Mechwarrior 2 Solution Game System: PC Cheat Category: Solution Game Company: Activision Game Category: Action Mechwarrior 2 The time will come when you should follow the guidance of the Keshik, but once you become more experienced, you will have to forsake his heavy guiding hand and strike out on your own. You must learn to use your lasers for small targets, and keep your missiles for distant strikes on the heavy Mechs. Don't fire them at moving Mechs from a distance, though, as this is their (and your) main tactic of defence from heavy weapons. So keep moving at all times. Before taking on the other warriors, you'll need to get to grips with the guns, the guidance system, and how to navigate effectively through the terrain. Ample opportunity is provided at your base to acquire these skills, but you need to concentrate hard during the training and be very careful. The trainers are condescending gits, and they'll really lay into you if you don't do as you're told. Part 1: Skills of the Wolf Clan 1. Yellow Mission: Codename Pyre Light Don't waste time setting up - stick with your Mad Dog Mech. It's great for this terrain. Head for NAV Epsilon, and do in the two Mechs you meet on the way to the chemical plant. Raze that to the ground, then prepare for an enemy advance from the east. You'll find the Mechs easy to blast from a distance, and you'll soon see how easy it is to polish them off if you lock on from a distance, and fire a couple of salvos as soon as they get into view. To finish off, make fast for NAV ZETA, and inspect the fire base by pressing 'Q' to target, then 'I' to inspect it. Then head straight east, and get picked up by your rescue craft before time runs out. 2. Orange Mission: Codename Flame Tongue Time to start ignoring advice. Go for NAV Gamma to start with, and blast the Big Momma who shows up near the Campsite. It's getting dark, and you can't see much, so press 'W' for advanced imaging. The big HQ's less easy. Blast the Turrets with your long range missiles, and don't move in until they're destroyed. Now head in and cut short the lifespan of the Stormcrow. Always give your lasers a chance to cool before you get into a big fight. On the way back, for more honour, kill the campsite near NAV Gamma off to the right behind a ridge. Jolly good show. 3. Teal Mission: Codename Blade Splint Now get customising. You must, must, MUST get Jump Jets, and be able to go faster than 110 kph. Then launch up, and move at full speed, trying to avoid fights. Go straight to NAV Beta - there ain't time to waste on NAVs ALPHA or GAMMA. You must inspect the Power Converter with 'I' before you blast it. Keep hiding in the city. The baddies won't see you. On route to the first NAV point, you'll get grief from three Kitfox Mechs. Hide to the left then kill them one by one. You must destroy the helicopter on the way to NAV BETA, as it has missiles. In the centre of the city you'll find four more Mechs, with a Falcon Summoner at the helm. Now find the bank at the crossroads using the satellite view. Stand in the middle of the cross and you should see a blue light between the buildings to the north-east. The Power Converter is the thing with the octagons. You need to inspect it (using ÔI') before you destroy it. In the open, if you move in big sweeping waves, the enemies won't be able to get a lock on you, so you may survive longer. And one last tip: when you need to scarper (you will), use your Jump Jets and clear off quick. 4. Taupe Mission: Codename Temper Edge You need the Jump Jets again for this mission, and missiles, and you must be fast (Jenna/Nova?). After launch, hack off to the north (point to 24) and blast the ugly threesome from a distance with your rockets. When you get to the T5 hang in there, and stay close. The waves of Mechs will try to head you off as you blast them, but don't let them lead you astray. Be patient, stay put, and take them out one by one as they come in close to you. 5. Jenny Mission: First Trial You're about to become a commander, and you must stay cool. When you meet the enemy, take out some limbs with big rockets before getting in close. Then cool down for a moment, go in there with lasers, and blast 'em. First Star: Don't let the first two Mechs draw you away. They may be fast, but their arms are useless. Stick to your path and keep enough time to shoot the star for phase two. Second Star: Start with Stormcrow, and blast off one of his legs. Then get the Gargoyle. Shoot off his arms, then smash him until he's no longer a problem, and kill the Stormcrow from behind. 6. Sable Mission: Codename Sable Flame Tricky one, this. You need to use the satellite view to locate the sensor dome, but you mustn't hit the dome or you'll fail the mission. Once you're at the NAV point, turn due west to find the dome. You have two Mad Dogs and one Hellbringer to deal with here. Stay close to the dome, and shoot them with your back to it. They'll try to force you to hit it by staying close to it themselves, but just run into them and they'll move. Having killed them, you suddenly get attacked from the west by two more Mechs. Move round and attack them from the south, then none of the shots will hit the dome and kill the survivors. Once they're dead, wait at the dome for the rescue ship to arrive. 