MECHWARRIOR 2: MERCENARIES WALKTHROUGH by Briareos Kerensky (briareos@inwind.it, briareos_CWE), ver 2.0 20/1/2001 Table of Contents 1-Introduction 2-Update History 3-History Briefing 4-Weapons Briefing 5-'Mechs Briefing 6-MechWarriors Briefing 7-Formation Briefing 8-How to costumize a 'Mech 9-General Tactics 10-Multiplayer Tactics 11-Walkthrough 12-Cheats 13-Patches 14-Credits and misc ************** 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 **************** 20/1/2001-version 2.0. Last update. All sections online now. 19/1/2001-version 1.3. The Clans finally arrived. All other sections completed. Fortunately enough the next update will be the last. 3/1/2001-version 2.0. Most sections are online now. Walkthrough need to be completed, but I'm at about the 40% of the game. 18/12/2000-version 1.0. Some sections have to be completed, but walkthrough has some missions in it. ****************** 3-HISTORY BRIEFING ****************** The Inner Sphere is a place where the five Great Houses fight for the supremacy. They have large armies, but the four Succession Wars reduced them to a pale memory of their original might. One of the solutions would be to cease hostilities, but there is an other solution took under revision: the use of skilled Mercenaries honed throughout several battles, warriors that fight for the higher price. You are a young mercenary, and you're performing a recon mission when you, piloting a Commando, and your commander, piloting a Zeus, find themselves trapped by an heavy lance. You'll eventualy retreat on the DropShip escaping off-planet, but not your commander... ********************* 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. For this first time in the MW2 series, Mercs divides weapons in two categories: Inner Sphere and Clan weapons. You'll have free access to Inner Sphere weapons, though many of them won't be freely Purchasable until the Clas will attack; Clan weapons are lighter and less bulkier, though you need to salvage them before using. There is no real differencies between weapon's characteristics, as it seems that an ER PCC will do 15 heat point and 15 damage points even if it is from the Inner Sphere...there's also no differencies between Clan and Inner Sphere equipment: you use remove an Endo-Steel structure from one Clan 'Mech, mounting it one one IS 'Mech of the same weight won't work (or at least, the Endo Steel will occupy 14 slots). ------------------ --ENERGY WEAPONS-- ------------------ STANDARD/ER LASERS: ER means Extended Range, ad all Lasers (Light Amplificated through Stimulated Emission of Radiations) belonging to this category have a longer range than other types. They fire a single beam of colored light (blue=large laser, green=medium laser, red=small laser), and the should be the basic weapon of any 'Mechs. There is a bug about Lasers (both ER and Pulse versions): if you fire them before the previous Laser beam finished its animation (a small smoke cloud on the impact point), the lasers will miss. You can fire them once every 4/5 seconds without warning (heat excepted: for this you'll need heat sinks). Standard models have a shorter range, though the heat generated is less than the ER's PULSE LASERS: Pulse Lasers fire two Laser beams, each one capable of dealing amounts of damage equal to the ER Lasers' ones. However, if the first beam hits, the second won't allocate damage (this represents the to-hit bonus of the board game). They weight and take more space than the ER Lasers, have a faster rite of fire but they can produce great amounts of heat if overused. STANDARD/ER PPCS: the best weapon of the game. The PPC (Particle Projection Cannon) fires a blue ball of particles subtracted directly from the 'Mech's fusion reactor, producing great amounts of waste heat, but a PPC hit deals more damage than any other energy weapon in the game. The range written in the istruction booklet is wrong; an ER PPC can hit targets up to 1000 meters away. Standard PPCs have a shorter range and produce less heat. FLAMERS: guess what? A flamer spits super-hot gases took directly from the reactor. It has a very short range, do not allocate damage but increases target's heat. It generates great amounts of heat and linking even two of them together equals to immediate shutdown. --------------------- --BALLISTIC WEAPONS-- --------------------- STANDARD AUTOCANNONS: ACs fires a stream of hyper velocity HEAP (High Explosive Armor Piercing) rounds to the target. Their fast rate of fire is balanced by the excessively fast ammo compsummation. MACHINE GUNS: fast-firing ballistic weapons. They have a very short range and large amounts of shells per ton, do moderate damges and produces no heat. Basically useless, however. LB-X AUTOCANNONS: shotgun-like ACs: the LB-X AC fires a series of projectiles that separates themselves into smaller pellets to increase the to-hit probabilities and to spread damage on the whole 'Mech. All ACs suffers of the same bug that affects Laser fire, though this seems to be worst: some shots will miss entirely even if shot in your enemies' chests. ULTRA AUTOCANNONS: Ultra AC fires two rounds at once. They eat ammo with an amazing rate, and in most cases the second round will miss for the bug I written above. GAUSS RIFLES: a balistic version of the PPC, though it doesn't produce significant amounts of heat and fires further. The AC bug seems to affects the Gauss Rifles less than the other ACs, however. Gauss Rifle's ammo aren't explosive, but the Rifle itself is: when the Rifle is truck by weapon fire it explodes in a smilar way to ammunition. AMS: the Anti-Missile System is a rapid fire machine gun that targets, tracks and engages incoming missiles. It eats ammo like someone who haven't eat for one year, and it will engage ANY enemy missile flying near you, even if they aren't addressed at you. ------------------- --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. INFERNO SRM-2 and STREAK SRM-2: inferno rounds increases heat of the target if they hit; they come in Streak and standard version, only in the simplest version, and both don't allocate damage. NARC MISSILE BEACON: the Narc is a heavily modified missile used to establish solid locks for LRMs and Streak SRMs. The Narc fires a single missile with the range of an SRM, and when the Narc hits the target the lock is always valid and can be broken only if the target is destroyed. ARROW IV ARTILLERY MISSILE SYSTEM: the Arrow IV is the only artillery weapon currently used by Clans, and fires one big missile at a maximum range of 2 KMs, capable of destroying a 'Mech through direct impact and a 75 meters blast radius. ------------- --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 3 criticals (Clan Double Heat Sinks only 2), but dissipates 2 heat points. One of the greatest assets in 'Mech construction. Numbers of Double Heat Sinks and standard Heat Sinks contained by an engine are the same. ENDO STEEL INTERNAL: it takes 14 criticals (Clan version only 7) everywhere in the 'Mech, but cut in half the internal structure of the 'Mech. FERRO-FIBROUS ARMOR: the ferro-fibrous armor provides 19 armor point per 1 ton ton of armor instead of the standard 16 points. It weights less but takes up 14 criticals (Clan Version 7) everywhere in the 'Mech. XL ENGINE: the standard engine takes only 6 criticals in the center torso, but weights a lot. XL engine weights half than a standard engine of the same rating but occupies 3 critical slots in each lateral torso. Most of your configurations will be cenetered around an XL engine. Number of heat sinks contained by the engine doesn't change. MASC: MASC (Myomer Accelerator Signal Circuitry) is used to put short bursts of extra top speed when needed. The MASC's weight is based on 'Mechs weight. It allows to have a top speed twice the standard walking MP (the normal runinng MP is 1.5 times the walking MP) for about 15 seconds. After this period the MASC automatically disengages itself for malfunction. You can re-use it, however, and malfunction won't freeze your legs (as the MASC does in the board game) CASE: Cellular Ammunition Storage Equipment. It is automatically loaded where ammunition or explosive equipment are. Usually an explosion damages all internal parts of the 'Mech, and finishes it efects when the 'mech is destroyed or the explosion has no force left, and spreads to other 'Mech locations. CASE stops the explosion to the location where it originated. Inner Sphere CASE must have one critical and half a ton free to be installed. ARM ACTUATORS: Useless. They take only critical space in the arms and do not give nothing in exchange. In BattleTech they would be used for physical attacks, and MW2 has only a strange version of the DFA to allocate physical damage. ***************** 