MECHWARRIOR 2: MERCENARIES WALKTHROUGH
by Briareos Kerensky (briareos_hf@tiscali.it, briareos_CWE), ver 2.X 15/11/2003
Table of Contents
1-Introduction
2-Update History
3-History Briefing
4-Weapons Briefing
5-'Mechs Briefing
6-MechWarriors Briefing
7-Formation Briefing
8-How to costumize a 'Mech
9-General Tactics
10-Multiplayer Tactics
11-Walkthrough
12-Cheats
13-Patches
14-Credits and misc
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1-INTRODUCTION
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Activision produced three BattleTech-related videogames, and they aren't so
different from each other. This is the third walthrough of a series of three,
and most parts will be the same, especially weapons, costumization, tactics and
'Mechs sections. The other two documents of this series are MW2: Ghost Bear's
Legacy (MW2's expansion pack) and MW2: 32st Century Combat (the original game).
If someone is going to write me a mail about why wasting time doing
walkthroughs for such old games, I can point out that they are the best
reproduction of the standard BattleTech board game, they are great videogames
and most sites lacks MW2: GBL and MW2: Mercs FAQs. I did MW2 walkthrough
beacuse the series started from this game.
Note that this walkthrough can be used for the bundled version of the games,
especially the Voodoo 1 version (which I own). I play to the old DOS only
version, though I think the Pentium and Win 9x versions wont' be very different.
Other walkhroughs speaking of BT-related games are MechCommander, MechWarrior 3
and MechWarrior 4: Vengeance.
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2-UPDATE HISTORY
****************
15/11/2003-version 2.X. Looks like someone is still playing this great game.
So, more submissions. Unfortunately I've lost the submitter's name and e-mail
address as I'm changing e-mail address, and as the mails where sent to the old
mail, I just forwarded them to the new account, realizing only when addind
submissions to the document that I had no name or e-mail address. All
submissions with no direct credit are his. Hails to you anyway.
20/1/2001-version 2.0. Last update. All sections online now.
19/1/2001-version 1.3. The Clans finally arrived. All other sections completed.
Fortunately enough the next update will be the last.
3/1/2001-version 2.0. Most sections are online now. Walkthrough need to be
completed, but I'm at about the 40% of the game.
18/12/2000-version 1.0. Some sections have to be completed, but walkthrough has
some missions in it.
The Inner Sphere is a place where the five Great Houses fight for the
supremacy. They have large armies, but the four Succession Wars reduced them to
a pale memory of their original might. One of the solutions would be to cease
hostilities, but there is an other solution took under revision: the use of
skilled Mercenaries honed throughout several battles, warriors that fight for
the higher price. You are a young mercenary, and you're performing a recon
mission when you, piloting a Commando, and your commander, piloting a Zeus,
find themselves trapped by an heavy lance. You'll eventualy retreat on the
DropShip escaping off-planet, but not your commander...
Before the description of every single weapon and equipment, here is a brief
description of the categories.
+ Energy weapons: energy weapons uses massive amounts of electricty produced by
the 'Mech's reactor, and they can be fired without ammunition problems. This
advantage is balanced by the large amounts of waste heat that they produce: the
only way to dissipate this heat is to mount extra heat sinks, which compensates
for their relatively light mass and compactness. Range are firepower increases
in proportion.
+ Balistic weapons: these weapons must be fed by ammunition: this limits the
times the weapon can be fired, and ammunitions explode when struck by weapon
fire. They do not produce large amounts of heat, but are bulky and weight a
lot. Lighter models have a longer range but less firepower; heavier models have
more firepower than range, and carries less ammo.
+ Missile weapons: like balistic weapons they use ammunitions, and each
launcher fire a specified number of missiles in a single salvo.
Missiles are explosive, and they produce moderate amounts of heat. Damage is
spread among the whole target, and not concentrated like other weapons.
+ Equipment: this category contains the larger variety of accessories a 'Mech
can mount. They include alternative type of armors, heat sinks and EW
(Electronic Warfare) suites.
For this first time in the MW2 series, Mercs divides weapons in two categories:
Inner Sphere and Clan weapons. You'll have free access to Inner Sphere weapons,
though many of them won't be freely Purchasable until the Clas will attack;
Clan weapons are lighter and less bulkier, though you need to salvage them
before using. There is no real differencies between weapon's characteristics,
as it seems that an ER PCC will do 15 heat point and 15 damage points even if
it is from the Inner Sphere...there's also no differencies between Clan and
Inner Sphere equipment: you use remove an Endo-Steel structure from one Clan
'Mech, mounting it one one IS 'Mech of the same weight won't work (or at least,
the Endo Steel will occupy 14 slots).
STANDARD/ER LASERS: ER means Extended Range, ad all Lasers (Light Amplificated
through Stimulated Emission of Radiations) belonging to this category have a
longer range than other types. They fire a single beam of colored light
(blue=large laser, green=medium laser, red=small laser), and the should be the
basic weapon of any 'Mechs. There is a bug about Lasers (both ER and Pulse
versions): if you fire them before the previous Laser beam finished its
animation (a small smoke cloud on the impact point), the lasers will miss. You
can fire them once every 4/5 seconds without warning (heat excepted: for this
you'll need heat sinks). Standard models have a shorter range, though the heat
generated is less than the ER's
PULSE LASERS: Pulse Lasers fire two Laser beams, each one capable of dealing
amounts of damage equal to the ER Lasers' ones. However, if the first beam
hits, the second won't allocate damage (this represents the to-hit bonus of the
board game). They weight and take more space than the ER Lasers, have a faster
rite of fire but they can produce great amounts of heat if overused.
STANDARD/ER PPCS: the best weapon of the game. The PPC (Particle Projection
Cannon) fires a blue ball of particles subtracted directly from the 'Mech's
fusion reactor, producing great amounts of waste heat, but a PPC hit deals more
damage than any other energy weapon in the game. The range written in the
istruction booklet is wrong; an ER PPC can hit targets up to 1000 meters away.
Standard PPCs have a shorter range and produce less heat.
FLAMERS: guess what? A flamer spits super-hot gases took directly from the
reactor. It has a very short range, do not allocate damage but increases
target's heat. It generates great amounts of heat and linking even two of them
together equals to immediate shutdown.
STANDARD AUTOCANNONS: ACs fires a stream of hyper velocity HEAP (High Explosive
Armor Piercing) rounds to the target. Their fast rate of fire is balanced by
the excessively fast ammo compsummation.
MACHINE GUNS: fast-firing ballistic weapons. They have a very short range and
large amounts of shells per ton, do moderate damges and produces no heat.
Basically useless, however.
LB-X AUTOCANNONS: shotgun-like ACs: the LB-X AC fires a series of projectiles
that separates themselves into smaller pellets to increase the to-hit
probabilities and to spread damage on the whole 'Mech. All ACs suffers of the
same bug that affects Laser fire, though this seems to be worst: some shots
will miss entirely even if shot in your enemies' chests.
ULTRA AUTOCANNONS: Ultra AC fires two rounds at once. They eat ammo with an
amazing rate, and in most cases the second round will miss for the bug I
written above.
GAUSS RIFLES: a balistic version of the PPC, though it doesn't produce
significant amounts of heat and fires further. The AC bug seems to affects the
Gauss Rifles less than the other ACs, however.
Gauss Rifle's ammo aren't explosive, but the Rifle itself is: when the Rifle is
truck by weapon fire it explodes in a smilar way to ammunition.
AMS: the Anti-Missile System is a rapid fire machine gun that targets, tracks
and engages incoming missiles. It eats ammo like someone who haven't eat for
one year, and it will engage ANY enemy missile flying near you, even if they
aren't addressed at you.
LONG RANGE MISSILES (LRM): all missiles in battletech are fired in salvos, and
LRMs come in 5, 10, 15 and 20 racks. Each ton of LRM ammo contains 120
missiles, and larger it's the launcher, shorter will be the lifespan of the
ammo bin: LRM-5 can be fired 24 times, LRM-10 12 times, LRM-15 8 times and
LRM-20 only six times. LRMs will lock on targets more than 75 meters away:
under this distance you'll have to manually aim them.
SHORT RANGE MISSILES (SRM): these missiles are fired "on iron sights", and
doesn't require a radar lock to be fires. Use them only if you are a good
gunner: missiles are slower than ACs and energy beams and have the same speed
of PPCs. SRMs come in 2, 4 and 6 missiles per salvo and each ton contains 100
missiles.
STREAK SRMS: advance SRMs: they have the same tracking equipment of LRMs, and
comes in the same dimensions of standard SRMs. They haven't the "75 meters"
problems of LRMs, though their range is max 497 meters against the LRMs' full
kilometer.
INFERNO SRM-2 and STREAK SRM-2: inferno rounds increases heat of the target if
they hit; they come in Streak and standard version, only in the simplest
version, and both don't allocate damage.
NARC MISSILE BEACON: the Narc is a heavily modified missile used to establish
solid locks for LRMs and Streak SRMs. The Narc fires a single missile with the
range of an SRM, and when the Narc hits the target the lock is always valid and
can be broken only if the target is destroyed.
ARROW IV ARTILLERY MISSILE SYSTEM: the Arrow IV is the only artillery weapon
currently used by Clans, and fires one big missile at a maximum range of 2 KMs,
capable of destroying a 'Mech through direct impact and a 75 meters blast
radius.
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--EQUIPMENT--
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JUMP JETS: jump jets give the ability to jump and do quick turns to 'Mechs
mounting them.One jump jet occupies one critical slot, but the weight depends
on the 'Mech total tonnage: 0.5 tons for 20-55 tons 'Mechs, 1 for 60-85 tons
'Mechs and 2 tons for other 'Mechs. The number of installable jump jets equal
to the walking MP (to know the walking and running MP of a 'Mech, watch the
first numberof the walking/running speed; for example, a standard Firemoth has
a walking/running MP of 10/15 -the 162 kph is an approximation-, and a Nova a
5/8).
HEAT SINKS: one heat sink weights 1 ton and occupies one critical slot, and
dissipate one heat point.
DOUBLE HEAT SINKS: a Double Heat Sink weights one ton and occupies 3 criticals
(Clan Double Heat Sinks only 2), but dissipates 2 heat points. One of the
greatest assets in 'Mech construction. Numbers of Double Heat Sinks and
standard Heat Sinks contained by an engine are the same.
ENDO STEEL INTERNAL: it takes 14 criticals (Clan version only 7) everywhere in
the 'Mech, but cut in half the internal structure of the 'Mech.