7. Grey Mission: Codename Burning Chrome On the right are some kit foxes. Kill them. Go to the turrets, and one kilometre away, take one out. A Mad Dog should appear from the right. Take this guy away somewhere to kill him off. Now go back and get all the turrets you can see, leaving the one on the wall that you can't see from your vantage point. Now zap that solar array from one kilometre away with large lasers. If you're silly enough to approach the Array (or you don't have the lasers), then you'll need to deal with the Summoner. Be sure to shoot off his left arm first - it has a Gauss Rifle which could rip you to shreds. 8. Brown Mission: Scorching Sand Right, this one's easy. You need a Summoner, Jump Jets, long-range missiles, and long-range lasers. There are Stormcrows, Elementals and Riflemen here. First, use the lasers to take out the Jenners. Don't let them circle you. Next, use your jump jets to jump up to the closest Mesa's lowest ledge. Now jump from Mesa to Mesa following the path of the NAV points. Jump on the tall crescent Mesa that surrounds the mobile HQ. From there use the zoom function, and blast your long-range missiles at the turrets and the armoured cars. You'll need to use the 'Q' key to target these objects from such a distance. The Elementals that you'll see have really useless defences, so a couple of hits and they're dead. 9. Amy Mission: Your Second Trial This will be familiar. The set-up is just like the first trial mission, but much harder. The enemy Mechs have a Rifleman, which puts a damper on things, but with skill and determination, you should get there in the end. Keep cool, and don't get involved in a long chase. 10. Silver Mission: Codename Silver Staff Config: Try a Warhammer with PPCs and long-range missiles. Make sure your starmate has the same config too. This mission has very little time, so make haste. Strategy: Take the NAV points in order and be aware of friendly Mechs who should help you. Concentrate on the big targets. The chemical plant has a tall chimney, and this must be blasted. Targets will be added to your list of objectives. Inspect everything before you smash it, because you need to identify it all afterwards to be justly rewarded. The first two Mechs you meet in this level are a Gargoyle and a Dire Wolf. If you damage the Gargoyle, he'll try to run for help, so kill him quick. Don't let him take you to his starmates, because they'll destroy you easily. 11 Aqua Mission: Codename Aqualine Fire Config: You need a fast Mech with Jump Jets. Strategy: Take out one of the Stormcrow's legs, and then the Gargoyle's arms, and you're in there. The Gargoyle will run, but leave him. Get behind the Stormcrow and send him back to his maker. Now go to NAV Theta. When you get there, continue at 23 on the compass and the crashed drop ship will be there. Enter the crater and the enemy Mechs will follow you. Now identify the ship safely, wait for the data to download, and blow the whole thing up. You're really going to need missiles now, to blast over the lip of the crater and get the enemy Mechs. Streak missiles are best. You can then make a run for NAV Kappa to dust off. 12. Kim Mission: Your third trial Again, this is much like the other stars. For the first star you need to keep hiding in the hills for safety. First take out a leg each from the Stormcrow and the Mad Dog. Disable the last Mech in Phase 1, but don't kill it. Lastly, sneak up on the Gargoyles and attack them from behind before they get you. In the second phase, take off the Gargoyles' arms. Try to fight only one at a time. 13. Cyan Mission: Codename Cold Crescent There's a Mad Dog here, and he's got you sussed, so kill him before he can radio back and reveal you as an infiltrator. Once you're in the gate they'll recognise you as an enemy, so watch it. Head for the back, and you'll find a hidden vent. Take it out, enter the reactor and destroy the core. Run like mad and you can just avoid the nuclear shock wave. For this level, you'll need a custom Mech with a big engine that does at least 100 kph. Jump Jets will help you here. It's a good mission for heavy lasers, or laser/missile combinations. 14. Maroon Mission: Codename Velvet Hammer It's time for a Mech with lots of short-range weapons like machine guns, streaks, and pulse lasers. Turn right out of the hanger and, missing out the first NAV point, walk round to the left of the buildings and kill the Hellbringer. Go the same way as the limo and destroy all the Mechs ahead of time. Then return to the first NAV point for rescue. 