buy 50,000 beebs

	              udacha      - Luck increase

		      avtoritet   - Dominance increase

		      gotovo      - Automatic tabutask complete

		      zdorovison  - change cycle

		      hochutuda   - All keys open

		      zadacha##   - Tabutask ## available in store (01-20)

Section 10: Still Stuck? / Where to Play

If you are still stuck, chances are that either myself or another vangers
player might be able to help you out. I've discovered two english forums:


I will visit it from time to time.. and plenty of other vangers fans
frequent them these days :)

Details of a new english Vangers Server that has been recently set up and
is hosted by 'BFosVang' can be found on both forums.

I am not a 'vangers nut', I enjoy the game, even if it is looking dated
now because of the storyline and the combat/item management. It takes a
while to get, but if you stick with it you'll probably end up liking it.

If you still don't like Vangers, go play Unreal Tournament or VGA Planets.
They rock too.

You can also find me online at www.planetsserver.com, I'm currently playing
in a few games of VGA Planets there.. 
Or check out my webpage at http://website.lineone.net/~dmwardlow/ 
(Sorry, it isn't vangers-orientated !!)

The latest version of this FAQ can usually be found at GameFAQs.com .. but
try http://website.lineone.net/~dm_slicer/vangers.txt to make sure that I
haven't put another one up but forgotten to submit it..

Happy Gamings!!