Mechwarrior 4 - Venegance

Mechwarrior 4 - Venegance

17.10.2013 04:05:31

--- --- ---- -- ---- 4
---- ---- --- ---- ---
------ ------ --- ------ ---
--- ------ --- ------ ------
--- ---- --- ---- ----
---- -- ---- --- ---

MECHWARRIOR: VENGEANCE (OR MECHWARRIOR 4)
By Rarelink (Daniel Guajardo)
Art / Format by Rarelink

Version 1.00 Full Walkthrough and Weapon Guide


---------------------------------------------------------------------
TABLE OF CONTENTS
---------------------------------------------------------------------
To jump to a specific area highlight the code you'd like, press
CTRL + C to copy it, CTRL + F to bring up the search box, and then
CTRL + V to paste it, and finally press ENTER to find it.

Area Search Shortcut

1. Version History
2. Abbreviations
3. General Info.
4. Walkthrough
a. Operation 1: Mission 1 4a
b. Operation 1: Mission 2 4b
c. Operation 1: Mission 3 4c
d. Operation 1: Mission 4 4d

e. Operation 2: Mission 1 4e
f. Operation 2: Mission 2 4f
g. Operation 2: Mission 3 4g
h. Operation 2: Mission 4 4h

i. Operation 3: Mission 1 4i
j. Operation 3: Mission 2 4j
k. Operation 3: Mission 3 4k

l. Operation 4: Mission 1 4l
m. Operation 4: Mission 2 4m
n. Operation 4: Mission 3 4n
o. Operation 4: Mission 4 4o
p. Operation 4: Mission 5 4p
q. Operation 4: Mission 6 4q

r. Operation 5: Mission 1 4r
s. Operation 5: Mission 2 4s
t. Operation 5: Mission 3 4t

u. Operation 6: Mission 1 4u
v. Operation 6: Mission 2 4v
w. Operation 6: Mission 3 4w
x. Operation 6: Mission 4 4x
y. Operation 6: Mission 5 4y

z. Operation 7: End Game 4z
5. Weapon Guide
6. Contact Info.
7. Copyright Statement
8. End


---------------------------------------------------------------------
1. VERSION HISTORY
---------------------------------------------------------------------
Version 1.01, 12/31/02: Corrected minor details.
Version 1.00, 12/17/02: Walkthrough and weapon guide completed!
Version .90, 12/16/02: Completed all mission walkthroughs except
three.
Version .75, 12/15/02: Completed more mission walkthroughs; almost
done (phew); removed weapon commentary;
I will add it later or sooner if I get
many requests for it.
Version .35, 12/12/02: Completed more mission walkthroughs.
Version .30, 12/11/02: Completed more mission walkthroughs; added
full disclaimer and copyright statement;
removed the 'Mech guide because I felt it
was uninformative at this time.
Version .25, 12/11/02: Completed another mission walkthrough.
Version .20, 12/11/02: Compiled part of weapon Guide and wrote
part of commentary for Weapon Guide;
completed three more mission walkthroughs.
Version .15, 12/10/02: Began 'Mech guide - added Cougar.
Version .10, 12/10/02: Walkthrough for Operation 1: Mission 2
complete.
Version .05, 12/09/02: Disclaimer and copyright notice complete;
contact information posted; abbreviations
compiled; walkthrough for
Operation 1: Mission 1 complete.


---------------------------------------------------------------------
2. ABBREVIATIONS
---------------------------------------------------------------------
For the most part, most of these abbreviations are obvious (LL means
Large Laser). I chose to abbreviate to save space. If you are
interested in my mission 'Mech and Setting recommendations, know
these abbreviations.

Components

ECM : Electronic Countermeasures
BAP : Beagle Active Probe
LA : Light Amplification
JJ : Jump Jets
AMS : Anti-Missile System
LAMS : Laser Anti-Missile System
HS : Heat Sink(s)

Beam Weapons

Flamer : Flamer
CFlamer : Clan Flamer
BL : Bombast Laser
ER SL : Clan Extended Range [ER] Small Laser
ER ML : Clan Extended Range [ER] Medium Laser
ER LL : Clan Extended Range [ER] Large Laser
SL : Small Laser
ML : Medium Laser
LL : Large Laser
ER PPC : Clan Extended Range [ER] Particle Projections Cannon
PPC : Particle Projections Cannon
ER SPL : Clan Extended Range [ER] Small Pulse Laser
ER MPL : Clan Extended Range [ER] Medium Pulse Laser
ER LPL : Clan Extended Range [ER] Large Pulse Laser
SPL : Small Pulse Laser
MPL : Medium Pulse Laser
LPL : Large Pulse Laser

Missle Weapons

LRM5 : Long-Range Missile 5
LRM10 : Long-Range Missile 10
LRM15 : Long-Range Missile 15
LRM20 : Long-Range Missile 20
CLRM5 : Clan Long-Range Missile 5
CLRM10 : Clan Long-Range Missile 10
CLRM15 : Clan Long-Range Missile 15
CLRM20 : Clan Long-Range Missile 20
MRM10 : Medium-Range Missile 10
MRM20 : Medium-Range Missile 20
MRM30 : Medium-Range Missile 30
MRM40 : Medium-Range Missile 40
SRM2 : Short-Range Missile 2
SRM4 : Short-Range Missile 4
SRM6 : Short-Range Missile 6
CSTRK2 : Clan Streak Short-Range Missile 2 (also known as SSRM2)
CSTRK4 : Clan Streak Short-Range Missile 4 (also known as SSRM4)
CSTRK6 : Clan Streak Short-Range Missile 6 (also known as SSRM6)
TBolt : Thunderbolt
Narc : NARC Beacon
CNarc : Clan NARC Beacon
Flare : Flare Launcher
Explosives : High Explosives
Artillery : Artillery Beacon

Ballistic Weapons

AC5 : Autocannon 5
AC10 : Autocannon 10
LBX AC10 : LBX Autocannon 10
LBX AC20 : LBX Autocannon 20
CLBX AC10 : Clan LBX Autocannon 10
CLBX AC20 : Clan LBX Autocannon 20
UAC2 : Ultra Autocannon 2
UAC5 : Ultra Autocannon 5
CUAC2 : Clan Ultra Autocannon 2
CUAC5 : Clan Ultra Autocannon 5
Gauss : Gauss Rifle
LGauss : Light Gauss Rifle
CGauss : Clan Gauss Rifle
TOM : Long Tom Artillery
MG : Machine Gun Array
CMG : Clan Machine Gun Array

Armour

FF : Ferro Fibrous
REACT : Reactive Armour
REFLECT : Reflective Armour


---------------------------------------------------------------------
3. GENERAL INFO.
---------------------------------------------------------------------

- Difficuly Level ----------
This FAQ was written for the Regular difficulty level. I've rated
each mission as either very easy, easy, fairly easy, moderate,
fairly difficult, difficult, or very difficult. Please let me
know if this rating system sucks. I'm always willing to change
anything on this FAQ if it's no good.

- Cheats Disabled ----------
This FAQ is written for a game that has heat enabled, unlimited
ammunition and invincibility disabled.

- Piloting Your 'Mech -------
Unfortunately, I'm not going to explain the controls in this FAQ.
I'm going to assume you are familiar with the them. Outlining
them in here would be pointless because many players use custom
controls and / or joysticks anyway. Perhaps I will create a FAQ
on piloting your 'Mech, but only if I get enough requests for it.

- Lance Mates --------------
Also, please be familiar with how to command lance mates during
battle, as that'll play a huge part in conquering this game.
During the walkthrough I will constantly add in commands similar
to: [Lance mates F4 > F1]. This basically tells you what keys to
press on your keyboard. Most of the time I will be using F4 to
command the lance mates since F4 gives a collective order to ALL
mates and not just one. It helps, because commanding them
one-by-one can be time consuming.

- Notes --------------------
Throughout the FAQ you'll often see me add "Note: [etc]" to
specific passages and missions. These notes are mostly relevant
and can include anything from tips, tricks, battle strategies,
to unlocking other objectives during game play. Pay attention at
your own risk.

I think that's all I have to say, but you can never be sure...


---------------------------------------------------------------------
4. WALKTHROUGH
---------------------------------------------------------------------

---------------------------------------------------------------------
a. OPERATION 1 : MISSION 1 : Destroy Enemy Communications Relay (4a)
---------------------------------------------------------------------
Difficulty : Very Easy
Mission type : Destroy

Briefing: Our rebellion starts here. We are going to raid and
destroy the key component of the Steiner communications net. Enemy
forces are light and resistance should be minimal. Destroy the three
communications relay stations and Steiner communications will be cut
off from Kentares IV.
---------------------------------------------------------------------
Recommended 'Mechs, Weapons, and Settings:

Lance Commander : Ian Dresari
Shadow cat; JJ; HS (1), 102.02 (KPH); ER
MPL (3), CMG (2), ER SL (1), CSTRK6 (1),
ER LL (1); FF.

Lance Mates : Lance Mates are automatically equipped.
---------------------------------------------------------------------
Walkthrough

Nav Points : Alpha

Primary Objective : Destroy all three communications towers.
Secondary Objective : Destroy all escaping enemy units.

MISSION START
---------------
The mission will start with you and your lance mates (Casey and Sir
Peter) being dropped off outside the mission site. At this point,
Casey and Sir Peter are unable to take orders from you, but don't
worry, as you'll gain control of lance mates later. For now,
accelerate to full speed and go forward into the lunar crater.

DESTROYING THE RELAY
---------------
Proceed to Nav Alpha and look for the communications relay. They
appear as three large satellite dishes. The area will be swarming
with small targets such as APCs and turrets. There are many of them,
but they are very weak and won't annihilate you unless you're
extremely terrible at piloting your 'Mech. Anyway, to end the
mission quickly, simply destroy all three towers. To obtain the
bonus / secondary objective, destroy several of the ground targets.
You'll then be instructed to destroy all remaining targets. For a
laugh and to save ammunition, use your 'Mech to step on the enemy
targets. Just like squashing insects [insert evil laugh here]...

You'll receive this typical salvage:

Name Amount
Flamer 1
ML 2
SL 2
SPL 2
LRM5 1
SRM2 2
AC5 1
MG 2


---------------------------------------------------------------------
b. OPERATION 1 : MISSION 2 : Destroy Steiner Missle Vehicles (4b)
---------------------------------------------------------------------
Difficulty : Very Easy
Mission type : Destroy

Briefing: Steiner is moving missile vehicles through our operational
area in preparation for an attack. Sweep the area and destroy the
Steiner launch vehicles. The vehicles will be escorted and this
escort may include enemy 'Mech forces.
---------------------------------------------------------------------
Recommended 'Mechs, Weapons, and Settings:

Lance Commander : Ian Dresari
Shadow cat; JJ; HS (1), 102.02 (KPH); ER
MPL (3), CMG (2), ER SL (1), CSTRK6 (1),
ER LL (1); FF.

Lance Mates : Lance Mates are automatically equipped.
---------------------------------------------------------------------
Walkthrough

Nav Points : Alpha, Beta

Primary Objective : Destroy all enemies at Nav Alpha.
Primary Objective : Destroy all enemies at Nav Beta.

GONZALEZ
---------------
In this mission you'll have another lance mate, Gonzalez, who is
also not playable at this time. Start out by heading to Nav Alpha.

DESTROYING THE FIRST SKUD LAUNCHER
---------------
After climbing the first hill, you'll start picking up the enemy
escorts. Among these are Swiftwinds and Vedettes. The only unit that
remotely poses a threat is the Osiris. Let the Osiris intercept you
so that it can pull away from the other escorts. Once in range,
use your weapons to blast it to pieces and then take out the
remaining units, and finally, the SKUD launcher. Be sure to stay
out of the SKUD's and Fuel Truck's explosive range, as the splash
damage can really put a dent on your poor tiny 'Mech. After
killing all targets you'll unlock the second Primary Objective,
which is to gladly kill all units at Nav Beta.

DESTROYING THE OTHER SKUD LAUNCHER
---------------
Follow the mountain ravine to Nav Beta, where you'll meet up with
several more escorts, along with another one of those
funny-looking-when-they're-running Osiris 'Mechs. Or, for a
shortcut, you can use your jump jets to leap the mountain on your
right side. Switch to passive sensors for a neat-o surprise attack.
Destroy the escorts and the accompanying SKUD Launcher to complete
the mission objectives.

You'll receive this typical salvage:

Name Amount
Osiris 1
---------------
ER ML 1
LRM10 1
SRM4 2
UAC2 1


---------------------------------------------------------------------
c. OPERATION 1 : MISSION 3 : Destroy Steiner Dropships (4c)
---------------------------------------------------------------------
Difficulty : Very Easy
Mission type : Destroy

Briefing: We have an opportunity to cripple Steiner's activities
on and around Kentares IV. Three Dropships are preparing for
take-off. If we strike quickly, we can deliver a decisive blow. Be
careful if they get powered up, Dropships can be devastating.
Target mobile APUs to slow down their launch procedure. Also,
their engines are vulnerable to attack.
---------------------------------------------------------------------
Recommended 'Mechs, Weapons, and Settings:

Lance Commander : Ian Dresari
Shadow cat; JJ; HS (1), 102.02 (KPH); ER
MPL (3), CMG (2), ER SL (1), CSTRK6 (1),
ER LL (1); FF.

Lance Mates : Lance Mates are automatically equipped.
---------------------------------------------------------------------
Walkthrough

Nav Points : Alpha, Beta, Gamma

Primary Objective : Destroy all Steiner Dropships.
Secondary Objective : Destroy all Steiner APUs.

DESTROYING THE FIRST DROPSHIP
---------------
You'll start outside the mission area. Head to Nav Alpha where you
will see the first Steiner dropship. Around it are three static
APUs. I recommend to destroy them first, since they are fairly easy
to begin with. Also, if the APUs are given enough time to power the
ship...
1. ...the dropship will most likely succeed in lifting.
2. ...the dropship guns will turn you into scrambled eggs.

Assuming that you destroyed the APUs, aim your fire at the dropship
engines. Fire your weapons and maneuver your 'Mech simultaneously
because there are tons of smaller targets concentrating their fire
at you. Taking out the smaller targets isn't necessary, but will
obviously increase your goodie-bag (salvage components) at the end
of the mission.

Note:
Steer clear of the Dropship splash explosions! Damage from
the splash radius is enough to send your 'Mech into critical status.

DESTROYING THE OTHER DROPSHIPS
---------------
Proceed to Nav Beta and Gamma, and follow the same steps as Nav
Alpha.