15. Gold Mission: Codename Golden Spade Customisation: Go for three Warhawks, four ER lasers, and six ER medium lasers. Armour and Heatsinks are a must. You're going to get hot, but you've got to override that automatic shutdown. With loads of Heatsinks you'll be okay. In the arena of battle: You're going to have to delegate here. Give your starmates lots of targets to blast, and hang back yourself, giving them new ones every time they blast one. The shield generator is located at 30 degrees on the compass, somewhere around the palace. You'll need to turn on Light Enhancement to see it. Once it's destroyed, kill the rest of the Mechs. There's a tough Timber Wolf waiting for you at 27 on the compass. Sneaky tip: Identify the palace complex from outside the palace walls. Now shoot over the walls to destroy the palace. Then you won't need to meet the Mechs inside. 16. Irene Mission: Your Final Trial Here you'll have to use all the tactics you've previously learned. Take out the Rifleman, then go for the Warhawk. Good luck, old Warrior. An interesting thing to remember when playing MechWarrior 2 is that you're a Toad of Free Birth, so invent a good name name for yourself when you register. (Like FREEBIRTHTOAD, perhaps.) --------------------------------- Part 2: Clan Jade Falcon Mission 1 Codename: Silent Thunder Some missions are easier to do backwards! The NAV point system allows for completion in any order. Remember - the way it is written is not necessarily the easiest. From the drop-point, go to the last NAV point first. Once there, take out the turrets with long-range missiles (to avoid being hit, fire them from behind the bluff). The turrets are dangerous, and if you get too close, you're likely to get your nose singed! DO NOT fire on the communications array. If you do, then you wake up the sleeping Kit Fox who's hiding behind the mountain. Instead, sneak around and blow him away with long-range missiles. Then, you can destroy the com-link. After you've destroyed the tertiary target, the mining area, it's time to take out the HPG Uplink, thus severing the enemies communications and radar systems. Target the wall and the main unit as this allows the speedy destruction of the complex. For additional honour points take out the nuclear power plant near the uplink. Dust-off. Mission 2 Codename: Arkham Bridge An ideal mission for long-range missiles. Take the mountain path to the burning village, which is off to the left. Take out the first Mech with missiles, and then head for the industrial plant. This is where you need to practise shooting and turning on the move, as you continue up the path. Defend the plant with your missiles, and then proceed to dust-off. Mission 3 Codename: Mirror Cage Think carefully before you begin. A supplement of lasers and missiles is necessary. Try a summoner with three long-range missiles, a PPC and a large ER laser. Take out all enemy Mechs before dust-off. Mission 4 Codename: Bone Machine Again, a mixture of lasers and missiles is recommended. If you must go for an all- laser complement, choose a Mad Dog with three ER and three Medium. Take out the Hellbringer immediately. If you take too long with the kill, you'll soon have company. Best to make a quick job of it with missiles and head north-east where you'll meet a Kit Fox and Firemoth waiting south-east of the base. Blow them to dust with missiles and quickly return to base, where you'll find two enemy Mechs dropped off by a Wolf Clan drop-ship. Don't waste shots on the drop-ship. Get straight into blasting the Mechs - and don't hit the base! Mission 5 Trail 1 Use the centre of the arena as cover. Circle it (using the F3 overhead view to navigate), and keep the enemy on the other side, thus giving you cover and plenty of shots. Take off the Hellbringers' arms first, then focus on the cockpit of the Timberwolf for a head shot and be careful not to overheat! If you do have to shut down, you're as good as dead - so manage your weapons efficiently. Mission 6 Codename: Bouk Obelisk Take a Nova with ten Medium lasers. Jump jets help (you'll need at least two). Remember to use Group Fire and full armour. From the drop-point, proceed to 28 on the compass, where you'll find a Rifleman and a Nova in a crater. Take them out with missiles. The stranded Mech is directly north of the crater. Take out the enemy Mechs and forget about it. The wounded Mech will find its own way back to the base. Don't just stand there firing at the Mechs - it is important that you distract them - or your comrade will surely die. Mission 7 Codename: Umber Wall Choose a speedy Mech this time, and lead-foot it north. Go around the mountain where the train passes through and take out the Direwolf and Stormcrow that are lying in wait. A Jenner arrives to attack the hover train and you must take him out with all possible speed. Between the Jenner and the gunships, the Jenner is the real danger. Use your starmate to keep the aerial gunships at bay. Mission 8 Codename: Rogue Chariot Another mission that's easier to do backwards. That way, you'll spot the Mechs before they appear on the radar. Not that they're that tough, but every little helps, right? If you do follow the prescribed NAV order, then there's two Kit Foxes on top of the bridge. Don't worry about them - just take out the bridge and watch them burn. Turn and focus your attention on the nearby tanks. Missiles will do the trick. You'll find another two on your way to the Wolf