Cheat Codes:

X-ray imaging:
While playing a game, hold [Ctrl] + [Alt] + [Shift] and type "xray". Press W to disable this mode.

Free-floating camera:
While playing a game, hold [Ctrl] + [Alt] + [Shift] and type "tinkerbell". Press the following keys to control the camera:

  [Ctrl] + [Left Arrow] -- Turn left.

  [Ctrl] + [Right Arrow] -- Turn right.

  [Ctrl] + [Up Arrow] -- Increase altitude.

  [Ctrl] + [Down Arrow] -- Decrease altitude.

  Z -- Move forward.

  [Shift] + Z -- Move backwards.

  C -- Return to normal.

Messages:
While playing a game, hold [Ctrl] + [Alt] + [Shift] and type one of the following codes for the corresponding message:

Type "lairdo for "ATTENTION ENEMIES: Don't mess with the blimp."
Type "shit" or "fuck" for "Freebirth vulgarity will not be tolerated!"

Hidden Mechs:
Select a Trials of Grievance instant action mission. Then, change your name in the Star configuration screen to "Calvin" (case sensitive) to add the Elemental between Dire Wolf and Fire Moth. Change your name to "Hobbes" (case sensitive) to add the Tarantula between Elemental and Fire Moth. Change your name to "Enzo" (case sensitive) to adds the Battlemaster IIC between Tarantula and Fire Moth (latest version patch required).

Mission select:
Enter "FREEBIRTHTOAD" as a Warrior name in any of the clan halls. Then, any mission for that Clan may be selected in the briefing room.

Hidden background information:
Select the holo-projector to get a list of background information on the game. Click on the numbers to the left until a menu with information on the development team appears.

Cheat Codes:
While playing a game, hold [Ctrl] + [Alt] + [Shift] and type one of the following codes to activate the corresponding cheat function:

  blorb -- Toggle invulnerability.

  cia -- Toggle infinite ammo.

  coldmiser -- Toggle heat tracking.

  hangaround -- Toggle mission time-limit.

  flygirl -- Add jumpjets.

  mightymouse -- Toggle infinite Jumpjet power.

  gankem -- Destroy targeted mech.

  enolagay -- Explode an atomic bomb.

  michelin -- Toggle bounding spheres.

  dorcs -- View MW2 Sim Programmer Dorcs web pages.

  icanthackit -- End mission successfully.

  idkfa -- End mission as a failure.

  zmak or antijolt -- Toggles time expansion.

  meepmeep -- Time compression key enabled.

  unmeepmeep -- Time compression key disabled.

  front or tlofront -- Toggles mini-front-view instead of mini-rear-view.

  dei -- Display strange message.

  flashyflashy -- Toggle Auto-grouping.

  walkthisway -- Toggle leading reticle [Note].

  wediditagain -- Display Dorcs screen.

Note: This code forces enemies to follow the targeting crosshairs towards your mech.

MECHWARRIOR 2: 31st CENTURY COMBAT WALKTHROUGH

by Briareos Kerensky (This email address is being protected from spambots. You need JavaScript enabled to view it., briareos_CWE), ver 2.X 23/7/2002

 

Table of Contents

1-Introduction

2-Update History

3-History Briefing

4-Weapons Briefing

5-'Mechs Briefing

6-Vehicles Briefing

7-Formation Briefing

8-How to costumize a 'Mech

9-General Tactics

10-Multiplayer Tactics

11-Planets Briefing

12-Walkthrough

13-Cheats

14-Credits and misc

 

**************

1-INTRODUCTION

**************

 

Activision produced three BattleTech-related videogames, and they aren't so

different from each other. This is the first 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: Mercenaries (not exactly an expansion

pack, but very similar, though it is a stnad alone product...).

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.

 

****************

2-UPDATE HISTORY

****************

 

23/7/2002-version 2.X. Submissions only.

 

5/2/2001-version 2.0. All sections completed.

 

3/2/2001-version 1.7. First missions of the Wolf campaign.

 

1/2/2001-version 1.6. Jade Falcon campaign completed.

 

28/1/2001-version 1.4. First Jade Falcon missions plus some updates to all

other sections.

 

9/1/2001-version 1.2. Planet Briefing online, first Falcon missions.

 

3/1/2001-version 1.0+. General Tactics online.

 

21/12/2000-version 1.0. History, Weapons, 'Mechsand Vehicle Briefing, Formation

Briefing, Cheats, Multiplayer tactics, How to costumize a 'Mech, Cheats and

Credit section completed.

 

******************

3-HISTORY BRIEFING

******************

 

In 3050, the Clans returned to the Inner Sphere and conquered more than 200

planets in few than one year. The ilKhan, the Khan of the Khans, died after an

Inner Sphere pilot crashed is Shilone on the Clan Wolf flagship, the Dire Wolf.

Ulric Kerensky, Khan of the Wolves, the leader of the Warden faction, Clanners

thinking that the invasion of the Inner Sphere was a mistake, was elected

ilKhan. He bergained with ComStar the final battle for Terra. If Comstar won,

the Clans would have ceased hostilities for 15, if the Clans won, ComStar would

gave them Terra and the Inner Sphere. ComStar won, and the Crusaders, charged

Ulric of treason. Clan Wolf  won the right to defend its old Khan, while

Falcons will defend the charge. MW2 tells how this Trial of Refusal, dubbed

Refusal War beacuse it involved the whole Clans and not only Stars, went.

 

********************

4-WEAPONS TECHNOLOGY

********************

 

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.

 

------------------

--ENERGY WEAPONS--

------------------

 

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)

 

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.

 

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; a PPC can hit targets up to 1000 meters away.

 

---------------------

--BALLISTIC WEAPONS--

---------------------

 

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.

 

-------------------

--MISSILE WEAPONS--

-------------------

 

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.

 

-------------

--EQUIPMENT--

-------------

 

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 2 criticals,

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 7 criticals 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 7

criticals 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 2 crtical 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. It doesn' occupy

critical space nor weights a kilogram.

 

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.

 

*****************

5-'MECHS BRIEFING

*****************

 

I divided this section into Omni and Battle 'Mechs, though there was no real

need to do this. Just for fun ;P. "Special 'Mechs" section contains the three

'Mechs you won't be able to pilot in the game.

The word "fragile" in a description means that I've found the 'Mech very

susceptible to lose its arms or other limbs; dunno why, maybe coders did it for

maximizing differencies between 'Mechs of the same tonnage.

 

-------------

--OMNIMECHS--

-------------

 

FIREMOTH

 

Mass: 20 tons

 

The fastest and less versatile 'Mech in its standard configurations, the

Firemoth is used for recon duties. It can be destroy by medium and heavier

'Mechs in one salvo, and its head section is quite large (though smaller of the

Jenner's one).  Aim to the torso, destroy limbs is useless (if you want to

practice...)

 

KITFOX

 

Mass: 30 tons

 

The Kitfox is a good light 'Mech with speed, firepower and armor. Not a big

threat however. The Kitfox has limited torso twist abilities (about 60° total)

 

NOVA

 

Mass: 50 tons

 

Things begin to get serious now. The Nova is jump-capable, with a good engine

and has 10 Medium Lasers and enough heat sinks to alternate their use in large

groups. It has limited torso twist ability, however (IMO less than 60° total).

It low profile also allow the 'Mech to hide with more efficiency behind hills

and buildings,

 

STORMCROW

 

Mass: 55 tons

 

An other damned good 'Mech. Faster than the Nova and with more rude firepower,

the Stormcrow can use all of its weapons without risking overheat. Other

variants are mainly missile boats with large missile racks and plenty of

ammunition. Very small head section, but full torso twist capability.

 

MAD DOG

 

Mass: 60 tons

 

The Mad Dog is a dedicated fire-support OmniMech. It cannot uses all of its

weapons in one salvo, however, in cannot handle heat in a very efficent way.

Primary config is the most flexible, but with limited ammo supplies for its

LRM-20s.

 

HELLBRINGER

 

Mass: 65 tons

 

The Hellbringer has a flexible array of weapons in all of its configs, though

every config generate too much heat for the heat sinks mounted. Normally it is

faster than the Rifleman IIC, though it is more fragile.

 

SUMMONER

 

Mass: 70 tons

 

The Summoner is the main Omni of Clan Jade Falcon. Every configuration is

specialized in one type of combat, and eveyone uses jump jets to obtain a bonus

in agility. Destroy ASAP.

 

TIMBERWOLF

 

Mass: 75 tons

 

The TimberWolf became the symbol of the invading Clans. Agile, excellent armor

protection, and ample firepower, the TimberWolf can be used in a variery of

roles in its primary config. Alternative versions are more specialized than the

standard version, but keep an edge over most 'Mechs.

 

GARGOYLE

 

Mass: 80 tons

 

The Gargoyle is fast as the TimberWolf, though it is 5 tons heavier. Such a

large engine limits the payload of this 'Mech however. A good choice for fast

assaults.

 

WARHAWK

 

Mass: 85 tons

 

Aaah, the Warhawk. A 85 tons assault machine with 4 PPCs and an LRM-10 in its

standard configuration, and with 2 PPCs and 2 Large Pulse Lasers in the C

config. Unfortunately MW2 doesn't simulate the Targeting Computer, but the

unfilled space is used by Double Heat Sinks. A deadly machine, second only to

the Marauder IIC.

 

DIRE WOLF

 

Mass: 100 tons

 

Slow (too slow for me) but heavily armed, the Dire Wolf (or Daishi, great

death, for the Inner Sphere) features an huge array of weapon system neraly

comparable to two Atlases, the most powerful Inner Sphere assault 'Mech. Its

weak point is its lack of maneuverability: faster 'Mechs can run to its back to

destroy the 'Mech in few well-placed salvos.

 

---------------

--BATTLEMECHS--

---------------

 

JENNER IIC

 

Mass: 35 tons

 

A fast missile boat, this Clan version of the popular Jenner is very fragile.

It has a large head section and if you have some experience you should be able

to take it out with one direct hit. Dangerous only if you pilot a standard

Firemoth.

 

RIFLEMAN IIC

 

Mass: 65 tons

 

This 'Mech is slow, but has full jump capacity, and its four Large Pulse Lasers

are a threat even for assault 'Mechs. It is a solid 'Mech, better than the

relatively fragile Hellbringer. Its weapons are only-arm mounted, and a

Rifleman IIC without arms will try to escape.

 

WARHAMMER IIC

 

Mass: 80 tons

 

A good all-around 'Mech, the Clan version of the WarHammer has a relatively

fragile structure when compared to the Gargoyle.

 

MARAUDER IIC

 

Mass: 85 tons

 

Maybe the best standard 'Mech in the game: it has 3 ER PPCs and a pletora of ER

Small and Medium Pulse Lasers a back up weapons, has enough Double Heat Sinks

to handle massed PPC fire, heavy armor and its standard engine drives it up to

60 kph. Maybe less versatile than a Warhawk, but it hasn't to worry for

ammunition explosions, while it standard engine increases surviability.

