MMMM MMMM EEEEEEEE CCCCCC HH HH MMMMM MMMMM EE CCCCCCCC HH HH MM MMMMMM MM EEEEE CCC HHHHHHHH MM MMMM MM EEEEE CCC HHHHHHHH MM MM MM EE CCCCCCCC HH HH MM MM EEEEEEEE CCCCCC HH HH ------------------------------------------------------------------------------------- By: Infinity63 Version: 11 ------------------------------------------------------------------------------------- Table of Contents 1 Version History 1 Version 1 2 Version 2 3 Version 3 4 Version 4 5 Version 5 6 Version 6 7 Version 7 8 Version 8 9 Version 9 10 Version 10 11 Version 11 2 The Mechs of MechAssault 1 Introduction to Mechs 2 Atlas 3 Belial 4 Bowman 5 Catapult 6 Cougar 7 Elemental 8 Hackman 9 Kit Fox 10 Mad Dog 11 Mad Cat 12 Owens 13 Prometheus 14 Puma 15 Ragnarok 16 Summoner 17 Thor 18 Timber Wolf 19 Uller 20 Uziel 21 Vulture 22 Ymir 3 The Mechs' Offenses and Defenses 1 Introduction to Offenses 2 Pulse Laser 3 Laser 4 PPC (Particle Projection Cannon) 5 Machinegun 6 Autocannon 7 Gauss Rifle 8 Crossbow 9 Warhammer 10 Javelin 11 Lava Gun 12 Introduction to Defenses 13 Jump Jets 14 Null Signature 15 Target Jamming 16 Chaff 17 Shield 4 Multiplayer Levels 1 Introduction to Multiplayer Levels 2 Colosseum 3 Frosty 4 Icepack 5 Junkyard 6 Number 51 7 River City 5 Walkthrough 1 Introduction to My Walkthrough 2 Level 1-Going Down Hard 3 Level 2-Suffer the Silence 4 Level 3-Friends Indeed 5 Level 4-Dry Me Out 6 Level 5-Sailing Away 7 Level 6-Catnap 8 Level 7-Catnap II 9 Level 8-Bright Lights, Dark City 10 Level 9-Bright Lights, Dark City II 11 Level 10-Not Again! 12 Level 11-Thor on the Rocks 13 Level 12-Wolf in Sheep's... 14 Level 13-Under the Guns 15 Level 14-Size Matters 16 Level 15-Size Matters II 17 Level 16-Not on my Watch 18 Level 17-Payback 19 Level 18-Worst Day Since... 20 Level 19-Ready to Rok! 21 Level 20-Ready to Rok! II 6 Stories 1 Introduction to Stories 2 Entry by Coolguy63 7 Hints 1 Introduction to Hints 2 Entry by Coolguy63 3 Entry by Coolguy63 8 FAQ 1 Introduction to my FAQ ------------------------------------------------------------------------------------- 1.1 Version 1 Created the Table of Contents and the mechs' section; after I get Xbox Live, I'll be adding more to the mechs. I'll also be adding offenses and defenses soon. 1.2 Version 2 I added the offense section, and, like the mechs, I will be adding more once I get Xbox Live. Working on the defenses. 1.3 Version 3 Completed the defenses, and I hope I don't need to repeat what I said about Xbox Live. I should be adding parts of walkthrough soon. 1.4 Version 4 I've started the walkthrough and started on the non-mech enemies, added infantry. 1.5 Version 5 Entered the 2nd and 3rd level into the walkthrough, started the stories section, and made an entry. 1.6 Version 6 Started the hints section and made two entries. I've created the grinder section, and no, I don't have Xbox Live yet, I'll add more once I do. Working on more walkthroughs... 1.7 Version 7 Added the walkthroughs for levels 4 and 5. 1.8 Version 8 Added walkthroughs for levels 6 to 9, nearly halfway there. 1.9 Version 9 Sorry, no walkthroughs today, but I did change the grinders section to the multiplayer levels section including the mechs you can fight in griders (if there are any). I'll probably add more walkthroughs tommorow. 1.10 Version 10 Added more walkthroughs (like I said I would), should be finishing soon. By the way, I added walkthroughs up to level 12. 1.11 Version 11 I've finished the walkthrough, and I've also added the FAQ section. ------------------------------------------------------------------------------------- 2.1 Introduction to Mechs These are the mechs you will be using in your battles. But, don't get to cocky, your enemies will be using some of these too. I'm rating the mechs on a scale of 1 to 10, comare and find what you're best in. 2.2 Atlas This is one of the two main assault mechs you will use, itís a heavy mech and it can take a lot. It doesnít have jump jets, but with the massive damage it can give and take, it doesnít need them. Its energy weapon is 4 pulse lasers, its ballistic weapon is 4 autocannons, and its missile weapon is 2 javelins. It has a chaff to draw missiles to, not that it needs it. The atlas receives a 9 out of 10. 2.3 Belial The belial is a pretty fast mech with jump jets. It carries a pulse laser, 2 gauss rifles, and a crossbow. The belial isnít very formidable, but its jump jets and gauss rifles earn it a 4. 2.4 Bowman The bowman is a modified catapult, but that doesnít mean its weapons arenít just as potent. It may have a chaff instead of target jamming, but still has jump jets. The catapultís weapons are changed to 2 lasers, 2 machineguns, and 2 warhammers during the transformation, and that makes it just as formidable. I give the bowman the same as its cousin, a 7. 2.5 Catapult The catapult is a good mech, but only if you use its 4 pulse lasers, 4 javelins, jump jets, and target jamming right. A catapult can beat much stronger opponent with its speed and good defense options if the pilot of it has any tact. The catapult is a good mech, so I give it a 7. 2.6 Cougar This is one of the weakest mechs in the game, but it is fast. Itís fairly fast and very weak, the best thing to do with this mech is dodge and run. It has 2 Pulse Lasers, an autocannon, and 2 Javelins. I give this mech a 2. 