You'll receive this typical salvage:

Name Amount
Hellspawn 1
---------------
ML 2
MPL 1
SPL 1
LRM5 2
LRM15 1
MRM10 1
SRM2 1
UAC2 1
MG 1
CMG 1


---------------------------------------------------------------------
d. OPERATION 1 : MISSION 4 : Defend Landing Facilities (4d)
---------------------------------------------------------------------
Difficulty : Easy
Mission type : Defend

Briefing: Steiner has taken an increased interest in our activities.
We must escape and you need to provide cover until we can power up
our Dropships and escape. Make sure the APUs that are powering up
the Dropships survive. Enemy forces may be heavy and will include
'Mech assets.
---------------------------------------------------------------------
Recommended 'Mechs, Weapons, and Settings:

Lance Commander : Ian Dresari
Shadow cat; JJ; HS (1), 102.02 (KPH); ER
MPL (3), CMG (2), ER SL (1), CSTRK6 (1),
ER LL (1); FF.

Lance Mates : Lance Mates are automatically equipped.
---------------------------------------------------------------------
Walkthrough

Nav Points : None

Primary Objective : Defend the APUs while the dropship powers up.
Secondary Objective : Destroy all hostile units to clear for
takeoff.

DESTROY LRM CARRIERS
-------------
Your first goal is to find and destroy all LRM carriers. From your
starting position they are located on the left-most side of your
radar. There are two of them - take them out. Next, seek and
destroy the SRM and Vendette vehicles. There are three 'Mechs in the
area as well: Osiris, Hellspawn, and a Shadowcat. Don't worry about
them while you take care of the smaller targets. Several lance
mates will help you fight the 'Mechs.

DESTROY 'MECHS
-------------
After you've rid the area of the smaller vehicles, target the
enemy 'Mechs. They'll most likely finish off one of your APUs,
but try to destroy the 'Mechs before they reach the other APU. In
the event that they do stomp both APUs, you'll have failed at
reaching the second objective, but the mission won't end. You'll
still have to kill off the rest of the forces to ensure your escape
and completion of the primary objective.

You'll receive this typical salvage:

Name Amount
Hellspawn 1
Flamer 1
ER SPL 1
SPL 1
LRM10 1
CLRM5 1
SRM6 2
AC5 1
AC10 1
UAC2 1
CUAC2 1
Gauss 1


---------------------------------------------------------------------
e. OPERATION 2 : MISSION 1 : Recon (4e)
---------------------------------------------------------------------
Difficulty : Very Easy
Mission type : Recon

Briefing: We will be making a hot drop and conducting a recon sweep
of the surrounding area. Once this is done, it will allow us to land
our forces and begin operations on Kentares IV. This will be your
first command opportunity.
---------------------------------------------------------------------
Recommended 'Mechs, Weapons, and Settings:

Lance Commander : Ian Dresari
Shadow cat; JJ; HS (1), 102.02 (KPH); ER
MPL (3), CMG (2), ER SL (1), CSTRK6 (1),
ER LL (1); FF.

Lance Mates : Jen McQuarrie
Hellspawn; ECM, 100.04 (KPH); MPL (3),
CLRM5 (1), LRM10 (2), SRM4 (1); FF.
---------------------------------------------------------------------
Walkthrough

Nav Points : Alpha, Beta, Gamma

Primary Objective : Scout Nav Alpha.
Primary Objective : Scout Nav Beta.
Primary Objective : Scout Nav Gamma.
Primary Objective : Destroy all combat units encountered.

NAV ALPHA
-------------
After dropping, head to Nav Alpha. Instruct your lance mate to
rendezvous at the Nav point [F1 > F5]. After running a few hundred
meters you'll pick up some Peregrines (helicoptors, genius) on your
radar. Immediately switch your lance mate to attack mode [F1 > F8].
To keep the Paragrines from spotting you, enable passive sensors.
Head towards them and shoot them down and continue to Nav Alpha.

Before reaching the Nav point you'll encounter a Raven 'Mech and
more Peregrines. Destroy the choppers first, then finish off the
Raven, which is an annoyingly fast 'Mech that resembles a chicken.
Continue to Nav Alpha where a Bulldog tank and another Raven are
waiting. Help them meet their doom and tread on to Nav Beta.

NAV BETA
-------------
At Nav Beta you'll have to fight off a decent wave of Bulldogs along
with a Cougar. Destroy the Bulldogs first, then the 'Mech, and head
for the last nav point: Gamma.

NAV GAMMA
-------------
Fortunately for you, Gamma is full of Bulldog weaklings. Blast them
to oblivion or just your jump jets to land on top of them for a
quick kill. Mission over. You're a hero.

You'll receive this typical salvage:

Name Amount
Cougar 1


---------------------------------------------------------------------
f. OPERATION 2 : MISSION 2 : Capture Depot (4f)
---------------------------------------------------------------------
Difficulty : Moderate (if not detected), Difficult (if detected)
Mission type : Capture

Briefing: We have located a Steiner base. With a quick strike, we
think we can cut off their communications and take control of the
base. This will give us some good quality salvage. Enemy resistance
will be heavy. Expect 'Mechs supported by combat helicopters.
---------------------------------------------------------------------
Recommended 'Mechs, Weapons, and Settings:

Lance Commander : Ian Dresari
Cougar; BAP, JJ; HS (1), 96.95 (KPH);
CLRM10 (2), ER LL (2), ER SL (1), ER ML (1);
FF.

Lance Mates : Jen McQuarrie
Hellspawn; ECM, 100.04 (KPH); MPL (3),
CLRM5 (1), LRM10 (2), SRM4 (1); FF.
---------------------------------------------------------------------
Walkthrough (this mission can have two outcomes)

Nav Points : Alpha, Beta, Gamma, Delta, Epsilon, Zeta

Primary Objective : Destroy main base defenders.
Primary Objective : Destroy Comm. Station before they radio for
help.

DESTROYING THE COMM. STATION
-------------
At the start of the mission, Radio Control will suggest to switch
to passive sensors. Do as they say and accelerate to nav Alpha.
Have your lance mate form on you to avoid any trouble [F1 > F3].
Use your jump jets to help you climb the first mountain in front
of you, and then walk a few hundred meters until you here Ian
exclaim that the Comm. Station is near. Once in sight, zoom in
and use your CLRMs and your LL's to destroy the station before
you are detected. The mission will change depending if you are
detected or not.

If you are NOT detected, the original objectives remain along
with your completed objective:

Primary Objective : Destroy main base defenders.
Success : Destroy Comm. Station before they radio for
help.

If you are detected, the objectives are altered, and I will explain
what to do after the first half of this mission walkthrough.

OUTCOME 1: IF NOT DETECTED
---------------
Go to Nav Beta, Gamma, and stop at Delta, with passive sensors on
through all the points. These Nav Points should be free of any
forces. From Delta, you should be able to see some of the forces
stationed at Nav Epsilon, and specifically, Calliope Turrets,
which provide Long-Range Missle support to enemy opponents. Since
they can't detect you with passive sensors enabled, use this
opportunity to destroy them (there is one turret on a hill
to the left, and one on the opposite side) with your LRMs and LLs.
The turrets can still detect you visually, so try to be covert and
quick.

Note:
To avoid additional reinforcements, head to the area located at 20
degrees from Nav Epsilon and destroy the Secondary Comm. Station and
the Turret Control Tower located there. Or, you can leave them be
and just blow up all on-base units AND their reinforcements. Yeah,
that sounds right.

NAV EPSILON
---------------
After you destroy the turrets, enable your radar to draw towards
you two patrolling helicopters. If you don't destroy them now,
don't worry about it, destroy them when they circle back your way.
Proceed to Nav Epsilon, where you'll notice four to five Peregrines
on ground level. Shoot them as they power up and take off (you're
a mercenary - show no mercy!) and don't forget to switch your lance
mate to attack mode [F1 > F8].

REPAIRING
---------------
Afterwards, two enemy 'Mechs will rush towards you looking to
avenge their Peregrine buddies - a Catapult, and a Cougar. Fend
off the Catapult first since it's the strongest of the two 'Mechs,
then rip through the Cougar. If possible, try to shoot off the
Catapult's missle bays, as that'll basically render it useless.
After the battle, you and your mate will probably be heavily damaged.
You can find a Mobile Field Base (repair bay) West of Nav Epsilon.
Go to it and repair and command your mate to repair also (F1 > F9).

Note:
Due to some bug, glitch, or whatnot, your lance mate(s) may or may
not repair their 'Mechs when you instruct them. First, make sure
there is an available repair bay / mobile field base nearby. Repeat
your commands twice [F4 > F8, F4 > F8]. If these options don't work,
then the repair feature is not available within that specific
mission or all repair areas have been vaporized.

Note:
There are two idle 'Mechs sitting west of Nav Epsilon. DO NOT
destroy them - they will be added to the salvage you gain at the
end of the mission.

Next, you should be picking up another Cougar plus a Hellspawn
on your radar. For two easy kills, let them follow you to
the Northeast area of Nav Epsilon where you'll see several fuel
tanks. When they are in range, destroy the fuel and watch the
bodies fly as the splash damage engulfs your two opponents. If not,
just destroy them using good ol' normal battle tactics. If the
mission doesn't end, do a quick sweep for smaller, stray targets
like Calliope Turrets and Peregrines. Once you rid the area of
them the mission will come to a successful end and you'll receive
a boat-load of salvage. Merry Christmas you 'Mechwarrior, you.

Note: If you were detected at the start of the mission, scroll down
for the second half of this mission walkthrough.

You'll receive this typical salvage:

Name Amount
Catapult 1
Shadow Cat 1
---------------
Flamer 1
BL 1
ER LL 1
ER SL 1
LBX AC10 1
NARC 1
ER SPL 1
SPL 1
CFLamer 1
SSRM2 [CSTRK2]1
LRM10 1
LRM15 1
LRM20 1
CLRM5 2
SRM2 2
SRM4 2
SRM6 2
UAC5 2
CUAC2 2
MG 2
UAC2 2
LRM5 3
CMG 3
ML 3
SL 4

OUTCOME 2: IF YOU ARE DETECTED
---------------
If you're detected, the objectives will change to these and the
mission difficulty will increase:

Failed : Destroy main base defenders.
Primary Objective : Insure allied Swiftwinds arrive and cargo
helicopters (At Nav Zeta) escape.
Secondary Objective : Destroy any assets helpful to Steiner.
Failed : Destroy Comm. Station before they radio for
help.

NAV ZETA
---------------
Quickly head to Nav Zeta [Lance mate F1 > F3]. Enable your radar.
You've been spotted, so passive sensors are useless at this point.
On your way to Nav Zeta you'll encounter four Peregrines. Shoot down
the ones closest to Nav Zeta, and let the rest fly out of range.
You'll see three Calliope turrets on radar - take out the ones
on the right side of the base and then blast the other Peregrines
that appear.

Note:
If the enemy destroys the grounded helicopter units at Nav Zeta, the
mission will end in failure and you'll have to restart. These units
are designated as enemy targets, but DO NOT destroy them.

A Catapult and a Cougar will come into radar. Fend off the Catapult
first since it's the strongest of the two 'Mechs, then rip through
the Cougar. Killing them is not absolutey necessary, but you'll
have to keep them busy while the rest of your team works. After a
few minutes, you'll get the signal to break away from the enemy
as the objective lights up:

Primary Objective : Break contact with all enemy units.

Switch to passive sensors and run like a mad man towards Nav Alpha.
If you choose to finish the mission this way, you most likely will
NOT receive the Catapult 'Mech along with some of the others. This
is why I recommend completing the mission without being detected
at the start. Plus, it's just easier. The rest of the FAQ will be
written assuming you succeeded in achieving Outcome 1's results
since the Catapult is a good unit to have at this point in the game.
Let's face it, the 'Mechs you have now are basically crappy, and you
need a new ride.

You'll receive this typical salvage:

Name Amount
Flamer 1
BL 1
ER LL 1
ER SPL 1
SPL 1
CFlamer 1
LRM10 1
LRM15 1
LRM20 1
CLRM5 1
SSRM2 1
NARC 1
LBX AC10 1
UAC2 1
UAC5 1
CUAC2 1
MG 1
CMG 1


---------------------------------------------------------------------
g. OPERATION 2 : MISSION 3 : Relieve and Escort Friendly Techs (4g)
---------------------------------------------------------------------
Difficulty : Moderate
Mission type : Escort

Briefing: A group of technicians is pinned down by enemy units. We
need to rendezvous with them and escort them to friendly territory.
Time is of the essence. The vehicles that the techs are using are
very vulnerable, so pay attention to them.
---------------------------------------------------------------------
Recommended 'Mechs, Weapons, and Settings:

Note:
Don't forget to strip the weapons off the 'Mechs you are not
utilizing. And any extra tonnage not being used should be added
to your 'Mech's armor.

Lance Commander : Ian Dresari
Catapult; HS (13), 75.96 (KPH); CSTRK6 (2),
ER LL (2), LL (1); REFLECT.

Lance Mates : Jen McQuarrie
Shadow Cat; LAMS, HS (1), 92.02 (KPH);
ER LL (1), ER MPL (3), ML (1), MRM10 (1),
CLRM10 (1), CLRM5 (1); REFLECT.
---------------------------------------------------------------------
Walkthrough

Nav Points : Alpha, Beta

Primary Objective : Link up with the technicians.

SRM CARRIERS AND RAVEN
---------------
Before approaching Nav Alpha, head Northeast. You'll see a group
of targets consisting of two SRM Carriers and a 'Mech Raven. [Lance
mate F1 > F8]. Kill the carriers and then waste the Raven. Be weary
of the Raven - it has a fairly strong Long-Range Missle arsenal.
Now head to Nav Alpha fast [Lance mate F1 > F3]. On your way,
a Uziel will come into radar range on your left flank. He's only
trying to keep you from the techs., so leave him alone for now and
continue on.

SOUTH OF ALPHA
---------------
About 2000m from Alpha, a pack of Condors (small tanks) will come
into radar [Lance mate F1 > F8 ]. Head South towards them and give
them hell. Then go back Southeast directly towards Alpha again.

DESTROYING THE MOBILE TURRETS
---------------
At about 1200m a Hellspawn will come into range, along with some
Bulldog tanks. Act quickly and use your strongest firepower to
take out this 'Mech, then use your lasers to ravage the Bulldogs.
A few hundred more meters towards the Nav Point, 4 Mobile Turrets
will be stationed. Destroy them quickly. Apparently, the enemy is
trying to distract you from the techs.. Once again head back towards
Alpha, you're almost there!

NEW OBJECTIVE
---------------
At Nav Alpha you'll link up with the technicians who are inside
small, ground vehicles, and an ally 'Mech Shadow Cat. A new
objective will ignite:

Primary Objective : Escort the APCs across the brige at Nav Beta.

ESCORTING THE TECHS.
---------------
Head towards Nav Beta by following the path between all the hills
and try to stay in front of the technician APCs because they are
terrible drivers and you might accidentally step on them (or maybe
that's just me) [Lance mate F1 > F3]. Along the way you'll
encounter several enemy 'Mechs. Below is a list and the approx.
range at which you'll come in contact with them:

[Lance mate F1 > F8]

2300m from Beta : Hellspawn (1)
2100m from Beta : From left flank
Hellspawn (1), Peregrines (4-5), SRM Carriers (2)
From right flank
Uziel (1)
1600m from Beta : Raven (1)
1200m from Beta : Uziel (1)

At the 2100m mark, while fighting the Hellspawn, Peregrines, and SRM
Carriers, a Uziel (remember the Uziel from earlier?) will attack the
APCs from their right side. Find him on your radar, head towards him,
and destroy him first, then destroy any remaining units in the area.