FERRO-FIBROUS ARMOR: the ferro-fibrous armor provides 19 armor point per 1 ton
ton of armor instead of the standard 16 points. It weights less but takes up 14
criticals (Clan Version 7) everywhere in the 'Mech.
XL ENGINE: the standard engine takes only 6 criticals in the center torso, but
weights a lot. XL engine weights half than a standard engine of the same rating
but occupies 3 critical slots in each lateral torso. Most of your
configurations will be cenetered around an XL engine. Number of heat sinks
contained by the engine doesn't change.
MASC: MASC (Myomer Accelerator Signal Circuitry) is used to put short bursts of
extra top speed when needed. The MASC's weight is based on 'Mechs weight. It
allows to have a top speed twice the standard walking MP (the normal runinng MP
is 1.5 times the walking MP) for about 15 seconds. After this period the MASC
automatically disengages itself for malfunction. You can re-use it, however,
and malfunction won't freeze your legs (as the MASC does in the board game)
CASE: Cellular Ammunition Storage Equipment. It is automatically loaded where
ammunition or explosive equipment are. Usually an explosion damages all
internal parts of the 'Mech, and finishes it efects when the 'mech is destroyed
or the explosion has no force left, and spreads to other 'Mech locations. CASE
stops the explosion to the location where it originated. Inner Sphere CASE
must have one critical and half a ton free to be installed.
ARM ACTUATORS: Useless. They take only critical space in the arms and do not
give nothing in exchange. In BattleTech they would be used for physical
attacks, and MW2 has only a strange version of the DFA to allocate physical
damage.
Notes: MW2: Mercs contains a large number of 'Mechs and vehicles, and writing
down a description for each one would be a monumental task. I'll write down
'Mech names and models, divided into Inner Sphere and Clan categories, as
usual. And Clan 'Mechs with different name in the Iner Sphere have this name in
brackets. Note that Clan 'Mechs won't normally available on market, like some
other Inner Sphere 'Mechs included only for Istant Action.
Just for helping in selecting 'Mechs, I usually start with a Commando (mhmm...I
ALWAYS start with a Commando...), then I buy a Sentinel, a Crab, a Bombardier,
a Flashman, an Awesome and finally an Atlas. You should end the game with three
Atlases (one for each MechWarrior you hired). Have fun.
I'm not going to write the phiscologic profile of the pilot, but only first
name, nick name, last name, gunnery and piloting skill and lastly, salary.
AeroSpace Pilots have their aircraft between last name and skills.
This formation puts the leader (you) in the middle of an horizontal line: this
formation is the best for slow, secure advances and for maximizing firepower.
It also allows you cover side area without relative effort
LINE ASTERN
This formation puts the leader in the center of a vertical line. Basically a
good formation if you want to get killed by your starmates (the AI of your
starmates isn't good enough to tell them to do not fire when you are in front
of them...)
ESCHELON LEFT
This formation forms a diagonal line with the leader on the left and the last
starmate on the right, slighty behind it. I've never used Eschelon formations,
however.
ESCHELON RIGHT
A copy of the Eschelon Left, though the leader is on the right.
WEDGE
An other formation ideal to get killed by your starmates, especially if you
order to engage at will. Your stamates will position themselves into your right
and left rear targets, leaving you to freely direct their movements.
V FORMATION
The best formation. You are behind your lancemates, and this will allow you to
direct them with great efficiency and to do not get killed by their shots.
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8-HOW TO COSTUMIZE A 'MECH
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In this section I won't explain how to use the 'Mech Lab (the istruction
booklet exists for this), but some guidelines to create a powerful 'Mech. I
will assume that you're playing with (very) limited access to Clan technology,
and that you're relying on the market to purchase weapons and equipment. Note
that any Clan 'Mech in any configuration is superior to any Inner Sphere 'Mech,
so do not try to sell them. You can costumize them with standard weapons and
keep engine, armor, structure and Double Heat Sinks, but selling them is the
worst action you can do.
Begin to choose the chassis. This also indicates which engine you're going to
have under your cockpit; increasing or decreasing an engine or switching from
standard to XL technology or viceversa costs a lot, so watch for the top speed
of the 'Mech you're going to buy: I reccomend at least a top speed of 60 kph
for heavy and assault 'Mechs (Atlas excluded) and 80 kph for other 'Mechs.
However, the engine DOESN'T contain extra heat sinks, and every new heat sink
will takes critical space.
Always allocate the maximum amount of armor, Mercs is more difficult than other
MW2 products (GBL included), but try to allocate some points at the rear torso
sections (6 for Center Torso and 5 for lateral Torsos) because in most cases
you'll be outnumbered, and when the Clans will come with their superior weapons
a paper-thin rear armor won't be an advantage. Unfortunately enough Mercs has
the annoying extra armor bug: if you don't assign all armor points indicated by
the armor factor aren't allocated, the computer will subtract half a ton
(usually) to keep all armor points allocated, and if points from this half a
ton are allocated, they'll be subtracted from the actual armor location,
starting from the head.
I think the most important thing is to have an effective weapon loads you can
use at 100%. Mounting various systems which wouldn't be used is a waste of
space and tonnage.
Keep you 'Mech moving. In MW2 enemies will usually outnumbers you, when not,
the enemies are usually elite pilots, able to hit even a jumping 'Mech straight
in the head (OK, this in exageration...). To improve you mobility, install jump
jets (at least three); use them to do quick lateral shifts and to evade an
obstacle when engaging something. You can also use them to perform DFA (Death
From Above) attacks, but it is very difficult to hit an other moving target and
won't allocate too much damage; it also possible to hit targets with weapons
while jumping: Streak SRMs, LRMs and other "quick" energy weapons (primary
lasers; PPCs are slow and ACs eat ammo too quickly) are the best weapons for
this maneuver; by performing this attack the target will be harder to hit (your
and its movement, plus a smaller target silouhette), but nearly every you'll
score will be on torso sections: legs will be covered by the upper body and
arms are usually too small to be hit by fire; it is also possible to score more
head shots if you are a good gunner.
Now let's speak about your torso and eyes: rather than redirecting the whole
'Mech toward the enemy, it is better to twist your upper body; this will make
you harder to hit, and your foes too, but only at the first times; when you're
engaging moving targets with your torso twisted, and the terrain has mountains,
mesas, trees, buildings and whatever else may block your way, spend one second
to watch where you're walking, with the eye control buttons: just keep it down
until you realize where your legs are pointing, then release it and keep firing
on you enemy. Recenter Torso to Legs and Recenter Legs to Troso are important
button, especially if performing maneuvers in narrow space, like cities; if you
haven't jump jets, the quickest way to rediret the whole 'Mech is to use the
Recenter Leg to Torso Button; remember that this button sometimes doesn't work,
as you torso will keep moving right and left try to center with the leg: just
avoid directional buttons after pushing it.
When you're fighting in particular environments, light amplification and image
enhacement will provide a better visual of the sorroundings. Image Enhacement
is the best, as it excludes vis-light datas and shows enemies and structures as
blue wireframe objects, while terrain as brown wireframe polygons. Light
Amplification will turn the area into a green-shaded visual; it is nearly
useless, especially because it is disabled afte one sensor critical hit.
Critical hits: engine hits will make you move slower, like gyro hits. Sensor
hits will disable light amplification and will make your radar slower in
recognizing targets, and your cockpit instruments may show wrong values. Leg
and arm hits will usually resul it the limb blown off; it an arm has blown off
isn't a big problem (provided you have you weapons in the torso), but a leg
will immobilize you. You won't fall and you'll be able to turn on yourself, but
you'll be a stationary target for the rest of the mission; if you have jump
jets this is a minor drawback, however; yuo'll just have to keep your jets on
for the rest of the game. Other critical hits are about equipment: if a weapon
is disabled, you won't be able to fire the weapon, if it is a heat sink you
capacity to recycle heat will be lowered and if it is a critical containing
ammo, the location where the ammo slot was is completely destroyed, armor,
internal structure and components. Always include CASE in lcoations containign
explosive equipment (not only ammo, but Gauss Rifles too).
Enemies tend to hit the left side of your 'Mech, especially the arm. MW2 patch
1.2 and GBL partially resolve this flaw, and it is better to position weapons
and important equipment in the center and right torso, then switching to right
arm or left torso, and this is your choice as these locations tend to attract
enemy fire in the same proportion.
It is possible to avoid enemy fire: most of the long-range unguided weapons
(anithing except LRMs) won't hit in most cases if you move slightly to the
sides. PPC fire can be easily avoided by a quick side step (jump jets) or by
turning you 'Mech toward one side. LRMs can be avoided by simply positioning
you sight (and the whole 'Mech) at the sides of the firing enemy indicator: the
missiles will bypass you, and when they'll try to turn to reestablish a lock,
they'll usually end their run over terrain features or will splash directly
into the terrain.
Be sure to use every hill, building and whatever else to cover your 'Mech from
enemy fire, and to get near the enemy as closest as possible: enemy vehicles
tend to fire less and will try to disengage; this tactic works best with 'Mech
with long arm like the Rifleman IIC and the Warhawk, as their arm-mopunted
weapons aren't able to hit near targets.
Like MW2 and GBL, Mercs has a very limited distribution and when I bought it
Internet in Italy was only a strange English world for most people, and ISPs
were very costly, so spending money for playing a game with so many bugs on
unknown servers weren't a good idea...except few battle on LANs and
modem-to-modem modes, I haven't any real experience in multiplayer combat. If
you have, contact me at briareos@inwind.it and I'll be glad to put your
suggestions here.
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11-WALKTHROUGH
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Notes: unlike all othe games in MW2 series, rising the difficulty level won't
give you more money, but will only increase the game's overall difficulty. As
there aren't any bonuses for 'Mechs weighting less than the maximum tonnage
defined, buy a more powerdul 'Mech whenever you can, and have at least two
other "spare" 'Mechs to use. A complete walkthorugh is relatively impossible,
as the game follows a timeline where's missions are months (one random mission,
not the campaigns). I'll write down all campaign proposed by the game, though
very few have to be completed to advanced in the game. Note that you have to
hire two pilots, with the higher piloting/gunnery skill available. I reccomend
Jennifer Brikton and Konshiki Yabu. Do not spend time and money with AeroSpace
support, you won't be able to use them for an irritating bug in the game.
Remember that as a Merc Commander you will have to amministrate your funds and
will have more freedom than an hired mercenary. The second campaign is useful
to know what are the important missions in the game, and to practice a bit.