 

--------------------

--"SPECIAL" 'MECHS--

--------------------

 

ELEMENTAL

 

Mass: 1 ton

 

Though it is a battle armor, Clans consider Elementals  better than vehicles

and in groups can destroy 'Mechs. They are armed with one small laser and one

SRM 2. The best way to destroy them is to use long-range missiles or PPCs. Do

not let them close distances, they are very manueverable and diffulct to fire

at.

 

TARANTULA

 

Mass: 25 tons

 

The only four-legged 'Mech in the game. The destruction of one or both forward

legs won't make the 'Mech fall, however. It is a quite good alternative to the

Firemoth, and in single player you'll have to defend it.

 

BATTLEMASTER

 

Mass: 85 tons

 

The second Inner Sphere 'Mech in the game (the Tarantula is the first). This

time it will be against you (only in the Jade Falcon campain), and will pose

troubles even for a Dire Wolf. It has a Streak SRM 6, one ER PPC and four

Medium Pulse Lasers. Though its head section is clearly visible, it is not to

destroy it.

 

*******************

6-VEHICLES BRIEFING

*******************

 

MAIN BATTLE TANK (MBT)

 

The MBT uses a large array of weapons, mostly Gauss rifles and medium lasers

combined with SRM launchers. Take out the cannon's barrel will destroy its main

weapon, and without a threads t won't be able to move.

 

SUPPORT VEHICLE

 

A lighter version of the MBT. It usually armed with lasers, Streak SRMs or

small-caliber ACs. Very light armor. Usually attacks in groups of three or

four.

 

RECON COPTER

 

A copter with a spot light, no weapons an d light armor. Take them out just for

fun (¬_¬...)

 

GUNSHIP

 

A copter with two Medium Pulse Lasers mounted on stern turrets. Not heavily

armed, they can be easily destroyed by aiming at their tails or their main

rotor.

 

AEROFIGHTER

 

Aerofighters won't be a problem: they will fly on you in formations without

firing, or they will be landed, without trying to take off. The model

represented is the Avar, a 35 tons OmniFighter.

 

DROPSHIP

 

Dropships are used to take 'Mechs from space to planet's atmosphere. You can

see two types of dropships in MW2: the spheroid (Union-C and Overlord-C class)

won't pose a problem, as they won't fire back, but the aerodyne dropships

(Broadsword class) are heavily armed and armored. The have one or two PPCs and

one LRM-20 on a turret capable of 360° turns, and can fire them freely, without

risking dangerous heat buildup. Useless to say that 'Mechs may be near them.

Try to avoid them.

 

TURRETS

 

I know they aren't vehicles, but I'm putting them there. They come in a large

variety of shapes, tough every kind of turret is armed with an ER Medium Laser.

Very thin armor.

 

********************

7-FORMATION BRIEFING

********************

 

LINE ABREAST

 

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.

 

**************************

8-HOW TO COSTUMIZE A 'MECH

**************************

 

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.

 

First of all you need to choose the chassis; keep in mind that light 'Mechs

will be faster then heavy ones because you won't be able to mount large amounts

of armor and weapons due to weight limitations. Ideal speed for a light 'Mech

should be 6 or 7 (60/70 kph) for its walking speed, 5/6 for medium 'Mechs and 4

for heavy and assualt 'Mechs, though 70 and 75 tons 'Mech can have walk at 5.

Always choose an XL engine: though this will spread engine critical in the

lateral torsos, the XL engine saves enough tonnage for any kind of weapon; if

you are able to save enough tonnage for a standard engine, be sure to mount at

least the Endo-Steel internal, especially on heavy 'Mechs. Remeber that an XL

engine weights half of a standard engine, and you can increase the rating

(faster movement rate) with these four critical slots; unfortunately enough,

MW2 doesn't support critical division, and bulky weapons like Ultra and LB-X

AC/20s must be mounted in a single location, and for doing this you'll need a

standard engine or now lower arm and hand actuators. If you are using XL

engines, position ammos in the arms, this will save engine slots and other

torso-mounted equipment from dangerous explosions.

Now let's examine armor. Always assign the maximum armor points possible for a

single 'Mech, first in standard mixture and if you need more tonnage and you

have enough criticals left, switch to Ferro Fibrous. Note that if you assign

more armor points than a 'Mech can support (for example a 55 tons 'Mech can

support 12 tons of standard armor, but 7 points cannot be allocated for space

restrictions; read below), the computer will decrease the armor quantity to the

nearest tonnage allowing full allocation (usually a decrease of 0.5 tons only;

this means that our 55 tons 'Mech will find itself with 11.5 tons of armor;

however, point from the missing half ton have been used, and the computer

subtracted them to match armor weight and points: this subtractions is not

"clever" as the computer decreases the armor points of the first location it

encounters -head-, leaving only few armor points, then switch to the other

location and so one until all points have been subtracted). The maximum amount

of armor depends on the strenght of the internal structure: for example, 10

internal points means that you can assign up to 20 armor points. Head is the

only exception to this rule, and its internal structure has always three points

and can support 9 armor points; if the location is one of the three torso

sections, you have to spread armor points (always up to twice the internal

structure) from front and rear. I usually do not assign armor to rear areas (I

keep only 1 or 2 points) for single player missions, but having your back

unprotected during a multiplayer melee would be fatal...

Internal structure: always Endo-Steel. It cuts in half the weight of the

standard structure by keeping its original strenght; if you need weight, use

Endo-Steel before Ferro-Fibrous.

The equipment table shows four actuators (two for each arm): as they do not

give any bonus but they occupy critical slots, so remove them: You'll gain

critical space, but not tonnage. MASC can be useful, but using it and jump jets

is a waste of space. Jump jets are better as they give an higher movement

capability.

Jump Jets and heat sinks: if you use jump jets, mount them. If you do not use

them, you should try to use them. I doubt that MW2 assigns heat points to

movement actions, so jumping could be heat-free, not a bad thing after all.

Always use Double Heat Sinks. The standard 10 heat sinks provided with the

engine will cool down 20 heat points for free (provided they are inside the

engine; read below), and any other extra heat sink will dissipate 2 heat point.

An engine can contain a determinated number of single/double heat sinks: to

know it, divide the engine rating for 25, and round down. This means that

engines with a rating equal or superior to 250 will contain at least the 10

standard heat sinks; if you are using a smaller engine, the uncontained heat

sinks have to be allocated inside the 'Mech. You must have at least 10 heat

sinks, even if double heat sinks dissipate 20 heat point as standard. I am for

a number of heat sinks that equals or surpass the total number of heat points

generated by the 'Mech firing all of its weapons and moving at maximum speed

(again, I don't know if MW2 allocates heat points for movement, but...): add

the heat values for all weapons and add 2(heat for running speed) or a number

equal to the number of jump jets mounted on your 'Mech, then assign an equal

number of heat sinks. Remember that double heat sinks dissipate two heat points

each, and you should watch the second number (inside square brackets), not the

first.

Weapons. I can suggest to mount 3 PPCs, one LRM 10 with two tons of ammo and

fill the remainig space with heat sinks, but this subject is strictly personal

(IHMO). Missile boats can work, though you should mount at least an ER Large

Laser or four ER Medium Laser as back up weapon. Continuosly firing the missile

launcher will deplete ammo suppli in few minutes. Ballistic weapons, except the

Gauss Rifle, eats ammo at a very fast pace, and their usefulness is limited to

the first minutes of battle. If you use energy weapons, be sure to mount enough

heat sinks and to hold fire for a while when you are overheated; shutting down

in the midst of a battle isn't a good tactic.

 

*****************

9-GENERAL TACTICS

*****************

 

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. The damage won't spread as the Clans

automatically include CASE in any location with explosive equipment.

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.

 

**********************

10-MULTIPLAYER TACTICS

**********************

 

I haven't NetMech, the addon for net play, and the 3DFX version has a very

limited distribution, so I've never played in multiplayer. I think that

missiles and lasers are the best weapons in multiplayer missions, as they the

lag has only a partial influence on them; use at least a 4/6 engine (an engine

capable of powering a 'Mech at least to 40 kph), and if someone wants to submit

his tactics, my email (This email address is being protected from spambots. You need JavaScript enabled to view it.) is always open.

 

*******************

11-PLANETS BRIEFING

*******************

 

--------------------------

--INSTANT ACTION PLANETS--

--------------------------

 

+ GOATH PATH

Temperature: normal

Gravity: normal

Terrain: mesa desert

Visibility: good

 

A mesa desert with normal specs. The terrain here is a combination of mesas,

hills and plains, ideal for star fights and long-range fightin.

 

+ DEVIN

Temperature: normal

Gravity: normal

Terrain: sparse urban

Visibility: low

 

A city with lots of buildings (¬_¬...BTW, you can find Activision building out

there...) whihch greatly limits visibility and mobility;

as other "crowded" places buildings can be used as cover, but remember thay can

be destroyed; you'll fight by night: this will make enemy 'Mechs even harder to

spot without sensor help.

 

+ MANNENDORF

Temperature: normal/high

Gravity: normal/high

Terrain: canyon

Visibility: good

 

An other desertic planet, but this time the terrain is filled with canyons; the

temperature tend to be higher than normal, like the gravity; good visibility.

 

+ GARSTEDT

Temperature: low

Gravity: normal

Terrain: ice mesa desert

Visibility: excellent

 

A planet with excellent visibility and low temperature and gravity; it features

several hills and rims with can be used as cover; very large area; enemy

formations tend to be some kilometers away from each other.

 

+ BONE-NORMAN

Temperature: normal

Gravity: normal/low

Terrain: rolling hills

Visibility: good/excellent

 

I think that MW2 coders fell in love with desertic planets; this time the

terrain is flat, with some rolling hills somewhat obstructing the line of

sight; very good visibility, though the 'Mech's camouflage is very effective.

 

+ DAWN

Temperature: normal/low

Gravity: normal/high

Terrain: ice desert

Visibility: poor

 

An other icy planet, this time with rolling hills obstructing our sight; the

fog reduces visibility, though Image Enhacement  makes things better. Somewhat

high gravity, and heat is mitigated by the low temperatures.

 

+ KANOWIT

Temperature: very low

Gravity: very low

Terrain: cratered vacuum

Visibility: high

 

Fighting in space or absence of atmosphere will almost cancel heat buildup,

thoguh you must pay attention to other things: every time you'll fight in space

your 'Mech will have special thrusters to create a partial gravity. With such

low gravity your 'Mech will be able to run at respectable speeds (60/70 kph)

even with a minimum engine; this means alos that you'll need a large portion of

terrain to decelarate, and your turns will be a pain if you have a speed

superior to 10 kph. The terrain features craters of various size, even capable

of masking 'Mechs; no hills at all.