2.7 Elemental I donít consider the elemental a mech, it has jump jets, but thatís the extent of any good traits it has. The elemental pops with minimal damage, yes, it pops, no explosion, just a pop; and not only that, it can be outrun by a ragnarok. It has a pulse laser and 2 crossbows to defend itself with, but they donít help. The elemental receives a 1, its lucky I rate on a scale of 1 to 10 or it would get a 0. 2.8 Hackman Like the puma, this is a great stealth mech, it has null sig, but no jump jets. It only has two weapons a gauss rifle and 2 crossbows, so also like the puma, it can get in defenses but not out.. This is the fastest mech in the game, so it gets a score of 3 out of 10. 2.9 Kit Fox This is a mech for people who like light mechs and heavy weaponry; its pulse laser isnít heavy, but its warhammer is, but all mechs have a downside, it has no ballistic weapons. This also has jump jets and null sig, so it is powerful, for a light mech. I give the kit fox a 5 of 10. 2.10 Mad Dog This is one of two mechs that have no defensive abilities, no jump jets, no chaff, no nothing. The mad dogís arsenal doesnít help my rating either, 2 pulse lasers, an autocannon, and 3 crossbows; maybe if it had at least 2 autocannons it would receive a higher rating. Since Iíve actually lost to a cougar in this thing, it gets a 1. 2.11 Mad Cat The other main assault mech this is as powerful if not more, its faster, but it has slightly less health. It has twin PPCís backed up by twin machineguns and 4 javelins. It has target jamming, but lacks jump jets. I give the mad cat a 10 out of 10. 2.12 Owens The owens is a very light scout mech, without any stronger mechs protecting it, itís helpless. It has a machinegun and 2 crossbows, thatís it, unless you count its target jamming. The owens receives a 2 out of 10, because it still might be able to beat a mad dog. 2.13 Prometheus This is a modified atlas, its just as deadly, and it too has a chaff. Instead of pulse lasers, autocannons, and javelins, it has 3 lasers, 2 gauss rifles, and 2 warhammers. This is for people who like power and effectiveness. By the way, the prometheus receives a 10. 2.14 Puma The puma can easily penetrate most defenses because of its speed and null sig, but once itís in, itís screwed. It can put up a fight with its PPC, 2 machineguns, and 2 crossbows, but not for long. The puma has stealth, but lacks any power whatsoever so it gets a 3 of 10. 2.15 Ragnarok The ragnarok can take a lot of damage, but its speed makes it an easy target. This has a powerful arsenal including 2 gauss rifles, 4 javelins, and the legendary lava gun. The strategy I use with the ragnarok is knock over your opponent with triple- charged gauss rifles and hit them with the lava gun while theyíre down. By the way, youíre about to get hit with a massive attack, block it with the shield. The ragnarok receives out of 10 an 8. 2.16 Summoner The summoner is a powerful, medium-sized mech, it has 4 pulse lasers, 2 autocannons, and a warhammer. It has jump jets, but no other defenses. The summoner is overall a good mech, and I give it a 7 out of 10. 2.17 Thor The thor is the weaker original of the summoner. Its arsenal is nothing compared to the summonerís, it has 2 lasers, 4 machineguns (which are powerful for machineguns), and 2 crossbows, I couldnít think of a worse combination of weapons, but, nevertheless, it is a decent mech. Its jump jets and target jamming help it get a 6 of 10. 2.18 Timber Wolf This is the other mech that has no defense mechanisms, itís the weaker variation of the mad cat. It has 2 pulse lasers, 2 gauss rifles, and 4 crossbows, a decent arsenal. I give the timber wolf a 4 out of 10. 2.19 Uller This has no great fighting abilities, even with a chaff and jump jets, itís a horrible mech. Its weapons are 2 lasers and a crossbow; I take back what I said about the thor, by the way. I give this pathetic mech a 1. 2.20 Uziel The uziel is an all-around good mech, it has 2 PPCís, a machinegun, a crossbow, jump jets, and a chaff. Most light mechs only have one PPC if any but the uziel is a great light mech. For being, in my opinion, the best light mech in the game it gets a 7. 2.21 Vulture This is a decent light mech, but I donít suggest using it against medium or heavy mech. It has a chaff, but no jump jets (whoís heard of a vulture that canít fly?), it also has 2 lasers, a machinegun, and 4 javelins. For being a decent light mech, I give it a 6. 2.22 Ymir This is a modified ragnarok that also has the shield and lava gun. It replaces the ragnarokís other weapons with 2 PPCís and 4 autocannons. Donít worry, my strategy with the ragnarok still works, just use the autocannons instead of the gauss rifles. I give the ymir a 9 out of 10, just because I like it more than the ragnarok. ------------------------------------------------------------------------------------- 3.1 Introduction to Offenses This is where I list your offensive and defensive options. First of all, the offense, the first 3 are energy, the second 3 are ballistics, the third 3 are missiles, and the last doesn't fit into any of the above. The power, accuracy, rate of fire, heat, and effectiveness are rated on a scale of 1 to 10 and overall is an average of the five. Also, concerning the heat rating, less is more. 3.2 Pulse Laser This is a rapid fire energy weapon, it can do a lot of damage over a period of time. Its three levels of power are green, red, and purple, respectively. If you can track a target well, it is very accurate. This is a good weapon to use against tanks, turrets, and buildings. Mechs can have a maximum of 4 of these. Power-2 Accuracy-7 Rate of Fire-10 Heat-9 Effectiveness-5 Overall-6.6 3.3 Laser This is