5-'MECHS BRIEFING ***************** Notes: MW2: Mercs contains a large number of 'Mechs and vehicles, and writing down a description for each one would be a monumental task. I'll write down 'Mech names and models, divided into Inner Sphere and Clan categories, as usual. And Clan 'Mechs with different name in the Iner Sphere have this name in brackets. Note that Clan 'Mechs won't normally available on market, like some other Inner Sphere 'Mechs included only for Istant Action. Just for helping in selecting 'Mechs, I usually start with a Commando (mhmm...I ALWAYS start with a Commando...), then I buy a Sentinel, a Crab, a Bombardier, a Flashman, an Awesome and finally an Atlas. You should end the game with three Atlases (one for each MechWarrior you hired). Have fun. ----------------------- --INNER SPHERE 'MECHS-- ----------------------- Battle Suit Hornet Commando Mongoose Battle Hawk Javelin Urbanmech Jenner Panther Raven Assassin Cicada Clint Sentinel Whitworth Vindicator Wolf Trap Centurion Crab Grim Reaper Hunchback Trebuchet Dragon Quickdraw Bombardier Catapult Jagermech Flashman Orion Rakshasa Awesome Hatamoto-chi Salamander Thug Victor Zeus Stalker Cyclops Highlander Mauler Annihilator Atlas --------------- --CLAN 'MECHS-- --------------- Elemental Firemoth (Dasher) Kitfox (Uller) Jenner IIC Phantom Nova (Black Hawk) Stormcrow (Ryoken) Mad Dog (Vulture) Cauldron Born Hellbringer (Loki) Linebacker Grizzly Summoner (Thor) Timber Wolf (Mad Cat) Gargoyle (Man'o'war) Naga Warhawk (Masakari) Executioner (Gladiator) Dire Wolf (Daishi) Kodiak *********************** 6-MECHWARRIORS BRIEFING *********************** I'm not going to write the phiscologic profile of the pilot, but only first name, nick name, last name, gunnery and piloting skill and lastly, salary. AeroSpace Pilots have their aircraft between last name and skills. ---------------- --MECHWARRIORS-- ---------------- Christian "Tusk" Fulron, B, C+, 5000 C-Bills Ash "Crash" Reeves, C, C, 5000 C-Bills Daniel "Reaper" Wilks, A, A, 10000 C-Bills Arnold 'Psycho' "Mr. Happy" Jennings, B, B, 5000 C-Bills Jake 'Killer' "Lobo", A, B+, 500 C-Bills Alice "Nightmare" Jackson, B, B, 5000 C-Bills Edmond "Rockjaw" Fern, A, B, 4000 C-Bills Konshiki "Kobiyashi" Yabu, A+, A+, 11000 C-Bills Jennifer "Dark-Angel" Brockton, A+, A, 12000 C-Bills Mark "Head-Shot" Everson, A+, C, 6000 C-Bills Curtis "Warlord" Dacey, B, B-, 4000 C-Bills Bill "Chuckles" Xander, B, B, 4000 C-Bills Sean "Death-Angel" McMiller, B, B+, 6000 C-Bills Sally "Shredder" Kent, A, C, 3000 C-Bills -------------------- --AEROSPACE PILOTS-- -------------------- Jesse "Snake" Winfiled, Thrush, B, B, 60000 C-Bills Hans "Sword" O'Malluki, Slayer, A, A, 90000 C-Bills Arthur "Patch-eye" Dankins, Riever, B, A, 120000 C-Bills Reggie "Weasel" Faust, Sholagar, B+, B, 60000 C-Bills Arvin "Devil" Uthacok, Shilone, A, A, 75000 C-Bills Karl "Crusher", B, B-, Stuka, 50000 C-Bills ******************** 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. I will assume that you're playing with (very) limited access to Clan technology, and that you're relying on the market to purchase weapons and equipment. Note that any Clan 'Mech in any configuration is superior to any Inner Sphere 'Mech, so do not try to sell them. You can costumize them with standard weapons and keep engine, armor, structure and Double Heat Sinks, but selling them is the worst action you can do. Begin to choose the chassis. This also indicates which engine you're going to have under your cockpit; increasing or decreasing an engine or switching from standard to XL technology or viceversa costs a lot, so watch for the top speed of the 'Mech you're going to buy: I reccomend at least a top speed of 60 kph for heavy and assault 'Mechs (Atlas excluded) and 80 kph for other 'Mechs. However, the engine DOESN'T contain extra heat sinks, and every new heat sink will takes critical space. Always allocate the maximum amount of armor, Mercs is more difficult than other MW2 products (GBL included), but try to allocate some points at the rear torso sections (6 for Center Torso and 5 for lateral Torsos) because in most cases you'll be outnumbered, and when the Clans will come with their superior weapons a paper-thin rear armor won't be an advantage. Unfortunately enough Mercs has the annoying extra armor bug: if you don't assign all armor points indicated by the armor factor aren't allocated, the computer will subtract half a ton (usually) to keep all armor points allocated, and if points from this half a ton are allocated, they'll be subtracted from the actual armor location, starting from the head. ***************** 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. Always include CASE in lcoations containign explosive equipment (not only ammo, but Gauss Rifles too). Enemies tend to hit the left side of your 'Mech, especially the arm. MW2 patch 1.2 and GBL partially resolve this flaw, and it is better to position weapons and important equipment in the center and right torso, then switching to right arm or left torso, and this is your choice as these locations tend to attract enemy fire in the same proportion. It is possible to avoid enemy fire: most of the long-range unguided weapons (anithing except LRMs) won't hit in most cases if you move slightly to the sides. PPC fire can be easily avoided by a quick side step (jump jets) or by turning you 'Mech toward one side. LRMs can be avoided by simply positioning you sight (and the whole 'Mech) at the sides of the firing enemy indicator: the missiles will bypass you, and when they'll try to turn to reestablish a lock, they'll usually end their run over terrain features or will splash directly into the terrain. Be sure to use every hill, building and whatever else to cover your 'Mech from enemy fire, and to get near the enemy as closest as possible: enemy vehicles tend to fire less and will try to disengage; this tactic works best with 'Mech with long arm like the Rifleman IIC and the Warhawk, as their arm-mopunted weapons aren't able to hit near targets. ********************** 10-MULTIPLAYER TACTICS ********************** Like MW2 and GBL, Mercs has a very limited distribution and when I bought it Internet in Italy was only a strange English world for most people, and ISPs were very costly, so spending money for playing a game with so many bugs on unknown servers weren't a good idea...except few battle on LANs and modem-to-modem modes, I haven't any real experience in multiplayer combat. If you have, contact me at briareos@inwind.it and I'll be glad to put your suggestions here. ************** 11-WALKTHROUGH ************** Notes: unlike all othe games in MW2 series, rising the difficulty level won't give you more money, but will only increase the game's overall difficulty. As there aren't any bonuses for 'Mechs weighting less than the maximum tonnage defined, buy a more powerdul 'Mech whenever you can, and have at least two other "spare" 'Mechs to use. A complete walkthorugh is relatively impossible, as the game follows a timeline where's missions are months (one random mission, not the campaigns). I'll write down all campaign proposed by the game, though very few have to be completed to advanced in the game. Note that you have to hire two pilots, with the higher piloting/gunnery skill available. I reccomend Jennifer Brikton and Konshiki Yabu. Do not spend time and money with AeroSpace support, you won't be able to use them for an irritating bug in the game. Remember that as a Merc Commander you will have to amministrate your funds and will have more freedom than an hired mercenary. The second campaign is useful to know what are the important missions in the game, and to practice a bit. MW2: Mercs hasn't training missions, so you should acquire basic and advanced skills on the field. Note that few contracts MUST be completed: they are marked with an (*) after the contract definition. Some contracts may have different missions if you fail the previous one: the Solaris Campaign is a clear example of that: the XW means that this mission follows a successfully-completed mission, while XL (no, this time isn't not ExtraLight) means a mission following a failed one. Good luck. ------------------- --RANDOM MISSIONS-- ------------------- Here's a brief paragraph to describe random missions. Each of these mission takes a month for the time, and it will be generated by the computer to fill month gaps between two campaigns. Note that if you do a random mission in the same time a campaign will start, the timeline won't be moved forward one month, but you'll return after the campaign's end, only with a salary of arandom mission. Random missions are centered arounbd three objectives: recon, attack and defend, and each one will contain