 

+ GRAUS

Temperature: normal

Gravity: normal

Terrain: rocky highlands

Visibility: very poor

 

I think this planet looks pretty similar to Mars; its atmosphere is red, like

the terrain, and everyhing else is colored with shades of this color; the

terrain is flat, with only few hills; the particular atmosphere greatly limits

visibility, though you should be able to damage most 'Mechs at long range.

 

+ BJARRED

Temperature: normal

Gravity: normal

Terrain: enclosed arena

Visibility: medium

 

A small Trial arena where the Jade Falcons usually set Trials. It has no

particular atmosphere or temperature, but has a lot of destroyable building

which can be used as cover and circle slower 'Mechs to take advantage of the

thinner rear armor; this is why I've put medium visibility...aside of obstacles

you can usually see to whole arena from any part.

 

+ PORT ARTHUR

Temperature: normal

Gravity: medium/high

Terrain: enclosed trial arena

Visibility: high/medium

 

A larger Trial arena, this time has few hills and some building, enclosed by

high walls; the gravity is somewhat higher than normal, limited jump jet

usefulness; 'Mechs have a camouflage that really blen them with the landscape.

 

--------------------

--CAMPAIGN PLANETS--

--------------------

 

+ COLMAR

Temperature: normal

Gravity: normal/high

Terrain: rocky plains

Visibility: low/good

 

The first planet of the Jade Falcon campaing, and probably the first planet

you'll land on. The gravity is somewhat high; the terrain has some hills and

mountains, though the terrain is generally flat.

 

+ SUDETEN

Temperature: normal

Gravity: normal/low

Terrain: pasture lans

Visibility: good/excellent

 

A planet similar to Terra for its green terrain; there is a small canyon and a

city in the area where you'll fight; the remaining terrain is a flat plain with

excelletn visibility during day.

 

+ ZOETEMEER

Temperature: normal

Gravity: normal

Terrain: low hills

Visibility: good

 

A desertic planets covered by hills; nothing else to say, all other parameters

are within standard levels.

 

+ BONE MACHINE

Temperature: normal

Gravity: normal/low

Terrain: rocky highland

Visibility: good/excellent

 

A planet with few hills and good visibility even at the longest ranges. Normal

temperature and gravity; the firebase where you'll fight obstructs your sight,

though provides a good place where to stage surprise attacks.

 

+ MACDUFF

Temperature: normal/low

Gravity: low

Terrain: cratered

Visibility: excellent

 

Ohh, space fighting; I love fighting in space; there is virtually no gravity,

which means that a small engine can power your 'Mech to resspectable speeds and

ambiental heat is very low, making energy weapons very efficent. The terrain is

flat with few craters capable of masking 'Mechs.

 

+ EVCILER

Temperature: normal

Gravity: normal/high

Terrain: iron oxide rift

Visibility: good/low

 

The iron oxide gives Evciler as soft-red color on all of its surface; ground

vehicles and structures are of the same color of the ground, making long-range

fighting hard; 'Mech tend to be darker, and can be easily seen at medium

ranges; the gravity is somewhat high but the temperature is within standard

levels.

 

+ TWYCROSS

Temperature: normal/high

Gravity: normal/low

Terrain: canyon

Visibility: excellent

 

Twycross is a strange planet, with high temperatures and low gravity, and it is

enterely covered by deserts; the canyon area where you'll fight isn't too

close, and the flatness of the terrain allows you to see distant targets.

 

+ WOTAN

Temperature: normal

Gravity: normal

Terrain: plains with few obstacles

Visibility: excellent or poor

 

You'll visit two places on Wotan, a suburb and a plain covered by large crystal

formations; the terrain is flat, but the buildings or the smoke columns raising

from it will obstruct it a bit, like the crystal formations in the second area;

the first area has an excellent visibility, but the second a very poor one.

Gravity and temperature within standard levels.

 

+ MORGES

Temperature: normal or low

Gravity: normal

Terrain: various

Visibility: various

 

Morges will be the last planet of the Jade Falcon campaign; you'll fight on a

terrain covered by low hills with poor visibilty, in a city with excellent

visibility but a lot of buildings and in a ice desert; all temperatures except

the city one are low.

 

+ KARETAH

Temperature: normal

Gravity: normal/low

Terrain: steppe

Visibility: medium/low

 

Karetah is Morge's moon, and is in a terraforming stage; there is atmosphere

though the terraforming process made the visibility very poor. Only two hills

to use as cover.

 

+

Temperature:

Gravity:

Terrain:

Visibility:

 

+ HAZEN ARENA

Temperature: normal

Gravity: normal

Terrain: enclosed arena

Visibility: good

 

Refer to Bjarred's description for this terrain.

 

+ TRIAL ARENA

Temperature: normal

Gravity: medium/high

Terrain: enclosed trial arena

Visibility: high/medium

 

Refer to Port Arthur's description for this terrain.

 

**************

12-WALKTHROUGH

**************

 

Notes: the missions have been completed at hard dificulty level, for maximum

honor multiplayer. Easy level grant a 0.8 multiplier, medium 1.0 and hard 1.3.

You will describe three types of 'Mechs to finish the mission: Standard 'Mech

will describe the 'Mech indicated by the computer and its configuration;

Regular 'Mech will describe the 'Mech ideal for the mission (it could be

lighter or heavier than the standard 'Mech), but not the configuration, as I

think it is striclty personal; Elite 'Mech will describe the lighest 'Mech I've

ever used to complete the mission. If there are more than one 'Mech in the

line, assume it is the 'Mech for your starmate(s).

 

-----------------------------

--CLAN JADE FALCON CAMPAIGN--

-----------------------------

 

In the Jade Falcon campaign you will have to drive the Wolf forces from your

planets, plan a counter attack to defeat the main attack force and then try to

kill any fleeing Warden Wolf unit. This campaign is the simplest of the two and

it should be the first to be played. Trials of position are staged in a small

arena, and higher the rank you'll try to conquer, lighter will be the pilot

you'll pilot and heavier will be your opponents (one for every rank).

 

MISSION 1: SILENT THUNDER

 

Planet: Colmar

Terrain: rocky planis

Time of Day: day

 

Standard 'Mech: Stormcrow A

Regular 'Mech: Kitfox

Elite 'Mech: Firemoth

 

Primary  Objectives:

+ Destroy HPG Uplink at Nav Point Alpha

+ Destroy Communications Array at Nav Point Beta

Secondary Objectives:

+ Destroy all enemy 'Mechs

Tertiary Objectives:

+ Destroy any targets of opportunity

Return:

+ Dust-off site, Nav Point Gamma

 

The 12th Falcon Regulars are heading into Bright Basin, Marakaa Valley to

engage the Wolf 352nd Cluster; your first mission is to destroy two enemy

buildings to the west of our forces.

You'll powerup below a Broadsword-class Dropship, one kilometer from the HPG

uplink, which is beyond the hill at your back; a recon helicopter has been

dispatched to investigate what's going on; destroy it (a direct it to its tail

should blown it) and begin to climb the hill: a Kitfox is already trying to

intercept: try to destroy it without closing too much with the HPG building, or

a second Kitfox will power up; afterthe first Kitfox is no longer operational,

head toward the HPG and engage the last 'Mech guarding the facility, and then

destroy the building (the piramyd with the four rods; ignore the walls

sorrounding the complex).

Head toward Nav Beta to destroy the Communication Array: ths building is

protected by two turrets with one Medium Pulse Laser each. Before the Array

there is a small mining rig which represents the only target of opportunity of

this mission (the computer clearly states that all targets of opportunity have

been destroyed, but it won't register the completed objective...).

When you reach the Array, a Kitfox will powerup, behind the tall mountain

beyond the Array: kill it and destroy the array (you have to destroy the

central tower and the three support structures).

Now head to Nav Gamma for the dust-off.

Someone (sorry, I deleted your mail! Please forgive me!) has sent a message

telling that a possible tertiary objective is behind the HPG building. I still

have to check this, it is better to know it than not.

 

MISSION 2: ARKHAM BRIDGE

 

Planet: Sudenten

Terrain: pasture land

Time of Day: dawn

 

Standard 'Mech: TimberWolf Primary

Regular 'Mech: Nova

Elite 'Mech: Firemoth

 

Primary  Objectives:

+ Destroy all enemy units

+ Defend the industrial plant at Nav Kappa

Secondary Objectives:

+ Destroy any targets of opportunity

Return:

+ Dust-off site, Nav Point Lambda

 

Clan Wolf Delta Galaxy has set down in Vesce Rift, Sudeten, and split its

forces in two. Task forces are heading to the Dargoth area, harrassing friendly

units. Sensors have picked up energy weapons signals in sector 709-010, west of

Webster city; if there are enemies in the area, they shouldn't reach the

industrial plant near the city.

Follow the Nav Point sequence and cross the canyon to reach the city, which is

under attack of Wolf forces, a Kitfox and a Stormcrow.

Destroy the Kitfox first, and then engage the Stormcrow. Be sure to destroy

these two 'Mechs before reaching the industrial plant.

The sun should be high in the sky now, rising the visibility level.

Two Kitfoxes are heading toward the plant: engage one of them at once, and

destroy the one you engaged, or the second won't stop to attack the plant; a

third Kitfox will join the party; destroy it and then reach the DropShip at Nav

Point Lambda to end this mission.

 

MISSION 3: MIRROR CAGE

 

Planet: Zoetemeer

Terrain: low hills

Time of Day: dusk

 

Standard 'Mech: MadDog Primary

Regular 'Mech: Nova

Elite 'Mech: Kitfox

 

Primary  Objectives:

+ Destroy the DropShip at Nav Point Zeta

Secondary Objectives:

+ Destroy all defending 'Mechs

Return:

+ Dust-off site, Nav Point Eta

 

The Wolves staged two prolenged assaults on Zoetemeer, probably to capture the

orbiting Chemical Engineering facilites and the Nalon spaceport; the 2nd Wolf

Cavaliers are headind toward the city of Salyn, where friendly units are

succumbing; you have to perform a diversionary attack to lighten the pressure

on the units in the city.

The DropShip is at Nav Zeta, about 1.8 kilometers away from your actual

position; there's no sign of enemy 'Mechs in the area, but they are proabbly

powered down: begin to head toward the Bannockburn, the DropShip you have to

destroy.

One Jenner IIC will power up on your right, beyond two hills; move immediately

to engage it, before other 'Mechs wil power up.

Oce the Jenner has been destroyed, return to your original path: one Kitfox and

one Firemoth will power up on your left, plus an other Jenner IIC relatively

far away and one other Kitfox plus a Stormcrow will move to protect the

DropShip; engage the first couple of 'Mechs and then head toward the DropShip;

destroy the 'Mechs guarding it (you'll have to swap targets a bit, especially

if you are using a Kitfox or a Nova) and then go for the DropShip itself: it is

capable of absorbing high amounts of damage, so keep firng on it.

