WALKTHROUGH
The game has been played with a Regular difficulty setting.
In more challenging modes, the enemies and objectives will remain the same,
though the enemy gunnery skill will be greatly increased.
Your callsign will be "Spectre", no matter what if you link or you don't (and I
don't).
For starting equipment and money, read the Merc Units Briefing.
As for now, I've ended the game with the Wolf's Dragoons and the Northwind
Highlanders, and seen some different missions between the two companies.
However, they ended in the same way. To complete this walktrhough, I've started
with the Gray Death Legion. Let's see how it ends (I know there are three
possible endings for this game).
The endinds and availability of contracts depends on three factors: which side
are you on (Davion, Steiner or neutral), Nobility and Infamy rating.
Chosing your side is very simple: ignore all contracts from one house (Davion
or Steiner) while taking all others; remaining neutral is pretty hard, but note
one thing: if a contract is offeredf by House Liao, for example, it is counted
as a neutral one as your employer isn't tied or is Davion or Steiner
affiliated.
Nobility is given by exceptional performace on the battlefield and good reports
from other units or important personalities; Infamy is the opposite: accepting
assasination or "destroy all civilian buildings" contracts will make it rise,
and you won't be seen in a good ligt by your employers.
Salvage is not fixed, it varies from how you act in missions, except few cases.
------------
--OUTREACH--
------------
The planet where you'll undergo basic training to obtain the MRBC degree as a
MechWarrior.
No contracts will be available on this planet.
--------------
--HALLORAN V--
--------------
Mission: CHECKPOINT
Pay: 2'115'000 C-Bills
Objectives:
* Destroy Tents and Hostiles at Nav Point Alpha
* Destroy Hostiles at Nav Point Beta
* Destroy Hostiles at Nav Point Gamma
Heat Sink Efficiency: 110%
Employer: Corvatti Corporation
Side: Steiner
Lancemates: 3
Allied Units: none
Profile changes: Steiner +1, Infamy +1
Map Description: the road is blocked by turrets and barriers at each Nav Point;
the turrets are controlled by Mobile Turret Controls, few vehicles and 4 Light
'Mechs in total. To reach the Nav Points, you can simply follow the road or cut
through the mountains.
Notes: A good starting mission. You'll always salvage an Hellspawn.
Very easy. Follow the Nav sequence and destroy all hostiles encountered. Nav
Alpha is protected by 2 SRM Carriers, 3 Bulldogs and one Owens. The Mobile
Turret Control is on the ridge in front of you, take it down to avoid contact
with the three turrets. Now destroy the tents and do not touch the powered down
Hellspawn, it will be a good piece of salvage. Nav Point Beta is protectd by an
Owens, a single Bulldog and 2 Turrets, as usually linked to a Mobile Turret
Control. Destroy the Mobile HQ to have Beta cleared. Nav Gamma is more heavily
protected, by a Puma (try to salvage it, though it will be difficult), an
Owens, 2 LRM Carriers and one Bulldog, plus a Mobile HQ.
Mission: ESCORT
Pay: 2'220'000 C-Bills
Objectives:
* Escort Convoy at Nav Point Alpha
* Escort Convoy at Nav Point Beta
* Escort Convoy at Nav Point Gamma
* Escort Convoy at Nav Point Delta
* Defend base from attackers
Heat Sink Efficiency:
Employer: Corvatti Corporation
Side: Steiner
Lancemates: 3
Allied Units: Artillery tanks (3), Hrothgar Dropship, various turrets
Profile changes: Steiner +7, Davion -2, Nobility +2
Map Description: Four Nav Points along a road; terrain is mostly rolling hills.
Notes: Convoy is composed by 3 Artillery tanks. If even one is destroyed, the
mission will fail. Base at Nav Delta has a Repair Base and you'll recieve
support from an Hrothgar Dropship and few turrets while there. Fast medium
'Mechs or high-end Lights are suggested. Available after beating "Checkpoint".
More difficult than the previous, but only because you have to guard fragile
Artillery tanks. Move your units to Alpha and engage the Owens that will power
up. Contrary to your orders, the convoy will stop there until the 'Mech has
been eliminated. As soon the Owens is down, kick into high gear and reach Nav
Point Beta, where 4 Vedettes will try to attack the convoy; rather than trying
picking them apart from long-range, enter the Vedette formation: this will
disrupt it and will force them to engage you rather than the convoy; if you
want, move two or your lancemates at Nav Gamma, where the convoy will be under
attack by a Chimera, an Hellhound and an other Owens. Engage them before they
can do any damage to the convoy. This time the convoy will proceed to Nav
Delta, but be careful not to destroy the enemy 'Mechs near the tank, or they
will blow up with the 'Mech.
At Nav Delta there is a Repair base: you can freely access it (note that this
is the only field base I ever seen in the game), so repair and/or order so if
you need it (note: this will NOT repair the internal structure of a 'Mech, will
be always considered crippled or damaged after mission) and prepare for the
last wave of attackers, an Hellhound, a Chimera and an Owens. The Dropship
here, commanded by Captain Doska (I hope it's correctly spelled), will provide
fire support, though you will have to give the enemies the coup-de-grace.
Once the last wave is out, the Dropship will leave and mission will be
completed.
Max Ed says:
-------------------------------------------------------------------
In Escort mission on Halloran V, when at Beta and difficulty is Veteran or
Elite, not only Vedettes but also a Hellhound appears.
-------------------------------------------------------------------
Mission: INDUSTRY RAID
Pay: 2'455'000 C-Bills
Objectives:
* Destroy Generators at Nav Point Beta
* Destroy Large Factory at Nav Point Gamma
* Destroy Factory at Nav Point Gamma
* Find and Destroy Fuel Supply
* Destroy all Black Cobras' 'Mechs (Discretionary)
Heat Sink Efficiency: 110%
Employer: Corvatti Corporation
Side: Steiner
Lancemates: 3
Allied Units: none
Profile changes: Steiner +3, Infamy +2
Map Description: Mountainous terrain; the base is protected by several turrets
and vehicles, plus a Lance of Black Cobras 'Mechs. The Fuel Depot is near Nav
Point Gamma, but not at it, you'll have to exit the base perimeter to find it.
Notes: Medium 'Mechs suggested. Available after beating "Escort" or "Offshore"
A and B. Take a long-range 'Mech. Try to deploy Medium 'Mechs.
Begin by eading toward Nav Alpha, which is a weak point in the turret grid
which will allow you to destroy the Generator without being noticed (oh yeah, a
50 ton machine firing missiles, laser bolts at an energy generator, 500 meters
away from a base is invisible to everyhing...). Once the Generator is down,
order your Lancemates to engage the various vehicles (prevalenty Bulldogs and
Myrmidons) in the base; once they are gone, a Lance of Black Cobra 'Mechs will
show up. You can decide to destroy the objectives and then leave or stay,
finish the Cobras (two Bushwackers and two Chimeras) and then destroy
everything else. The Fuel Depot is NOT at Nav Gamma but near it. It should be
just outside the base, procedding after Nav Gamma and coming from Nav Point
Beta.
Mission: OFFSHORE
Pay: 1'750'000 C-Bills
Objectives:
* Defend Oil Rigs at Nav Point Alpha
* Defend Oil Rigs at Nav Point Alpha
* Defend Fuel Industry Buildings and Vehicles (Secondary: 500'000 C-Bills
bonus)
Heat Sink Efficiency: 110%
Employer: Transpax Corporation
Side: neutral
Lancemates: 3
Allied Units: none
Profile changes: Steiner +3, Nobility +3
Map Description: Set on the shores of an ocean, this map has four nav Points,
Alpha through Delta; the first two are set in coincidence of two pairs of oil
rigs, Gamma near a fuel depot and Delta near your starting point. Weather is
snowy and you'll fight with your 'Mechs in the ocean, limiting heat build-up
Notes: the "Offshore" missions are a good start, they provide a good pay with
minimum resistence. Light and medium 'Mechs are suggested.
Pretty simple mission. Move your lancemates at Nav Point Beta while you take
care of the Patrol Boats and the Barge at Nav Point Alpha. Beta will be under
attack by 3 Harrassers and 3 Condors, that will be easily dispatched by your
lancemates, while you remain at Alpha awaiting the first destroyer, the
Reynolds, to come. Once it appears, recall you lancemates. The carrier
Indignition will also launch 4 Nightshades to cover the destroyer. Concentrate
on the destroyer while your lancemates take out the Nightshades; the best way
to engage the destroyer is to close up with it and continously circle around
while firing.
Mission: OFFSHORE A
Pay: 2'000'000 C-Bills
Objectives:
* Defend Oil Rigs at Nav Point Alpha
* Defend Oil Rigs at Nav Point Alpha
* Defend Fuel Industry Buildings and Vehicles (Secondary: 500'000 C-Bills
bonus)
Heat Sink Efficiency: 110%
Employer: Transpax Corporation
Side: neutral
Lancemates: 5
Allied Units: Calliope turrets (2), Stilettos (4)
Profile changes: Steiner +4, Nobility +4
Map Description: Set on the shores of an ocean, this map has four nav Points,
Alpha through Delta; the first two are set in coincidence of two pairs of oil
rigs, Gamma near a fuel depot and Delta near your starting point. Weather is
snowy and you'll fight with your 'Mechs in the ocean, limiting heat build-up
Notes: the "Offshore" missions are a good start, they provide a good pay with
minimum resistence. Light and medium 'Mechs are suggested. Available after
beating "Offshore"
An other easy mission. The attack pattern and unit count is similar to the
precious mission, though this time there will be two destroyers, the Arbold and
the Harrington, coming in two separate waves from Nav Point Alpha. The
Calliopes and your lancemates are enough to take care of the hovercrafts (3
Harassers and 3 Condors) attacking the rigs at Beta, and when the first
destroyer appears (the Arbold), four Stilletos will enter the area and will
help you in destroying it. Meanwhile, recall your lancemates and engage the
Harrington what will appear very shortly after the Arbold has been sunk; the
Stilettos will retreat for rearming and refuel, but you and your lancemates
will be enough to destroy it with minimum sweat.
Mission: OFFSHORE B
Pay: 2'750'000 C-Bills
Objectives:
* Defend Oil Rigs at Nav Point Alpha
* Defend Oil Rigs at Nav Point Alpha
* Defend Fuel Industry Buildings and Vehicles (Secondary: 500'000 C-Bills
bonus)
Heat Sink Efficiency: 110%
Employer: Transpax Corporation
Side: neutral
Lancemates: 5
Allied Units: Calliope turrets (2)
Profile changes: Steiner +3, Nobility +4
Map Description: Set on the shores of an ocean, this map has four nav Points,
Alpha through Delta; the first two are set in coincidence of two pairs of oil
rigs, Gamma near a fuel depot and Delta near your starting point. Weather is
snowy and you'll fight with your 'Mechs in the ocean, limiting heat build-up
Notes: Medium'Mechs are suggested.
Available after beating "Offshore A" and "Industry Raid".
The first wave, the usual Patrol Boats, will enter the area near Alpha; as
usual, move your lancemates at Beta to take care of an other wave of Harassers
and Condors. Once those threaths have been eliminated, four 'Mechs from the
remaining Black Cobras will enter the area from the south; not enough, there
will be 4 Nightwinds and 8 Nightshades to support them; the vehicles should be
left to the turrets while you take care of the Cobras: they brought in an
Argus, a Bushwacker and 2 Uziels (thought I saw one Uziel replaced by one
Wolfhound). Concentrate fire on the Argus first, then let your lancemates take
care of a single target, while you engage an other 'Mechs or the vehicles. Once
all enemies have been destroyed, the mission will be over.
----------
--EATON--
----------
Mission: MERC ALLEY
Pay: 1'250'000 C-Bills
Objectives:
* Eliminate all Lyran Military Forces
* Capture Lyran Convoy by destorying its Escorts
Heat Sink Efficiency: 85%
Employer: Skye Separatists
Side: neutral
Lancemates: 3
Allied Units: none
Profile changes: Steiner -1, Davion +2, Infamy +3
Map Description: desertic terrain with rolling hills and few other obstacles.
Notes: Very easy. No 'Mech enemies, only vehicles. Fast-cycling weapons and
fast Light/Medium 'Mechs suggested.
Go straight toward Nav Alpha and you'll encounter a Vedette, a Harasser and a
LRM Carrier serving as vanguard to the convoy; take them out quickly, then
destroy the remaining escort (an other LRM Carrier and 2 Bulldogs), leaving the
convoy (indicated as green squares on your radar) intact. 5 Myrmidons and 6
Nightwinds will join the battle: have your lancemates destroy the Myrmidons
while you take care of the helicopters.
Mission: MERC ALLEY A
Pay: 1'350'000 C-Bills
Objectives:
* Eliminate all Lyran Military Forces
* Capture Lyran Convoy by destorying its Escorts
Heat Sink Efficiency: 85%
Employer: Skye Separatists
Side: neutral
Lancemates: 5
Allied Units: 4 Nightwinds
Profile changes: Steiner -1, Davion +1, Infamy +5
Map Description: desertic terrain with rolling hills and few other obstacles.