MW2: Mercs hasn't training missions, so you should acquire basic and advanced
skills on the field. Note that few contracts MUST be completed: they are marked
with an (*) after the contract definition. Some contracts may have different
missions if you fail the previous one: the Solaris Campaign is a clear example
of that: the XW means that this mission follows a successfully-completed
mission, while XL (no, this time isn't not ExtraLight) means a mission
following a failed one.
Good luck.
Here's a brief paragraph to describe random missions. Each of these mission
takes a month for the time, and it will be generated by the computer to fill
month gaps between two campaigns. Note that if you do a random mission in the
same time a campaign will start, the timeline won't be moved forward one month,
but you'll return after the campaign's end, only with a salary of arandom
mission.
Random missions are centered arounbd three objectives: recon, attack and
defend, and each one will contain light, medium and heavy resistance; note that
two light enemy 'Mechs attacking/defendng different target can be medium
resistance, but you'll now the exact number and weight of your opponents only
before combat. Attack and recon contracts are relatively simple, while defend
ones are the most complex: later in the game there would be tow objectives,
attacked by two enemies at the same moment, and you will need at least one
lancemate for these objectives. To practice with these missions, go to the
Istant Action menu.
Just a trick before starting: if you do first the garrison contract with the
Draconis Combine and THEN the trainig contract, you'll be able to salvage one
'Mech in the training campaign. Other tricks within contracts will be written
in the appropriate section.
+ MERCENARY TRAINING CAMPAIGN - HANSON'S ROUGHRIDERS
Planet: Venaria
Type: Training
Begin Date: June 1, 3044
End Date: July 15, 3044
Maximumm Pay: 300,000 C-Bills plus bounty and bonus
Minimum Pay: bounty
Salvage Rights: poor
MISSION 1
Codename: Training Mission
Planet: Venaria
Terrain: Rolling Hills
Time of Day: Day
Temperature: 15 Celsius
Pay: none
Expected Resistance: Pirates
Your Callsign: "Kid" or "Hey, you"
Primary Targets: Go to Nav Point Alpha
Go to Nav Point Beta
Go to Nav Point Gamma
Go to Nav Point Delta
Return to DropShip Wildride
Nothing much to say. Follow the Nav Points sequence and do not fire to your
instructor, or the mission will fail.
MISSION 2
Codename: Turkey Shoot
Planet: Venaria
Terrain: Rolling Hills
Time of Day: Day
Temperature: 8 Celsius
Pay: none
Expected Resistance: Pirates
Your Callsign: "Kid" or "Hey, You"
Primary Targets: Go to Nav Point Alpha (1000 C-Bills)
Go to Nav Point Beta (1000 C-Bills)
Destroy enemy aircrafts (1000 C-Bills)
Destroy enemy airfiled (1000 C-Bills)
Return to DropShip WildRide (1000 C-Bills)
An other easy mission. Follow the Nav sequence and then destroy the landed
crafts and then go after the two buildings of the airfiled.
MISSION 3
Codename: Cat and Mouse
Planet: Venaria
Terrain: Rolling Hills
Time of Day: Day
Temperature: 10 Celsius
Pay: none
Expected Resistance: Pirates
Your Callsign: "Kid" or "Hey, you"
Primary Targets: Go to Nav Point Alpha (1000 C-Bills)
Go to Nav point Beta (1000 C-Bills)
Identify trucks carrying ammunition (1000 C-Bills)
Destroy enemy convoy (1000 C-Bills)
Return to DropShip Wildride (1000 C-Bills)
Follow the Nav sequence, and when you reach Point Beta turn right to head
toward the convoy, and when a truck is near you (200 meter) inspect it, then
destroy it. You may want to leave this to Dead Eye, though.
MISSION 4
Codename: Final Exam
Planet: Venaria
Terrain: Rolling Hills
Time of Day: Day
Temperature: 28 Celsius
Pay: 300,000 C-Bills
Expected Resistance: Pirates
Your Callsign: "Kid" or "Hey, you"
Primary Targets: Destroy enemy 'Mechs at Nav Point Beta (1000 C-Bills)
Return to DropShip Wildride (1000 C-Bills)
Finally some real action. Go to Nav Point Alpha, and wait until Dead Eye
reaches and passes you. Let him fire a volley of LRMs to the Panther, and
engage the Javelin. Contract ended.
+ DRACONIS COMBINE COUNTER-INSURGENCY CAMPAIGN
Planet: Galedon IV
Type: Riot Duty - Search & Destroy
Beign Date: August 1, 3044
End Date: December 15, 3044
Maximum Pay: 1,500,000 C-Bills plus bounty and bonus
Minimum Pay: bounty
Salvage Rights: excellent
MISSION 1
Codename: Scalpel
Planet: Galedon IV
Terrain: Urban
Time of Day: Dawn
Temperature: 10 Celsius
Pay: 250,000 C-Bills
Expected Resistance: light tanks, converted civilian vehicles
Your Callsign: Dragon-1
Primary Targets: Destroy the 3rd floor of the I.S. Saving building (100,000
C-Bills)
Return to Nav Point Beta
Bonus Targets: Destroy no other floors (50,000 C-Bills)
Eliminate all resistance (50,000 C-Bills)
You have two DC 'Mechs at your back, though they won't assist you unless
atacked. Go to nav Alpha, and destroy the third floor of the buiding (the one
with windows). Four enemy contacts will appear on your radar: two armored
scouts, one copter and one Commando. Go for the vehicles first, and the engage
the Commando, then return to nav Beta.
-----------------------------------------------------------------------
Galedon Campaign Mission 1 After destroying the third floor, run back to
Nav Beta but do not tag it. Let the enemy units emerge from the city.
They'll head towards you, that is, until they get too close for comfort for
the two DC Mechs. They'll start attacking the rebels! Be a good sport and
help them out. You won't get your paint job scratched, and the kill bonuses
count as your own.
-----------------------------------------------------------------------
MISSION 2
Codename: Snake City
Planet: Galedon IV
Terrain: Urban
Time of Day: Night
Temperature: 12 Celsius
Pay: 250,000 C-Bills
Expected Resistance: none
Your Callsign: Dragon-1
Primary Targets: Escort governor car to nav Beta (50,000 C-Bills)
Bonus Targets: Assist DC Forces (10,000 C-Bills)
Eliminate all resistance (10,000 C-Bills)
Salvage: 2 Medium Lasers
You'll begin with the city in front of you. Kick your 'Mech to max speed and
engage the Jenner firing to the governor car, then move to help the Kurita MBT
attacked by three Armored Scouts. Quickly dispatch them and run toward Nav
Beta. An helicopter will power up and begin to attack the governor car, but two
MBTs will be ready to stop it if you're too far.
MISSION 3
Codename: Back Door
Planet: Galedon IV
Terrain: Urban
Time of Day: Day
Temperature: 15 Celsius
Pay: 500,000 C-Bills plus 100,000 C-Bills per kill
Expected Resistance: Washkatin Defense Force
Your Callsign: Dragon-1
Primary Targets: Destroy Enemy Leader (100,000 C-Bills)
Destroy all enemy units (100,000 C-Bills)
Salvage: 3 SRM-6, one Jenner
The city where the last rebels are is at your left. Do a 90 degrees turn and
run toward the gray building. A Jenner will power up; destroy it and then head
toward the leader's Panther. Destroy the longer arm to disable it PPC, then one
leg and now go after the three SRM Carriers before the two DC 'Mechs power up
and stole credits. Then finish the Panther. Contract ended.
+ FREE RASALHAGUE CONTRACT - SEARCH AND DESTROY
Planet: Engandin
Type: Search & Destroy
Beign Date: March 1, 3045
End Date: May 1, 3045
Maximum Pay: 400,000 C-Bills plus bounty and bonus
Minimum Pay: bounty
Salvage Rights: none
MISSION 1
Codename: Tiger Hunt
Planet: Engandin
Terrain: Mesa Desert
Time of Day: Morning
Expected Resistance: 1 Pirate Assault 'Mech
Your Callsign: Hunter
Primary Targets: Destroy enemy 'Mech
You'll recieve support from two FRR 'Mechs, a Vindicator and a Jenner. There
are three nav points, and the damaged Atlas is hidden at one of them. As soon
you begin to move three AeroFighters will enter the zone: pick them out
(remember that you get C-Bills for every kill you score), then head to Nav
Point Delta to find the Atlas. Concentrate fire on one leg and then finish it.
Contract ended.
+ FEDERATED COMMONWEALTH CAMPAIGN CONTRACT
Planet: New Ivarseen
Type: Guerrilla Operations
Beign Date: June 1, 3045
End Date: October 15, 3045
Maximum Pay: 1,500,000 C-Bills plus bounty and bonus
Minimum Pay: bounty
Salvage Rights: poor
MISSION 1
Codename: Phoenix-Dawn
Planet: Proserpina
Terrain: Crystal Desert
Time of Day: Late Afternoon
Temperature: 35 Celsius
Pay: bounty only
Expected Resistance: 1st Amphigean Light Assault
Your Callsign: Raider-1
Primary Targets: Go to Nav Point Alpha (100,000 C-Bills)
Follow scout to rebel base (100,000 C-Bills)
Defend rebel base (100,000 C-Bills)
Escort rebel leader (100,000 C-Bills)
As you land into the desert, your DropShip will be attacked by two 'Mechs, a
Javelin and a Commando. Destroy them quickly, and then head to Nav Point Alpha.
When you're at 1 Km from it, the rebel scout will alert you to go to Nav Beta,
as Nav Alpha is guarded by an Awesome. If you want, you can try to destroy it
by first destroying a leg from afar, and then closing for a kill.
As you reach Nav Point Beta, the rebel scout, piloting an Assassin will guide
you to the rebel base, which is falled under attack by a Jenner and a Javelin.
After you have finished with them, the rebel leader will try to escape at Nav
Point Delta: destroy the Jenner threating him and then reach the truck at the
Nav Point.
MISSION 2
Codename: Blood-for-Blood
Planet: Proserpina
Terrain: Salt Flats
Time of Day: Midnight
Temperature: 10 Celsius
Pay: bounty only
Expected Resistance: 1st Amphigean Light Assault
Your Callsign: Raider-1
Primary Targets: Find and kill Sho-Sa Varus (200,000 C-Bills)
Destroy firebases (50,000 C-Bills)
Return to Nav Point Lambda
You need at least to medium 'Mechs for fully complete this mission.
