Strategy Guide PSX

Kung Fu Gecko's Unofficial Strategy Guide for

               MECHWARRIOR 2
                   v1.0

                               by Kung Fu Gecko
                                  (Garett Choy)

TABLE OF CONTENTS

1 Introduction
    a Preface
    b Spoiler warning 
    c Background
    d Disclaimer
    e Copyright
    f Where to get this FAQ
    z Version history
2 Clans
3 Mechs
    a Mech chassis
    b Weapons
    c Equipment
4 Single Player Mission Guide
    a Jade Falcon Missions
    b Wolf Missions
5 Combat Tips

1 INTRODUCTION

1a PREFACE

MechWarrior 2 (MW2) is an older game by now, but it is still a very high 
quality game.  I finally got the game when I bought a Monster3D card and 
loved the game.  The problem was, even though MW2 has been around a long 
time, even though several people have written their own FAQ's and mech 
design recommendations, and although there are many fan groups and web 
pages; for some reason no one has written a complete mission guide for the 
single player missions!  So that's why I've written this strategy guide.  

1b SPOILER WARNING

This mission guide contains information and tips which may spoil your 
experience and enjoyment of the game MechWarrior 2 since it reveals 
information before you experience it for yourself.  I recommend that you 
only use this if you've played it to completion by yourself, or you are 
stuck and need some hints to move forward.  

1c BACKGROUND


1d DISCLAIMER

This document is meant for unofficial informational purposes only, and is 
not for profit.  It is not endorsed by Activision. Company names, logos and 
product names are trademarks or registered trademarks of their respective 
holders.

1e COPYRIGHT

This document is copyright April 1998, Garett Choy.  Permission is granted 
to reproduce, provided it remains whole and intact.  No modifications, 
deletions, or additions may be made without the expressed written 
permission of the author.

1f WHERE TO GET THIS FAQ

This FAQ is available and is most up to date at my MechWarrior 2 home page 
located at:

    http://www.autobahn.org/~gbchoy/geckobeach/mechwar2.html

1z VERSION HISTORY

v1.0   First published draft of this guide.

2 CLANS

The amount of background story available for the player to read in MW2 is 
astounding.  You may find the stories interesting, as they tell the history 
of the formation of the Clans, the history of two of the clans since the 
formation, the societies, weapons, and goals.  However, if you have no 
interest in reading these stories, then this explanation should suffice.  
While wars ravaged the Earth, a society of humans in another part of the 
galaxy was formed by one man, Nicholas Kerensky.  He created a warrior 
society which upholds honor above all else.  Several clans exist within the 
society, all at competition with each other for the final return to Earth.  
In MW2, you have the chance to play as a mechwarrior pilot for two 
different clans: Jade Falcon Clan or the Lone Wolf Clan. 

3 MECHS

The vehicle you pilot in MW2 is the evolution of the military tank, called 
the "battle mech" or "mech" for short.  Best described as giant robots, 
they are huge, tough, and carry powerful weapons; unlike the fast, agile 
armor suits you may have seen in Japanese Anime cartoons.  Mechs are 
modeled after animal-like physiology; particularly in the design of its 
mobility mechanisms.  The mech moves itself by walking or running with its 
robot legs.  Weapons are mounted to any available part of the body, but 
primarily in the arms or torso areas.  To keep balance, they have an 
internal gyro system, removing the need for the pilot to worry about 
keeping the robot standing upright.  In MW2 (not so in MW2: Mercenaries) 
the gyro system is able to keep a mech standing upright even when one leg 
has been blown off the mech.  Even more amazing, the one-legged mech will 
still be able to rotate it's position!  The pilot of the mech sits in the 
"head" of the mech.  This area is often well protected and difficult to hit 
since destroy this area will kill the pilot inside, rendering the mech 
disabled.  Jump jets can sometimes be added to mechs to give them low 
flight capabilities and increased maneuverability.  

3a MECH CHASSIS

Here is a quick reference chart of all the available mech chassis' in MW2.

                      Cruise  Max           Heat
MechName      Tonnage Speed   Speed  Armor  Sinks  Legs
--------      ------- ------  -----  -----  -----  ----
Firemoth      20      108     162    2      10d    man
Kit Fox       30      64.8    97.2   4      10d    bird
Jenner II-C   35      97.2    151.2  4      10d    man
Nova          50      54      86.4   10     18d    bird
Storm Crow    55      64.8    97.2   9.5    22d    bird
Mad Dog       60      54      86.4   8.5    12d    bird
Hellbringer   65      54      86.4   8      13d    man
Rifleman II-C 65      32.4    54     11     20d    man
Summoner      70      54      86.4   9.5    14d    man
Timber Wolf   75      54      86.4   12     16d    bird
Gargoyle      80      54      86.4   11     16d    man
Warhammer IIC 80      43.2    64.8   12     20d    man
Warhawk       85      43.2    64.8   13.5   20d    bird
Marauder IIC  85      43.2    64.8   11.5   21d    bird
Dire Wolf     100     32.4    54     19     19d    bird

Special Note: The Nova mech design has its legs attached to the head at the 
position of the ears so it has no ability to perform a torso twist.  It can 
angle the leg orientation to give a very narrow arc approximation of torso 
twist.  But with this drawback, it gains the advantage of being the fastest 
mech available with several available locations for weapons.

3b WEAPONS

MW2 makes a variety of weapons available for you to use.  Each weapon has 
its strengths and weaknesses; you'll find that outfitting your mech with a 
variety of weapons will be crucial for your success.  The energy weapons, 
the lasers, are the only weapons which do not require ammunition, and will 
most likely be standard weapons for all your mechs to use. 