As the DropShip blown, a friendly Broadsword will come to prelevate you; if you

want, destroy the three repair vehicles and finally head to Nav Point Eta.

 

MISSION 4: BONE MACHINE

 

Planet: Baker 3

Terrain: rocky highland

Time of Day: day

 

Standard 'Mech: MadDog Primary

Regular 'Mech: Stormcrow

Elite 'Mech: Kitfox

 

Primary  Objectives:

+ Defend Firebase

Secondary Objectives:

+ Destroy all attacking units

Return:

+ Base, Nav Point Gamma

 

The 205th Assault Cluster engaged the Wolf 341st in Lowa, Baker 3's southern

continent; near this area there is an abandoned Wolf firebase that the keshik

wants to rebuild to support the friendly units attacking the Wolf forces.

You'll start up at Nav Gamma, facing four small structures; immediately move

out the base without face changings to engage an Hellbringer, the first 'Mechs

will attack the base; it is possible to engage it within the base, but the

situation will be more difficult.

A Wolf DropShip will deploy two other 'Mechs, just outside the base: try to

take out the Jenner IIC before it lands, and then move to engage the Summoner;

the best way to neutralize this 'Mech is to hit it on its thin rear armor or to

destroy a single leg and to partially immobilize it; remember that the Summoner

carries jump jets and can constantly change its heading to aim you or the base,

so it's better to defenitevily destroy it before other enemy 'Mechs will

arrive.

Four 'Mechs will power up on the left and on the right sides opf the bases; the

first two 'Mechs which will reach the base are a Kitfox and a Firemoth, from

the right; take them out before engaging the other two 'Mechs, coming from the

left, a Nova and a Stormcrow; engage the Nova first, as it is jump capable and

will pose a greater threat not only for you, but for the base too. As these two

'Mechs are no longer active, reach Nav Gamma for shutting down.

 

MISSION 5: TRIAL OF POSITION

 

Planet: Bjarred

Terrain: enclosed arena

Time of Day: day

 

Standard 'Mech: Stormcrow Primary

Regular 'Mech:  PROTOCOL XO769-Q: Keshik to determine appropriate

Elite 'Mech:    'Mech for Trial

 

Primary  Objectives:

+ Destroy one 'Mech to advance one rank

Secondary Objectives:

+ Destroy two 'Mechs to advance two ranks

 

After you performed so well in the battles you fought, the keshik proposed a

Trial of Position. Destruction of one 'Mech will make you advance one rank (as

you are currently a simple MechWarrior, you'll become a Star Commander); if you

win, destroy the engagement sphere to initiate phase two, and if you win, will

make you advance two ranks (to a Nova Commander rank). If you fell in any of

the two phases, you will lose all gained ranks.

You will pilot a Stormcrow Primary, against an Hellbringer and a Timberwolf, if

you want to gain two ranks.

 

MISSION 6: BOUK OBELISK

 

Planet: Devin's moon, MacDuff

Terrain: cratered/vacuum

Time of Day: dusk

 

Standard 'Mech: Nova Primary

Regular 'Mech: Nova

Elite 'Mech: Jenner IIC

 

Primary  Objectives:

+ Destroy any/all opposition encountered

+ Escort friendly unit to Isotope Processor

Return:

+ Isotope Processor, Nav Point Phi

 

On Devin the enemy engagedthe 2nd Flacon Jaegers and the 1stStriker Cluster; on

its moon, MacDuff, vibro-sensors picked up unknown binary-level movements on

the south of an Isotope Processor; you have to stage a patrol around the

Processor to ensure its safety.

Follow the Nav sequence: first head to Nav Point Sigma and then to Tau; your

command will alert you of a friendly unit with nagivational problems at Nav

Upsilon; reach and escort it to the Isotope Processor; when you'll reach the

unit, an Hellbringer, a Star of Wolf 'Mechs will power up: 2 Jenner IICs and

one Mad Dog will power up on the left, and a Firemoth and a Stormcrow from the

right; the two Jenners will engage you, and the other enemies will engage the

friendly Hellbringer; destroy the Jenners and then engage the Mad Dog; leave

the Firemoth and the Stormcrow free to engage your ally, you'll need its help

later; the Hellbringer will begin to walk toward the Processor, and if it has

any enemies engaging it, it will shut down leaving you alone.

Reach the Isotope Processor, and engage the Rifleman IIC and the Nova attacking

it; these two 'Mechs will go after you, so engage the Rifleman first and

destroy its arms: this will destroy all its weapons, making it useless: its

pilot will begin to flee, but a direct salvo to its rear torso armor sould

blown it; now engage the Nova; if the Hellbringer destroyed the pursuing 'Mechs

or it is still active will help you with these two 'Mechs.

After all opposition has been destroyed, reach Nav Phi and shut down.

 

MISSION 7: UMBER WALL

 

Planet: Evciler

Terrain: iron oxide rift

Time of Day: day

 

Standard 'Mech: Summoner C

Regular 'Mech: Mad Dog

Elite 'Mech: Nova

 

Primary  Objectives:

+ Escort the hovertrain to processor unit at Nav Point Omicron

Secondary Objectives:

+ Destroy any all attacking units

Return:

+ Dust-off site, Nav Point Pi

 

Wolf Clan Tau Galaxy is on the surface; the Clan ordered the 73rd Striker, the

6th Provisiona Assault Cluster, the 51st and 9th Garrison to counter this

threat. The 1st Wolf Cavalry is heading north, toward Mare Ferris, to destroy a

friendly mining facility to hamper our capability in manufacturing heat sinks

in this sector; you must fend off the attack.

As soon as you power up, increase the range of your radar to 2 KMs, and move to

engage the two Gunships coming in from the left; the hovertrain will move after

about one minute after you powered up, and won't stop until it reaches the

processor or it is destroyed; the train can sustain some hits (5 or 7 ER Medium

Laser hits, IMO) and travels at 40 kph.

An other groupon gunships will attack the train from the left; this time the

group is composed of 4 Gunships; to destroy these VTOLs with few hit, target

the rotor inside or go for the cockpit; join the train, and wait that the last

two Gunships reach your weapon's range to attack.

Rejoin with the train, and zoom on the rift on your left: you should notice a

shutted down Jenner IIC; if you have LRMs or other long-range weapons destroy

it now or wait its powerup.

Now the train will enter a tunnel, too small for your 'Mech: you will have to

take an open passage on the right; do this ASAP, as two 'Mechs, a Dire Wolf and

a Stormcrow will power up between the processor and the tunnel's end. Engage

the Dire Wolf first, and destroy one of its leg to keep it immobyle, but do not

destroy it now: target the Stormcrow, which is targeting the hoevertrain and

destroy it beforeit can damage the train; the Dire Wolf wont engage the train

as it is targeting you; after the Stormcrow is gone, finish the 100 tons

machine off and reach the DropShip at Nav Point Pi.

 

MISSION 8: ROGUE CHARIOT

 

Planet: Twycross

Terrain: canyon

Time of Day: day

 

Standard 'Mech: Mad Dog Primary

Regular 'Mech: Stormcrow

Elite 'Mech: Nova

 

Primary  Objectives:

+ Destroy the core heat sink array

Secondary Objectives:

+ Destroy all defending units

Tertiary Objectives:

+ Destroy any targets of opportunity

Return:

+ Dust-off site, Nav Point Tau

 

The battle on Twycross is not going well: the Wolf forces hit our flanks hard,

and the 6th Provisional is sorrounded by the 352nd and the 3rd Wolf Clusters;

you have to create a diversion to throw off the line these Clusters.

You'll power up near a friendly spheroid DropShip, with a bridge in front of

you; the bridge is the ony target of opportunity you'll encounter; destroy the

two Kitfoxes before going after the bridge to get points of a direct kill; two

Wolf tanks will also power up when you approach the bridge; take them out with

direct cockpit shots or aim to the turret before taking out the whole tank.

Pass the bridge (or what remains of it) and head right: if you use your zoom

you should be able to see two other Wolf tanks: take them out before proceeding

toward the heat sink array.

The array is protected by three 'Mechs: a Stormcrow and an Hellbringer in front

of it, plus a Nova hiding behind a mesa; destroy the Stormcrow first, followed

by the Hellbringer and then by the Nova. Before destroying the core heat sink

array, be sure to keep the maximum distance possible (the maximum range of your

weapons); when the array is destroyed quickly proceed toward the DropShip: if

you aren't fast enough, the shockwave will destroy you and your 'Mech; the

explosion has a range of roughly 1 kilometer.

Three Wolf tanks will power up, eventually directing you toward your dust-off

point: just go straight toward them, destroy them and head to the DropShip.

 

MISSION 9: TRIAL OF POSITION

 

Planet: Bjarred

Terrain: enclosed arena

Time of Day: day

 

Standard 'Mech: Nova Primary

Regular 'Mech:  PROTOCOL XO769-Q: Keshik to determine appropriate

Elite 'Mech:    'Mech for Trial

 

Primary  Objectives:

+ Destroy one 'Mech to advance one rank

Secondary Objectives:

+ Destroy two 'Mechs to advance two ranks

 

After you performed so well in the battles you fought, the keshik proposed a

Trial of Position. Destruction of one 'Mech will make you advance one rank; if

you win, destroy the engagement sphere to initiate phase two, and if you win,

will make you advance two ranks If you fell in any of the two phases, you will

lose all gained ranks.

You will pilot a Nova Primary, against an Warhammer IIC and a Gargoyle, if you

want to gain two ranks.

 

MISSION 10: PLUM WINE

 

Planet: Wotan

Terrain: farm land

Time of Day: dawn

 

Standard 'Mech: Timber Wolf Primary

Regular 'Mech: Summoner, Summoner

Elite 'Mech: Rifleman

 

Primary  Objectives:

+ Destroy all vehicles containing high command personnel

Secondary Objectives:

+ Inspect likely structures for enemy munitions

+ Defend all structures containing munitions

+ Destroy all enemy units encoutered

Tertiary Objectives:

+ Destroy any target of opportunity

Return:

+ Dust-off site, Nav Point Zeta

 

The Wolf attack at Borealtown has stalled; the Wolves are retrating through Den

Thehaman, a suburb to west. Key personnel is retreatin off world; you have to

kill them.

This mission will require a bit of tactic, plus a starmate if it is the first

time you play the mission or if you don't the game too much.

The first thing to do is to destroy the Jenner IIC and the Stormcrow coming

toward you; now head toward the nearest landing Wolf DropShip: a Timber Wolf

will power up and will join the first convoy; this group will head toward the

first DropShip: engage the TimberWolf and destroy it before killing all six

vehicles composign it; while you're doing this a Summoner will power up to

escort the second convoy; this convoy will head toward the second DropShip.

once the first convoy is destroyed, head for the second, engaging the convoy

first; if you have a starmate with you, order him to take care of the

TimberWolf while you destroy the convoy, then go for the Summoner and the last

eight vehicles; be sure to destroy them all; the targets of opportunity are the

two DropShips; it is possible to blown them up, but you will have to split your

star.