CROSSING THE BRIDGE
---------------
After fighting the last Uziel, you'll see a bridge located 500m
from Nav Beta. The APCs will automatically cross it. Blow up the
bridge after all the APCs have crossed to complete the final
objective.

You'll receive this typical salvage:

Name Amount
Raven 1
---------------
Uziel 1
PPC 1
ER MPL 1
CLRM10 1
MRM10 1
MRM20 1
LBX AC20 1
CUAC5 1
MG 1


---------------------------------------------------------------------
h. OPERATION 2 : MISSION 4 : Capture Base (4h)
---------------------------------------------------------------------
Difficulty : Fairly Difficult
Mission type : Capture / Destroy

Briefing: We have an opportunity to strike at Steiner forces, drive
them out of the region, and get a little revenge. An added bonus
will be the capture of their launch facilities and satellite
control. The war is starting to turn, let's make this count.
---------------------------------------------------------------------
Recommended 'Mechs, Weapons, and Settings:

Note:
Don't forget to strip the weapons off the 'Mechs you are not
utilizing. And any extra tonnage not being used should be added
to your 'Mech's armor.

Lance Commander : Ian Dresari
Catapult; HS (13), 75.96 (KPH);
CSTRK6 (2)x2 ammo., ER LL (2), LL (1);
REFLECT.

Lance Mates : Jen McQuarrie
Shadow Cat; LAMS, HS (1), 92.02 (KPH);
ER LL (1), ER MPL (3), ML (1), MRM10 (1),
CLRM10 (1), CLRM5 (1); REFLECT.

Casey Nolan
Hellspawn; AMS, HS (0), 82.01 (KPH);
SRM6 (1), CMG (2), ER MPL (2), ML (1),
LRM15 (1), CLRM10 (1); REFLECT.

---------------------------------------------------------------------
Walkthrough

Nav Points : Alpha, Beta

Primary Objective : Clear way to Control Center (Nav Beta) for
technicians.

EN ROUTE TO ALPHA
---------------
At mission start, three SRM Carriers, two Laser Turrets, and a Fuel
Truck will come into radar [Lance mates F4 > F8]. They are only a
couple hundred meters away, so take them out with your long-range
weapons. An easy solution would be to wait for the SRM Carriers to
near the Fuel Truck and then wasting them with the splash damage.
Either way, these targets are harmless. Head to Nav Alpha and then
to Nav Beta.

NAV BETA
---------------
At Nav Beta you'll have to fight two Uziels and a Bushwacker 'Mech.
The Bushwacker is titled "sentry1" on your HUD display. There will
also be two Calliope Turrets, but DO NOT destroy them. You'll need
them later on. Disable them by destroying the turret control tower
located to the left of the left-most Calliope. After you destroy the
control tower, the technicians will move into the area. Finish off
the Uziels and the Bushwacker while they are doing so and repair
using the Mobile Field Base (repair bay) located to the right of
the right-most Calliope. Don't forget to instruct your lance mates
to repair if necessary [F4 > F9].

CONTROLLING THE BASE
---------------
After a few minutes the techs. will gain control of the base,
including the Calliope Turrets. Alright, new objective obtained!

Primary Objective : Defend Control Center and technicians.Their

The turret's firepower is pee-wee, but at least they provide some
support. Two Peregrines will head towards the base from the
Northeast. Easy kills - take them out then head back to the base.

COUGARS GALORE
---------------
Shortly after, two 'Mech Cougars will approach from the Northwest
and three LRM Carriers will approach from the opposite Southeast
area. Destroy the LRM Carriers first, then head back to combat the
two Cougars, and then return back to Southeast to fight a third
Cougar!

USING CHEAPNESS TO WIN
---------------
Note:
This might seem like a lot of targets, but an easy way to
destroy all three Cougars (and even the 'Mechs from before), would
be to have them follow you to one of two missle gantrys located on
the base (one on the right side, one on the left). Each gantry area
has six missles. When an enemy target nears one of the gantry's,
unload your firepower directly on the standing missle(s). The splash
damage is enough to completely cinder ANY 'Mech. Oh, the cheapness!
I didn't tell you this before because this mission isn't THAT
difficult. I figured you could handle one or two 'Mechs on your own.

After you wipe the floor with the third Cougar, head East [Lance
mates F4 > F8] and you'll see yet another Cougar and his partners,
an Argus and another Argus. Incinerate the Cougar first, as I am
sure you loathe Cougars by now, then do the same with the Argus
'Mechs. Mission over. Finally.

You'll receive this typical salvage:

Name Amount
Buchwacker 1
---------------
Uziel 1
Uziel 1
Flamer 1
ER LL 1
ER ML 2
LL 1
ML 1
SL 2
ER SPL 2
SPL 2
LRM5 1
LRM10 1
LRM15 2
LRM20 3
CLRM10 1
MRM30 1
SRM2 2
SRM6 1
SSRM2 [CSTRK2]1
SSRM4 [CSTRK4]1
AC5 1
AC10 1
LBX AC10 1
UAC2 1
CUAC2 1
CUAC5 1
Gauss 1
LGauss 1
MG 1
CMG 1


---------------------------------------------------------------------
i. OPERATION 3 : MISSION 1 : Sweep And Destroy (4i)
---------------------------------------------------------------------
Difficulty : Fairly Difficult
Mission type : Sweep / Destroy

Briefing: A Steiner Dropship has crashed and we may have a chance
to capture it and further cripple Steiner's ability to move troops.
Scout the nearby area and brush aside the enemy 'Mech screen.
---------------------------------------------------------------------
Recommended 'Mechs, Weapons, and Settings:

Note:
Don't forget to strip the weapons off the 'Mechs you are not
utilizing. And any extra tonnage not being used should be added
to your 'Mech's armor.

Lance Commander : Ian Dresari
Catapult; AMS, HS (13), 61.99 (KPH);
CSTRK6 (2)x2 ammo., ER LL (2), LL (1);
REFLECT.

Lance Mates : Jules Gonzalez
Shadow Cat; LAMS, HS (1), 92.02 (KPH);
ER LL (1), ER MPL (3), ML (1), MRM10 (1),
CLRM10 (1), CLRM5 (1); REFLECT.
---------------------------------------------------------------------
Walkthrough

Nav Points : Alpha, Beta, Delta, Gamma

Primary Objective : Wait for response from scouting groups.
Primary Objective : Destroy all units at Nav Alpha.
Primary Objective : Destroy all units at Nav Beta.
Primary Objective : Destroy all units at Nav Delta.
Primary Objective : Destroy all units at Nav Gamma.

SCOUTING
---------------
You won't have any real objectives at mission start. Just wander
around for a bit until the scouting groups return communication.
They'll first advise you to head to Nav Alpha, where you'll
encounter a patrol of unconfirmed enemy 'Mechs.

NAV ALPHA PATROL
---------------
At Nav Alpha you'll fight two Cougars [Lance mate F1 > F8]. Killing
them is easier done than said. During your fight, the scout patrols
will upload a second Nav point - Nav Beta. Go there.

NAV BETA PATROL
---------------
At Nav Beta you'll battle two Osiris 'Mechs and one Raven. You'll
also be notified of a third patrol at Nav Delta. Go there.

Note:
Assuming you're using the recommended 'Mechs, don't exhaust your
CSTRKs here. Save some for the later patrols, which consist of much
more advanced 'Mechs.

NAV DELTA PATROL
---------------
Nav Delta has an Osiris and a Cougar. These 'Mechs are simple. Take
them out quickly and head to the final uploaded point at Nav Gamma
(it should be uploaded by now, if not, just wait a few minutes
until you receive a confirmation from one of the patrols).

NAV GAMMA PATROL
---------------
At Nav Gamma you'll spot two 'Mech Vultures. These targets land
in the heavy category and definitely out-do you in armor and
firepower. At first contact on radar, enable your passive sensors
to avoid missle lock-on from a distance. Use the land, such as the
hills, mountains, and water to your advantage, and steer clear of
splash explosions. With passive sensors on, you can shoot them from
afar and they'll have a difficult time returning fire, considering
they are armed with fairly weak, short-range energy weapons. The
real threat is the arsenal of LRMs each Vulture carries. Once in
close range, enable your radar so you can use your CSTRKs. To
disable the Vultures, destroy one of their legs or both of their
missles bays, located to the left and right of the mid-torso. Then
just aim for the torso and light 'em up like a Thanksgiving roast.
Beat them, and the mission is over.

You'll receive this typical salvage:

Name Amount
Osiris 1
Vulture 1


---------------------------------------------------------------------
j. OPERATION 3 : MISSION 2 : Capture Supply Convoy (4j)
---------------------------------------------------------------------
Difficulty : Moderate
Mission type : Capture / Destroy

Briefing: Steiner is attempting to move repair supplies,
technicians, and reinforcements to a Dropship. Intercept the convoy,
destroy the military forces, and capture the convy. They are ahead
of you on the mountain paths, so move fast.
---------------------------------------------------------------------
Recommended 'Mechs, Weapons, and Settings:

Note:
Don't forget to strip the weapons off the 'Mechs you are not
utilizing. And any extra tonnage not being used should be added
to your 'Mech's armor.

Lance Commander : Ian Dresari
Catapult; HS (13), 75.96 (KPH);
CSTRK6 (2)x2 ammo., ER LL (2), LL (1);
REFLECT.

Lance Mates : Jules Gonzalez
Shadow Cat; LAMS, HS (1), 92.02 (KPH);
ER LL (1), ER MPL (3), ML (1), MRM10 (1),
CLRM10 (1), CLRM5 (1); REFLECT.

Casey Nolan
Hellspawn; AMS, HS (0), 82.01 (KPH);
SRM6 (1), CMG (2), ER MPL (2), ML (1),
LRM15 (1), CLRM10 (1); REFLECT.
---------------------------------------------------------------------
Walkthrough

Nav Points : Alpha, Beta, Gamma, Delta

Primary Objective : Overtake the convoy and destroy the guards.
Secondary Objective : Destroy all Steiner forces.

CROSSING TO ALPHA
---------------
Head to Nav Alpha as fast as you can. Instead of following the
mountain path, which is a total waste of time, cut through the
hill on your right [Lance mates F4 > F3]. If you are in the
recommended 'Mech, the Catapult, you'll have a hard time climbing
steep areas so stick to areas that are passable. You'll see some
patroling Nightshades in range (jet fighters / bombers). Shoot them
down if you can, but if you miss one or all don't worry about it.

ATTACKING THE CONVOY
---------------
At about 800m from Alpha, you'll notice multiple targets on radar.
That's the convoy, plus the guards. Head towards it, regardless of
what Nav point they pass. There are many ways to attack the guards,
but let's do it my way since this is my FAQ (evil laugh). Cycle
through the targets until you land on a Cougar. This is the end of
the convoy / guards. Keep up with the convoy until you can visually
see it. Stay on top of the hills and destroy as many guards as you
can. If you sustain significant damage, it's time to move from your
post. Fight your way up from the back of the convoy to the front.
Here are the 'Mechs you'll encounter, most likely simultaneously:

Cougar (2)
Arugs (1)
Vulture (1)
Bulldog (2)

If the fight breaks off from the convoy, leave the fight and let
your lance mates take care of any remaining 'Mechs in that area.
Follow the convoy and destroy the guards that remain with it, which
will win the mission. You'll receive a ridiculous amount of salvage
(ridiculous = good).

You'll receive this typical salvage:

Name Amount
Argus 1
---------------
BL 1
ER SL 2
LL 1
ML 2
SL 4
ER PPC 2
PPC 1
ER MPL 1
ER SPL 1
LPL 2
MPL 1
CFlamer 1
LRM5 2
LRM10 1
LRM15 1
LRM20 1
CLRM5 2
CLRM15 1
MRM10 1
MRM20 1
MRM30 1
MRM40 1
SRM4 3
SSRM2 [CSTRK2]2
Artillery 1
AC5 2
AC10 2
LBX AC20 1
CLBX AC10 1
UAC2 2
UAC5 1
CUAC2 1
CUAC5 1
CGauss 1
Gauss 1
MG 3
CMG 2


---------------------------------------------------------------------
k. OPERATION 3 : MISSION 3 : Destroy Dropship (4k)
---------------------------------------------------------------------
Difficulty : Difficult (or very easy, depending on approach)
Mission type : Destroy

Briefing: We can take a strike at a Steiner Dropship. It is
crippled, but that doesn't mean it will not get its weapons online.
If it does activate its weapons, use range, mobility, and friendly
artillery to bring it down. If we win though, we will have a huge
advantage.
---------------------------------------------------------------------
Recommended 'Mechs, Weapons, and Settings:

Note:
Don't forget to strip the weapons off the 'Mechs you are not
utilizing. And any extra tonnage not being used should be added
to your 'Mech's armor.

Lance Commander : Ian Dresari
Catapult; HS (12), 61.99 (KPH);
CLRM20 (2), ER LL (2), LL (1);
REFLECT.

Lance Mates : Jules Gonzalez
Shadow Cat; LAMS, HS (1), 92.02 (KPH);
ER LL (1), ER MPL (3), ML (1), MRM10 (1),
CLRM10 (1), CLRM5 (1); REFLECT.

Casey Nolan
Hellspawn; AMS, HS (0), 82.01 (KPH);
SRM6 (1), CMG (2), ER MPL (2), ML (1),
LRM15 (1), CLRM10 (1); REFLECT.
---------------------------------------------------------------------
Walkthrough

Nav Points : None

Primary Objective : Find damaged Steiner Dropship.
Primary Objective : Destroy damaged Steiner Dropship.

FINDING THE DROPSHIP
---------------
This mission can be very easy or very hard, so pay attention. The
objectives are pretty vague, so the advice I give you is very
important. You don't know this yet, but the dropship is guarded. And
I mean guarded like there's no tomorrow. There are tanks, carriers,
heavy, advanced 'Mechs. Oh, yeah, almost forgot, there's also the
actual dropship weapons. Let's admit it, those weapons could kick
the crap out of your 'Mech if it powers up. Anyway...

THE CORRECT APPROACH
---------------
What we're going to do is attack the dropship from the rear where
it is less guarded. If you'd like, you can try to attack it from
the front. In exchange for the risk, you'll get much more salvage
parts. At this point we've salvaged so many materials from other
missions that it really shouldn't matter what we get in this
mission.

HEADING EAST
---------------
From your start position head east to the right-most map perimeter
boundary [Lance mates F4 > F3]. To see the boundaries, press
SHIFT + M to switch to the HUD mini-map. You'll see them in orange
and red and you can also see them on your radar (SHIFT + M to toggle
the map OFF). Be sure to head towards the bottom, eastern corner as
much as you can (I know, mountains suck). This'll avoid detection
by enemy patrols.