light, medium and heavy resistance; note that two light enemy 'Mechs attacking/defendng different target can be medium resistance, but you'll now the exact number and weight of your opponents only before combat. Attack and recon contracts are relatively simple, while defend ones are the most complex: later in the game there would be tow objectives, attacked by two enemies at the same moment, and you will need at least one lancemate for these objectives. To practice with these missions, go to the Istant Action menu. ----------------- --FULL CAMPAIGN-- ----------------- Just a trick before starting: if you do first the garrison contract with the Draconis Combine and THEN the trainig contract, you'll be able to salvage one 'Mech in the training campaign. Other tricks within contracts will be written in the appropriate section. + MERCENARY TRAINING CAMPAIGN - HANSON'S ROUGHRIDERS Planet: Venaria Type: Training Begin Date: June 1, 3044 End Date: July 15, 3044 Maximumm Pay: 300,000 C-Bills plus bounty and bonus Minimum Pay: bounty Salvage Rights: poor MISSION 1 Codename: Training Mission Planet: Venaria Terrain: Rolling Hills Time of Day: Day Temperature: 15 Celsius Pay: none Expected Resistance: Pirates Your Callsign: "Kid" or "Hey, you" Primary Targets: Go to Nav Point Alpha Go to Nav Point Beta Go to Nav Point Gamma Go to Nav Point Delta Return to DropShip Wildride Nothing much to say. Follow the Nav Points sequence and do not fire to your instructor, or the mission will fail. MISSION 2 Codename: Turkey Shoot Planet: Venaria Terrain: Rolling Hills Time of Day: Day Temperature: 8 Celsius Pay: none Expected Resistance: Pirates Your Callsign: "Kid" or "Hey, You" Primary Targets: Go to Nav Point Alpha (1000 C-Bills) Go to Nav Point Beta (1000 C-Bills) Destroy enemy aircrafts (1000 C-Bills) Destroy enemy airfiled (1000 C-Bills) Return to DropShip WildRide (1000 C-Bills) An other easy mission. Follow the Nav sequence and then destroy the landed crafts and then go after the two buildings of the airfiled. MISSION 3 Codename: Cat and Mouse Planet: Venaria Terrain: Rolling Hills Time of Day: Day Temperature: 10 Celsius Pay: none Expected Resistance: Pirates Your Callsign: "Kid" or "Hey, you" Primary Targets: Go to Nav Point Alpha (1000 C-Bills) Go to Nav point Beta (1000 C-Bills) Identify trucks carrying ammunition (1000 C-Bills) Destroy enemy convoy (1000 C-Bills) Return to DropShip Wildride (1000 C-Bills) Follow the Nav sequence, and when you reach Point Beta turn right to head toward the convoy, and when a truck is near you (200 meter) inspect it, then destroy it. You may want to leave this to Dead Eye, though. MISSION 4 Codename: Final Exam Planet: Venaria Terrain: Rolling Hills Time of Day: Day Temperature: 28 Celsius Pay: 300,000 C-Bills Expected Resistance: Pirates Your Callsign: "Kid" or "Hey, you" Primary Targets: Destroy enemy 'Mechs at Nav Point Beta (1000 C-Bills) Return to DropShip Wildride (1000 C-Bills) Finally some real action. Go to Nav Point Alpha, and wait until Dead Eye reaches and passes you. Let him fire a volley of LRMs to the Panther, and engage the Javelin. Contract ended. + DRACONIS COMBINE COUNTER-INSURGENCY CAMPAIGN Planet: Galedon IV Type: Riot Duty - Search & Destroy Beign Date: August 1, 3044 End Date: December 15, 3044 Maximum Pay: 1,500,000 C-Bills plus bounty and bonus Minimum Pay: bounty Salvage Rights: excellent MISSION 1 Codename: Scalpel Planet: Galedon IV Terrain: Urban Time of Day: Dawn Temperature: 10 Celsius Pay: 250,000 C-Bills Expected Resistance: light tanks, converted civilian vehicles Your Callsign: Dragon-1 Primary Targets: Destroy the 3rd floor of the I.S. Saving building (100,000 C-Bills) Return to Nav Point Beta Bonus Targets: Destroy no other floors (50,000 C-Bills) Eliminate all resistance (50,000 C-Bills) You have two DC 'Mechs at your back, though they won't assist you unless atacked. Go to nav Alpha, and destroy the third floor of the buiding (the one with windows). Four enemy contacts will appear on your radar: two armored scouts, one copter and one Commando. Go for the vehicles first, and the engage the Commando, then return to nav Beta. MISSION 2 Codename: Snake City Planet: Galedon IV Terrain: Urban Time of Day: Night Temperature: 12 Celsius Pay: 250,000 C-Bills Expected Resistance: none Your Callsign: Dragon-1 Primary Targets: Escort governor car to nav Beta (50,000 C-Bills) Bonus Targets: Assist DC Forces (10,000 C-Bills) Eliminate all resistance (10,000 C-Bills) Salvage: 2 Medium Lasers You'll begin with the city in front of you. Kick your 'Mech to max speed and engage the Jenner firing to the governor car, then move to help the Kurita MBT attacked by three Armored Scouts. Quickly dispatch them and run toward Nav Beta. An helicopter will power up and begin to attack the governor car, but two MBTs will be ready to stop it if you're too far. MISSION 3 Codename: Back Door Planet: Galedon IV Terrain: Urban Time of Day: Day Temperature: 15 Celsius Pay: 500,000 C-Bills plus 100,000 C-Bills per kill Expected Resistance: Washkatin Defense Force Your Callsign: Dragon-1 Primary Targets: Destroy Enemy Leader (100,000 C-Bills) Destroy all enemy units (100,000 C-Bills) Salvage: 3 SRM-6, one Jenner The city where the last rebels are is at your left. Do a 90 degrees turn and run toward the gray building. A Jenner will power up; destroy it and then head toward the leader's Panther. Destroy the longer arm to disable it PPC, then one leg and now go after the three SRM Carriers before the two DC 'Mechs power up and stole credits. Then finish the Panther. Contract ended. + FREE RASALHAGUE CONTRACT - SEARCH AND DESTROY Planet: Engandin Type: Search & Destroy Beign Date: March 1, 3045 End Date: May 1, 3045 Maximum Pay: 400,000 C-Bills plus bounty and bonus Minimum Pay: bounty Salvage Rights: none MISSION 1 Codename: Tiger Hunt Planet: Engandin Terrain: Mesa Desert Time of Day: Morning Expected Resistance: 1 Pirate Assault 'Mech Your Callsign: Hunter Primary Targets: Destroy enemy 'Mech You'll recieve support from two FRR 'Mechs, a Vindicator and a Jenner. There are three nav points, and the damaged Atlas is hidden at one of them. As soon you begin to move three AeroFighters will enter the zone: pick them out (remember that you get C-Bills for every kill you score), then head to Nav Point Delta to find the Atlas. Concentrate fire on one leg and then finish it. Contract ended. + FEDERATED COMMONWEALTH CAMPAIGN CONTRACT Planet: New Ivarseen Type: Guerrilla Operations Beign Date: June 1, 3045 End Date: October 15, 3045 Maximum Pay: 1,500,000 C-Bills plus bounty and bonus Minimum Pay: bounty Salvage Rights: poor MISSION 1 Codename: Phoenix-Dawn Planet: Proserpina Terrain: Crystal Desert Time of Day: Late Afternoon Temperature: 35 Celsius Pay: bounty only Expected Resistance: 1st Amphigean Light Assault Your Callsign: Raider-1 Primary Targets: Go to Nav Point Alpha (100,000 C-Bills) Follow scout to rebel base (100,000 C-Bills) Defend rebel base (100,000 C-Bills) Escort rebel leader (100,000 C-Bills) As you land into the desert, your DropShip will be attacked by two 'Mechs, a Javelin and a Commando. Destroy them quickly, and then head to Nav Point Alpha. When you're at 1 Km from it, the rebel scout will alert you to go to Nav Beta, as Nav Alpha is guarded by an Awesome. If you want, you can try to destroy it by first destroying a leg from afar, and then closing for a kill. As you reach Nav Point Beta, the rebel scout, piloting an Assassin will guide you to the rebel base, which is falled under attack by a Jenner and a Javelin. After you have finished with them, the rebel leader will try to escape at Nav Point Delta: destroy the Jenner threating him and then reach the truck at the Nav Point. MISSION 2 Codename: Blood-for-Blood Planet: Proserpina Terrain: Salt Flats Time of Day: Midnight Temperature: 10 Celsius Pay: bounty only Expected Resistance: 1st Amphigean Light Assault Your Callsign: Raider-1 Primary Targets: Find and kill Sho-Sa Varus (200,000 C-Bills) Destroy firebases (50,000 C-Bills) Return to Nav Point Lambda You need at least to medium 'Mechs for fully complete this mission. You start in a cave, and two 'Mechs, a Centurion and a Trebutchet are patrolling the area. As they will be an irritating nuissance at the end of the mission, I reccomend to take them out now. Concentrate fire on a single 'Mech before going after the second. Each firebase occupies a Nav Point: at the first Nav Point (Alpha) there is your objective. Go for the base at Nav Point Beat first. It is protected by four turrets plus a Javelin. You can them all out at long range, before they power up, and then destroy the base's four buildings. Now head to Nav Alpha, and take out the Panther and the three turrets from long