You start in a cave, and two 'Mechs, a Centurion and a Trebutchet are
patrolling the area. As they will be an irritating nuissance at the end of the
mission, I reccomend to take them out now. Concentrate fire on a single 'Mech
before going after the second.
Each firebase occupies a Nav Point: at the first Nav Point (Alpha) there is
your objective.
Go for the base at Nav Point Beat first. It is protected by four turrets plus a
Javelin. You can them all out at long range, before they power up, and then
destroy the base's four buildings. Now head to Nav Alpha, and take out the
Panther and the three turrets from long range. Destroy the buildings and head
for the remainig 'Mech, Varus' Vindicator. Concentrate fire on it and then head
to Nav Lambda.
-----------------------------------------------------------------------
New Ivarseen Campaign Mission 2 I've managed to complete this mission on
the Normal setting with a Commando armed with 4 medium lasers, fully
armoured and with as many heatsinks as possible. Sustained moderate damage,
and no, I wasn't foolish enough to take on the Centurion and the Trebuchet.
-----------------------------------------------------------------------
MISSION 3
Codename: Crystal Storm
Planet: Proserpina
Terrain: Sandy Desert
Time of Day: Afternoon
Temperature: 30 Celsius
Pay: bounty only
Expected Resistance: 1st Amphigean Light Assault
Your Callsign: Raider-1
Primary Targets: Defend Artillery Platoon
Find the Draconis Lance (100,000 C-Bills)
Destroy the Draconis Lance (100,000 C-Bills)
You'll begin on a flat near the artillery tanks. Immediately move to engage the
Commando and the Sentinel coming for you, and then head north to find the
lance; the tanks will begin to fire, though a little help from you won't be a
bad idea, especially on the Dragon and the Centurion: target the legs, make
them fall and close (not too much) for the kill; leave the Atlas and the
Awesome to the tanks.
-----------------------------------------------------------------------
New Ivarseen Campaign Mission 3 Hmm, many people have told me this mission
is difficult, but to me it's really very easy. After blasting the Sentinel
and Commando, just find the assault lance and run away. The missiles from
the artillery batteries will completely destroy the whole lance. You don't
even have to fire a shot at them.
-----------------------------------------------------------------------
MISSION 4
Codename: Final Strike
Planet: Proserpina
Terrain: City
Time of Day: Afternoon
Temperature: 35 Celsius
Pay: 1,500,000 C-Bills
Expected Resistance: 1st Amphigean Light Assault
Your Callsign: Raider-1
Primary Targets: Do not destroy POW barracks (300,000 C-Bills)
Escort rescue trucks (300,000 C-Bills)
Secondary Targets: Destroy all enemies (50,000 C-Bills)
Destroy all DC Dropships (50,000 C-Bills)
Return: Rebel Mobile Command Post
Salvage: 2 Medium Lasers, one AC/20, one Panther
The map for this mission is a simple straight line; note that you won't have
lancemate support, bu the Mutineers will give you a STK-3F Stalker (for this
mission only ;_;).
The first enemies you'll see are two tanks, one MBT and one Manticore; destroy
or disable (destroy the gun) the latter first, and then go for the MBT.
Continue to move toward the POW champ: a Panther and a Urbanmech will power up
on your right; go for the Urbanmech first, and then for the Panther.
Just before the champ there is a building, the Rising Sun hotel: inspect it and
the 'Mechs protecting the champ will go after it first. Directly in front of
there is an Orion, giving its back to you. If you're a marksman place both
large lasers on its torso, or target the legs for caution. A Javelin will power
up, but ignore it for now. Go for the Urbanmech and then for the Atlas.
Meanwhile, the Javelin will call for DropShip support: after having dispatched
the last 'Mech protecting the champ, follow the Javelin , destroy it and the
DropShip on the landing pad. Reach the trucks and exit the city. Contract ended.
+ FEDERATED COMMONWEALTH CONTRACT - RECONNAISSANCE
Planet: Bryceland
Type: Reconnaissance
Beign Date: May 1, 3045
End Date: June 1, 3045
Maximum Pay: 350,000 C-Bills plus bounty and bonus
Minimum Pay: bounty
MISSION 1
Codename: Doughboy
Planet: Bryceland
Terrain: Desert
Time of Day: Night
Expected Resistance: Draconis Combine
Your Callsign: Scout
Primary Targets: Identify all enemy DropShips (350,000 C-Bills)
Return to dustoff site
There are four DropShips, each at one Nav Point, and four 'Mech defending it:
an Assassin, a Quickdraw, a Jenner and a Panther. Destroy the 'Mechs and close
with the DropShips for inspection. Finnaly head to the final Nav Point This
mission isn't worth its money, however. Contract ended.
+ FREE RASALHAGUE REPUBLIC CONTRACT - SCOUT MISSION
Planet: New Oslo
Type: Scout Mission
Beign Date: June 1, 3045
End Date: November 20, 3045
Maximum Pay: 450,000 C-Bills plus bounty and bonus
Minimum Pay: 100,000 C-Bills
MISSION 1
Codename: Tick Tock
Planet: New Oslo
Terrain: Plains
Time of Day: Dawn
Expected Resistance: Pirates
Your Callsign: Pan
Primary Targets: Indentify and destroy chemical plant (450,000 C-Bills)
Return to dustoff point Beta
Begin to head toward the Chemical Plant: four 'Mechs, a Commando, a Panther, a
Clint and Vindicator will welcome you. After these 'Mechs, you'll have to fight
two Helicopters. Reach the Chemical Plant, identify all buildings composing it,
destroy them and dustoff. An other mission not worth its money. Contract ended.
+ JANDEX MERCANTILE CORPORATION - MERCENARY CONTRACT
Planet: multiple worlds
Type: garrison
Beign Date: December 1, 3045
End Date: January 31, 3046
Maximum Pay: 5,000,000 C-Bills plus bounty and bonus
Minimum Pay: bounty
MISSION 1
Codename: Gravy
Planet: Pitkin
Terrain: Rocky Waste
Time of Day: Dawn
Expected Resistance: unknown
Your Callsign: Ranger
Primary Targets: Investigate city at Nav Point Alpha
Secondary Targets: Destroy all opposition encountered
Too good to be true. As you land two 'Mechs, a Flashman and an Urbanmech will
attack you, and two Panther will begin to move in. You won't be paid for this
mission, as this contract is a pirate trap for mercenaries. Contract ended.
+ FEDERATED COMMONWEALTH CONTRACT - DEEP STRIKE
Planet: Unknown
Type: Deep Strike
Begin Date: June 1, 3046
End Date: September 1, 3046
Maximum Pay: 500,000 C-Bills plus bounty and bonus
Minimum Pay: 150,000 C-Bills plus bounty and bonus
MISSION 1
Codename: Eyeball
Planet: Rasalhague
Terrain: Stony Wastes
Time of Day: morning
Expected Resistance: FRR Guards
Your Callsign: Fenris
Primary Targets: Recon 'Mech Warehouse
Destroy all 'Mechs
Proceed to Nav Alpha, and destroy the two 'Mechs patrolling tha base containing
the 'Mechs, a Clint and a Cicada. The base has three hangers inside, each with
two 'Mechs; there are one Javelin, one Assassin, one Whitworth, one Commando,
one Jenner and one Centurion.
These 'Mechs will power up after you fire at them, so disable them with leg
shots, then destroy them and inspect the warehouses. Last, go to Nav Point Beta
to end the mission. Contract ended.
+ DRACONIS COMBINE DEEP-STRIKE CAMPAIGN
Planet: Unknown
Type: Deep-Strike
Begin Date: June 1, 3046
End Date: November 1, 3046
Maximum Pay: 2,00,000 C-Bills plus bounty and bonus
Minimum Pay: Bounty
Salvage Rights: Poor
MISSION 1
Codename: Dagger Strike
Planet: New Ivarseen
Terrain: Snowy Waste
Time of Day: pre-dawn
Temperature: -15 Celsius
Pay: bounty only
Expected Resistance: 1st Chasseur
Your Callsign: Strike-Alpha
Primary Targets: Destroy Base Defenders (100,000 C-Bills)
Destroy advanced base (100,000 C-Bills)
Destroy returning patrol (100,000 C-Bills)
Secondary Targets: Destroy wind-power (50,000 C-Bills)
Salvage: Assassin
Begin by engaging one or two 'Mechs in front of you: there are an Assassin, a
Sentinel, a Mongoose and a Panther: the best thing would be to take out the
Sentinel and the Panther, and then head for the power generators at Nav
Omicron; there are three turbines and a power converter: one turbine is
"covered" by the mountain in the background, so it your "target under reticle"
button to reveal it.
Now head to Nav Pi, and take out the two turrets from afar, and then begin the
demolition of the external walls. The patrolling lance will begin to head back:
engage them ASAP, and be ready to fend off a desperate attack by four Savannah
Master hovercrafts coming from the base. Now finish your work at the base and
head to Nav Point Rho.
MISSION 2
Codename: Paper Tiger
Planet: New Ivarseen
Terrain: Tundra
Time of Day: afternoon
Temperature: -20 Celsius
Pay: bounty only
Expected Resistance: 1st Chasseur
Your Callsign: Strike-Alpha
Primary Targets: Destroy Landing Field (100,000 C-Bills)
Secondary Targets: Destroy FC Convoy (50,000 C-Bills)
Begin by destroying the two trucks forming the convoy: two 'Mechs from the
heavy Chasseur lance will come toward you: they are a Centurion and a Sentinel.
After this short engagement, target the Flashman standing before the landing
field and take it out with long-range leg shots. Now enter the airfield and
take it out: a Stalker will power up, but if you destroy all airfield
structures, two DC helicopters will come in your help. Then head to Nav Point
Epsilon to end the mission.
-----------------------------------------------------------------------
New Ivarseen 2 Campaign Mission 2 There's another way to complete this
mission. Do not destroy the two FC trucks. Later on, the Sentinel and
Centurion will go to where the trucks first appeared and stop there for
good. Instead, run diagonally left all the way towards the huge ice
formation, avoiding the ice pillars. Stay as close as possible to side of
the huge ice formation so as not to activate the Flashman. Head up towards
the airfield and destroy the Stalker. Chop off its arms and it's a just a
big turkey. Take your time to destroy everything and leave. (In case you're
wondering, I used a Jenner for this mission. Why? I don't like buying Mechs,
just prefer to use whatever I have salvaged.)