Notes: Easy, lots of vehicles, only two 'Mechs. Clan weapons will be captured
if mission is successful.
Just as the previous mission, though escort will be heavier this time: the
Chimera and the Argus, the only 'Mechs escorting the convoy, must be destroyed
far from your mission objective. There also are 2 Demolisher II tanks in the
group, pick them apart from long range. 4 Nightwinds will also lift off to
intercept you, but a friendly squadron of Nightwinds will be dispatched to take
care of them; when the helicopters will be history, they'll help you with the
convoy escort.
Mission: MERC ALLEY B
Pay: 1'475'000 C-Bills
Objectives:
* Eliminate all Lyran Military Forces
* Capture Lyran Convoy by destorying its Escorts
* Disengage Lyran 'Mechs and Escape at Nav Point Beta
-OR-
* Destory all Lyran 'Mechs
Heat Sink Efficiency: 85%
Employer: Skye Separatists
Side: neutral
Lancemates: 5
Allied Units: none
Profile changes: Steiner -3, Davion +2, Infamy +7 (if all enemy 'Mechs have
been destroyed)
Map Description: desertic terrain with rolling hills and few other obstacles.
Notes: Things are beginning to get hard. Medium and Heavy 'Mechs suggested,
with medium and close range, hard-hitting weapons. You can ignore the 'Mechs
and retreat when the possibility opens. Destroying all 'Mechs will grant you a
Catapult and an Argus.
This mission will start as an other convoy capture, however, when you'll lose
radio contact with Castle and a Heavy Lance of 'Mechs will appear, you will
understand that it is a trap.
The first Lance is composed by a Catapult, an Argus, an Hellspawn and an Uziel.
Concentrate fire on a single 'Mech to quickly pick them apart and take care of
the four Demolishers coming your way; try to do this before the second Lance of
'Mechs (a Mauler, an Argus and two Catapults) join the fray. When this happens,
you can choose to withdraw to Nav Beta or staying and destroying all 'Mechs. In
either cases, the mission will be over.
Mission: BANDIT HIDEAWAY
Pay: 3'750'000 C-Bills
Objectives:
* Level Base at Nav Point Alpha
* Destroy all enemies at Nav Point Alpha
* Destroy all fleeing Transport Vehicles (150'000 C-Bill bonus)
Heat Sink Efficiency: 105%
Employer: Skye Separatists
Side: Davion
Lancemates: 7
Allied Units: Myrmidons, Quad Panzers, Demolisher IIs
Profile changes: Steiner -2, Davion +4, Infamy +7
Map Description: pretty flat terrain that can exploited for sniping, with a
base in the north sector of the map. Mountains circle the area.
Notes: Only available after beating "Merc Alley B"; you'll always salvage a
Catapult. Fast Heavies and Medium 'Mechs are optimal for this mission.
There will be a good complement of Davion vehicles helping you in this mission;
they will take care of all hostile vehicles and buildings; you are here to take
out 'Mechs;.
Immediately order your Lancemates to move out to Nav Alpha and order them to
engage at will; the base itself isn't heavily protected (two Osirises, one
Argus, some vehicles including Quad Panzers, Demoslisher IIs and Bulldogs) plus
a perimter guarded by Laser Turrets. Nightwinds will take off from a nearby
airfield, but they won't last long, if you used all available lancemate slots,
both 'Mechs and vehicles will be history soon. Fleeing vehicles are marked as
green squares on your radar; it's your choice to let them leave or destroy them
for a C-Bill bnous. After all threats have been eliminated, the Davion vehicles
will enter the base and will begin to level all objective buildings; help them,
and when no buildings are standing, mission will be over.
Mission: GOVERNOR'S MANSION
Pay: 3'125'000 C-Bills
Objectives:
* Defend the Governor's Mansion at Nav Point Alpha
* Destroy all Steiner Militia Forces
* Protect all Mansions along the river (Secondary: 150'000 C-Bill bonus)
Heat Sink Efficiency: 100%
Employer: Skye Separatists
Side: neutral
Lancemates: 7
Allied Units: none
Profile changes: Steiner -2, Davion +5, Nobility +7
Map Description: There's river running throughout the map; most of the action
will be in its area, so you can drop a few heat sinks for what you need most.
Some hills that allows sniping. There are four mansions, the Governor's one is
at Nav Apha, other mansions are designated as Nav Points.
Notes: Only available after beating "Bandit Hideaway". There will be always a
bonus of 2'500'000 C-Bills for this mission. 2'000'000 if one or more mansions
have been destroyed. Long-range weapons on Heavies or Assaults will be fine. A
minimum of 6 'Mechs is recomended.
There will be four waves of enemies, of increasing difficulty that will go
after each mansion along the river.
Before everything else, order your fastest 'Mechs to stand-by at Nav Alpha,
then order the others to form up and slowly begin to move toward Nav Gamma: the
first wave should be after the mansion at that Nav Point, but it's nothing too
dangerous, only 6 hovercrafts (3 Harassers and 3 Condors), which can be easily
destroyed at long range.
The second wave will attack the mansion at Nav Delta: this time is a Lance of
light 'Mechs, a Raven, a Wolfhound, a Flea and an Osiris. Order your lancemates
to attack them and quickly destroy them, the third wave, an other Light Lance
will go to Nav Beta; the Lance is composed by two Fleas, one Osiris and one
Raven. Destroy them, the regroup with the rest of your forces to fend off the
attack of a Medium Lance (Uziel, Cougar and two Osiris), coming from Nav Beta.
By employing all 'Mechs you have they will be destroyed soon, and mission will
be over.
Mission: REVOLUTION
Pay: 3'450'000 C-Bills
Objectives:
* Destroy all Enemy 'Mechs
* Protect the Field Base at Nav Point Alpha (Secondary: 250'000 C-Bills bonus)
Heat Sink Efficiency: 90%
Employer: Skye Separatists
Side: Davion
Lancemates: 7
Allied Units: Wolfhounds (4), Arguses (2), Bushwacker (1)
Profile changes: Steiner -2, Davion +5, Nobility +3
Map Description: desertic terrain with rolling hills and few other obstacles.
The main battle is set on a mountain pass that somewhat limits your mobility
Notes: Only available after beating "Bandit Hideaway". Close range weapons
works fine in this mission. Try to ignore slow 'Mechs.
Order your Lancemates to reach nav Point Alpha. 5 Nightwinds will appear soon
and will begin to fire missiles at you and at the allied 'Mechs with you (2
Wolfhounds and one Bushwacker which will travel whatever happens to Nav Alpha);
they are an easy prey, but do not let them slow you down, the real battle is at
Nav Point Alpha, where the Black Sx Lance (2 Wolfhounds and two Arguses) is
holding the line against some 'Mechs; soon these forces will be reinforced by
an Heavy Lance, so be quick to take the first batch of enemies down. The entire
enemy force is composed by one Bushwacker, one Argus, two Wolfhounds (the first
part of the enemy assault team) plus a Black Knight, a Loki, an Argus and a
Wolfhound (the assault lance). Once all enemies are over, mission will end.
--------
--STYK--
--------
Mission: REINFORCMENT
Pay: 4'860'000 C-Bills
Objectives:
* Defeat Enemies at Nav Point Alpha
* Rescue Hammer Lance at Nav Point Alpha (Secondary: +3 Nobility bonus)
Heat Sink Efficiency: 100%
Employer: Styk Commonality
Side: neutral
Lancemates: 3
Allied Units: Nightwinds (4), Raven, Uziels (2),Bushwackers (2), turrets
Profile changes: Nobility +5
Map Description: A flat terrain with lots of trees; few small hills; the base
at Nav Beta is set on the shores of a lake.
Notes: Fast Medium and Heavy 'Mechs suggested
As soon mission begins, WatchDog (a lonely Raven) will be under heavy attack by
some Vedettes and Myrmidons, halfway from your starting position and Nav Point
Alpha. Order your lancemates to reach Nav Alpha and help Hammer Lance (usually
four Uziels) destroying the attacking 'Mechs (2 Thanatoses and two Bushwackers)
while you take out the tanks; do it quickly, and if your lancemates have
already engaged the enemies at Alpha, leave the Nightwinds destroy the rest.
Saving Hammer Lance doesn't give any kind of C-Bill bonus, but raises nobility
and will give you an help in "Peace Talks".
It is now time to go to Nav Beta, where the base you have to protect is under
attack by a group Patrol Boats, Harassers and Condors plus an other
Medium/Heavy Lance, 2 Bushwackers and two Thanatoses. Destroy the vehicles
first, then concentrate on the 'Mechs. Hammer Lance will stay at Alpha and the
Nightwinds were you encountered the tanks, but there will be an handful of
turrets trying to help you.
Mission: PEACE TALKS
Pay: 2'350'000 C-Bills
Objectives:
* Minimize civilian casualities
* Protect Convoy at Nav Alpha until Liftoff
* Escort Convoy to Nav Point Beta
* Escort Convoy to Nav Point Gamma
* Secure Extraction Point at Nav Point Delta
* Destroy the Pursuing 'Mechs (Secondary)
Heat Sink Efficiency: 95%
Employer: Styk Commonality
Side: neutral
Lancemates: 0
Allied Units: Uziels (2), Bushwackers (2), Limo (1)
Profile changes: Nobility +13
Map Description: city map. Go for maximum armor possible of the heaviest 'Mech
you have and arm it with close-range, fast cycling, hard hitting weapons. Two
or more long-range weapons are recomened for this mission. There will be allied
'Mechs only if you rescued Hammer Lance in "Reinforcment".
Notes: Only available after "Reinforcment", excludes "Assasination" from
available missions
You'll begin this mission with the outside camera activated, able to move only
your torso and weapons disabled; that's because you are here to guard the peace
talks.
However, the Liao will use the incoming limos as bombs, and will start
attacking the city with 'Mechs and vehicles; your camera and controls will be
fully restored.
Begin to take out the nearby Bulldog (which was escorting the bomb limos), then
go after the Osiris coming toward you- This shouldn't take long, use your zoom
window to strike the Osiris' torso and get moving, an Argus and a Bushwacker
will enter the area and will begin firing; at you, of course. Destroy them, and
the delegates will ask you to secure a route the area. A friendly convoy will
also start and will begin to travel toward Nav Point Delta.
The city will then swarm with Liao units; 3 SRM Carriers, one Bulldog, 2
Vedettes will be near Nav Point Beta, Nav Gamma is protected by an Osiris and a
Raven.
Once the convoy is more or less halfway from Nav Delta, two Arguses and one
Thanatos will enter the city and will start pursuing the convoy. It is a
secondary objective, but destroying these 'Mechs often grants a good salvage.
Also, if you rescued Hammer Lance in "Reinforcment", they will enter the area
from Nav Delta and will engage the enemy; if you didn't, you'll be on your own.
Retreating at Nav Point Delta or destroying all opposing forces will end the
mission.
Mission: ASSASINATION
Pay: 5'325'000 C-Bills
Objectives:
* Move to all Nav Points (Alpha, Beta and Gamma)
* Intercept and Destroy Chopper Prime at Nav Point Alpha
* Intercept and Destroy Limo Prime at Nav Point Beta
* Intercept and Destroy 'Mech Prime at Nav Point Gamma
* Evacuate Area at Nav Point Delta
Heat Sink Efficiency: 100%
Employer: House Liao
Side: neutral
Lancemates: 0
Allied Units: none
Profile changes: Infamy +15
Map Description: city map. Go for maximum armor possible of the heaviest 'Mech
you have and arm it with close-range, fast cycling, hard hitting weapons. A
single long-range weapon like an ER Large Laser can be useful.
Notes: Executed in place of "Peace Talks", excludes "Evacuation" from possible
missions. High infamy rating required. Target escorts, aside 'Mechs, are
considered friendly until fired upon.
Begin heading toward Nav Point Alpha. The first target is a Transport
Helicopter, guarded by 4 Nightwinds. If you have a long-range weapon, you can
try to snipe the Transport even before reaching Nav Point Alpha; if not, or not
willing to risk, proceed to Nav Alpha, then open fire. Note that if you miss,
the Transport Helicopter will move at its fastest possible speed toward the
edge of the map; if it exits mission area, you'll fail. The Nightwinds aren't a
real threat, though the limited maneuvering space of urban streets will make
them fly over your head; try to pick them out with guided weapons or by
long-range weapons.
The target at Nav Beta is a limousine, guarded by three Demolishers, two
Bulldogs and one Uziel. Go for the Uziel first, then for the Bulldogs and
finally for the Demolisher, but be sure to have destroyed the limo first, or it
will leave mission area.
Nav Gamma is deisgnated as a rendez-vous point for a medium Lance of 'Mechs, a
Dragoon (Mech Prime, your target) and three Uziels. You can destroy only the
Dragoon and exit mission area or stay and destroy everything; double pay will
be awarded even if you do not destroy all targets.
In the area there is also a Commonality Police unit that will be always signed
as hostile in your radar. It's no big deal, two Chimeras and four Bulldogs, but
you might want to avoid them in case you're running a 'Mech weighting less than
70 tons.