range. Destroy the buildings and head for the remainig 'Mech, Varus' Vindicator. Concentrate fire on it and then head to Nav Lambda. MISSION 3 Codename: Crystal Storm Planet: Proserpina Terrain: Sandy Desert Time of Day: Afternoon Temperature: 30 Celsius Pay: bounty only Expected Resistance: 1st Amphigean Light Assault Your Callsign: Raider-1 Primary Targets: Defend Artillery Platoon Find the Draconis Lance (100,000 C-Bills) Destroy the Draconis Lance (100,000 C-Bills) You'll begin on a flat near the artillery tanks. Immediately move to engage the Commando and the Sentinel coming for you, and then head north to find the lance.; the tanks will begin to fire, though a little help from you won't be a bad idea, especially on the Dragon and the Centurion: target the legs, make them fall and close (not too much) for the kill; leave the Atlas and the Awesome to the tanks. MISSION 4 Codename: Final Strike Planet: Proserpina Terrain: City Time of Day: Afternoon Temperature: 35 Celsius Pay: 1,500,000 C-Bills Expected Resistance: 1st Amphigean Light Assault Your Callsign: Raider-1 Primary Targets: Do not destroy POW barracks (300,000 C-Bills) Escort rescue trucks (300,000 C-Bills) Secondary Targets: Destroy all enemies (50,000 C-Bills) Destroy all DC Dropships (50,000 C-Bills) Return: Rebel Mobile Command Post Salvage: 2 Medium Lasers, one AC/20, one Panther The map for this mission is a simple straight line; note that you won't have lancemate support, bu the Mutineers will give you a STK-3F Stalker (for this mission only ;_;). The first enemies you'll see are tow tanks, one MBT and one Manticore; destroy or disable (destroy the gun) the latter first, and then go for the MBT. Continue to move toward the POW champ: a Panther and a Urbanmech will power up on your right; go for the Urbanmech first, and then for the Panther. Just before the champ there is a building, the Rising Sun hotel: inspect it and the 'Mechs protecting the champ will go after it first. Deirectly in front of there is an Orion, giving its back to you. If you're a marksman place both large lasers on its torso, or target the legs for caution. A Javelin will power up, but ignore it for now. Go for the Urbanmech and then for the Atlas. Meanwhile, the Javelin will call for DropShip support: after having dispatched the last 'Mech protecting the champ, follow the Javelin , destroy it and the DropShip on the landing pad. Reach the trucks and exit the city. Contract ended. + FEDERATED COMMONWEALTH CONTRACT - RECONNAISSANCE Planet: Bryceland Type: Reconnaissance Beign Date: May 1, 3045 End Date: June 1, 3045 Maximum Pay: 350,000 C-Bills plus bounty and bonus Minimum Pay: bounty MISSION 1 Codename: Doughboy Planet: Bryceland Terrain: Desert Time of Day: Night Expected Resistance: Draconis Combine Your Callsign: Scout Primary Targets: Identify all enemy DropShips (350,000 C-Bills) Return to dustoff site There are four DropShips, each at one Nav Point, and four 'Mech defending it: an Assassin, a Quickdraw, a Jenner and a Panther. Destroy the 'Mechs and close with the DropShips for inspection. Finnaly head to the final Nav Point This mission isn't worth its money, however. Contract ended. + FREE RASALHAGUE REPUBLIC CONTRACT - SCOUT MISSION Planet: New Oslo Type: Scout Mission Beign Date: June 1, 3045 End Date: November 20, 3045 Maximum Pay: 450,000 C-Bills plus bounty and bonus Minimum Pay: 100,000 C-Bills MISSION 1 Codename: Tick Tock Planet: New Oslo Terrain: Plains Time of Day: Dawn Expected Resistance: Pirates Your Callsign: Pan Primary Targets: Indentify and destroy chemical plant (450,000 C-Bills) Return to dustoff point Beta Begin to head toward the Chemical Plant: four 'Mechs, a Commando, a Panther, a Clint and Vindicator will welcome you. After these 'Mechs, you'll have to fight two Helicopters. Reach the Chemical Plant, identify all buildings composing it, destroy them and dustoff. An other mission not worth its money. Contract ended. + JANDEX MERCANTILE CORPORATION - MERCENARY CONTRACT Planet: multiple worlds Type: garrison Beign Date: December 1, 3045 End Date: January 31, 3046 Maximum Pay: 5,000,000 C-Bills plus bounty and bonus Minimum Pay: bounty MISSION 1 Codename: Gravy Planet: Pitkin Terrain: Rocky Waste Time of Day: Dawn Expected Resistance: unknown Your Callsign: Ranger Primary Targets: Investigate city at Nav Point Alpha Secondary Targets: Destroy all opposition encountered Too god to be true. As you land two 'Mechs, a Flashman and an Urbanmech will attack you, and two Panther will begin to move in. You won't be paid for this mission, and this contract is a pirate trap for mercenaries. Contract ended. + FEDERATED COMMONWEALTH CONTRACT - DEEP STRIKE Planet: Unknown Type: Deep Strike Begin Date: June 1, 3046 End Date: September 1, 3046 Maximum Pay: 500,000 C-Bills plus bounty and bonus Minimum Pay: 150,000 C-Bills plus bounty and bonus MISSION 1 Codename: Eyeball Planet: Rasalhague Terrain: Stony Wastes Time of Day: morning Expected Resistance: FRR Guards Your Callsign: Fenris Primary Targets: Recon 'Mech Warehouse Destroy all 'Mechs Proceed to Nav Alpha, and destroy the two 'Mechs patrolling tha base containing the 'Mechs, a Clint and a Cicada. The base has three hangers inside, each with two 'Mechs; there are one Javelin, one Assassin, one Whitworth, one Commando, one Jenner and one Centurion. These 'Mechs will power up after you fire at them, so disable them with leg shots, then destroy them and inspect the warehouses. Last, go to Nav Point Beta to end the mission. Contract ended. + DRACONIS COMBINE DEEP-STRIKE CAMPAIGN Planet: Unknown Type: Deep-Strike Begin Date: June 1, 3046 End Date: November 1, 3046 Maximum Pay: 2,00,000 C-Bills plus bounty and bonus Minimum Pay: Bounty Salvage Rights: Poor MISSION 1 Codename: Dagger Strike Planet: New Ivarseen Terrain: Snowy Waste Time of Day: pre-dawn Temperature: -15 Celsius Pay: bounty only Expected Resistance: 1st Chasseur Your Callsign: Strike-Alpha Primary Targets: Destroy Base Defenders (100,000 C-Bills) Destroy advanced base (100,000 C-Bills) Destroy returning patrol (100,000 C-Bills) Secondary Targets: Destroy wind-power (50,000 C-Bills) Salvage: Assassin Begin by engaging one or two 'Mechs in front of you: there are an Assassin, a Sentinel, a Mongoose and a Panther: the best thing would be to take out the Sentinel and the Panther, and then head for the power generators at Nav Omicron; there are three turbines and a power converter: one turbine is "covered" by the mountain in the background, so it your "target under reticle" button to reveal it. Now head to Nav Pi, and take out the two turrets from afar, and then begin the demolition of the external walls. The patrolling lance will begin to head back: engage them ASAP, and be ready to fend off a desperate attack by four Savannah Master hovercrafts coming from the base. Now finish your work at the base and head to Nav Point Rho. MISSION 2 Codename: Paper Tiger Planet: New Ivarseen Terrain: Tundra Time of Day: afternoon Temperature: -20 Celsius Pay: bounty only Expected Resistance: 1st Chasseur Your Callsign: Strike-Alpha Primary Targets: Destroy Landing Field (100,000 C-Bills) Secondary Targets: Destroy FC Convoy (50,000 C-Bills) Begin by destroying the two trucks forming the convoy: two 'Mechs from the heavy Chasseur lance will come toward you: they are a Centurion and a Sentinel. After this short engagement, target the Flashman standing before the landing field and take it out with long-range leg shots. Now enter the airfield and take it out: a Stalker will power up, but if you destroy all airfield structures, two DC helicopters will come in your help. Then head to Nav Point Epsilon to end the mission. MISSION 3 Codename: Fox Hunt Planet: New Ivarseen Terrain: Snowy Highlands Time of Day: pre-dawn Temperature: -35 Celsius Pay: 2,000,000 C-Bills plus bounty Expected Resistance: 1st Chasseur, 18th Arcturan Guards Your Callsign: Strike-Alpha Primary Targets: Escape at Nav Sigma (100,000 C-Bills) It is now time to leave New Ivarseen. Immediately destroy the Mongoose coming from your south, and then the Jenner coming from Nav Rho. Now head toward the bridge, and keep your lancemates ina Line Abreast formation to cross it. On the other side there are a Crab and an Assassin waiting for you, and it's better to destroy them for long range, having them on your tail when you're near the DropShip isn't a good idea, especially with the two assault 'Mechs, a Zeus and Thug near the flat where the DropShip is. To reach the top of the flat, use the natural ramp on the flat's back (from where you arrive), and do it fast: this part of the mission have to last no more than 5 minutes, or the DropShip will take off, leaving you alone against these four 'Mechs. If you miss the rendez-vous