a beam of energy that has homing capabilities, its power levels mimic the power levels of the pulse laser (I wonder why?). All mechs that have these have 2, no more, no less. The laser isnít effective against anything in particular, just use it when you feel like it. Power-5 Accuracy-9 Rate of Fire-6 Heat-9 Effectiveness-2 Overall-6.2 3.4 PPC (Particle Projection Cannon) The PPC is a very effective weapon and one of my favorites. It has a large homing ability, but it has limited turning, and also, the more powered up it gets, the slower it goes. This is also a charged weapon (to charge, press and hold the right trigger or A and release to fire), the more you charge, the stronger it gets. Mechs are only allowed to have 2 of these. Power-9 Accuracy-10 Rate of Fire-1 Heat-2 Effectiveness-7 Overall-5.8 3.5 Machinegun This is much like the pulse laser, but itís weaker and creates no heat to speak of. Thatís all I have to say, about this pathetic weapon. Power-1 Accuracy-5 Rate of Fire-10 Heat-10 Effectiveness-2 Overall-5.6 3.6 Autocannon This is a powerful weapon that I use mostly to knock over enemies. Fully powered, it can knock over smaller mechs and occasionally medium and large mechs. This doesnít knock over elementals however, theyíre weak enough without being immobile. You are only allowed to have 4 of these, and powered up once, it fires two times the shots as normal, and powered up twice, it fires three times as normal. Power-8 Accuracy-6 Rate of Fire-5 Heat-3 Effectiveness-7 Overall-5.8 3.7 Gauss Rifle 2 of these equal the power of 4 autocannons, too bad youíre only allowed to have 2 of these. Like the autocannon, this can easily knock over light mechs and sometimes medium and heavy mechs. Powered up, itís just more powerful. Power-9 Accuracy-6 Rate of Fire-4 Heat-5 Effectiveness-8 Overall-6.4 3.8 Crossbow These are, in my opinion, the weakest missiles of the three. A mech can have, at most, 4 of these, and powered up, these follow the same logic as autocannons. The only time I suggest using these are against vehicles and elementals. Power-3 Accuracy-10 Rate of Fire-8 Heat-9 Effectiveness-2 Overall-6.4 3.9 Warhammer Another of my favorite weapons, these are very powerful weapons, you can attach these to mechs, structures, and the ground. You donít have to attach these to an opponent to work, I ,for example, can charge the timing just right so that they blow up in the air right next to your target. Increasing the charge of this not only increases their power, but also the time until they blow. Your mech can have 2 of these equipped, and the level of charge are blue, yellow, and red, respectively. By the way, my friend likes to call these RPGís (Rocket Propelled Grenades) and that is an accurate description of them. Power-10 Accuracy-3 Rate of Fire-1 Heat-1 Effectiveness-9 Overall-4.8 3.10 Javelin Yet another of my favorites, this is good against all vehicles and turrets. When fully powered up, it can help you take down small mechs, and of course elementals. The power levels are the same as the warhammerís. And, you can have 4 of these. Power-5 Accuracy-10 Rate of Fire-5 Heat-6 Effectiveness-6 Overall-6.4 3.11 Lava Gun Ah, the legendary lava gun, it has massive destructive power and can sometimes knock over mechs. This fires 3 gigantic balls of napalm; this is excellent for destroying buildings and, of course, mechs. This canít be powered or charged up, but it doesnít need to. And, I donít think I need to mention this, but I will anyway, your ragnarok or ymir can only have one of these. Power-10 Accuracy-5 Rate of Fire-4 Heat-1 Effectiveness-9 Overall-5.8 3.12 Introduction to Defenses Now, lets get to the defenses, the jump jets use the left control stick, and the rest use the right control stick. Effectiveness is how well I think they work. I also give hints of how I prefer to use them, that is all. 3.13 Jump Jets These are basically rockets attached to your mech to make them flight capable. Only some mechs have jump jets, and only jump capable mechs are able to get to some areas. To activate jump jets, press down on the control left control stick and release to deactivate them. The time jump jets last vary with the mech, but on all mechs they recharge fairly quickly. You can also do damage to some mechs by landing on them, but the damage also varies with the size of the mech jumping, the size of the mech being landed on, and the falling distance. Effectiveness-9 3.14 Null Signature This makes you invisible and takes you off radars for long periods of time. Get this on a fast mech, and you can go in and out of an enemy base quickly and stealthily. But, I donít suggest firing or getting hit while this is on, being damaged or creating heat reveals you, not completely, but enough for you enemies to get a lock on you. Effectiveness-8 3.15 Target Jamming This is probably my favorite of the defenses, it works for a decent amount of time, and nothing at all can hit you unless you walk in front of it. Target jamming prevents locks of any kind on your mech, no missiles, no PPCís, not even pulse lasers or autocannons can hit you. This is great for going in and out of somewhere quickly; after you complete your objective, then you can deal with the annoying mechs, tanks, or helicopters following you. Effectiveness-10 3.16 Chaff This doesnít last very long, but it attracts most missile weapons to it instead of you. But, even though it lasts a short time, it recharges quickly, so you can use it over and over again. Hereís a strategy