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This page contains Part 2 of the MechWarrior 2 - 31st Century Combat Walkthrough

MechWarrior 2 - 31st Century Combat

I must state that whenever I play any of the missions below I take pride in destroying all enemy 'Mechs. The strategies provided below do not take this into account and for those of you who are stuck, run when you have to.

Part 2: Clan Jade Falcon

Mission 1 Codename: Silent Thunder

Some missions are easier to do backwards! The NAV point system allows for completion in any order. Remember - the way it is written is not necessarily the easiest. From the drop-point, go to the last NAV point first. Once there, take out the turrets with long-range missiles (to avoid being hit, fire them from behind the bluff).

The turrets are dangerous, and if you get too close, you're likely to get your nose singed! DO NOT fire on the communications array. If you do, then you wake up the sleeping Kit Fox who's hiding behind the mountain. Instead, sneak around and blow him away with long-range missiles. Then, you can destroy the com-link.

After you've destroyed the tertiary target, the mining area, it's time to take out the HPG uplink, thus severing the enemies communications and radar systems. Target the wall and the main unit as this allows the speedy destruction of the complex. For additional honour points take out the nuclear power plant near the uplink. Dust-off.

Mission 2 Codename: Arkham Bridge

An ideal mission for long-range missiles. Take the mountain path to the burning village, which is off to the left. Take out the first 'Mech with missiles, and then head for the industrial plant. This is where you need to practise shooting and turning on the move, as you continue up the path. Defend the plant with your missiles, and then proceed to dust-off.

Mission 3 Codename: Mirror Cage

Think carefully before you begin. A supplement of lasers and missiles is necessary. Try a summoner with three long-range missiles, a PPC and a large ER laser. Take out all enemy 'Mechs before dust-off.

Mission 4 Codename: Bone Machine

Again, a mixture of lasers and missiles is recommended. If you must go for an all-laser complement, choose a Mad Dog with three ER and three Medium.

Take out the Hellbringer immediately. If you take too long with the kill, you'll soon have company. Best to make a quick job of it with missiles and head north-east where you'll meet a Kit Fox and Firemoth waiting south-east of the base. Blow them to dust with missiles and quickly return to base, where you'll find two enemy 'Mechs dropped off by a Wolf Clan drop-ship.

Don't waste shots on the drop-ship. Get straight into blasting the 'Mechs - and don't hit the base!

Mission 5 Trail 1 Use the centre of the arena as cover. Circle it (using the F3 overhead view to navigate), and keep the enemy on the other side, thus giving you cover and plenty of shots. Take off the Hellbringers' arms first, then focus on the cockpit of the Timberwolf for a head shot and be careful not to overheat! If you do have to shut down, you're as good as dead - so manage your weapons efficiently.

Mission 6 Codename: Bouk Obelisk Take a Nova with ten Medium lasers. Jump jets help (you'll need at least two). Remember to use Group Fire and full armour.

From the drop-point, proceed to 28 on the compass, where you'll find a Rifleman and a Nova in a crater. Take them out with missiles. The stranded 'Mech is directly north of the crater. Take out the enemy 'Mechs and forget about it. The wounded 'Mech will find its own way back to the base. Don't just stand there firing at the 'Mechs - it is important that you distract them - or your comrade will surely die.

Mission 7 Codename: Umber Wall Choose a speedy 'Mech this time, and lead-foot it north. Go around the mountain where the train passes through and take out the Direwolf and Stormcrow that are lying in wait. A Jenner arrives to attack the hover train and you must take him out with all possible speed.

Between the Jenner and the gunships, the Jenner is the real danger. Use your starmate to keep the aerial gunships at bay.

Mission 8 Codename: Rogue Chariot

Another mission that's easier to do backwards. That way, you'll spot the 'Mechs before they appear on the radar. Not that they're that tough, but every little helps, right? If you do follow the prescribed NAV order, then there's two Kit Foxes on top of the bridge. Don't worry about them - just take out the bridge and watch them burn.

Turn and focus your attention on the nearby tanks. Missiles will do the trick. You'll find another two on your way to the Wolf Re-supply Base. Four grouped Medium lasers should take care of them.

Following the destruction of the Core Heat Sink Array, you must reach a safe distance before it explodes. To do this, you must be using a 'Mech that can exceed 85kph, otherwise you'll have to use jump jets to avoid the blast.