                                  Range                        Ammo
WEAPON TYPE       HEAT  DAMAGE    (In Meters) TONNAGE CRITICAL (per ton)
-----------       ----  ------    ----------- ------- -------- ---------
ER Laser (Lg)     12    10        1019        4       1          -
ER Laser (Med)    5     7         510         1       1          -
ER Laser (Sm)     2     5         255         0.5     1          -
ER PPC            15    15        746         6       2          -
Pulse Laser (Lg)  10    10        815         6       2          -
Pulse Laser (Med) 4     7         408         2       1          -
Pulse Laser (Sm)  2     3         204         1       1          -
Gauss Rifle       1     15        1820        12      6          8
LB 2-X AC         1     2         800         5       8          45
LB 5-X AC         1     5         700         7       4          20
LB 10-X AC        2     10        600         10      5          10
LB 20-X AC        6     20        450         12      9          5
Machine Gun       0     2         175         0.25    1          200
Ultra AC/2        1     2         700         5       2          45
Ultra AC/5        1     5         600         7       3          20
Ultra AC/10       3     10        500         10      4          10
Ultra AC/20       7     20        400         12      8          5
SRM-2             2     2/missile 497         0.5     1          50
SRM-4             3     2/missile 497         1       1          25
SRM-6             4     2/missile 497         1.5     1          15
Streak SRM-2      2     *         497         1       1          50
Streak SRM-4      3     *         497         2       1          25
Streak SRM-6      4     *         497         3       2          15
LRM-5             2     1/missile 1000        1       1          24
LRM-10            4     1/missile 1000        2.5     1          12
LRM-15            5     1/missile 1000        3.5     1          8
LRM-20            6     1/missile 1000        5       4          6

Extended-Range Lasers - These are your standard laser weapons.  There are 
no "regular range lasers" in this game, so these lasers are as basic as it 
gets.  When firing a laser, the lasers will require a second or two to 
recharge before you can fire them again; so they are by no means a "rapid 
fire" weapon.  However, when grouped together and fired sequential (chain 
fire), they can be very formidable weapons to your victim.  Long range 
lasers are great for sniping your opponent from a far distance, especially 
if he has no long range weapons!  Just remember that lasers build up heat 
quickly.

Extended-Range PPC - This energy weapons fires a big ball of energy which 
causes the most damage per shot of any energy weapon.  PPC's are great for 
delivering hit and run damage when you only have enough time to fire a few 
shots before you're taking cover again.  PPC's shots have a huge range, but 
travel very slowly, so lead your target as necessary.  Also, they generate 
an enormous amount of heat.

Pulse Lasers - These are essential rapid fire versions of the ER lasers.  
They have about 20% shorter range than the ER lasers as well.  They are 
great for close combat, where you need to deliver as much damage as quickly 
as possible.  The drawback is that they generate heat as rapidly as they 
fire.

Gauss Rifle - 

Lb-X Autocannon - 

Machine Gun - This weapon has very short range and doesn't deliver a lot of 
damage.  However, since it generates no heat, they are great for use in 
those close combat situations where you need to cool down but can't afford 
to or don't want to give the enemy a break from your punishment.

Ultra Autocannon - 

Short-Range Missiles - These missiles deliver short range death to your 
enemy.  They do twice the amount of damage per missile over the long-range 
variety and reload quicker.  They come in several varieties; firing 2, 4, 
or 6 missiles at a time depending upon the type of weapon used.  For 
example, SRM2 will fire 2 missiles at a time, while a SRM6 will fire 6 at a 
time.  This model of SRM does not lock on to your target, so aim a fire 
when you are ready.

Streak Short-Range Missles - These are basically the same as the standard 
SRM's, but with computer control added on.  You can now lock onto your 
opponent and fire the missiles.  The missiles will guide themselves to your 
locked target.

Long-Range Missles - These missiles are great for taking out an enemy 
before he even knows you are there.  Within 1000 km, the computer guided 
missiles can lock on to you opponent.  These are particularly effective 
when used to lob the missiles over a hill that your target is behind, 
damaging or destroying him without him even being able to see you!  LRM's 
also cause "splash damage", the damage caused be the explosion of the 
missile to anything in the near vicinity of it's place of impact.  The 
splash damage effect is particularly useful when enemies are bunched 
closely together.  However, at the same time this is the exact reason why 
you don't want to shoot LRM's at an opponent who is very near your own 
mech.

3c EQUIPMENT

Jump Jets - These are extremely useful jet propulsion options for mechs.  
They can be used for low altitude flying or hovering, reaching high 
platforms, slowing the fall off a high platform, jumping over your opponent 
(and possibly landing on him), spinning your mech for sharp turns, and 
moving in a direction quickly.  Jump jet power is limited to a limited, but 
rechargable energy source, giving you limited jet time.  When not in use, 
the jet energy source will automatically (slowly) recharge.  The manual 
isn't very clear about control of the jets.  To jet vertically, use the 'J' 
key.  For level-forward or level-backwards jetting, use the 'HOME' and 
'END' keys.  'INSERT' and 'PAGEUP' keys will jet you level forward, while 
turning left or right.  Finally, the 'DELETE' and 'PAGEDOWN' keys spin your 
mech right or left very quickly.  

Heat Sinks - You need these to increase your rate of cooling down.  The 
more heat sinks you have, the more often you can fire your weapons (like 
lasers) without having to wait for your mech to cool down.