HEADING NORTH
---------------
When you reach the eastern area, turn and head north along the
eastern boundary. Stop when you reach 80% of the distance from
the southeast corner to the northeast corner. Turn and go west a
couple hundred meters, but don't leave the area. You'll start to
pick up some targets on radar and among them are a couple of APUs.
You know what that means. That's right, where there are APUs there
are dropships!

ATTACKING THE DROPSHIP
---------------
Cycle through the targets until you find the dropship. Now go
towards it, preferably stand atop a nearby hill or mountain, but
keep your distance. What we're trying to do here is get visual
confirmation. I recommend staying at least 800m to 900m away from
it. This is why we have the CLRMs. When you have visual confirmation
of the ship, unload your missles and lasers on it! You should have
barely enough ammunition to destroy it as long as you don't waste
any of it on other targets. While you're sitting there firing at the
ship, an Argus will return fire at you. Step back and forth to dodge
his fire but don't take your aim off of the ship. The Argus will, at
the most, damage you a bit. After the ship ignites, the mission ends,
and you still get TONS of stuff! Aren't you glad you listened to me?

You'll receive this typical salvage:

Name Amount
Mauler 1
---------------
MPL 2
SPL 3
LRM10 2
LRM15 2
LRM20 2
CLRM5 2
CLRM10 2
SRM2 2
SSRM2 [CSTRK2]2
SSRM4 [CSTRK4]2
SSRM6 [CSTRK6]1
NARC 1
AC5 1
LBX AC10 2
CLBX AC20 1
Gauss 1
LGauss 1
MG 2


---------------------------------------------------------------------
l. OPERATION 4 : MISSION 1 : Raid Base (4l)
---------------------------------------------------------------------
Difficulty : Difficult
Mission type : Raid (Escort and Destroy)

Briefing: We have the opportunity to raid a large Steiner base as
part of a combined arms action. Your job is to guard a convoy of
vehicles as they enter the base and loot the supply warehouses.
Beware of possible heavy enemy 'Mech forces. Watch for the heat
impact of the desert terrain.
---------------------------------------------------------------------
Recommended 'Mechs, Weapons, and Settings:

Note:
Don't forget to strip the weapons off the 'Mechs you are not
utilizing. And any extra tonnage not being used should be added
to your 'Mech's armor.

Lance Commander : Ian Dresari
Catapult; HS (12), 61.99 (KPH);
CLRM15 (1), CSTRK6 (2), ER LL (2), LL (1);
REFLECT.

Lance Mates : Jules Gonzalez
Shadow Cat; LAMS, HS (1), 92.02 (KPH);
ER LL (1), ER MPL (3), ML (1), MRM10 (1),
CLRM10 (1), CLRM5 (1); REFLECT.

Casey Nolan
Hellspawn; AMS, HS (0), 82.01 (KPH);
SRM6 (1), CMG (2), ER MPL (2), ML (1),
LRM15 (1), CLRM10 (1); REFLECT.
---------------------------------------------------------------------
Walkthrough

Nav Points : Alpha, Beta, Gamma, Delta, Epsilon

Primary Objective : Guard Convoy as they proceed to and loot the
first site (Nav Alpha).
Primary Objective : Guard Convoy as they proceed to and loot the
second site (Nav Beta).
Primary Objective : Cargo Tracks and Ian arrive at ectraction
point (Nav Epsilon).

ENTERING THE BASE
---------------
From mission start, head west along the road the convoy is taking.
A couple hundred meters in you'll see three Mobile Turrets. Take
them out [Lane mates F4 > F8]. Continue to Nav Alpha. As you
approach the base, multiple targets will move in to intercept you.
This is where the party begins.Your group of allied forces will
clash with their group of 'Mechs - like a tiny war it is.

On your left flank (to the south) there will be a Cougar and a
Shadow Cat. Don't worry about these two. You have allied units that
will help you fight those 'Mechs. On southwest, you have another
Cougar and another Shadow Cat, along with several SRM carriers and
smaller vehicles. Take out the smaller targets, and then battle
the two remaining 'Mechs as you move into the base. If your allies
need help, well uh, go ahead and help them.

Note:
For quick kills, lead the 'Mechs to the fuel tanks located on the
base. Let the splash damage do all the work for you. Ah, mmm,
splash...

Note:
It is critical that you take out the small SRM Carriers because they
will target your convoy more than the 'Mechs will.

DEFENDING AND REPAIRING
---------------
If the convoy exclaims they are under attack find them on your
radar and fight off any units on them. If you're not inside the
base yet, go there, towards the convoy's location. More 'Mechs
will approach, specifically from 240 degrees - a Chimera a
Bushwacker, and two Ravens. If you need to repair and / or reload,
use the 'Mech Repair Bay located at the center of the base. Keep
the 'Mechs occupied while the convoy moves on to the various Nav
Points.

MORE 'MECHS
---------------
After the cargo tracks loot the last Nav Point, FOUR (yes, more
fun!) more 'Mechs will approach from the East - two Hellspawn
'Mechs, a Uziel, and a Shadow Cat. Take the Shadow Cat and the
Hellspawn first, since they're weaker, and then the Uziel (the
Uziel will probably over-heat because of its PPC armament). Your
lance mate(s) may or may not lose their 'Mechs on this mission,
unless you instructed them to repair earlier, but that's okay. We
have plenty of 'Mechs in our inventory. After the enemy targets are
all wasted, head to Nav Epsilon and the mission will end.

You'll receive this typical salvage:

Name Amount
Chimera 1
Hellspawn 1
---------------
Flamer 2
ER LL 1
ER SL 1
LL 1
ML 2
SL 5
ER PPC 1
ER SPL 2
LPL 1
CFlamer 1
LRM5 2
LRM10 2
LRM15 2
LRM20 1
CLRM15 1
CLRM20 1
MRM20 1
MRM30 1
SRM2 4
SRM6 2
AC5 1
AC10 2
LBX AC10 2
LBX AC20 1
UAC2 1
UAC5 1
CUAC2 2
CUAC5 2
CGauss 1
LGauss 1
MG 4
CLMG 2


---------------------------------------------------------------------
m. OPERATION 4 : MISSION 2 : Defend Base (4m)
---------------------------------------------------------------------
Difficulty : Fairly Difficult
Mission type : Defend

Briefing: Steiner forces are on a major offensive. We need to
relieve forces at Nav Alpha and proceed to a large allied base at
Nav Beta. You can expect a fierce assault by enemy forces at both
locations. Again, watch the impact of the desert heat upon your
'Mechs.
---------------------------------------------------------------------
Recommended 'Mechs, Weapons, and Settings:

Note:
Don't forget to strip the weapons off the 'Mechs you are not
utilizing. And any extra tonnage not being used should be added
to your 'Mech's armor.

Lance Commander : Ian Dresari
Catapult; HS (15), 61.99 (KPH);
CSTRK6 (1), CSTRK6 (1)x2 ammo., ER LL (2),
LL (1); REFLECT.

Lance Mates : Jules Gonzalez
Uziel; AMS, HS (9), 83.02 (KPH);
PPC (1), ER PPC (1), CLRM10 (2); REFLECT.

Casey Nolan
Bushwacker; HS (3), 70.99 (KPH); CGauss (1),
LL (1), CLRM20 (1), CLRM10 (1); REFLECT.

Jen McQuarrie
Vulture; HS (10), 65.02 (KPH);
LL (2), CLRM10 (2), CLRM15 (1), CLRM5 (1);
REFLECT.
---------------------------------------------------------------------
Walkthrough

Nav Points : Alpha, Beta

Primary Objective : Go to Nav Alpha
Secondary Objective : Eliminate Guerrila 'Mechs
Primary Objective : Defend 'Mech hangars at base (Nav Beta).
Secondary Objective : Defend anti-aircraft guns.

DESTROYING THE GUERRILA 'MECHS
---------------
Head to Nav Alpha. At 2100m from Alpha, you'll pick up three
Peregrines on radar. [Lance mates F4 > F8]. Shoot 'em down and head
back towards Alpha. 1800m from Alpha you'll see a Shadow Cat on
radar - he is hiding behind a hill in front of you and will use his
jump jets to sporadically attack. Approach him and he'll move out of
his hiding spot and he'll run towards another hiding spot where
another Shadow Cat will be waiting to attack you. Follow them and
destroy them and head back towards the Nav point. At 1600m a Uziel
will pop up. He's hiding behind a hill also (what's with these
guys?). Destroy him and that should successfully complete the
Secondary Objective.

REPAIRING
---------------
At Nav Alpha you'll see a Mobile Field Base next to the allied
anti-aircraft guns that sit on the hill. Use it to repair your
'Mech. If you don't repair now you can repair after the upcoming
battle.

DEFENDING THE ANTI-AIRCRAFT GUNS
---------------
While you're at Alpha, a group of 'Mechs will appear on radar west
of your location - two Shadow Cats and five LRM launchers. Their
goal is to destroy the anti-aircraft guns on the hill. Destroy the
LRM launchers first since they provide the greatest threat with
their long-range capability. After taking a couple of their units,
the pack will retreat to Nav Beta where they'll attempt to destroy
the base located there. Don't follow them... yet. When they start
retreating, a group of enemy bombers coming from the northwest
will head towards Nav Alpha and Nav Beta. Shoot them out of the sky.

DEFENDING NAV BETA
---------------
Head to Nav Beta. You'll fight the remaining targets from Nav
Alpha, along with two Vultures and two Uziels. Destroy the stronger
'Mechs first and save the Uziels for last or destroy all four of
them by leading them to the fuel tank's located inside the base.
Cheapness, much?

You'll receive this typical salvage:

Name Amount
Mad Cat 1
Thanatos 1
---------------
PPC 1
ER MPL 1
MPL 2
LRM15 1
CLRM10 1
CLRM20 1
MRM10 2
SRM4 1
SSRM2 [CSTRK2]2
SSRM4 [CSTRK4]3
SSRM6 [CSTRK6]1
Flare 1
AC5 2
CLBX AC10 2
UAC2 1
UAC5 1
Gauss 1
LGauss 1
CMG 1


---------------------------------------------------------------------
n. OPERATION 4 : MISSION 3 : Capture (4n)
---------------------------------------------------------------------
Difficulty : Fairly Easy
Mission type : Capture / Destroy

Briefing: There are a number of barges laden with supplies being
moved through our operational area. Steiner will doubtlessly
be guarding these barges well, but civilians will be captaining
the barges. If you can destroy the escorts, they will surrender
giving us much needed supplies.
---------------------------------------------------------------------
Recommended 'Mechs, Weapons, and Settings:

Note:
Don't forget to strip the weapons off the 'Mechs you are not
utilizing. And any extra tonnage not being used should be added
to your 'Mech's armor.

Lance Commander : Ian Dresari
Catapult; HS (15), 61.99 (KPH);
CSTRK6 (1), CSTRK6 (1)x2 ammo., ER LL (2),
LL (1); REFLECT.

Lance Mates : Jules Gonzalez
Uziel; AMS, HS (9), 83.02 (KPH);
PPC (1), ER PPC (1), CLRM10 (2); REFLECT.

Casey Nolan
Bushwacker; HS (3), 70.99 (KPH); CGauss (1),
LL (1), CLRM20 (1), CLRM10 (1); REFLECT.

Jen McQuarrie
Vulture; HS (10), 65.02 (KPH);
LL (2), CLRM10 (2), CLRM15 (1), CLRM5 (1);
REFLECT.
---------------------------------------------------------------------
Walkthrough

Nav Points : Alpha

Primary Objective : Destroy all armed escorts around the barges.
Primary Objective : Capture (come within 100meters) four of
six barges.
Primary Objective : At least four barges must survive.
Secondary Objective : Capture (come within 100 meters of) all six
barges.

ATTACKING THE ESCORTS
---------------
Head forward up the river and towards the enemy targets [Lance mates
F4 > F3]. As you approach the barges, the escorts will intercept
you. You'll encounter ten Patrol Boats, two Argus and one Uziel
'Mech. Battle them while you continue down the river following the
barges. Be aware that splash damage from your battle WILL hurt the
barges. In any case, as long as four survive the mission will
succeed, so don't stop for too long or the barges may escape up the
river.

PEREGRINE REINFORCEMENTS
---------------
At about 3700m from Alpha, multiple Peregrines will come in from the
left side of the river. Take them out quickly. Finish off the rest
of the guards and follow the barges up the river. Smooth sailing
from here, my friend.

LOKI ESCORT
---------------
Ah, ha! But wait a second, just when you though it was safe here
comes a Loki 'Mech ready to kick your butt. But if you finished off
his escort buddies earlier this will be a battle he can not win.
He will be the last guard. Capture the barges by coming within 100m
of each one. If you were quick to take out the guards, you can
capture all six and receive an insane amount of cargo (we almost
have enough to start World War III). However, if the barges reach
the mouth of the river, you will have to fend of about ten Mobile
Turrets that sit on the banks of the river.

You'll receive this typical salvage:

Name Amount
Loki 1
---------------
Flamer 2
BL 1
ER LL 2
ER ML 2
LL 1
SL 4
ER PPC 2
ER SPL 2
LPL 2
SPL 2
CFlamer 2
LRM5 1
LRM10 2
CLRM5 2
CLRM10 2
CLRM20 1
MRM30 2
SRM2 2
SRM4 2
SSRM4 [CSTRK4]2
SSRM6 [CSTRK6]2
CNarc 1
AC5 3
AC10 1
LBX AC10 1
LBX Ac20 1
CLBX AC10 2
CLBX AC20 2
UAC5 2
CUAC5 3
LGauss 1
CMG 4


---------------------------------------------------------------------
o. OPERATION 4 : MISSION 4 : Destroy Factory (4o)
---------------------------------------------------------------------
Difficulty : Moderate
Mission type : Destroy

Briefing: The destruction of a key ammunitions factory may
cripple Steiner operations all over Kentares IV. We will try to
strike at and destroy this factory with the help of a local guide
in a swiftwind. Visibility is poor, so short-range weapons may be
preferable.
---------------------------------------------------------------------
Recommended 'Mechs, Weapons, and Settings:

Note:
Don't forget to strip the weapons off the 'Mechs you are not
utilizing. And any extra tonnage not being used should be added
to your 'Mech's armor.

Lance Commander : Ian Dresari
Mad Cat; HS (18), 70.02 (KPH);
CSTRK6 (2)x2 ammo., ER LL (2), LL (2);
REFLECT.

Lance Mates : Jules Gonzalez
Uziel; AMS, HS (9), 83.02 (KPH);
PPC (1), ER PPC (1), CLRM10 (2); REFLECT.

Casey Nolan
Bushwacker; HS (3), 70.99 (KPH); CGauss (1),
LL (1), CLRM20 (1), CLRM10 (1); REFLECT.

