MECHWARRIOR 2: 31st CENTURY COMBAT WALKTHROUGH by Briareos Kerensky ([email protected], briareos_CWE), ver 1.7 3/2/2001 Table of Contents 1-Introduction 2-Update History 3-History Briefing 4-Weapons Briefing 5-'Mechs Briefing 6-Vehicles Briefing 7-Formation Briefing 8-How to costumize a 'Mech 9-General Tactics 10-Multiplayer Tactics 11-Planets Briefing 12-Walkthrough 13-Cheats 14-Credits and misc ************** 1-INTRODUCTION ************** Activision produced three BattleTech-related videogames, and they aren't so different from each other. This is the first walthrough of a series of three, and most parts will be the same, especially weapons, costumization, tactics and 'Mechs sections. The other two documents of this series are MW2: Ghost Bear's Legacy (MW2's expansion pack) and MW2: Mercenaries (not exactly an expansion pack, but very similar, though it is a stnad alone product...). If someone is going to write me a mail about why wasting time doing walkthroughs for such old games, I can point out that they are the best reproduction of the standard BattleTech board game, they are great videogames and most sites lacks MW2: GBL and MW2: Mercs FAQs. I did MW2 walkthrough beacuse the series started from this game. Note that this walkthrough can be used for the bundled version of the games, especially the Voodoo 1 version (which I own). I play to the old DOS only version, though I think the Pentium and Win 9x versions wont' be very different. Other walkhroughs speaking of BT-related games are MechCommander, MechWarrior 3 and MechWarrior 4: Vengeance. **************** 2-UPDATE HISTORY **************** 3/2/2001-version 1.7. First missions of the Wolf campaign. 1/2/2001-version 1.6. Jade Falcon campaign completed. 28/1/2001-version 1.4. First Jade Falcon missions plus some updates to all other sections. 9/1/2001-version 1.2. Planet Briefing online, first Falcon missions. 3/1/2001-version 1.0+. General Tactics online. 21/12/2000-version 1.0. History, Weapons, 'Mechsand Vehicle Briefing, Formation Briefing, Cheats, Multiplayer tactics, How to costumize a 'Mech, Cheats and Credit section completed. ****************** 3-HISTORY BRIEFING ****************** In 3050, the Clans returned to the Inner Sphere and conquered more than 200 planets in few than one year. The ilKhan, the Khan of the Khans, died after an Inner Sphere pilot crashed is Shilone on the Clan Wolf flagship, the Dire Wolf. Ulric Kerensky, Khan of the Wolves, the leader of the Warden faction, Clanners thinking that the invasion of the Inner Sphere was a mistake, was elected ilKhan. He bergained with ComStar the final battle for Terra. If Comstar won, the Clans would have ceased hostilities for 15, if the Clans won, ComStar would gave them Terra and the Inner Sphere. ComStar won, and the Crusaders, charged Ulric of treason. Clan Wolf won the right to defend its old Khan, while Falcons will defend the charge. MW2 tells how this Trial of Refusal, dubbed Refusal War beacuse it involved the whole Clans and not only Stars, went. ********************* 4-WEAPONS TECHNOLOGY ********************* Before the description of every single weapon and equipment, here is a brief description of the categories. + Energy weapons: energy weapons uses massive amounts of electricty produced by the 'Mech's reactor, and they can be fired without ammunition problems. This advantage is balanced by the large amounts of waste heat that they produce: the only way to dissipate this heat is to mount extra heat sinks, which compensates for their relatively light mass and compactness. Range are firepower increases in proportion. + Balistic weapons: these weapons must be fed by ammunition: this limits the times the weapon can be fired, and ammunitions explode when struck by weapon fire. They do not produce large amounts of heat, but are bulky and weight a lot. Lighter models have a longer range but less firepower; heavier models have more firepower than range, and carries less ammo. + Missile weapons: like balistic weapons they use ammunitions, and each launcher fire a specified number of missiles in a single salvo. Missiles are explosive, and they produce moderate amounts of heat. Damage is spread among the whole target, and not concentrated like other weapons. + Equipment: this category contains the larger variety of accessories a 'Mech can mount. They include alternative type of armors, heat sinks and EW (Electronic Warfare) suites. ------------------ --ENERGY WEAPONS-- ------------------ ER LASERS: ER means Extended Range, ad all Lasers (Light Amplificated through Stimulated Emission of Radiations) belonging to this category have a longer range than other types. They fire a single beam of colored light (blue=large laser, green=medium laser, red=small laser), and the should be the basic weapon of any 'Mechs. There is a bug about Lasers (both ER and Pulse versions): if you fire them before the previous Laser beam finished its animation (a small smoke cloud on the impact point), the lasers will miss. You can fire them once every 4/5 seconds without warning (heat excepted: for this you'll need heat sinks) PULSE LASERS: Pulse Lasers fire two Laser beams, each one capable of dealing amounts of damage equal to the ER Lasers' ones. However, if the first beam hits, the second won't allocate damage (this represents the to-hit bonus of the board game). They weight and take more space than the ER Lasers, have a faster rite of fire but they can produce great amounts of heat if overused. ER PPCS: the best weapon of the game. The PPC (Particle Projection Cannon) fires a blue ball of particles subtracted directly from the 'Mech's fusion reactor, producing great amounts of waste heat, but a PPC hit deals more damage than any other energy weapon in the game. The range written in the istruction booklet is wrong; a PPC can hit targets up to 1000 meters away. --------------------- --BALLISTIC WEAPONS-- --------------------- MACHINE GUNS: fast-firing ballistic weapons. They have a very short range and large amounts of shells per ton, do moderate damges and produces no heat. Basically useless, however. LB-X AUTOCANNONS: shotgun-like ACs: the LB-X AC fires a series of projectiles that separates themselves into smaller pellets to increase the to-hit probabilities and to spread damage on the whole 'Mech. All ACs suffers of the same bug that affects Laser fire, though this seems to be worst: some shots will miss entirely even if shot in your enemies' chests. ULTRA AUTOCANNONS: Ultra AC fires two rounds at once. They eat ammo with an amazing rate, and in most cases the second round will miss for the bug I written above. GAUSS RIFLES: a balistic version of the PPC, though it doesn't produce significant amounts of heat and fires further. The AC bug seems to affects the Gauss Rifles less than the other ACs, however. Gauss Rifle's ammo aren't explosive, but the Rifle itself is: when the Rifle is truck by weapon fire it explodes in a smilar way to ammunition. ------------------- --MISSILE WEAPONS-- ------------------- LONG RANGE MISSILES (LRM): all missiles in battletech are fired in salvos, and LRMs come in 5, 10, 15 and 20 racks. Each ton of LRM ammo contains 120 missiles, and larger it's the launcher, shorter will be the lifespan of the ammo bin: LRM-5 can be fired 24 times, LRM-10 12 times, LRM-15 8 times and LRM-20 only six times. LRMs will lock on targets more than 75 meters away: under this distance you'll have to manually aim them. SHORT RANGE MISSILES (SRM): these missiles are fired "on iron sights", and doesn't require a radar lock to be fires. Use them only if you are a good gunner: missiles are slower than ACs and energy beams and have the same speed of PPCs. SRMs come in 2, 4 and 6 missiles per salvo and each ton contains 100 missiles. STREAK SRMS: advance SRMs. They have the same tracking equipment of LRMs, and comes in the same dimensions of standard SRMs. They haven't the "75 meters" problems of LRMs, though their range is max 497 meters against the LRMs' full kilometer. ------------- --EQUIPMENT-- ------------- JUMP JETS: jump jets give the ability to jump and do quick turns to 'Mechs mounting them.One jump jet occupies one critical slot, but the weight depends on the 'Mech total tonnage: 0.5 tons for 20-55 tons 'Mechs, 1 for 60-85 tons 'Mechs and 2 tons for other 'Mechs. The number of installable jump jets equal to the walking MP (to know the walking and running MP of a 'Mech, watch the first numberof the walking/running speed; for example, a standard Firemoth has a walking/running MP of 10/15 -the 162 kph is an approximation-, and a Nova a 5/8). HEAT SINKS: one heat sink weights 1 ton and occupies one critical slot, and dissipate one heat point. DOUBLE HEAT SINKS: a Double Heat Sink weights one ton and occupies 2 criticals, but dissipates 2 heat points. One of the greatest assets in 'Mech construction. Numbers of Double Heat Sinks and standard Heat Sinks contained by an engine are the same. ENDO STEEL INTERNAL: it takes 7 criticals everywhere in the 'Mech, but cut in half the internal structure of the 'Mech. FERRO-FIBROUS ARMOR: the ferro-fibrous armor provides 19 armor point per 1 ton ton of armor instead of the standard 16 points. It weights less but takes up 7 criticals everywhere in the 'Mech. XL ENGINE: the standard engine takes only 6 criticals in the center torso, but weights a lot. XL engine weights half than a standard engine of the same rating but occupies 2 crtical slots in each lateral torso. Most of your configurations will be cenetered around an XL engine. Number of heat sinks contained by the engine doesn't change. MASC: MASC (Myomer Accelerator Signal Circuitry) is used to put short bursts of extra top speed when needed. The MASC's weight is based on 'Mechs weight. It allows to have a top speed twice the standard walking MP (the normal runinng MP is 1.5 times the walking MP) for about 15 seconds. After this period the MASC automatically disengages itself for malfunction. You can re-use it, however, and malfunction won't freeze your legs (as the MASC does in the board game) CASE: Cellular Ammunition Storage Equipment. It is automatically loaded where ammunition or explosive equipment are. Usually an explosion damages all internal parts of the 'Mech, and finishes it efects when the 'mech is destroyed or the explosion has no force left, and spreads to other 'Mech locations. CASE stops the explosion to the location where it originated. It