4 SINGLE PLAYER MISSION GUIDE

Supposedly there are 16 missions per clan allegiance (there are two 
allegiances).  However, 4 of the 16 missions on both sides are "trials of 
rank" where you go against one mech of your own clan in a closed arena to 
try and increase your rank.  Will have the choice during the trial to 
challenge a second mech for extra rank.  These so called "missions" are 
very short, don't require a lot of thought, and don't bring you to new and 
exciting places.  There really are only 12 real missions for each 
allegiance, most of which are very good ones.

4A JADE FALCON MISSIONS

Jade Falcon

Mission 1: Silent Thunder
Primary: DESTROY the HPG UPLINK at NAV ALPHA
Secondary: DESTROY the COMMUNICATIONS ARRAY at NAV BETA
Tertiary: DESTROY all ENEMY MECHS in the area
Return: Dustoff site: NAV GAMMA
Head on over to nav Alpha.  An enemy helicopter will circle over head; 
destroy it.  Two enemy mechs are guarding the HPG uplink just past the 
hill.  Take them out using LRM's or long range fire first then move in for 
the kill.  The HPG uplink is that strange building which keeps shooting 
green energy pulses into the air.  Destroy this structure with an energy 
weapon.  Head to nav Beta.  On the way there, you'll see a mining complex 
with a moving bar on a track which you can destroy.  Continue on to nav 
Beta where another mech and two turrets are.  Destroy the communications 
array there.

Mission 2: Arkham Bridge
Primary: DESTROY all ENEMY UNITS in the area
Secondary: DEFEND the INDUSTRIAL PLANT at NAV KAPPA
Tertiary: DESTROY any TARGETS OF OPPORTUNITY
Return Dustoff site: NAV LAMBDA
Immediately after touch down, head to nav Theta which is a mountain path.  
A huge mountain is between you and the cities and this path is the only way 
you'll make it there in time.  At nav Iota, two enemy mechs are waiting 
around a ruined city.  You can take out one of the mechs with your LRM's, 
but the other mech is behind the buildings.  At least disable both of these 
mechs then head straight for the industrial plant at nav Kappa.  It will be 
attacked by two enemy mechs about the time you reached the first city so 
take these two out with LRM's and rush at them to take them out.  Now you 
can go back and destroy any mechs you disabled.

Mission 3: Mirror Cage
Primary: DESTROY the DROPSHIP at NAV ZETA
Secondary: DESTROY all DEFENDING MECH UNITS
Return: Dustoff site: NAV ETA
The default mech has two batteries of LRM's and they come in handy.  Head 
towards nav Zeta.  The ground is very hilly in this area, so use them to 
your advantage.  Get up on a hill.  A mech will begin to head towards your 
direction.  The hill that he is near will prevent him from firing at you as 
he climbs it.  Just as he reaching the top of the hill, launch your LRM's 
to give him a nasty welcome.  Continue towards the drop ship where you'll 
encounter three enemy mechs guarding the drop ship.  They don't seem to 
notice you immediately, so stand on the nearby hill top and launch LRM's at 
them until they do, then engage them.  Another mech out in the distance 
will come to their aid, so lay waste to him as well.  Finally, just stop 
and blow up the drop ship.

Mission 4: Bone Machine 
Primary: DEFEND the FIREBASE
Secondary: DESTROY all ATTACKING UNITS
Return: Base: NAV GAMMA
LRM's are incredibly valuable on this mission.  Fortunately the default 
mech has them.  You are the lone mech defending the firebase.  There are a 
few turrets, but they don't seem to help you much.  Stay where you are 
until the first enemy mech approaches.  Go just outside the base and shoot 
LRM's at him.  Then continue your patrol.  The enemy has the gall to send 
one of their drop ships flying over head, pause very near the base, and 
release two enemy mechs.  Fire LRM's at the arrogant bastards as the mechs 
jump off the hovering drop ship.  As you take out both mechs, two groups of 
two mechs each will approach from other sides of the base.  Disable and 
destroy them as quickly as you can.

Trial 1: Fight for Honor and Rank

Mission 5: Bouk Obelisk
Primary: DESTROY any/all OPPOSITION encountered
Return: ISOTOPE PROCESSOR: NAV PHI
There are several nav points, but you'll only have to worry about two.  You 
will receive a distress call from a friendly mech at nav Upsilon.  A 
friendly really is there, but it's also a trap.  Two groups of three mechs 
each are surrounding nav Upsilon so head at an angle to attack one of the 
groups.  The friendly will help you fight, but don't depend on him too 
much.  He will eventually bug out and head to nav Phi, where you started, 
and that's exactly what you want because escorting him safely there becomes 
part of your objectives.  After defeating the mechs at Upsilon, head back 
to Phi where two more enemy mechs are showing up.  Kill them.

Mission 6: Umber Wall
Primary: ESCORT HOVER TRAIN to PROCESSING UNIT at NAV OMICRON
Secondary: DESTROY any/all ATTACKING UNITS
Return: Dustoff site: NAV PI
You must escort a train to a mining station.  Before it leaves the station, 
2 gunships will be flying in at 2 o'clock.  Go take them out, trying to use 
long range lasers to knock 'em down before they get close.  Then turn 
around and jet back towards the train.  Don't turn, and keep going past the 
train to find 4 more gunships flying in.  After taking them out, 2 more 
gunships will fly in from the same direction.  The train should have 
already left the station by now and be heading through a valley pass to a 
tunnel in a tall mountain.  An enemy Jenner will be high on the left 
cliffs.  He'll jump the high distance and take some damage (he'll die on 
easy mode) so take him out quickly.  You can't fit in the tunnel so go 
around the right side of the mountain using your jets to move fast.  2 more 
enemy mechs will be waiting to ambush the train as it leaves the tunnel so 
attack them before they get a chance to.