Mission: EVACUATION
Pay: 0 C-Bills
Objectives:
* Convoy Limo Occupants must survive
* Escort Convoy to Nav Point Alpha
* Escort Convoy to Nav Point Beta
* Escort Convoy to Spaceport at Nav Point Gamma
Heat Sink Efficiency: 95%
Employer: Peace Delegates
Side: neutral
Lancemates: 3
Allied Units: Limo (1), Bulldogs (2 plus 5), Calliope Turrets (2)
Profile changes: Nobility +15, Infamy -3
Map Description: city map. Go for maximum armor possible of the heaviest 'Mech
you have and arm it with close-range, fast cycling, hard hitting weapons.
Notes: Only available after beating "Evacuation". Not confirmed, but seems that
it opens the Wernke campaign; a free mission, but might be useful to raise your
Nobility. Also, this mission remains available throughout the campaign, so, if
you want, you can return later when you have more money to do it. Fast heavies
recomended.
So, this is going to be a free mission, but your 'Mechs will risk to be damaged
(even if opposition is not that strong) and you'll have to pay drop fees.
Begin immediately to move toward Nav Alpha and order your Lancemates to engage
the nearest threat and go to the Nav Point.
The limo convoy is protected by two Bulldogs, and won't last long even against
the enemies at Alpha, two Bulldogs, one Demolisher and one Argus. Take down the
Argus first, then finish off all vehicles. The next two Nav Points aren't
protected, but you'll find enemies between them.
Near Nav Beta you'll find an other Argus and 2 mobile turrets (witht the usual
Mobile Turret Control, pretty easy to take out). Try to precede the convoy as
much as possible, then go to Nav Gamma. On the road you'll find yet another
Argus, one Demolisher, an SRM Carrier and a Bulldog.
Castle will inform you that enemies are attacking the Dropships, still in
pre-flight power-up, but elements of the Militia will engage them and hold as
much they can. The Dropships are under attack by two Catapults and one
Thanatos, take them out, then wait for the limos to reach the Nav Point.
---------------
--SOLARIS VII--
---------------
Solaris is renowed throughout the Inner Sphere for its gladiator games. The
planet sports three major arenas: the Factory, the Jungle and the Coliseum.
Each arena has four categories, Light, Medium, Heavy and Assault, indicating
which tonnage of 'Mech can partecipate, plus Championship and
Grand-Championship matches open to all kind of 'Mechs.
As you first go to Solaris, all three are arenas will be available, but you'll
have only access to the Light category; to gain access to the other categories,
you have to qualificate in the previous category: Light leads to Medium, Medium
leads to Heavy, Heavy leads to Assault, Assault leads to Championship and
winning all Championships leads to Grand Championship. Qualificating for the
next category is simple: destroy at least one 'Mech in the match, Championship
and Grand Championship excluded, where you have to take down all 'Mechs.
However, heavier is the category, harder it will be, so I suggest to change
category only when you were able to destroy all 'Mechs (well, to survive until
all 'Mechs are destroyed) in the current highest category, in all three arenas.
There are three arenas, Jungle, Factory and Coliseum. Each arena has normal
atmosphere conditions, and has 8 'Mechs (including you), each other against
everyone; it is possible, however, that someone (a "nameless MechWarrior") will
ask you if you want to cooperate until he/she dies; in that case, it will be
noted as neutral on your HUD and won't fire on you unless he/she is the last
MechWarrior standing or you fire on him/her.
In Championship and Grand Championship battles, there will bee 16 chassis of
all weight classes, with no restrictions (though in Grand Championship there
are prevalently only heavies and assaults, I spotted a Shadow Cat only once).
In the various classes, you'll find two categories of MechWarriors: "nameless"
and "named". "Nameless" warriors are showed with the name of their 'Mech and
seldom pilot customized chassises. They tend to be regular warriors, but some
of them are green. Expect their number decrease as you advance in weight
classes.
"Named" warriors are ace or expert pilots, with customized top-notch 'Mechs.
Here's a list, with their names, class, 'Mech (and weapons) and my thoughts on
their skills.
Name: FEN CHEN
Class: Heavy, Championship, Grand Championship
Chassis: Vulture (2 Arrow IVs; Royal Harrier camo)
Skills: Fen Chen and her(his?) heavily modified Vulture are a real pain. Found
in every difficult contest, she (he?) will continue to engage you whenever she
(he?) can. The twin Arrow IV missile system can deal a great quantity of
damage, so be careful when engaging her (him?) straightforward. Remember that
it cannot lock if engaged from rear areas and Arrow IVs have a long recycle
period.
Name: SAMANTHA COLEMAN
Class: Assault
Chassis: Sunder (Heavy Gauss, Clan LRM 20, Clan ER PPC, 2 Clan ER Medium
Lasers)
Skills: A photocopy of Robert Tearly when playing in the Assault circuit. She
has his same weapon config, so be careful.
Name: PETER DEXTER
Class: Light, Medium, Heavy, Assault, Championship
Chassis: Cougar (Light; configuration unknown; Ops brown camo)Ryoken (Medium; 4
Clan LRM 20s; Dragoon camo), Nova Cat (Heavy, Championship; 2 Clan ER PPCs; Ops
brown camo), Atlas (Assault, Championship; Clan ER PPC, Clan Streak SRM 6, 2
Clan LB-X 10s; Dragoons camo)
Skills: Dexter is an old Solaris warrior that re-entered the arenas just when
you started. He's good, but not that much. In the Medium class he pilots a fast
Ryoken configured to be a missile boat, and multiple shots from its LRM 20s can
be quite damaging in this class, especially if you don't use LAMS. In
Championship (I've never met him in othr classes for now) he pilots a modified
Atlas, and probably it will be the first target that you'll took down. Not very
dangerous, but do not underestimate the twin PPCs, which he tends to favor over
all other weapons.
Name: ALEX HAIGHT
Class: Light, Medium, Heavy, Assault, Championship
Chassis: Cougar (Light; Clan LRM 15, Clan LRM 20; Ops brown camo), Shadow Cat
(Medium; 1 Clan ER Large Laser, 1 Clan Ultra AC/20;Ops brown camo), Loki
(Heavy; 6 Clan LRM 10s, 3 Medium Pulse Lasers; Ops brown camo), Mauler
(Assault, Championship; 5 Ultra AC 5s; Ops brown camo)
Skills: Probably the most skilled MechWarrior in the Light and Medium class,
Haight is a pain both in his Cougar and Shadowcat. A good way to stop the first
is to use LAMS and ECM coped with long-range weapons; for the Shadow Cat, go
for long-range weapons, approaching it is not a good idea with an Ultra AC/20
in its arm.
Now I discovered him in the high circuits. He's not a very dangerous pilot,
especially in his ammo-dependent Mauler.
Name: TERRANCE MUNSON
Class: Light, Medium, Heavy
Chassis: Wolfhound (Light; Clan ERR PPC, 2 Small Lasers; Ops Charcoal camo),
Uziel (Medium; 1 Clan LRM 20, 2 Clan LB-X 10 ACs; AMS; Kell Hound camo), Black
Knight (Heavy; 2 PPCs, Medium laser, 2 Large Lasers; Ops Charcoal camo)
Skills: Munson fights in the Light and Heavy classes, but I think he should
stay in the Light one, where he's quite good with his Wolfhound, a modified
chassis that is clearly superior to anything else in the arena; in the light
class, he will be one of the last MechWarrior you'll face. In the heavy class,
with his standard Black Knight, he will be one of the first. He tends to move
slowly, trying to secure better hits, but with little success: it will be easy
to placed few well-placed salvos on the Black Knight's broad Center Torso and
destroy him.
Name: ELLIE NEILS
Class: Heavy
Chassis: Black Knight (3 PPCs; Ops Purple camo)
Skills: Ellie Neils, along with Miria Stewart, is an average (IMO)Steiner
pilot, but pilots a modified Black Knight: it has less firepower, but runs a
lot cooler, making it very dangerous. Neils will be one of the last pilots
you'll face, and probably she'll be already battle-worn.
Name: ALICE NEWKIRK
Class: Heavy, Assault, Championship, Grand Championship
Chassis: Nova Cat (Heavy; 2 Clan ER PPCs; Firestorm camo), Daishi (Assault,
Championship, Grand Championship; 6 Clan Ultra AC/5s; Firestorm camo)
Skills: Alice is a competent MechWarrior, but makes poor 'Mech choices. I don't
know why but its Nova Cat has only 3 PPCs and doesn't look faster or runs
cooler than other models: you'll see her 'Mech shutdown after a few fights. Its
Daishi is ammunition limited, and though the AC/5s carry lots of munitions,
their Ultra nature, their high rate of fire and low potential damage make here
run of of ammo very soon. Try to avoid her until the end of the match.
Name: SRIN ODESSA
Class: Championship, Grand Championship
Chassis: Daishi (Heavy Gauss, 6 Clan Ultra AC 5s; camo)
Skills: Odessa is currently the best warrior on Solaris, having scored high in
the previous season and being accepted only in the Championships. He (she) is
very skilled, maybe a bit less aggressive than Vecci, but nonetheless as
skilled as him. Expect him (her?) to be the last or one of the last warriors
standing in the arena, and expect to always have an hard fight.
Name: GUS POLLIARD
Class: Light, Medium
Chassis: Uller (Light; Clan ER Large Laser, 2 Clan ER Medium Pulse Lasers;
camo), Ryoken (Medium; 4 Clan LRM 20s; camo)
Skills: An average Light/Medium pilot. Due to the nature of the LRMs (guided
missiles), his Ryoken tends to be more effective than its Uller.
Name: MICHAEL ROSE
Class: Championship
Chassis: Templar (2 Clan Gauss Rifles, 2 Clan ER Large Lasers; Ops red camo)
Skills: an other average pilot. Not too strong, not too weak.
Name: MIRIA STEWART
Class: Heavy
Chassis: Black Knight (3 PPCs; Cracked Up camo)
Skills: A Neils photocopy. Nothing more, nothing less. Really.
Name: LI SONG
Class: Light, Medium
Chassis: Wolfhound (1 PPC - never seen her into this class, based on the info I
recieved, the configuration should be 1 Clan ER PPC and 2 Small Pulse Lasers;
unknow camo type - info submitted by James Kong); Uziel (1 Clan LRM 20, 2 Clan
LB-X 10 ACs; AMS; Kell Hound camo)
Skills: good pilot, her 'Mech packs more punch than a standard Uziel and can
engage at long range but it is ammonution limited. As she fights in the medium
class, the ammo the 'Mech carries are enough to allow her decently long fights.
Li Song and her 'Mech have been spotted in the Light Class by
Name: ROBERT TEARLY
Class: Heavy, Assault, Championship
Chassis: Catapult (Heavy; Clan ER Large Laser, Large X-Pulse Laser), Sunder
(Assault, Championship; Heavy Gauss Rifle, Clan LRM 20, Clan ER PPC, 2 Clan ER
Medium Lasers)
Skills: An average pilot; it is dangerous when facing him in the Assault class
as it has the tendecy to place his Heavy Gauss slugs in your center torso. If
you can, destroy it from long range and keep moving.
Name: KAYLA TIRREL
Class: Assault, Championship
Chassis: Templar (2 Clan Gauss Rifles, Clan ER Large Laser, 2 Clan ER Medium
Lasers; camo)
Skills: Kayla is a good pilot, and the twin Gauss Rifles of her Templar are a
real pain, as she tends to fire both of them in your most vulnerable parts,
depending on the damage you took. Go for the Templar's head, is relatively
large and easy to strike.
Name: NAKO TOYUMA
Class: Assault, Championship, Grand Championship
Chassis: Fafnir (2 Heavy Gauss Rifles, 2 Clan ER Large Lasers, ECM; Kell Hound
camo)
Skills: The only Fafnir in the tournament (well, aside yours if you have one
and willing to use it), Nako is a dangerous pilot, not very aggressive but can
place its Heavy Gauss Rifles where he wants if he has a chance. It is an other
pilot who tend to be targeted, but the exceptional resistance of his Fafnir
usually allows him to destroy two or three opponents before going down.
Name: RICCARDO VECCI
Class: Assault, Championship, Grand Championship
Chassis: Daishi (2 Clan LRM 20s, 2 Clan LB-X 20 ACs, 2 Clan Streak SRM 6s; Ops
Cyan camo)
Skills: A very competent and aggressive pilot, Vecci and its modified Daishi
will be a thorn in your side since you encounter him in the Assault Class. His
weaponry is ammo-oriented and tend to be targeted by everyone of the field, but
expect him to destroy two or more opponents before going down or exahust ammos.
Name: MARCUS WILDER
Class: Medium, Heavy, Assault, Championship
Chassis: Shadow Cat (Medium; Clan ER Large Laser, Clan Ultra AC/20; Lowlight
Urban camo), Thor (Heavy, Championship; 2 Clan LB-X 20 ACs, 1 Clan LB-X 10 AC;
Lowlight Urban camo), Mad Cat Mk.II (Assault; 2 Light Gauss Rifles, 6 Clan
Machine Gun Arrays; lowlight urban camo)
Skills: Marcus is a pain. Do not close with its Thor when the match starts or
your 'Mech will be a scrap within seconds. Twin LB-X 20 ACs do a lot of damage,
but can engage only at close range and carry a limited ammo supply. Combined
with an other LB-X 10 AC, this 'Mech is devastating at close range, but, as
other 'Mechs on Solaris, it tends to run out of ammo very quickly.