Now, if you have enough armor, proceed toward Nav Delta, where 2 other 'Mechs

are waiting, shutted won; it is possible to kill this Kitfox and this Nova from

afar, while you're shutted down.

A Nav Epsilon there is a Mad Dog guarding four warehouses containing munitions

and 'Mech parts.

Now head toward Nav Point Zeta: you'll find a Hellbringer 500 meters away from

it; this is the last enemy you'll encounter in this mission.

 

MISSION 11: RUST HEART

 

Planet: Wotan

Terrain: geographic anomaly: crystalline forms

Time of Day: dawn

 

Standard 'Mech: Warhammer IIC

Regular 'Mech: Summoner, Summoner

Elite 'Mech: Rifleman IIC

 

Primary  Objectives:

+ Escort the convoy to firebase at Nav Point Epsilon

Secondary Objectives:

+ Destroy all enemy units encountered

Tertiary Objectives:

+ Dstroy any targets of opportunity

Return:

+ Dust-off site, Nav Point Zeta

 

The Wolves are attempting to reenter Borealtown; they cut out supply lines, and

they must be rebuilt at all costs.

Proceed toward the first Nav Point: you'll meet the convoy and the Summoner

escorting it; now you'll be alone, or with you starmates, if any.

Proceed toward Nav Epsilon, the firebase: a couple of enemy 'Mechs will power

up on your right: order your starmate (if any) to engage the Nova while you

engage the Timber Wolf; the convoy will keep proceding toward the firebase, and

it will be under attack by an other couple of 'Mechs: this time there are a

Marauder IIC and a Stormcrow playing: engage the Stormcrow first and then the

Marauder IIC; if you experience troubles with the 55 tons 'Mech, destroy one of

its legs and then engage the Marauder; when the convoy reaches the firebase,

head for Nav Zeta.

 

MISSION 12: TRIAL OF POSITION

 

Planet: Bjarred

Terrain: enclosed arena

Time of Day: day

 

Standard 'Mech: Kitfox Primary

Regular 'Mech:  PROTOCOL XO769-Q: Keshik to determine appropriate

Elite 'Mech:    'Mech for Trial

 

Primary  Objectives:

+ Destroy one 'Mech to advance one rank

Secondary Objectives:

+ Destroy two 'Mechs to advance two ranks

 

After you performed so well in the battles you fought, the keshik proposed a

Trial of Position. Destruction of one 'Mech will make you advance one rank; if

you win, destroy the engagement sphere to initiate phase two, and if you win,

will make you advance two ranks If you fell in any of the two phases, you will

lose all gained ranks.

You will pilot a Kit Fox Primary, against an Summoner and a Masakari, if you

want to gain two ranks. The best way to pass this Trial is to leg the Summoner

with whatever you have and using the buildings as cover, and then literally

close with the Masakari to leg this one too, and then finish it off.

 

MISSION 13: ARMOR VEIL

 

Planet: Morges

Terrain: ice desert

Time of Day: day

 

Standard 'Mech: Warhammer IIC, Summoner

Regular 'Mech: Timber Wolf, Timber Wolf, Timber Wolf

Elite 'Mech: Rifleman IIC, Rifleman IIC

 

Primary  Objectives:

+ Defend the airbase

Secondary Objectives:

+ Destroy all attacking 'Mechs

Return:

+ Base, Nav Point Upsilon

 

Clan Wolf and the Kell Hounds are overpowering our forces at Icegrief pass.

Many positions have been overrun, and many damaged units are retreating to the

airbase at Resnick Flats; you must hold the line until friendly 'Mechs arrive.

If you are going to use two starmates, this mission should be easy; with two

starmates will be somewhat harder and alone will be impossible.

The first couple of 'Mech to power up will be a Nova and a Stormcrow from the

north. Engage directly the Nova while your starmate do so with the Stormcrow;

destroyed the Nova head south to engage an other couple of 'Mechs; if you have

a third starmate, let him engage the Nova while you engage the Stormcrow (yes,

the same composition of the first); if you are playing with two starmates,

destroy directly both of them.

A third couple will power up on your current right, and they will go directly

for the control tower; your first starmate should have finished with the

Stormcrow, so direct him to engage the Mad Dog, while you take the Hellbringer;

your third starmate (if any) should be busy with the Nova.

After this couple an other couple of the same composition will power up; do the

same as you did before; this time your third starmate should have finished with

the Stormcrow: direct him to engage the Rifleman IIC while you engage the

Summoner; leave the second starmate alone, without orders. Destroy this couple

of 'Mechs and return to the airbase: friendly units are arriving.

 

MISSION 14: IRON PISTON

 

Planet: Morges

Terrain: dense urban

Time of Day: day

 

Standard 'Mech: Warhammer IIC

Regular 'Mech: Warhawk/Marauder IIC

Elite 'Mech: Rifleman IIC

 

Primary  Objectives:

+ Destroy all enemy 'Mechs in the city

Return:

+ 'Mech hangar, Nav Point Kappa

 

The city of Broken Hope has been taken by the 4th Wolf Guards and other Wolf

units cut our supply lines at Carson Rift. The Peregryne Galaxy is dying out in

the blizzard: we must retake the city.

This is the hardest Jade Falcon mission, IMO. You have to destroy nine 'Mechs

alone and most are heavy and piloted by elite pilots; this mission is going to

be a pain, and if it is the first time you play it, it's better to use a Dire

Wolf instead the Regular 'Mech.

The 'Mechs in the city are a Firemoth, two Kitfoxes, one Rifleman IIC, one

Marauder IIC, one Hellbringer, one Nova, one Mad Dog and one Battlemaster.

The first 'mech to fall will be the Firemoth; with whatever 'mech you are going

to use, it should take a single salvo from your main weapons to destroy it;

then it's up to you. I usually take out the Battlemaster, then the Kitfox near

the Rifleman, the other Kitfox, the Hellbringer, the Nova, the Mad Dog, the

Rifleman and finally the Marauder.

The Kitfoxes, the Nova and the Hellbringer won't pose a big problem, as the AI

isn't smart enough to pilot them through the area they are; all other 'Mechs

are a pain, starting from the Battlemaster, probably the 'Mech with the best

pilot in this city; he will reduce your armor to debris in seconds if you do

not silence its PPC; remember that the Battlemaster can still use its Medium

Pulse Lasers. The Rifleman can be easily dispatched by destroying its arms; be

careful, the pilot usuallyy tends to walk toward by and overload the engine,

making the whole 'Mech explode. The Mad Dog can be silenced in the same way,

though it still has the LRMs; engage it at close range. The Marauder is usually

the last 'Mech I engage; I usually leg it as my armor is very thin, and its

PPCs can deal great damage to the fragile internal structure. All other 'Mechs

shouldn't resist to direct strikes or their AI isn't good enough for you.

 

MISSION 15: BRONZE ANVIL

 

Planet: Morges

Terrain: ice rift

Time of Day: day

 

Standard 'Mech: TimberWolf Primary, Hellbringer Primary

Regular 'Mech: Marauder IIC, Marauder IIC, Marauder IIC (or three Warhawks)

Elite 'Mech: Summoner

 

Primary  Objectives:

+ Identify and destroy Dwillt Radick's 'Mech

+ Identify and destroy staff vehicles

Secondary Objectives:

+ Destroy all defending units

Return:

+ Dust-off site, Nav Point Rho

 

The Wolf's 16th Battle Cluster retreated in their allies' underground base at

Mt. Canarfon. Our aerotechs pounded the base for our and eventually made the

'Mech bay collapsing; the Wolfves and the Kell Hounds are retreating off world;

you have been assigned for the task of destroying the fleeing enemies.

Immediately move out from your position, and ignore the friendly gunships

flying over you; they aren't under your control and will immediately shooted

down by your enemies; target the four tanks and engage them; aim to the turret

for faster resolution of the fighting; order your lancemates (if any) to engage

the 3 enemy Gunships or do it by yourself after all tanks are gone.

Now advance, and engage the Battlemaster on the right; completely destroy it

and head toward the Dire Wolf; wait to engage it until there are at least 500

meters of distance, then launch the first attack; do not destroy it unitl you

inspected the 'Mech, or you will fail the mission.

Now proceed toward the 12 staff vehicles: 6 of the are carrying VIPs, the ones

you have to destroy; the other six are here for escort duty.

You have to destroy them before they reach the enemy DropShip, or they will

flee. Near the DropShip you will find one other Battlemaster, one Jenner IIC

and two turrets, marked as "enemy Mech". Destroy the Jenner first, then go for

the turrets and finally for the Battlemaster: destroy both of its legs and then

INSPECT and destroy all twelve vehicles (6 for completing the mission and 6 for

fun). If you are using starmatesand LRMs for this part of the mission: use your

LRMs to take out the turrets and order your lancemates to engage the two 'Mechs

while you inspect and destroy the vehicles.

Now proceed to Nav Rho for the extraction. The destrouction of the enemy

DropShip will end the mission, but you won't be awarded with the honor points

for completing the mission.

 

MISSION 16: TRIAL OF POSITION

 

Planet: Bjarred

Terrain: enclosed arena

Time of Day: day

 

Standard 'Mech: Firemoth Primary

Regular 'Mech:  PROTOCOL XO769-Q: Keshik to determine appropriate

Elite 'Mech:    'Mech for Trial

 

Primary  Objectives:

+ Destroy one 'Mech to advance one rank

Secondary Objectives:

+ Destroy two 'Mechs to advance two ranks

 

After you performed so well in the battles you fought, the keshik proposed a

Trial of Position. Destruction of one 'Mech will make you advance one rank; if

you win, destroy the engagement sphere to initiate phase two, and if you win,

will make you advance two ranks If you fell in any of the two phases, you will

lose all gained ranks.

You will pilot a Firemoth Primary, against an Marauder IIC and a Dire Wolf, if

you want to gain two ranks.

The best way to destroy the Marauder IIC is to close with it and destroy one of

its leg, and then retreating to its rear side where it cannot fire and finish

it off. The Dire Wolf requires a more audacious tactic; it is possible to

destroy it in the same way as with the Marauder, but you will have more chances

by circling it and using the arena buildings as cover.

 

Congratulations, you defeated the Wolves in this Trial of Refusal, called

Refusal War of its large scale battles.

 

The maximum score I've ever reached is 200228 Honor Points.

 

----------------------

--WOLF CLAN CAMPAIGN--

----------------------

 

The Wolf camapign is more complicate than the Falcon's one. You will have to

attack Falcon planets and then create diversionary attacks to allow the Warden

Wolves to escape. Missions are complex, with hit and run strikes, covert

operations and so on; this variety is counterbalanced by an harder difficulty

level, especially in the Trial of Positions, where you have to fight two 'Mechs

at once to gain one rank. Yor 'Mech will increase weight in every Trial, like

your opponents.