Mission 7: Rogue Chariot
Primary: DESTROY CORE HEAT SINK ARRAY at NAV SIGMA
Secondary: DESTROY all DEFENDING UNITS
Tertiary: DESTROY any TARGETS OF OPPORTUNITY
Return
You need to destroy the Core Heat Sink Array.  Go forward till you can just 
make out a bridge in the distance to the left.  On top of it are two enemy 
mechs.  Once you can see them, stop.  Zoom in and stick to your long range 
laser to take them out.  Move closer to the bridge and two tanks will be 
hiding near the bridge around the mountain, so take them out at a distance 
also.  Set your nav towards the array and start going at full speed, but 
keep alert for two enemy mechs guarding the facility.  Stop, and snipe at 
them from long range.  This won't last long so you'll have to switch back 
to unzoomed view and fight them.  A third mech will join the fray while 
you're fighting the first two, so be careful.  Take out the array and 
immediately begin to retrace your steps as the core begins to melt down. 
Run full speed back to your drop point.  Two more tanks will be waiting for 
you at the bridge.  Take them out without slowing, or else you'll be caught 
in the meltdown blast.

Trial 2: Fight for Honor and Rank

Mission 8: Plum Wine
Primary: DESTROY all VEHICLES CONTAINING HIGH COMMAND PERSONNEL 
Secondary: INSPECT likely structures for ENEMY MUNITIONS
Tertiary: DESTROY all ENEMY UNITS ENCOUNTERED
Tertiary: DESTROY any TARGETS OF OPPORTUNITY
Return
You must move fast for this one.  On touch down, head straight for the two 
mechs coming at you using long range weapons until they get close for the 
standard short range brawl.  Then go to nav Alpha, then towards nav Beta.  
At nav Gamma, a mech is protecting a convoy.  Take him out but don't let 
the convoy get too far away.  Take them out quickly and head towards nav 
Delta where another mech is protecting another convoy.  Take out the mech, 
then the convoy, and start heading towards nav Delta.  There a several 
buildings here which you'll have to inspect to look for munitions.  When 
you start to see a couple mechs hanging around, you know you are near the 
right buildings.  Take out the mechs, and inspect the buildings for 
munitions.  The nav points form a square pattern, so head outwards from the 
pattern for the rest of the munition buildings.  Again, you'll meet more 
mechs guarding the places.  If you want to take the time, you can take out 
the buildings.  As you head back to your drop ship, another mech will be 
waiting to challenge you.

Mission 9: Rust Heart
Primary: ESCORT CONVOY to FIREBASE at NAV EPSILON
Secondary: DESTROY any ENEMY UNITS encountered
Tertiary: DESTROY any TARGETS OF OPPORTUNITY
Return
Go meet the convoy at nav Delta and relieve the friendly Falcon escort 
mech.  Escort the convoy to nav Epsilon.  Two mechs will attach from 2 
o'clock (if you are following the convoy).  Take them out, of course, and 
then watch for the two mechs attacking from the 10 o'clock direction.  Go 
meet the drop ship at nav Zeta.

Trial 3: Fight for Honor and Rank

Mission 10: Armor Veil
Primary: DEFEND the AIRBASE 
Secondary: DESTROY all ATTACKING MECHS
Return
In this mission, you have one friendly mech to lead and in order to 
complete the mission successfully, you're going to have to learn how to 
direct him.  The airbase has a control tower, go near it and wait while 
readying the first LRM weapon.  Be patient, the enemy will show up soon 
enough.  Two mechs in the distance will be coming at you.  Avoid the short 
mech and attack the other taller mech since he's the one with long range 
weapons.  Let your LRM's lock, and fire both salvos; remembering that since 
they've locked, you can aim up a little over the hill.  Needless to say, 
don't waste your SRM's.  Fire the slow PPC's straight at the enemy.  The 
short mech is going to run away trying to lead you away from the base.  
Don't let him.  Instead, direct the 2nd  unit to attack him.  Head back to 
the base.  Several waves of two mechs will attack one at a time.  Always 
take out the taller mech first as he's the one most likely to have the long 
range weapons.  Whenever the 2nd unit report destroying the mech, send him 
to attack another mech.  Don't double up on a mech unless he's the only one 
there because his friend will take the opportunity to shoot at the base.

Mission 11: Iron Piston
Primary: DESTROY all ENEMY MECHS
Return
You're the lone mech against several enemy mechs in a city.  However, you 
advantage is the element of surprise; none of the enemy mechs are aware of 
your presence.  Target the nearest enemy mech 'E' and hug the wall to your 
left as you approach him using buildings for cover, but avoid getting near 
the other mechs.  Almost everything is short range hear since buildings 
block your way.  Get you SRM's ready.  When you get near enough, the enemy 
will start moving towards you.  Position yourself so a building corner is 
between you and your opponent.  Just as he is about to walk from around the 
corner, unload the SRM's and repeat PPC blasts at him then take cover.  
Keep using the target nearest enemy key 'E' and take them out one by one.

Mission 12: Bronze Anvil
Primary: IDENTIFY and DESTROY RADICK'S MECH
Primary: IDENTIFY and DESTROY STAFF VEHICLES
Secondary: DESTROY all DEFENDING UNITS
Tertiary:
Return
This is a huge battle.  The mission starts with you, one friendly mech, and 
several helicoptors racing towards the enemy.  There are several tanks 
coming at you, but you can't waste time hiding around the mountains so 
engage them immediately.  Don't worry about scanning the tanks and coptors 
because they aren't part of your objective.  Next, kill the helicopters.  
There will be several enemy mechs which you'll have to battle with.  Wound 
them from a distance as you can, but make sure you get within 200 km to be 
able to scan them to identify the pilots.  Once scanned, take them out.  
Follow the convoy vehicles targeting the nearest vehicle and inspecting it 
before blowing it up.  Do this to the entire convoy from rear to front 
sweeping them of the important staff carrying vehicles.  Watch out for a 
few gun turrets on the ground as you approach the enemy drop ship, and 
watch out for another enemy mech.