Jen McQuarrie
Vulture; HS (10), 65.02 (KPH);
LL (2), CLRM10 (2), CLRM15 (1), CLRM5 (1);
REFLECT.
---------------------------------------------------------------------
Walkthrough

Nav Points : Delta, Alpha, Beta, Gamma

Primary Objective : Destroy first munitions plant.
Primary Objective : Destroy second munitions plant.
Primary Objective : Destroy third munitions plant.
Secondary Objective : Link up with local guide.

LOCATING THE GUIDE
---------------
Our first duty is to find the local guide that will help us around
this foggy facility. Head to Nav Delta, or East. A few hundred
meters in you'll start to pick up enemy targets on radar, mostly
Bulldogs and Vedettes. In this mission you'll have to get in very
close to the targets because the fog makes it difficult to target
from far away. Go to Delta and you'll talk to the guide there. She
is in a tiny Swiftwind car. You can kill her and the mission will
continue, but you'll have to find the factories yourself. This is
obviously not recommended. Locate her on your radar and follow her.

FINDING THE FIRST MUNITIONS PLANT
---------------
On your way you'll encounter some smaller targets - seven Bulldogs
and two Shadow Cats [Lance mates F4 > F8]. Destroy them and find the
guide again. If the guide survived, a new point will appear on your
HUD - Nav Alpha. That's the first plant. If you need to repair,
there are repair bays directly west of the plant. Repair before you
destroy the plant so the guide won't leave the area. After repairing,
target the plant (it's labeled "Munitions Plant 1" on your HUD) and
destroy it. Follow the guide again.

FINDING THE SECOND MUNITIONS PLANT
---------------
The second plant is at Nav Beta. Destroy it. Nearby will be a Nova
Cat, a Hellspawn and four Guard Towers. Battle them and move on.
The next plant will be at Nav Gamma. There are repair bays spread
out within the base, so repair if necessary.

FINDING THE THIRD MUNITIONS PLANT
---------------
Nav Gamma will be protected by two Bulldogs, a Hellspawn, four Guard
Towers and an Awesome 'Mech. Blow them away, kill the plant. Mission
success.

You'll receive this typical salvage:

Name Amount
Awesome 1
Nova Cat 1
---------------
ER SL 2
PPC 1
ER MPL 1
LRM10 1
LRM15 1
LRM20 1
CLRM5 1
CLRM15 1
MRM10 2
SRM4 2
SRM6 2
SSRM2 [CTRK2]2
AC10 1
CLBX AC20 1
UAC2 1
CUAC2 1
CGauss 1
MG 2


---------------------------------------------------------------------
p. OPERATION 4 : MISSION 5 : Capture Prisoner Convoy (4p)
---------------------------------------------------------------------
Difficulty : Moderate
Mission type : Capture / Destroy

Briefing: A group of your father's veteran Mechwarriors is being
moved to a prisoner camp for possible execution. We have helicopter
assets standing by for a rescue attempt. We will strike at the
convoy, destroy its escorts, and then move the convoy to an LZ
for extraction.
---------------------------------------------------------------------
Recommended 'Mechs, Weapons, and Settings:

Note:
Don't forget to strip the weapons off the 'Mechs you are not
utilizing. And any extra tonnage not being used should be added
to your 'Mech's armor.

Lance Commander : Ian Dresari
Mad Cat; HS (18), 70.02 (KPH);
CSTRK6 (2)x2 ammo., ER LL (2), LL (2);
REFLECT.

Lance Mates : Jules Gonzalez
Uziel; AMS, HS (9), 83.02 (KPH);
PPC (1), ER PPC (1), CLRM10 (2); REFLECT.

Casey Nolan
Bushwacker; HS (3), 70.99 (KPH); CGauss (1),
LL (1), CLRM20 (1), CLRM10 (1); REFLECT.

Jen McQuarrie
Vulture; HS (10), 65.02 (KPH);
LL (2), CLRM10 (2), CLRM15 (1), CLRM5 (1);
REFLECT.
---------------------------------------------------------------------
Walkthrough

Nav Points : Alpha, Delta, Zeta, Gamma, Epsilon

Primary Objective : Destroy Air Defense Radar and Tower at Nav
Zeta.
Primary Objective : Destroy convoy escort.
Secondary Objective : Destroy Targets of Opportunity.
Primary Objective : Escort buses to L.Z. (Nav Delta).

DESTROYING COMMUNICATIONS AT NAV ZETA
---------------
Move out to Nav Zeta [Lance mates F4 > F8]. At Nav Zeta destroy
the Radar dish and the Control Tower, along with the Uziel that
will pick up your signal. Now go to Nav Alpha to find the
convoy.

CAPTURING THE CONVOY
---------------
The convy will pass Nav Alpha. The escorts will be two Cougars and
approx. four bulldogs. Take them out but don't let the splash
ring from the explosions damage the convoy. Avoid hitting the
fuel tanks and the fuel trucks that are in the area. After
capturing the convoy, go to Nav Delta. While on your way, a Vulture
will try to intercept the convoy from the West. Destroy it and
head back towards the convoy.

DEFENDING THE CONVOY
---------------
At Nav Delta you'll meet up with four allied Peregrines waiting
to pick up the passengers on the convoy. While they're doing so,
enemy 'Mechs will come in from the East - two Uziels. Intercept
them before they target the convoy with those darn PPCs. It takes
only one shot from a 'Mech arsenal to destroy a convoy bus. Once
they're dead the mission will end.

You'll receive this typical salvage:

Name Amount
ER LL 1
LL 1
ER MPL 2
ER SPL 2
LPL 1
CFlamer 1
LRM5 2
CLRM10 1
CLRM20 1
SRM2 2
SSRM4 [CSTRK4]1
SSRM6 [CSTRK6]1
Narc 1
AC10 1
LBX AC10 1
UAC5 2
CUAC5 1
Gauss 1
CMG 2


---------------------------------------------------------------------
q. OPERATION 4 : MISSION 6 : Liberate Prisoner Camp (4q)
---------------------------------------------------------------------
Difficulty : Very Difficult
Mission type : Destroy

Briefing: We have obtained reliable information regarding the
location of the Steiner prisoner camp. Resistance will be strong,
we need to strike at this camp and liberate the prisoners. Be
prepared for fierce fighting involving the largest 'Mechs you have
seen to this point.
---------------------------------------------------------------------
Recommended 'Mechs, Weapons, and Settings:

Note:
Don't forget to strip the weapons off the 'Mechs you are not
utilizing. And any extra tonnage not being used should be added
to your 'Mech's armor.

Lance Commander : Ian Dresari
Mad Cat; HS (18), 70.02 (KPH);
CSTRK6 (2)x2 ammo., ER LL (2), LL (2);
REFLECT.

Lance Mates : Jules Gonzalez
Uziel; AMS, HS (9), 83.02 (KPH);
PPC (1), ER PPC (1), CLRM10 (2); REFLECT.

Casey Nolan
Bushwacker; HS (3), 70.99 (KPH); CGauss (1),
LL (1), CLRM20 (1), CLRM10 (1); REFLECT.

Jen McQuarrie
Vulture; HS (10), 65.02 (KPH);
LL (2), CLRM10 (2), CLRM15 (1), CLRM5 (1);
REFLECT.
---------------------------------------------------------------------
Walkthrough

Nav Points : Alpha, Delta

Primary Objective : Link up with allied units.
Primary Objective : Destroy all 'Mechs defending base.
Primary Objective : Destroy both guard towers around first
prisoner compound.
Primary Objective : Destroy both guard towers around second
prisoner compound.
Primary Objective : Destroy both guard towers around third
prisoner compound.
Primary Objective : Destroy both guard towers around fourth
prisoner compound.
Primary Objective : Take out James Kulin and his lance mates.

LINKING UP WITH ALLIED UNITS
---------------
Start by accelerating to Nav Delta [Lance mates F4 > F8]. At about
3200m in, your radar will pick up two Cougar 'Mechs. On their left,
and on your right side, three Peregrines will come in as well.
Protecting the 'Mechs are several Mobile Turrets. You can take care
of the Peregrines while your lance mates can take care of the 'Mechs.
Return to help your mates if necessary. Now head to Nav Delta.

Note: In this walkthrough, the base I'm refering to is located
on the west side of the map. The rear of the base is located
on the west and the front is on the east. I will be constantly
making references to the rear, front, west, and east.

INFILTRATING THE BASE
---------------
You'll meet up with allied units at Nav Delta. Now we can either
infiltrate the western base at Nav Alpha, which is the front door,
or go around from the back. Going around back is conducive to your
survival, so we'll try that approach. Head back south to where you
first started the mission. Then head west to the west-most map
boundaries. Finally, from there, head north towards the base's rear.
You may or may not encounter Peregrine patrols on your way. Just
shoot them down if you do, but don't worry about them if they
fly away.

BASE BACK DOOR
---------------
If you went completely west, and then north, the first unit your
radar should pick up is an LRM Carrier. Head towards it to
uncover more units. Destroy each 'Mech or 'Mechs as soon as you
come in contact with them to prevent them from gathering
together and out-numbering you. Below is a list of enemy units
you'll encounter and their initial locations. Prepare to fight
them in either small groups or all together at once.

From Front base area : Uziel (2), Vulture (2), Catapult (1)
From Rear base area : Vulture (1), LRM Carrier (2)
From South base area : SRM Carriers (1), Bulldog (2), Uziel (1)
From North base area : Catapult (2)
From Mid base area : Uziel (2)

DISABLING THE LASER TURRETS
---------------
Inside the base are more than a dozen turrets. Don't bother
destroying them - it's a waste of ammunition. If you stand at the
rear tip of the base and head east, you'll see a turret control
tower. Destroy it and that'll disable half of the turrets inside
the base, which are the ones currently closest to you.

REPAIRING
---------------
Use the Mobile Field Base located in the rear if you or your lance
mates need to repair. Lance mates must be ordered to repair
individually since there's only one repair area and they're too
stupid to know that. [F1 > F9, or F2 > F9, or F3 > F9].

FINDING THE THIRD COMPOUND
---------------
West of the repair bay, is the third (it's the third one but the
first one to be liberated) prisoner compound. Destroy the two Guard
Towers next to it to complete one of the objectives.

FINDING THE SECOND COMPOUND
---------------
From the third compound, head east to find another guard tower.
Destroy it to allow rescue of the second compound.

FINDING THE FOURTH COMPOUND
---------------
From the second compound, head northeast to see two more guard
towers. Destroy them to release the fourth compound.

FINDING THE FIRST COMPOUND
---------------
From there, head northwest to find the other Turret Control Tower
and the last two guard towers to release the final compound. There
are also two Catapults that were hanging out at the front of the
base. You'll need to destroy them so Kulin will approach the area.

BOSS BATTLE 1: JAMES KULIN AND LANCE MATES
---------------
After you destroy all remaining 'Mechs and targets, you'll receive
a transmission from James Kulin, one of the cretins who helped
destroy your family. His pack will come in from the west. It'll
consist of James Kulin in a Mad Cat and three Vultures. Let them come
towards you inside the base. The buildings and the rest of the junk
in the base can provide some cover against the Vulture's long-range
attacks. Take out the Vultures first, since they have the strongest
firepower. Then destroy James, who has a short-range equipped 'Mech,
and the mission will end.

You'll receive this typical salvage:

Name Amount
Thor 1
Uziel 1
Vulture 1
---------------
Flamer 1
LL 1
ML 2
ER LPL 1
ER MPL 1
LPL 2
SPL 1
LRM10 1
CLRM5 1
CLRM15 1
MRM10 1
MRM20 1
SRM4 2
SRM6 2
SSRM2 [CSTRK2]2
Flare 1
AC5 1
AC10 1
LBX AC20 1
CLBX AC10 2
UAC5 1
CUAC2 2
CGauss 1
Gauss 1
TOM 1


---------------------------------------------------------------------
r. OPERATION 5 : MISSION 1 : Destroy Bombers (4r)
---------------------------------------------------------------------
Difficulty : Fairly Easy
Mission type : Destroy

Briefing: Steiner air assets based in a hidden base somewhere in the
swamp land to the south of Vale male be used as a weapon of
terrorism. We cannot let them threaten the local populace any
longer. Destroy the bombers and the control tower to end this
threat to all non-combatants in the area.
---------------------------------------------------------------------
Recommended 'Mechs, Weapons, and Settings:

Note:
Don't forget to strip the weapons off the 'Mechs you are not
utilizing. And any extra tonnage not being used should be added
to your 'Mech's armor.

Lance Commander : Ian Dresari
Mad Cat; HS (20), 70.02 (KPH);
CSTRK6 (2), ER LL (2), LL (2);
REFLECT.

Lance Mates : Jules Gonzalez
Uziel; AMS, HS (9), 83.02 (KPH);
PPC (1), ER PPC (1), CLRM10 (2); REFLECT.

Casey Nolan
Bushwacker; HS (3), 70.99 (KPH); CGauss (1),
LL (1), CLRM20 (1), CLRM10 (1); REFLECT.

Jen McQuarrie
Vulture; HS (10), 65.02 (KPH);
LL (2), CLRM10 (2), CLRM15 (1), CLRM5 (1);
REFLECT.
---------------------------------------------------------------------
Walkthrough

Nav Points : None

Primary Objective : Destroy all eight Shilone bombers.
Primary Objective : Destroy the air combat tower.
Primary Objective : Destroy all 'Mechs defending base.

FINDING THE BOMBERS
---------------
There are no active objectives right now, so just head northeast.
[Lance mates F4 > F3]. The first target you'll pick up is a Missle
Turret above water. Destroy it and move towards it to take out
the incoming Peregrine, then head back northeast and then east.
You'll see some Condors and maybe some Peregrines. These are easy
targets [Lance mates F4 > F8].

HEAD EAST
---------------
Keep heading east until you pick up a Nova Cat. Take it out and then
head northwest towards the air base. You'll see two Shadow Cat, one
in the front and one in the rear (north) area of the base, a few
more Condors and a couple of Peregrines. Destroy them all as soon as
possible.

ACTIVATING THE OBJECTIVES
---------------
Once you set foot on base, they will alert all pilots to their
stations and your objectives will activate:

Primary Objective : Destroy all right Shilone bombers.
Primary Objective : Destroy the air combat tower.
Primary Objective : Destroy all 'Mechs defending base.

ATTACKING THE BOMBERS
---------------
Head north, where you'll find the bombers still grounded. Some will
be located next to the Hangars located on your left and right.
Incinerate them before they take off. Some may lift and circle the
base, and if they do, just shoot them down. A Vulture will approach
from the north. Kill him, too.

FINDING THE CONTROL TOWER
---------------
The control tower, natrually, is located at the center of the base.
Destroy it to end the mission.