-----------------------------------------------------------------------
MISSION 3
Codename: Fox Hunt
Planet: New Ivarseen
Terrain: Snowy Highlands
Time of Day: pre-dawn
Temperature: -35 Celsius
Pay: 2,000,000 C-Bills plus bounty
Expected Resistance: 1st Chasseur, 18th Arcturan Guards
Your Callsign: Strike-Alpha
Primary Targets: Escape at Nav Sigma (100,000 C-Bills)
It is now time to leave New Ivarseen. Immediately destroy the Mongoose coming
from your south, and then the Jenner coming from Nav Rho. Now head toward the
bridge, and keep your lancemates ina Line Abreast formation to cross it. On the
other side there are a Crab and an Assassin waiting for you, and it's better to
destroy them for long range, having them on your tail when you're near the
DropShip isn't a good idea, especially with the two assault 'Mechs, a Zeus and
Thug near the flat where the DropShip is. To reach the top of the flat, use the
natural ramp on the flat's back (from where you arrive), and do it fast: this
part of the mission have to last no more than 5 minutes, or the DropShip will
take off, leaving you alone against these four 'Mechs. If you miss the
rendez-vous with the DropShips, take out all 'Mechs and head south (follow the
road) to find an ATV, inspect it and escape from New Ivaarsen. Contract ended.
+ FEDERATED COMMONWEALTH CONTRACT - TRAINING
Planet: Meachom
Type: Trainer
Begin Date: December 1, 3046
End Date: January 15, 3046
Maximum Pay: 750,000 C-Bills plus bounty and bonus
Minimum Pay: 100,000 C-Bills
MISSION 1
Codename: Babysit
Planet: Meachom
Terrain: Mesa Desert
Expected Resistance: Pirates
Your Callsign: Hunter
Primary Targets: Survey Planet (100,000 C-Bills)
Return to Dustoff point, Nav Epsilon (100,000 C-Bills)
Secondary Targets: Protect Prince Luther (50,000 C-Bills)
Begin to follow the Nav Point sequence (Beta, Gamma and finally Epsilon),
guarding the Prince (piloting the Dragon). Near Point Gamma there are a
Whitworth and a Jagermech. On the return the Prince will go after a Jenner and
Whitworth, so follow him to fulfill all objectives. Contract ended.
-----------------------------------------------------------------------
Meachom Single Mission There's a big bug in this mission. I escorted the
prince around, destroyed all enemies, and promptly received a failed mission
screen with no pay. I let the prince get blown up, destroyed all enemies,
and promptly received my just rewards. Sheesh.
-----------------------------------------------------------------------
+ FREE RASALHAGUE REPUBLIC CONTRACT - CONTRACT
Planet: Rasalhague
Type: capture
Begin Date: February 1, 3047
End Date: March 1, 3047
Maximum Pay: 600,000 C-Bills plus bounty and bonus
Minimum Pay: Bounty
MISSION 1
Codename: Leg-breaker
Planet: Rasalhague
Terrain: Frozen Wastes
Time of Day: evening
Expected Resistance: Commander Cottingham and his unit
Your Callsign: Bounty
Primary Targets: Disable Commander Cottingham's 'Mech (100,000 C-Bills)
Destroy all other rogue 'Mechs (100,000 C-Bills)
There are three Nav Points, Alpha, Beta and Gamma; begin to follow this
sequence, and when the first three 'Mechs, a Commando, a Javelin and a Panther,
attack you, destroy them, and then target Cottingham's Thug. Destory one leg
and if the mission doesn't end, destroy the whole 'Mech. Contract ended.
+ FEDERATED COMMONWEALTH CONTRACT - DEFENSE
Planet: Conventry
Type: Garrison
Begin Date: August 1, 3047
End Date: Septemeber 1, 3047
Maximum Pay: 500,000 C-Bills plus bounty and bonus
Minimum Pay: 100,000 C-Bills plus bounty
MISSION 1
Codename: Dr.Strangelove
Planet: Kelenfold
Terrain: Desert
Time of Day: Morning
Expected Resistance: terrorists
Your Callsign: Dark Knight
Primary Targets: Identify and destroy terrorist's vehicle
Defend supply vehicles
Secondary Targets: Destroy terrorists' 'Mechs
The first and only terrorist vehicle will come from the east two minutes after
you've begun the mission. The three 'Mechs will come from the south: an
Assassin, a Clint and a Sentinel. Contract ended.
+ FREE RASALHAGUE REPUBLIC GARRISON CAMPAIGN
Planet: Liezen
Type: Escort Duty
Begin Date: March 1, 3047
End Date: August 15, 3047
Maximum Pay: 2,500,000 C-Bills plus bounty and bonus
Minimum Pay: Bounty
Salvage Rights: poor
MISSION 1
Codename: Dawn Watch
Planet: 1 AU from Liezen L4
Terrain: Space
Temperature: -120 Celsius
Pay: 500,000 C-Bills plus bounty
Expected Resistance: Mercenaries Aerofighters
Your Callsign: Gold-Eagle
Primary Targets: Defend the Command Center (100,000 C-Bills)
As you start the mission, two AeroSpace fighters will be attacking the
commander center. Other three fighters will join the welcome party, and a last
AeroSpace Fighter will attack the engines.
MISSION 2
Codename: Snow Fort
Planet: 0.7 AU from Liezen L4
Terrain: Space
Temperature: - 120 Celsius
Pay: 500,000 C-Bills plus bounty
Expected Resistance: Unknown Mercenary Unit
Your Callsign: Gold-Eagle
Primary Targets: Defend the Command Center (100,000 C-Bills)
Secondary Targets: Destroy all enemy boarders (50,000 C-Bills)
A Carrier-class DropShip will deposit a Crab just in front of you. The Crab
will fall from the iceship, but you get the C-Bills for this kill. The enemy
JumpShip will then launch two boarding harpoons, and you must destroy them: if
the JumpShip gets too close they mission will fail. THe final wave is composed
of two AeroSpace Fighters, and they'll attack the engines.
MISSION 3
Codename: Stralight Hunt
Planet: 0.4 AU from Liezen L4
Terrain: Space
Temperature: -120 Celsius
Pay: 750,000 C-Bills plus bounty
Expected Resistance: Unknown Mercenary Unit
Your Callsign: Gold-Eagle
Primary Targets: Destroy all enemy 'Mechs (100,000 C-Bills)
Finally a mission where you can't fallout from the ship. You have to destroy
the three 'Mechs in the cave in about 5 minutes; the Commando will attack you
directly, while the Crab and the Flashman have an higher AI value, and will
pose a greater threat to you. If you don't finish the 'Mechs quickly, the ice
ship will blow in a nuclear fireball, with you on it.
+ DRACONIS COMBINE CAMPAIGN - SEARCH AND DESTROY (*)
Planet: Gravenhague
Type: Planetary Assault - Search and Destroy
Begin Date: April 1, 3048
End Date: October 1, 3048
Maximum Pay: 3,000,000 C-Bills plus bounty and bonus
Minimum Pay: Bounty
Salvage Rights: Good
MISSION 1
Codename: Glittering Gold
Planet: Gravenhague
Terrain: Desert Ocean
Time of Day: Day
Temperature: 25 Celsius
Pay: 500,000 plus bounty and bonus
Expected Resistance: Dread Legion
Your Callsign: Rattler
Primary Targets: Capture 50% of the water tanks intact (100,000 C-Bills)
Secondary Targets: Capture all water tanks (300,000 C-Bills)
Destroy all 'Mechs (25,000 C-Bills)
Salvage: Hunchback
Begin to order you lancemates to engage the Sentinel and the Assassin coming
from your right, and go for the Crab on your left. Now move toward the city:
you should be able to see an Hunchback standing still: disable it while it is
shutdown with a direct leg strike, and continue firing if doesn't work. Enter
the city: there is an other Catapult in the city, but if you lancemates haven't
destroyed the first two 'Mechs yet, it will be shut down. If your lancemates
destroy their targets, the Hunchback and the Catapult will power up: without an
external help you won't be able to save the water tanks, so destroy an house to
activate three MBTs protecting it: they'll move to engage the 'Mechs, allowing
them to enter the city in time for claiming your preys.
MISSION 2
Codename: Dust River
Planet: Gravenhague
Terrain: Dusty Estuary
Time of Day: Day
Temperature: 30 Celsius
Pay: 500,000 C-Bills
Expected Resistance: Dread Legion
Your Callsign: Rattler
Primary Targets: Hold the pass against the Dread Legion (100,000 C-Bills)
OR
Destroy the Legion DropShip (100,000 C-Bills)
I reccomed to abort this mission and to play the 3L mission. If you want to
fullfill your contract, however, head south and destroy the DropShip, you won't
get the C-Bills for killing the 'mechs coming from the north, but you'll save
money in repairs.
MISSION 3W
Codename: Blood Cauldron
Planet: Gravenhague
Terrain: Ocean Liner Hull
Time of Day: Day
Temperature: 34 Celsius
Pay: 4,000,000 C-Bills
Expected Resistance: Dread Legion
Your Callsign: Rattler
Primary Targets: Destroy all enemies (100,000 C-Bills)
Return to Dust-off Point Alpha
If you successfully ended the second mission, this mission will be the last of
this contract; enter the hull and destroy the Centurion, the Flashman and the
Crab inside, then go to Nav Point Alpha. Contract ended.
-----------------------------------------------------------------------
Gravenhague Campaign Mission 3W I've managed to find just the right way to
complete this mission with the most pay. This mission really is buggy
objective-wise. Anyway, start by commanding one lancemate to attack the lone
pirate Mech. Don't move at all. Watch his status on the command menu
carefully. The moment the words change from "targeting enemy" to "engaging
enemy", order him to form up immediately. The enemy Mech will starting
moving, eventually worming its way out of the hull. As it advances towards
your lancemate, the DC Thug and Dragon, probably not liking an approaching
pirate Mech, will proceed to attack him. Help them out but stay back. Repeat
the trick with the other two pirate Mechs if necessary. Usually the DC Mechs
would have move around enough to attract the other two pirates' attention.
Stay back and lay down supporting fire and let the DC Mechs be the damage
absorbers. When all pirates have been destroyed, here comes the tricky part.
Take a leg off both DC Mechs. Destroy one, then slowly damage the other
one's leg till it's red. Order your lancemates to stay put. Line up Nav
Alpha directly in front of you and go to it, but do not tag it. Remain
around 30-50m away. Order your lancemates to destroy the DC Mech. You should
target it to keep track of its status. As soon as it is destroyed, throttle
up. It is important that you tag Nav Alpha, otherwise the mission is
considered a failure. Don't worry if the "press any key to exit" shows up
while you're going to Nav Alpha. As long as you tag it before the screen
fades, you'll get 5 million c-bills and kill bonuses for all Mechs
destroyed. Funny eh?