doesn' occupy critical space nor weights a kilogram. ARM ACTUATORS: Useless. They take only critical space in the arms and do not give nothing in exchange. In BattleTech they would be used for physical attacks, and MW2 has only a strange version of the DFA to allocate physical damage. ***************** 5-'MECHS BRIEFING ***************** I divided this section into Omni and Battle 'Mechs, though there was no real need to do this. Just for fun ;P. "Special 'Mechs" section contains the three 'Mechs you won't be able to pilot in the game. The word "fragile" in a description means that I've found the 'Mech very susceptible to lose its arms or other limbs; dunno why, maybe coders did it for maximizing differencies between 'Mechs of the same tonnage. ------------- --OMNIMECHS-- ------------- FIREMOTH Mass: 20 tons The fastest and less versatile 'Mech in its standard configurations, the Firemoth is used for recon duties. It can be destroy by medium and heavier 'Mechs in one salvo, and its head section is quite large (though smaller of the Jenner's one). Aim to the torso, destroy limbs is useless (if you want to practice...) KITFOX Mass: 30 tons The Kitfox is a good light 'Mech with speed, firepower and armor. Not a big threat however. The Kitfox has limited torso twist abilities (about 60° total) NOVA Mass: 50 tons Things begin to get serious now. The Nova is jump-capable, with a good engine and has 10 Medium Lasers and enough heat sinks to alternate their use in large groups. It has limited torso twist ability, however (IMO less than 60° total). It low profile also allow the 'Mech to hide with more efficiency behind hills and buildings, STORMCROW Mass: 55 tons An other damned good 'Mech. Faster than the Nova and with more rude firepower, the Stormcrow can use all of its weapons without risking overheat. Other variants are mainly missile boats with large missile racks and plenty of ammunition. Very small head section, but full torso twist capability. MAD DOG Mass: 60 tons The Mad Dog is a dedicated fire-support OmniMech. It cannot uses all of its weapons in one salvo, however, in cannot handle heat in a very efficent way. Primary config is the most flexible, but with limited ammo supplies for its LRM-20s. HELLBRINGER Mass: 65 tons The Hellbringer has a flexible array of weapons in all of its configs, though every config generate too much heat for the heat sinks mounted. Normally it is faster than the Rifleman IIC, though it is more fragile. SUMMONER Mass: 70 tons The Summoner is the main Omni of Clan Jade Falcon. Every configuration is specialized in one type of combat, and eveyone uses jump jets to obtain a bonus in agility. Destroy ASAP. TIMBERWOLF Mass: 75 tons The TimberWolf became the symbol of the invading Clans. Agile, excellent armor protection, and ample firepower, the TimberWolf can be used in a variery of roles in its primary config. Alternative versions are more specialized than the standard version, but keep an edge over most 'Mechs. GARGOYLE Mass: 80 tons The Gargoyle is fast as the TimberWolf, though it is 5 tons heavier. Such a large engine limits the payload of this 'Mech however. A good choice for fast assaults. WARHAWK Mass: 85 tons Aaah, the Warhawk. A 85 tons assault machine with 4 PPCs and an LRM-10 in its standard configuration, and with 2 PPCs and 2 Large Pulse Lasers in the C config. Unfortunately MW2 doesn't simulate the Targeting Computer, but the unfilled space is used by Double Heat Sinks. A deadly machine, second only to the Marauder IIC. DIRE WOLF Mass: 100 tons Slow (too slow for me) but heavily armed, the Dire Wolf (or Daishi, great death, for the Inner Sphere) features an huge array of weapon system neraly comparable to two Atlases, the most powerful Inner Sphere assault 'Mech. Its weak point is its lack of maneuverability: faster 'Mechs can run to its back to destroy the 'Mech in few well-placed salvos. --------------- --BATTLEMECHS-- --------------- JENNER IIC Mass: 35 tons A fast missile boat, this Clan version of the popular Jenner is very fragile. It has a large head section and if you have some experience you should be able to take it out with one direct hit. Dangerous only if you pilot a standard Firemoth. RIFLEMAN IIC Mass: 65 tons This 'Mech is slow, but has full jump capacity, and its four Large Pulse Lasers are a threat even for assault 'Mechs. It is a solid 'Mech, better than the relatively fragile Hellbringer. Its weapons are only-arm mounted, and a Rifleman IIC without arms will try to escape. WARHAMMER IIC Mass: 80 tons A good all-around 'Mech, the Clan version of the WarHammer has a relatively fragile structure when compared to the Gargoyle. MARAUDER IIC Mass: 85 tons Maybe the best standard 'Mech in the game: it has 3 ER PPCs and a pletora of ER Small and Medium Pulse Lasers a back up weapons, has enough Double Heat Sinks to handle massed PPC fire, heavy armor and its standard engine drives it up to 60 kph. Maybe less versatile than a Warhawk, but it hasn't to worry for ammunition explosions, while it standard engine increases surviability. -------------------- --"SPECIAL" 'MECHS-- -------------------- ELEMENTAL Mass: 1 ton Though it is a battle armor, Clans consider Elementals better than vehicles and in groups can destroy 'Mechs. They are armed with one small laser and one SRM 2. The best way to destroy them is to use long-range missiles or PPCs. Do not let them close distances, they are very manueverable and diffulct to fire at. TARANTULA Mass: 25 tons The only four-legged 'Mech in the game. The destruction of one or both forward legs won't make the 'Mech fall, however. It is a quite good alternative to the Firemoth, and in single player you'll have to defend it. BATTLEMASTER Mass: 85 tons The second Inner Sphere 'Mech in the game (the Tarantula is the first). This time it will be against you (only in the Jade Falcon campain), and will pose troubles even for a Dire Wolf. It has a Streak SRM 6, one ER PPC and four Medium Pulse Lasers. Though its head section is clearly visible, it is not to destroy it. ******************* 6-VEHICLES BRIEFING ******************* MAIN BATTLE TANK (MBT) The MBT uses a large array of weapons, mostly Gauss rifles and medium lasers combined with SRM launchers. Take out the cannon's barrel will destroy its main weapon, and without a threads t won't be able to move. SUPPORT VEHICLE A lighter version of the MBT. It usually armed with lasers, Streak SRMs or small-caliber ACs. Very light armor. Usually attacks in groups of three or four. RECON COPTER A copter with a spot light, no weapons an d light armor. Take them out just for fun (¬_¬...) GUNSHIP A copter with two Medium Pulse Lasers mounted on stern turrets. Not heavily armed, they can be easily destroyed by aiming at their tails or their main rotor. AEROFIGHTER Aerofighters won't be a problem: they will fly on you in formations without firing, or they will be landed, without trying to take off. The model represented is the Avar, a 35 tons OmniFighter. DROPSHIP Dropships are used to take 'Mechs from space to planet's atmosphere. You can see two types of dropships in MW2: the spheroid (Union-C and Overlord-C class) won't pose a problem, as they won't fire back, but the aerodyne dropships (Broadsword class) are heavily armed and armored. The have one or two PPCs and one LRM-20 on a turret capable of 360° turns, and can fire them freely, without risking dangerous heat buildup. Useless to say that 'Mechs may be near them. Try to avoid them. TURRETS I know they aren't vehicles, but I'm putting them there. They come in a large variety of shapes, tough every kind of turret is armed with an ER Medium Laser. Very thin armor. ******************** 7-FORMATION BRIEFING ******************** LINE ABREAST This formation puts the leader (you) in the middle of an horizontal line: this formation is the best for slow, secure advances and for maximizing firepower. It also allows you cover side area without relative effort LINE ASTERN This formation puts the leader in the center of a vertical line. Basically a good formation if you want to get killed by your starmates (the AI of your starmates isn't good enough to tell them to do not fire when you are in front of them...) ESCHELON LEFT This formation forms a diagonal line with the leader on the left and the last starmate on the right, slighty behind it. I've never used Eschelon formations, however. ESCHELON RIGHT A copy of the Eschelon Left, though the leader is on the right. WEDGE An other formation ideal to get killed by your starmates, especially if you order to engage at will. Your stamates will position themselves into your right and left rear targets, leaving you to freely direct their movements. V FORMATION The best formation. You are behind your lancemates, and this will allow you to direct them with great efficiency and to do not get killed by their shots. ************************** 8-HOW TO COSTUMIZE A 'MECH ************************** In this section I won't explain how to use the 'Mech Lab (the istruction booklet exists for this), but some guidelines to create a powerful 'Mech. First of all you need to choose the chassis; keep in mind that light 'Mechs will be faster then heavy ones because you won't be able to mount large amounts of armor and weapons due to weight limitations. Ideal speed for a light 'Mech should be 6 or 7 (60/70 kph) for its walking speed, 5/6 for medium 'Mechs and 4 for heavy and assualt 'Mechs, though 70 and 75 tons 'Mech can have walk at 5. Always choose an XL engine: though this will spread engine critical in the lateral torsos, the XL engine saves enough tonnage for any kind of weapon; if you are able to save enough tonnage for a standard engine, be sure to mount at least the Endo-Steel internal, especially on heavy 'Mechs. Remeber that an XL engine weights half of a standard engine, and you can increase the rating (faster movement rate) with these four critical slots; unfortunately enough, MW2 doesn't support critical division, and bulky weapons like Ultra and LB-X AC/20s must be mounted in a single location, and for doing this you'll need a standard engine or now lower arm and hand actuators. If you are using XL engines, position ammos in the arms, this will save engine slots and other torso-mounted equipment from dangerous explosions. Now let's examine armor. Always assign the maximum armor points possible for a single 'Mech, first in standard mixture and if you need more tonnage