 

MISSION 1: PYRE LIGHT

 

Planet: Colamr

Terrain: rolling hills

Time of Day: day

 

Standard 'Mech: Mad Dog Primary

Regular 'Mech: Nova

Elite 'Mech: Firemoth

 

Primary  Objectives:

+ Destroy the chemical plant at Nav Point Epsilon

+ Inspect firebase wreckage at Nav Point Zeta

Secondary Objectives:

+ Destroy all surviving 'Mechs in the area

Tertiary Objectives:

+ Destroy ant targets of opportunity

Return:

+ Dust-off site, Nav Point Eta

 

In a matter of hours the 352nd Assault Cluster will engage the 12th Falcon

Regular at the mouth of Marakaa Valley, Mare Requiem, Colmar. Aerospace

fighters staged several interdiction strikes in the zone, hoping to destroy the

firebase and then chemical plant in the area; the weather during the operation

turned foul and the fighters were able to strike only the firebase. Orbital

reconaissance is impossible; recon the area and destroy the chemical plant to

let the fighters turn their attention toward the 12th.

Nav Epsilon is guarded by a Firemoth and a Jenner IIC; engage the Firemoth

first, and then the Jenner: try to destroy these 'Mechs with direct shot to

their center torsos or head, and go to the chamical plant and destroy it; a

Firemoth will power up, but it is one and half kilometer away from your

position, so you have plenty of time to hide behind an hill for an ambush or

run toward it to strike.

Now head to Nav Zeta, the destroyed firebase; a Nova is the only 'Mech guarding

it, but you will see several 'Mech parts scattered everywhere. Destroy the Nova

and target the large burning structure in the center of the base and inspect

it; now head to Nav Eta for extraction.

 

MISSION 2: FLAME TONGUE

 

Planet: Sudeten

Terrain: prairie

Time of Day: day

 

Standard 'Mech: Nova Primary

Regular 'Mech: Nova

Elite 'Mech: Firemoth

 

Primary  Objectives:

+ Destroy the pumping station at Nav Point Alpha

+ Destroy the hardened HQ at Nav point Beta

Secondary Objectives:

+ Destroy all defending units

Tertiary Objectives:

+ Destroy any targets of opportunity

Return:

+ Dust-off site, Nav Point Gamma

 

The plan for Sudeten is to strike the Falcons in 2 different zones, the Dargoth

plains and the city of Webster. Falcon garrison units, anticipating our attack

are performing training maneuvers in the west plains; satellite reconaissance

detected several 'Mechs with training configurations.

Move to Nav Alpha: you'll see three training 'Mechs (a Mad Dog, a Firemoth and

a Kit fox) escaping to their base: take out the Mad Dog and let the other two

'Mechs flee. A fourth 'Mech, a Nova will come from Nav Beta to intercept you.

Destroy it before turning your attention on the pumping station.

Now head to Nav Beta: the hardened HQ is protected by a Stormcrow and four

turrets: destroy the fixed emplacements first and then go for the Stormcrow;

after all resistance in the area has been destroyed, target the central

structure composing the HQ and destroy it;

now head to Nav Gamma, the extraction point: you'll notice small champ with the

tow training 'Mechs that you left alive; destroy them now; note that these

'Mechs will shoot at you, but their pilots haven't a great aim, so this will be

an easy work; destroy the trucks, the radar and the tent and then go to Nav

Gamma to end this mission.

 

MISSION 3: BLADE SPLINT

 

Planet: Zoetermeer

Terrain: sparse urban

Time of Day: dusk

 

Standard 'Mech: Mad Dog Primary

Regular 'Mech: Rifleman IIC (or two Novas)

Elite 'Mech: Jenner IIC or Stormcrow

 

Primary  Objectives:

+ Inspect the power converter for cryo-plasmic conversion

+ Destroy the power converter after inspection

Return:

+ Dust-off site, Nav Point Delta

 

Intel suspects that the Falcon 10th Provisional Garrison mved its HQ to an

hidden site in the city of Salyn, near the Nalon Spaceport. If the 10th's HQ

moved, they would have modified the local plasma converter to handle

cryo-plasma.

This mission is going to be hard; you can have the support of one starmate, but

there are basically two ways to end this mission: run or fight; I used the

Jenner IIC to run, and the Stormcrow to fight; when I used a starmate, I made

him fight while I ran.

You will be dropped by a DropShip near Nav Alpha, which is protected by three

Kitfoxes; engage these 'Mechs with whatever you are piloting, they aren't a

great problem.

Proceed to Nav Beta: a recon helicopter is hovering there (this helicopter

seems invincible...it survived several PPC strikes...let me know if you shooted

down it); as you close with the Nav Point, a Stormcrow and a Jenner IIC will

power up; destroy these 'Mechs too, and use your satellite uplink to locate a

long structure with circles on it: this is the plasma converter; it is so

strange that you should notice it at the first glance to the uplink. Your

computer will also warn you that other 'Mechs have been detected.

Close with the converter, inspect and destroy it; now it is time to run or

fight; the 'Mechs detected are four Summoners in their Primary configs; if you

are going to run, let them close with you, and when they enter the city, start

to run toward Nav Delta; use the buildings as cover, and the satellite uplink

to see what and where they are shooting; if you are going to fight, move out

from your position and engage one 'Mech at once; it is possible that the

Summoners will shoot at their allies' backs, so it won't be very hard; use the

buildings as cover here, too.

Now move to Nav Delta.

 

Clarence Fine (This email address is being protected from spambots. You need JavaScript enabled to view it.) tells me that the helicopter isn't

invulnerable

-------------------------------------------------------------------

It has come to my attention that you believe that the helicopter at Nav Beta is

invincible. It took me a long time to destroy it. I have found only one

full-proof way to destroy it. The Mad Dog, Rifleman, and Jenner 'Mechs might do

it, but I could only do it with my favorite 'Mech, Hellbringer. After I

selected it (with Jenner as my starmate) I destroyed the three Kitfoxes with

ease, then reported to Nav Beta. I destroyed the two Falcon 'Mechs there. I had

to work quick, since the four Summoners were coming. I sent my starmate to

engage them, then aimed for the chopper. It took three strikes in "Group Fire"

mode (switching from "Chain Fire" to "Group Fire" requires hitting  (above

Enter)). I do thank you for explaining where the plasma converter is. I never

had time to find it, because the Summoners always got there with lightning-fast

speed. Now, I can just destroy the converter and run.

-------------------------------------------------------------------

still have to try, though (and, hell, a copter even more armored than a

'Mech...)

 

MISSION 4: TEMPER EDGE

 

Planet: Baker 3

Terrain: snowy pass

Time of Day: dawn

 

Standard 'Mech: Mad Dog Primary

Regular 'Mech: Nova

Elite 'Mech: Firemoth

 

Primary  Objectives:

+ Defend then escort the T5 unit to Nav Point Sigma

+ Defend the repair vehicle until repairs are complete

Secondary Objectives:

+ Destroy all attacking units

+ Escort repair vehicle to dust-off site

Return:

+ Dust-off site, Nav Point Sigma

 

The 305th Assault Cluster pushed far into the forests of Findley Province on

Lowa, Baker 3's southern continent. The 341st Assault engaged them. During the

enemy drop a modified Tarantula, T5 reconaissance variant, was able to

intercept and decode enemy datas containing the list of intended attack

corridors. The T5 was able to make it into cover of snow in the Donner Rift

area, it is damaged, and you will protect the T5 unit and the repair vehicle.

The program here makes many mistakes, starting from awful aiming capabilities

for you enemies or 'Mechs with permanently twisted torsos.

Move near the T5 unit: a Jenner IIC and 2 Kitfoxes are attacking it from the

south (assuming that south is toward the T5's back): destroy the Jenner first

then then the Kitfoxes; tow other 'Mechs will power up, in the east, this time:

these two Jenner IICs will try to attack the Tarantula, but they usually fire

at the hills or the building sorrounding the T5; take them out, however.

Now move near the Tarantula and wait until 3 Kitfoxes will power up in the

north; move out to engage them at once: one of these Kitfoxes should have its

torso twisted 90 degrees to its right, making it useless; if so, engage the

other first.

Now wait until the T5 is repaired and the repair vehicle reached Nav Sigma and

move to the Nav Point for being extracted.

 

MISSION 5: TRIAL OF POSITION

 

Planet: Port Arthur

Terrain: enclosed trial arena

Time of Day: day

 

Standard 'Mech: Stormcrow A

Regular 'Mech:  PROTOCOL XO769-Q: Keshik to determine appropriate

Elite 'Mech:    'Mech for Trial

 

Primary  Objectives:

+ Destroy one 'Mech to advance one rank

Secondary Objectives:

+ Destroy two 'Mechs to advance two ranks

 

After you performed so well in the battles you fought, the keshik proposed a

Trial of Position. Destruction of one 'Mech will make you advance one rank (as

you are currently a simple MechWarrior, you'll become a Star Commander); if you

win, destroy the engagement sphere to initiate phase two, and if you win, will

make you advance two ranks (to a Nova Commander rank). If you fell in any of

the two phases, you will lose all gained ranks.

You will pilot a Stormcrow A, against two Firemoths and a group composed of a

Stormcrow and a Gargoyle, if you want to gain two ranks.

 

MISSION 6: SABLE FLAME

 

Planet: MacDuff

Terrain: cratered/vacuum

Time of Day: night

 

Standard 'Mech: Timber Wolf Primary

Regular 'Mech: Timber Wolf, Timber Wolf

Elite 'Mech: Riflema IIC

 

Primary  Objectives:

+ Capture and secure the sensor array dome

Secondary Objectives:

+ Destroy all defending 'Mechs

Tertiary Objectives:

+ Destroy any targets of oppurtunity

Return:

+ Dust-off site, Nav Point Iota

 

Battle for the Devin system has begun. The Falcon 2nd Jaegers and the 1st

Strike Cluster set up defensive positions at strategix locations on the

surface. Our forces covertly landed on MacDuff and set up a sensor array dome.

The Flacon command landed multiple units at the site, taken the landing pads

and the operations staff bondsmen as hostage.

Follow the Nav Point sequance to Nav Theta, the dome; it is currently protected

by three 'Mechs, 2 Mad Dogs and one Hellbringer, shut down, behind the dome

itself; if you are playing alone, leg one 'Mech and destroy the others; if you

have starmate support, destroy all of them and prepare to fend off the next

attack.

The dome is sorrounded by two enemy Broadsowrd-class DropShip (they are active,

and will shoot at you if youe get too close; they also are the targets of

opportunity), each with two 'Mechs; the first couple to power up will be the

one on the right, a Stormcrow and a Hellbringer; order your starmate to take

the Hellbringer while you engage the Stormcrow; if you are playing alone, use

the "target under reticle" button to highlight one of the two 'Mechs and

engage; always keep moving, you'll be targeted by the Falcon DropShip.

