Mechwarrior 4: Vengeance Unofficial Strategy Guide and FAQ by Kasey Chang ( released December 31, 2000 ================= 0 Introduction ================= ---------------------------- 0.1 A word from the author ---------------------------- This is a FAQ, NOT a manual. You won't learn how to play the game with this document, and I'm NOT about to add it to ease the life of software pirates. This USG only covers the PC version since that's the only version that I have. Some of you may recognize my name as the editor for the XCOM and XCOM2: TFTD FAQ's, among many others. --------------------------- 0.2 Terms of Distribution --------------------------- This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2000, all rights reserved excepted as noted above in the disclaimer section. This document is available FREE of charge subjected to the following conditions: 1) This notice and author's name must accompany all copies of this document: "Mechwarrior 4: Unofficial Strategy Guide" is copyrighted (c) 2000 by Kasey K.S. Chang, all rights reserved except as noted in the disclaimer." 2) This document must NOT be modified in any form or manner without prior permission of the author with the following exception: if you wish to convert this document to a different file format or archive format, with no change to the content, then no permission is needed. 2a) In case you can't read, that means TXT only. No banners, no HTML borders, no cutting up into multiple pages to get you more banner hits, and esp. no adding your site name to the site list. 3) No charge other than "reasonable" compensation should charged for its distribution. (Free is preferred) Sale of this information is expressly prohibited. If you see any one selling this guide, drop me a line. 4) If you used material from this, PLEASE ACKNOWLEDGE the source, else it is plagiarism. 5) The author hereby grants all games-related web sites the right to archive and link to this document to share among the game fandom, provided that all above restrictions are followed. Sidenote: The above conditions are known as a statutory contract. If you meet them, then you are entitled to the rights I give you in 5), i.e. archive and display this document on your website. If you don't follow them, you did not meet the statutory contract conditions, you have no right to display this document. If you do so, then you are infringing upon my copyright. This section was added for any websites that don't seem to understand this. For the gamers: You are under NO obligation to send me ANY compensation. However, I do ask for a VOLUNTARY contribution of one (1) US Dollar if you live in the United States, and if you believe this guide helped your game. If you choose to do so, please make your US$1.00 check or $1.00 worth of stamp to "Kuo- Sheng Chang", and send it to "2220 Turk Blvd. #6, San Francisco, CA 94118 USA". If you don't live in the US, please send me some local stamps. I collect stamps too. ------------------- 0.3 Distribution ------------------- This USG should be available at Gamefaqs ( and other major PC game websites (such as,,, etc.). To webmasters who wish to archive this FAQ on their website, please read the terms of distribution in section 0.2. It is quite clear. In case you can't understand it, it says "no modifications". This means you may NOT modify any bits of it! It says exactly what it says. ------------------ 0.4 Other Notes ------------------ There is no warranty for this unofficial strategy guide. After all, it depends on YOU the player. All I can do is offer some advice. PLEASE let me know if there's a confusing or missing remark... If you find a question about this game that is not covered in the USG, e-mail it to me at I'll try to answer it and include it in the next update. ----------------- 0.5 The Author ----------------- I am just a game player who decided to write my own FAQs when the ones I find don't cover what I want to see. Lots of people like what I did, so I kept doing it. Previously, I've written Unofficial Strategy Guides (USGs) for XCOM, XCOM2:TFTD, Wing Commander 3, Wing Commander 4, Fade to Black, Spycraft, 688(I) Hunter/Killer. Mechwarrior 3, MW3 Expansion Pack, and Need for Speed: Porsche Unleashed. Most of them should be on, the biggest FAQ site around. You can also find some of them on my KC Game Nexus website at If you need to write me, send e-mail to (Any spam will be reported to respective authorities). --------------------------------------- 0.6 Disclaimer/ Copyright Information --------------------------------------- Mechwarrior 4 is a trademark of Microsoft. Mechwarrior and Battletech is licensed from FASA. This USG is not endorsed or authorized by Microsoft and FASA. The information compiled in this USG has been gathered independently through the author's efforts except where noted. This guide includes strategies and tactics of approaching each and every mission. If you need just a little help, don't read the rest! ---------------------- 0.7 Revision History ---------------------- 31-DEC-2000 Initial release. ----------------------------------------- 0.8 The Most Frequently Asked Questions ----------------------------------------- Q: Can you send me Mechwarrior 4? A: Of course not. Q: Can you send me the manual (or portions thereof)? A: You're kidding, right? Q: Can you tell me how to play the game? A: Read the manual, please! Q: What's the latest version? A: There are no patches for the Windows version as of the release of this guide. Q: Is there a map editor? A: Nope. Q: What's wrong with the mechlab? A: Nothing. That's the new design. Q: Do `mechs actually limp with leg damage? A: Yes they do, though they need HEAVY leg-specific damage to show that. Q: Can a mech be knocked down? A: Yes, though the lack of extremely heavy weapons except LBX20s means it's hard to find the right combo. 3 LBX-20's in ONE concentrated salvo will usually knock down Shadow Cats and anything smaller. Mechs heavier than 50 mechs doesn't seem to be knock-able. Q: Will there be a Mechwarrior 5? A: Who knows? Q: Are there any cheat codes? A: Nothing known yet. Q: How do I get past mission X? A: See the specific campaign mission walkthrough. Q: What if I spotted something missing or more tactics? A: Feel free to submit anything that can benefit this guide's readers. Submissions will be included with your name attached unless you specify otherwise. I reserve the right to edit the wording or the reject entries. Feel free to submit your favorite mech config as well. Some representative configs for each mech will be included. Please specify purpose/role and some of the reasoning behind the config. ===================== 1 Game Information ===================== Mechwarrior 4 is the latest in the Mechwarrior series, a game with a long history. Mechwarrior originally is the role-playing part of the Battletech boardgame, a game of `mech combat. When Dynamix created the first Mechwarrior for Activision, it was created as an in-cockpit mech combat simulator, and it was absolutely stunning for the time. There's a plot, a bit of adventure, plus combat, contract negotiation, hiring/firing mech pilots, buy/sell/repair mechs, and more. When Dynamix was purchased by Sierra (who went on and created the Earthsiege/Starsiege universe based on their `mech experience), Activision had to create the sequel internally, and that took them much longer than expected. The result is Mechwarrior 2, where you play as a Clan warrior (of either Jade Falcon Clan or the Wolf Clan) battling other Clans and the Inner Sphere. It was followed by an expansion pack that added the Ghost Bear Clan, as well as a semi-sequel: MW2: Mercenaries, where you are an Inner Sphere mercenary lance taking on different missions. The release of MW2 just caught the beginning of the 3D- accelerator revolution, and the different games and expansion packs were re-released in Titanium Edition with 3D-accelerator support. Activision