and you have enough criticals left, switch to Ferro Fibrous. Note that if you assign more armor points than a 'Mech can support (for example a 55 tons 'Mech can support 12 tons of standard armor, but 7 points cannot be allocated for space restrictions; read below), the computer will decrease the armor quantity to the nearest tonnage allowing full allocation (usually a decrease of 0.5 tons only; this means that our 55 tons 'Mech will find itself with 11.5 tons of armor; however, point from the missing half ton have been used, and the computer subtracted them to match armor weight and points: this subtractions is not "clever" as the computer decreases the armor points of the first location it encounters -head-, leaving only few armor points, then switch to the other location and so one until all points have been subtracted). The maximum amount of armor depends on the strenght of the internal structure: for example, 10 internal points means that you can assign up to 20 armor points. Head is the only exception to this rule, and its internal structure has always three points and can support 9 armor points; if the location is one of the three torso sections, you have to spread armor points (always up to twice the internal structure) from front and rear. I usually do not assign armor to rear areas (I keep only 1 or 2 points) for single player missions, but having your back unprotected during a multiplayer melee would be fatal... Internal structure: always Endo-Steel. It cuts in half the weight of the standard structure by keeping its original strenght; if you need weight, use Endo-Steel before Ferro-Fibrous. The equipment table shows four actuators (two for each arm): as they do not give any bonus but they occupy critical slots, so remove them: You'll gain critical space, but not tonnage. MASC can be useful, but using it and jump jets is a waste of space. Jump jets are better as they give an higher movement capability. Jump Jets and heat sinks: if you use jump jets, mount them. If you do not use them, you should try to use them. I doubt that MW2 assigns heat points to movement actions, so jumping could be heat-free, not a bad thing after all. Always use Double Heat Sinks. The standard 10 heat sinks provided with the engine will cool down 20 heat points for free (provided they are inside the engine; read below), and any other extra heat sink will dissipate 2 heat point. An engine can contain a determinated number of single/double heat sinks: to know it, divide the engine rating for 25, and round down. This means that engines with a rating equal or superior to 250 will contain at least the 10 standard heat sinks; if you are using a smaller engine, the uncontained heat sinks have to be allocated inside the 'Mech. You must have at least 10 heat sinks, even if double heat sinks dissipate 20 heat point as standard. I am for a number of heat sinks that equals or surpass the total number of heat points generated by the 'Mech firing all of its weapons and moving at maximum speed (again, I don't know if MW2 allocates heat points for movement, but...): add the heat values for all weapons and add 2(heat for running speed) or a number equal to the number of jump jets mounted on your 'Mech, then assign an equal number of heat sinks. Remember that double heat sinks dissipate two heat points each, and you should watch the second number (inside square brackets), not the first. Weapons. I can suggest to mount 3 PPCs, one LRM 10 with two tons of ammo and fill the remainig space with heat sinks, but this subject is strictly personal (IHMO). Missile boats can work, though you should mount at least an ER Large Laser or four ER Medium Laser as back up weapon. Continuosly firing the missile launcher will deplete ammo suppli in few minutes. Ballistic weapons, except the Gauss Rifle, eats ammo at a very fast pace, and their usefulness is limited to the first minutes of battle. If you use energy weapons, be sure to mount enough heat sinks and to hold fire for a while when you are overheated; shutting down in the midst of a battle isn't a good tactic. ***************** 9-GENERAL TACTICS ***************** I think the most important thing is to have an effective weapon loads you can use at 100%. Mounting various systems which wouldn't be used is a waste of space and tonnage. Keep you 'Mech moving. In MW2 enemies will usually outnumbers you, when not, the enemies are usually elite pilots, able to hit even a jumping 'Mech straight in the head (OK, this in exageration...). To improve you mobility, install jump jets (at least three); use them to do quick lateral shifts and to evade an obstacle when engaging something. You can also use them to perform DFA (Death From Above) attacks, but it is very difficult to hit an other moving target and won't allocate too much damage; it also possible to hit targets with weapons while jumping: Streak SRMs, LRMs and other "quick" energy weapons (primary lasers; PPCs are slow and ACs eat ammo too quickly) are the best weapons for this maneuver; by performing this attack the target will be harder to hit (your and its movement, plus a smaller target silouhette), but nearly every you'll score will be on torso sections: legs will be covered by the upper body and arms are usually too small to be hit by fire; it is also possible to score more head shots if you are a good gunner. Now let's speak about your torso and eyes: rather than redirecting the whole 'Mech toward the enemy, it is better to twist your upper body; this will make you harder to hit, and your foes too, but only at the first times; when you're engaging moving targets with your torso twisted, and the terrain has mountains, mesas, trees, buildings and whatever else may block your way, spend one second to watch where you're walking, with the eye control buttons: just keep it down until you realize where your legs are pointing, then release it and keep firing on you enemy. Recenter Torso to Legs and Recenter Legs to Troso are important button, especially if performing maneuvers in narrow space, like cities; if you haven't jump jets, the quickest way to rediret the whole 'Mech is to use the Recenter Leg to Torso Button; remember that this button sometimes doesn't work, as you torso will keep moving right and left try to center with the leg: just avoid directional buttons after pushing it. When you're fighting in particular environments, light amplification and image enhacement will provide a better visual of the sorroundings. Image Enhacement is the best, as it excludes vis-light datas and shows enemies and structures as blue wireframe objects, while terrain as brown wireframe polygons. Light Amplification will turn the area into a green-shaded visual; it is nearly useless, especially because it is disabled afte one sensor critical hit. Critical hits: engine hits will make you move slower, like gyro hits. Sensor hits will disable light amplification and will make your radar slower in recognizing targets, and your cockpit instruments may show wrong values. Leg and arm hits will usually resul it the limb blown off; it an arm has blown off isn't a big problem (provided you have you weapons in the torso), but a leg will immobilize you. You won't fall and you'll be able to turn on yourself, but you'll be a stationary target for the rest of the mission; if you have jump jets this is a minor drawback, however; yuo'll just have to keep your jets on for the rest of the game. Other critical hits are about equipment: if a weapon is disabled, you won't be able to fire the weapon, if it is a heat sink you capacity to recycle heat will be lowered and if it is a critical containing ammo, the location where the ammo slot was is completely destroyed, armor, internal structure and components. The damage won't spread as the Clans automatically include CASE in any location with explosive equipment. Enemies tend to hit the left side of your 'Mech, especially the arm. MW2 patch 1.2 and GBL partially resolve this flaw, and it is better to position weapons and important equipment in the center and right torso, then switching to right arm or left torso, and this is your choice as these locations tend to attract enemy fire in the same proportion. It is possible to avoid enemy fire: most of the long-range unguided weapons (anithing except LRMs) won't hit in most cases if you move slightly to the sides. PPC fire can be easily avoided by a quick side step (jump jets) or by turning you 'Mech toward one side. LRMs can be avoided by simply positioning you sight (and the whole 'Mech) at the sides of the firing enemy indicator: the missiles will bypass you, and when they'll try to turn to reestablish a lock, they'll usually end their run over terrain features or will splash directly into the terrain. Be sure to use every hill, building and whatever else to cover your 'Mech from enemy fire, and to get near the enemy as closest as possible: enemy vehicles tend to fire less and will try to disengage; this tactic works best with 'Mech with long arm like the Rifleman IIC and the Warhawk, as their arm-mopunted weapons aren't able to hit near targets. ********************** 10-MULTIPLAYER TACTICS ********************** I haven't NetMech, the addon for net play, and the 3DFX version has a very limited distribution, so I've never played in multiplayer. I think that missiles and lasers are the best weapons in multiplayer missions, as they the lag has only a partial influence on them; use at least a 4/6 engine (an engine capable of powering a 'Mech at least to 40 kph), and if someone wants to submit his tactics, my email ([email protected]) is always open. ******************* 11-PLANETS BRIEFING ******************* -------------------------- --INSTANT ACTION PLANETS-- -------------------------- + GOATH PATH Temperature: normal Gravity: normal Terrain: mesa desert Visibility: good A mesa desert with normal specs. The terrain here is a combination of mesas, hills and plains, ideal for star fights and long-range fightin. + DEVIN Temperature: normal Gravity: normal Terrain: sparse urban Visibility: low A city with lots of buildings (¬_¬...BTW, you can find Activision building out there...) whihch greatly limits visibility and mobility; as other "crowded" places buildings can be used as cover, but remember thay can be destroyed; you'll fight by night: this will make enemy 'Mechs even harder to spot without sensor help. + MANNENDORF Temperature: normal/high Gravity: normal/high Terrain: canyon Visibility: good An other desertic planet, but this time the terrain is filled with canyons; the temperature tend to be higher than normal, like the gravity; good visibility. + GARSTEDT Temperature: low Gravity: normal Terrain: ice mesa desert Visibility: excellent A planet with excellent visibility and low temperature and gravity; it features several hills and rims with can be used as cover; very large area; enemy formations tend to be some kilometers away from each other. + BONE-NORMAN Temperature: normal Gravity: normal/low Terrain: rolling hills Visibility: good/excellent I think that MW2 coders fell in love with desertic planets; this time the terrain is flat, with some rolling hills somewhat obstructing the line of sight; very good visibility, though the 'Mech's camouflage is very effective. + DAWN Temperature: normal/low Gravity: normal/high Terrain: ice desert Visibility: poor An other icy planet, this time with rolling hills obstructing our sight; the fog reduces visibility, though Image Enhacement makes things better. Somewhat high gravity, and heat is mitigated by the low temperatures. + KANOWIT Temperature: very low Gravity: very low Terrain: cratered vacuum Visibility: high Fighting in space or absence of atmosphere will almost cancel heat buildup, thoguh you must pay attention to other things: every time you'll fight in space your 'Mech will have special thrusters to create a partial gravity. With such low gravity your 'Mech will be able to run at respectable speeds (60/70 kph) even with a minimum engine; this means alos that you'll need a large portion of terrain to decelarate, and your turns will be a pain if you have a speed superior to 10 kph. The terrain features craters of various size, even capable of masking 'Mechs; no hills at all. + GRAUS Temperature: normal Gravity: normal Terrain: rocky highlands Visibility: very poor I think this planet looks pretty similar to Mars; its atmosphere is red, like the terrain, and everyhing else is colored with shades of this color; the terrain is flat, with only few hills; the particular atmosphere greatly limits visibility, though you should be able to damage most 'Mechs at long range. + BJARRED Temperature: normal Gravity: normal Terrain: enclosed arena Visibility: medium A small Trial arena where the Jade Falcons usually set Trials. It has no particular atmosphere or temperature, but has a lot of destroyable building which can be used as cover and circle slower 'Mechs to take advantage of the thinner rear armor; this is why I've put medium visibility...aside of obstacles you can usually see to whole arena from any part. + PORT ARTHUR Temperature: normal Gravity: medium/high Terrain: enclosed trial arena Visibility: high/medium A larger Trial arena, this time has few hills and some building, enclosed by high walls; the gravity is somewhat higher than normal, limited jump jet usefulness; 'Mechs have a camouflage that really blen them with the landscape. -------------------- --CAMPAIGN PLANETS-- -------------------- + COLMAR Temperature: normal Gravity: normal/high Terrain: rocky plains Visibility: low/good The first planet of the Jade Falcon campaing, and probably the first planet you'll land on. The gravity is somewhat high; the terrain has some hills and mountains, though the terrain is generally flat. + SUDETEN Temperature: normal Gravity: normal/low Terrain: pasture lans Visibility: good/excellent A planet similar to Terra for its green terrain; there is a small canyon and a city in the area where you'll fight; the remaining terrain is a flat plain with excelletn visibility during day. + ZOETEMEER Temperature: normal Gravity: normal Terrain: low hills Visibility: good A desertic planets covered by hills; nothing else to say, all other parameters are within standard levels. + BONE MACHINE Temperature: normal Gravity: normal/low Terrain: rocky highland Visibility: good/excellent A planet with few hills and good visibility even at the longest ranges. Normal temperature and gravity; the firebase where you'll fight obstructs your sight, though provides a good place where to stage surprise attacks. + MACDUFF Temperature: normal/low Gravity: low Terrain: cratered Visibility: excellent Ohh, space fighting; I love fighting in space; there is virtually no gravity, which means that a small engine can power your 'Mech to resspectable speeds and ambiental heat is very low, making energy weapons very efficent. The terrain is flat with few craters capable of masking 'Mechs. + EVCILER Temperature: normal Gravity: normal/high Terrain: iron oxide rift Visibility: good/low The iron oxide gives Evciler as soft-red color on all of its surface; ground vehicles and structures are of the same color of the ground, making long-range fighting hard; 'Mech tend to be darker, and can be easily seen at medium ranges; the gravity is somewhat high but the temperature is within standard levels. + TWYCROSS Temperature: normal/high Gravity: normal/low Terrain: canyon Visibility: excellent Twycross is a strange planet, with high temperatures and low gravity, and it is enterely covered by deserts; the canyon area where you'll fight isn't too close, and the flatness of the terrain allows you to see distant targets. + WOTAN Temperature: normal Gravity: normal Terrain: plains with few obstacles Visibility: excellent or poor You'll visit two places on Wotan, a suburb and a plain covered by large crystal formations; the terrain is flat, but the buildings or the smoke columns raising from it will obstruct it a bit, like the crystal formations in the second area; the first area has an excellent visibility, but the second a very poor one. Gravity and temperature within standard levels. + MORGES Temperature: normal or low Gravity: normal Terrain: various Visibility: various Morges will be the last planet of the Jade Falcon campaign; you'll fight on a terrain covered by low hills with poor visibilty, in a city with excellent visibility but a lot of buildings and in a ice desert; all temperatures except the city one are low. + Temperature: Gravity: Terrain: Visibility: + HAZEN ARENA Temperature: normal Gravity: normal Terrain: enclosed arena Visibility: good Refer to Bjarred's description for this terrain. + TRIAL ARENA Temperature: normal Gravity: medium/high Terrain: enclosed trial arena Visibility: high/medium Refer to Port Arthur's description for this terrain. ************** 12-WALKTHROUGH ************** Notes: the missions have been completed at hard dificulty level, for maximum honor multiplayer. Easy level grant a 0.8 multiplier, medium 1.0 and hard 1.3. You will describe three types of 'Mechs to finish the mission: Standard 'Mech will describe the 'Mech indicated by the computer and its configuration; Regular 'Mech will describe the 'Mech ideal for the mission (it could be lighter or heavier than the standard 'Mech), but not the configuration, as I think it is striclty personal; Elite 'Mech will describe the lighest 'Mech I've ever used to complete the mission. If there are more than one 'Mech in the line, assume it is the 'Mech for your starmate(s). ----------------------------- --CLAN JADE FALCON CAMPAIGN-- ----------------------------- In the Jade Falcon campaign you will have to drive the Wolf forces from your planets, plan a counter attack to defeat the main attack force and then try to kill any fleeing Warden Wolf unit. This campaign is the simplest of the two and it should be the first to be played. Trials of position are staged in a small arena, and higher the rank you'll try to conquer, lighter will be the pilot you'll pilot and heavier will be your opponents (one for every rank). MISSION 1: SILENT THUNDER Planet: Colmar Terrain: rocky planis Time of Day: day Standard 'Mech: Stormcrow A Regular 'Mech: Kitfox Elite 'Mech: Firemoth Primary Objectives: + Destroy HPG Uplink at Nav Point Alpha + Destroy Communications Array at Nav Point Beta Secondary Objectives: + Destroy all enemy 'Mechs Tertiary Objectives: + Destroy any targets of opportunity Return: + Dust-off site, Nav Point Gamma The 12th Falcon Regulars are heading into Bright Basin, Marakaa Valley to engage the Wolf 352nd Cluster; your first mission is to destroy two enemy buildings to the west of our forces. You'll powerup below a Broadsword-class Dropship, one kilometer from the HPG uplink, which is beyond the hill at your back; a recon helicopter has been dispatched to investigate what's going on; destroy it (a direct it to its tail should blown it) and begin to climb the hill: a Kitfox is already trying to intercept: try to destroy it without closing too much with the HPG building, or a second Kitfox will power up; afterthe first Kitfox is no longer operational, head toward the HPG and engage the last 'Mech guarding the facility, and then destroy the building (the piramyd with the four rods; ignore the walls sorrounding the complex). Head toward Nav Beta to destroy the Communication Array: ths building is protected by two turrets with one Medium Pulse Laser each. Before the Array there is a small mining rig which represents the only target of opportunity of this mission (the computer clearly states that all targets of opportunity have been destroyed, but it won't register the completed objective...). When you reach the Array, a Kitfox will powerup, behind the tall mountain beyond the Array: kill it and destroy the array (you have to destroy the central tower and the three support structures). Now head to Nav Gamma for the dust-off. MISSION 2: ARKHAM BRIDGE Planet: Sudenten Terrain: pasture land Time of Day: dawn Standard 'Mech: TimberWolf Primary Regular 'Mech: Nova Elite 'Mech: Firemoth Primary Objectives: + Destroy all enemy units + Defend the industrial plant at Nav Kappa Secondary Objectives: + Destroy any targets of opportunity Return: + Dust-off site, Nav Point Lambda Clan Wolf Delta Galaxy has set down in Vesce Rift, Sudeten, and split its forces in two. Task forces are heading to the Dargoth area, harrassing friendly units. Sensors have picked up energy weapons signals in sector 709-010, west of Webster city; if there are enemies in the area, they shouldn't reach the industrial plant near the city. Follow the Nav Point sequence and cross the canyon to reach the city, which is under attack of Wolf forces, a Kitfox and a Stormcrow. Destroy the Kitfox first, and then engage the Stormcrow. Be sure to destroy these two 'Mechs before reaching