for you: try attaching the chaff to an opponent, so when other enemies fire missiles, not only will they be drawn away from you, but they will also be drawn to your opponent. Effectiveness-7 3.17 Shield This is only available to the ragnarok and ymir, so you can only use it after you beat the game. It can block any attack, but it lasts a small amount of time and can be broken after several attempts. But donít worry, it recharges quickly; I suggest using it to block massive attacks like PPCís, warhammers, and lava guns, the ragnarok and ymir can handle smaller ones. Effectiveness-9 ------------------------------------------------------------------------------------- 4.1 Introduction to Multiplayer Levels These are the multiplayer levels, I've rated them on a scale of 1 to 10, told you what mechs are good there, and given you a brief description of each. And, if there is a grinder available here, I've also given you the mechs you will be fighting, and in what order. 4.2 Colosseum This barren landscape has a giant trench in the center of the arena. A bridge hangs over it, but it can be destroyed. On one side of the trench is a magma pool, on the other, a small lake. Standing next to a furnace raises the heat of your mech, so donít stand next to them. This level is well suited for heavy mechs, but jump capable mechs do have some advantages here. The colosseum receives a 5 out of 10 from me. Grinder Uller Owens Cougar Uziel Vulture Catapult Thor Mad Cat Atlas Ragnarok 4.3 Frosty A frozen area where mechs cool down quickly, so you can unload more ammo. Larger mechs canít fit under the three landbridges here, so theyíll have to go around or take them down. There are mists all over the place here, white mechs can sometimes use these to their advantage. I give frosty a 7 out of 10. 4.4 Icepack This is an icy level where weapons cool down faster than usual. Although other mechs can find other ways up, jump capable mechs can easily claim the high-ground around the outer-rim of the level. This level is well suited for all kinds of mechs, except of course, elementals. Out of 10, icepack gets an 8, itís a good level if you know your way around. 4.5 Junkyard The junkyard is, well, a junkyard, thereís trash all over the place and some of itís explosive (yes, explosive trash), this doesnít hurt mechs much, but it does a lot to power-suits. The lights here can be destroyed, but they donít do much in the first place, whatís the point? This is very well suited for heavy mechs, light mechs have no chance, speed and jumping donít help here. The junkyard receives a 9 of 10, because I like heavy mechs. 4.6 Number 51 This is a fiery battleground that has a volcano in the center of it. There are large magma pools all over this WOB base, but none as deadly as the volcano, just being around this does you damage, and once a mech falls in, only a jump capable mech can get out. There are also buildings scattered all over the base, and a large land bridge near the volcano. All mechs can find advantages here, even elementals can find cover here. This is an excellent level and gets a 10 out of 10. 4.7 River City This is another level suited for every mech, itís mostly flat with a lot of obstacles, mostly buildings. Fast mechs can go around buildings, jump capable mechs can go over them, and heavy mechs can just knock them over. The two sides of River City are separated by a large river with two large bridges hanging across it, fast or jump capable mechs can destroy these bridges to slow down heavy mechs. Even elementals can do well here, they can hide on the larger buildings and shoot down at mechs, the mechs can destroy the building, but the elementals would have still done better than if they have done otherwise. For being, in my opinion, the best level you can get without Xbox Live, River City gets a 10 out of 10. Grinder Uller Uziel Vulture Thor Mad Cat Atlas Ragnarok ------------------------------------------------------------------------------------- 5.1 Introduction to My Walkthrough This is where I tell you how I play the game. I'm not telling you to do it this way, but this is the way I find easiest. I try to be as specific as possible without giving you an hour's worth of reading. If you choose to play the game my way, great, if you don't, whatever. 5.2 Level 1-Going Down Hard >>Recon Area Mechs Available- Cougar So, youíve landed, well, take the only available mech and prepare to mow down some infantry and tanks. Head strait across the river and step on the infantry; now jump jet over the ridge. Whatís this? A base, destroy it, one shot to each building with a javelin should do it, watch out for the infantry on top of the towers. Oh, more infantry, step on Ďem and move on. Look at this, a convoy, there should be 4 trucks and 7 tanks, destroy Ďem all. After youíre done torturing the convoy, follow the road to another base. There should be 5 turrets in this clearing, destroy them and any remaining tanks and infantry, then move on. Oh no, power-armor, Iíll bet youíre ready to piss your pants; there should be 4 of these midgets, waste Ďem and destroy the HQ building to complete the first level. 5.3 Level 2-Suffer the Silence >>Destroy the Comm Tower >>Rout Defending Forces Mechs Available- Cougar Puma First off, I would take the puma, it has null sig and a PPC. Anyway, down to business, follow the road to the first cluster of buildings you see. Howís it been so far? A few tanks and a ton of infantry, yeah, Iím sure thatís gonna stop a 40-ton mech. Oh, right, the buildings, level the whole base, destroy the tunnel, and look for any salvage. 