Trial 4: Fight for Honor and Rank


4B LONE WOLF MISSIONS

Mission 1: Pyre Light
Primary: DESTROY CHEMICAL PLANT at NAV EPSILON
Primary: INSPECT FIREBASE WRECKAGE at NAV ZETA
Secondary: DESTROY all SURVIVING MECHS
Tertiary: DESTROY any TARGETS OF OPPORTUNITY
Return
I recommend outfitting your mech with LRM's for this mission.  Head over 
towards nav Epsilon.  Two enemy mechs will be guarding the chemical plant, 
unaware of your presence.  Climb the nearest hill until they are in range, 
then switch to LRM and stop.  Target the nearest mech and wait for your LRM 
to lock.  Fire one salvo at a time of LRM to take out the mech, then do the 
same for the next mech.  Go to the chemical plant and take it out with 
energy weapons.  Head over towards nav Zeta where a mech is just behind the 
hill at the firebase wreckage.  Climb up his nearest hill and attack him.  
The tall burning building is the firebase wreckage which you must inspect.

Mission 2: Flame Tongue
Primary: DESTROY PUMPING STATION at NAV ALPHA
Primary: DESTROY HARDENED HQ at NAV BETA
Secondary: DESTROY all DEFENDING UNITS
Tertiary: TAKE OUT any TARGETS OF OPPORTUNITY
Return
Head over to the pumping station at nav Alpha where 3 enemy mechs are 
guarding.  Attack them immediately, and 2 will bug out and run away.  You 
can take them out now if you want, but you don't have to.  Destroy the 
pumping station, then head for the next nav point (Beta) and take out the 
guarding mechs.  Destroy the four surrounding sections of the HQ, then the 
center HQ itself.  Head for your drop ship but get ready.  Another mech is 
guarding a remote radar installation.  Take him out and the things there, 
especially the tent.

Mission 3: Blade Splint
Primary: RECON POWER CONVERTER
Primary: DESTROY POWER CONVERTER if active
Return
This can be an extremely tough mission if you don't know what you're doing.  
Choose a mech that's fast and has jump jets.  Equip it with some LRM's, 
then go off on the mission.  You'll start in a city, with three enemy mechs 
unaware of your presence.  Target the nearest one, then go at a 45 degree 
angle from where you started, between a building to your left, and a 
burning pile to your right.  After passing the fire, arm your LRM's and 
wait for a lock on the enemy.  Fire LRM's at him from a distance till he 
dies.  Target the next guy and turn to your right and cross the road.  Lock 
and kill him.  Do the same to the third.  Head over to nav Alpha.  On your 
way to nav Beta, there will be more enemy mechs.  Again, take them out from 
a distance with your LRM's.  Go right up to nav Beta.  It should be a T-
intersection in the road where you can choose to turn left or right (nav 
Gamma is to your left).  But don't.  The power center is right behind and a 
little to the right of the buildings at nav Beta on top of the T-
intersection.  It looks like a 2-story high building with black-metal rib 
cage design.  Inside it's glowing blue.  Inspect it and then destroy it.  
Head back towards nav Alpha.  The drop ship is at nav Delta, just past nav 
Gamma where a half a dozen enemy mechs will ambush you.  You have almost no 
hope of surviving a direct encounter with them, but luckily you have jump 
jets. (You did bring them, didn't you?)  Target nav Delta and try to do a 
long sweep around Gamma to Delta, but don't use the jets just yet.  The 
enemies will spot you.  Fire your last salvos of missiles and keep running 
to Delta.  Use the jets to put distance between you and them, and keep zig 
zagging to avoid their slow PPC shots.  If you're really a hot shot, try 
and lead them into a line of one another so they "accidentally" kill each 
other with friendly fire.

Mission 4:  Temper Edge
Primary: DEFEND then ESCORT the T-5 RECON UNIT to NAV SIGMA
Primary: DEFEND REPAIR VEHICLE until repairs are complete
Secondary: DESTROY all ENEMY MECHS
Secondary: ESCORT REPAIR VEHICLE to dustoff site
Return
Make sure your mech has at least two batteries of LRM's.  You'll start the 
mission off with the repair vehicle heading to nav Rho.  In the midst of 
some wreckage of a ruined camp, the four-legged T5 unit sits and waits.  
The T5 looks like a four-legged spider.  The repair unit will immediate run 
up to it and begin repairs (which take several minutes).  Get ready, 
because 3 enemy mechs will approach from beyond the small hills.  Get a 
little past the wreckage but don't pass the hill.  Use your LRM's in the 
meantime to take out whatever you can of the enemy.  One or two will 
inevitably reach the camp so fight them to the death.  Then wait.  And wait 
and wait.  Another three enemy mechs approach so go to the edge of the camp 
and take 'em out with LRM's.  Luckily, these are the last enemies on the 
level.  Then wait and wait and wait.  Check your mission time; the T5 unit 
won't start moving towards nav Sigma until the last minutes.  It's pretty 
stupid so you can watch the dumb thing bump into several pieces of 
wreckage, damaging itself, before it finally figures out how to get out.  
Once it reaches nav Sigma, the repair truck will join you and the drop ship 
will arrive.
 