the industrial plant. The sun should be high in the sky now, rising the visibility level. Two Kitfoxes are heading toward the plant: engage one of them at once, and destroy the one you engaged, or the second won't stop to attack the plant; a third Kitfox will join the party; destroy it and then reach the DropShip at Nav Point Lambda to end this mission. MISSION 3: MIRROR CAGE Planet: Zoetemeer Terrain: low hills Time of Day: dusk Standard 'Mech: MadDog Primary Regular 'Mech: Nova Elite 'Mech: Kitfox Primary Objectives: + Destroy the DropShip at Nav Point Zeta Secondary Objectives: + Destroy all defending 'Mechs Return: + Dust-off site, Nav Point Eta The Wolves staged two prolenged assaults on Zoetemeer, probably to capture the orbiting Chemical Engineering facilites and the Nalon spaceport; the 2nd Wolf Cavaliers are headind toward the city of Salyn, where friendly units are succumbing; you have to perform a diversionary attack to lighten the pressure on the units in the city. The DropShip is at Nav Zeta, about 1.8 kilometers away from your actual position; there's no sign of enemy 'Mechs in the area, but they are proabbly powered down: begin to head toward the Bannockburn, the DropShip you have to destroy. One Jenner IIC will power up on your right, beyond two hills; move immediately to engage it, before other 'Mechs wil power up. Oce the Jenner has been destroyed, return to your original path: one Kitfox and one Firemoth will power up on your left, plus an other Jenner IIC relatively far away and one other Kitfox plus a Stormcrow will move to protect the DropShip; engage the first couple of 'Mechs and then head toward the DropShip; destroy the 'Mechs guarding it (you'll have to swap targets a bit, especially if you are using a Kitfox or a Nova) and then go for the DropShip itself: it is capable of absorbing high amounts of damage, so keep firng on it. As the DropShip blown, a friendly Broadsword will come to prelevate you; if you want, destroy the three repair vehicles and finally head to Nav Point Eta. MISSION 4: BONE MACHINE Planet: Baker 3 Terrain: rocky highland Time of Day: day Standard 'Mech: MadDog Primary Regular 'Mech: Stormcrow Elite 'Mech: Kitfox Primary Objectives: + Defend Firebase Secondary Objectives: + Destroy all attacking units Return: + Base, Nav Point Gamma The 205th Assault Cluster engaged the Wolf 341st in Lowa, Baker 3's southern continent; near this area there is an abandoned Wolf firebase that the keshik wants to rebuild to support the friendly units attacking the Wolf forces. You'll start up at Nav Gamma, facing four small structures; immediately move out the base without face changings to engage an Hellbringer, the first 'Mechs will attack the base; it is possible to engage it within the base, but the situation will be more difficult. A Wolf DropShip will deploy two other 'Mechs, just outside the base: try to take out the Jenner IIC before it lands, and then move to engage the Summoner; the best way to neutralize this 'Mech is to hit it on its thin rear armor or to destroy a single leg and to partially immobilize it; remember that the Summoner carries jump jets and can constantly change its heading to aim you or the base, so it's better to defenitevily destroy it before other enemy 'Mechs will arrive. Four 'Mechs will power up on the left and on the right sides opf the bases; the first two 'Mechs which will reach the base are a Kitfox and a Firemoth, from the right; take them out before engaging the other two 'Mechs, coming from the left, a Nova and a Stormcrow; engage the Nova first, as it is jump capable and will pose a greater threat not only for you, but for the base too. As these two 'Mechs are no longer active, reach Nav Gamma for shutting down. MISSION 5: TRIAL OF POSITION Planet: Bjarred Terrain: enclosed arena Time of Day: day Standard 'Mech: Stormcrow Primary Regular 'Mech: PROTOCOL XO769-Q: Keshik to determine appropriate Elite 'Mech: 'Mech for Trial Primary Objectives: + Destroy one 'Mech to advance one rank Secondary Objectives: + Destroy two 'Mechs to advance two ranks After you performed so well in the battles you fought, the keshik proposed a Trial of Position. Destruction of one 'Mech will make you advance one rank (as you are currently a simple MechWarrior, you'll become a Star Commander); if you win, destroy the engagement sphere to initiate phase two, and if you win, will make you advance two ranks (to a Nova Commander rank). If you fell in any of the two phases, you will lose all gained ranks. You will pilot a Stormcrow Primary, against an Hellbringer and a Timberwolf, if you want to gain two ranks. MISSION 6: BOUK OBELISK Planet: Devin's moon, MacDuff Terrain: cratered/vacuum Time of Day: dusk Standard 'Mech: Nova Primary Regular 'Mech: Nova Elite 'Mech: Jenner IIC Primary Objectives: + Destroy any/all opposition encountered + Escort friendly unit to Isotope Processor Return: + Isotope Processor, Nav Point Phi On Devin the enemy engagedthe 2nd Flacon Jaegers and the 1stStriker Cluster; on its moon, MacDuff, vibro-sensors picked up unknown binary-level movements on the south of an Isotope Processor; you have to stage a patrol around the Processor to ensure its safety. Follow the Nav sequence: first head to Nav Point Sigma and then to Tau; your command will alert you of a friendly unit with nagivational problems at Nav Upsilon; reach and escort it to the Isotope Processor; when you'll reach the unit, an Hellbringer, a Star of Wolf 'Mechs will power up: 2 Jenner IICs and one Mad Dog will power up on the left, and a Firemoth and a Stormcrow from the right; the two Jenners will engage you, and the other enemies will engage the friendly Hellbringer; destroy the Jenners and then engage the Mad Dog; leave the Firemoth and the Stormcrow free to engage your ally, you'll need its help later; the Hellbringer will begin to walk toward the Processor, and if it has any enemies engaging it, it will shut down leaving you alone. Reach the Isotope Processor, and engage the Rifleman IIC and the Nova attacking it; these two 'Mechs will go after you, so engage the Rifleman first and destroy its arms: this will destroy all its weapons, making it useless: its pilot will begin to flee, but a direct salvo to its rear torso armor sould blown it; now engage the Nova; if the Hellbringer destroyed the pursuing 'Mechs or it is still active will help you with these two 'Mechs. After all opposition has been destroyed, reach Nav Phi and shut down. MISSION 7: UMBER WALL Planet: Evciler Terrain: iron oxide rift Time of Day: day Standard 'Mech: Summoner C Regular 'Mech: Mad Dog Elite 'Mech: Nova Primary Objectives: + Escort the hovertrain to processor unit at Nav Point Omicron Secondary Objectives: + Destroy any all attacking units Return: + Dust-off site, Nav Point Pi Wolf Clan Tau Galaxy is on the surface; the Clan ordered the 73rd Striker, the 6th Provisiona Assault Cluster, the 51st and 9th Garrison to counter this threat. The 1st Wolf Cavalry is heading north, toward Mare Ferris, to destroy a friendly mining facility to hamper our capability in manufacturing heat sinks in this sector; you must fend off the attack. As soon as you power up, increase the range of your radar to 2 KMs, and move to engage the two Gunships coming in from the left; the hovertrain will move after about one minute after you powered up, and won't stop until it reaches the processor or it is destroyed; the train can sustain some hits (5 or 7 ER Medium Laser hits, IMO) and travels at 40 kph. An other groupon gunships will attack the train from the left; this time the group is composed of 4 Gunships; to destroy these VTOLs with few hit, target the rotor inside or go for the cockpit; join the train, and wait that the last two Gunships reach your weapon's range to attack. Rejoin with the train, and zoom on the rift on your left: you should notice a shutted down Jenner IIC; if you have LRMs or other long-range weapons destroy it now or wait its powerup. Now the train will enter a tunnel, too small for your 'Mech: you will have to take an open passage on the right; do this ASAP, as two 'Mechs, a Dire Wolf and a Stormcrow will power up between the processor and the tunnel's end. Engage the Dire Wolf first, and destroy one of its leg to keep it immobyle, but do not destroy it now: target the Stormcrow, which is targeting the hoevertrain and destroy it beforeit can damage the train; the Dire Wolf wont engage the train as it is targeting you; after the Stormcrow is gone, finish the 100 tons machine off and reach the DropShip at Nav Point Pi. MISSION 8: ROGUE CHARIOT Planet: Twycross Terrain: canyon Time of Day: day Standard 'Mech: Mad Dog Primary Regular 'Mech: Stormcrow Elite 'Mech: Nova Primary Objectives: + Destroy the core heat sink array Secondary Objectives: + Destroy all defending units Tertiary Objectives: + Destroy any targets of opportunity Return: + Dust-off site, Nav Point Tau The battle on Twycross is not going well: the Wolf forces hit our flanks hard, and the 6th Provisional is sorrounded by the 352nd and the 3rd Wolf Clusters; you have to create a diversion to throw off the line these Clusters. You'll power up near a friendly spheroid DropShip, with a bridge in front of you; the bridge is the ony target of opportunity you'll encounter; destroy the two Kitfoxes before going after the bridge to get points of a direct kill; two Wolf tanks will also power up when you approach the bridge; take them out with direct cockpit shots or aim to the turret before taking out the whole tank. Pass the bridge (or what remains of it) and head right: if you use your zoom you should be able to see two other Wolf tanks: take them out before proceeding toward the heat sink array. The array is protected by three 'Mechs: a Stormcrow and an Hellbringer in front of it, plus a Nova hiding behind a mesa; destroy the Stormcrow first, followed by the Hellbringer and then by the Nova. Before destroying the core heat sink array, be sure to keep the maximum distance possible (the maximum range of your weapons); when the array is destroyed quickly proceed toward the DropShip: if you aren't fast enough, the shockwave will destroy you and your 'Mech; the explosion has a range of roughly 1 kilometer. Three Wolf tanks will power up, eventually directing you toward your dust-off point: just go straight toward them, destroy them and head to the DropShip. MISSION 9: TRIAL OF POSITION Planet: Bjarred Terrain: enclosed arena Time of Day: day Standard 'Mech: Nova Primary Regular 'Mech: PROTOCOL XO769-Q: Keshik to determine appropriate Elite 'Mech: 'Mech for Trial Primary Objectives: + Destroy one 'Mech to advance one rank Secondary Objectives: + Destroy two 'Mechs to advance two ranks After you performed so well in the battles you fought, the keshik proposed a Trial of Position. Destruction of one 'Mech will make you advance one rank; if you win, destroy the engagement sphere to initiate phase two, and if you win, will make you advance two ranks If you fell in any of the two phases, you will lose all gained ranks. You will pilot a Nova Primary, against an Warhammer IIC and a Gargoyle, if you want to gain two ranks. MISSION 10: PLUM WINE Planet: Wotan Terrain: farm land Time of Day: dawn Standard 'Mech: Timber Wolf Primary Regular 'Mech: Summoner, Summoner Elite 'Mech: Rifleman Primary Objectives: + Destroy all vehicles containing high command personnel Secondary Objectives: + Inspect likely structures for enemy munitions + Defend all structures containing munitions + Destroy all enemy units encoutered Tertiary Objectives: + Destroy any target of opportunity Return: + Dust-off site, Nav Point Zeta The Wolf attack at Borealtown has stalled; the Wolves are retrating through Den Thehaman, a suburb to west. Key personnel is retreatin off world; you have to kill them. This mission will require a bit of tactic, plus a starmate if it is the first time you play the mission or if you don't the game too much. The first thing to do is to destroy the Jenner IIC and the Stormcrow coming toward you; now head toward the nearest landing Wolf DropShip: a Timber Wolf will power up and will join the first convoy; this group will head toward the first DropShip: engage the TimberWolf and destroy it before killing all six vehicles composign it; while you're doing this a Summoner will power up to escort the second convoy; this convoy will head toward the second DropShip. once the first convoy is destroyed, head for the second, engaging the convoy first; if you have a starmate with you, order him to take care of the TimberWolf while you destroy the convoy, then go for the Summoner and the last eight vehicles; be sure to destroy them all; the targets of opportunity are the two DropShips; it is possible to blown them up, but you will have to split your star. Now, if you have enough armor, proceed toward Nav Delta, where 2 other 'Mechs are waiting, shutted won; it is possible to kill this Kitfox and this Nova from afar, while you're shutted down. A Nav Epsilon there is a Mad Dog guarding four warehouses containing munitions and 'Mech parts. Now head toward Nav Point Zeta: you'll find a Hellbringer 500 meters away from it; this is the last enemy you'll encounter in this mission. MISSION 11: RUST HEART Planet: Wotan Terrain: geographic anomaly: crystalline forms Time of Day: dawn Standard 'Mech: Warhammer IIC Regular 'Mech: Summoner, Summoner Elite 'Mech: Rifleman IIC Primary Objectives: + Escort the convoy to firebase at Nav Point Epsilon Secondary Objectives: + Destroy all enemy units encountered Tertiary Objectives: + Dstroy any targets of opportunity Return: + Dust-off site, Nav Point Zeta The Wolves are attempting to reenter Borealtown; they cut out supply lines, and they must be rebuilt at all costs. Proceed toward the first Nav Point: you'll meet the convoy and the Summoner escorting it; now you'll be alone, or with you starmates, if any. Proceed toward Nav Epsilon, the firebase: a couple of enemy 'Mechs will power up on your right: order your starmate (if any) to engage the Nova while you engage the Timber Wolf; the convoy will keep proceding toward the firebase, and it will be under attack by an other couple of 'Mechs: this time there are a Marauder IIC and a Stormcrow playing: engage the Stormcrow first and then the Marauder IIC; if you experience troubles with the 55 tons 'Mech, destroy one of its legs and then engage the Marauder; when the convoy reaches the firebase, head for Nav Zeta. MISSION 12: TRIAL OF POSITION Planet: Bjarred Terrain: enclosed arena Time of Day: day Standard 'Mech: Kitfox Primary Regular 'Mech: PROTOCOL XO769-Q: Keshik to determine appropriate Elite 'Mech: 'Mech for Trial Primary Objectives: + Destroy one 'Mech to advance one rank Secondary Objectives: + Destroy two 'Mechs to advance two ranks After you performed so well in the battles you fought, the keshik proposed a Trial of Position. Destruction of one 'Mech will make you advance one rank; if you win, destroy the engagement sphere to initiate phase two, and if you win, will make you advance two ranks If you fell in any of the two phases, you will lose all gained ranks. You will pilot a Kit Fox Primary, against an Summoner and a Masakari, if you want to gain two ranks. The best way to pass this Trial is to leg the Summoner with whatever you have and using the buildings as cover, and then literally close with the Masakari to leg this one too, and then finish it off. MISSION 13: ARMOR VEIL Planet: Morges Terrain: ice desert Time of Day: day Standard 'Mech: Warhammer IIC, Summoner Regular 'Mech: Timber Wolf, Timber Wolf, Timber Wolf Elite 'Mech: Rifleman IIC, Rifleman IIC Primary Objectives: + Defend the airbase Secondary Objectives: + Destroy all attacking 'Mechs Return: + Base, Nav Point Upsilon Clan Wolf and the Kell Hounds are overpowering our forces at Icegrief pass. Many positions have been overrun, and many damaged units are retreating to the airbase at Resnick Flats; you must hold the line until friendly 'Mechs arrive. If you are going to use two starmates, this mission should be easy; with two starmates will be somewhat harder and alone will be impossible. The first couple of 'Mech to power up will be a Nova and a Stormcrow from the north. Engage directly the Nova while your starmate do so with the Stormcrow; destroyed the Nova head south to engage an other couple of 'Mechs; if you have a third starmate, let him engage the Nova while you engage the Stormcrow (yes, the same composition of the first); if you are playing with two starmates, destroy directly both of them. A third couple will power up on your current right, and they will go directly for the control tower; your first starmate should have finished with the Stormcrow, so direct him to engage the Mad Dog, while you take the Hellbringer; your third starmate (if any) should be busy with the Nova. After this couple an other couple of the same composition will power up; do the same as you did before; this time your third starmate should have finished with the Stormcrow: direct him to engage the Rifleman IIC while you engage the Summoner; leave the second starmate alone, without orders. Destroy this couple of 'Mechs and return to the airbase: friendly units are arriving. MISSION 14: IRON PISTON Planet: Morges Terrain: dense urban Time of Day: day Standard 'Mech: Warhammer IIC Regular 'Mech: Warhawk/Marauder IIC Elite 'Mech: Rifleman IIC Primary Objectives: + Destroy all enemy 'Mechs in the city Return: + 'Mech hangar, Nav Point Kappa The city of Broken Hope has been taken by the 4th Wolf Guards and other Wolf units cut our supply lines at Carson Rift. The Peregryne Galaxy is dying out in the blizzard: we must retake the city. This is the hardest Jade Falcon mission, IMO. You have to destroy nine 'Mechs alone and most are heavy and piloted by elite pilots; this mission is going to be a pain, and if it is the first time you play it, it's better to use a Dire Wolf instead the Regular 'Mech. The 'Mechs in the city are a Firemoth, two Kitfoxes, one Rifleman IIC, one Marauder IIC, one Hellbringer, one Nova, one Mad Dog and one Battlemaster. The first 'mech to fall will be the Firemoth; with whatever 'mech you are going to use, it should take a single salvo from your main weapons to destroy it; then it's up to you. I usually take out the Battlemaster, then the Kitfox near the Rifleman, the other Kitfox, the Hellbringer, the Nova, the Mad Dog, the Rifleman and finally the Marauder. The Kitfoxes, the Nova and the Hellbringer won't pose a big problem, as the AI isn't smart enough to pilot them through the area they are; all other 'Mechs are a pain, starting from the Battlemaster, probably the 'Mech with the best pilot in this city; he will reduce your armor to debris in seconds if you do not silence its PPC; remember that the Battlemaster can still use its Medium Pulse Lasers. The Rifleman can be easily dispatched by destroying its arms; be careful, the pilot usuallyy tends to walk toward by and overload the engine, making the whole 'Mech explode. The Mad Dog can be silenced in the same way, though it still has the LRMs; engage it at close range. The Marauder is usually the last 'Mech I engage; I usually leg it as my armor is very thin, and its PPCs can deal great damage to the fragile internal structure. All other 'Mechs shouldn't resist to direct strikes or their AI isn't good enough for you. MISSION 15: BRONZE ANVIL Planet: Morges Terrain: ice rift Time of Day: day Standard 'Mech: TimberWolf Primary, Hellbringer Primary Regular 'Mech: Marauder IIC, Marauder IIC, Marauder IIC (or three Warhawks) Elite 'Mech: Summoner Primary Objectives: + Identify and destroy Dwillt Radick's 'Mech + Identify and destroy staff vehicles Secondary Objectives: + Destroy all defending units Return: + Dust-off site, Nav Point Rho The Wolf's 16th Battle Cluster retreated in their allies' underground base at Mt. Canarfon. Our aerotechs pounded the base for our and eventually made the 'Mech bay collapsing; the Wolfves and the Kell Hounds are retreating off world; you have been assigned for the task of destroying the fleeing enemies. Immediately move out from your position, and ignore the friendly gunships flying over you; they aren't under your control and will immediately shooted down by your enemies; target the four tanks and engage them; aim to the turret for faster resolution of the fighting; order your lancemates (if any) to engage the 3 enemy Gunships or do it by yourself after all tanks are gone. Now advance, and engage the Battlemaster on the right; completely destroy it and head toward the Dire Wolf; wait to engage it until there are at least 500 meters of distance, then launch the first attack; do not destroy it unitl you inspected the 'Mech, or you will fail the mission. Now proceed toward the 12 staff vehicles: 6 of the are carrying VIPs, the ones you have to destroy; the other