Now, before a summary description of the matches (enemies are randomly chosen),
few guidelines for Solaris.
As it is a free-for all, no real tactics are needed, just go for the nearest
'Mech or the one firing at you. Always keep mobile, a stationary 'Mech in a
Solaris arena is as good as dead.
Financially sepaking, Solaris is a wonderland. In the lowest classes, if you
have a bit of experience, you should be able to win all matches without needing
to repair the 'Mech, and the pay is quite high even for low-weight challenges,
but do not expect to maintain your regiment with only Light or Medium class
incomings. Real money starts in the Heavy class, which is quite affordable for
all pilots. Of course, Assault and Championships pay very well, but, if you
survive, your 'Mech will need repairs. Also, Championships and the
Grand-Championship can be played only once through a single campaign. Other
matches remains available.
I reccomend to keep at least one 'Mech per class to jump from category to other
to minimize waiting times between repairs, or, if you want to sell all light
and medium 'Mechs, just be sure to pass the respective classes on Solaris, or
you'll be forced to buy a chassis to continue (never mentioned it, but I think
you understood that in a Light match you cannot use an Assault-class 'Mech,
right?).
I really conseil to at least access the Championships in Solaris, it is a good
(and fast) way to stock money and to please you favourite faction (this
selection can be made in the briefing screen).
Note that until you completed Werkne, class heavier than the Medium Circuit
won't be playable, even if you completed them all. After those missions, all
classes will be available (note: I'm still not sure if this depends on the
number of succesfull missions or this particular campaign).
Each Light match won gives +1 loyality to the chosen side; Medium matches 2,
Heavies 3, Assault 4, Championships 5 and Grand Championship 6.
Note also that you'll recieve a 100'000 C-Bill bonus for every kill you score.
Allan Mills (amills1@bigpond.net.au) sent this:
-------------------------------------------------------------------
I read your FAQ on Mechwarrior 4 Mercenaries and I had a few comments.
Firstly a cheat on how to make winning a lot easier in the Solaris Tournaments.
When the match begins, immediately shutdown your mech. Because you aren't
powered up you won't draw much attention from the enemy. This isn't permanent
of course, eventually someone will start firing at you but it's generally not
until most of the opposition is dead. I used this to beat the grand
championship on the second highest difficulty level. There were only three
enemies left when I powered up. Of course you need to choose your time
correctly, if you wait too long you are a sitting duck. It was a bit sad to
have to resort to this trick but I couldn't get better than third place by
fighting fair - for some attempts I was near death within 30 seconds just
because several other mechs decided to fire at me.
-------------------------------------------------------------------
The other comments were about Repair Bases and on the Puma 'Mech...interesting
tactic, but basically I'm for the brainless assault of everything moving in a
Solaris arena, though it might be useful...as far as I know, however, if you
shutdown when it started to fire at you, it will continue to engage you...maybe
it works only at the very beginning.
Lai-Man Sung (irishsumo2002@yahoo.com) sent me some mails, in the first he told
he was disqualified in Solaris, so I asked how it happened:
-------------------------------------------------------------------
In Solaris I was in the Jungle and ran for space, avoiding anyone shooting at
me. I got that comment from the guy about hiding being "okay in the field but
that's not the Solaris Way" - let him go fight Aisa Thatus!! After a short wait
when I closed on the last two opponents but didn't fire a shot, I was
disqualified!!
-------------------------------------------------------------------
Other words from Lai-Man Sung:
-------------------------------------------------------------------
I got Solaris heavy to open up after Exford, and Championship before
Wernke/Hesperus (depending on which you do first).
I noted your comments on falling over, and I have realised that I have never
been knocked over (and I so want to use the get-up button) but that I have seen
Thanatoses and other heavies fall over. I am a fan of BIG GUNS - the Ultra 20.
And two of my lance hit one with one each and a Clan Gauss. It went down.
PS. I'm currently trying to do Championship (after completing Assault) on
Solaris with a Victor max FF armour minus a bit on the legs, approx 70kph, no
jumping, 4x Clan ER medium lasers, 2x Clan Ultra 20s with extra ammo each. I
find I am agile and fast enough to throw the aim of the others off, can turn
inside the Daishis and Atlases, and the twin 20's dish out heavy hurt quickly.
With the slightly better speed of a lighter Assault mech I can avoid the others
and let them soften each other first. Though I was disqualified for not joining
the fighting once! This style of armament and fighting works even better on a
Highlander from the mech packs.
-------------------------------------------------------------------
----------------
--JUNGLE ARENA--
----------------
The Jungle, as its name suggests, is full of hills, trees and walls that
maximize close-range combats and use of ECM suites and agile 'Mechs. Type 1
arena is an hilly island with lots of trees and a great body of water that can
help with heat management. Type 2 arenas have a large lake, some high hills
and walls spread throughout the map.
The Jungle is dedicated to the Liao family and their Capellan Confederation.
LIGHT CLASS
Prize: 1,500,000 C-Bills
Entry Fee: 150,000 C-Bills
Arena Type: 2
MEDIUM CLASS
Prize: 2,000,000 C-Bills
Entry Fee: 200,000 C-Bills
Arena Type: 1
HEAVY CLASS
Prize: 2,500,000 C-Bills
Entry Fee: 250,000 C-Bills
Arena Type: 2
ASSAULT CLASS
Prize: 3,000,000 C-Bills
Entry Fee: 300,000 C-Bills
Arena Type: 1
CHAMPIONSHIP
Prize: 3'500'000 C-Bills
Entry Fee: 350'000 C-Bills
Arena Type: 2
-----------------
--FACTORY ARENA--
-----------------
The factory is full of undestructible debris, walls and building. As the
Jungle, use of ECMs and close range weapons is suggested, but there are more
chances to snipe the enemy than the previous arena. Type 1 has some bodies of
water and a large area with walls and debris, and it is relatively flat. Type 2
is circled by a stream of underground lava (it does allocate heat: you'll ear a
strange sound when your 'Mech is walking on heat-rising terrain) has a more
rolling terrain and less obstacles than the other type.
LIGHT CLASS
Prize: 1,500,000 C-Bills
Entry Fee: 150,000 C-Bills
Arena Type: 1
MEDIUM CLASS
Prize: 2,000,000 C-Bills
Entry Fee: 200,000 C-Bills
Arena Type: 2
HEAVY CLASS
Prize: 2,500,000 C-Bills
Entry Fee: 250,000 C-Bills
Arena Type: 1
ASSAULT CLASS
Prize: 3,000,000 C-Bills
Entry Fee: 300,000 C-Bills
Arena Type: 2
CHAMPIONSHIP
Prize: 3'500'000 C-Bills
Entry Fee: 350'000 C-Bills
Arena Type: 1
------------------
--COLISEUM ARENA--
------------------
The Steiner arena on Solaris, the Coliseum is a large, relatively flat arena
with few understructible obstacles that lets all kind of 'Mechs to favor which
combat style they prefer. The arches are only transitable by Light or Medium
'Mechs, don't waste time trying to pass with heavies. Type 1 arena has a body
of water running along the perimeter and an almost flat center "island" while
type 2 only small ponds and a more rolling terrain, with more buildings.
LIGHT CLASS
Prize: 2,000,000 C-Bills
Entry Fee: 200,000 C-Bills
Arena Type: 1
MEDIUM CLASS
Prize: 2,500,000 C-Bills
Entry Fee: 250,000 C-Bills
Arena Type: 2
HEAVY CLASS
Prize: 3,000,000 C-Bills
Entry Fee: 300,000 C-Bills
Arena Type: 1
ASSAULT CLASS
Prize: 3,500,000 C-Bills
Entry Fee: 350,000 C-Bills
Arena Type: 2
CHAMPIONSHIP
Prize: 4'000'000 C-Bills
Entry Fee: 400'000 C-Bills
Arena Type: 1
GRAND-CHAMPIONSHIP
Prize: 10'000'000 C-Bills
Entry Fee: 1'000'000 C-Bills
Arena Type: 2
--------------
--NEW EXFORD--
--------------
Mission: JUNGLE PATROL
Pay: 6'586'000 C-Bills
Objectives:
* Search all Nav Points for the Clan Dropship
* Destroy all Clan 'Mechs
Heat Sink Efficiency: 95%
Employer: Kell Hounds
Side: neutral
Lancemates: 7
Allied Units: none
Profile changes: Nobility +4
Map Description: an hilly map, with a large river running along a canyon; the
area is a jungle, so it is filled by trees.
Notes: Medium and Heavy 'Mechs reccomended. Medium and close-range weapons
works fine. Piloting a 'Mech with a Beagle Probe can help, it can spot 'Mechs
running passive.
Just after your drop, a Shadow Cat, a Cougar and an Uller will show up; not
much threat if you are commanding an Heavy or even an Assault Lance, but be
careful, Clanners are savage warriors and use their 'Mechs in the best way
possible.
Go to Nav Alpha, you'll find a Vulture, 2 Lokis and a Shadow Cat patrolling the
area, with passive sensors only, so they'll show up on your radar only at close
range; trees and terrain feature make visual contact difficult at long ranges,
too.
As the 'Mechs a re gone, order your Lancemates to sweep all Nav Points; at Nav
Delta there will be a Thor and 3 Ryokens protecting few boats and some
supplies, but no sign of Falcon Dropships. Destroy the 'Mechs at the Nav Point
and mission will end.
Mission: STORM PATROL
Pay: 4'250'000 C-Bills
Objectives:
* Destroy all Clan Opposition
* Search all Nav Points for the Clan DropShip
* Destroy the Jade Falcon's Dropship
Heat Sink Efficiency: 100%
Employer: Kell Hounds
Side: neutral
Lancemates: 7
Allied Units: none
Profile changes: Nobility +4
Map Description: hilly map, full of trees and valley where to hide. Vicinities
of Nav Gamma are mined.
Notes: Heavy and Assault 'Mechs with a good variety of all weapon ranges.
Piloting a 'Mech with a Beagle Probe can help, it can spot 'Mechs running
passive as well as mines. When fired upon, mines will explode, allocating
damage to the sorroundings, so take them out from a safae distance (200 meters
are enough). You'll always get a bonus of 2'000'000 C-Bills for this mission.
Begin to move toward Nav Alpha. A Thor will show up. Concentrate fire and
destroy it quickly to Nav Alpha. From now on, it is always better to have your
Lancemates go first so that not all enemies will fire on you while your
Lancemates (looks like they have some problems in finding the right way to
navigate through the map) are still at the previous Nav Point.
Nav Point Beta is guarded by an Uller, a Cougar, a Ryoken and two Shadow Cats;
should be relatively easy to take them down, and you shouldn't get too much
damage from those 'Mechs if you keep mobile.
To reach Nav Gamma youll have to pass in one valley, which is mined: move
slowly and fire at all trees and plants, mines (noted as "object" on your HUD)
are hidden within them. They do an hefty amount of damage, not only to your
legs, but also to your torso, so destroy them or make your best to avoid them.
Nav Gamma is protected by three Shadow Cats and two Ryokens.
4 Harassers are also in the area, destroy them now to avoid having them at the
DropShip assault.
The Jade Falcon Dropship is at Nav Delta; it is active, and it is protected by
a Daishi, a Thor, an Uller and two Cougars; order your Lancemates to engage the
'Mechs while you take out the DropShip (remember to fire at the engine nozzles
to produce more damage).
Mission is completed when all Jade Falcon units are down.
Mission: BACKSTAB
Pay: 2'500'000 C-Bills
Objectives:
* Destroy all Jade Falcon Forces at Nav Point Alpha
* Destroy all Jade Falcon 'Mechs at Nav Point Beta
* Destroy the Jade Falcon Dropship near Nav Point Beta
* Destroy Brracks before Jade Falcon pilots escape (Optional)
Heat Sink Efficiency: 100%
Employer: Kell Hounds
Side: neutral
Lancemates: 7
Allied Units: none
Profile changes: Nobility -5, Infamy +12
Map Description: Nav Beta is set on an hilly island; the rest of the map is
ocean, with few landstrips with the Clan base. The Clan Dropship is atop of an
hill.
Notes: Negates "Beach Fight". Only available after beating "Storm Patrol". If
you succeded in destroying the barrack before being attacked, you'll get three
Thors, plus standard salvage. Heavy and Assault 'Mechs with lng range weapon to
counter the Clan's own extreme ranges.
Before beginning moving toward Nav Alpha, go to passive sensors you can avoid
to activate some Clan Heavies.
Nav Alpha has only two 'Mechs patrolling the area, two Ryokens: three Thors are
awaiting to be activated near the Clan Barracks that are visible from where you
come: to avoid making the pilots reaching the 'Mechs and making them active
(those are the three Heavies I was talking about), destroy the Barracks; this
will make the Ryokens discover your position, but there's little you can do
about it; from now on, you can also reactive your radar, your cover is blown.