with the DropShips, take out all 'Mechs and head south (follow the road) to find an ATV, inspect it and escape from New Ivaarsen. Contract ended. + FEDERATED COMMONWEALTH CONTRACT - TRAINING Planet: Meachom Type: Trainer Begin Date: December 1, 3046 End Date: January 15, 3046 Maximum Pay: 750,000 C-Bills plus bounty and bonus Minimum Pay: 100,000 C-Bills MISSION 1 Codename: Babysit Planet: Meachom Terrain: Mesa Desert Expected Resistance: Pirates Your Callsign: Hunter Primary Targets: Survey Planet (100,000 C-Bills) Return to Dustoff point, Nav Epsilon (100,000 C-Bills) Secondary Targets: Protect Prince Luther (50,000 C-Bills) Begin to follow the Nav Point sequence (Beta, Gamma and finally Epsilon), guarding the Prince (piloting the Dragon). Near Point Gamma there are a Whitworth and a Jagermech. On the return the Prince will go after a Jenner and Whitworth, so follow him to fulfill all objectives. Contract ended. + FREE RASALHAGUE REPUBLIC CONTRACT - CONTRCT Planet: Rasalhague Type: capture Begin Date: February 1, 3047 End Date: March 1, 3047 Maximum Pay: 600,000 C-Bills plus bounty and bonus Minimum Pay: Bounty MISSION 1 Codename: Leg-breaker Planet: Rasalhague Terrain: Frozen Wastes Time of Day: evening Expected Resistance: Commander Cottingham and his unit Your Callsign: Bounty Primary Targets: Disable Commander Cottingham's 'Mech (100,000 C-Bills) Destroy all other rogue 'Mechs (100,000 C-Bills) There are three Nav Points, Alpha, Beta and Gamma; begin to follow this sequence, and when the first three 'Mechs, a Commando, a Javelin and a Panther, attack you, destroy them, and then target Cottingham's Thug. Destory one leg and if the mission doesn't end, destroy the whole 'Mech. Contract ended. + FEDERATED COMMONWEALTH CONTRACT - DEFENSE Planet: Conventry Type: Garrison Begin Date: August 1, 3047 End Date: Septemeber 1, 3047 Maximum Pay: 500,000 C-Bills plus bounty and bonus Minimum Pay: 100,000 C-Bills plus bounty MISSION 1 Codename: Dr.Strangelove Planet: Kelenfold Terrain: Desert Time of Day: Morning Expected Resistance: terrorists Your Callsign: Dark Knight Primary Targets: Identify and destroy terrorist's vehicle Defend supply vehicles Secondary Targets: Destroy terrorists' 'Mechs The first and only terrorist vehicle will come from the east two minutes after you've begun the mission. The three 'Mechs will come from the south: an Assassin, a Clint and a Sentinel. Contract ended. + FREE RASALHAGUE REPUBLIC GARRISON CAMPAIGN Planet: Liezen Type: Escort Duty Begin Date: March 1, 3047 End Date: August 15, 3047 Maximum Pay: 2,500,000 C-Bills plus bounty and bonus Minimum Pay: Bounty Salvage Rights: poor MISSION 1 Codename: Dawn Watch Planet: 1 AU from Liezen L4 Terrain: Space Temperature: -120 Celsius Pay: 500,000 C-Bills plus bounty Expected Resistance: Mercenaries Aerofighters Your Callsign: Gold-Eagle Primary Targets: Defend the Command Center (100,000 C-Bills) As you start the mission, two AeroSpace fighters will be attacking the commander center. Other three fighters will join the welcome party, and a last AeroSpace Fighter will attack the engines. MISSION 2 Codename: Snow Fort Planet: 0.7 AU from Liezen L4 Terrain: Space Temperature: - 120 Celsius Pay: 500,000 C-Bills plus bounty Expected Resistance: Unknown Mercenary Unit Your Callsign: Gold-Eagle Primary Targets: Defend the Command Center (100,000 C-Bills) Secondary Targets: Destroy all enemy boarders (50,000 C-Bills) A Carrier-class DropShip will deposit a Crab just in front of you. The Crab will fall from the iceship, but you get the C-Bills for this kill. The enemy JumpShip will then launch two boarding harpoons, and you must destroy them: if the JumpShip gets too close they mission will fail. THe final wave is composed of two AeroSpace Fighters, and they'll attack the engines. MISSION 3 Codename: Stralight Hunt Planet: 0.4 AU from Liezen L4 Terrain: Space Temperature: -120 Celsius Pay: 750,000 C-Bills plus bounty Expected Resistance: Unknown Mercenary Unit Your Callsign: Gold-Eagle Primary Targets: Destroy all enemy 'Mechs (100,000 C-Bills) Finally a mission where you can't fallout from the ship. You have to destroy the three 'Mechs in the cave in about 5 minutes; the Commando will attack you directly, while the Crab and the Flashman have an higher AI value, and will pose a greater threat to you. If you don't finish the 'Mechs quickly, the ice ship will blow in a nuclear fireball, with you on it. + DRACONIS COMBINE CAMPAIGN - SEARCH AND DESTROY (*) Planet: Gravenhague Type: Planetary Assault - Search and Destroy Begin Date: April 1, 3048 End Date: October 1, 3048 Maximum Pay: 3,000,000 C-Bills plus bounty and bonus Minimum Pay: Bounty Salvage Rights: Good MISSION 1 Codename: Glittering Gold Planet: Gravenhague Terrain: Desert Ocean Time of Day: Day Temperature: 25 Celsius Pay: 500,000 plus bounty and bonus Expected Resistance: Dread Legion Your Callsign: Rattler Primary Targets: Capture 50% of the water tanks intact (100,000 C-Bills) Secondary Targets: Capture all water tanks (300,000 C-Bills) Destroy all 'Mechs (25,000 C-Bills) Salvage: Hunchback Begin to order you lancemates to engage the Sentinel and the Assassin coming from your right, and go for the Crab on your left. Now move toward the city: you should be able to see an Hunchback standing still: disable it while it is shutdown with a direct leg strike, and continue firing if doesn't work. Enter the city: there is an other Catapult in the city, but if you lancemates haven't destroyed the first two 'Mechs yet, it will be shut down. If your lancemates destroy their targets, the Hunchback and the Catapult will power up: without an external help you won't be able to save the water tanks, so destroy an house to activate three MBTs protecting it: they'll move to engage the 'Mechs, allowing them to enter the city in time for claiming your preys. MISSION 2 Codename: Dust River Planet: Gravenhague Terrain: Dusty Estuary Time of Day: Day Temperature: 30 Celsius Pay: 500,000 C-Bills Expected Resistance: Dread Legion Your Callsign: Rattler Primary Targets: Hold the pass against the Dread Legion (100,000 C-Bills) OR Destroy the Legion DropShip (100,000 C-Bills) I reccomed to abort this mission and to play the 3L mission. If you want to fullfill your contract, however, head south and destroy the DropShip, you won't get the C-Bills for killing the 'mechs coming from the north, but you'll save money in repairs. MISSION 3W Codename: Blood Cauldron Planet: Gravenhague Terrain: Ocean Liner Hull Time of Day: Day Temperature: 34 Celsius Pay: 4,000,000 C-Bills Expected Resistance: Dread Legion Your Callsign: Rattler Primary Targets: Destroy all enemies (100,000 C-Bills) Return to Dust-off Point Alpha If you successfully ended the second mission, this mission will be the last of this contract; enter the hull and destroy the Centurion, the Flashman and the Crab inside, then go to Nav Point Alpha. Contract ended. MISSION 3L Codename: Glittering Gold Planet: Gravenhague Terrain: Ocean Liner Hull Time of Day: Day Temperature: 35 Celsius Pay: none Expected Resistance: Dread Legion Your Callsign: Rattler Primary Targets: Identify the Star League Cache (100,000 C-Bills) Secure the Star League Cache (100,000 C-Bills) Salvage: 5,000,000 of C-Bills, 4 Clan ER Medium Lasers, 1 ER Large Laser, 1 ER PPC, 1 Large Pulse Laser Major bug here: even if you successfully complete the mission, it won't end; I used a code (read below) to end the mission. It is the exact copy of the 3W mission, only with a series of crates at the left end of the liner; there are a Crab, a Flashman and a Centurion inside it, and the Cache is really fragile. Contract ended. + FREE RASALHAGUE CONTRACT CONTRACT - PLANETARY DEFENSE Planet: New Caledonia Type: Planetary Defense Begin Date: November 1, 3048 End Date: December 1, 3048 Maximum Pay: 750,000 C-Bills plus bounty and bonus Minimum Pay: Bounty MISSION 1 Codename: Brother's Keeper Planet: New Caledonia Terrain: Rocky Plains Time of Day: Morning Expected Resistance: Oberon Confederation Raiders Your Callsign: Blackheart Primary Targets: Destroy pirate forces Nothing much to say; begin to fire at the fleeing 'Mechs, and try to take at least two of them down, then proceed to the only Nav Point on the map and destroy the remaining 'Mech; there is a Wolf (?) DropShip in the area, and you can kill it if you want its bounty, though this kill isn't needed for ther mission. Contract ended. + FREE RASALHAGUE REPUBLIC - HPG DEFENSE Planet: Rasalhague Type: Garrison Begin Date: March 1, 3049 End Date: April 1, 3049 Maximum Pay: 1,000,000 C-Bills plus bounty and bonus Minimum Pay: Bounty MISSION 1 Codename: Night Wolf Planet: Rasalhague Time of Day: Morning Expected Resistance: Mercenaries Your Callsign: Fenris Primary