3 suits of power-armor, oh no; squash Ďem and move on. Now go up the hill, watch out, thereís laser turrets, those might actually do something. See the 3 smaller buildings as soon as you come up? The middle one has a health in it, take it when you need it. After you leave this base, notice the ship in the water below? It has a health on it, donít take it yet, you might need it later. Enter the next base and destroy all tanks and infantry; thereís more health than normal in this base, I wonder why... Your first mech battle, heís supported by numerous tanks, infantry, and 2 turrets, lose them by wading into the water. By the way, briefing boy was right, itís an owens. Now that itís just you and the owens, nuke him, then deal with the rest. The last base and the comm tower, destroy the 3 turrets defending it, and then the comm tower. 5.4 Level 3-Friends Indeed >>Save the Resistance Mechs Available Cougar Puma I suggest taking the puma, its null sig will come in handy. Start off across the bridge to find members of the WOB terrorizing civilians, toast Ďem. Now follow the road and go onto the bridge, but donít cross, weíre gonna flank Ďem. Jump over the left side of the bridge and walk until you find a chain of small islands. Now go backwards and hit the uller with a few PPCís. If you get the uller down before you get to the area with the elementals, they will be immobile; if you want, you can get in a free shot, but after that shot hits, the elementals will wake up. Look around the area for salvage and destroy any battleships. Follow the road to another bridge, weaken the bridge but donít destroy it, weíll use it later. Cross the bridge and youíll find an owens, heís why we weakened the bridge. Lure him onto the bridge and destroy it under him, make sure youíre not on it too or youíll be destroyed as well. There should be some tanks remaining, finish them off and continue. Up ahead thereís a few tanks, 2 elementals, and another uller and owens; use null sig and the trees for cover. Destroy all of them and youíve completed the level. 5.5 Level 4-Dry Me Out >>Secure Your Flank >>Cripple WOB Air Forces >>Destroy Key Structures Mechs Available- Cougar Puma Uziel I usually take the uziel for this mission, its firepower comes in handy sometimes. Start by taking out all the turrets, thereís 4 on the mountains and 3 near the entrance to the tank depot. Now destroy the tank depot and the tanks, then look for salvage. Itís time to head for the air base, theyíll be sending helicopters to meet you, destroy them and the jets; the jumbo-jet has salvage in it. Now the drawbridge, destroy the tower next to it to open it up. Thereís a lot of enemies on the other side, destroy the 2 turrets first, then go for the uziel. After flattening him, sink the docked ships. Now head up the hill and waste the helicopters, then destroy those 2 annoying turrets. After leveling the helicopter depot, destroy the hanger. What? Thereís 2 ullers in there, show Ďem what youíre made of. 5.6 Level 5-Sailing Away >>Destroy All Barges >>Destroy Escort Vessels Available Mechs- Belial Cougar Puma Uziel I recommend the puma for this, yes, the puma, its speed and null sig is what weíre looking for. Follow the river, as soon as you pass the waterfall, go onto the land to your left, get back in the water once it ends. After you pass the overhanging structure, go onto the land to your left, jump jet over the rocks. And remember, sink all the boats you see on your way. Once you see a second overhanging structure, destroy it, donít aim for the turrets, destroying the structure will destroy them both, one PPC should do it. When you see land on your right, go onto it and activate null sig. Ignore all mechs you see, theyíre not your target. When you get to the fork in the river, go left, thatíll lead you to the rest of the ships. 5.7 Level 6-Catnap >>Defend the Icarus >>Secure Mad Cat Mechs Available- Belial Cougar Puma Uziel Take the uziel, it has the most firepower of any mech you have, for now. First off, youíre got a ton of tanks, a few helicopter, and an uziel incoming, donít let them get to the Icarus. Now the best directions I can give you are stay to the right side of the valley and follow the nav point. Youíll find tanks, turrets, infantry, and another uziel, Iíll give you more once you reach the city. Now find the convoy, donít shoot at the mad cat, but destroy the tanks around it; if all else fails, cave in the tunnel on the north side of the city. After youíve captured the mad cat, destroy all incoming enemies, mostly tanks and 2 uziels, and, donít mistake the techsí car for a tank. Now look for salvage, thereís a small base at the south side of the city. After youíre done looting the small base, go to the real one at the north side. Level every building there, start with the turrets and the tank and helicopter depots. 5.8 Level 7-Catnap II >>Defend the Icarus Mechs Available- Mad Cat Not much to do here, just defend the Icarus. It doesnít matter if Foster blows up, you can repair the cougar heís using, and he lives (too bad). Thereís salvage scattered around the Icarus, but you probably wonít need it, given how pathetic the enemies are, briefing boy fighting with you, and, of course, youíre using the mad cat. Oh, youíve got tanks, helicopters, and 2 uziels coming. 