Destroy the Ryokens, but leave the Thors intact, they will be a good salvage.
There are also 6 Harassers patrolling the area, destroy them before engaging
anything else.
Order your Lancemates to reach Nav Beta and follow them. Star Colonel Aisa
Thastus will lead in combat a Mad Cat Mk.II, two Vultures, a Thor and a Nova
Cat once you have visual on the Dropship. Destroy the Clan 'Mechs, then go for
the Dropship: it is active, but will fire only once in a while if you don't get
too close.
As the DropShip explodes, mission will be over.
Mission: BEACH FIGHT
Pay: 5'000'000 C-Bills
Objectives:
* Destroy all Clan Opposition
Heat Sink Efficiency: 95%
Employer: Kell Hounds
Side: neutral
Lancemates: 7
Allied Units: none
Profile changes: Nobility +8
Map Description: relatively flat map, near the ocean, so try to take full
advantage of that to cool down.
Notes: Negates "Backstab". After this mission, Star Colonel Aisa will join your
forces. Pretty salvage for this mission. Deploy your best Heavies and Assaults
with long-range weapons. It is possible to do the mission even with less than 7
Lancemates (the last time I did with 5 Lancemates, all in Assault and Heavy
'Mechs), but only if you and our Lancemates are experienced. Only available
after beating "Storm Patrol".
Star Colonel Aisa Thastus will issue a Trial of Possession for this peninsula.
She brings two full Stars of Heavy and one Assault Clan 'Mechs, a Thor, two
Lokis, a Nova Cat, a Mad Cat, four Vultures and her own Mad Cat Mk.II. The
first 'Mech to show up will be a Vulture; concentrate fire on it to quickly
take it out, the Nova Cat, an other Vulture and the Mad Cat will arrive shortly
after, followed few seconds later by the rest of the Clan forces; Aisa Thastus
will be the last to engage combat. After the first Vulture is down, issue free
engagement and let your Lancemates take care of their nearest 'Mech.
As the last Clan 'Mech goes down, mission will be over.
----------
--WERNKE--
----------
Mission: BLACKOUT
Pay: 8'050'000 C-Bills
Objectives:
* Destroy the HPG Trasmitter at Nav Poitn Beta
* Desotry all Davion 'Mechs
* Destroy all Davion Vehicles and all Inhabited Buildings (Secondary: 800'000
C-Bills bonus)
Heat Sink Efficiency: 180%
Employer: Steiner Military
Side: Steiner
Lancemates: 7
Allied Units: none
Profile changes: Steiner +9, Infamy +21
Map Description: a canyon runs throughout the map and leads to the bse you have
to take out. This can be a bad thing for slow 'Mechs as it limits field of
vision as well as mobility.
Notes: Note the high heat sink efficiency, almost doubled. You can drop Heat
Sinks for more weapons, equipment or speed, it's your choice. Heavy and Assault
'Mechs works fine for the assault. Note that you won't be able to lock on your
HUD any target, nor your radar will work as Steiner forces are jamming all kind
of long-range communications. The base at Beta is protected by Calliope
Turrets.
Begin moving toward Nav Alpha: you'll be intercepted by six Quad Panzers: order
your lancemates to take them out then to attack their nearest threat. Finally,
move them to Nav Beta; follow them, and engage all 'Mechs coming out from the
base; you'll might want to deal with the Calliope Turrets (there should be four
of them) at long-range before engaging the 'Mechs, or they will continue to
fire a barrage of LRMs.
The base is defended by an Heavy Lance, composed by an Awesome, a Black Knight,
a Catapult and a Hellspawn. Take them all out, then, if you want, destroy all
vehicles fleeing from the base (three: one unarmed Vedette, a Cargo Truck and a
Humvee) and all hostile buildings (marked in red on your HUD). Mission is over
when you destroy the HPG station.
Mission: NIGHT OP
Pay: 5'250'000 C-Bills
Objectives:
* Get Close and Scan the Buildings at Nav Alpha
* Get Close and Scan the Buildings at Nav Beta
* Get Close and Scan the Buildings at Nav Gamma
* Destroy Power Plant at Nav Point Delta
* Escape to Nav Point Epsilon
* Use Stealth and Remain Undetected (Optional)
Heat Sink Efficiency: 180%
Employer: Steiner Military
Side: Steiner
Lancemates: none
Allied Units: none
Profile changes: Steiner +11, Infamy +8
Map Description: a rocky terrain with few high hills and some craters where to
hide. Nav Alpha is directly in front of you and it is not protetcted by any
turret; Nav Beta and Gamma are in the same complex and are protected by
Calliope Turrets. Heavy Lances lurks in the area.
Notes: a fast Medium 'Mech with ECM and maximum armor or your best Assault with
maximum armor and firepower...better if equipped with an ECM; remember that you
can mount additional weapons due to the high heat sink efficiency. Long-range
weapons works great. Only available after beating "Blackout"
There are two ways to play this mission: both are hard and requires a lot of
skill; if you are able to complete the Grand-Chapionship on Solaris VII, you
can play the mission as a pure assault, and, in fact, it is technically the
easiest way to play it: ignore passive sensors and as soon as the first enemy
'Mech comes into range, let a full salvo of your long-range weapons loose at
it. However, it won't be easy: there are other 'Mechs in the area, ranging from
Light to Heavy, and are piloted by veteran and elite pilots, plus three
Calliope Turrets. It won't be easy, but if you can do it, Solaris will look
like a trip in the park.
The other way is to use stealth. Indeed it is difficult, and requires a great
control of your 'Mech, plus speed, an ECM Suite, passive sensors and a bit of
luck.
Even before your first pace on the battlefield, you have to chose: go in passve
mode and trael as fast as you can to one crater to your right; Nav Alpha is
guarded by a Catapult and a Draon; it is also possible that your 'Mech will be
automatically stopped if have never been spotted when you first have visual
contact on the Catapult. Also, if you are going to be spotted (a very likely
occasion during the scan at Alpha), a message will blip on the screen; the only
way to remain undetected is to keep passive sensors online and to go away as
fast as you can; shutting down won't work at all. If you are spotted, the two
'Mechs will call for support: 2 full Lances, composed by a Catapult, a Loki, 2
Cougars, an Hellspawn, 2 Uziels and a Chimera. It would be easy to destroy them
if you had at least one lancemate, but you don't, and all will go after you,
that's why only Assault class 'Mechs can hope to survive such attack. The nice
thing is that without this force, the only remaining things that can fire on
you will be an handful of Calliope Turrets at Nav Beta and Gamma; as they are
not placed on ridges, they'll be able to fire at you only at pointblank range,
which is a good thing.
It is not sure, but looks like the 2 support Lances lurks at Nav Beta and
Gamma; if you are playing the mission trying to keep a low radar profile, do
your best to remaing undetected until you scanned Nav Alpha, then kick into hi
gear and scan Beta and Gamma has fast as possible.
Destroy the Power Plant isn't as hard as it could seem, the firefight could
probably took it down even before the objective is assigned, though to complete
the objective continue to circle around it firing whatever you can; after the
Plant is down, head to Nav Epsilon for retreat.
If you destroyed all enemy forces (you have all my respect), just go and scan
those buildings; scanning is simple: just approach the designed buildings
(indicated as targets in your HUD) and stay within 100 meters until scan is
complete (20 seconds). If you interrupt the scan by moving away, you'll have to
restart all over.
There's Lai-Man Sung (irishsumo2002@yahoo.com) own tactic for this mission:
-------------------------------------------------------------------
Get a fast Assault mech (Victor, Awesome, Sunder & Gladiator I think are the
fastest). Max the speed and armour. Put a couple of weapons on it that will
blow the fuel tanks with one shot (PPC or a big gun). ECM, AMS and IFF if
possible too.
Assuming you start to the south of the plant, while the first two mechs (Dragon
and Catapult) pass in their clockwise racetrack patrol pattern I scoot over to
the east, directly south of where they turn. Their pattern extends well to the
west, so after the Catapult goes to the west, run to Alpha. I normally stay on
the far side of the building hidden by one of the wings (though the warning
still appears - dunno if this is a bug as I am hidden by the building and they
don't start shooting). Once Alpha is done leg it over the hill and you see a
lance of mech lights passing through the buildings. Stay behind the big factory
until they go (just wait) then run to the other two buildings for the scans.
The problem I found is that the Calliopes are beside the last building and have
a habit of blowing it up when you are beside it. I normally try to take at
least one of them out while waiting for the scan to finish. All hell will have
broken out by now so run at the tanks, blow them u p and run for pickup - j
inking left and right while looking back helps avoid the missiles.
Still hate the mission!! Gonna try it in a mech killer. This is definitely the
hardest mission in the three games, though trying to stop Peter Steiner killing
himself in 'Overlord', the 'Hacker Run' and the last light mission in Black
Knight are also bad.
-------------------------------------------------------------------
Ah yes, he pointed out that I didn't warned enough that this mission is very
difficult. People, this mission is pure evil! No wait, that's a bit too
much...ok, it is VERY difficult, second only to the last missions in
MechWarrior 2: Ghost Bear's Legacy (and that's true).
Mission: 'MECH WORKS ASSAULT
Pay: 10'285'000 C-Bills
Objectives:
* Destroy Listening Post at Nav Point Alpha
* Destroy Factory at Nav Point Gamma
* Destroy Factory at Nav Point Delta
* Destroy all Enemies in the Area
* Destroy all Templar prototypes (Secondary: 1'000'000 C-Bills bonus)
Heat Sink Efficiency: 180%
Employer: Steiner Military
Side: steiner
Lancemates: 7
Allied Units: none
Profile changes: Steiner +15, Davion -15
Map Description: a rocky terrain with few high hills and some craters where to
hide. Nav Delta and Gamma are protected by Calliope Turrets.
Notes: Only available after beating "Night Op". Davions will blacklist your
unit for this all-open attack. Deploy Assault and Heavy 'Mechs with a mix of
long and close range weapons.
Begin moving toward Nav Alpha and engage the reinforced Light Lance placed
between your Droppoint and the Nav the, 3 Cougars and 2 Hellhounds; you should
be able to destroy the 'Mechs from long-range before being into the turret's
firing range.
The Listening Post is protected by a Thanatos plus 3 Calliope Turrets; except
also four Quad Panzers and 6 Stilettos to come in aid of the defenders; the
vehicles won't pose a great threat, especially the Stilettos, they all come
from the same direction and too delayed to pose a real threat; long-range
'Mechs should be able to take them out before they can drop bombs, thouhg the
extreme range of their ACs let them score one or two hits before going down.
Once the defenders are gone, destroy the strucutre at Nav Alpha and proceed to
Nav Beta, protected by two Victors and 2 Catapults; these 'Mechs pack quite a
long-range punch, so destroy them as fast as you can before they place too many
Gauss slugs or missiles on your 'Mech.
The base at Nav Delta is heavily defended by two Assault lances, though they
are placed in separate sectors and they won't do mass attacks; three Calliope
turrets defend a Factory, but they do not pose a real threat. The first ance
you should encounter is composed only by Templars, the second by two Templars
and two Vultures. They don't really pose a threat if you used all Lancemate
slots, but do not understimate them, Templars pack quite a punch and the
Vultures are very accurate with LRM fire. There's also a Templar prototype in
the area. It is armed and operation, though seems it is not prone to engage in
combat.
Destroy the factories at the various Nav Points and mission will be over.
Mission: MOONLIGHT
Pay: 6'586'000 C-Bills
Objectives:
* Investigate the Davion Supply Depot at Nav Point Alpha
* Destroy the mercenary Dropship
* Destroy all Enemy Vehicles at Nav Point Alpha
* Destrot the Black Cobra's 'Mechs
Heat Sink Efficiency: 180%
Employer: Kallon Industries
Side: Davion
Lancemates: 7
Allied Units: none
Profile changes: Davion + Infamy +
Map Description: hilly map, with canyons and a relatively large flat area at
the center of the map. An other flat area, higher than the first houses a
spaceport.
Notes: Negates "Blackout". Heavies and Assault 'Mechs will give yu an edge in
this battle. Mix long- and close- range weapons or configure 'Mechs for
specific roles.
Begin to slowly advance toward Nav Point Alpha. An Uller (remember that it is
cover by an ECM Suite) will power up on the ridge to your left. Destroy it,
then resume advance and engage the vehicles and 'Mechs in the area (2 Uziels
and a large group of Bulldogs, Condors, Harassers, 2 LRM Carriers and 2
Demolisher IIs).
You should also be able to spot a powering-up DropShip, which ahs to be
destroyed. Take it don while your Lancemates will take care of the vehicles.
After the Dropship and the vehicles are gone, the remaining units of the Black
Cobras will show up, including Colonel Burr himself, in a Thor. The other Cobra
'Mechs are three Ryoken, 2 Chimeras, 1 Argus and 1 Uziel. Order to each
Lancemate to engage one target; you should have the most performing 'Mech, so
go after Burr's Thor, then help your Lancemates in dealing with the other
'Mechs (Ryokens and the Uziel should go down first, they are the most dangerous
'Mechs that the enemy has). When the last of Burr's Black Cobras is down,
mission will be over.