eventually lost the Battletech license to MicroProse, who apparently outbid them. Activision went on to license Heavy Gear from Dream Pod 9, another "mecha" universe. (The first Heavy Gear was not well received. Heavy Gear II was much better, but the damage was already done. Activision went on to spend big bucks for the Star Trek license, abandoning the `mech genre altogether.) MicroProse, on the other hand, was attempting to trim in-house expenses, and they contracted FASA Interactive to create Mechwarrior 3. However, the game is HEAVILY delayed, and Microsoft is in negotiation to buy out FASA Interactive. MicroProse then negotiated with Microsoft, and brought in Zipper Interactive to create Mechwarrior 3. The product being developed by FASA Interactive was changed to Mechwarrior 4. Mechwarrior 3 featured improved graphics and excellent interface, but the AI is pretty awful. And the inventory management interface is horrendous It is also very short at only 20 missions total in the campaign. The missions are pretty well designed. However, it was successful enough that MicroProse released an expansion pack titled Pirate's Moon which added another 21 missions, plus several other improvements including more mechs and more weapons. However, none of the real concerns were fixed. ----------------------- 1.1 What's the setup? ----------------------- You are Ian Dresari, House Davion. Your father is the Duke of Kentares IV. While Victor Steiner-Davion was away leading the fight against the Clans, his sister, Katherine Steiner-Davion, usurped the throne of the Federated Commonwealth, and started to invade House Davion's territories, including Kentares IV. Your entire family has been killed (apparently) except your uncle, Sir Peter Dresari. You have just returned, and you'll take back the planet. Or die trying. ------------------------------------------ 1.2 What do I need to run Mechwarrior 4? ------------------------------------------ From the box * Pentium II 300 or higher CPU * Win95, Win98, WinME, or Win2K * 64 megs of RAM * 650 megs of HD space, plus 125 megs for swap file * 8X CD drive * Mouse or compatible pointing device * DirectX 8 (it says 7 on the box, but the game will install DX8 any way) * DX7 compatible sound card, Direct3D 7 compatible video card * Speakers or headphones for audio output * SVGA 16-bit color monitor or better Multiplayer further requires: * 96 megs required for Win2K * 28.8 Kbps modem or LAN with TCP/IP or IPX protocol * Narrowband hosting is limited to 8 players, broadband is limited to 16 players * Internet access required for internet play and is your responsibility * Microsoft play needs IE4 or Netscape 4 for initial registration. ---------------------------- 1.3 Where are the patches? ---------------------------- There are no patches for the Windows version yet as of the release of this document. ------------------------------------ 1.4 How is MW4 different from MW3? ------------------------------------ Lots of differences. Primarily, the combat tempo is faster and there's a lot of movement. The default joystick config is different, with three of the buttons firing one weapon group each. There are more weapons and more mechs (7 never before seen). Bombast lasers, LAMS, machine gun arrays, etc. The mechlab is now very restricted, as the mechs now have hardpoint restrictions for each type of weapon. You get limited options to mount extra equipment (only one AMS or LAMS per mech). While this sounds bad, the mechs now actually have "personality". Some mechs are beam heavy, while others are ballistic- or missile- heavy. Clan mechs have more "omni" hardpoints that can mount any type of weapons. Too many differences to list all here. -------------------------------- 1.5 What game modes are there? -------------------------------- Single player: campaign, training, instant action. Multiplayer: attrition, team attrition, capture the flag, team destruction, destruction, escort, king of the hill, steal the beacon ------------------------------------------------------------ 1.6 Is there a campaign tree? How about different endings? ------------------------------------------------------------ There is ONE branch near the very end where you need to make a big choice, and that affects the ending you get. I won't spoil the surprise yet, but you can read the campaign walkthrough. ============ 2 Weapons ============ There are basically three types of weapons, as explained in the manual. Instead of listing them all, I'll just go over the types and their general applications. ------------- 2.1 Cannons ------------- Your basic ballistic weapons, these are the AC's (5 and 10), Ultra AC's (2 and 5), LBX Scattershot (10 and 20), Gauss rifle (regular and light), and machine gun array (MGA). Some have clan versions which are lighter or have more extended range, but not all. Cannons are rather heavy even though their hardpoint is rather small. Get the Clan version if available. The cannons need ammo. While ammo is available, you can pump out a lot of firepower, but when you're out, you're left with nothing. Cannons don't generate much heat though. LBX cause a lot of damage at close range, esp. the LBX20s. In fact, the LBX20s are the only knock-down weapons that I've found. The machine gun arrays doesn't really do enough, it's like washing the floor with a toothbrush. Best sniper weapon is the gauss rifle. Use the zoom to get good shots at the center of the torso. A good combo is 4 different AC2's or even Ultra 2's. While this takes up a lot of weight, you can fit them on Maulers and other assault mechs with no problem, esp. the Clan version, and with a lot of reloads, the firepower is very precise and Ultra 2's reach out to 900m. Another good combo are multiple LBX20s. In a Daishi you can fit in three LBX20s (two in torso, one in the center omni rack). Atlas can mount two gauss rifles: a clan regular and a light. -------------------- 2.2 Energy Weapons -------------------- Energy weapons are lasers, PPCs, and flamers. Lasers vary from small, medium, to large. Pulse lasers fires more shots, thus causing more damage, but also weighs more (usually double). It's also hard to keep the pulse on the target. PPC is half-ballistic and half-energy, as the shot itself travels like ballistic weapon but the weapon itself is energy-based and generates heat. There's also flamer (point-blank heat weapon) and bombast laser (discussed later). The Clan versions (if available) are either lighter or have longer range (sometimes both). The problem with energy weapons is they generate heat, so you can't fire them too much, or you'll overheat and shut down. You may be able to temporarily avoid the shutdown by doing either override or coolant flush. You will need to increase the amount of heatsinks to keep up with heat dissipation. You generally want the heat dissipation bar to be in the green or high yellow. The lasers are your usual weapons. They are very precise. Medium lasers produce very good medium and close range firepower, and you can mount a lot of them if you have the hardpoints, and can afford the heat build-up. Large lasers have good range, but generate more heat and weighs a lot more. I don't find much use for the small laser at all. PPC is a good general-purpose weapon. Most non-mech targets need only about two shots to take out. It's also good for long range sniping. Zoom in and let them have it! Bombast laser can cause a lot of damage if you can learn its firing mechanism. I personally haven't quite got the knack for it yet. It's also relatively light for the damage it can cause. The flamer is a point-blank weapon that adds heat to the enemy mech. Add this to your point-blank assault. However, they take up a lot of room, and you can probably get more damage done with two medium lasers and keep the range open. -------------------- 2.3 Missile packs -------------------- This family includes SRM (2, 4, or 6), MRM (10,20,30, or 40), LRM (5,10,15, or 20), and Streak SRM (2, 4, or 6). There's also the T- Bolt missile, NARC beacon, and flare launcher. The Clan version, if exist, is lighter than the Inner Sphere version. AMS can shoot down all missiles except the T-Bolt missile, but AMS can engage only a limited number of missiles at a time. So the bigger the launcher, the more shots will get through. There's also the Laser AMS (LAMS), which generates heat but is somewhat more effective. The SRMs and MRMs are not guided, so just fire them like rockets. The target needs to be still for you to get good hits. Fire just as the target comes to a stop for best effectiveness. The LRMs require a lock-on to get good hits. Once locked-on, the missile will seek the target, so they can be used even at point- blank range, but best used at a distance. LRMs also works as anti- air missiles. Streak SRMs seek their target automatically, so they're good if you can't get hits with the regular SRMs or MRMs. Just shoot and you'll score, if you have a good lock-on. The NARC beacon is difficult to use properly. Basically you hit an enemy mech, then all the subsequent lock-on missiles like LRM and Streak SRM will seek the beacon instead. You'll need to arrange for an OVERWHELMING salvo for the NARC beacon to be worth the trouble, and the 4 tons it take is not worth its advantages in my view. The T-Bolt missile cannot be shot-down by anti-missile system, which makes them quite deadly, at 28 points per hit! It's just too bad it takes 15 tons to put in a launcher. The flare launcher is used for illumination at night. I personally don't fight at night so this to me is useless. If you want to try some night ops, give it a try. --------------------- 2.4 Special Weapons --------------------- Some weapons don't really belong in any of the above. The Long Tom cannon is basically a mech-mounted mortar. Its BIG shell that cause a lot of splash damage. One or two shots can take down the building. However, it's VERY hard to aim, as it has very low muzzle velocity. You'll need to aim up in order to "lob" the shot. It does cause a lot of damage, but the number of shots is very limited. Artillery beacon allows you to call in artillery on top of a target. While this is cool, it's not really practical since the beacon launcher weighs FIVE TONS, which can be used for far more productive weapons than arty of questionable value. ================= 3 Your Enemies ================= --------------------- 3.1 Ground Vehicles --------------------- On the ground, you'll see basically Bulldog tank, SRM carrier, LRM carrier, SKUD launcher, Vedette, and maybe Harasser. The most dangerous is the LRM carrier, as they shoot salvoes at you from afar. Fortunately, one PPC shot is enough to take care of it. Zoom in and fire one shot each. Harasser and SRM carrier takes about one PPC each as well. Bulldog needs a little more than 2. Though two good hits from large laser will kill it. SKUD launcher takes only one shot. ----------------- 3.2 Air Threats ----------------- The only ones that will attack from the air are Night Shade fighters and the Peregrine attack choppers. Though you MAY see bombers. One shot from large lasers or PPC should take care of them. LRMs also works, though fighters are too fast for LRM lock- on. Zoom in and get good shots. If you got good guns, like Ultra 2's (that goes out to 900m), you can use those also. ------------------- 3.3 Naval Threats ------------------- On swamp or coastal missions, you'll see Condor hovercrafts, Patrol Boats, and Destroyer. Condors and Patrol Boats are easy to kill. Most need only one PPC bolt each to go poof. If you feel like using the long tom, that explosion area is pretty good for killing things BEHIND the hill, but if the shot lands in the water it's not worth the trouble. The destroyer is armed with large lasers and lots of LRM launchers. It is quite well armored, and taking it down will take a lot of long-range dueling, as you can't get too close to it. --------------- 3.4 Dropships --------------- You have several missions where you need to go after dropships. Usually the dropships are not moving, so you just take out the APUs around them (usually 3), then hit it a few more times. They will have a lot of static defenses around them though. The final mission requires you to take on a Hrothgar dropship ready to take off. Just keep hitting it until it goes poof. This one fires back though, so stay back a little. See the mission notes for tactics on dealing with it. ----------------- 3.5 Light Mechs ----------------- The light mechs in the game are Cougar (35t), Raven (35t), and Osiris (30t). The Cougar is more capable, with 2 LLAS and 2 LRM10's, plus some smaller lasers. Raven and Osiris are lightly armed and should not present a problem to you at all. ------------------ 3.6 Medium Mechs ------------------ The mediums are Bushwacker (55t), Shadow cat (45t), Chimera (40t), Hellspawn (45t), and Uziel (50t). Bushwacker is the heaviest medium you can get, but it's not easy to find. By the time you get them, you'll probably find heavier stuff. Still, with a good AC in one arm and a big laser in the other, it's a very balanced mech. Shadow Cat is pretty deadly if you fit in a gauss rifle, or use ONLY medium lasers and lots of heatsinks. You can move very fast and keep shooting. Hellspawn is more missile reliant and therefore I don't like it that much, as you can run out quite quickly in heavy combat, and missiles will hit all over the place. Uziel is pretty dangerous with 2 PPC's as default config. Consider it your primary threat when you see one. ----------------- 3.7 Heavy Mechs ----------------- Now there are a lot of choices here. There's Catapult (65t), Loki (65t), Mad Cat (75t), Nova Cat (70t), Thor (70t), Vulture (60t), Argus (60t), and Thanatos (75t). Catapult is meant as a fire support mech, as it looks like a Mad Cat without the arms. Still, it's a pretty heavy mech (the first heavy you get) and you'll need to use it in a combat role. A close combat config for Catapult would be 4 Streak SRM6's and some lasers. I personally don't use the Loki, as I prefer Thor personally. Though they're very close cousins. Mad Cat is probably one of the best mechs around, but the default config is too heat intensive. Remove the smaller lasers and add heatsinks to keep it cool. If you get more Streak SRM6 launchers, they make good replacements for the Clan LRM20s. Nova Cat has too many energy weapons. Remove the small pulse laser and at least one of the LLAS for more heatsinks, and assign the PPCs to different fire groups. When you face them, try using flamers on them. They overheat constantly. Vulture is a fire support mech like Catapult, but it's capable of good direct fire as well. You can think of it as a smaller Mad Cat, and it's quite deadly in that role. Take them out first due to their LRMs. Argus has a weird mix of weapons, and doesn't seem to be too powerful. It is heavily armored though. Thanatos. How here's a good match for Mad Cat. Heavily armored (only Nova Cat boasts more default armor), and it has a good combo of weapons, though mostly ammo based (LBX20, MRM20). Consider taking out the ECM or jumpjets for more ammo room. I'd also drop the MRM20 in favor of LRMs or Streak SRMs. ------------------- 3.8 Assault Mechs ------------------- The heaviest of the heavy, these are real killer mechs. They are Atlas (100t), Awesome (80t), Daishi (100t), Mauler (90t), and Mad Cat MkII (90t). Atlas has a lot of armor and slow movement in exchange for a LOT of weapons. Personally though, I'd dump the smaller lasers, replace LRM with the Clan version to save weight, and add LOTS of heatsinks, maybe even squeeze in a light gauss rifle in there. A good config for me is 1 ER PPC, 1 PPC, 1 Clan gauss rifle, and 1 light gauss rifle. The mismatched weapons recycle at different time to avoid heat buildup. If you want max shock, wait a little for