-----------------------------------------------------------------------
MISSION 3L
Codename: Glittering Gold
Planet: Gravenhague
Terrain: Ocean Liner Hull
Time of Day: Day
Temperature: 35 Celsius
Pay: none
Expected Resistance: Dread Legion
Your Callsign: Rattler
Primary Targets: Identify the Star League Cache (100,000 C-Bills)
Secure the Star League Cache (100,000 C-Bills)
Salvage: 5,000,000 of C-Bills, 4 Clan ER Medium Lasers, 1 ER Large Laser, 1 ER
PPC, 1 Large Pulse Laser
Major bug here: even if you successfully complete the mission, it won't end; I
used a code (read below) to end the mission.
It is the exact copy of the 3W mission, only with a series of crates at the
left end of the liner; there are a Crab, a Flashman and a Centurion inside it,
and the Cache is really fragile. Contract ended.
+ FREE RASALHAGUE CONTRACT CONTRACT - PLANETARY DEFENSE
Planet: New Caledonia
Type: Planetary Defense
Begin Date: November 1, 3048
End Date: December 1, 3048
Maximum Pay: 750,000 C-Bills plus bounty and bonus
Minimum Pay: Bounty
MISSION 1
Codename: Brother's Keeper
Planet: New Caledonia
Terrain: Rocky Plains
Time of Day: Morning
Expected Resistance: Oberon Confederation Raiders
Your Callsign: Blackheart
Primary Targets: Destroy pirate forces
Nothing much to say; begin to fire at the fleeing 'Mechs, and try to take at
least two of them down, then proceed to the only Nav Point on the map and
destroy the remaining 'Mech; there is a Wolf (?) DropShip in the area, and you
can kill it if you want its bounty, though this kill isn't needed for ther
mission. Contract ended.
+ FREE RASALHAGUE REPUBLIC - HPG DEFENSE
Planet: Rasalhague
Type: Garrison
Begin Date: March 1, 3049
End Date: April 1, 3049
Maximum Pay: 1,000,000 C-Bills plus bounty and bonus
Minimum Pay: Bounty
MISSION 1
Codename: Night Wolf
Planet: Rasalhague
Time of Day: Morning
Expected Resistance: Mercenaries
Your Callsign: Fenris
Primary Targets: Go to Nav Alpha
Defend HPG
Secondary Targets: Destroy all enemy 'Mechs.
Go to Nav Alpha. The HPG station is an hill, and Nav Point Alpha is inside the
big antenna, realized inside the hill. Near Nav Alpha you'll find a Clint, and
a Trebutchet will attack you from below (I think it is a bug...you won't be
able to fire at him, but he will...), then other two Trebutchets, an Urbanmech
and a Whitworth will attack the HPG. Contract ended
+ SOLARIS VII 3049 CHAMPIONSHIP
Planet: Solaris VII
Type: Championship games
Begin Date: January 1, 3049
End Date: April 15, 3049
Maximum Pay: 4,000,000 C-Bills plus bounty
Minimum Pay: 200,000 C-Bills plus bounty
Salvage Rights: excellent
MISSION 1
Arena: 4-Cross
Planet: Solaris VII
Odds: 3-1
Opponents: Owen Smith, Ranking #7, Awesome
Scott Philips, Ranking #64, Victor
Sharon Biggs, Unranked, Bombardier
Winner Pursue: 1,000,000 C-Bills
Primary Objective: Destroy everyone
Salvage (if successful): Bombardier
In this battle, the Awesome will attack the Bombarider, but it will go after
you, like the Victor. Destroy the Victor first, then go for the Bombardier and
last for Awesome. Try to take advantage of the four pillars at the center of
the arena when battling the last 'Mechs, and aim to the torso, with so many
polygons on screen the game messes up something and most hits won't be
registered as successful, and they'll hit the background.
MISSION 2L
Arena: Laserclasm
Planet: Solaris VII
Odds: 2-1
Opponents: Micky Foote, Ranking #53, Dragon
Kate Simon, Ranking #78, Zeus
Rocco Macauley, Unranked, Centurion
Winner Pursue: 1,000,000 C-Bills
Primary Objective: Destroy everyone
Salvage(if successful): Dragon
The Dragon is directly in front of you. The Zeus, at your right, will go after
the Centurion on your left, trying to attack you. Wait as the two 'Mechs slug
themselves out and then close on the damaged winner for the kill.
MISSION 2W
Arena: Neon Grid
Planet: Solaris VII
Odds: 5-1
Opponents: Laura Ellis, Ranking #5, Atlas
Holly Jandis, #14, Stalker
George Bennit, #28, Thug
Winner Pursue: 1,000,000 C-Bills
Primary Objective: Destroy everyone
Salvage(if successful): Stalker
The Thug and the Stalker will go after you, but the Atlas will target the
Stalker. This arena hasn't any particular cover, so maximum armor protection is
recomended.
MISSION 3W
Arena: Iron Skull Mountain
Planet: Solaris VII
Odds: 10-1
Opponents: Robert D.Ansell, Ranking #1, Atlas
Julie Brock, Ranking #2, Victor
Daryl Dyer, Ranking #3, Stalker
(W.Clay Mundy, Ranking #5, Zeus)
(Scott Blair, Ranking #6, Cyclops)
Winner Pursue: 2,000,000 C-Bills
Primary Objective: Destroy everyone
Salvage(if successful): Zeus, Thug, Awesome
The latter pilots are in brackets because they do not appear in this battle. In
front of you you have an Atlas, inside the bug skill giving the name to the
arena. The Victor, chased by the Staker, will attack you, though you can wait
that the Stalker does serious damage to it before leaving the skull. The
Salker, if still alive, has a weak point at its left side.
MISSION 3L
Arena: Death Dance
Planet: Solaris VII
Odds: 3-1
Opponents: Laura Duenes, Ranking #26, Thug
Heater Sandin, Ranking #31, Flashman
Ed Staab, Ranking #38, Assassin
Winner Pursue: 1,000,000 C-Bills
Primary Objective: Destroy everyone
Salvage(if successful): Thug
The Flashman (right) and the Thug (left) will come after you, and the Assassin
will try to kill the Thug. Destroy the Flashman first and then concentrate on
the Thug, that should be moderately damaged by the Assassin's LRM/SRM fire.
Then turn you attention toward the Assassin and cripple it.
MISSION 4
Arena: Black Pit
Planet: Solaris VII
Odds: 1-1
Opponents: Andy Moore, Ranking #40, Panther
Mark Fraser, Ranking #57, Vindicator
Tamara Stauff, Ranking #62, Urbanmech
Winner Pursue: 1,000,000 C-Bills
Primary Objective: Destroy everyone
Salvage(if successful): Panther
Nothing much to say here. The Vindicator and the Panther may pose a problem for
light an medium 'Mechs with their PPCs, but their light armor won't have a
chance against heavy and assault 'Mechs. The Vindicator and the Panther will
attack you, while the Urbanmech will try to kill the Vindicator.
THE ROAD TO VICTORY (a.k.a.: what battle you'll stage if you win or lose)
+ FEDERATED COMMONWEALTH CONTRACT - BATTLE
Planet: Periphery Worlds
Type: Battle
Begin Date: May 1, 3049
End Date: June 1, 3049
Maximum Pay: 1,000,000 C-Bills plus bounty and bonus
Minimum Pay: 200,000 plus Bounty
MISSION 1
Codename: Fire Flight
Planet: Woton
Terrain: Plains
Time of Day: morning
Expected Resistance: unknow
Your Callsign: Paladin
Primary Targets: Destroy enemy commander
Secondary Targets: Destroy the remaining enemy forces
Begin to head toward the two friendly 'Mechs in front of you, and kill the
small 'Mech coming from the right with a direct volley to its torso. It is
labeled unknown, but if you played MW2 and GBL, or you know the BT timeline,
you'll know that this 'Mech is a Firmoth, or Dasher, as the Inner Sphere will
call it.
Now three other 'Mechs will attack you: target the TimberWolf (Mad Cat, the
biggest; it has two missile launcher on its shoulder and chiken-walks), and
destroy it; after you did so the remaining 'Mechs (a Phantom and an Uller) will
start to flee, and you have to destroy them to collect the maximum pay.
Contract ended.
+ FREE RASALHAGUE REPUBLIC CAMPAIGN - PERIPHERY RAID
Planet: Sigurd
Type: Deep Strike
Begin Date: September 1, 3049
End Date: February 1, 3050
Maximum Pay: 3,000,000 C-Bills plus bounty and bonus
Minimum Pay: Bounty
Salvage Rights: excellent
MISSION 1
Codename: Warning Shot
Planet: Sigurd
Terrain: mesa desert
Time of Day: pre-dawn
Temperature: 10 Celsius
Pay: bounty only
Expected Resistance: Oberon Confederation 1st Regiment
Your Callsign: Warhound
Primary Targets: Find and destroy the pirate airfield
Escape to Nav Point Beta
As soon as you start a Shilone will fly over you. Destroy it now if you can,
but you'll have more chances later. Head to Nav Alpha, and switch to
Termograph. On the large mountain, the Devil's Teeth, you'll notice a Panther
shutted down; there's nothig better that killing it now before it can reinforce
the airfield.
Your target is located behind the Teeth; circle the mountain from the right,
and use your zoom to kill the two 'Mechs, a Catapult and an Orion, from afar.
Then destroy the three building composing the airfield and begin your journey
toward Nav Beta.
If you didn't destroyed the Shilone before, you could do it now; it is hovering
(what? an airplane is hovering?) one km and a half from the field; you'll also
notice two unknow DropShips coming from the left and dropping 'Mechs on two
mesas. The first DropShip will deploy a Black Hawk, a Ryoken and a Thor, but
they'll be marked as unknown. The other DropShip will set on the mesa near Nav
Alpha, with a heavier 'Mech complement: a Mad Cat, a Man'o'War and a Loki.
Destro of of these groups (the nearest) and prepare to surrender.
MISSION 2
Codename: Freedom Fight
Planet: Sigurd
Terrain: mesa desert
Time of Day: dusk
Temperature: 10 Celsius
Pay: none
Expected Resistance: 11th Wolf Guards
Your Callsign: Hunter
Primary Targets: Find DropShip
Destroy all 'Mechs guarding the DropShip
For this mission only, you'll drive a Pegasus hovertank, armed with two SRM-6
and a medium laser. It has jump jets but you can use them only for quick turns
and for enhacing your already high speed. No torso twist capabilities.