Targets: Go to Nav Alpha Defend HPG Secondary Targets: Destroy all enemy 'Mechs. Go to Nav Alpha. The HPG station is an hill, and Nav Point Alpha is inside the big antenna, realized inside the hill. Near Nav Alpha you'll find a Clint, and a Trebutchet will attack you from below (I think it is a bug...you won't be able to fire at him, but he will...), then other two Trebutchets, an Urbanmech and a Whitworth will attack the HPG. Contract ended + SOLARIS VII 3049 CHAMPIONSHIP Planet: Solaris VII Type: Championship games Begin Date: January 1, 3049 End Date: April 15, 3049 Maximum Pay: 4,000,000 C-Bills plus bounty Minimum Pay: 200,000 C-Bills plus bounty Salvage Rights: excellent MISSION 1 Arena: 4-Cross Planet: Solaris VII Odds: 3-1 Opponents: Owen Smith, Ranking #7, Awesome Scott Philips, Ranking #64, Victor Sharon Biggs, Unranked, Bombardier Winner Pursue: 1,000,000 C-Bills Primary Objective: Destroy everyone Salvage (if successful): Bombardier In this battle, the Awesome will attack the Bombarider, but it will go after you, like the Victor. Destroy the Victor first, then go for the Bombardier and last for Awesome. Try to take advantage of the four pillars at the center of the arena when battling the last 'Mechs, and aim to the torso, with so many polygons on screen the game messes up something and most hits won't be registered as successful, and they'll hit the background. MISSION 2L Arena: Laserclasm Planet: Solaris VII Odds: 2-1 Opponents: Micky Foote, Ranking #53, Dragon Kate Simon, Ranking #78, Zeus Rocco Macauley, Unranked, Centurion Winner Pursue: 1,000,000 C-Bills Primary Objective: Destroy everyone Salvage(if successful): Dragon The Dragon is directly in front of you. The Zeus, at your right, will go after the Centurion on your left, trying to attack you. Wait as the two 'Mechs slug themselves out and then close on the damaged winner for the kill. MISSION 2W Arena: Neon Grid Planet: Solaris VII Odds: 5-1 Opponents: Laura Ellis, Ranking #5, Atlas Holly Jandis, #14, Stalker George Bennit, #28, Thug Winner Pursue: 1,000,000 C-Bills Primary Objective: Destroy everyone Salvage(if successful): Stalker The Thug and the Stalker will go after you, but the Atlas will target the Stalker. This arena hasn't any particular cover, so maximum armor protection is recomended. MISSION 3W Arena: Iron Skull Mountain Planet: Solaris VII Odds: 10-1 Opponents: Robert D.Ansell, Ranking #1, Atlas Julie Brock, Ranking #2, Victor Daryl Dyer, Ranking #3, Stalker (W.Clay Mundy, Ranking #5, Zeus) (Scott Blair, Ranking #6, Cyclops) Winner Pursue: 2,000,000 C-Bills Primary Objective: Destroy everyone Salvage(if successful): Zeus, Thug, Awesome The latter pilots are in brackets because they do not appear in this battle. In front of you you have an Atlas, inside the bug skill giving the name to the arena. The Victor, chased by the Staker, will attack you, though you can wait that the Stalker does serious damage to it before leaving the skull. The Salker, if still alive, has a weak point at its left side. MISSION 3L Arena: Death Dance Planet: Solaris VII Odds: 3-1 Opponents: Laura Duenes, Ranking #26, Thug Heater Sandin, Ranking #31, Flashman Ed Staab, Ranking #38, Assassin Winner Pursue: 1,000,000 C-Bills Primary Objective: Destroy everyone Salvage(if successful): Thug The Flashman (right) and the Thug (left) will come after you, and the Assassin will try to kill the Thug. Destroy the Flashman first and then concentrate on the Thug, that should be moderately damaged by the Assassin's LRM/SRM fire. Then turn you attention toward the Assassin and cripple it. MISSION 4 Arena: Black Pit Planet: Solaris VII Odds: 1-1 Opponents: Andy Moore, Ranking #40, Panther Mark Fraser, Ranking #57, Vindicator Tamara Stauff, Ranking #62, Urbanmech Winner Pursue: 1,000,000 C-Bills Primary Objective: Destroy everyone Salvage(if successful): Panther Nothing much to say here. The Vindicator and the Panther may pose a problem for light an medium 'Mechs with their PPCs, but their light armor won't have a chance against heavy and assault 'Mechs. The Vindicator and the Panther will attack you, while the Urbanmech will try to kill the Vindicator. THE ROAD TO VICTORY (a.k.a.: what battle you'll stage if you win or lose) FIRST BATTLE | | ---------------------------------------- | | | | | | (winner) (loser) 2W 2L | | | | ------- (winner/loser) | | 3L | | | (winner) (loser)------- | 3W 2L | (winner/loser) | / | 4 | / (loser) | (winner/loser) 4 | END | END | (winner/loser) END + FEDERATED COMMONWEALTH CONTRACT - BATTLE Planet: Periphery Worlds Type: Battle Begin Date: May 1, 3049 End Date: June 1, 3049 Maximum Pay: 1,000,000 C-Bills plus bounty and bonus Minimum Pay: 200,000 plus Bounty MISSION 1 Codename: Fire Flight Planet: Woton Terrain: Plains Time of Day: morning Expected Resistance: unknow Your Callsign: Paladin Primary Targets: Destroy enemy commander Secondary Targets: Destroy the remaining enemy forces Begin to head toward the two friendly 'Mechs in front of you, and kill the small 'Mech coming from the right with a direct volley to its torso. It is labeled unknown, but if you played MW2 and GBL, or you know the BT timeline, you'll know that this 'Mech is a Firmoth, or Dasher, as the Inner Sphere will call it. Now three other 'Mechs will attack you: target the TimberWolf (Mad Cat, the biggest; it has two missile launcher on its shoulder and chiken-walks), and destroy it; after you did so the remaining 'Mechs (a Phantom and an Uller) will start to flee, and you have to destroy them to collect the maximum pay. Contract ended. + FREE RASALHAGUE REPUBLIC CAMPAIGN - PERIPHERY RAID Planet: Sigurd Type: Deep Strike Begin Date: September 1, 3049 End Date: February 1, 3050 Maximum Pay: 3,000,000 C-Bills plus bounty and bonus Minimum Pay: Bounty Salvage Rights: excellent MISSION 1 Codename: Warning Shot Planet: Sigurd Terrain: mesa desert Time of Day: pre-dawn Temperature: 10 Celsius Pay: bounty only Expected Resistance: Oberon Confederation 1st Regiment Your Callsign: Warhound Primary Targets: Find and destroy the pirate airfield Escape to Nav Point Beta As soon as you start a Shilone will fly over you. Destroy it now if you can, but you'll have more chances later. Head to Nav Alpha, and switch to Termograph. On the large mountain, the Devil's Teeth, you'll notice a Panther shutted down; there's nothig better that killing it now before it can reinforce the airfield. Your target is located behind the Teeth; circle the mountain from the right, and use your zoom to kill the two 'Mechs, a Catapult and an Orion, from afar. Then destroy the three building composing the airfield and begin your journey toward Nav Beta. If you didn't destroyed the Shilone before, you could do it now; it is hovering (what? an airplane is hovering?) one km and a half from the field; you'll also notice two unknow DropShips coming from the left and dropping 'Mechs on two mesas. The first DropShip will deploy a Black Hawk, a Ryoken and a Thor, but they'll be marked as unknown. The other DropShip will set on the mesa near Nav Alpha, with a heavier 'Mech complement: a Mad Cat, a Man'o'War and a Loki. Destro of of these groups (the nearest) and prepare to surrender. MISSION 2 Codename: Freedom Fight Planet: Sigurd Terrain: mesa desert Time of Day: dusk Temperature: 10 Celsius Pay: none Expected Resistance: 11th Wolf Guards Your Callsign: Hunter Primary Targets: Find DropShip Destroy all 'Mechs guarding the DropShip For this mission only, you'll drive a Pegasus hovertank, armed with two SRM-6 and a medium laser. It has jump ets but you can use them only for quick turns and for enhacing your already high speed. No torso twist capabilities. You'll begin inside the former pirate base; the Pegasus has a very thin armor, so your best chance is to escape for now. Leave the Dasher and the two turrets and pass the Uller coming from the canyons. The DropShip is at Nav Point Gamma; head left first and then head north when you're near Nav Beta. The Dropship is guarded by an Uller, and this time you have to kill it. Aim for the torso, it seems that head shot are relatively easy in this mission. MISSION 3 Codename: Exodus Planet: Sigurd Terrain: mesa desert Time of Day: morning Temperature: 10 Celsius Pay: none Expected Resistance: 11th Wolf Guards Your Callsign: Hunter Primary Targets: Dust off at Nav Alpha Defend the DropShip. Finally you'll regain your 'Mechs. You'll have a pirate Flashman as ally for this mission, but if you hit it, the Flashman will attack you. Destroy the Uller and the Black Hawk blocking the way, and then head to Nav Alpha. Use your zoom to destroy the Ryoken and the Black Hawk from afar, and wait for the DropShip; if the DropShip turns toward Nav Beta, do the same, and use the zoom one other time to