full availability. Awesome is the first assault mech you'll get, and the default config of 3 PPC is too heat intensive. Remove the SRM's and one of the PPC's and replace with ballistic or better missile weapons for better balance of firepower. Daishi. The default weapon mix is a lot of stuff. The 4 LLAS is quite hefty, though I'll probably consider removing the MGAs and replace with heatsinks. Mauler is probably going to be your primary assault mech, as it is quite heavy and the 4 Ultra AC/2 is a lot of firepower. Until it runs out. Add extra armor. Replace the LRM10's with Clan version for more ammo reloads. If you can fit even MORE Ultra 2's in there, do so. Mad Cat Mk II. What can I say? This mech is ideal! The gauss rifles are absolutely deadly. Great for sniping, and LRM's are just a bonus. I would consider removing some of the MLAS for more gauss ammo though, or take out the jumpjet. ------------------------- 4 Lancemate Management ------------------------- The pilots do grow in skill as you use them, and the more you use them, the better they get. However, they DO get stuck behind buildings and such, and takes quite a while to get to you, if you give them a chance. ----------------- 4.1 Casey Nolan ----------------- Casey is a thoroughly average pilot, though there's room for improvement. He's a good backup, but as you don't use him much, his skills will stay average. ------------------- 4.2 Jen McQuarrie ------------------- Jen's skills seems to be piloting, not much gunnery. She's the best pilot you got for a while, and good on sensors. Night-time she's average. -------------------- 4.3 Jules Gonzales -------------------- Jules is very good in gunnery, but not much on piloting. He's also good at night fighting. Give him the long-range weapons. ------------------ 4.4 Terra Risner ------------------ She joins you late (Op 5) after the rescue, but she's quite good in all categories. She tends to overheat due to her aggressiveness. Give her a heavy mech that leans toward ballistic weapons so she can last a while. ------------------ 4.5 Damon Squire ------------------ This guy joins you for one mission in Op 6 and disappears, but while he's on, he's pretty good. He was one of Joanna's personal guards. =============== 5 Your Mechs =============== ----------------- 5.1 Light Mechs ----------------- Light mechs don't do enough damage, and are suitable really only for recon due to their high speed. Against heavier mechs, their only hope is hit-and-run. 5.1.1 Raven Runner ---------------------- Raven with ECM and max engines is a great mech to play multiplayer "steal the beacon". Just watch out for those heavy "guard" mechs with the knock-down weapons. If you're down, you can't run. Remember to include jumpjets. 5.1.2 to be compiled ------------------------ ------------------ 5.2 Medium Mechs ------------------ Consider using medium mechs as beacon runners. Uziel and Shadow Cat are harder to knock down than the light mechs, and they CAN be modified to achieve respectable speed and include jumpjets. 5.2.1 to be compiled ------------------------ ----------------- 5.3 Heavy Mechs ----------------- 5.3.1 Awesome Zapper ------------------------ The default config of 3 PPC for the Awesome is a bit too heat intensive. To turn it into a more short-range fighter, remove the arm PPC, and replace with 2 medium lasers. Remove the two pulse lasers on the other arm and replace with 2 medium lasers. Replace LRMs with SRM6s. Add heatsinks to fill out the difference. When Clan weapons become available, replace SRM6 with Streak SRM6, PPC with ER PPC, and so on, and add even more heatsinks. ------------------- 5.4 Assault Mechs ------------------- There are your workhorses. While they don't kill light mechs in one salvo, they do come pretty close (two salvoes to be exact). 5.4.1 Sniper Atlas ---------------------- Atlas, speed at one notch above minimum, armor nearly maxed, ferro-fibrous. One ER PPC, one PPC, one Clan Gauss Rifle with extra ammo, one LIGHT Gauss rifle with extra ammo. The reason for the MISMATCHED set of PPCs is they recycle at different rates, and thus cuts down on heat built-up. You can fire all weapons as fast as the weapons recycle. Only need two weapon groups. You can probably squeeze in some missiles if you want. 5.4.2 Gunman Mauler ----------------------- Here's a great general purpose Mauler config: 4 Clan Ultra AC2 with 1 extra ammo each. Two ER MLAS in arm, add Streak SRM6 or Clan LRM10's to taste. Don't need extra heatsinks at all. Add the rest in armor, and lots of it. The AC2's in the torso comprises most of the firepower. One burst is enough to take out most ground vehicles. Fired together with the lasers and it's a devastating volley. AC2's also have a good range, and it's not that hard to aim. You may be able to fit in 5 Ultra AC2's if you really squeeze. 5.4.3 Shotgun Daishi ------------------------ Daishi with 25 percent speed, no heatsinks, 2 large lasers (one in each arm), and 3 LBX20's, each with one extra reload. Add one Streak SRM6 pack for backup. This combo will knock lighter mechs (up to even Shadow Cats) to the ground. Aim for the cockpit and you can kill a mech in TWO SHOTS. The LLAS can be used for sniping if you want to stay out of range. If you can't stay open, then charge in to 300 m and open up with the three shotguns. Fire Streak SRMs to keep the enemy busy. ================== 6 `Mech Tactics ================== `Mech combat, as all combats, have specific tactics, but some should already be obvious to you. --------------------------- 6.1 Concentrate Firepower --------------------------- One mech never last long against superior numbers of equivalent mechs. If you have two, three, even four mechs firing upon the same target, it'll be toast very quickly. It also seem to force the enemy to spread the damage around instead of gunning for you personally all the time (except Vonda Castro's lance, but that's another story). ----------------- 6.2 Keep Moving ----------------- Moving target is harder to hit, even for the AI. Moving and sudden change of direction can also prevent easy hits from the unguided missiles like SRMs and MRMs. It won't save you from the seeking missiles (Streak LRMs, and T-bolt), but less damage is less damage. ----------------------------------- 6.3 Torso-Twist / Circle of Death ----------------------------------- Mechs don't side-step like the Quake player's circle-strafing. However, most mechs can torso-twist, which allows you to point the upper body toward the enemy while the mech head in a different direction. This effectively allows the "circle-of- death", which means you walk in a circle around the target (moving at about 70% speed), torso twisted all the way left or right, facing the enemy, and keep pouring in fire while moving. ---------------------------------- 6.4 Go for Turret Control Towers ---------------------------------- In a base covered by calliopes or turrets, there is probably a turret control tower. If you take it out, the turrets will go inactive. This is much easier than taking on each of the turrets individually. The calliopes are pretty well armored. ------------------------ 6.5 Go for the Cockpit ------------------------ If you can, aim for the cockpit. Killing the pilot is the quickest way to kill a mech, now that "legging" the mech is much more difficult if not impossible. A heavy dose of LBX20 at point- blank range will reduce armor to scrap. Another good salvo and the mech is toast. --------------------- 6.6 Heat Management --------------------- Remember that there are additional ways to dissipate excess heat. If there's bodies of water nearby (swamp, mountain lakes, etc.) then stay inside to stay cool. Fighting at night also helps. If it's an emergency, you can try the coolant flush, which does an emergency vent of the coolant. It cools you down a lot, but you don't have that much left, so use in emergencies only. If you just need to