You'll begin inside the former pirate base; the Pegasus has a very thin armor,
so your best chance is to escape for now. Leave the Dasher and the two turrets
and pass the Uller coming from the canyons.
The DropShip is at Nav Point Gamma; head left first and then head north when
you're near Nav Beta. The Dropship is guarded by an Uller, and this time you
have to kill it. Aim for the torso, it seems that head shot are relatively easy
in this mission.
MISSION 3
Codename: Exodus
Planet: Sigurd
Terrain: mesa desert
Time of Day: morning
Temperature: 10 Celsius
Pay: none
Expected Resistance: 11th Wolf Guards
Your Callsign: Hunter
Primary Targets: Dust off at Nav Alpha
Defend the DropShip.
Finally you'll regain your 'Mechs. You'll have a pirate Flashman as ally for
this mission, but if you hit it, the Flashman will attack you.
Destroy the Uller and the Black Hawk blocking the way, and then head to Nav
Alpha. Use your zoom to destroy the Ryoken and the Black Hawk from afar, and
wait for the DropShip; if the DropShip turns toward Nav Beta, do the same, and
use the zoom one other time to kill the Masakari, the Naga and the Thor from
afar. It is better to rendez-vous with the DropShip at Nav Alpha; the encounter
is nearly impossible at Nav Beta. Contract ended.
+ FREE RASALHAGUE REPUBLIC CONTRACT - EXTRACTION
Planet: Unzmarkt
Type: extraction
Begin Date: January 1, 3051
End Date: March 1, 3051
Maximum Pay: 1,000,000 C-Bills plus bounty and bonus
Minimum Pay: Bounty
MISSION 1
Codename: Nightngale
Planet: Unzmarkt
Terrain: Stony barrens
Time of Day: night
Expected Resistance: 11th Wolf Guards
Your Callsign: Errant
Primary Targets: Identify 2 damaged 'Mechs (100,000 C-Bills)
Return to Dust-off Point (100,000 C-Bills)
Salvage: 2 ER PPCs, 6 Medium Lasers
Head toward Nav Point Beta, and enhace your radar's scanning range to 2 km; a
Vulture is coming from the right and a Naga from the left;
Once you've reached the three 'mechs, target them and inspect two of them; a
Mad Cat will power up; destroy this 'Mech too and return to dust-off point at
Nav Gamma. Contract ended.
+ FREE RASALHAGUE CONTRACT - BASE DEFENSE
Planet: unknown
Type: deep strike
Begin Date: September 1, 3051
End Date: December 15, 3051
Maximum Pay: 1,000,000 C-Bills plus bounty and bonus
Minimum Pay: Bounty
MISSION 1
Codename: Bird's Nest
Planet: Harvest
Terrain: mesa desert
Time of Day: morning
Expected Resistance: 11th Wolf Guard
Your Callsign: Iron Hawk
Primary Targets: Defend all FRR fighters (100,000 C-Bills)
Destroy all attacking forces (100,000 C-Bills)
In this mission you'll fight against three or four Clan fighters; all the times
I've played this mission the fighters where killed by someone, probably a bug;
you'll have to wait that all 6 FRR fighters have took off. Contract ended.
+ DRACONIS COMBINE CONTRACT - PLANETARY DEFENSE
Planet: Wolcott
Type: garrison
Begin Date: October 1, 3050
End Date: December 1, 3050
Maximum Pay: 8,000,000 C-Bills plus bounty and bonus
Minimum Pay: Bounty
Salvage Rights: good
MISSION 1
Codename: First Strike
Planet: Wolcott
Terrain: salt marsh
Time of Day: afternoon
Temperature: 20 Celsius
Pay: bounty plus bonus
Expected Resistance: Smoke Jaguar Mistweavers
Your Callsign: Sentinel-1
Primary Targets: Destroy all SJ DropShips (100,000 C-Bills)
Secondary Targets: Defend DC Helicopter (50,000 C-Bills)
Salvage: 4 Clan ER Small Lasers
The helicopter in this mission will deploy mines on the three landig zones;
when a DropShip lands, the mines will destroy it; it's better to destroy the
DropShips while they're flying, however; the mines will explode anyway, and be
sure to keep at least 500 meters away from the LZ. The ECM pods will make your
sensors unreliable, though the first target detected will always be an enemy
vehicle.
Nav Alpha is protected by an Uller and a Black Hawk, and an Overlord-C DropShip
will try to land.
Nav Beta is protected by a Thor and a Mad Cat, plus an other spheroid DropShip.
The third LZ has a Masakari defending it and an aerodyne Broadsword DropShip,
which will attack you. After all three DropShips have been destroyed, the
mission will end.
MISSION 2
Codename: Homestead
Planet: Wolcott
Terrain: salt marsh
Time of Day: afternoon
Temperature: 20 Celsius
Pay: bounty plus bonus
Expected Resistance: Smoke Jaguar Mistweavers
Your Callsign: Sabre-1
Primary Targets: Destroy all SJ DropShips (100,000 C-Bills)
Secondary Targets: Defend DC Helicopter (50,000 C-Bills)
Salvage: 2 Clan Small Pulse Lasers, 1 Clan Medium Pulse Laser, 1 Dasher
The first couple of enemies will be composed of two Fighters. Two SAM sites
will take care of them, but it's better to take them down quickly. A Dasher and
a Black Hawk will try to attack you, and send your lancemates after them. Two
Ullers will power up; destroy them ASAP, and a Vulture and a Mad Cat will power
up; destroy them and be ready for the next mission.
MISSION 3
Codename: Dragons Teeth
Planet: Wolcott
Terrain: salt marsh
Time of Day: day
Temperature: 20 Celsius
Pay: 5,000,000 C-Bills
Expected Resistance: Smoke Jaguar Mistweavers
Your Callsign: Sentinel-1
Primary Targets: Destroy all enemy 'Mechs (100,000 C-Bills)
An other mission with those ECM Pods; 5 Elementals will be your first enemies,
and then 2 Ullers, a Gladiator, a Thor and a Masakari (with the commander in
it) will attack you. The best way to destroy this assault Star is to
concentrate fire on a single target at once, and legging 'Mechs when possible.
Contract ended.
+ DRACONIS COMBINE CAMPAIGN - DEEP STRIKE
Planet: Last Frontier
Type: raid
Begin Date: August 1, 3051
End Date: Decemebr 1, 3051
Maximum Pay: 4,000,000 C-Bills plus bounty and bonus
Minimum Pay: Bounty
Salvage Rights: unknown
MISSION 1
Codename: Sleight of Hand
Planet: Last Frontier
Terrain: cratered vacuum
Time of Day: night
Temperature: 3 Celsius
Pay: bonus plus bounty
Expected Resistance: Ghost Bear garrison
Your Callsign: Wraith-1
Primary Targets: Destroy 2 out of 3 enemy installations (100,000 C-Bills)
Secondary Targets: Destroy the third installation (50,000 C-Bills)
Destroy all 'Mechs (50,000 C-Bills)
You'll start near the DC DropShip, on its left. Nav Alpha indicates a training
facility protected by 2 Dashers and a Kodiak; you should be able to kill one
Dasher and the Kodiak while they are shutted down; to destroy this objective,
target the three sub stations and all structures connecting them to the central
buildings, which is unvulnerable.
As you reach the Nav Point, a Man'o'War and a Gladiator will power up; use the
trainig base as cover and engage them at close range, but pay attention to the
Man'oWar's SRMs.
Now head to Nav Beta: a Vulture and a Linebacker are protecting several
buildings; destroy the Linebacker from afar before it can use its PPCs, and
then close to finish the Vulture.
If you have enough armor, head to Nav Gamma to destroy a listening post; it is
guarded by a Kodiak and a Grizzly. After you destroyed all structures, head to
Nav Delta to return to the DropShip.
MISSION 2
Codename: Ali Baba
Planet: Last Frontier
Terrain: cratered vacuum
Time of Day: afternoon
Temperature: 4 Celsius
Pay: bounty only
Expected Resistance: Ghost Bear garrison
Your Callsign: Wraith-1
Primary Targets: Go to Nav Point Delta (100,000 C-Bills)
Destroy all enemies near Nav Delta (100,000 C-Bills)
As soon as you powerup two SJ fighters will attack you. Destroy them before
doing anything else; you should have also noticed two inactive Dashers; kill
them and head toward Nav Delta; all other Nav Points have no enemies, except
Nav Point Beta, with a Linebacker and a Grizzly; both 'Mechs can be crippled
with long-range fire while they are shutted down.
At Nav Delta you'll find a warehouse with a permanently inactive Kodiak and a
Gladiator guarding it; destroy the guard and approach the warehouse to end this
mission.
MISSION 3
Codename: Judas Kiss
Planet: Last Frontier
Terrain: cratered vacuum
Time of Day: dusk
Temperature: 6 Celsius
Pay: 4,000,000 C-Bills
Expected Resistance: Ghost Bear garrison
Your Callsign: Wraith-1
Primary Targets: Defend Draconis DropShip (100,00 C-Bills)
Go to Draconis DropShip (100,000 C-Bills)
OR
Destroy Draconis DropShip (100,000 C-Bills)
Go to you unit's DropShip (100,000 C-Bills)
In this mission you'll be able to chose between fulfilling your contract with
the Combine by returning to them the Kodiak you've captured and collecting the
4 millions of C-Bills or destroy all Clan and DC 'Mechs and escape with the
Kodiak.
The first thign to do is to exit from the warehouse: a Vulture and a Linebacker
are attacking the DropShip, which is protected by a Hunchback and an Atlas; if
you are going to return the 'Mech (BTW, the Kodiak IS NOT an OmniMech...) to
your employers, destroy the two 'Mechs and approach the DropShip; if not, let
the Clan 'Mechs do the maximum damage they can, destroy the DC 'Mechs and then
the DropShip itself; now head toward Nav Alpha where your DropShip is awaiting:
you'll find a Kodiak and a Grizzly blocking your way about 1,5 km away from the
DropShip, plus an other Kodiak and two Dashers behind a small mountain near the
DropShip; once you have destroyed all enemies, reach the Nav Point and escape
off-planet; note that the Draconis Combine will pay for the sucessful mission
objectives but won't pay the 4 millions. Contract ended.