The second and last couple to power up will be the one on the other side, a Mad

Dog and a Hellbringer this time; order your starmate to destroy the Hellbringer

while you take the Mad Dog; there will be an other DropShip, so keep moving.

Now if you are playing alone destroy the 'Mech you legged before and reach Nav

Iota for shutdown.

 

MISSION 7: BURNING CHROME

 

Planet: Evciler

Terrain: ice rift

Time of Day: day

 

Standard 'Mech: Stormcrow Primary

Regular 'Mech: Nova

Elite 'Mech: Jenner IIC

 

Primary  Objectives:

+ Destroy the solar power array at Nav Point Tau

Secondary Objectives:

+ Destroy all enemy units in the rift

Tertiary Objectives:

+ Destroy any targets of opportunity

Return:

+ Dust-off site, Nav Point Upsilon

 

Pup class probes detected the 7th Construction Binary setting up a solar power

array on messiah, the southern continet of Evciler; intelligence thinks that

the Falcons are going to turn the area into a large forward dropsite for the

entire Peregrine Galaxy.

Begin to move toward the high ice mesa in front of you: three Falcon aerospace

fighters will fly over you, but won't fire (it is possible that these fighters

are targets of opportunity, but I've never destroyed them). On the right two

Kitfoxes will power up: take them out and then turn toward the turrets

protecting the small mesa where the solar array is, and destroy one: a Summoner

will power up, just behind the rim. Destroy this 'Mech and then turn to engage

the Mad Dog on the other side of the rim; during this battle you should have

noticed a Broadsword-class DropShip, an other target of opportunity.

Now destroy all turrets protecting the solar array (4 on the site and 2 on the

rim in front of the mesa), climb the mesa (there's a ramp) and destroy the nine

solar panels.

Now descend and go to Nav Upsilon for extracton.

 

MISSION 8: SCORCHING SAND

 

Planet: Twycross

Terrain: mesa desert

Time of Day: dawn

 

Standard 'Mech: Nova Primary

Regular 'Mech: Stormcrow

Elite 'Mech: Nova

 

Primary  Objectives:

+ Capture and secure enemy command vehicle

Secondary Objectives:

+ Destroy all defending units

Tertiary Objectives:

+ Destroy any targets of opportunity

Return:

+ Dust-off site, command vehicle site

 

The 352nd Assault Cluster, the 3rd Battle Cluster and the 13th Wolf Guards cut

off Falcon 6th Provisional Garrison's supply line in the Great Gash, The Falcon

5th Talon is assaulting the 13th's flank, attempting to break the line; probes

have located the 5th's mobile HQ hidden in the spires of the Plain of Curtains.

The Keshik has deemed necessary to capture the HQ and its crew for

"interrogation".

You will begin on a mesa, with two Jenner IICs in front of you, but on an other

mesa; fall from it (you'll probably damage your legs if you haven't jump jets)

and engage these two 'Mechs.

Now move toward Nav Point Alpha: a Stormcrow will power up: destroy it and then

head to Nav Beta, which is protected by two Elementals.

Now continue straight, do not move to Nav Gamma. Destroy two of the four

turrets protecting the command vehicle and the circle the position to destroy

the other two turrets and the two assault vehicles protecting the HQ. Your

DropShip will arrive in two minutes, but a Rifleman IIC will power up on the

rim opposite of the command vehicle; you must engage and possibly destroy it

until the DropShip arrives, or it will destroy the mobile HQ.

After this 'Mech is gone, go near the command vehicle and wait for the

DropShip.

 

MISSION 9: TRIAL OF POSITION

 

Planet: Port Arthur

Terrain: enclosed trial arena

Time of Day: day

 

Standard 'Mech: Mad Dog Primary

Regular 'Mech:  PROTOCOL XO769-Q: Keshik to determine appropriate

Elite 'Mech:    'Mech for Trial

 

Primary  Objectives:

+ Destroy one 'Mech to advance one rank

Secondary Objectives:

+ Destroy two 'Mechs to advance two ranks

 

After you performed so well in the battles you fought, the keshik proposed a

Trial of Position. Destruction of one 'Mech will make you advance one rank; if

you win, destroy the engagement sphere to initiate phase two, and if you win,

will make you advance two ranks. If you fell in any of the two phases, you will

lose all gained ranks.

You will pilot a Mad Dog Primary, against two Jenner IICs and a group composed

of a Jenner IIC and a Rifleman IIC, if you want to gain two ranks.

 

MISSION 10: SILVER STAFF

 

Planet: Wotan

Terrain: industrial urban

Time of Day: dawn

 

Standard 'Mech: Timber Wolf Primary

Regular 'Mech: Riflem IIC, Rifleman IIC

Elite 'Mech: Rifleman IIC

 

Primary  Objectives:

+ Destroy chemical plant an Nav Point Phi

+ Destroy airbase at Nav point Chi

Secondary Objectives:

+ Destroy industrial plant an Nav Psi

+ Destroy the HPG processor at Nav Omega (see text or this objective)

+ Inspect likely structures for munitions

Tertiary Objectives:

+ Destroy all enemy units in the city

Return:

+ Dust-off site, Nav Point Alpha

 

Our attack on Borealtown, capital of Wotan, has stalled. Intelligence reports

that enemy forces have their weak spot in the city's industrial sector, an area

used as load-off point for supplies. Your unit is going to stage a coordinated

strike with the 37th Strike Cluster. This will be a quick drop-and extracion

maneuver. If you aren't in the DropShip's bays within 15 minutes after your

drop, you'll be trapped in enemy territory.

The 37th will deploy three 'Mechs, a TimberWolf, a Marauder IIC and a Warhammer

IIC; they will attack the zone where the HPG processor and the industrial plant

are: the HPG objective is an odd one: the briefing reports its destruction as a

secondary objective, but you won't be awarded if you destroy it; if you have

time, however, destroy it (just for fun).

You'll begin behind a small hill: the first couple of 'Mech you'll encouter is

an assault one, with a Dire Wolf and a Gargoyle patrolling the chemical plant;

take out the Dire Wolf first, using the hills and the nearby structures as

cover, and then go for the Gargoyle; the small village you'll use as cover also

contain three warehouses which contain munitions.

Destroy the plant and go to the airbase: it is protected by a Stormcrow and a

Nova; take out the heaviest first and then the second, before destroying

everything at this site, even the grounded fighters.

Now you should have plenty of time for fulfilling your secondary objectives:

begin to destroy the remaining enemy 'Mechs in the area (a Marauder IIC and a

Rifleman IIC; both are engaging units from the 37th) and then destroying the

industrial plant and the HPG processor.

Head toward Nav Alpha and climb on the DropShip.

 

MISSION 11: AQUILINE FIRE

 

Planet: Wotan

Terrain: geographic anomaly: crystalline forms

Time of Day: dawn

 

Standard 'Mech: Summoner D

Regular 'Mech: Summoner, Summoner

Elite 'Mech: Rifleman IIC

 

Primary  Objectives:

+ Inspect DropShip wreckage to download data

+ Destroy DropShip wreckage after inspection

Secondary Objectives:

+ Destroy all enemy units in the area

Return:

+ Dust-off site, Nav Point Kappa

 

We have remounted the assault on Borealtown and the drop is completed. Howeve,

one of our command ships, the Hermione, crashed. It contains highly sensitive

and necessary data stores that must not fall into the hands of the enemy.

As soon as you start your 'Mech, a Gargoyle and a Stormcrow will attack you;

destroy the latter first and then go after the Gargoyle.

Now follow the Nav sequence. Nav Zeta is clear, but Nav Eta is not: a

Hellbringer and a Rifleman IIC are waiting you; in this terrain you can easily

detect them with the "target under reticle" button and pummel them from long

range while they are inactive; use this tactic on the Dire Wolf and the

Marauder IIC protecting Nav Iota (Nav Theta is clear).

After yu have reached Nav Iota, walk toward the Hermione, which can be easily

detected with the satellite uplink or by heading 135 degrees; approach the

crahsed ship, inspect it and wait that the download is complete (about 20

seconds) to destroy the DropShip. Now head to Nav Kappa to end this mission.

 

MISSION 12: TRIAL OF POSITION

 

Planet: Port Arthur

Terrain: enclosed trial arena

Time of Day: day

 

Standard 'Mech: Summoner D

Regular 'Mech:  PROTOCOL XO769-Q: Keshik to determine appropriate

Elite 'Mech:    'Mech for Trial

 

Primary  Objectives:

+ Destroy one 'Mech to advance one rank

Secondary Objectives:

+ Destroy two 'Mechs to advance two ranks

 

After you performed so well in the battles you fought, the keshik proposed a

Trial of Position. Destruction of one 'Mech will make you advance one rank; if

you win, destroy the engagement sphere to initiate phase two, and if you win,

will make you advance two ranks If you fell in any of the two phases, you will

lose all gained ranks.

You will pilot a Summoner D, against a Stormcrow and a Mad Dog and two

Gargoyles, if you want to gain two ranks.

The best way to win this trial is to use your missiles and taking cover; if you

destroy their arms, the Gargoyles will escape as they won't have no other

weapons to fight with.

 

MISSION 13: COLD CRESCENT

 

Planet: Karetah, Morge's moon

Terrain: steppe

Time of Day: day

 

Standard 'Mech: Mad Dog Primary

Regular 'Mech: Mad Dog

Elite 'Mech: Nova

 

Primary  Objectives:

+ Destroy the main terraformer unit core

Return:

+ Dust-off site, Nav Point Nu

 

The battle for the Icegrief Pass rages on the surface. Alsom the enemy is

terraforming Karetah, Morges' large moon. This satellite has enough untapped

natural resources to perhaps single-handedly support the enemy war machine

indefinitely. The Keshik ordered to sabotage the main terraforming unit on the

moon's Batista Flats. We have captured a Jade Falcon Mad Dog and loaded with

the current enemy IFF Code. You will engage and destroy a 'Mech identical to

yours as it enters a jammed zone and take its  identify to sneak in the unit

perimeter.

This is the best mission in MW2, and probably one of the best missions I've

ever played (along with HomeWorld and Cataclysm); not for its particular

gameplay, but for the background it has. If you want, you can use the Mad Dog

to fully immerse in this climax or use an other 'Mech; the program won't care.

Engage the Mad Dog (it will always be a Mad Dog, no matter what you choose) at

Nav Lambda and proceed toward the terraform unit.

At Nav Mu there is a Hellbringer, a Stormcrow, four turrets and one DropShip.

DO NOT engage them. Move past them and head toward the Summoner protecting the

gates of the terraforming unit's perimeter. This 'Mech won't engage you, and

the gates will open.