Re-supply Base. Four grouped Medium lasers should take care of them. Following the destruction of the Core Heat Sink Array, you must reach a safe distance before it explodes. To do this, you must be using a Mech that can exceed 85kph, otherwise you'll have to use jump jets to avoid the blast. Mission 9 Trial 2 Use the centre of the arena as cover and circle, as Mission 5, using the F3 key to navigate. Keep your enemy on the opposite side and go for opportunistic attacks. Take out one of the Warhammer's legs first to stop him, and then slaughter him from behind with lasers. With the Gargoyle, go for his arms. He'll run off, but follow him and finish him off, once more, from behind. Remember to use your jump jets - they allow you to turn on the enemy with great speed. Mission 10 Codename: Plum Wine Missiles can be difficult to use in an urban scenario, so go for a fast, all-laser Mech. Bring a starmate to help you out. Don't forget - you must identify all staff- cars before destroying them - otherwise you will not satisfy the mission brief. Take out the two Mechs which attack you at the drop-point (how did they know you were coming?) and proceed North. To the left you will find a drop-ship. As you approach, turn right. You should see the enemy convoy. Destroy the guards and find the staff vehicles - blow them to pieces before they reach the drop-ship. Then head in the direction of the convoy. You'll find the second convoy and must again take out the guards first. There is no penalty for destroying non-staff vehicles, and once you've cleaned up just here you can either proceed to dust-off or return to the city for the munitions warehouses for extra points and to fulfil the tertiary objective. Mission 11 Codename: Rust Heart At the first NAV point pick up your convoy. As with previous guard missions, you must draw the enemy fire away from the convoy. Effective use of your starmate is essential in handling the numbers. Keep moving and remember: Protect the convoy at all costs. Mission 12 Trial 3 As with the other trials, but this time go for the largest Mechs first. Use your speed to run past them, then turn and fire (most Mechs have less armour at the rear). Use your missiles wisely - best to put them in a separate group and get a lock on your targets from a distance. Then it's just down to skill. Good luck! Mission 13 Codename: Armor Veil This is a tough one. You must have a Mech with jump jets to quickly intercept incoming enemy Mechs. Speed is of the essence, so remember to use the 'home' key to increase your ground speed, and make sure you have a complement of long-range weapons such as ER Long lasers. A Dire Wolf with four ER Long and six ER Medium lasers should do the trick. There are five enemy stars in this mission, and if any one piece of the airbase is destroyed, then the mission fails. You'll have to play it several times to learn where all the Mechs are coming from. The first star of Mechs will approach from the north-east. Don't be fooled - their purpose is to draw you away from the fire base. Fire upon them, but once they leave, let them go. If you can manage to blow off a couple of legs, then all the better for you later. The next group usually comes from the south, and the third rather rapidly from the north-west. This third group has missiles, so you'll have to take them out as quickly as possible. The fourth will then approach from the west, and these too have long-range missiles and will attack the tower. The fifth group will come at you from the south-east of the city, and hopefully you'll have enough left to destroy them... Mission 14 Codename: Iron Piston Use a heavy Mech and approach this mission as a sniper, drawing the enemies out and targeting them from cover. Go left from the drop-zone and take out the Firemoth. Then focus on the super-tough Battlemaster - it makes sense to get him out of the way as early as possible, before you've been weakened by the other Mechs. Mission 15 Codename: Bronze Anvil You'll need your buddies for this one. Take two starmates and arm yourself with jump jets, otherwise you'll find you're too slow to catch the convoy. Take out the tanks immediately, as they have powerful gauss rifles. Next, the helicopters, and following that, the Battlemaster. Don't forget to identify the Colonel before destroying him. Once you have, you must identify and destroy the staff cars amongst the convoy. If they reach the drop-ship, you lose. At the drop-ship you'll find two guard Mechs and three turrets. Send your starmates after the Mechs, and take out the turrets yourself. A heavy Mech with no heat sinks, ten machine guns and two tonnes of ammo per gun can get you through. Mission 16 Final Trial You know the drill for these trials now, so let's not repeat ourselves. Just two tips: shoot for the Marauder's legs and finish him of from behind, and destroy the Direwolf with a head-shot. Should you succeed you can indeed claim highest honours from the clan, safe in the knowledge that you have achieved a level of proficiency that many pilots can only dream of. Congratulations, warrior, you've done it!