Trial 1: Fight for Honor and Rank

Mission 5: Sable Flame
Primary: CAPTURE and SECURE the SENSOR ARRAY DOME
Secondary: DESTROY all DEFENDING MECHS
Tertiary: DESTROY and TARGETS OF OPPORTUNITY
Return: Dustoff site: NAV IOTA
Head on over to nav Eta and get your LRM's ready.  At nav Theta, you can 
see in the distance a domed camp.  This is the sensor array.  Three enemy 
mechs are behind the dome, but don't shoot them yet.  The dome is fragile 
and too much damage will breach the dome, making capture impossible, and 
thus your mission a failure.  Target the left-most enemy and head towards 
nav Theta until the mechs start walking to you.  For some reason, they all 
take the counter clockwise path around the dome.  Use LRM's on the mechs 
and then engage them.  Once they are destroyed, watch for another set of 
three enemy mechs to attack from a distance.  Use LRM's as you can, and 
engage.  Be careful around the dome, don't shoot at it.  The enemies try to 
take cover by walking around the dome, and since the dome is transparent, 
you can see them but not hit them.  They aren't that smart since you can 
just switch directions and go around the dome the other way and meet up 
with the enemy and blow him to bits.  Just as you finish the second wave, a 
third wave will come, some of which will try shooting at the dome.  Destroy 
these guys as quickly as possible; concentrate fire on anyone shooting at 
the dome first.

Mission 6: Burning Chrome (recommend: long range laser)
Primary: DESTROY SOLAR ARRAY at NAV TAU
Secondary: DESTROY all ENEMY UNITS in the rift
Tertiary: DESTROY any TARGETS OF OPPORTUNITY
Return: dustoff site: NAV UPSILON
You start in a snowy canyon.  Three enemy aerospace fighters will fly over 
you, but you can ignore them.  Around the large mountain corner is the 
solar array.  Head over to nav Rho where two enemy mechs will attack you 
from a canyon cove on the right.  You didn't sense them before because they 
were shut down.  Destroy them and start heading to nav Sigma.  Again, 
another previously shut down enemy mech will attack you from another canyon 
cove on the right.  Take him out.  The solar array is on raised ground and 
is also protected by several turrets.  The three rightmost turrets will be 
seen first, even though the aren't the closest targets.  Use your long 
range laser and zoom in to snipe them from afar.  You may have to move 
closer to nav Sigma to be able to shoot the third turret.  As you reach 
Sigma, another mech can be sensed from around the mountain corner to the 
right.  Destroy him, then go back and take out the rest of the turrets at 
the solar array with long range lasers.  You have a target of opportunity 
back where the last mech came from: an enemy drop ship is hovering there.  
Use long range lasers to attack the drop ship.  The ship is hardly 
defenseless as it has PPC's, lasers, and missiles; so make sure you 
approach it from an angle at full speed.  (The computer isn't that good at 
leading its target.)  Once you reach the drop ship (don't bump into the 
canyon walls), perform the circle of death attack with all weapons.  It 
will take awhile to kill the heavily armored ship.  The drop ship 
apparently has an outer shell which is used for flight.  Once this is 
destroyed, the hull will fall, and you'll have to destroy this as well.  
Again, it takes awhile.  Be careful not to overheat.  Once destroyed, go 
back to the solar array and walk up the ramp on the left side.  Stop, and 
shoot out all the solar arrays.

Mission 7: Scorching Sand
Primary: CAPTURE AND SECURE enemy COMMAND VEHICLE
Secondary: DESTROY all DEFENDING UNITS
Tertiary: DESTROY any TARGETS OF OPPORTUNITY
Return: Dustoff site: COMMAND VEHICLE site
You start off on the top of a cliff.  Two enemy mechs are on top of a 
nearby cliff and will sense you as soon as you enter the scenario.  They 
will immediately jump off the cliff (taking some damage) and attack you.  
Take care of these two.  Head to nav Alpha, then to nav Beta.  Two small 
and quick mechs will attack.  Then head to nav Gamma, and finally to nav 
Delta.  As you approach Delta which is around a mountain, a laser turret 
will be the first thing you'll encounter.  Take this turret out before 
turning the corner to expose yourself to the rest of the enemies.  Continue 
to nav delta and take out another turret, then two assault vehicles parked 
right next to the command vehicle, then finally take out the last turret; 
the area will then be secure and a drop ship will begin to make it's way to 
you and the command vehicle.  Keep alert because another enemy mech high 
atop a mountain opposite the command vehicle is jumping down to attack.  
Take cover at the base of the mountain until he jumps down to ground level.  
Then take him out.

Trial 2: Fight for Honor and Rank

Mission 8: Silver Staff
Primary: DESTROY the CHEMICAL PLANT at NAV PHI
Primary: DESTROY the AIRBASE at NAV CHI
Secondary: DESTROY the INDUSTRIAL PLANT at NAV PSI
Secondary: DESTROY the HPG PROCESSOR at NAV OMEGA
Secondary:  INSPECT likely structures for MUNITIONS
Tertiary: DESTROY all ENEMY UNITS in the city
Return: Dustoff site: NAV ALPHA
The default mech has the LRM's that are very helpful for this mission.  A 
huge enemy mech is in the not-too-far distance at nav Phi.  Target him, 
turn your torso and start walking a circle.  Fire both batteries of LRM's 
because this guy is really tough.  He also has a buddy with him, who isn't 
quite so tough, who you'll also have to take care of.  A chemical plant is 
near nav Phi; destroy it then search around nav Phi for a bunch of 
buildings.  In this bunch are two buildings which look like a big house and 
a little house connected together.  When you target them, they come up as 
"warehouse" and upon inspection reveal they carry the munitions you were 
searching for.  Head on over to nav Chi where two more enemy mechs are 
waiting.  LRM them if you can.  This isn't always successful as the mechs 
hide behind structures.  Take them out, and look for the airbase hanger and 
tower.  Destroy these.  Off in the distance towards the other navs, some 
friendly mechs are hunting down a couple of enemy mechs.  Use LRM's to aid 
them and engage any enemies surviving the onslaught of your comrades.  In 
some cases, the friendly mechs will get the secondary missions done for 
you.  If they don't, go to nav Phi and destroy to industrial plant, and nav 
Omega to destroy the HPG processor.