keep moving and not shooting, you can OVERRIDE the shutdown. ====================== 7 Campaign Walkthru ====================== There are two different endings (not counting your death), depending on that "final choice" near the end. ----------------- 7.1 Operation 1 ----------------- You've just landed on the Kentares IV's moon as the initial strike against the Steiner hold on the planet. You're vastly outnumbered, so this is meant mainly as a guerilla action. You can't command any one yet, even if there are other mechs with you. 7.1.1 Op 1, Mission 1 Destroy Comm Array -------------------------------------------- Primary Objective: Take out the comm array at the nav point, specifically the 3 HPG antennas. This will cripple Steiner coordination. Secondary Objective: Take out any escaping vehicles You are in a Shadow Cat, no weapons yet to reconfigure. You'll be dropped with 2 Cougars. Mission Summary: There are no mobile defenders except some SRM carriers. There are some turrets around the base, but those are easy to take out. Watch for escaping vehicles. When the escaping vehicles are toast, feel free to cook any turrets in the area, then the three antennas, and you're done. If you're lucky, you'll capture an Uziel on this mission, which will be your heaviest mech for a while. 7.1.2 Op 1, Mission 2 Destroy SKUD Convoys ---------------------------------------------- Take out the SKUD launcher convoys as you follow the nav points around the path. This will consolidate our position. Expect mech escorts. Primary: Take out the SKUD launcher convoys as you follow the nav points around the path. This will consolidate our position. Expect mech escorts. If you got the Uziel, take it. Otherwise keep the Shadowcat. Jules Gonzalez will join you in a Cougar. Nothing fancy, just destroy everything. There are two convoys, each with one SKUD launcher, several ammo carriers, 2-3 SRM carriers, some Swiftwind scouts, and 1 Osiris mech as escort. Take out the mech first, then the SRM carriers. The other vehicles don't shoot back so they are easy to destroy. If you're in the Uziel, use PPC's to snipe. Be careful around the ammo carriers, as those explode pretty hard. Don't get too close. 7.1.3 Op 1, Mission 3 Dropship Hunt --------------------------------------- Destroy all dropships at the Steiner base. This will cripple their operations. Primary: Destroy all three dropships at the Steiner base. Those dropships have heavy weapons, but they are not powered yet. Take out the three APUs next to each dropship to delay power-up. Expect mechs and other mobile threats. Take the heaviest mech you have, probably the Uziel. You'll have some friendly Hellspawns following you in. Nothing fancy here, go in and blast those APUs first. Two shots from the PPC's should take out each one. Keep running around, taking out the APUs and some of the defenders. After the APUs are gone, you can concentrate on the mech defenders. Then let your friends take on the turrets while you take out the dropships. When you take out all three, you win. 7.1.4 Op 1, Mission 4 Base Defense -------------------------------------- Protect the dropship as we prepare to shift operations to Kentares proper. Sir Peter will take off first. Primary: protect the APUs powering your dropship Secondary: destroy all attackers This is probably your toughest fight so far, as enemies attack from all directions. Keep your Uziel, as you need some long-range firepower, and those PPCs are very handy. Run really fast toward the threats. Kill them with long range PPC fire. There are two other mechs around the perimeter keeping the enemy busy. Attackers include 2 Hellspawns, 2 Osirises, 3 Bulldogs, 3 SRM Carriers, and 3 LRM Carriers. There are two APUs next to your dropship you need to protect, and the main threat to them will come from the LRMs. Snipe those out first with your PPCs, ignoring all other threats. Then engage any other threat you come across. You can let one of the APUs get destroyed, as the dropship will send out another one, but no more than that! Once you take out all the attackers, you win. ----------------- 7.2 Operation 2 ----------------- You've arrived in the northern polar region. It's time to start operations on the ground. 7.2.1 Op 2, Mission 1 Recon Area ------------------------------------ You're being hot dropped into the area to secure an area for the dropship to land. Primary: explore nav Alpha, Beta, and Gamma Secondary: destroy all enemies encountered You get your first lancemate. You can pick Casey or Jen. Jen is the better of the two, so bring her along. Give her something pretty heavy, like Shadow Cat or Hellspawn. Keep Uziel for yourself. You'll see multiple Peregrine choppers as you hit the first nav point then 2 Ravens and a Bulldog as you come up to an outpost at the second Nav point. After that 2+3 Bulldogs, a turret, then 3 more Bulldogs at the last nav point. Take them all out and you're done. 7.2.2 Op 2, Mission 2 Raid Depot ------------------------------------ Need supplies, so we're raiding this depot. There may be some mechs to capture here. Primary: Destroy all defenders Primary: Destroy comm base Primary: Convoy must reach warehouse 1, 2, and 3 Follow the nav points again, but try to do it all in passive sensors. Take out the comm base when you see it, then continue to the base. This is probably the toughest fight so far, as you're going up against some heavier mechs, namely Catapults and Hellspawns, and multiple choppers and tanks. You'll be pretty beaten up at the end, but it's a standard kill-everything scenario. You'll probably capture a Catapult here. 7.2.3 Op 2, Mission 3 Escort Techs -------------------------------------- Jules is pinned down with the techs. Sir Peter tried to draw the chasers off, and they need some escorts to get away. Primary: Relieve tech convoy, then escort the techs to safety to the south across the bridge. Primary: Blow up the bridge after everybody is across. You should keep the heaviest mech you have, though I personally don't like Catapult that much. Give it to Jen, and keep Uziel for yourself. As you approach the tech's nav point (nav alpha), you'll run into Uziels and Hellspawns, and 3 Bulldogs. You'll see 4 turrets blocking your way to the techs. Blow them up. When you find the techs (Jules in a Shadow Cat as escort) in the corner of the map, another Uziel will attack. As they start moving, 2 Hellspawns will attack as well. There's a long way to go, but the enemies are pretty far away so you can run really fast and catch them before they get into range. Multiple SRM carriers will attack at about the half-way point. Finally, an Osiris will chase as you get to the bridge, but with 3 mechs shooting it should be no problem. After everybody cross the bridge, blow it up, and that's it. 7.2.4 Op 2, Mission 4 Capture Base -------------------------------------- Sir Peter did not survive. To avenge him, we're taking down the Steiner base. Primary Objective: clean out the defenders Secondary Objective: defend the techs until they capture the base Your job is to charge in, take care of all the defenders (Cougar and Bushwacker), and 2 turrets and 3 SRM Carriers. The 3 SRM Carriers are easy as they're in front of you. Then the two mechs charge in. Concentrate on the Bushwacker first, and take the turret when you can. Then head for the back of the base and take out the TALL turret control tower (ignore the calliopes, they'll go down when the control tower goes poof, and you need them for defense later). REMEMBER, do NOT touch the control center. Take down the TURRET CONTROL TOWER. Once it's gone (or you took out one of the calliopes), the tech will come on. The tower is taller and thinner, and to the left of the satellite control center when you're heading there. Then take care of the two Uziels guarding the spot, or send your lancemates after them. Then the techs come in to capture the base. That'll take them a while (about a minute or two), and your mechs will keep the Uziels away. Immediately head off to the base to ESE, and you should see 4 LRM launchers there sitting still. Nail them with long range PPC fire. If you don't, they'll come after you and if the satellite control center is toast, you lose the mission. Now head back north. Just north of the sat control you'll see hangars with 2 Peregrine attack choppers on the ground. Take them out from a distance. If you don't, they'll join in when the mechs attack, then it gets really messy! Kill them now. Now you just need to wait for the mechs to attack. Order repairs if there's time. There's a repair hangar there. Your techs should gain control of the two calliopes, and those are great for additional firepower. Then it's just a matter of defending your site against 2 Cougars and 2 Argus from one direction, then 2 more Cougars from the other direction. With 3 relatively fresh mechs (you did repair yourself, right?) and 2 calliopes, the fight should be easy. When you take them all out, you win! ----------------- 7.3 Operation 3 ----------------- We're trying to find that other surviving Steiner dropship to cripple their operations permanently. 7.3.1 Op 3, Mission 1 Sweep and Destroy ------------------------------------------- Scouts are out searching for the Steiner patrols, great for defeat in detail. Primary: Wait for scouts to report Primary: Take out the mechs at nav alpha, nav beta, nav gamma, Primary: Check out Delta for the missing scout Take the heaviest mechs you got, as there's lots of room for long- range weapon deployment. You'll find 2 Cougars near nav Alpha, 2 Osiris and 1 Raven at nav Beta, Osiris and Cougar at nav Gamma, and 2 Vultures (dangerous!) at nav Delta. Take them all out, and you win! Jump into the lake if you overheat. 7.3.2 Op 3, Mission 2 Capture Supply Convoy ----------------------------------------------- We're going after this supply convoy. Primary: Destroy escorts Secondary: Destroy all Steiner forces Chasing down the supply convoy is gone to require a fast mech. If you prefer heavy mechs, consider turning back to cut through that "pass" to the north. Try not to blow up a mech right next to one of the cargo carriers. That may take the cargo carrier out as well! When you catch up, you'll run into 2 Cougars, a Bulldog, all trying to delay you. Argus and Vulture will try to stay with the convoy, but if you get close they'll go after you. There's one MORE Bulldog leading the convoy. Take that out, and you got the convoy, even if you haven't taken out all the mech escorts. With three heavy mechs, this should be easy. 7.3.3 Op 3, Mission 3 Destroy Dropship ------------------------------------------ We found that surviving dropship. Take it out. Primary: Locate and destroy Steiner dropship The dropship is actually NOT that heavily defended, except for the Mauler as a surprise. You can try the artillery beacon, but you can do the mission without it. Just head east, then northeast and follow the "road". You'll run into multiple Arguses, then a Mauler, escorted by multiple Bulldogs (at least 4), and several turrets. The dropship has 3 APUs nearby. As in the earlier mission, take out the APUs first to prevent the dropship from powering up. Then take care of the defenders and finally the dropship itself. ----------------- 7.4 Operation 4 ----------------- We're in the desert, and heat will be a factor. Consider using reactive armor, as most mechs will be using ballistic weapons to minimize heat buildup. You'll want your mech to be as "green" in heat dissipation bar as possible. Use more ballistic or missile weapons. 7.4.1 Op 4, Mission 1 Raid Base ----------------------------------- We're raiding a Steiner base for supplies. Resistance will take cargo carriers into the Steiner base after we neutralize the defenders. They'll have some tanks and Vedettes to take on the turrets. We take care of the mechs. Primary: Escort convoy as they go through the 3 nav points The base doesn't have much inside, just turrets and a few mechs (Cougar? Hellspawn?). Run in there and take them all out. When nav Alpha is reached, 4 mechs (Shadow Cat, Chimera, and 2 Hellspawns?) will attack. When nav Gamma is reached, 4 more mechs will attack (Vulture, Chimera, and 2 Hellspawns?). Take them all out and you win. 7.4.2 Op 4, Mission 2 Defense Base -------------------------------------- You get a third lancemate on this mission, and you'll probably have to use Casey, as you haven't found any one better yet (not until Op 5, Mission 1 any way). Primary: Relieve friendlies at nav Alpha Primary: Defend base at nav Beta Primary: Destroy guerilla mechs You are to relieve the friendly forces at nav alpha, then protect the base at nav beta. Run for nav alpha ASAP, tell your lancemates to go there. Shoot the 3 Peregrines that pops up, but don't slow down. You'll find 2 Shadow Cats and an Uziel around nav alpha. Those Shadow Cats hide behind a hill, pop up with jumpjets, then fire LRMs while in the air. These Shadowcats will run really far and really fast, then circle around. Take them all out, and watch the calliopes at nav alpha take out the approaching bombers, as you run for nav Beta. Tell your lancemates to head there too. You'll probably notice two more Shadow Cats running toward your base at nav beta. Just get there ASAP, even if the Shadow Cats outrun you. There's Cougar and other defenders in the base to delay them for you. As you take care of the Shadow Cats, another lance will attack: Vulture, 2 Uziels, and a Cougar. Take them out too and you're done. There's a MFB on the base so you can order repairs if you have time, as the second lance don't show up until that Shadow Cat is taken care of. 7.4.3 Op 4, Mission 3 Capture Barges ---------------------------------------- Capture the barges by destroying all the escorts (boats and mechs), then walk near each one. Capturing all six barges is possible. Primary: Capture 4 out of 6 barges Primary: At least 4 out of 6 barges must survive Primary: Destroy all defenders Secondary: Capture all 6 barges. Don't use LRMs near the barges! If you get all 6 barges you get a bonus. If you use LRMs you may destroy one of the barges due to splash damage. You'll be facing 10 patrol boats (maybe more?), 4 Peregrines (that pop up behind rocks as you travel up the river). You'll also run into 3 Argus and 1 Loki. As you'll be wading in water, heat should not be a factor. As noted, try not to use LRMs unless you're SURE the target is not next to a barge. Tell your lancemates to follow you, then when you see the enemy ships, engage at will. They'll mop up for you. When you see mechs, concentrate your fire upon one mech at a time, and add your own. When all defenders are gone, just walk up next to each of the surviving barges to capture them. 7.4.4 Op 4, Mission 4 Destroy Factory ----------------------------------------- Destroy three munitions plant in the city. Shepherd in a Swiftwind scout will be your guide. Weather is extremely foggy, and the visibility is extremely poor. Secondary: Link up with local guide Shepherd Primary: Destroy munitions plant 1, 2, and 3 This one is not that hard, as you just follow the nav points and kill anything else that moves. You'll run into 2 Shadow Cats and 6 Bulldogs at plant 1, Nova Cat and Hellspawn at plant 2, Awesome, Hellspawn, and 3 Bulldogs at plant 3. Each plant is also surrounded by at least 2, probably 4 "guard tower" armed with large pulse lasers, though they are easy to blow up. 7.4.5 Op 4, Mission 5 Capture Convoy ---------------------------------------- James Qulan is about to execute the prisoners, so you need to get to them before they do. Primary: Destroy air defense base at nav Zeta (to protect the chopper flight) Primary: Destroy convoy escorts Secondary: Break contact Just one Uziel protecting nav Zeta, so take out the base (tower and radar). Then head for the convoy, and take out all the convoy defenders (multiple Bulldogs and Cougars). Once you got them, cut through the mountains and get to the pickup point FIRST. Tell your lancemates to guard the convoy (pick a vehicle and issue "Defend my target") There should be a Vulture in the distance, and it may get closer. Send your lancemates after it, as you continue to that spot. Soon, someone will power up: 2 Uziels. Kill them (you ARE in a much heavier mech, right?) Your three lancemates should take care of the Vulture with no problem. When the convoy arrives and the choppers land and take off, you're done. 7.4.6 Op 4, Mission 6 Liberate Camp --------------------------------------- We've saved some of the prisoners, but it's time to get the rest of them. We can use the manpower too. Primary: Link up with Resistance mechs (Uziels and Shadowcats) Secondary: Destroy all defenders Primary: Destroy the two guard towers next to each of the prisoner compounds 1, 2, 3, and 4 You're rescued Terra Risner, who's a better pilot than Casey Nolan, so use her. When you start, head along the edge of the map and get to the friendlies. You'll run into 3 Peregrines, just get them. As you rendevous, you may run into 2 Cougars. Kill them. Then you'll see a LOT of turrets, but by now you'll know to go after the control towers. 2 Vultures and 2 Catapults will attack. Take care of them. When you take out all the towers, James Qulan and his command lance drops in. Mad Cat and 3 Vultures. They should be no problem for you though. Take out the Mad Cat first, concentrate firepower to kill one at a time. ----------------- 7.5 Operation 5 ----------------- The city of Vale has been marked as a target for retribution, and you must protect the city while the civilians are evacuated out to sea. 7.5.1 Op 5, Mission 1 Destroy Bombers ----------------------------------------- Primary: Destroy all eight bombers Primary: Destroy the control tower Secondary: Destroy all defenders Take the heavy `mechs. You'll run into a LOT of enemies, as there are missile towers and gunboats and everywhere. Just stand at the two runways' intersection (the southeast one), and cook the eight bombers as they approach for take-off. You'll run into 3 Shadow Cats, 3 Vultures, and one Nova Cat as the defenders. You may see some patrol boats, Bulldogs, and Harassers as well. When you take them all out, you've won. Remember to destroy the tower. 7.5.2 Op 5, Mission 2 Destroy Patrols ----------------------------------------- Standard sweep mission, destroy all enemies encountered. You're combing the swamps, wiping out all the patrol boats and Harasser hovercrafts. There are four groups to take out. Primary: Destroy all four hovercraft groups. The hovercrafts are easy to kill individually. Best way is find a tall "hill" and snipe them with the long range PPCs. Close-in, use Streak SRMs or autocannons. When you destroy the third group, you'll get a quick glimpse of a Steiner mech. Duncan Burke? When you take out all four groups, Duncan Burke shows up in a Thor. And no help will reach you in time, it's a one-on-one duel. So try to preserve yourself in the fights. 7.5.3 Op 5, Mission 3 Defend Exodus --------------------------------------- The evacuation is almost done, but time is running out. The patrol boats have sneaked through, and not just one but TWO destroyers are heading to the Veil coast, and if they shoot the refugee ships. Primary: Defend refugee ships until they reach open sea Secondary: destroy all nearby enemy units Take long range weapons, like LRMs, gauss rifles, ER LLAS, PPCs, etc. There are four mechs in the city you need to take out: 2 Nova Cats and 2 Awesomes. After that, jump to the dock and start shooting the patrol boats (about six of them). The patrol boats are easy to kill with one PPC shot each. You'll also have to take out several Night Shade fighters. Then the destroyers come in. The destroyers aren't that tough, it just takes a lot of shots to sink them. They have a lot of LRMs. As you're ankle deep in water, heat is not a problem. Bring PPC's and ER LLAS, and maybe some gauss rifles. Take them out, wait for the boats to depart, and you win! ----------------- 7.6 Operation 6 ----------------- Urban fighting. Range is short, and fighting will be quick and brutal. Heavy LBX rule! 7.6.1 Op 6, Mission 1 Recon In Force ---------------------------------------- Cleaning up the city for the Resistance. Primary: Clear all five nav points (nav Alpha, Beta, Gamma, Delta, Epsilon) Standard sweep mission, wipe out everything you encounter, though there are five nav points to go through. Preserve ammo and armor is critical. You should have a 100-tonner, or at least Awesome/Mauler. Take the heaviest mech you got. At nav Alpha you'll see Awesome, Mad Cat, and several turrets. You may notice 2 Argus in the distance. They're actually nav Gamma's guards. Ignore the Arguses. Kill the Mad Cat and the turrets. Continue to nav Beta, where you'll run into 2 SRM Carriers and 3 Bulldogs. At Gamma, you encounter 2 Arguses, more Bulldogs, and 2 turrets. At Delta, you see 2 Bulldogs and 2 Awesomes. Finally, at Epsilon, you see an Atlas, 3 SRM Carriers, and more turrets. 7.6.2 Op 6, Mission 2 Rescue Pilots --------------------------------------- Need to rescue some mech pilots holed up in one of the parking garages, and there's five in the area. Check every one. A chopper will be dispatched once you found them, but enemy mechs may attack once they see the signal. Primary: Locate pilots Primary: Defend parking garage until the chopper is loaded Primary: Defend the chopper until it departs the map This mission you run alone. The trick in this mission is do NOT go to nav Alpha until the very end. Instead, go to all the OTHER nav points and wipe out the opposition (Vultures, Shadow Cats, and Cougars). THEN come back to Nav Alpha. As there's no more enemies to bother the rescue, just wait for the chopper to land. Don't stand in the landing spot! One Vulture patrols near Alpha. Remember NOT to go there first! Go to Epsilon first. Then just navigate to the closest NAV point as you come BACK to nav Alpha. Nav Alpha has a Cougar and a Shadow Cat. Nav Beta has a Cougar and a Shadow Cat as well. Nav Gamma has just a Cougar. Nav Delta has just a Shadow Cat Nav Epsilon has a Thor. 7.6.3 Op 6, Mission 3 Destroy Base -------------------------------------- Steiner forces are holed up at the University. Take out the comm center nearby so they don't know we're coming, then the nearby power station to disable the turrets. Finally, destroy the defenders and their base. Primary: Destroy all units protecting the University base Secondary: Destroy the comm center (gamma) Secondary: Destroy the power station powering the defensive turrets (Beta) A Mad Cat Mk. II guards Nav Gamma. You'll probably salvage it. Nav Beta has Vulture, Uziel, and 2 Bulldogs. Finally, at Alpha, you'll see 3 Uziels, 2 Vultures, and 3 Bulldogs. 7.6.4 Op 6, Mission 4 Rescue Sister --------------------------------------- You have a choice here, Ian Dresari. The path you choose here will determine which ending you get, and how you'll be viewed. Choose between 4 or 5. You chose to go after your sister instead of the mechs. It's your decision. Primary: Locate your sister's command track (could be 1, 2, or 3, but actually 3) Primary: Escort the ambulance out of combat area You basically have to go through the various nav points, take out all defenders. When you reach the ambulance, you are to escort them to the "exit" of the map. What's nice, this hospital will "follow" you instead of you trying to chase it down. Make sure you don't step on it! Proper walkthrough will be included later. 