You'll receive this typical salvage:

Name Amount
Mauler 1
Vulture 1
---------------
Flamer 1
LL 1
ML 2
ER PPC 1
PPC 1
ER LPL 1
ER MPL 1
ER SPL 2
LPL 1
SPL 1
LRM5 1
LRM15 1
LRM20 2
CLRM10 1
CLRM15 1
CLRM20 1
MRM30 1
SRM2 1
SSRM2 [CSTRK2]2
SSRM6 [CSTRK6]1
AC5 1
AC10 1
CLBX AC10 1
CLBX AC20 1
CUAC5 1
CGauss 1
LGauss 1
MG 2
CMG 2


---------------------------------------------------------------------
s. OPERATION 5 : MISSION 2 : Destroy Patrols (4s)
---------------------------------------------------------------------
Difficulty : Moderate
Mission type : Destroy

Briefing: We need to split up to cover all threats to the civilian
populace. Your job will be to sweep through the swamp and eliminate
all enemy patrols. You can expect mostly Hovercraft, but do not
underestimate Steiner.
---------------------------------------------------------------------
Recommended 'Mechs, Weapons, and Settings:

Note:
Don't forget to strip the weapons off the 'Mechs you are not
utilizing. And any extra tonnage not being used should be added
to your 'Mech's armor.

Lance Commander : Ian Dresari
Mad Cat; HS (20), 70.02 (KPH);
CSTRK6 (2), ER LL (2), LL (2);
REFLECT.

Lance Mates : Lance mates not allowed on this mission.
---------------------------------------------------------------------
Walkthrough

Nav Points : Alpha, Beta, Gamma, Delta

Primary Objective : Destroy hovercraft patrol Alpha.
Primary Objective : Destroy hovercraft patrol Beta.
Primary Objective : Destroy hovercraft patrol Gamma.
Primary Objective : Destroy hovercraft patrol Delta.

SCOUT AND DESTROY ALL NAV POINTS
---------------
The first half of this mission is simple. Go to each Nav point, in
no specfic order, and destroy the small patrol vehciles there. They
are mostly Condors and Harassers. I recommend going Alpha, Beta,
Gamma, and then Delta as the objectives clearly list.

BOSS BATTLE 2: DUNCAN BURKE
---------------
After you clear the last Nav point, whatever it may be, Duncan
Burke will send you a communication. Of course, you'll have to
battle him. Just keep walking around until you see him on your
radar - he's in a Thor 'Mech. He's equipped with two PPCs and some
CSTRK missles. His 'Mech is quick, but not very strong. Destroying
him will complete the mission.

You'll receive this typical salvage:

Name Amount
ER ML 2
ER SL 1
SL 1
ER LPL 1
MPL 2
CFlamer 1
LRM10 1
CLRM5 1
CLRM10 1
MRM10 1
SRM2 2
SRM6 1
SSRM2 [CSTRK2]2
SSRM6 [CSTRK6]1
LBX AC10 1
UAC5 1
CUAC2 1
CUAC5 1
MG 4


---------------------------------------------------------------------
t. OPERATION 5 : MISSION 3 : Defend Exodus (4t)
---------------------------------------------------------------------
Difficulty : Fairly Difficult
Mission type : Destroy

Briefing: The city of Vale is endangered, in spite of our best
efforts. We have been evacuating civilians, but time is short. Two
civilian ships remain at the docks still taking on civilians. We
need to buy these ships as much time as possible and guard them
as they attempt to get out to sea.
---------------------------------------------------------------------
Recommended 'Mechs, Weapons, and Settings:

Note:
Don't forget to strip the weapons off the 'Mechs you are not
utilizing. And any extra tonnage not being used should be added
to your 'Mech's armor.

Lance Commander : Ian Dresari
Mad Cat; HS (20), 70.02 (KPH);
CSTRK6 (2), ER LL (2), LL (2);
REFLECT.

Lance Mates : Jules Gonzalez
Uziel; AMS, HS (9), 83.02 (KPH);
PPC (1), ER PPC (1), CLRM10 (2); REFLECT.

Terra Risner
Bushwacker; HS (3), 70.99 (KPH); CGauss (1),
LL (1), CLRM20 (1), CLRM10 (1); REFLECT.

Jen McQuarrie
Vulture; HS (10), 65.02 (KPH);
LL (2), CLRM10 (2), CLRM15 (1), CLRM5 (1);
REFLECT.
---------------------------------------------------------------------
Walkthrough

Nav Points : Alpha, Beta, Gamma

Secondary Objective : Destroy all hostile units in immediate area.
Primary Objective : Protect the refugee ships until they can reach
open water.

NAV ALPHA
---------------
Head north, where you'll see five Bulldogs [Lance mates F4 > F8].
Destroy them and then head left, towards a Nova Cat. Several
Nightshade jet-fighters will also lock on to your position from
the east. Destroy them as well and go to Nav Alpha, then from there
go north again. You'll see an Awesome 'Mech. Take it down. Another
Awesome and a Nova Cat will follow. Go to Nav Beta afterwards.

DEFENDING NAV BETA
---------------
Southeast of Beta, six Patrol Boats will approach the civilian
ships. Destroy them before they reach the dock. This is when you'll
receive a transmission regarding two large frigates approaching
your area.

BOSS BATTLE 3: THUNDERCHILD AND INDOMITABLE
---------------
These ships are huge and they are equipped with some of the
strongest weapons in the game - LRM20 and Long Toms. They will
mostly be targeting the civilian ships, but they will occasionally
fire at you and your lance mates.

Since they have long-range weaponry, stay close to them and
destroy them as quickly as possible. These ships have almost perfect
accuracy. If you hear the missle lock-on alert on your 'Mech,
swivel your torso left or right so the LRMs and the TOMs hit your
arms or legs. It's better to lose an arm or leg instead of your
entire torso.

ESCORTING THE CIVILIANS
---------------
After they're done for, escort the civilian ships to Nav Gamma.

You'll receive this typical salvage:

Name Amount
BL 1
ER SL 1
ML 1
ER LPL 1
ER MPL 1
ER MPL 2
LPL 1
MPL 2
LRM5 1
CLRM5 1
CLRM15 1
CLRM20 1
MRM10 1
SRM4 2
SSRM4 [CSTRK4]2
TBolt 1
AC5 1
AC10 1
LBX AC20 1
CLBX AC10 1
CLBX AC20 1
UAC5 1
CUAC5 1
Gauss 1


---------------------------------------------------------------------
u. OPERATION 6 : MISSION 1 : Reconnaisance In Force (4u)
---------------------------------------------------------------------
Difficulty : Very Difficult
Mission type : Destroy

Briefing: We are entering a thick, urban environment to deal the
final blow to Steiner. We need to scout and destroy any Steiner
units that we uncover. Urban fighting is often close range and
brutal. Staying aware of your surroundings will increase the chance
of survival.
---------------------------------------------------------------------
Recommended 'Mechs, Weapons, and Settings:

Note:
Don't forget to strip the weapons off the 'Mechs you are not
utilizing. And any extra tonnage not being used should be added
to your 'Mech's armor.

Lance Commander : Ian Dresari
Mauler; HS (0), 65.02 (KPH);
CSTRK6 (2)x2 ammo., CSTRK2 (2); REFLECT.

Lance Mates : Jules Gonzalez
Loki; HS (13), 76.00 (KPH); PPC (1),
ER LL (1), CLRM10 (1), CLRM20 (1); REFLECT.

Terra Risner
Mauler; HS (10), 60.01 (KPH); CLRM20 (2),
ER LL (2), CLBX AC10 (2); REFLECT.

Jen McQuarrie
Awesome; AMS, HS (14), 65.02 (KPH);
ER PPC (1), ER PPC (2), CLRM20 (1); REFLECT.
---------------------------------------------------------------------
Walkthrough

Nav Points : Alpha, Beta, Gamma, Delta, Epsilon

Primary Objective : Destroy all enemy units at Nav Alpha.
Primary Objective : Destroy all enemy units at Nav Beta.
Primary Objective : Destroy all enemy units at Nav Gamma.
Primary Objective : Destroy all enemy units at Nav Delta.
Primary Objective : Destroy all enemy units at Nav Epsilon.

In this mission you will be going from point to point clearing each
area of any hostile 'Mechs and / or vehicles. You have to fight
extremely strong 'Mechs on this mission, and there is no where to
repair. Use your surroundings and other battle tactics (shoot and
hide, or whatever) to save up as much health as possible. You'll
need it for the final Nav point.

NAV GAMMA
---------------
First of all, disregard the arranged order of the mission
objectives. Instead of going to Alpha first, go to Nav Gamma [Lance
mates F4 > F3]. At Nav Gamma you'll fight two Bulldogs and two Argus
'Mechs [Lance mates F4 > F8]. Three Mobile Turrets are also located
here, but you can disable them by shooting the Mobile Turret Control
vehicle located in the center of them. There is also a Mad Cat, which
will be shutdown during the early part of the mission. If you're
quick enough to destroy the already active units, you can get to the
Mad Cat and pound away before it even has a chance to hit the on switch.

NAV ALPHA
---------------
Afterwards, go to Nav Alpha (don't forget to command your lance
mates). At this Nav you'll fight an Awesome and a Mad Cat. You'll
also see more Mobile Turrets, but you can disable them by destroying
the Mobile Turret Control located in the center.

NAV BETA
---------------
Next is Nav Beta. Three bulldogs, three SRM Carriers, and an Atlas
are stationed at Beta. Destroy the vehicles first and then the
Atlas, then go to Nav Delta.

- Speacial Note! -----------
531m from Beta, on the southeast part of the map, you can see the
FASA Interactive headquarters building. It is a one story
building located at the corner of an intersection. If you don't
know yet, FASA Interactive is one of the companies responsible
for the creation of MechWarrior 4. For some reason, they decided
to plant their building in the middle of a 'Mech warzone. Oh
well.

NAV DELTA
---------------
Two Awesome and three Bulldog wait for you at Nav Delta. To
destroy each 'Mech faster, have all your lance mates fire at one
'Mech and then the other [F4 > F1 (attack highlighted target on your
radar)].

NAV EPSILON
---------------
Lastly, go to Nav Epsilon, which is the most difficult of all
these mini-battles. There will be over five smaller vehicle targets
there plus Mobile Turrets and two Atlas 'Mechs. The Atlas is one the
strongest 'Mechs in the game. Target one of the Atlas 'Mechs and
instruct your lance mates to attack it [F4 > F1] while you take
care of the smaller, more annoying targets. If possible, attack from
behind your lance mates and use them as shields. The mission will
end if you lose your 'Mech. If one of your lance mates loses his
'Mech, it is easily replacable.

If you win you'll get a spiffy Atlas. You're king with this ugly,
yet powerful 'Mech.

You'll receive this typical salvage:

Name Amount
Atlas 1


---------------------------------------------------------------------
v. OPERATION 6 : MISSION 2 : Rescue Pilots (4v)
---------------------------------------------------------------------
Difficulty : Difficult
Mission type : Rescue

Briefing: There are friendly 'Mech pilots stranded behind enemy
lines. Proceed through the Nav Points to locate their position. They
will reveal their position with flares. A helicoptor with proceed
to your location for air evacuation.
---------------------------------------------------------------------
Recommended 'Mechs, Weapons, and Settings:

Note:
Don't forget to strip the weapons off the 'Mechs you are not
utilizing. And any extra tonnage not being used should be added
to your 'Mech's armor.

Lance Commander : Ian Dresari
Mauler; HS (0), 65.02 (KPH);
CSTRK6 (2)x2 ammo., CSTRK2 (2); REFLECT.

Lance Mates : Lance mates are unavailable on this mission.
---------------------------------------------------------------------
Walkthrough

Nav Points : Alpha, Beta, Gamma, Delta, Epsilon

Primary Objective : Defend rescue chopper.
Primary Objective : Find the parking garage holding the downed
pilots.

This is another mission that requires you to go from Nav point to
Nav point. You'll be searching for some pilots. They are located
at one of five parking garages, from Alpha to Epsilon.

RANDOM SEARCH
---------------
Since the location of the pilots is completely random each time you
play this mission, it will be hard for me to provide a detailed
walkthrough. I can, however, give you some of the usual good ol'
advice.

AVOIDING DETECTION
---------------
First of all, switch to passive sensors. Scout each Nav Point,
preferrably starting with Alpha. Since the pilot's locations are
random each time you play this mission, it doesn't matter what
pattern you follow.

Secondly, try to avoid all enemy 'Mechs until you find the pilots.
You'll have a better chance of protecting the rescue teams if you're
in a fresh, undamaged 'Mech. If enemy 'Mechs happen to find you and
attack you, go ahead and battle them. There's a good chance you'll
have to fight them anyway during the rescue attempt. You'll have to
keep an eye out for 'Mechs due to your lack of radar. A good way to
spot them is by looking for their search light. This mission is
a night mission. Appropriately, 'Mechs will have their search
lights enabled.

DEFENDING THE PILOTS
---------------
You'll know you have found the pilots when a communication breaks
in informing you of their flares. The flares will attract almost
every 'Mech in the area, which include several Cougars, several
Shadow Cats, and a couple of Thors. You can count fighting at least
six 'Mechs on your own. Retreat if you your 'Mech hits critical
status. The enemy units will follow you, drawing attention away from
the rescue chopper. Let them follow you until the rescue team leaves
the area.

You'll receive this typical salvage:

Name Amount
ER ML 2
LL 1
ER LPL 1
LPL 1
LRM5 1
CLRM5 1
CLRM15 1
MRM20 1
MRM40 1
SRM4 2
SSRM2 [CSTRK2]2
SSRM6 [CSTRK6]1
CNarc 1
AC5 1
AC10 1
LBX AC10 1
LBX AC20 1
CLBX AC10 1
CUAC2 1
CUAC5 1
Gauss 1
LGauss 1
MG 2
CMG 2


---------------------------------------------------------------------
w. OPERATION 6 : MISSION 3 : Destroy Base (4w)
---------------------------------------------------------------------
Difficulty : Difficult
Mission type : Destroy

Briefing: We have located a Steiner base at the site of the local
university. We may be able to get valuable intelligence from the
base. 'Mech forces may be light, but reports state that static
defenses are heavy. There is a generator you can destroy to deprive
these static weapons of power.
---------------------------------------------------------------------
Recommended 'Mechs, Weapons, and Settings:

Note:
Don't forget to strip the weapons off the 'Mechs you are not
utilizing. And any extra tonnage not being used should be added
to your 'Mech's armor.

Lance Commander : Ian Dresari
Mauler; HS (0), 65.02 (KPH);
CLBX AC20 (2)x4 ammo., CSTRK6 (2)x2 ammo.,
CSTRK2 (2); REFLECT.

Lance Mates : Jules Gonzalez
Loki; HS (13), 76.00 (KPH); PPC (1),
ER LL (1), CLRM10 (1), CLRM20 (1); REFLECT.

Terra Risner
Mauler; HS (10), 60.01 (KPH); CLRM20 (2),
ER LL (2), CLBX AC10 (2); REFLECT.

Jen McQuarrie
Awesome; AMS, HS (14), 65.02 (KPH);
ER PPC (1), ER PPC (2), CLRM20 (1); REFLECT.
---------------------------------------------------------------------
Walkthrough

Nav Points : Alpha, Beta, Gamma

Primary Objective : Destroy Communications Center at Nav Gamma.
Primary Objective : Destroy All Units Defending Local University
at Nav Alpha.
Secondary Objective : Destroy Turret Power Generator at Nav Beta.