Lai-Man Sung (irishsumo2002@yahoo.com)'s advice:
-------------------------------------------------------------------
PS. Moonlight' - The dropship can be destroyed without any danger by going left
around the mountain instead of right (where the tanks all come from) and
hitting it at 900+ metres. Or, if going right, there is a ledge and a small
hillock to shield you that will let you shoot the very top of the dropship
while it cannot hit you. The advantage I find is that both your lances can be
on top of Burr as he appears and massed fire can burn down both his lances.
However, he will not appear until you walk a little onto the plateau, away from
the narrow gully approach - I leave my lance there until he appears and then
shoot him.
PPS. Colonel Burr fights on the side of Davion in the books and helps out with
the defence of the St Ives Compact against Sun-Tzu - bit of a change in
allegiance from him!!
-------------------------------------------------------------------
Mission: COUNTRY LIFE
Pay: 9'678'000 C-Bills
Objectives:
* Defend the Davion Communications Center at Nav Point Alpha
* Destroy enough Enemy 'Mechs to Force Retreat
* Protect all other Buildings (Secondary: 950'000 C-Bills bonus)
Heat Sink Efficiency: 100%
Employer: Davion Military
Side: Davion
Lancemates: 7
Allied Units: Laser Turrets (4)
Profile changes: Steiner -10, Davion +10, Nobility +10
Map Description: hilly map, but relatively flat, with plenty of space for
maneuvering and sniping. There's a river running near the base you have to
protect but you won't have any good chance to use it to cool down.
Notes: Only available after beating "Moonlight". Heavy and Assault 'Mechs only,
with both long- anc close- range weapons.
Immediately order your Lancemates to go at Nav Alpha; follow them and take out
the Nightwinds and the Peregrines attacking the base turrets; these turrets
won't be able to effectively reply to the helicopters, so you'll have to take
them down.
Now order to your team to reach Nav Point Beta; a Light recon Lance is
approaching the base to probe its defenses; take down as many 'Mechs you can
(there are two Hellspawns and two Ravens) before they retreat; shortly after
the 'Mechs retreat (or complete destruction), two Assault Lances (2 Catapult, 2
Awesomes, 2 Atlases, 1 Argus and 1 Thanatos) will begin moving toward the base;
move out and engage them. If you spared any 'Mech of the recon Lance, they will
join the attack.
There's no need in destroying them all, when losses are over the 65-70% they
will retreat, though it is possible to destroy them all to have a good salvage.
Once all 'Mechs are history or have fled, mission will be over.
Mission: 'MECH WORKS DEFENSE
Pay: 11'716'000 C-Bills
Objectives:
* Defend the Listening Post at Nav Point Alpha
* Defend the Factory at Nav Point Beta
* Defend the Factory at Nav Point Gamma
* Defend the Templar Prototypes (Secondary: 1'000'000 C-Bills bonus)
Heat Sink Efficiency: 180%
Employer: Kallon Industries
Side: Davion
Lancemates: 7
Allied Units: Templars (4), Calliope Turrets (4), Quad Panzers (6)
Profile changes: Steiner -10, Davion +15, Nobility +7
Map Description: Generally flat map.
Notes: Only available after beating "Country Life". You'll get two Templars
after this mission. Deploy your best Assault and Heavy 'Mechs with long-range
weapons.
Order one Lance to stay at the base while you and the rest of your force go to
help the Calliope Turrets at Nav Alpha to protect the Listening Post, which is
under attack by 3 Hellhounds and one Ryoken. Once 50% of these 'Mechs are gone,
the rest will flee, there's no need in engaging them all, they won't return;
instead, go back immediately to the base, a Steiner Assault Lance is
approaching. Order your Lance portecting the base to engage the nearest threat
while you reach them, then issue to the rest of your Lancemate to engage; the
first Assault Lance is composed by 2 Hauptmanns and 2 Highlanders; also, the
Templar Lance will go weapons-hot and will help you in protecting the base.
A second wave of Steiner forces will enter the area: 4 Gladiators and 4
Demolisher IIs will now try to break the base defenses; concentrate fire to
quickly destroy all of them, a third Assault Lance (2 Hauptmanns and 2
Highlanders) is on its way, followed by 6 Nightshades; base turrets should be
able to destroy the airplanes, so concentrate on 'Mechs, then go for the
Nightshades. As the last Steiner unit goes down, mission will be over.
---------------
--HESPERUS II--
---------------
Mission: ESCORT
Pay: 6'135'000 C-Bills
Objectives:
* Escort Convoy to Nav Point Alpha
* Escort Convoy to Nav Point Zeta
* Escort Convoy across the bridge at Nav Point Beta
* Escort Convoy at Chackpoint at Nav Point Gamma
Heat Sink Efficiency: 100%
Employer: Defiance Industries
Side: Steiner
Lancemates: 3
Allied Units: Cargo Trucks (5), Argus (1), Bulldogs (2), Mobile Turrets (2)
Profile changes: Steiner +9, Nobility +4
Map Description: A series of canyons describes a road throughout the map. At
Nav Beta there's a bridge; Nav Gama is protected by an Argu, two Bulldogs and
two Mobile Turrets.
Notes: negates "Raid". Fast Heavies (around 70 kmh) with long-range weapons.
Top-weight Mediums can work fine too.
Begin moving toward Nav Alpha; you'll be welcomed by a Shadow Cat (it tends to
jump to clear out the ridges, making of it an easy target). Once that 'Mech is
down, two Thanatoses will try to intercept the convoy from behind; break
formation with the convoy and intercept them before they get too close;
meanwhile the convoy will stop in the proximity of Nav Beta.
Once the raider are gone, reach the convoy and tell your Lancemates to wait
with the convoy while you go and check the bridge; do not go on the bridge, use
the small lake beside; once you are near Nav Beta, the bridge will explode and
two Demolisher IIs will power-up: ignore them for now and tell your Lancemates
to engage the incoming Cougar; they should do a fast work of it, but be
careful, the convoy will resume travel to reach Nav Zeta, an alternative route
plotted by Castle when the bridge was destroyed. Quickly reach the convoy once
the Cougar is down and intercept the forces at Zeta, a Shadow Cat and four
Bulldogs; you should make short work of them. Now follow the road and proceed
to Nav Gamma; make your best to outrun the convoy: near the Nav Point, 6
hovercrafts (3 Condors and 3 Harassers) will show up, escorted by two
Bushwackers: quickly destroy the hovercrafts and engage the Bushwackers before
they target the convoy.
As enemies are destroyed, reach Nav Gamma and await here the convoy to end
mission.
Mission: ASSAULT
Pay: 7'540'000 C-Bills
Objectives:
* Destroy Communications Equipment at Nav Point Alpha
* Destroy Barracks at Nav Point Beta
* Destroy Hrothgar Dropship at Nav Point Gamma
* Destroy all Hostile Forces
Heat Sink Efficiency: 100%
Employer: Steiner Military
Side: Steiner
Lancemates: 7
Allied Units: none
Profile changes: Steiner +11, Davion -9, Infamy +7
Map Description: An hilly map, with some ridges with Calliope Turrets on them,
a river and some relatively large flat areas where the Davion installations
are.
Notes: available only after having beated "Escort". Assault and Heavy 'Mechs
with long-range weapons are best suited.
Begin by moving your lancemates to Nav Alpha, which is protected by a Mauler
and some Peregrines. Before engaging this force, or while your lancemates do,
you might want to take out all Calliope Turrets on the ridge to have more
tranquillity in taking out everything that needs to be destroyed. Be sure to
have all of them offline before engaging the Dropship at Gamma, however.
Beta is guarded by 2 Victors and few Peregrines, and will probably come to help
their allies when under attack. These 'Mechs aren't really a threat, but do not
understimate the Victor's twin Gauss Rifles.
In the area there will be an other Mauler escorted by two Hellspawn, take them
out before engaging the Dropship at Gamma, whic will powerup shortly your drop,
so use to usual tactic of long-range attacks directed to the engines and keep
moving to minimizing damages. Once all objectives have been completed, mission
will be over.
Mission: 'MECH WORKS DEFENSE
Pay: 10'150'000 C-Bills
Objectives:
* Defend Weapons Integration Lab at Nav Point Alpha
* Defend Armor Integration Lab at Nav Point Beta
* Destroy Dropships at Nav Point Gamma
Heat Sink Efficiency: 100%
Employer: Defiance Industries
Side: Steiner
Lancemates: 7
Allied Units: Calliope Turrets (6), Zeuses (2) Fafnir (1)
Profile changes: Steiner +1, Davion -10, Nobility +9
Map Description: the Steiner base is in a valley sorrounded by hills and filled
with trees. Nav Gamma is on a highland with few places to hide.
Notes: If you accept to do this mission, you'll never get any from contract
House Davion; available only after having beated "Assault". You'll get a Fafnir
after this mission, for free. Deploy your best Assault 'Mechs, configured for
massed long-range firepower.
Davion forces are mounting an assault to capture everything possible on the
Fafnir, the latest addition to the Steiner military. The base is heavily
defended by Calliope Turrets and Steiner Assault 'Mechs, including a working
Fafnir. Davion units will attack in waves of Lances from all sides. Remember
that is a 'Mech explodes near a building, it will collapse, a pretty annoying
fact if it's one of the buildings you have to protect.
The first unit to show up will be three Templars, you should be able to heavily
damage them from long range even before they enter the base perimeter.
Once they are down, a Lance of 3 Cougars and one Uziel will attack; probably,
the Steiner 'Mechs will engage them and heavily maul them before you'll be able
to place a shot on them, but it's always better to move out and intercept them.
The last Lance, for now, will enter the are near Nav Beta: two Black Knights
and two Longbows will be dangerously near the Armor Integration Lab, be sure to
take them out while the are away from that building, or if they explode, you'll
have to replay the mission.
After this third wave Castle will inform you that Davions are dropping on
planet with two Hrothgar DropShip with the Heavy Guards aboard, something that
you cannot stop even at full force, so it is imperative that the Dropships are
destroyed before they can deploy any 'Mech; the landing point is marked as Nav
Gamma.
There are two other Black Knights and two other Thors between the Steiner base
and Nav Gamma, take them out as quicky as possible and head toward the
Dropships, which are descending: to quickly destroy them target the engines
from long-range: if you and your lancemates fire at one Dropship per time, you
should be able to down them both before they touch land. However, the Dropships
will release three other Thors to secure the landing zone: order one of your
Lances to take them out while you and the rest concentrate on any remaining
Dropship. Once both of them are destroyed, the mission will be over.
Max Ed says:
-------------------------------------------------------------------
In Mech Works Defence on Hesperus II it's not nececerly to destroy dropship in
the air as it's easy to notice. So it's highly recommended to destroy
"screening forces" first and then snipe landed dropships form range.
-------------------------------------------------------------------
Mission: RAID
Pay: 6'243'000 C-Bills
Objectives:
* Destroy all Factories and Warehouses at Nav Point Alpha
* Destroy all Factories and Warehouses at Nav Point Gamma
* Eliminate all Base Defenders
Heat Sink Efficiency: 100%
Employer: Skye Separatists
Side: Davion
Lancemates: 3
Allied Units: none
Profile changes: Steiner -4, Davion +11, Infamy +7
Map Description: Hilly map, with a road and depots located into a canyon and
connected by a river which can be used both as an alternate route and to cool
down 'Mechs during combat.
Notes: negates "Escort". Deploy Assault or Heavy 'Mechs with long-range
weapons.
Begin moving to Nav Point Alpha; the otupost before this Nav Point is protected
by a Mad Cat Mk.II and few aser and missile turrets, easy enough to take down.
To silence the turrets once for all, you can destroy the Turret Control Tower
that tops the outpost.
The first Steiner depot at Alpha is protected by 2 laser turrets (which can be
took out of commission by destroying the Control Tower) and two Mad Cats; split
your Lancemates evenly among the two 'Mechs and destroy them. Now you can
easily destroy the objective buildings.
Nav Beta is patrolled by a Shadow Cat; you can leave it be, if you want, it
doesn't count as part for the last objective (looks like that 'Mech is stranded
on a mountain or it just doesn't want to engage combat with you).
Just before Nav Gamma, 2 Vultures and one Black Knight will enter the area
trying to stop you. Take them out at long-range with massed fire, then return
to your course.
Nav Gamma, the last depot, is protected by laser turrets (again, take them out
by destroying the Control Tower), a Mad Cat Mk.II and two Mad Cats; split
Lancemates among them and take them out, then go and destroy all buildings.
Mission: STEALTH
Pay: 4'500'000 C-Bills
Objectives:
* Hide at Nav Point Alpha until Allies Draw Off Enemy forces
* Investigate Armor Integration Lab at Nav Point Beta
* Investigate Armor Integration Lab at Nav Point Gamma
* Get to the Extraction Point at Nav Point Delta
Heat Sink Efficiency: 100%
Employer: Davion Military
Side: Davion
Lancemates: none
Allied Units: none
Profile changes: Davion +15, Infamy +3
Map Description: the base is in a valley sorrounded by high hills. Other
smaller valleis are spread throughout the map, but all are large enough to
fully use long-range weapons.