5.9 Level 8-Bright Lights, Dark City >>Stop Reinforcements >>Clear Your Approach >>Gain Access >>Shut Off the Power Mechs Available- Mad Cat First, destroy all tanks and turrets, thatíll release the 2 pumas. Then destroy the bridges under the pumas, easy. Look around for salvage, then fight the catapult and his turret and helicopter support; I suggest dropping the bridge on or under him. Now mop up the remaining enemies and head through the door. That was a short mission, wasnít it? Sorry, itís not over yet. 5.10 Level 9-Bright Lights, Dark City II >>Stop Reinforcements >>Clear Your Approach >>Gain Access >>Shut Off the Power Mechs Available- Mad Cat Start by destroying the 4 turrets and 4 elementals, then head in. Now destroy the tank and helicopter depots and the belial. After youíre done, wipe out any remaining tanks, helicopters, and turrets, then hit the generator. Thereís a lot of salvage around, pick some up before taking out the uller. Now head into the power district, ignore the mechs until you destroy the mech depot in the back. After youíre done with the enemies that may have escaped your wrath, nuke the nuke plant (sorry about the pun). 5.11 Level 10-Not Again! >>Locate the Icarus Mechs Available- Mad Cat Well, they are a pretty big target arenít they? But how many times are they gonna get shot down? Anyway, start up the hill to find a small base complete with turrets, tanks, infantry, a helicopter, and an uller, nothing new. There are three landbridges ahead, defended by tanks, turrets, and an uziel. I suggest moving across the bridges quickly, in case your enemies decide to destroy them under you. On the other side youíll encounter tanks, a kit fox, and an uller. After you find the Icarus, youíll have to protect it from 2 tanks, a belial, and an uller; by the way, thereís salvage all over the place, health and ammo should be no problem. After youíre done with your 4 little buddies, youíll get 2 new ones, a mad cat and an uziel, there are the best mechs youíve fought so far, but they shouldnít be a problem. 5.12 Level 11-Thor on the Rocks >>Raze Sensor Nets >>Destroy Enemy Mechs >>Protect the Icarus Mechs Available- Belial Cougar Mad Cat Puma Timber Wolf Uziel Take any mech you want, this shouldnít be a hard mission. Youíve got 3 heavy assault helicopters incoming, shoot Ďem down, after that head after the first tower. Nothing big defending the tower, just a few tanks and turrets. After youíve downed the tower, head back to the Icarus, itís under attack by 3 helicopters, is that all theyíve got? Defending the second tower are turrets (including a mortar), tanks, and a vulture. By the way, near the entrance to the area did you notice the large block of ice behind the trees and the turret? Well, destroy it to find some salvage, an energy power-up and a health. Nothing very heavy guarding the next tower, a few tanks, a few turrets, the usual. Youíve got a vulture with light tank support in the next area, nothing to worry about. Do not go in this tunnel, if you do, youíre gonna be crushed, it collapses, I suggest destroying it from outside. After the tunnel youíve got a cougar and a vulture, where are the good mechs? After youíve nuked the mechs, break through or jump over the ice ledge the cougar came from, thatís where the next tower is. Like Foster said, to your west are the helicopters, destroy Ďem, and donít waste ammo, you can actually step on them. Now head for the last tower, itís protected by a mortar turret and 2 vultures. A thor? Straiderís campion is a thor? Well, I guess it could pose a small threat, itís weapons are fully powered-up, anyway, waste him. Hey, the thor didnít blow up, I wonder why... 5.13 Level 12-Wolf in Sheepís... >>Enter Base >>Intercept Comms >>Reach Extraction Mechs Available- Thor Donít fire at any enemies or step on any infantry, if you do, youíll blow your cover. Now that youíre in the base, you need to go to the comm center, donít shoot at anything, yet. Ah, this is what youíve been waiting for since you saw those 2 atlases at the gate, isnít it? Well save it. Just destroy the generator and leave through the back door. Youíre gonna be followed by tons of ullers, atlases, tanks, and helicopters, run for your life. Luckily, thereís health everywhere, in hangers and trucks. After you reach the giant land bridge, collapse it after you reach the other side, then youíll be home free. 5.14 Level 13-Under the Guns >>Locate Gun Batteries >>Destroy the Guns Mechs Available- Belial Cougar Mad Cat Puma Summoner Thor Timber Wolf Uziel Take the mad cat for this one, itís fire power will help a lot. Destroy the ice block to the left of where you came from, this will let you into the base. Inside the base, youíll meet a mad cat and an uziel; thereís salvage all over the place inside the base, mostly health and energy. After you go deeper into the base, youíll encounter an uziel on the ridge, he has the high-ground, and heís not leaving it. After you get inside the actual base, meaning walls on all sides, Strader will send you a new friend to play with, itís a mad cat, have fun with him. Thereíll be a lot of salvage around, I donít think they think you can handle yourself. After you get to the closed door, find and destroy the nearby generator to open it. I think Strader is starting to get a little peeved at you, heís sending out 3 of his minions, 2 vultures and a mad cat. Once youíre done dominating them, head for the orbital guns, you should still have plenty of time left. Now that youíve taken out the orbital guns, youíre not the only mechwarrior Strader will have to worry about. By the way, you couldíve taken the path around the base for this mission, but Iím not gonna go into that one since itís the cowardís way to beat this level. 