kill the Masakari, the Naga and the Thor from afar. It is better to rendez-vous with the DropShip at Nav Alpha; the encounter is nearly impossible at Nav Beta. Contract ended. + FREE RASALHAGUE REPUBLIC CONTRACT - EXTRACTION Planet: Unzmarkt Type: extraction Begin Date: January 1, 3051 End Date: March 1, 3051 Maximum Pay: 1,000,000 C-Bills plus bounty and bonus Minimum Pay: Bounty MISSION 1 Codename: Nightngale Planet: Unzmarkt Terrain: Stony barrens Time of Day: night Expected Resistance: 11th Wolf Guards Your Callsign: Errant Primary Targets: Identify 2 damaged 'Mechs (100,000 C-Bills) Return to Dust-off Point (100,000 C-Bills) Salvage: 2 ER PPCs, 6 Medium Lasers Head toward Nav Point Beta, and enhace your radar's scanning range to 2 km; a Vulture is coming from the right and a Naga from the left; Once you've reached the three 'mechs, target them and inspect two of them; a Mad Cat will power up; destroy this 'Mech too and return to dust-off point at Nav Gamma. Contract ended. + FREE RASALHAGUE CONTRACT - BASE DEFENSE Planet: unknown Type: deep strike Begin Date: September 1, 3051 End Date: December 15, 3051 Maximum Pay: 1,000,000 C-Bills plus bounty and bonus Minimum Pay: Bounty MISSION 1 Codename: Bird's Nest Planet: Harvest Terrain: mesa desert Time of Day: morning Expected Resistance: 11th Wolf Guard Your Callsign: Iron Hawk Primary Targets: Defend all FRR fighters (100,000 C-Bills) Destroy all attacking forces (100,000 C-Bills) In this mission you'll fight against three or four Clan fighters; all the times I've played this mission the fighters where killed by someone, probably a bug; you'll have to wait that all 6 FRR fighters have took off. Contract ended. + DRACONIS COMBINE CONTRACT - PLANETARY DEFENSE Planet: Wolcott Type: garrison Begin Date: October 1, 3050 End Date: December 1, 3050 Maximum Pay: 8,000,000 C-Bills plus bounty and bonus Minimum Pay: Bounty Salvage Rights: good MISSION 1 Codename: First Strike Planet: Wolcott Terrain: salt marsh Time of Day: afternoon Temperature: 20 Celsius Pay: bounty plus bonus Expected Resistance: Smoke Jaguar Mistweavers Your Callsign: Sentinel-1 Primary Targets: Destroy all SJ DropShips (100,000 C-Bills) Secondary Targets: Defend DC Helicopter (50,000 C-Bills) Salvage: 4 Clan ER Small Lasers The helicopter in this mission will deploy mines on the three landig zones; when a DropShip lands, the mnes will destroy it; it's better to destroy the DropShips whiel they're flying, however; the mines will explode anyway, and be sure to keep at least 500 meters away from the LZ. The ECM pods will make your sensors unreliable, though the first target detected will always be an enemy vehicle. Nav Alpha is protected by an Uller and a Black Hawk, and an Overlord-C DropShip will try to land. Nav Beta is protected by a Thor and a Mad Cat, plus an other spheroid DropShip. The third LZ has a Masakari defending it and an aerodyne Broadsword DropShip, which will atack you. After all three DropShips have been destroyed, the mission will end. MISSION 2 Codename: Homestead Planet: Wolcott Terrain: salt marsh Time of Day: afternoon Temperature: 20 Celsius Pay: bounty plus bonus Expected Resistance: Smoke Jaguar Mistweavers Your Callsign: Sabre-1 Primary Targets: Destroy all SJ DropShips (100,000 C-Bills) Secondary Targets: Defend DC Helicopter (50,000 C-Bills) Salvage: 2 Clan Small Pulse Lasers, 1 Clan Medium Pulse Laser, 1 Dasher The first couple of enemies will be composed of two Fighters. Two SAM sites will take care of them, but it's better to take them down quickly. A Dasher and a Black Hawk will try to attack you, and send your lancemates after them. Two Ullers will power up; destroy them ASAP, and a Vulture and a Mad Cat will power up; destroy them and be ready for the next mission. MISSION 3 Codename: Dragons Teeth Planet: Wolcott Terrain: salt marsh Time of Day: day Temperature: 20 Celsius Pay: 5,000,000 C-Bills Expected Resistance: Smoke Jaguar Mistweavers Your Callsign: Sentinel-1 Primary Targets: Destroy all enemy 'Mechs (100,000 C-Bills) An other mission with those ECM Pods; 5 Elementals will be your first enemies, and then 2 Ullers, a Gladiator, a Thor and a Masakari (with the commander in it) will attack you. The best way to destroy this assault Star is to concentrate fire on a single target at once, and legging 'Mechs when possible. Contract ended. + DRACONIS COMBINE CAMPAIGN - DEEP STRIKE Planet: Last Frontier Type: raid Begin Date: August 1, 3051 End Date: Decemebr 1, 3051 Maximum Pay: 4,000,000 C-Bills plus bounty and bonus Minimum Pay: Bounty Salvage Rights: unknown MISSION 1 Codename: Sleight of Hand Planet: Last Frontier Terrain: cratered vacuum Time of Day: night Temperature: 3 Celsius Pay: bonus plus bounty Expected Resistance: Ghost Bear garrison Your Callsign: Wraith-1 Primary Targets: Destroy 2 out of 3 enemy installations (100,000 C-Bills) Secondary Targets: Destroy the third installation (50,000 C-Bills) Destroy all 'Mechs (50,000 C-Bills) You'll start near the DC DropShip, on its left. Nav Alpha indicates a training facility protected by 2 Dashers and a Kodiak; you should be able to kill one Dasher and the Kodiak while they are shutted down; to destroy this objective, target the three sub stations and all structures connecting them to the central buildings, which is unvulnerable. As you reach the Nav Point, a Man'o'War and a Gladiator will power up; use the trainig base as cover and engage them at close range, but pay attention to the Man'oWar's SRMs. Now head to Nav Beta: a Vulture and a Linebacker are protecting several buildings; destroy the Linebacker from afar before it can use its PPCs, and then close to finish the Vulture. If you have enough armor, head to Nav Gamma to destroy a listening post; it is guarded by a Kodiak and a Grizzly. After you destroyed all structures, head to Nav Delta to return to the DropShip. MISSION 2 Codename: Ali Baba Planet: Last Frontier Terrain: cratered vacuum Time of Day: afternoon Temperature: 4 Celsius Pay: bounty only Expected Resistance: Ghost Bear garrison Your Callsign: Wraith-1 Primary Targets: Go to Nav Point Delta (100,000 C-Bills) Destroy all enemies near Nav Delta (100,000 C-Bills) As soon as you powerup two SJ fighters will attack you. Destroy them before doing anything else; you should have also noticed two inactive Dashers; kill them and head toward Nav Delta; all other Nav Points have no enemies, except Nav Point Beta, with a Linebacker and a Grizzly; both 'Mechs can be crippled with long-range fire while they are shutted down. At Nav Delta you'll find a warehouse with a permanently inactive Kodiak and a Gladiator guarding it; destroy the guard and approach the warehouse to end this mission. MISSION 3 Codename: Judas Kiss Planet: Last Frontier Terrain: cratered vacuum Time of Day: dusk Temperature: 6 Celsius Pay: 4,000,000 C-Bills Expected Resistance: Ghost Bear garrison Your Callsign: Wraith-1 Primary Targets: Defend Draconis DropShip (100,00 C-Bills) Go to Draconis DropShip (100,000 C-Bills) OR Destroy Draconis DropShip (100,000 C-Bills) Go to you unit's DropShip (100,000 C-Bills) In this mission you'll be able to chose between fulfilling your contract with the Combine by returning to them the Kodiak you've captured and collecting the 4 millions of C-Bills or destroy all Clan and DC 'Mechs and escape with the Kodiak. The first thign to do is to exit from the warehouse: a Vulture and a Linebacker are attacking the DropShip, which is protected by a Hunchback and an Atlas; if you are going to return the 'Mech (BTW, the Kodiak IS NOT an OmniMech...) to your employers, destroy the two 'Mechs and approach the DropShip; if not, let the Clan 'Mechs do the maximum damage they can, destroy the DC 'Mechs and then the DropShip itself; now head toward Nav Alpha where your DropShip is awaiting: you'll find a Kodiak and a Grizzly blocking your way about 1,5 km away from the DropShip, plus an other Kodiak and two Dashers behind a small mountain near the DropShip; once you have destroyed all enemies, reach the Nav Point and escape off-planet; note that the Draconis Combine will pay for the sucessful mission objectives but won't pay the 4 millions. Contract ended. + DRACONIS COMBINE CAMPAIGN - LUTHIEN DEFENSE FORCE Planet: Luthien Type: planetary defense Begin Date: January 15, 3052 End Date: June 15, 3052 Maximum Pay: 10,000,000 C-Bills plus bounty and bonus Minimum Pay: Bounty Salvage Rights: excellent MISSION 1 Codename: Trojan Horse Planet: Luthien Terrain: urban wastes Time of Day: day Temperature: 30 Celsius Expected Resistance: 31st Smoke Jaguar Assault Your Callsign: Assault-3 Primary Targets: Destroy all Clan 'Mechs (100,000 C-Bills) Salvage: 2 Clan ER Medium Lasers, 1 Clan ER Large Laser, 1 Clan ER PPC, 1 Clan Ultra AC/20, 