six are here for escort duty. You have to destroy them before they reach the enemy DropShip, or they will flee. Near the DropShip you will find one other Battlemaster, one Jenner IIC and two turrets, marked as "enemy Mech". Destroy the Jenner first, then go for the turrets and finally for the Battlemaster: destroy both of its legs and then INSPECT and destroy all twelve vehicles (6 for completing the mission and 6 for fun). If you are using starmatesand LRMs for this part of the mission: use your LRMs to take out the turrets and order your lancemates to engage the two 'Mechs while you inspect and destroy the vehicles. Now proceed to Nav Rho for the extraction. The destrouction of the enemy DropShip will end the mission, but you won't be awarded with the honor points for completing the mission. MISSION 16: TRIAL OF POSITION Planet: Bjarred Terrain: enclosed arena Time of Day: day Standard 'Mech: Firemoth Primary Regular 'Mech: PROTOCOL XO769-Q: Keshik to determine appropriate Elite 'Mech: 'Mech for Trial Primary Objectives: + Destroy one 'Mech to advance one rank Secondary Objectives: + Destroy two 'Mechs to advance two ranks After you performed so well in the battles you fought, the keshik proposed a Trial of Position. Destruction of one 'Mech will make you advance one rank; if you win, destroy the engagement sphere to initiate phase two, and if you win, will make you advance two ranks If you fell in any of the two phases, you will lose all gained ranks. You will pilot a Firemoth Primary, against an Marauder IIC and a Dire Wolf, if you want to gain two ranks. The best way to destroy the Marauder IIC is to close with it and destroy one of its leg, and then retreating to its rear side where it cannot fire and finish it off. The Dire Wolf requires a more audacious tactic; it is possible to destroy it in the same way as with the Marauder, but you will have more chances by circling it and using the arena buildings as cover. Congratulations, you defeated the Wolves in this Trial of Refusal, called Refusal War of its large scale battles. The maximum score I've ever reached is 200228 Honor Points. ---------------------- --WOLF CLAN CAMPAIGN-- ---------------------- The Wolf camapign is more complicate than the Falcon's one. You will have to attack Falcon planets and then create diversionary attacks to allow the Warden Wolves to escape. Missions are complex, with hit and run strikes, covert operations and so on; this variety is counterbalanced by an harder difficulty level, especially in the Trial of Positions, where you have to fight two 'Mechs at once to gain one rank. Yor 'Mech will increase weight in every Trial, like your opponents. MISSION 1: PYRE LIGHT Planet: Colamr Terrain: rolling hills Time of Day: day Standard 'Mech: Mad Dog Primary Regular 'Mech: Nova Elite 'Mech: Firemoth Primary Objectives: + Destroy the chemical plant at Nav Point Epsilon + Inspect firebase wreckage at Nav Point Zeta Secondary Objectives: + Destroy all surviving 'Mechs in the area Tertiary Objectives: + Destroy ant targets of opportunity Return: + Dust-off site, Nav Point Eta In a matter of hours the 352nd Assault Cluster will engage the 12th Falcon Regular at the mouth of Marakaa Valley, Mare Requiem, Colmar. Aerospace fighters staged several interdiction strikes in the zone, hoping to destroy the firebase and then chemical plant in the area; the weather during the operation turned foul and the fighters were able to strike only the firebase. Orbital reconaissance is impossible; recon the area and destroy the chemical plant to let the fighters turn their attention toward the 12th. Nav Epsilon is guarded by a Firemoth and a Jenner IIC; engage the Firemoth first, and then the Jenner: try to destroy these 'Mechs with direct shot to their center torsos or head, and go to the chamical plant and destroy it; a Firemoth will power up, but it is one and half kilometer away from your position, so you have plenty of time to hide behind an hill for an ambush or run toward it to strike. Now head to Nav Zeta, the destroyed firebase; a Nova is the only 'Mech guarding it, but you will see several 'Mech parts scattered everywhere. Destroy the Nova and target the large burning structure in the center of the base and inspect it; now head to Nav Eta for extraction. MISSION 2: FLAME TONGUE Planet: Sudeten Terrain: prairie Time of Day: day Standard 'Mech: Nova Primary Regular 'Mech: Nova Elite 'Mech: Firemoth Primary Objectives: + Destroy the pumping station at Nav Point Alpha + Destroy the hardened HQ at Nav point Beta Secondary Objectives: + Destroy all defending units Tertiary Objectives: + Destroy any targets of opportunity Return: + Dust-off site, Nav Point Gamma The plan for Sudeten is to strike the Falcons in 2 different zones, the Dargoth plains and the city of Webster. Falcon garrison units, anticipating our attack are performing training maneuvers in the west plains; satellite reconaissance detected several 'Mechs with training configurations. Move to Nav Alpha: you'll see three training 'Mechs (a Mad Dog, a Firemoth and a Kit fox) escaping to their base: take out the Mad Dog and let the other two 'Mechs flee. A fourth 'Mech, a Nova will come from Nav Beta to intercept you. Destroy it before turning your attention on the pumping station. Now head to Nav Beta: the hardened HQ is protected by a Stormcrow and four turrets: destroy the fixed emplacements first and then go for the Stormcrow; after all resistance in the area has been destroyed, target the central structure composing the HQ and destroy it; now head to Nav Gamma, the extraction point: you'll notice small champ with the tow training 'Mechs that you left alive; destroy them now; note that these 'Mechs will shoot at you, but their pilots haven't a great aim, so this will be an easy work; destroy the trucks, the radar and the tent and then go to Nav Gamma to end this mission. MISSION 3: BLADE SPLINT Planet: Zoetermeer Terrain: sparse urban Time of Day: dusk Standard 'Mech: Mad Dog Primary Regular 'Mech: Rifleman IIC (or two Novas) Elite 'Mech: Jenner IIC or Stormcrow Primary Objectives: + Inspect the power converter for cryo-plasmic conversion + Destroy the power converter after inspection Return: + Dust-off site, Nav Point Delta Intel suspects that the Falcon 10th Provisional Garrison mved its HQ to an hidden site in the city of Salyn, near the Nalon Spaceport. If the 10th's HQ moved, they would have modified the local plasma converter to handle cryo-plasma. This mission is going to be hard; you can have the support of one starmate, but there are basically two ways to end this mission: run or fight; I used the Jenner IIC to run, and the Stormcrow to fight; when I used a starmate, I made him fight while I ran. You will be dropped by a DropShip near Nav Alpha, which is protected by three Kitfoxes; engage these 'Mechs with whatever you are piloting, they aren't a great problem. Proceed to Nav Beta: a recon helicopter is hovering there (this helicopter seems invincible...it survived several PPC strikes...let me know if you shooted down it); as you close with the Nav Point, a Stormcrow and a Jenner IIC will power up; destroy these 'Mechs too, and use your satellite uplink to locate a long structure with circles on it: this is the plasma converter; it is so strange that you should notice it at the first glance to the uplink. Your computer will also warn you that other 'Mechs have been detected. Close with the converter, inspect and destroy it; now it is time to run or fight; the 'Mechs detected are four Summoners in their Primary configs; if you are going to run, let them close with you, and when they enter the city, start to run toward Nav Delta; use the buildings as cover, and the satellite uplink to see what and where they are shooting; if you are going to fight, move out from your position and engage one 'Mech at once; it is possible that the Summoners will shoot at their allies' backs, so it won't be very hard; use the buildings as cover here, too. Now move to Nav Delta. MISSION 4: TEMPER EDGE Planet: Baker 3 Terrain: snowy pass Time of Day: dawn Standard 'Mech: Mad Dog Primary Regular 'Mech: Nova Elite 'Mech: Firemoth Primary Objectives: + Defend then escort the T5 unit to Nav Point Sigma + Defend the repair vehicle until repairs are complete Secondary Objectives: + Destroy all attacking units + Escort repair vehicle to dust-off site Return: + Dust-off site, Nav Point Sigma The 305th Assault Cluster pushed far into the forests of Findley Province on Lowa, Baker 3's southern continent. The 341st Assault engaged them. During the enemy drop a modified Tarantula, T5 reconaissance variant, was able to intercept and decode enemy datas containing the list of intended attack corridors. The T5 was able to make it into cover of snow in the Donner Rift area, it is damaged, and you will protect the T5 unit and the repair vehicle. The program here makes many mistakes, starting from awful aiming capabilities for you enemies or 'Mechs with permanently twisted torsos. Move near the T5 unit: a Jenner IIC and 2 Kitfoxes are attacking it from the south (assuming that south is toward the T5's back): destroy the Jenner first then then the Kitfoxes; tow other 'Mechs will power up, in the east, this time: these two Jenner IICs will try to attack the Tarantula, but they usually fire at the hills or the building sorrounding the T5; take them out, however. Now move near the Tarantula and wait until 3 Kitfoxes will power up in the north; move out to engage them at once: one of these Kitfoxes should have its torso twisted 90 degrees to its right, making it useless; if so, engage the other first. Now wait until the T5 is repaired and the repair vehicle reached Nav Sigma and move to the Nav Point for being extracted. MISSION 5: TRIAL OF POSITION Planet: Port Arthur Terrain: enclosed trial arena Time of Day: day Standard 'Mech: Stormcrow A Regular 'Mech: PROTOCOL XO769-Q: Keshik to determine appropriate Elite 'Mech: 'Mech for Trial Primary Objectives: + Destroy one 'Mech to advance one rank Secondary Objectives: + Destroy two 'Mechs to advance two ranks After you performed so well in the battles you fought, the keshik proposed a Trial of Position. Destruction of one 'Mech will make you advance one rank (as you are currently a simple MechWarrior, you'll become a Star Commander); if you win, destroy the engagement sphere to initiate phase two, and if you win, will make you