Notes: Only available after having beaten "Raid". Use of a fast Heavy 'Mech
with ECM is reccomended, plus two or three hard-hitting, long-range weapons.
Vultures and Thanatoses work wonders in this mission.
Davion forces will draw off all enemy 'Mechs from the Steiner base; you'll have
to go in, scan the two Integration Labs, locate the Fafnir prototypes and get
off before the Steiner units return back.
It is highly recomended that before approaching Nav Point Alpha you'll go in
passive sensors to minimize detection.
Once you are at Nav Alpha, wait until Castle told you that all enemy 'Mechs are
gone; note that the base will still have a perimeter of active Calliope Turrets
plus few vehicles (2 Bulldogs and 2 Nightwinds) patrolling the area. There are
also 3 shut-down Thanatoses, but if you approach when Castle tells you so and
with passive sensors, they won't power-up until both Labs are scanned. You can
destroy the Calliope Turrets and the vehicles without worrying of making the
Steiner forces coming back earlier or to active the Thanatoses (note that if
you are running with passive sensors, turrets, vehicles and 'Mechs will attack
you only within 250 meters, 200 meters if you have an ECM suite).
The job is pretty simple: get near a Lab (100 meters), wait 30 seconds then
pass to the other, then head back to Nav Point Delta. While you wait, you can
destroy vehicles and turrets to minimize damage. It is possible that during or
shortly after the scanning of the second lab, the Thanatoses will begin to
power-up, but since you ahve done your job, kick in maximum speed to Delta.
Even if you are using a 'Mech slower than them, they won't follow.
Note: you can easily disable all turret by firing on the Turret Control Tower
placed to the left of the Communication Building, few degrees to your left from
Nav Alpha. This might alert all vehicles in the base, but no the 'Mechs.
James Kong submitted this:
-------------------------------------------------------------------
Hesperus II, Stealth mission
u say that the thanatossses are not active, but i
noticed that when i play the mission, they are active
but will not engage me until i finished scanning.
i took out the turrets from afar before moving into
the base which makes my life easier
-------------------------------------------------------------------
Mission: 'MECH WORKS ATTACK
Pay: 9'475'000 C-Bills
Objectives:
* Eliminate all 'Mechs and Vehicles at Nav Point Alpha
* Destroy all Base Defenders at Nav Point Beta
* Protect Technicians as they stel the Fafnir Blueprints
* Destroy the Weapons Integration Lab at Nav Point Beta
Heat Sink Efficiency: 100%
Employer: Davion Military
Side: Davion
Lancemates: 7
Allied Units: Transport Helicopter (1)
Profile changes: Steiner -15, Davion +15
Map Description: the base is in a valley sorrounded by high hills. Other
smaller valleis are spread throughout the map, but all are large enough to
fully use long-range weapons.
Notes: Only available after having beaten "Stealth". After this mission, you
won't be able to take any other Steiner contract. You'll always salvage a
Fafnir, an Argus and a Catapult in this mission. Deploy Assault and Heavy 'Mech
with long-range weapons.
Head toward Nav Alpha, a small outpost with two Zeuses, two Thantoses, two
Magis and 3 Mobile Turrets, which can be took down easily by destroying the
Mobile Turret Control. The other enemies shouldn't be a real problem, even
without issuing order, your Lancemates will engage them and will overrun take
with ease. 3 Nightwinds will come in help, but they won't last long, too.
The Steiner base is at Nav Beta and its sorroundings: it is protected by a
perimeter of Calliopes (I know, you probably destroyed them during the previous
mission, but I can't do nothing about that), plus few Bulldogs and Myrmidons;
however, the two Fafnirs you found in the previous missions are operative, and
they can be a real pain, due to their Heavy Gauss Rifles. Overwhelm them with
superior number and quickly destroy them before they do some serious damage.
Now take care of all remaing Calliope Turrets so that the Davion commando team
can land at Nav Beta and recover the blueprints. Castle will report that two
Heavy Lances are on their way to intercept you. The first will come out at Nav
Gamma, 2 Zeuses and two Longbows. Take them out with concetrated fire and head
South-West (in front of the Armor Integration Lab at Beta) and repel the second
Lance, equal to the first. This shouldn't take long, though these 'Mechs have
the tendency to go a bit too near the Integration Lab, which has to remain
intact until the commando has lifted off, so wait to destroy them if they are
too close.
Once the commando Helicopter has cleared the area, destroy the Lab.
Note: you can easily disable all turret by firing on the Turret Control Tower
placed to the left of the Communication Building, of course placed where it was
in the previous mission. You'll might have to destroy few turrets before being
into ER PPC/ER Large Laser range.
James Kong submitted this:
-------------------------------------------------------------------
i took out the calliope turret control tower from
afar. it is located somewhere in the base and u can
take it out from a far without engaging the turrets
(although u have to destroy at least two) before u can
take out the tower
-------------------------------------------------------------------
--------------
--NEW AVALON--
--------------
Mission: SPACEPORT
Pay: 17'560'000 C-Bills
Objectives:
* Destroy all Fuel Tanks at Nav Point Alpha
* Destroy all Communications Equipment at Nav Point Alpha
* Rendez-vous with Rabid Fox at Nav Point Gamma
* Secure Extraction Point at Nav Point Delta
* Rabid Fox must survive
Heat Sink Efficiency: 100%
Employer: Steiner Intelligence
Side: Steiner
Lancemates: 3
Allied Units: Swiftwind (1)
Profile changes: Infamy +8
Map Description: city map, but with straight, long and wide roads and open
spaces that can make a good sniping place. The unbuilt areas are filled with
trees and have some low hills; roadblocks are near Nav Delta. Yu'll start into
a small Spaceport sorrounded by turrets and high walls.
Notes: Available only if your are on the Steiner side (having beated "Works
Defense" on Hesperus II). Though Castle suggests fast 'Mechs equipped with
ECMs, your best Assault 'Mechs will work fine.
You'll begin in a Spaceport, just outside of a Talon class Dropship, sorrounded
by Calliope and Laser Turrets, plus 2 Osirises and some Nightwinds that will
take off from the Spaceport itself. Order your Lancemates to engage their
nearest threat and begin to destroy turrets and Nightwinds first, especially
target the inactive ones, so that you won't have to destroy them after.
When all hostiles in the area are gone, destroy thr Fuel Depot at Alpha and all
buildings shown as red on your HUD, which all are radio towers or radar
antennaes. As the objective is completed,
order your Lancemates to move to Nav Beta, and follow them.
Just few hundres meters past Beta, a Lance composed by a Mad Cat and 3 Ryokens
will powerup. If you haven't destroyed all Nightwinds at the Spaceport, the
remaining ones will lift off trying to intercept you. You should have been able
to destroy the 'Mech lance before engaging the helicopters, which poses only a
minimal threat to your 'Mechs, but surely are deadly against Rabid Fox, who
will show up when your reach Nav Gamma. He's driving a Swiftwind, and if it's
destroyed, the mission will be over; for the time being, you'll have to fend
off Light and Medium 'Mechs attacks in few waves. Rabid Fox will continue
toward Nav Delta, positioned just outside New Avalon City, near a farm (just
for your information: the two Combines harvesting can be ignored, they won't
dare suicidal attacks or something).
The first wave will come from Fox's behind: two Ravens and four Peregrines will
try to intercept it; due to the nature of your enemies, you shouldn't take too
much time to destroy them.
The second wave is composed by 2 Fleas, 2 Owenses, an Uziel and a Bushwacker.
Order your Lancemates to engage the Medium 'Mechs while you take over the Light
ones; when your lancemates ar done with the Mediums, direct them to destroy the
remaining light 'Mechs.
The third and last wave, 2 Fleas, 1 Owens, 1 Uziel, 1 Puma and 1 Bushwacker
have to be engage like the previous one, it won't pose a big problem, though
the Uziel and the Puma poses the greatests threat to Rabid Fox' Swiftwind and
your 'Mechs, as they mount double PPCs.
As you reach Nav Delta, mission will be over.
James Lee (supplanter@pacific.net.sg) sent me this, a faster way to ged rid of
the turrets at the Spaceport:
-------------------------------------------------------------------
for me, actually the 1st thing I did was to turn left and take out the turret
control near the guard tower. this one controls the calliope turrets. then turn
around to take out the other turret control in front of the fuel tanks. this
controls the laser turrets. viola! no more turrets. you can order your
lancemates to take out the nearest enemy during the process. next destroy the
air control towers followed by the inactive nightwinds. next take out the fuel
tanks and the red comms buildings. after you take out all the comms buildings,
you should be able to destroy the powered down mechs near the mech hangar w/o
triggering their power up.
if you do this, you'll notice that the these mechs will no longer appear later
in the mission when u're protecting Rabid Fox.
-------------------------------------------------------------------
Mission: HACKER RUN
Pay: 19'500'000 C-Bills
Objectives:
* Destroy all Base Defenders at Nav Point Alpha and Beta
* Extract the information on Katrina's Steiner Location from Computer Core at
Nav Point Beta
* Proceed to Extraction Zone at Nav Point Gamma
Heat Sink Efficiency: 120%
Employer: Steiner Intelligence
Side: Steiner
Lancemates: 3
Allied Units: Transport Helicopter (1)
Profile changes: Steiner +19, Infamy +12
Map Description: hilly map, with plenty of zones where to hide. The Davion base
is atop of the main hill, well defended by walls, Calliope Turrets, Strong
Point Defenses, vehicles and 'Mechs.
Notes: Available only after "Spaceport". Use your best Assault 'Mechs with both
long- and close- range weapons. Negates the New Exford campaign.
This mission is to retrieve Katrina's location. Extraction of the commando team
(Den Home) is secondary. Probably your extraction as well is, but only to the
Steiner High Command.
Begin heading toward Nav Alpha and engage the five Dragons that will show up
individually; concentrate long-range fire on them to quickly destroy them, then
engage the large group of Nightwinds coming from the base. Once they are gone,
resume your travel and order your lancemates to engage the turrets (especially
the Strong Point Defenses) before anything else, the Commando Team will
approach into a Transport Helicopter few minutes after you started the mission,
and if the turrets aren't down and the enemies are already engaging you, they
will target the commando Helicopter, and it won't last long.
The turrets aren't slaved to any Turret Control building, so you'll have to
take them down individually; the base 'Mechs are top Assaults with Light 'Mechs
and vehicles support, including other Nightwinds and Demolisher IIs; the 'Mechs
are two Ravens, 2 Osirises, one Mauler and two Atlas. To engage them, it's
better to assign to each Lancemate one target to keep them busy and avoid they
target the Transport Helicopter. Once those 'Mechs are down, destroy any
remaining turret and stationary Nightwind (there should be two of them, still
inactive, near the computer core building).
Den Home will touch down and will storm the computer core. You have to give
support to them for less than one minute as they access the core.
Other Nightwinds, as well as othr 'Mechs, will enter the area from the East. DO
NOT, repeat, DO NOT engage them, they will begin as Light and Medium 'Mechs,
like Ryokens, Uziels, Wolfhounds and Cougars, but will end with Atlases,
Daishis and Maulers. Instead, when Den Home transmits the planet's name,
immediately retreat to Gamma. Order your Lancemates to engage the turrets near
that Nav Point so that they won't get struck in the firefight with the new
Davion 'Mechs.
Den Home's helicopter will soon be destroyed, but they will find some APCs to
steal, but they won't last long against such a force.
Once you reach Nav Gamma, mission will be over.
-----------
--THARKAD--
-----------
Mission: OVERLORD
Pay: 15'745'000 C-Bills
Objectives:
* Destroy enough Steiner 'Mechs to overrun Nav Point Alpha
* Destroy enough Steiner Overlord DroShip near Nav Point Beta
* Destroy Enemy Forces at Nav Beta with Peter Steiner-Davion
* Protect Peter Seiner-Davion
Heat Sink Efficiency: 100%
Employer: Peter Steiner-Davion
Side: Davion
Lancemates: 7
Allied Units: Fafnir (1, piloted by Peter Steiner-Davion), Awesomes (2),
Sunders (2), Daishis (2), Atlases (2), Peregrines (4), Nightwinds (4)
Profile changes: Davion +19, Nobility +5
Map Description: hilly map, but with enough space to host large battles and
allows some sniping. Nav Alpha is on the other side of the valley from where
you start, Nav Beta and the DropShip on a highland after that valley.
Notes: Peter Steiner-Davion is on a Fafnir, if he goes boom, you'll have to
restart the mission. He will engage combat when you overrun Nav Alpha. Your
Lancemates won't engage the Overlord DropShip until all 'Mechs at Beta are
gone. Only available if you haven't played the Steiner missions on Wernke and
Hesperus II. Deploy Assault 'Mechs with long-range weapons.
You'll begin in the middle of the second largest engagement of the game: Davion
forces and Steiner forces will clash in the underlying valley for Nav Alpha.