The two enemy 'Mechs (a Nova and a Rifleman IIC) inside the perimeter will read

your IFF code, but this will prove wrong and every 'Mech in the area will move

to engage you. Now decide if you want to fight them or to run; you will always

have to destroy the Nova and the Rifleman IIC. The other 'Mechs may or may not

enter the perimeter. If you are lucky enough you'll have to face only the to

'Mechs inside. Note that these 'Mechs outside the perimeter will chase you as

you exit the perimeter, especially the Stormcrow and the Summoner.

Now proceed right and destroy the exhaust to circle the terraformer (BTW,

haven't you noticed that this unit is pretty similar to Aliens' processor? And,

on a very OT note: I recently bought Aliens DVD, where there are 17 minutes of

excluded scenes; the Italian censorship cutted them in 1986, when the movie

came out here, and only after having seen it I understand why there are

automatic guns in Aliens versus Predator and many other scenes that gives an

other meaning to the film. Italian censorship: here to destroy good movies. End

of the OT.) unit, and destroy the vent that will eventually show the inner

core. Destroy it and exit the perimeter, and head toward Nav Nu for extraction.

Rememebr that the exploding terraformer will produce an huge shockwave that

will destroy anything in this radius.

 

MISSION 14: VELVET HAMMER

 

Planet: Morges

Terrain: dense urban

Time of Day: night

 

Standard 'Mech: Marauder IIC

Regular 'Mech: Timber Wolf

Elite 'Mech: Nova

 

Primary  Objectives:

+ Rendez-vous with the hoverlimousine at Nav Point Xi

+ Escort the hover limousine to the opera plex

Secondary Objectives:

+ Destroy all enemy units in the area

Return:

+ 'Mech Hangar, Nav Point Pi

 

Josel Fetladral, Aide-de-Camp, is attending the opera in Broken Hope, despite

the fact that the enemy has pushed back across the Po river, retaking the

suburbs. Not only Fetladral thinks that the new line will hold, he is also

confident that his escort (you) willbe able to dispacth any interlopers within

the city. Josel Fetladral loves the opera.

The best way to complete this mission is to play it lots of times to know the

hoverlimousine path and the enemy locations. You also have to reach ALL Nav

Points, or you will have to go around the city more times than requested.

Exit from the 'Mech Hangar and head to Nav Xi. A Hellbringer will power up

behind the limousine hangar. Destroy it and follow the limousine: the onboard

computer will inform you that the limousine has been deviated.

The next threat comes from a Mad Dog and a Nova hidden inside two different

buildings. You may want to leg both 'Mechs to follow or anticipate the

hoverlimousine.

A Marauder IIC will power up at the beginning of the final corridor: destroy it

immediately and move toward Nav Omicron: in this ideal cooridor 2 couple of

Falcon tanks will power up: target first the tanks one the left, and then the

ones of the right. Reach Nav Omicron, destroy all 'Mechs you legged and return

to the 'Mech hangar.

 

MISSION 15: GOLDEN SPADE

 

Planet: Morges

Terrain: sparse urban

Time of Day: night

 

Standard 'Mech: War Hawk C

Regular 'Mech: War Hawk, War Hawk(or two Marauder IICs)

Elite 'Mech: Timber Wolf

 

Primary  Objectives:

+ Inspect the palace complex

+ Destroy the palace complex if in use as a comm station

+ Destroy the road blocks and turrets at Nav Omega

Secondary Objectives:

+ Destroy all defending units

Tertiary Objectives:

+ Destroy any targets of opportunity

Return:

+ Dust-off site, Nav Point Alpha

 

Little remains of the Falcons. The battle of Broken Hope is over and we are

busy hunting down the stragglers. However, the enemy is by no means broken.

They are willing to fight to the death, and we do not expect nothig lees.

Intelligence suspects that the enemy is using the Held Shrine north of Broken

Hope as cover comm station, hoping to direct reinforcements and what remains of

their forces. Destroy the complex if in use as suspected. If there is a shield

around the complex, friendly Kell Hound fighters will render it inoperative.

As soon as you power up two War Hawks will engage you (and your starmates if

any). Destroy these 'Mechs and destroy the two machine gun turrets and the

three roadblocks blocking the main road for the palace complex.

A third War Hawk is behind the complex; your computer will also warn you that

the strike against the shield generator is failed, as you can see; all shots

and objects (your 'Mech) will be blocked by this shield; take care of the third

War Hawk first, and then head toward the upper left angle of the area to find

the shield generator, protected by a Timber Wolf. Destroy this 'Mech and then

go after the blue grid to disable the shield; three 'Mechs will power up isnide

the complex perimeter:

to engage them you will hava to destroy one wall section to let them exit (or

let you go in); the only 'Mech capable of going out from the complex without

destroying a wall section is the Summoner; the other two 'Mechs, a Hellbringer

and a Mad Dog, will exit only if a wall section is destroyed; you should be

able to destroy them even if they are within the perimeter, by targeting the

upper torso of the 'Mechs. After all 'Mechs are gone, inspect the center

section of the large building in the perimeter and destroy it.

Now destroy all pagodas and all six stone staues and reach Nav Alpha (Pi? the

onboard computer tells that you reached Nav Pi...) and prepare for the last

Trial.

 

MISSION 16: TRIAL OF POSITION

 

Planet: Porth Arthur

Terrain: enclosed trial arena

Time of Day: day

 

Standard 'Mech: Timber Wolf Primary

Regular 'Mech:  PROTOCOL XO769-Q: Keshik to determine appropriate

Elite 'Mech:    'Mech for Trial

 

Primary  Objectives:

+ Destroy one 'Mech to advance one rank

Secondary Objectives:

+ Destroy two 'Mechs to advance two ranks

 

After you performed so well in the battles you fought, the keshik proposed a

Trial of Position. Destruction of one 'Mech will make you advance one rank; if

you win, destroy the engagement sphere to initiate phase two, and if you win,

will make you advance two ranks If you fell in any of the two phases, you will

lose all gained ranks.

You will pilot a TimberWolf Primary, against a couple of 'Mechs (a War Hawk and

a Warhammer IIC) and group of three 'Mechs (two Marauder IICs and one Warhammer

IIC), if you want to gain two ranks.

As you pilot a Timber Wolf primary, take full advantage from your twin LRM 20

to destroy the first Warhammer, and then close with the War Hawk for killing it

(it is better to leg it, or you won't have enough armor to gain your second

rank). The last group of 'mech is frightening, though one Marauder will wait

that one of the two first 'Mechs is destroyed or you fire on it. As usual, take

out the Warhammer first, by legging it. Do the same with the Marauder nd the

leg the inactive Marauder and then destroy all 'Mechs. Do not go in the plain

where these 'Mechs are, but kepp hiding behind the hills in the area where you

engaged the first couple.

 

Congratulations, you defeated the Jade Falcons in this Trial of Refusal, called

Refusal War of its large scale battles.

 

The maximum score I've ever reached is 202339 Honor Points.

 

------------------

--HISTORICAL END--

------------------

 

With this Trial, the Warden faction of Clan Wolf fled to the Inner Sphere led

by saKhan Phelan Kell, following an order of the former ilKhan Ulric Kerensky.

Natasha Kerensky, Khan of the Wolves, and Ulric died in battle, conducting what

remained of Clan Wolf; these warriors were Crusader, but fought valiantly

against the Falcons; however the Falcon saKhan tricked the Wolves into a trap,

and the Falcons called for an Absorption of all Wolf assets; in the same year,

Vladimir, a former Wolf warrior, bitter enemy of Phelan, killed the Falcon

saKhan and earned freedom for everithing reamined of Clan Wolf; this "new" Clan

was dubbed Jade Wolf. At the beginning of 3058, Vladimir kill the former Falcon

Khan, now ilKhan, and announces the birth of a new Clan Wolf. Vladimir took the

Ward bloodname he lost in the final Bloodright battle against Phelan and became

Khan of the Crusader faction of the Clan Wolf; the Warden faction is now part

of the Arc-Royal Defense Cordon (ARDC) and shares Arc-Royal with the Kell

Hounds, Phelan's father's mercenary unit.

 

*********

13-CHEATS

*********

 

During Combat press CTRL, ALT and SHIFT and type:

+ BLORB: invulnerability

+ CIA: unlimited ammo

+ COLDMISER: no heat tracking

+ FLYGIRL: adds jump capacity

+ MIGHTYMOUSE: unlimited jump capacity

+ ENOLAGAY: destroys everything (including you) on the map

+ GANKEM: destroys trageted enemy

+ ICANTHACKIT: skip mission

+ DORCS: credits

+ IDKFA: lose current mission

+ MEEPMEEP: time compression key on

+ UNMEEPMEEP: time compression key off

+ ANTIJOLT: time expansion on/off

+ WALKTHISWAY: leading reticle on/off

+ ZMAK: extra time

+ TLOFRONT: rear camera as main camera

+ MICHELIN: see bounching spheres on debris and 'Mech parts

+ XRAY: you can see through objects

+ TINKERBELL: free floating external cameras

+ WEDIDITAGAIN: more credits

+ LAIRDO: message "ATTENTION ENEMIES: Don't mess with the blimp."

+ DEI: message "F E I R"

+ SH*T or F*CK: message "Freebirth vulgarity will not be tolerated"

 

When creating a new pilot, type FREEBIRTHTOAD as its name for level selection.

Colors are levels, names are Trial of Positions

 

To pilot the BattleMaster, the Elemental battle armor or Tarantula:

(note that this requires a basic skill in handling files. Me, any authorized

site showing this FAQ, Activision and whoever else won't answer to damage done

by you.) In the Trial of Grievance menu change your Star Config name in:

+ Enzo (with capital E and normal letters) to add the Battlemaster between the

Tarantula and the Firemoth

+ Calvin to add the Elemental between the Dire Wolf and the Firemoth

+ Hobbes to add the Elemental and the Firemoth

 

If this doesn't work, modify the file MW2.PRJ with a exadecimal editor; Lines

to be modified are: byte offset 3206200 from 0X0B to 0x11 and byte offset

3206752 from 0x0B to 0x11. The modify the file MW2SHELL.EXE: search string

"btllmstr" and replace it with "bttlmstr". You may want to try changing byte

offset 537782 as described above. To costumize these 'Mechs, you have to use

them first in one mission.

 

There are Easter Eggs in the game: go to the Archive Holoprojectors (both

Clans) and click periods after heading numbers.

 

*******************

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) WolfArt (http://www.geocities.com/khan_briareos/index.htm; 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) Game's Over (http://www.gamesover.com)

an everyone who helped with this document.

Special thanks to:

all italian BT/MW players; all programs I used to do this FAQ; Dark Wolf

(This email address is being protected from spambots. You need JavaScript enabled to view it.) for having sent me the material for the cheat section; 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); Dynamic Italia for having published

Evangelion's 10th Genesis and other tapes I and the italian otaku community

were waiting for; 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 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 This email address is being protected from spambots. You need JavaScript enabled to view 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.