advance two ranks (to a Nova Commander rank). If you fell in any of the two phases, you will lose all gained ranks. You will pilot a Stormcrow A, against two Firemoths and a group composed of a Stormcrow and a Gargoyle, if you want to gain two ranks. MISSION 6: SABLE FLAME Planet: MacDuff Terrain: cratered/vacuum Time of Day: night Standard 'Mech: Timber Wolf Primary Regular 'Mech: Timber Wolf, Timber Wolf Elite 'Mech: Riflema IIC Primary Objectives: + Capture and secure the sensor array dome Secondary Objectives: + Destroy all defending 'Mechs Tertiary Objectives: + Destroy any targets of oppurtunity Return: + Dust-off site, Nav Point Iota Battle for the Devin system has begun. The Falcon 2nd Jaegers and the 1st Strike Cluster set up defensive positions at strategix locations on the surface. Our forces covertly landed on MacDuff and set up a sensor array dome. The Flacon command landed multiple units at the site, taken the landing pads and the operations staff bondsmen as hostage. Follow the Nav Point sequance to Nav Theta, the dome; it is currently protected by three 'Mechs, 2 Mad Dogs and one Hellbringer, shut down, behind the dome itself; if you are playing alone, leg one 'Mech and destroy the others; if you have starmate support, destroy all of them and prepare to fend off the next attack. The dome is sorrounded by two enemy Broadsowrd-class DropShip (they are active, and will shoot at you if youe get too close; they also are the targets of opportunity), each with two 'Mechs; the first couple to power up will be the one on the right, a Stormcrow and a Hellbringer; order your starmate to take the Hellbringer while you engage the Stormcrow; if you are playing alone, use the "target under reticle" button to highlight one of the two 'Mechs and engage; always keep moving, you'll be targeted by the Falcon DropShip. The second and last couple to power up will be the one on the other side, a Mad Dog and a Hellbringer this time; order your starmate to destroy the Hellbringer while you take the Mad Dog; there will be an other DropShip, so keep moving. Now if you are playing alone destroy the 'Mech you legged before and reach Nav Iota for shutdown. MISSION 7: BURNING CHROME Planet: Evciler Terrain: ice rift Time of Day: day Standard 'Mech: Stormcrow Primary Regular 'Mech: Nova Elite 'Mech: Jenner IIC Primary Objectives: + Destroy the solar power array at Nav Point Tau Secondary Objectives: + Destroy all enemy units in the rift Tertiary Objectives: + Destroy any targets of opportunity Return: + Dust-off site, Nav Point Upsilon Pup class probes detected the 7th Construction Binary setting up a solar power array on messiah, the southern continet of Evciler; intelligence thinks that the Falcons are going to turn the area into a large forward dropsite for the entire Peregrine Galaxy. Begin to move toward the high ice mesa in front of you: three Falcon aerospace fighters will fly over you, but won't fire (it is possible that these fighters are targets of opportunity, but I've never destroyed them). On the right two Kitfoxes will power up: take them out and then turn toward the turrets protecting the small mesa where the solar array is, and destroy one: a Summoner will power up, just behind the rim. Destroy this 'Mech and then turn to engage the Mad Dog on the other side of the rim; during this battle you should have noticed a Broadsword-class DropShip, an other target of opportunity. Now destroy all turrets protecting the solar array (4 on the site and 2 on the rim in front of the mesa), climb the mesa (there's a ramp) and destroy the nine solar panels. Now descend and go to Nav Upsilon for extracton. MISSION 8: SCORCHING SAND Planet: Twycross Terrain: mesa desert Time of Day: dawn Standard 'Mech: Nova Primary Regular 'Mech: Stormcrow Elite 'Mech: Nova Primary Objectives: + Capture and secure enemy command vehicle Secondary Objectives: + Destroy all defending units Tertiary Objectives: + Destroy any targets of opportunity Return: + Dust-off site, command vehicle site The 352nd Assault Cluster, the 3rd Battle Cluster and the 13th Wolf Guards cut off Falcon 6th Provisional Garrison's supply line in the Great Gash, The Falcon 5th Talon is assaulting the 13th's flank, attempting to break the line; probes have located the 5th's mobile HQ hidden in the spires of the Plain of Curtains. The Keshik has deemed necessary to capture the HQ and its crew for "interrogation". You will begin on a mesa, with two Jenner IICs in front of you, but on an other mesa; fall from it (you'll probably damage your legs if you haven't jump jets) and engage these two 'Mechs. Now move toward Nav Point Alpha: a Stormcrow will power up: destroy it and then head to Nav Beta, which is protected by two Elementals. Now continue straight, do not move to Nav Gamma. Destroy two of the four turrets protecting the command vehicle and the circle the position to destroy the other two turrets and the two assault vehicles protecting the HQ. Your DropShip will arrive in two minutes, but a Rifleman IIC will power up on the rim opposite of the command vehicle; you must engage and possibly destroy it until the DropShip arrives, or it will destroy the mobile HQ. After this 'Mech is gone, go near the command vehicle and wait for the DropShip. MISSION 9: TRIAL OF POSITION Planet: Port Arthur Terrain: enclosed trial arena Time of Day: day Standard 'Mech: Mad Dog Primary Regular 'Mech: PROTOCOL XO769-Q: Keshik to determine appropriate Elite 'Mech: 'Mech for Trial Primary Objectives: + Destroy one 'Mech to advance one rank Secondary Objectives: + Destroy two 'Mechs to advance two ranks After you performed so well in the battles you fought, the keshik proposed a Trial of Position. Destruction of one 'Mech will make you advance one rank (as you are currently a simple MechWarrior, you'll become a Star Commander); if you win, destroy the engagement sphere to initiate phase two, and if you win, will make you advance two ranks (to a Nova Commander rank). If you fell in any of the two phases, you will lose all gained ranks. You will pilot a Mad Dog Primary, against two Jenner IICs and a group composed of a Jenner IIC and a Rifleman IIC, if you want to gain two ranks. MISSION X: Planet: Terrain: Time of Day: Standard 'Mech: Regular 'Mech: Elite 'Mech: Primary Objectives: + Secondary Objectives: + Tertiary Objectives: + Return: + Dust-off site, Nav Point (to be completed) ********* 13-CHEATS ********* During Combat press CTRL, ALT and SHIFT and type: + BLORB: invulnerability + CIA: unlimited ammo + COLDMISER: no heat tracking + FLYGIRL: adds jump capacity + MIGHTYMOUSE: unlimited jump capacity + ENOLAGAY: destroys everything (including you) on the map + GANKEM: destroys trageted enemy + ICANTHACKIT: skip mission + DORCS: credits + IDKFA: lose current mission + MEEPMEEP: time compression key on + UNMEEPMEEP: time compression key off + ANTIJOLT: time expansion on/off + WALKTHISWAY: leading reticle on/off + ZMAK: extra time + TLOFRONT: rear camera as main camera + MICHELIN: see bounching spheres on debris and 'Mech parts + XRAY: you can see through objects + TINKERBELL: free floating external cameras + WEDIDITAGAIN: more credits + LAIRDO: message "ATTENTION ENEMIES: Don't mess with the blimp." + DEI: message "F E I R" + SH*T or F*CK: message "Freebirth vulgarity will not be tolerated" When creating a new pilot, type FREEBIRTHTOAD as its name for level selection. Colors are levels, names are Trial of Positions To pilot the BattleMaster, the Elemental battle armor or Tarantula: (note that this requires a basic skill in handling files. Me, any authorized site showing this FAQ, Activision and whoever else won't answer to damage done by you.) In the Trial of Grievance menu change your Star Config name in: + Enzo (with capital E and normal letters) to add the Battlemaster between the Tarantula and the Firemoth + Calvin to add the Elemental between the Dire Wolf and the Firemoth + Hobbes to add the Elemental and the Firemoth If this doesn't work, modify the file MW2.PRJ with a exadecimal editor; Lines to be modified are: byte offset 3206200 from 0X0B to 0x11 and byte offset 3206752 from 0x0B to 0x11. The modify the file MW2SHELL.EXE: search string "btllmstr" and replace it with "bttlmstr". You may want to try changing byte offset 537782 as described above. To costumize these 'Mechs, you have to use them first in one mission. There are Easter Eggs in the game: go to the Archive Holoprojectors (both Clans) and click periods after heading numbers. ******************* 14-CREDITS and MISC ******************* First credit? To Fasa for having created the whole BattleTech universe. Then to me, Briareos Kerensky (Zone ID: briareos_CWE) and to all site showing this FAQ with my permission; visit them at: 1) The Clans Hall (http://www.sealteamsix.com/briareos/index.html; it's my site. Visit it and leave your sign on the guestbook, this will make me very happy) 2) GameFAQs (http://www.gamefaqs.com) 3) Neoseeker (http://www.neoseeker.com) 4) The Cheat Empire (http://home.planetinternet.be/~twuyts) 5) Video Games Strategies (http://vgstrategies.about.com) 6) Sjel's Walkthrough Page (www.sjel.org) 7) Cheat City (www.cheatcity.com) 8) Free Games (www.freegames.it or www.freegames.es), translated in Italian and Spanish an everyone who helped with this document. Special thanks to: all italian BT/MW players; all programs I used to do this FAQ; Dark Wolf ([email protected]) for having sent me the material for the cheat section; my turtle and my dog (he's not died yet); my PC (asking every time to kill him when I push any of its buttons); Dynamic Italia for having published Evangelion's 10th Genesis and other tapes I and the italian otaku community were waiting for; all soundtracks that accompained me during this long work (nominally: all Eva OSTs, Cowboy Bebop OST, and everythign from Beethoven, Back, Pachelbel, Wagner, Saint Saen, Orff and everyone I forgot); my still trasparent and bodyless girlfriend. To ask permission to post this document, just send a mail writing down the URL. To contact me, write at [email protected]; ICQ UIN is 40534369; Odigo ID is 264286. Write only about this FAQ or if you have a cute (female)friend/sister to introduce. Copyright (c) Briareos Kerensky 2000/2001. Reproduction and translation of this document (as a whole or parts of its) in any mode without permission is strictly forbidden. All names and marks are proprieties of respective owners.