Immediately order your Lancemates to engage their nearest threat and begin to
snipe out 'Mech coming from the other side of the valley. Davion pilots are
quite good and their 'Mechs aren't inferior to the Steiner's so they'll give an
help in overruning Alpha. Enemy helicopter won't pose a problem, Davion VTOLs
will engage them; concentrate on 'Mechs, sistematically destroying the heaviest
of them and slowly advancing toward Nav Alpha. A rough list of the Steiner
'Mechs here comprises 4 Mad Cats, 2 Awesomes, 2 Atlases, 5 Dragons, 2 Daishis,
2 Longbows and few LRM Carriers, plus the already VTOLs (Nightwinds and
Peregrines)
When Castle informs you that the Steiner are breaking up, climb on the other
side of the valley, destroy all reaming 'Mechs and turrets and join Peter
Steiner-Davion in the assault at Nav Beta, protected by 2 Daishis, a Longbow, 2
Atlases and some vehicles (Demolisher IIs and Myrmidons).
At Nav Beta there's also the Overlord you have to destroy. Do not close with
it, there are also two Strong Defense Points, take it out from long-range; your
Lancemates will accept engagement orders for the DropShip only when all Steiner
'Mechs are down. Engine nozzles are less vulnerable than the ones of the
Htrothgar-class, but still visible and are the weakest point of the DropShip;
when its lifebar in below 50%, it will blow up.
Mission: RESUPPLY
Pay: 16'890'000 C-Bills
Objectives:
* Supply Convoy must remain intact
* Secure DropZone at Nav Point Alpha
* Secure DropZone at Nav Point Beta
* Defend DropShip at Nav Point Delta
Heat Sink Efficiency: 110%
Employer: Peter Steiner-Davion
Side: Davion
Lancemates: 3
Allied Units: Cargo Trucks (4), Htrothgar DropShips (3), Overlord DropShip (1),
Awesome (1)
Profile changes: Davion +14, Nobility +5
Map Description: Some hills, but not high enough to block line of sight for
long-range battles. The road where the convoy travels favor those kind of
fights, too.
Notes: Only available after having defeated "Overlord". Deploy Assault 'Mechs
with at least 50 kph and long-range weapons, though Assault 'Mechs with at
least 60-65 kph are reccomended. You'll always get a 1'000'000 C-Bill bonus for
this mission. The convoy is formed by 4 Cargo Trucks and all have to remain
intact throughout the mission.
Begin heading to Nav Alpha: DropShip 2-5, commanded by Captain Doska, your old
friend from Halloran V, which will lay suppressive fire against a Lance of 2
Bushwackers and 2 Uziels. Help the DropShip in clearing the area, then wait a
little to intercept three Sunders coming from behind. They show up singularly,
so you can easily kill them with concentrated fire on one 'Mech per time.
As the last goes down, head toward Nav Beta; an Htrothgar DropShip, 2-4, with
an Awesome as its guard, is under attack by four Victors;
DropShip 2-2 will also signals heavy engine hits, but there's nothing you can
do about it (or I just wasn't too quick to save it).
You should be able to take one or two of the Victors attacking 2-4 down from
long-range, then the others will disengage from the DropShip and will intercept
you. Take them out, and repel the attack of two Vultures and two Thanatoses
coming from South-East. After this Lance, some NightShades will enter the area,
but shouldn't be a problem if you are near 2-4, the DropShip will be able to
shoot down few of them; these NightShades also tend to pass over Nav Point
Gamma, protected by Dropship 2-3, so you'll have little to worry about them.
Proceed to Nav Delta, where DropShip 2-1, an Overlord, is under attack by 2
Maulers and 3 Nova Cats. The Overlord boasts an impressive array of weapons
(you should know it by now), and at least two 'Mechs will go down; also the
Nova Cats tend to overheat a bit too much and they will be frequently shutted
down, offering stationary targets which await only to be destroyed.
Mission: CHECKMATE
Pay: 18'500'000 C-Bills
Objectives:
* Destroy Rear Guards at Nav Point Alpha
* Destroy All Hangars at Nav Point Beta
* Destroy the Air Control Tower at Nav Point Beta
* Peter Steiner-Davion must survive
* Assault the Main Gate at Nav Point Gamma
* Defeat Nondi Steiner and her Royal Guard
Heat Sink Efficiency: 110%
Employer: Peter Steiner-Davion
Side: Davion
Lancemates: 3
Allied Units: Victors (3), Fafnir (1, piloted by Peter Steiner-Davion)
Profile changes: none
Map Description: the Steiner Palace is at the center of the map. about 60% of
the map is urban, but you'll have little interest in going into the city. The
Palace is large enough for long-range firefights and is protected by long-range
turrets. There are a few obstacles but nothing to heavy.
Notes: Leads to the Davion ending. Deploy your best Assault 'Mechs with
long-range weapons. Only available after having defeated "Resupply". Peter
Steiner-Davion is on a Fafnir, if he goes boom, you'll have to restart the
mission. He will engage in combat after the Nav Alpha is secure.
Move toward Nav Alpha, which is protected by an handful of Bulldogs, two Pumas
and two Awesomes. There's an allied Victor assaulting the point, help him in
destroing all opposition found so that it will first give support at the
secondary gate near Nav Point Beta (be careful, there are two Laser Turrets
guarding it), then in the battle at Nav Point Gamma.
When you'll be near the secondary gates, two Awesomes and two Longbows will
show up. Try to lure them out of the palace gates so that the units at Beta
won't scramble. Destroying the four 'Mechs is quite easy, they tend to attack
in couples: issue different targeting orders to your Lancemates and let them
have it.
Proceed to Nav Beta: the units there (4 Nightwinds and 6 Stiletto) will
scramble and will lay suppressive fire to slow you down.
Destroy everything you have within range, then close with the remaining units
to destroy them. To access Nav Beta, follow the lowest road until you find a
natural ramp about 700 meters from Beta, then go up and destroy the two hangars
and the Air Control Tower.
Now proceed to Gamma, where Peter Steiner-Davion is engaging a Lance of two
Awesome and two Longbows. The easiest way to reach it is to proceed straight
toward the two Laser Turrets you hould have on your radar (being at Beta,
destroy them from long range), then turn left and proceed stright to Nav Delta.
You should get good opportunities to snipe out almost every enemy 'Mech before
going into the explade with Peter.
As these 'Mechs are down, Nondi Steiner, piloting a Hauptmann, and four Daishis
will power up just near the main palace complex.
Destroy the Daishis first (concentrate fire to destroy them faster), then go
for Nondi; she is quite a competent pilot, but her Hauptmann lacks really
strong punches; few well-placed salvos will took her down with relative ease.
The FedCom civil war is over. The Steiner faction has been defeated and looks
like the Steiner-Davion family, both Victor and Peter, will rule over the
entire Federated Commonwealth. You have signed up for a long-term defense
contract on Tharkad, but little you know that Terra would have been the center
of great events that would have stormed all know universe...
---------
--CARSE--
---------
Mission: WOLF TRIAL
Pay: 0 C-Bills
Objectives:
* Defeat all Clan Wolf 'Mechs and win the Trial of Position
Heat Sink Efficiency: 95%
Employer: none
Side: Steiner
Lancemates: 0
Allied Units: none
Profile changes: none
Map Description: the map is large, but you'll fight in a crater sorrounded by
Clan 'Mechs . The craters offers some protection, but is mainly flat.
Notes: Leads to Steiner ending. Use your best Assault 'Mech. If you won the
Grand-Championship or did "Night Op" on Wernke in the fight way, this mission
will be a breeze. For the low Heast Sink Efficiency and fast-paced combat you
might want to drop a Laser if you are running an energy-dependant 'Mech. Firing
on or near a standing 'Mech will make it active; getting close to any standing
'Mech will disqualify you. Only available if defeated "Hacker Run" on New
Avalon. Excludes "Griffon Base" on New Canton.
In Rabid Fox's plan, you have to become fight a Trial of Position to become a
Clan warrior, so that Khan Vladimir Ward of the Crusader part of Clan Wolf will
petition Victor Ian Steiner-Davion to let Katrina free.
Each Clan 'Mech will engage you after the previous has been destroyed unless
you fire upon on an inactive 'Mech. In that case, the attacked 'Mech will enter
the fight; these Clan warriors doesn't look too strong, but they are piloting
Heavy and Assault 'Mechs and you don't have any Lancemate that can draw fire.
The first warrior to engage you will be Jules Senders, on a unmodified Vulture;
rather easy, he offers good shots for its center torso; it should be gone in
two or three salvos without you taking damage (or taking only minor hits).
The second warrior will be Rhanda Stiles, on a Thor. As Sender, it doens't pose
a great threat.
The third warrior is Zel Vickers, piloting a standard Mad Cat. This time, the
pilot is quite aggressive and will continue to storm you with his pulse lasers
and LRMs. He also keeps mobile, but not that much to really make your aim
inaccurate. You should be able to place at least one salvo when he starts to
move.
Hans Noruff, on a Masakari. His PPCs can be a great pain, and Noruff is a good
pilot, too; his Masakari also offers a relatively small spot for its center
torso, try to close to make him ignore at least the LRMs; destroying the arms
might give you a better chance to win, as the Masakari has is PPCs and ACs in
there.
The last warrior is Manda Ruby, on a DireWolf. She's probably the easiest pilot
of all, she is not really aggressive, and you should be able to place one salvo
of you weapons when she activates.
Once all 'Mechs are down, mission will be over.
So you did it. You now are a warrior of Clan Wolf, eager to restart the march
toward Terra. However, little you know that Terra would have been the center of
great events that would have stormed all know universe...
--------------
--NEW CANTON--
--------------
Mission: GRIFFON BASE
Pay: 21'300'000 C-Bills
Objectives:
* Repel the Capellan Invaders from Griffon Base
* Destroy all Enemy 'Mechs (Optional)
Heat Sink Efficiency: 80%
Employer: New Canton Governor
Side: neutral
Lancemates: 7
Allied Units: Demolishers II (4), Bulldogs (12), Calliope Turrets (8)(this list
is far from be complete, too much mess on the radar screen)
Profile changes: none
Map Description: Griffon base is protected by high wall and has several
buildings inside; the base is also on a low hill. The rest of the map is a
succession of low/medium hills and valleys.
Notes: Leads to neutral ending. Deploy your best Assault and Heavy 'Mechs; note
the low Heast Sink efficiency value, if you are running an energy-dependant
'Mech, you might want to drop one or two Lasers for more heat sinks. Only
available if defeated "Hacker Run" on New Avalon. Excludes "Wolf Trial" on
Carse.
You'll drop just right over a battle between Stalwart Support, manning the
vehicles and the base turrets, and Capellan Forces led by general Wu Kan (hope
it's spelled correctly). There are lots of units already in the area, ranging
from helicopters to 'Mechs; here's a rough list:
3 Arguses, 5 Myrmidons, 2 Chimeras, 2 Thanatoses, 2 Black Knight, 4 Demolishers
IIs, some Condors, 2 Catapults, few LRM Carriers, 2 Vultures, a Loki and some
Nightwinds (this list is far from be complete, too much mess on the radar
screen). Order your Lancemates to engage at will and begin pounding away the
nearest enemy you have. Concentrate on 'Mechs, Stalwart Support will take care
of the vehicles.
Soon, Castle will designate Nav Beta and will tell you that an assault Lance is
attacking the rear perimeter to level the base. Tell three of your Lancemates
to disengage and reach the Nav Point, and engage the Lance (a Masakari, a
Sunder, a Mauler and a Mad Cat Mk.II). Not enough, other Capellan forces will
drop onto the newly-designated Nav Gamma; if you finished witht the Lance at
Beta, move all your Lancemates at Gamma, if not (more likely, you could be
still engaing the first Capellan team when the Assault Lance strikes Na Beta),
move the remaining Lancemates to nav Gamma and engage anything.
When the Lance at Beta is down, general Wu Kan will show up into an Atlas,
intimating you to surrender; ignore him and destroy it as soon as possible;
colonel Cho will then issue a full-retreat order; firing at one of the
retreating 'Mechs will make Cho reconsider its order and will try to re-engage
in combat. The Wu Kan/Cho force is composed by an Atlas (Wu Kan's 'Mech), a
Cauldron Born (Cho's 'Mech), an Hunchback, a Mad Cat Mk.II, a Thanatos, a
Masakari and a Mauler (still, a probably incomplete list). However, you should
easily gain the upper hand and defeat them easily.
Lars Wegerich (Lars.Wegerich@t-online.de) asked this:
-------------------------------------------------------------------
I saw General Wu riding a Gladiator. Maybe because I was
piloting a Gladiator myself?
-------------------------------------------------------------------
As far as I know, the game partially adapts enemy forces to the player's 'Mech
or entire force...as with other missions, it is probable that some 'Mechs were
"scaled down" to make the mission more balanced, but that's only a theory
Griffon Base is now secure, and it is yours. This place is a perfect center to
gain from the wars in the Chaos March, and soon your unit will equal an RCT in
firepower. However, little you know that Terra would have been the center of
great events that would have stormed all know universe...