Mission 9: Aquiline Fire
Primary: INSPECT the DROPSHIP WRECKAGE to download data
Secondary: DESTROY the DROPSHIP WRECKAGE after inspection
Tertiary: DESTROY all ENEMY UNITS in the area
Return: Dustoff site: NAV KAPPA
This is another perfect mission for LRM's.  Head over towards nav Phi to 
begin your sweep of the area, looking for the crashed dropship.  Two enemy 
mechs are at Zeta, so take them out.  Two more are at Eta, and again two 
more at Theta.  The crashed drop ship is easy to miss because it's not 
close by any of the nav points.  However, it is about 250 km away from nav 
Theta.  This is where MechWarrior 2's draw-in graphics gets annoying.  The 
drop ship *should* be within sight distance, but it doesn't get drawn.  So 
to find it, go to nav Theta and keep targeting under reticle 'Q' until the 
drop ship is found.  Another clue is that the nav points Zeta, Eta, and 
Theta form an arc, and the drop ship is outwards of the arc.  Go to the 
drop ship, inspect it and wait for the complete download of information.  
Then destroy it and head back to Kappa to meet your drop ship.

Trial 3: Fight for Honor and Rank

Mission 10: Cold Crescent
Primary: DESTROY the MAIN TERRAFORMER UNIT CORE
Return: Dustoff site: NAV NU
A covert operation!  You are posing as a Falcon in a stolen Falcon mech.  
Head over to Lambda to meet the Falcon you are going to impersonate.  He's 
not happy about that so you will have to take him out.  Luckily, the nav is 
far from the Falcon camp, so no one else will hear the Falcon's screams as 
you blow him to bits.  Head on over to nav Mu where the enemy camp is and 
several enemy mechs are.  It's an uneasy feeling, but such is the life of a 
spy.  They will check your stolen IFF code and it will be good.  To the 
left of the camp is a monorail track.  Follow it down to the terraformer 
unit.  It's protected by an impenetrable fence.  A few fences to the left 
of the monorail track is the door to the compound.  An enemy mech is 
outside the door guarding it, but he thinks you're a friendly.  Head right 
for the door.  You don't need to shoot it because your IFF code will grant 
you access.  As the door opens, you'll see the huge terraformer unit 
structure just to the left.  Get ready though because the two mechs inside 
the compound don't think you should be in there and attack you immediately 
after their brief check of your IFF (which fails).  Take them out quickly 
because they will be joined by the mech that was guarding the door.  Deal 
with the guard as well then circle the big dome (the main terraformer 
unit).  There dome is also impenetrable, but there is a vent on the side of 
the unit opposite the side facing the door you entered the compound.  
You'll have to destroy two long access tunnel structures which block your 
path as you walk around the unit.  Eventually, you'll come to the vent.  
Turn your mech around to get ready to circle back the way you came, rotate 
your torso to aim at the unit, and use energy weapons to blow it up.  Then 
haul your butt back around and out the fence door heading for nav Nu.  Go 
at full speed until you hear the computer tell you you've reached the 
minimum safe distance.  There may be enemy mechs around and they are faster 
than you have devastating LRM's which will plug you in the back as you run 
away so if they get within range, take them out.  

Mission 11: Velvet Hammer
Primary: RENDEZVOUS with HOVER LIMOUSINE at NAV XI
Secondary: ESCORT the HOVER LIMOUSINE to the OPERA-PLEX
Tertiary: DESTROY all ENEMY UNITS in the area
Return: Base: NAV PI
This can be an extremely frustrating mission, but can also be very basic if 
a little trick is done.  The problem is not that the enemy is tough, rather 
the vehicle you are escorting is so weak that splash damage (from enemy 
mechs exploding) and it bumping into things (like you or the enemy) easily 
destroy it.  First, I present it the was probably intended to be played.  

Head to nav Xi and meet up with the hover limousine.  Turn around 180 
degrees because the hover limo will start to go down the street the way you 
came.  A hidden (shut down) enemy mech will activate.  If you are going the 
direction of the limo, the enemy will be on the next street over on your 
right.   He's trying to ambush the limo at the next block so meet him there 
instead and waste him.  At that same intersection that the enemy was coming 
from the right, the limo will make a left turn.  Follow it.  The next block 
will be barricaded, forcing the limo to turn left.  Guess who barricaded 
it.  Yup, the Falcons.  Follow the limo to the next block which is also 
barricaded, this time forcing the limo to turn right.  At the next block, 
the limo will pass between two buildings.  Inside each building is an enemy 
mech who will blow the wall of his building out when someone gets near (you 
or the limo).  This causes tunnels to form through the buildings.  Take out 
the right mech first, then turn around and take out the other mech.  Now 
turn around again; you'll find that the limo was heading towards the right 
tunnel's direction.  Go that way but go around the left side of the 
building.  As you go down the street, angle left to meet up with another 
enemy mech who is behind the building waiting for the limo.  At this point, 
the limo gets destroyed very easily by splash damage so be careful.  Take 
out the enemy mech.  The limo will take a couple of lefts, then head down a 
street which goes straight towards nav Omicron, where the opera-plex is.  A 
few block just before the opera house, two enemy tanks will ambush the limo 
from both sides.  Take them out, then head towards the complex where two 
more enemy tanks will try an ambush.