-----------------------------------------------------------------------
Last Frontier Campaign Mission 3 Hmm, I don't get it, how come it seems
like no one can avoid the Kodiak and Grizzly pair? After wasting the DC
Mechs and dropship, all I did was to stay all the way right, hugging the
mission boundary as closely as possible using the satellite uplink. I didn't
even bother to engage any enemies. Just ran all the way to Alpha.
-----------------------------------------------------------------------
+ DRACONIS COMBINE CAMPAIGN - LUTHIEN DEFENSE FORCE
Planet: Luthien
Type: planetary defense
Begin Date: January 15, 3052
End Date: June 15, 3052
Maximum Pay: 10,000,000 C-Bills plus bounty and bonus
Minimum Pay: Bounty
Salvage Rights: excellent
MISSION 1
Codename: Trojan Horse
Planet: Luthien
Terrain: urban wastes
Time of Day: day
Temperature: 30 Celsius
Expected Resistance: 31st Smoke Jaguar Assault
Your Callsign: Assault-3
Primary Targets: Destroy all Clan 'Mechs (100,000 C-Bills)
Salvage: 2 Clan ER Medium Lasers, 1 Clan ER Large Laser, 1 Clan ER PPC, 1 Clan
Ultra AC/20, 2 Clan Streak SRM-6s
As you powerup, the mines inside the 'Mechs will explode, eventually destroying
the three 'Mechs in the area; if they do not blown up, move out of your crater
and destroy them: you have to face a Gldiator a Loki and a Masakari.
Now head to Nav Point Alpha: you should be able to notice three Elementals;
destroy them before they power up, and head to Nav Beta: a fourth Elemental
will power up near Nav Alpha.
After these Elementals, go to Nav Gamma: three Clan 'Mechs, a Linebacker, a
Thor and a Masakari will try to ambush you: they re inside three craters, and
if you have jump jets, the best way to make them exit is to shot at them from
above; the Linebacker will be the first 'Mech to go down (it's in the rightmost
crater); order your lancemates to destroy the Thor while you engage the
Masakari (in the leftmost crater).
MISSION 2
Codename: Shield-Wall
Planet: Luthien
Terrain: urban wastes
Time of Day: day
Expected Resistance: 31st Smoke Jaguar Assault
Your Callsign: Assault-3
Primary Targets: Hold the Line at Nav Alpha (100,000 C-Bills)
Secondary Targets: Defend al retreating friendly units (100,000 C-Bills)
Salvage: 2 Clan ER Medium Lasers, 1 Clan ER Large Laser, 1 Clan ER PPC, 1 Clan
Ultra AC/20, 2 Clan Streak SRM-6s
The only friendly unit will be a Mauler, and no Clan 'Mech will be able to
reach it. Note that you can't pass the smoking Clan fighters or the mission
will fail; do not let any Clan 'Mech pass the first buildings after the crater,
too.
The Clanners will attack in waves of two: the first will composed of an Uller
and a Black Hawk; the second of a Ryoken and a Mad Cat and the third of a
Linebacker and a Masakari. Order your lancemates to destroy the heavier
opponents while you deal at close range with the other one.
MISSION 3
Codename: Decapitator
Planet: Luthien
Terrain: Kado-Guchi Valley
Time of Day: pre-dawn
Temperature: 30 Celsius
Pay: bounty only
Expected Resistance: 31st Smoke Jaguar Assault
Your Callsign: Assault-3
Primary Targets: Destroy the Smoke Jaguar Commander (100,000 C-Bills)
Secondary Targets: Destroy any target of opportunity (100,000 C-Bills)
Salvage: 2 Clan ER Medium Lasers, 1 Clan ER Large Laser, 1 Clan ER PPC, 1 Clan
Ultra AC/20, 2 Clan Streak SRM-6s
You'll have the virtual support of a mobile artillery; virtual because it won't
fire any kind of round; targets of opportunity are the several scraps on the
battlefield.
Head to Nav Alpha: advance slowly and switch to termograph; an Uller and a
Black Hawk will power up just in front of you; destroy them and stop when you
reach the dried river bed; on your left, on the highest crest you should notice
a Naga giving you its back. Destroy it while it's inactive an continue toward
Nav Alpha; a Thor will power up, but the concentrated fire of you and your
lancemates will destroy it in seconds. Now climb the other side of the valley
to its top and head to Nav Beta: a Linebacker and a Cauldon Born, with the SJ
Commander in it, are at this Nav Point. Before killing the Commander, be sure
to identify its 'Mech, or the mission will fail.
MISSION 4
Codename: Killing Fields
Planet: Luthien
Terrain: Kado-Guchi Valley
Time of Day: day
Temperature: 39 Celsius
Pay: 10,000,000 C-Bills
Expected Resistance: 31st Smoke Jaguar Assault
Your Callsign: Assault-3
Primary Targets: Destroy all Clan 'Mechs (100,000 C-Bills)
Salvage: 2 Clan ER Medium Lasers, 1 Clan ER Large Laser, 1 Clan ER PPC, 1 Clan
Ultra AC/20, 2 Clan Streak SRM-6s
Begin to target the three Elementals; concentrate fire on a single target as
only one or two Battle Armors are active: leave them to your lancemates while
you target a shutted down Loki on the other side of the valley: destroy one of
its leg, then turn to help your mates to finish off those Elementals; a group
of two Loki (one should be already legged) and a Mad Cat will power up: do not
destroy the legged 'Mech, and concentrate on the remaining 'Mechs, especially
on the Mad Cat.
Now head right: you should be able to spot a shutted down Ryoken or Vulture:
leg on of them too and destroy the second.
Head left: a group of two Cauldron Borns and one Masakari is waiting you:
engage the Masakari while your lancemates deal with the other two OmniMechs. As
these 'Mechs are no longer operational, destroy the two previously legged
'Mechs to end this mission.
If you didn't legged the Loki, when you destroy the first group, the second
will power up, and so on. Also, the first group will power up if you get too
close to them or if you spend too much time with the Elementals. Contract ended.
Congratulations, your mercenary career is over. By selling all your 'Mechs and
equipment you won't need to work anymore in your life. Just commission a good
grave for your former commander.
Oh, the highest amount of C-Bills I've ever collected is 107,840,000.
*********
12-CHEATS
*********
During Combat press CTRL, ALT and SHIFT and type:
+ SUPERFUNKICALIFRAGISEXY: invulnerability
+ ISEENFIREANDISEENRAIN: unlimited ammo
+ OOOHHHLLLAAALLLAAA: no heat tracking
+ CRAZYSEXYCOOL: unlimited jump capacity
+ REDJACKANDTIKRULES or ITSDABOOOMB: destroys targeted enemy
+ SUPERCALIFRAGI or LIKETHECOMSTARBABY: skip mission
+ BEHOLDMYGLORY: you can see through objects
+ ONTIMEEVERYTIME: time compression key enabled
+ ANTIJOLT: time expansion enabled
+ BUBBLE BOY: bounching spheres
+ UNDFLASHYFLASHY: groups all weapons in the first group
+ WALKTHISWAY: leading reticle
+ WEDIDITAGAIN: credits
And here is it a new one, submitted by Patrick (galahadPC@aol.com):
---------------------------------------------------------------------
I don't see many Mercs FAQs often, so I appreciated the trouble you've gone to
put one together.
I've stumbled across a little cheat, completely by accident, and I don't think
anybody else knows about this because it's never mentioned with cheat codes. In
my Titanium edition of Mercs, when you go to a mission briefing screen, you can
click on the upper-left corner of the frame for the main text windiw, and a
list of missions will appear in place of your briefing. From here, you can pick
and choose which mission you want to play, from all the campaigns and special
missions. I don't know if this trick works on previous versions of Mercs though.
Feel free to include this tidbit with your FAQ, and to inform any Mercs sites
that you know of.
---------------------------------------------------------------------
**********
13-PATCHES
**********
Why a section about patches? Because it's important. I've found the DOS version
more stable then the Win 9X one, but installing some patches on the DOS version
will mess up the game. Here's a list of all patches for the original DOS/Win 95
version; you can download them from Activision or other sites showing patches.
Version 1.05: for all versions, major bugs corrected.
Version 1.06: for all versions, other bugs corrected, but there are still some
annoying bugs (AeroSpace support! They never fixed it!)
Version 1.08: only for Windows 9X. First 3dfx version, crappy and unstable.
Version 1.081: only for Windows 9X. Second 3dfx patch, corrects some bugs but
there are still problems.
Version 1.1: Win 9X only. Changes the game play a bit and there are some bugs
still uncorrected.
*******************
14-CREDITS and MISC
*******************
First credit? To Fasa for having created the whole BattleTech universe. Then to
me, Briareos Kerensky (Zone ID: briareos_CWE) and to all site showing this FAQ
with my permission; visit them at:
1) The Clans Hall (http://www.sealteamsix.com/briareos/index.html; it's my
site. Visit it and leave your sign on the guestbook, this will make me very
happy)
2) GameFAQs (http://www.gamefaqs.com)
3) Neoseeker (http://www.neoseeker.com)
4) The Cheat Empire (http://home.planetinternet.be/~twuyts)
5) Video Games Strategies (http://vgstrategies.about.com)
6) Sjel's Walkthrough Page (www.sjel.org)
7) Cheat City (www.cheatcity.com)
8) Free Games (www.freegames.it or www.freegames.es), translated in Italian and
Spanish
9) Gamespot (http://www.gamespot.com)
10) Game's Over (http://www.gamesover.com)
11) IGN FAQs (http://faqs.ign.com)
an everyone who helped with this document.
Special thanks to:
Patrick (galahadPC@aol.com), for its mission cheat.
all italian BT/MW players; all programs I used to do this FAQ; my turtle and my
dog (he's not died yet); my PC (asking every time to kill him when I push any
of its buttons); all soundtracks that accompained me during this long work
(nominally: all Eva OSTs, Cowboy Bebop OST, and everythign from Beethoven,
Back, Pachelbel, Wagner, Saint Saen, Orff, Blur and everyone I forgot); my
still trasparent and bodyless girlfriend.
To ask permission to post this document, just send a mail writing down the URL.
To contact me, write at briareos_hf@tiscali.it; ICQ UIN is 40534369; Odigo ID
is 264286. Write only about this FAQ or if you have a cute
(female)friend/sister to introduce.
Copyright (c) Briareos Kerensky 2000/2001. Reproduction and translation of
this document (as a whole or parts of its) in any mode without permission is
strictly forbidden.
All names and marks are proprieties of respective owners.