5.15 Level 14-Size Matters >>Locate Mech Base >>Destroy Defenses >>Destroy Mansion Mechs Available- Elemental Great, you get to be an elemental, you should have fun with this one. Jump over the magma rivers, you donít want to fall in. Luckily, even with your minimal size, you can still step on infantry, so, step on the idiots. Now find a metal gate, these look so much smaller as a mech, donít they? Well, jump over it; soon youíll find a weakened wall structure, go through it. By this time you should have some pumas chasing you, donít stop to fight them or youíre gonna get dominated. Soon you should find a large hangar, jump onto it, then jump over the large wall. After youíve vaulted the wall youíll have to fight 2 power-armors, and, donít fall into the lava. As you advance, the puma that was following you will jump over the mountain, again, donít fight him, instead duck into the tunnel. When youíre in the tunnel, use the pillars for cover but donít stop moving down the tunnel. After you get out of the tunnel, turn right, youíll see a pile of trash with a health in it, you should need it by now. Now that youíre back to full health again, turn right, youíll see an archway, go through it, the puma wonít be able to follow you. Now there should be some tanks and 3 elementals. After youíre done with them, you should be home free, destroy the building next to the mech base and go in. Inside the base, thereís a cougar, an uziel, a thor, and an atlas, you choose the latter. 5.16 Level 15-Size Matters II >>Locate Mech Base >>Destroy Defenses >>Destroy Mansion Mechs Available- Atlas From an elemental to an atlas, and this is no pushover either, all its weapons are fully powered-up. After you cross the first small landbridge, that puma that was chasing you as an elemental will show up. After you punch through the weakened wall section, youíll find a cougar, a cougar on an atlas... Right. After you travel through the valley a little, youíll find a belial and a mortar tank, destroy the tank first, it poses a bigger threat. Soon youíll come up on the regional palace, before the palace, the party goers are gonna try to fly away in 4 transport helicopters, take down as many as possible. Once you start to approach the palace, youíll be ambushed by 4 mechs, 2 kit foxes, a thor, and an atlas. After youíre done with these idiots, head for the palace, after you destroy part of the palace, youíll be ambushed by another mech, watch out, itís a prometheus, and itís no pushover, flatten him and then the palace. 5.17 Level 16-Not on my Watch >>Destroy Local Forces >>Secure Escape Route >>Liberate Prisoners Mechs Available- Atlas Belial Cougar Mad Cat Prometheus Puma Summoner Thor Timber Wolf Uziel I usually take an assault mech for this one, like a mad cat or prometheus. To start off, youíll be fighting a uziel supported by several tanks, nothing to worry about. After a while youíll come up on another uziel supported by 2 turrets and a tank. Around the bend, youíll find a base; in the base, thereíll be a ton of tanks and an uziel, not very powerful, but not to be underestimated. In a small base up ahead, thereíll be several tanks and an uziel, there are a lot of these around, arenít there? Up ahead, thereís a repair yard with 2 mad cats and 2 uziels which are slightly damaged, thereís also salvage all over the place. After you leave the repair yard, youíll find tanks and turrets, whereís the challenge? After you cross under a landbridge, youíll have incoming bombers, you probably wonít be able to destroy all of them, but you can use the landbridge as cover, donít worry, it shouldnít break unless you weakened it, and by the way, they only make one pass. The second comm tower is in the next base, itís protected by helicopters, tanks, and turrets. Following the base, thereíll be a huge valley with about a hundred turrets in it. Destroy all the turrets and head to the camp, the guard force is a single infantry soldier. After you head into the camp, a dropship will drop a prometheus on you, destroy him and it will come back to drop 2 more. 5.18 Level 17-Payback >>Prevent Escape Mechs Available- Atlas Belial Cougar Mad Cat Prometheus Puma Summoner Thor Timber Wolf Uziel For this mission youíre gonna need whatever mech youíre best in, this level requires efficiency. First off, thereís a cougar trying to distract you from your main goal, after youíre done with him, follow the convoy. The convoy is made up of heavy tanks and catapults, try destroying the lead catapults to start a chain reaction. After youíre done with the first convoy, Foster informs you he missed a convoy of catapults and heavy tanks, what an idiot. Destroy the convoy and take down Strader. 