Mission 9 Trial 2

Use the centre of the arena as cover and circle, as Mission 5, using the F3 key to navigate. Keep your enemy on the opposite side and go for opportunistic attacks.

Take out one of the Warhammer's legs first to stop him, and then slaughter him from behind with lasers. With the Gargoyle, go for his arms. He'll run off, but follow him and finish him off, once more, from behind. Remember to use your jump jets - they allow you to turn on the enemy with great speed.

Mission 10 Codename: Plum Wine

Missiles can be difficult to use in an urban scenario, so go for a fast, all-laser 'Mech. Bring a starmate to help you out. Don't forget - you must identify all staff-cars before destroying them - otherwise you will not satisfy the mission brief.

Take out the two 'Mechs which attack you at the drop-point (how did they know you were coming?) and proceed North. To the left you will find a drop-ship. As you approach, turn right. You should see the enemy convoy. Destroy the guards and find the staff vehicles - blow them to pieces before they reach the drop-ship. Then head in the direction of the convoy.

You'll find the second convoy and must again take out the guards first. There is no penalty for destroying non-staff vehicles, and once you've cleaned up just here you can either proceed to dust-off or return to the city for the munitions warehouses for extra points and to fulfil the tertiary objective.

Mission 11 Codename: Rust Heart At the first NAV point pick up your convoy. As with previous guard missions, you must draw the enemy fire away from the convoy. Effective use of your starmate is essential in handling the numbers. Keep moving and remember: Protect the convoy at all costs.

Mission 12 Trial 3 As with the other trials, but this time go for the largest 'Mechs first. Use your speed to run past them, then turn and fire (most 'Mechs have less armour at the rear). Use your missiles wisely - best to put them in a separate group and get a lock on your targets from a distance. Then it's just down to skill. Good luck!

Mission 13 Codename: Armour Veil This is a tough one. You must have a 'Mech with jump jets to quickly intercept incoming enemy 'Mechs. Speed is of the essence, so remember to use the 'home' key to increase your ground speed, and make sure you have a complement of long-range weapons such as ER Long lasers. A Dire Wolf with four ER Long and six ER Medium lasers should do the trick.

There are five enemy stars in this mission, and if any one piece of the airbase is destroyed, then the mission fails. You'll have to play it several times to learn where all the 'Mechs are coming from. The first star of 'Mechs will approach from the north-east. Don't be fooled - their purpose is to draw you away from the fire base. Fire upon them, but once they leave, let them go. If you can manage to blow off a couple of legs, then all the better for you later.

The next group usually comes from the south, and the third rather rapidly from the north-west. This third group has missiles, so you'll have to take them out as quickly as possible. The fourth will then approach from the west, and these too have long-range missiles and will attack the tower. The fifth group will come at you from the south-east of the city, and hopefully you'll have enough left to destroy them.

Mission 14 Codename: Iron Piston

Use a heavy 'Mech and approach this mission as a sniper, drawing the enemies out and targeting them from cover. Go left from the drop-zone and take out the Firemoth. Then focus on the super-tough Battlemaster - it makes sense to get him out of the way as early as possible, before you've been weakened by the other 'Mechs.

Mission 15 Codename: Bronze Anvil

You'll need your buddies for this one. Take two starmates and arm yourself with jump jets, otherwise you'll find you're too slow to catch the convoy. Take out the tanks immediately, as they have powerful gauss rifles.

Next, the helicopters, and following that, the Battlemaster. Don't forget to identify the Colonel before destroying him. Once you have, you must identify and destroy the staff cars amongst the convoy. If they reach the drop-ship, you lose. At the drop-ship you'll find two guard 'Mechs and three turrets.

Send your starmates after the 'Mechs, and take out the turrets yourself. A heavy 'Mech with no heat sinks, ten machine guns and two tonnes of ammo per gun can get you through.

Mission 16 Final Trial You know the drill for these trials now, so let's not repeat ourselves. Just two tips: shoot for the Marauder's legs and finish him of from behind, and destroy the Direwolf with a head-shot. Should you succeed you can indeed claim highest honours from the clan, safe in the knowledge that you have achieved a level of proficiency that many pilots can only dream of. Congratulations, warrior, you've done it!

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