DESTROYING THE COMMUNICATIONS CENTER
---------------
Head to Nav Beta first [Lance matse F4 > F3]. On the way you might
see a Vulture nearby. Nav Beta is far from the mission start, so
go ahead and destroy the Vulture [Lance mates F4 > F8] and then head
back towards the Nav.

At Nav Beta you'll have to fight off a Uziel, a Vulture, and a
Bulldog, along with several Laser Turrets that really pose no threat
at all. Destroy the 'Mechs and the Bulldog first and then take out
the two large generators that located right at Nav Beta. Now go
to Nav Gamma to destroy the Communications Center there.

REPAIRING
---------------
Nav Gamma is protected by a Mad Cat Mk.II. Even though this is a
secondary objective, we came here for that 'Mech. It's one of the
strongest in the game. Destroy it to salvage it and then take out the
Communications Center nearby. There is a Mobile Field Base here, so
use it to repair and reload if you have to. Now it's time to go to
Nav Alpha.

AT THE UNIVERSITY
---------------
At Nav Alpha you'll battle two Uziel, two Vulture, and three Bulldog.
We disabled the Laser Turrets earlier, so you don't need to worry
about them. In fact, they won't even register on your radar.

You'll receive this typical salvage:

Name Amount
Mad Cat Mk.II 1
---------------
Flamer 1
ER LL 1
ER ML 2
LL 1
ML 1
ER PPC 1
PPC 1
ER MPL 1
LPL 1
MPL 2
CFlamer 1
LRM10 1
CLRM5 1
CLRM20 1
SRM2 1
SRM6 1
SSRM4 [CSTRK4]1
SSRM6 [CSTRK6]1
TBolt 1
AC5 1
AC10 2
LBX AC10 2
UAC2 1
UAC5 1
CUAC2 1
CGauss 1


---------------------------------------------------------------------
MISSION SPLIT NOTE
---------------------------------------------------------------------
In the next sequence of the game you can choose from one of two
missions, but not both. The first mission involves rescuing your
sister, which is rated at a difficult difficulty. The other mission
involves capturing some supplies and destroying one of the main
bosses in the game, which is rated very difficult. Each mission
yields its rewards, but obviously, one is harder than the other.
It's up to you which one you choose. I will be reviewing both of
them below. The first mission walkthrough is for resucing your
sister (labeled x. OPERATION...) and the second is for capturing the
supplies (labeled y. OPERATION...). Enjoy.


---------------------------------------------------------------------
x. OPERATION 6 : MISSION 4 : Rescue Sister (4x)
---------------------------------------------------------------------
Difficulty : Difficult
Mission type : Rescue

Briefing: The unit your sister was leading has been overrun. Enter
the combat area and search for her location. You must hurry. If
Steiner knows your sister is out there, they will not hesitate to
fire upon her.
---------------------------------------------------------------------
Recommended 'Mechs, Weapons, and Settings:

Note:
Don't forget to strip the weapons off the 'Mechs you are not
utilizing. And any extra tonnage not being used should be added
to your 'Mech's armor.

Lance Commander : Ian Dresari
Mad Cat MK.II; HS (0), 63.00 (KPH);
CSTRK6 (4)x2 ammo., CLBX AC20 (2)x4 ammo.;
REFLECT.

Lance Mates : Jules Gonzalez
Loki; HS (13), 76.00 (KPH); PPC (1),
ER LL (1), CLRM10 (1), CLRM20 (1); REFLECT.

Terra Risner
Mauler; HS (10), 60.01 (KPH); CLRM20 (2),
ER LL (2), CLBX AC10 (2); REFLECT.

Jen McQuarrie
Awesome; AMS, HS (14), 65.02 (KPH);
ER PPC (1), ER PPC (2), CLRM20 (1); REFLECT.
---------------------------------------------------------------------
Walkthrough

Nav Points : Alpha, Beta, Zeta

Primary Objective : Locate your sister.
Primary Objective : Escort your sister to safety (Nav Zeta).

DAMON SQUIRE
---------------
You'll be dropped off close to Nav Alpha, next to some enemy units.
There are two Nova Cat and five Bulldog tanks. Destroy the smaller
units first and then take care of the 'Mechs [Lance mates F4 > F8].
An uncontrollable ally will also accompany you. His name is Damon
Squire and he will follow you in a Mad Cat 'Mech.

FINDING YOUR SISTER
---------------
Next, go north and then west until you run into another pack of
units. We're trying to find your sister. We have no idea where she
is at this point, so obviously it would do plenty good to search.
The second pack will have the same units as the first - two Nova
Cat and five Bulldog. Easy.

ESCORTING YOUR SISTER
---------------
Now head west again until you find two Awesome 'Mechs and two
Bulldogs. After, go to Nav Beta, where you'll find your sister in
a small vehicle. Escort her to Nav Zeta to end the mission.
Ah, but wait! On your way to Zeta you'll notice that four
Mad Cat Mk.II await your presence! They're there to see that you
and your sister are mince meat. Steer ahead of your sister's
vehicle and towards the 'Mechs. Two of them are coming from the
south and the rest are from the north. If you're quick enough you
can fight them in groups of two.

You'll receive this typical salvage:

Name Amount
Mad Cat 1
Nova Cat 1
---------------
ER SL 2
SL 1
ER LPL 1
LPL 1
SPL 1
CFlamer 1
CLRM10 1
CLRM15 1
SRM2 1
SSRM2 [CSTRK2]2
SSRM4 [CSTRK4]1
Narc 1
AC5 1
LBX AC10 1
CLBX AC10 1
CLBX AC20 1
UAC2 1


---------------------------------------------------------------------
y. OPERATION 6 : MISSION 5 : Capture Supplies (4y)
---------------------------------------------------------------------
Difficulty : Very Difficult
Mission type : Capture / Destroy

Briefing: Steiner has a cache of weapons hidden somewhere in this
city. Proceed through th Nav Points to locate the cache. Beware,
Steiner will be ready for you and an ambush is a possibility. A lot
was sacrificed for this chance, so make it count.
---------------------------------------------------------------------
Recommended 'Mechs, Weapons, and Settings:

Note:
Don't forget to strip the weapons off the 'Mechs you are not
utilizing. And any extra tonnage not being used should be added
to your 'Mech's armor.

Lance Commander : Ian Dresari
Mad Cat MK.II; HS (0), 63.00 (KPH);
CSTRK6 (4)x2 ammo., CLBX AC20 (2)x4 ammo.;
REFLECT.

Lance Mates : Jules Gonzalez
Loki; HS (13), 76.00 (KPH); PPC (1),
ER LL (1), CLRM10 (1), CLRM20 (1); REFLECT.

Terra Risner
Mauler; HS (10), 60.01 (KPH); CLRM20 (2),
ER LL (2), CLBX AC10 (2); REFLECT.

Jen McQuarrie
Awesome; AMS, HS (14), 65.02 (KPH);
ER PPC (1), ER PPC (2), CLRM20 (1); REFLECT.
---------------------------------------------------------------------
Walkthrough

Nav Points : Alpha, Beta, Gamma

Primary Objective : Find the weapon cache and defeat Jeanine
Castro.
Primary Objective : Proceed to Gamma Bunker and check for the
Weapons cache (blow doors off).
Primary Objective : Proceed to Beta Bunker and check for the
Weapons cache (blow doors off).
Primary Objective : Proceed to Alpha Bunker and check for the
Weapons cache (blow doors off).

AMBUSHED!
---------------
As if it wasn't obvious, you're ambushed at mission start. There
will be three Loki and one Mad Cat Mk.II 'Mechs [Lance mates
F3 > F8]. They will be instructed to target you no matter what, so
use your best tactics. Kill them and go to Alpha.

WEAPONS CACHE AT NAV ALPHA
---------------
At Alpha you'll fight three Calliope Turrets and four Bulldogs. Not
too threatening, but you'll probably be weakened from the first
ambush so avoid damage as much as you can. You'll see a large
structure here. This is one of the weapons bunker. Destroy its doors
and you'll get a communication letting you know if it's the one
you're looking for or if it's empty. If it's empty, go to the next
Nav, which is Nav Beta.

WEAPONS CACHE AT NAV BETA
---------------
At Nav Beta you'll see four Calliope Turrets located on the roof of
four seperate buildings and four Bulldogs. Destroy them and then
blast the doors off of the weapon bunker. It it's empty, go to
the next Nav, which is Nav Gamma.

WEAPONS CACHE AT NAV GAMMA
---------------
Nav Gamma is protected by some serious arsenal. There are four
Calliope Turrets, four Bulldog, three Mad Cat, and a one
Mad Cat Mk.II. Let the 'Mechs pick you up on their radar so they
can follow you away from the Bulldogs and the Turrets. These
'Mechs are part of Jeanine Castro's Elite Lance, which is the boss
in this mission. Prepare for a pretty tough battle.

BOSS BATTLE 4: JEANINE CASTRO AND ELITE LANCE
-------------
As I stated before, the elite lance units are three Mad Cat and one
Mad Cat Mk.II. They are designated as turqoise units. After you
fight for a few minutes or after you destroy a couple of the lance
units, Jeanine will power up her 'Mech. You'll be advised by a
communiation that a separate 'Mech is powering up. That's her. She
is in an orange checkered Daishi. The Daishi is the most powerful
unit in the game. Target her 'Mech and have your lance mates
focus all their firepower on her [Lance mates F4 > F1]. Once she is
dead, the mission will end and you'll get more salvage than you
could ever want, including that bad-ass Daishi 'Mech. We'll be
needing it on the next mission.

You'll receive this typical salvage:

Name Amount
Daishi 1
Loki 1
Mad Cat 1
Mad Cat 1
Nova Cat 1
Thor 1
---------------
BL 1
ER LL 3
ER ML 4
ER SL 5
ER PPC 1
PPC 2
ER LPL 2
ER MPL 1
ER SPL 1
LPL 1
MPL 2
SPL 3
LRM10 3
LRM15 3
CLRM5 2
CLRM10 3
CLRM15 2
CLRM20 1
MRM10 2
MRM20 2
MRM30 2
MRM40 1
SSRM2 [CSTRK2]2
SSRM4 [CSTRK4]1
SSRM6 [CSTRK6]2
TBolt 1
CNarc 1
AC10 3
LBX AC10 2
LBX AC20 2
CLBX AC10 1
CLXB AC20 1
UAC2 4
UAC5 1
CUAC2 2
CUAC5 1
CGauss 1
Gauss 1
LGauss 2
TOM 4


---------------------------------------------------------------------
z. OPERATION 7 : End Game (4z)
---------------------------------------------------------------------
Difficulty : Very Difficult
Mission type : Destroy

Briefing: It is time to bring an end to this war. Enemy forces will
be heavy and desperate. Your targets are the turret control facility
and Roland's Dropship. Terminate all units to bring this war to an
end.
---------------------------------------------------------------------
Recommended 'Mechs, Weapons, and Settings:

Note:
Don't forget to strip the weapons off the 'Mechs you are not
utilizing. And any extra tonnage not being used should be added
to your 'Mech's armor.

Lance Commander : Ian Dresari
Mad Cat MK.II; HS (0), 63.00 (KPH);
CSTRK6 (4)x2 ammo., CLBX AC20 (2)x4 ammo.;
REFLECT.

Lance Mates : Jules Gonzalez
Loki; HS (13), 76.00 (KPH); PPC (1),
ER LL (1), CLRM10 (1), CLRM20 (1); REFLECT.

Terra Risner
Mauler; HS (10), 60.01 (KPH); CLRM20 (2),
ER LL (2), CLBX AC10 (2); REFLECT.

Jen McQuarrie
Awesome; AMS, HS (14), 65.02 (KPH);
ER PPC (1), ER PPC (2), CLRM20 (1); REFLECT.
---------------------------------------------------------------------
Walkthrough

Nav Points : Alpha, Beta, Delta

Primary Objective : Take out all Elite Guard 'Mechs.
Primary Objective : Destroy Turret Generator at Nav Beta.
Primary Objective : Stop the Dropship from taking off at Nav
Gamma.

Well, you made it to the very end. You're almost a Hero. Now don't
die.

THE DRESARI PALACE
---------------
You'll start out outside the Palace walls. Recognize this place?
You probably do if you saw the game's intro. movie. Anyway, head
east, towards the palace's entrance, which is located at bottom
center of the map (or Nav Alpha). [Lance mates F4 > F3].

PALACE ENTRANCE
---------------
Guarding the entrance are a Nova Cat and a Mad Cat Mk.II. They are
part of the elite guard, so destroy them first [Lance mates F4 > F8].
Now got to Nav Beta so we can destroy the Turret Generator.

DESTROYING THE ELITE GUARD
---------------
On the way there, two Thors, a Daishi, and an MK.II will probably
intercept you. These units are elite guards as well, so you'll need
to blow them away just like their dead friends at the entrance. The
Daishi is fairly slow, so cirle around it if you have a 'Mech with
good speed. If not, just unload everything you've got on its torso.
Take out the generator at Beta and if you need to repair, use the
'Mech Repair Bay located about 300m north of the Nav. Go to Nav
Gamma once you're ready.

En route to Gamma you'll battle two elite Nova Cat. These are the
last two of the elite guard. Destroy them quickly and head for the
dropship that is stationed in the area.

BOSS BATTLE 5: ROLAND
-------------
Target the dropship and have your lance mates concentrate all their
firepower on it [Lance mates F4 > F1]. While you attack it, Roland
will offer you a seat on the throne. Of course, being the
cold-blooded killer that you are, you turn down the offer and
continue to tear away at his retarded little dropship. The dropship
will attack using Gauss Rifles and PPC weapons. They're rather
strong, but you should have enough armor (especially if you
repaired!) to destroy it.


BOSS BATTLE: FINAL BOSS
-------------
Ah, but the game isn't over yet. Just when you thought the ending
credits were about roll you get another communication from someone
else that's eager to die. William Dresari, your cousin, is pretty
pissed off about you wasting Roland. He is waiting for you outside
the palace entrance in a Daishi. If you need to repair, haul ass to
the repair bays before you fight him - he's tough.

An easy way to destroy him is to let him pick you up on radar while
you stand within the walls of the Plantary Administration area
(located in close to the palace entrance). Once he has you on radar,
he'll basically follow you anywhere on the map. If you decide to
follow him instead, he'll damage most of your 'Mech with long-range
weapons, considering there aren't many places to hide near the
palace entrance.

After you kill him, the mission will end and the planet is yours
to rule now! I won't give out the ending even though it's painfully
obvious. Good job. You just finished the entire campaign. Breathe
now. Give me a call if you have any questions.