2 Clan Streak SRM-6s As you powerup, the mines inside the 'Mechs will explode, eventually destroying the three 'Mechs in the area; if they do not blown up, move out of your crater and destroy them: you have to face a Gldiator a Loki and a Masakari. Now head to Nav Point Alpha: you should be able to notice three Elementals; destroy them before they power up, and head to Nav Beta: a fourth Elemental will power up near Nav Alpha. After these Elementals, go to Nav Gamma: three Clan 'Mechs, a Linebacker, a Thor and a Masakari will try to ambush you: they re inside three craters, and if you have jump jets, the best way to make them exit is to shot at them from above; the Linebacker will be the first 'Mech to go down (it's in the rightmost crater); order your lancemates to destroy the Thor while you engage the Masakari (in the leftmost crater). MISSION 2 Codename: Shield-Wall Planet: Luthien Terrain: urban wastes Time of Day: day Expected Resistance: 31st Smoke Jaguar Assault Your Callsign: Assault-3 Primary Targets: Hold the Line at Nav Alpha (100,000 C-Bills) Secondary Targets: Defend al retreating friendly units (100,000 C-Bills) Salvage: 2 Clan ER Medium Lasers, 1 Clan ER Large Laser, 1 Clan ER PPC, 1 Clan Ultra AC/20, 2 Clan Streak SRM-6s The only friendly unit will be a Mauler, and no Clan 'Mech will be able to reach it. Note that you can't pass the smoking Clan fighters or the mission will fail; do not let any Clan 'Mech pass the first buildings after the crater, too. The Clanners will attack in waves of two: the first will composed of an Uller and a Balck Hawk; the second of a Ryoken and a Mad Cat and the third of a Linebacker and a Masakari. Order your lancemates to destroy the heavier opponents while you deal at close range with the other one. MISSION 3 Codename: Decapitator Planet: Luthien Terrain: Kado-Guchi Valley Time of Day: pre-dawn Temperature: 30 Celsius Pay: bounty only Expected Resistance: 31st Smoke Jaguar Assault Your Callsign: Assault-3 Primary Targets: Destroy the Smoke Jaguar Commander (100,000 C-Bills) Secondary Targets: Destroy any target of opportunity (100,000 C-Bills) Salvage: 2 Clan ER Medium Lasers, 1 Clan ER Large Laser, 1 Clan ER PPC, 1 Clan Ultra AC/20, 2 Clan Streak SRM-6s You'll have the virtual support of a mobile artillery; virtual because it won't fire any kind of round; targets of opportunity are the several scraps on the battlefield. Head to Nav Alpha: advance slowly and switch to termograph; an Uller and a Black Hawk will power up just in front of you; destroy them and stop when you reach the dried river bed; on your left, on the highest crest you should notice a Naga giving you it back. Destroy it while it's inactive an continue toward Nav Alpha; a Thor will power up, but the concentrated fire of you and your lancemates will destroy it in seconds. Now climb the other side of the valley to its top and head to Nav Beta: a Linebacker and a Cauldon Born, with the SJ Commander in it, are at this Nav Point. Before killing the Commander, be sure to identify its 'Mech, or the mission will fail. MISSION 4 Codename: Killing Fields Planet: Luthien Terrain: Kado-Guchi Valley Time of Day: day Temperature: 39 Celsius Pay: 10,000,000 C-Bills Expected Resistance: 31st Smoke Jaguar Assault Your Callsign: Assault-3 Primary Targets: Destroy all Clan 'Mechs (100,000 C-Bills) Salvage: 2 Clan ER Medium Lasers, 1 Clan ER Large Laser, 1 Clan ER PPC, 1 Clan Ultra AC/20, 2 Clan Streak SRM-6s Begin to target the three Elementals; concentrate fire on a single target as only one or two Battle Armors are active: leave them to your lancemates while you target a shutted down Loki on the other side of the valley: destroy one of its leg, then turn to help your mates to finish off those Elementals; a group of two Loki (one should be alreay legged) and a Mad Cat will power up: do not destroy the legged 'Mech, and concentrate on the remaining 'Mechs, especially on the Mad Cat. Now head right: you should be able to spot a shutted down Ryoken or Vulture: leg on of them too and destroy the second. Head left: a group of two Cauldron Borns and one Masakari is waiting you: engage the Masakari while your lancemates deal with the other two OmniMechs. As these 'Mechs are no longer operational, destroy the two previously legged 'Mechs to end this mission. If you didn't legged the Loki, when you destroy the first group, the second will power up, and so on. Also, the first group will power up if you get too close to them or if you spend too much time with the Elementals. Contract ended. Congratulations, your mercenary career is over. By selling all your 'Mechs and equipment you won't need to work anymore in your life. Just commission a good grave for your former commander. Oh, the highest amount of C-Bills I've ever collected is 107,840,000. ********* 12-CHEATS ********* During Combat press CTRL, ALT and SHIFT and type: + SUPERFUNKICALIFRAGISEXY: invulnerability + ISEENFIREANDISEENRAIN: unlimited ammo + OOOHHHLLLAAALLLAAA: no heat tracking + CRAZYSEXYCOOL: unlimited jump capacity + REDJACKANDTIKRULES or ITSDABOOOMB: destroys targeted enemy + SUPERCALIFRAGI or LIKETHECOMSTARBABY: skip mission + BEHOLDMYGLORY: you can see through objects + ONTIMEEVERYTIME: time compression key enabled + ANTIJOLT: time expansion enabled + BUBBLE BOY: bounching spheres + UNDFLASHYFLASHY: groups all weapons in the first group + WALKTHISWAY: leading reticle + WEDIDITAGAIN: credits And here is it a new one, submitted by Patrick (galahadPC@aol.com): --------------------------------------------------------------------- I don't see many Mercs FAQs often, so I appreciated the trouble you've gone to put one together. I've stumbled across a little cheat, completely by accident, and I don't think anybody else knows about this because it's never mentioned with cheat codes. In my Titanium edition of Mercs, when you go to a mission briefing screen, you can click on the upper-left corner of the frame for the main text windiw, and a list of missions will appear in place of your briefing. From here, you can pick and choose which mission you want to play, from all the campaigns and special missions. I don't know if this trick works on previous versions of Mercs though. Feel free to include this tidbit with your FAQ, and to inform any Mercs sites that you know of. --------------------------------------------------------------------- ********** 13-PATCHES ********** Why a section about patches? Because it's important. I've found the DOS version more stable then the Win 9X one, but installing some patches on the DOS version will mess up the game. Here's a list of all patches for the original DOS/Win 95 version; you can download them from Activision or other sites showing patches. Version 1.05: for all versions, major bugs corrected. Version 1.06: for all versions, other bugs corrected, but there are still some annoying bugs (AeroSpace support! They never fixed it!) Version 1.08: only for Windows 9X. First 3dfx version, crappy and unstable. Version 1.081: only for Windows 9X. Second 3dfx patch, corrects some bugs but there are still problems. Version 1.1: Win 9X only. Changes the game play a bit and there are some bugs still uncorrected. ******************* 14-CREDITS and MISC ******************* First credit? To Fasa for having created the whole BattleTech universe. Then to me, Briareos Kerensky (Zone ID: briareos_CWE) and to all site showing this FAQ with my permission; visit them at: 1) The Clans Hall (http://www.sealteamsix.com/briareos/index.html; it's my site. Visit it and leave your sign on the guestbook, this will make me very happy) 2) GameFAQs (http://www.gamefaqs.com) 3) Neoseeker (http://www.neoseeker.com) 4) The Cheat Empire (http://home.planetinternet.be/~twuyts) 5) Video Games Strategies (http://vgstrategies.about.com) 6) Sjel's Walkthrough Page (www.sjel.org) 7) Cheat City (www.cheatcity.com) 8) Free Games (www.freegames.it or www.freegames.es), translated in Italian and Spanish 9) Gamespot (http://www.gamespot.com) 10) Game's Over (http://www.gamesover.com) an everyone who helped with this document. Special thanks to: Patrick (galahadPC@aol.com), for its mission cheat. all italian BT/MW players; all programs I used to do this FAQ; my turtle and my dog (he's not died yet); my PC (asking every time to kill him when I push any of its buttons); all soundtracks that accompained me during this long work (nominally: all Eva OSTs, Cowboy Bebop OST, and everythign from Beethoven, Back, Pachelbel, Wagner, Saint Saen, Orff, Blur and everyone I forgot); my still trasparent and bodyless girlfriend. To ask permission to post this document, just send a mail writing down the URL. To contact me, write at briareos@inwind.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.