5.19 Level 18-Worst Day Since... >>Assault the Space Port >>Stop the WOB Retreat Mechs Available- Atlas Belial Cougar Mad Cat Prometheus Puma Summoner Thor Timber Wolf Uziel Although there are areas that only jump capable mechs can reach, I suggest using an assault mech, like a prometheus or mad cat. There are gonna be some mortar tanks trying to blow out bridges under you, donít let Ďem or, well, think about what happens when a bridge gets blown out under a mech. Up ahead is a mech depot, destroy it and any mechs it may have released. Following the inside path to the space port, there are 2 owenses, theyíre trying to delay you, but they shouldnít be a problem. After youíre done messing with and finally finishing off the owenses, youíll be close to the space port. Make no mistake, the guard force here is not light, you didnít think theyíd let you just walk in and waste Strader did you? Soon thereíll be a helicopter depot, destroy it or these stupid things will be all over the place. After you enter the space port, turn right and destroy the tank depot and 2 generators there, thatíll open the door. As you near the door, youíll find a mech depot, destroy it and, of course, any mechs that wandered out of it. Once in the inner space port, destroy the plane first, then the mech depot, and I donít think I have to repeat myself; by the way, the plane has tons of salvage in it. Now destroy the generator behind the mech depot, that should let you into the area where the dropship is, and Strader. Now that youíre in, start to destroy the dropship, but before youíre able to, you have to fight Strader in his ragnarok, and its weapons are powered up, I thought this would be a harder battle, but the rag is a slow, easy target. Now that youíve defeated Strader, itís time to try out your doomsday present. 5.20 Level 19-Ready to Rok! >>Stop the Drill Mechs Available- Ragnarok First of all destroy the tunnel behind you, you donít want enemies streaming in behind you. Then, which enemy do you want to fight? Behind door #1 on the left, a thor, and behind door #2 on the right, a timber wolf. After you go into the city, youíll find some tanks and a mad cat, waste Ďem. In the next area, youíll meet tanks, a mad cat, a thor, and 2 mech depots, destroy the depots first and then the mechs. Before you enter the next area youíll run into 3 assault tanks, destroy Ďem and then take down the atlas in the next area. Now youíre leaving the city into the magma fields, youíll be welcomed by 2 thors, take Ďem down. After you go even further you find a mad cat, destroy it before advancing. Now youíll find a mad cat, an atlas, and a timber wolf, not a team to mess with too often. It might take a little work to destroy these three, but after that, youíll be at the drill approach. 5.21 Level 20-Ready to Rok! II >>Stop the Drill Mechs Available- Ragnarok On the drill approach, youíll find a number of tanks, turrets, and helicopters, you have 8 minutes, should be plenty of time. Now that youíre at the drill, youíll find its guards, atlases, a prometheus, and a thor. After youíre done with the read guards, youíll be swarmed by elementals, ignore them, theyíre endless. When you start to attack the drill, Foster will give you some bad news, the drill isnít taking any damage and his only idea is to self-destruct. Step into the drill and press A to save the world. ------------------------------------------------------------------------------------- 6.1 Introduction to Stories This is where I write stories of skillful happenings of MechAssault, if you have an entry you would like to make, e-mail me via web form. I will not accept something that enemies or techs did. If I don't accept your entry, please don't send it again. By the way, don't forget to tell me what your nickname for this site is so I can give you credit. 6.2 Entry by Coolguy63 Once I was playing a grinder at River City with my friend, and we were at the point where we were fighting against 3 ragnaroks. I was an atlas and I attached a chaff to one of them, they were all at pretty low healths so all of them were limping, they couldn't get away. Anyway, I attached a chaff to one of them and one of the others fired javelins, they were drawn to the other ragnarok and it was the finishing blow. All of the rags were standing next to each other so it started a chain reaction and, like I mentioned, they were limping so they couldn't get away. All that was left when the smoke cleared were three, gigantic, purple shields. ------------------------------------------------------------------------------------- 7.1 Introduction to Hints I write hints here, things that may be helpful to you. If you have an entry you would like to make, e-mail me via web form. If I think the hint is helpful, I'll probably enter it, but if I don't accept your entry, please don't send it again. By the way, don't forget to tell me what your nickname for this site is so I can give you credit. 7.2 Entry by Coolguy63 Almost all of the scenery in MechAssault is destructible, and most of it can destroy or badly injure mechs and enemies. There are two kinds of buildings and scenery: falling objects, and explosive objects. Falling objects that can hurt enemies are usually tall buildings and bridges, destroy these above or under enemies to do massive damage, if not kill them. Destroy an explosive object anywhere near an enemy to take them with it. Explosive objects are usually pumps that send out an electrical explosion, propane tanks that burn enemies to death, or bubbles of dried lava that sends out a spray of molten lava. 7.3 Entry by Coolguy63 Trees are one of the only things that are rarely destructible and shots canít go through them. If youíre under heavy fire, about the only safe place is a cluster of trees. Hide in trees and you canít be touched, itís safe to hide in trees until you think of a way to get away from enemy fire. ------------------------------------------------------------------------------------- 8.1 Introduction to my FAQ This is where you ask me questions about my walktrough or the game. Send your questions to me via web form and ask them clearly, and, don't ask me any questions you know are stupid ones.