7.6.5 Op 6, Mission 5 Raid Depot ------------------------------------ You have a choice here, Ian Dresari. The path you choose here will determine which ending you get, and how you'll be viewed. Choose between 4 or 5. You chose to go after the heavy mechs buried in a hidden base instead of rescuing your sister. Primary Objective: Find the weapons cache. Primary Objective: Check All 3 Bunkers (shoot the doors) Primary Objective: Defeat Castro and her command lance. As mission starts, you immediately run into "red lance", which is lead by a Mad Cat Mk. II and 3 Lokis. Take them all out (as they try to concentrate on you). Slowly approach nav Alpha and take out the Calliopes and the Bulldogs surrounding the place. Then take a shot at the door. The calliopes can be taken out by either long range LLAS sniping (ER LLAS would help), or use the cover of buildings to get close in and unload LBX shots in its face. Total of 4 calliopes and 4 Bulldogs guard beta. Find a good spot to snipe the calliopes, as you don't really want to fight them in the open. When you take a shot at the door, the "blue lance" comes to play, and this one is lead by a Mad Cat Mk II again, with 3 Mad Cats to follow. If you have the 3xLBX20 option, you should kill those in no time. In all cases, preserve your mech is the priority. As you get close to nav Gamma, Castro shows up in a Daishi and tries to finish you herself. Find an open spot where all your mechs can engage. Just send all the lancemates after her while stay out of reach of the calliopes. When she's gone, the supplies and mechs are yours. You don't gain too much though. Honestly, the only thing you'll really gain here is a Daishi (which you probably already salvaged once before). It's not absolutely necessary for your campaign. 7.6.6 Op 6, Mission 6 End Game ---------------------------------- Primary: Destroy all "elite lance" Steiner guards Primary: Destroy turret power generator at nav Beta Primary: Prevent Roland's dropship from escaping Keep your mechs together, and concentrate firepower on one mech at a time. Keep yourself relatively undamaged until the very end. At nav Alpha, you'll see a Nova Cat and Mad Cat MKII, but they are patrolling the gate and they'll pass you by. Don't worry about them. As you head into the gate and head up to nav Beta, a Daishi and Mad Cat Mk II from nav Delta will start jogging down. Keep your lancemates together and concentrate fire while you head up to nav Beta and take out the generator. Rest of the lance should appear shortly. When you arrive at nav Beta, you will wake up the two Thors sitting there. If you don't want to do that, head to Beta from that entrance in the WEST, then you can take on one Thor at a time. And get in a couple uncontested shots. Kill the generator quickly before the turrets come back up. By this time, all the Nova Cats and Mad Cat Mk II's will be attacking one or two at a time (3 each?), but it's mainly just a matter of concentrating your firepower on one mech at a time and kill one at a time. The Nova Cats should overheat constantly and should be no problem to your combined firepower. The Mad Cat Mk IIs and Thors should be your primary targets. Once the odds are even, it's time to cook the dropship. That dropship is on a timer to lift off soon. You can hit the dropship without it hitting back by shooting it from the top of the plateau, and not get too close to the edge. Just shoot at the top. It'll shoot back if you get too close. Order everybody to attack if there are no enemies left. You can keep hitting it as it lifts off. As long as you kill it before it escapes... Primary: Kill William Dresari, the usurper. Then it's on to the final fight. The Daishi stays pretty far back but walks in, so if you have gauss rifle and PPCs you can keep plugging away with zoom mode. Keep firing long range, then let them have it at close range. If you're not badly damaged, you should kill it with no problem. Good luck! ------------- 7.7 The End ------------- Well, looks like you won. Did your sister survive? If she did, she's the duchess, and you're off fighting Steiner elsewhere. If she did not, then you're the duke, but Carl hates your guts. ================ 8 Multiplayer ================ Here's a quick list of all the different multiplayer options. ----------------- 8.1 Destruction ----------------- This is straight and simple combat. Points are awarded for kills only. Can be played in "team" mode (known as "Team Destruction"). * Destroy an enemy 'Mech +1pt * Destroy a friendly 'Mech -1pt * Suicide -2pt --------------- 8.2 Attrition --------------- A looser version of Destruction, points are awarded for damage as well as destruction of enemy 'Mechs. Can be played in "team" mode (known as "Team Attrition"). * Cause 1 point of damage to an enemy +1pt * Destroy an enemy weapon +50pt * Destroy an enemy 'Mech +500pt+Bonus Bonus = (Enemy mech tonnage - Your mech tonnage) x 5 * Cause 1 point of self-inflicted damage -1pt * Self-inflicted weapon destroyed on your Mech -50pt * Suicide -2000pt * Destroy a friendly Mech -500pt ---------------------- 8.3 Capture the Flag ---------------------- This is a team only battle. Each team is assigned a flag. The flag starts at the center of each team's base. The goal is to grab the enemy flag and bring it back to your base. Once the flag hits your base, points are awarded for a capture. The flag then teleports back to its starting position in the enemy base. A successful flag capture will display the following message: " captured 's flag!" If the flag-bearer shuts down or is destroyed, the flag is ejected. If the Flag is not picked up within 30sec, it teleports back to its starting base. * Capture the flag (per capture) +1000pt * Destroy an enemy 'Mech +25pt * Destroy a friendly 'Mech -50pt ---------------------- 8.4 Steal the Beacon ---------------------- Hold the flag (a.k.a. the beacon) for as long as possible. Think of this as a game of "tag". So steal the flag and keep running. The flag's home point is in the center of the map. The flag teleports back to the center if left unclaimed for 30 seconds. Shutting down releases the flag. * Hold the flag (per second) +1 pt/sec ------------ 8.5 Escort ------------ Protect your team's VIP, while attempting to destroy the enemy VIP and enemy 'Mechs. One pilot from each team must be the designated VIP, while the rest are escorts. VIP maximum 'Mech tonnage is 35 tons. * Team 1 Blue Escorts * Team 3 Blue VIP (max 35t) * Team 2 Red Escorts * Team 4 Red VIP (max 35t) The VIP pilots are scored based on a Score Zone. If the VIP reaches the SZ intact, then points will be awarded. The goal of a VIP is to stay alive and reach as many Score Zones as possible. * 1st Score Zone +1000pt * 2nd Score Zone +2000pt * 3rd Score Zone +4000pt * 4th Score Zone +8000pt * For every score zone after that +Double last pts Escorting BattleMechs are scored based on destruction to enemy BattleMechs. But escorts can gain more points by protecting their VIP, since VIPs earn thousands of points per SZ, versus +100 points for an escort's BattleMech kill. In other words: The goal of an escort is to protect the VIP at all costs! * Destroy an enemy 'Mech +100pt * Destroy a friendly 'Mech -100pt * Destroy the enemy VIP +500pt * Destroying the friendly VIP -1000pts * Suicide -100pts ---------------------- 8.6 King of the Hill ---------------------- Hold "The Hill" for as long as possible. "The Hill" is an area marked by a beacon or building in the center of the map, and extends in a 100-meter radius around it. When your 'Mech is on "The Hill", an icon will be displayed on your heads-up display (HUD.) * If on "The Hill", and is contested by enemy 'Mechs (per second) +1 pt/sec * If on "The Hill", and is not contested by enemy 'Mechs (per second) +5 pt/sec * Destroy an enemy 'Mech 0pt * Destroy a friendly 'Mech 0pt When more than one 'Mech is on "The Hill", the hill is considered contested. This applies to players on the same team in team games. You must have 5 or more players (of the same team) on the hill to get the non-contested points. A non-contested hill is when one 'Mech is the only BattleMech within 100 meters of the hill. =============== 9 Misc. Info =============== To be compiled later.