Limousine keeps getting blown up?  Try this instead.  When you start up, 
*don't* go to nav Xi.  Instead, patrol the path that I described above 
*without* the limo, starting with the barricades avoiding nav Xi.  To do 
this, leave your starting point and go forward.  Make the right turn at the 
intersection and you should see the barricades forcing you to turn left.  
Follow the path described above, taking out all the enemies.  They will be 
activated by your presence.  Once you reach the opera house, target nav Xi.  
Head towards it for a little while till you can't pass some buildings.  You 
can go around the buildings to the right and meet up with the limo on the 
opposite end of the street you started on.  Escort the limo.  There's one 
last enemy we didn't kill by using this method, and that's the first mech 
we would have encountered.  Again, meet him around the right corner and 
blast him.  Then just follow the limo to the opera house while enjoying the 
scenery and MechWarrior 2's great soundtrack.

Mission 12: Golden Spade
Primary: INSPECT the PALACE COMPLEX
Primary: DESTROY the PLACE COMPLEX if in use as a COMMSTATION
Primary: DESTROY the ROAD BLOCK and TURRETS at NAV OMEGA
Secondary: DESTROY all DEFENDING UNITS
Tertiary: DESTROY any TARGETS OF OPPORTUNITY
Return: Dustoff site: NAV ALPHA
This is a really tough mission because the enemy mechs are so tough.  I 
recommend a very tough mech for this one.  Your drop point starts you right 
next to three enemy mechs so you have no choice but to battle it out.  Try 
using the pagoda structures as cover; walk behind them and cool down during 
that time.  After a rough battle with the mechs, destroy the two gun 
turrets and the crossbar barricades near nav Omega.  The blue dome is 
impenetrable so, like the comm link says, you'll have to destroy the shield 
generator first.  But before that, there is another mech lurking around the 
left side.  Take note that he is also near what looks like a path leading 
from the shielding complex out to somewhere in the open.  You'll come back 
to this later.  Start circling the complex and targeting and inspecting the 
pagodas.  You are looking for two munitions and two bunkers.  Also destroy 
the 6 stone obelisks.  Head back to the path heading away from the complex 
and take notice that there is a patch of ground away from the complex that 
looks the same as the ground of the complex area.  Head out to the distance 
where this patch of ground is and keep targeting nearest enemy 'E' until 
you lock to another enemy mech.  Try taking him out from a distance but 
keep going out that direction.  That mech was guarding the shield generator 
which was cleverly built sunken into the ground.  You won't be able to 
actually see the generator until you are almost right on top of it.  It 
looks like a set of horizontal bars glowing bright red.  Destroy this, and 
head back to the complex where the shields are down and three more mechs 
inside the complex walls are waiting for you.  Stay outside the walls.  
Missiles that lock and sometimes the PPC's are able to hit the enemies 
*over* the wall.  Before you kill all the enemies, make sure you've 
targeted and inspected the complex in the center, as it's easy to destroy 
the building with stray shots as you are fighting the mechs.  Destroy all 
the mechs and the complex, then head to nav Alpha for dustoff.

Trial 4: Fight for Honor and Rank

5 COMBAT TIPS

Circle of Death - This is the most common maneuver in mech warrior combat.  
It is accomplish by running an approximate circle pattern around your 
target while having your mech's torso turned inward the circle towards the 
target.  This allows you to keep the enemy in your sights (firing away), 
while staying mobile to make it harder for your opponent to track you.  You 
would be well advised to keep modifying the angle of the circle (or more 
appropriately the ellipse), to make it even harder for your opponent to 
track.  Also, when you are circling the back side of your opponent, slow 
down a bit to stab him in the back a little longer.  Watch out for 
obstacles in your path.

DFA: Death From Above - This maneuver is accomplish by landing your mech on 
top of your opponent's, usually by the use of jump jets.  The top armor of 
a mech is considerably weaker than the armor of the feet.  This is a tough 
maneuver to get right; turning on your down camera view may help.

Chunking - Mechs can have it's arms, legs, pieces of it's torso, and even 
it's head shot off.  (The latter is fatal to the pilot.)  This is known as 
"chunking".  Many times the weapons are mounted to the arms of the mech.  
The arms also happen to be the easiest to chunk off.  Chunking a leg will 
immobilize an opponent, letting you tend to his two-legged comrades.  Be 
careful though, an immobile opponent can still fire his weapons.

Lobbing - This is done with long range missiles.  When an opponent is past 
a hill or short structure, you can lock on to him with LRMs, then aim up 
(make sure the reticule is still red) and fire, effectively "lobbing" the 
missiles at him.

Around the Corner Surprise - The AI of MW2 isn't sophisticated enough to 
know that you are waiting for it to round a corner (of a building or such) 
so you can unload (like an alpha strike) you most devastating blow on him, 
so use this to your advantage.  Lucky for you your targeting system can see 
right through structures.

Pillar Run - Use the structures in the battlefield to your advantage by 
running behind them for cover.  To do this, run a big circle of death 
around your target, making sure that the obstacles you pass are between you 
and your opponent.  Between obstacles, fire rapid shots at your target.  As 
you pass an obstacle, use that time to let your mech cool.