---------------------------------------------------------------------
5. WEAPON GUIDE
---------------------------------------------------------------------

a. Ballistic Weapons

i. Inner Sphere Weaponry
---------------------------------------------------------------------

Gauss Rifle (Gauss)
-------------
Reload time : 8.00
Shots / ton : 24.00
Slots : 3.00
Heat : 1.00
Damage : 17.00
Range : 800.00
Tons : 16.00

Light Gauss Rifle (LGauss)
-------------
Reload time : 6.00
Shots / ton : 30.00
Slots : 2.00
Heat : .80
Damage : 12.00
Range : 1200.00
Tons : 13.00

LBX Autocannon 10 (LBX AC10)
-------------
Reload time : 4.00
Shots / ton : 36.00
Slots : 2.00
Heat : 1.00
Damage : 14.00
Range : 450.00
Tons : 12.00

LBX Autocannon 20 (LBX AC20)
-------------
Reload time : 6.00
Shots / ton : 20.00
Slots : 3.00
Heat : 2.00
Damage : 24.00
Range : 300.00
Tons : 15.00

Long Tom Cannon (TOM)
-------------
Reload time : 7.00
Shots / ton : 18.00
Slots : 3.00
Heat : 14.00
Damage : 25.00
Range : 700.00
Tons : 20.00

Autocannon 5 (AC5)
-------------
Reload time : 1.00
Shots / ton : 120.00
Slots : 1.00
Heat : .20
Damage : 2.00
Range : 600.00
Tons : 8.00

Autocannon 10 (AC10)
-------------
Reload time : 4.00
Shots / ton : 36.00
Slots : 2.00
Heat : .60
Damage : 9.00
Range : 400.00
Tons : 13.00

Ultra Autocannon 2 (UAC2)
-------------
Reload time : 1.00
Shots / ton : 240.00
Slots : 1.00
Heat : .10
Damage : 1.00
Range : 900.00
Tons : 8.00

Ultra Autocannon 5 (UAC5)
-------------
Reload time : 1.50
Shots / ton : 120.00
Slots : 1.00
Heat : .15
Damage : 2.00
Range : 600.00
Tons : 10.00

Machine Gun Array (MG)
-------------
Reload time : .30
Shots / ton : 450.00
Slots : 1.00
Heat : .00
Damage : .20
Range : 150.00
Tons : 2.00

Anti-Missle System (AMS) [Component]
-------------
Reload time : Automatic
Shots / ton : 30.00
Slots : 1.00
Heat : .30
Damage : .00
Range : 100.00
Tons : 1.50

ii. Clan Weaponry
---------------------------------------------------------------------

Clan Guass Rifle (CGauss)
-------------
Reload time : 8.00
Shots / ton : 24.00
Slots : 3.00
Heat : 1.00
Damage : 17.00
Range : 800.00
Tons : 13.00

Clan LBX Autocannon 10 (CLBX AC10)
-------------
Reload time : 4.00
Shots / ton : 36.00
Slots : 2.00
Heat : 1.00
Damage : 14.00
Range : 450.00
Tons : 10.00

Clan LBX Autocannon 20 (CLBX AC20)
-------------
Reload time : 6.00
Shots / ton : 20.00
Slots : 3.00
Heat : 2.00
Damage : 24.00
Range : 300.00
Tons : 12.00

Clan Ultra Autocannon 2 (CUAC2)
-------------
Reload time : 1.00
Shots / ton : 240.00
Slots : 1.00
Heat : .11
Damage : 1.00
Range : 900.00
Tons : 6.00

Clan Ultra Autocannon 5 (CUAC5)
-------------
Reload time : 2.00
Shots / ton : 120.00
Slots : 1.00
Heat : .15
Damage : 2.00
Range : 600.00
Tons : 8.00

Clan Machine Gun Array (CMG)
-------------
Reload time : .30
Shots / ton : 600.00
Slots : 1.00
Heat : .00
Damage : 0.30
Range : 200.00
Tons : 2.00

b. Beam / Energy Weapons

i. Inner Sphere Weaponry
---------------------------------------------------------------------

Small Laser (SL)
-------------
Slots : 1.00
Heat : .10
Damage : .30
Range : 150.00
Tons : .50

Medium Laser (ML)
-------------
Slots : 1.00
Heat : .10
Damage : .30
Range : 150.00
Tons : .50

Large Laser (LL)
-------------
Slots : 2.00
Heat : 5.00
Damage : 7.50
Range : 600.00
Tons : 5.00

Small Pulse Laser (SPL)
-------------
Slots : 1.00
Heat : .05
Damage : .15
Range : 150.00
Tons : 1.00

Medium Pulse Laser (MPL)
-------------
Slots : 1.00
Heat : .30
Damage : .60
Range : 300.00
Tons : 2.00

Large Pulse Laser (LPL)
-------------
Slots : 2.00
Heat : 1.75
Damage : 2.62
Range : 600.00
Tons : 7.00

PPC (PPC)
-------------
Slots : 3.00
Heat : 10.00
Damage : 10.00
Range : 750.00
Tons : 7.00

Flamer (Flamer)
-------------
Slots : 2.00
Heat : 4.00
Damage : 1.00
Range : 150.00
Tons : 1.00

Bombast Laser (BL)
-------------
Slots : 2.00
Heat : 8.00
Damage : 10.00
Range : 500.00
Tons : 7.00

ii. Clan Weaponry
---------------------------------------------------------------------

Small Clan ER Laser (ER SL)
-------------
Slots : 1.00
Heat : .20
Damage : .35
Range : 200.00
Tons : .50

Medium Clan ER Laser (ER ML)
-------------
Slots : 1.00
Heat : 1.20
Damage : 1.50
Range : 400.00
Tons : 1.00

Large Clan ER Laser (ER LL)
-------------
Slots : 2.00
Heat : 8.00
Damage : 8.00
Range : 800.00
Tons : 4.00

Small Clan ER Pulse Laser (ER SPL)
-------------
Slots : 1.00
Heat : .12
Damage : .27
Range : 200.00
Tons : 1.50

Medium Clan ER Pulse Laser (ER MPL)
-------------
Slots : 1.00
Heat : .60
Damage : .75
Range : 400.00
Tons : 2.00

Large Clan ER Pulse Laser (ER LPL)
-------------
Slots : 2.00
Heat : 3.00
Damage : 3.00
Range : 800.00
Tons : 6.00

Clan ER PPC (ER PPC)
-------------
Slots : 3.00
Heat : 15.00
Damage : 14.00
Range : 900.00
Tons : 6.00

Clan Flamer
-------------
Slots : 1.00
Heat : 2.00
Damage : 1.00
Range : 150.00
Tons : .50

Clan LAMS (LAMS) [Component]
-------------
Slots : 1.00
Heat : 1.80
Damage : .00
Range : 100.00
Tons : 1.50

c. Missle Weapons

i. Inner Sphere Weaponry
---------------------------------------------------------------------
Short-Range Missle 2 (SRM2)
-------------
Missles : 120.00
Slots : 1.00
Heat : .40
Damage : 2.00
Tons : 2.00
Range : 250.00

Short-Range Missle 4 (SRM4)
-------------
Missles : 120.00
Slots : 1.00
Heat : .60
Damage : 4.00
Tons : 3.00
Range : 250.00

Short-Range Missle 6 (SRM6)
-------------
Missles : 120.00
Slots : 2.00
Heat : .80
Damage : 6.00
Tons : 4.00
Range : 250.00

Medium-Range Missle 10 (MRM10)
-------------
Missles : 240.00
Slots : 1.00
Heat : 2.40
Damage : 8.00
Tons : 5.00
Range : 400.00

Medium-Range Missle 20 (MRM20)
-------------
Missles : 240.00
Slots : 2.00
Heat : 4.80
Damage : 16.00
Tons : 8.00
Range : 400.00

Medium-Range Missle 30 (MRM30)
-------------
Missles : 240.00
Slots : 2.00
Heat : 11.00
Damage : 24.00
Tons : 11.00
Range : 400.00

Medium-Range Missle 40 (MRM40)
-------------
Missles : 240.00
Slots : 2.00
Heat : 13.00
Damage : 32.00
Tons : 13.00
Range : 400.00

Long-Range Missle 5 (LRM5)
-------------
Missles : 240.00
Slots : 1.00
Heat : 1.20
Damage : 4.00
Tons : 3.00
Range : 1000.00

Long-Range Missle 10 (LRM10)
-------------
Missles : 240.00
Slots : 1.00
Heat : 2.40
Damage : 8.00
Tons : 6.00
Range : 1000.00

Long-Range Missle 15 (LRM15)
-------------
Missles : 240.00
Slots : 2.00
Heat : 3.00
Damage : 12.00
Tons : 8.00
Range : 1000.00

Long-Range Missle 20 (LRM20)
-------------
Missles : 240.00
Slots : 2.00
Heat : 6.00
Damage : 16.00
Tons : 11.00
Range : 1000.00

Thunderbolt (TBolt)
-------------
Missles : 15.00
Slots : 3.00
Heat : 6.40
Damage : 28.00
Tons : 15.00
Range : 1000.00

NARC Beacon (NARC)
-------------
Missles : 6.00
Slots : 1.00
Heat : 1.00
Damage : .00
Tons : 4.00
Range : 450.00

Flare Launcher (Flare)
-------------
Missles : 10.00
Slots : 1.00
Heat : 2.00
Damage : .00
Tons : 1.00
Range : 360.00

ii. Clan Weaponry
---------------------------------------------------------------------

Clan Streak Short-Range Missle 2 (CSTRK2)
-------------
Missles : 120.00
Slots : 1.00
Heat : .60
Damage : 2.40
Tons : 2.00
Range : 250.00

Clan Streak Short-Range Missle 4 (CSTRK4)
-------------
Missles : 120.00
Slots : 1.00
Heat : .90
Damage : 4.80
Tons : 3.00
Range : 250.00

Clan Streak Short-Range Missle 6 (CSTRK6)
-------------
Missles : 120.00
Slots : 2.00
Heat : 1.20
Damage : 7.20
Tons : 4.00
Range : 250.00

Clan Long-Range Missle 5 (CLRM5)
-------------
Missles : 240.00
Slots : 1.00
Heat : 1.20
Damage : 4.00
Tons : 2.00
Range : 1000.00

Clan Long-Range Missle 10 (CLRM10)
-------------
Missles : 240.00
Slots : 1.00
Heat : 2.40
Damage : 8.00
Tons : 3.50
Range : 1000.00

Clan Long-Range Missle 15 (CLRM15)
-------------
Missles : 240.00
Slots : 2.00
Heat : 3.00
Damage : 12.00
Tons : 4.50
Range : 1000.00

Clan Long-Range Missle 20 (CLRM20)
-------------
Missles : 240.00
Slots : 2.00
Heat : 3.60
Damage : 16.00
Tons : 6.00
Range : 1000.00


---------------------------------------------------------------------
6. CONTACT INFO.
---------------------------------------------------------------------
a. MechWarrior Multiplayer Servers

You can usually find me on Microsoft's ZoneMatch servers under the
alias "Prime". I mostly play Attrition and Team Attrition games, and
if there are absolutey none of those games available, I will
resort to playing boring ol' Capture the Flag.

b. Messenger Services

I'm listed on Windows Messenger as "rarelink@msn.com" and my AIM
screen name is Rarelink.

c. E-mail

If you have any questions, please direct them to my personal e-mail
at Rarelink@msn.com. Please follow these simple rules before
actually mailing me :

- Subject Line -------------
I beg you, please add a subject to your mail. If I see it has no
subject, or a subject that matches certain key words (like the
word "enlarge"), I may and probably will mistake it for spam /
porn / crap / junk and discard it.

- Review FAQ ---------------
Look through this FAQ thoroughly before contacting me. I realize
that FAQ's can be extremely long, but you can do keyword searches
in Internet Explorer and Netscape to ease your pain by pressing
CTRL + F.

- Feedback -----------------
Feel free to send me positive / negative / any feedback. Let me
know if my FAQ was difficult to read, or understand, or if I have
made any mistakes (grammar mistakes or game mistakes). Your
feedback is appreciated!

- Questions ----------------
Don't hestitate to contact me if you have a question or concern
not covered in this guide.


---------------------------------------------------------------------
7. COPYRIGHT STATEMENT
---------------------------------------------------------------------
This FAQ is a complete original written by Daniel Guajardo, also
known by the alias "Rarelink". This document is the property of the
author and he reserves all right to alter, amend, or delete any or
all of this document at any time in spite of necessity. Rarelink and
Rarelink Studios are either registered trademarks or trademarks of
Rarelink Studios.

This document was written especially for display on GameFaqs, also
known as http://www.gamefaqs.com and http://www.gamefax.com, and any
official Microsoft or FASA Corporation web site (a non-profit web
space headed by Microsoft Corporation or FASA Corporation) that
specializes in game play, games, and specifically MechWarrior, as
long as its display is not intended for profit, award, and / or
reward. These corporations reserve these rights because they are the
creators of MechWarrior and all related names, and therefore wield
the origin of any information in this guide other than personal
commentary or anecdotal information provided by the author.

You are not allowed, at any given time, to alter, amend, delete, or
reformat this document without prior written approval from the
author and only the author. No other person, corporation or company
is authorized to give approval. The formation and original
formatting of this document is protected by United States Copyright
Law. If this law is violated, the author will seek to prosecute the
violator or violators.

MechWarrior, BattleTech, BattleMech, and 'Mech are registered
trademarks or trademarks of FASA Corporation and / or Microsoft
Corporation in the United States and / or other countries. Microsoft,
Windows, and Microsoft MechWarrior: Vengeance, are either registered
trademarks or trademarks of Microsoft Corporation in the United
States and / or other countries.

Under no circumstances will this guide, its author, and persons
otherwise associated with this guide, be held responsible by any
party for any direct, indirect, consequential, or special damages
incurred through use of this document, including without limitation,
lost profits, and loss of computer data.

By accessing and viewing this document, you agree to abide by the
rules of this statement and you acknowledge awareness of all
information provided. This statement supercedes any prior,
concurrent, or future verbal or written agreements or exchanges.


---------------------------------------------------------------------
1. END
---------------------------------------------------------------------

I want to thank those of you who actually read this entire FAQ, and
those who provided or are going to provide feedback on it. I hope
this document was helpful.

Until next time,

Rarelink

 
Kommentare:
Der Kommentar wurde gespeichert!
The Captcha element applies the Captcha validation, which uses reCaptcha's anti-bot service to reduce spam submissions.

No-Intros-Patch
Patch

14.Oktober 2013
Engl. FAQ

15.Oktober 2013
Engl. Lösung

17.Oktober 2013
Engl. Lösung

17.Oktober 2013
Mech-Guide (im Word-Format)
Engl. Hinweise

09.Oktober 2013
Savegame

14.Oktober 2013
Cheats

16.Oktober 2013
 
Beliebte Cheats
30.Dezember 2013
27.Mai 2015
19.Februar 2014
11.Juni 2014
25.September 2015
07.April 2014
01.April 2020
01.April 2020
01.April 2020
24.März 2020
24.März 2020
24.März 2020