Mechwarrior 2: Mercenaries Walkthrough
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This walkthrough is for getting through MechWarrior 2: Mercenaries while getting the most out of it. The focus is not on how to be the best fighter, but rather getting through the individual missions. For combat help, please check out the Mechwarrior 2: Mercenaries Strategy page.
Mission Flow Chart | Personnel | Mission Types | Purchases | Walkthrough
Before we start, one word of advice: If you're having trouble with a mission, set the difficulty to "Easy," then crank it back up later. Don't worry - it won't hurt anything other than your pride.
Choices, choices, choices.
In Mercenaries, you have two options: be a commander and control your own company of mercenaries or just follow the orders from someone else.
Choosing the latter leads to an experience very similar to Mechwarrior 2. Play a level and if you win, go to the next one. If you lose, keep playing it until you finish.
The former, however, brings a much more open-ended experience. Now, you'll get to choose your contracts, buy your own mechs, hire a team of mechwarriors, and generally have more control over the game. But with the economy enabled, there's more than meets the eye. You don't have to necessarily win every mission. If you fail to meet your goals, then (providing you aren't killed in battle) life goes on.
Of course, it doesn't go on exactly the same way as if you'd won the mission. Sometimes, losing a few, and then winning when it really counts is the way to make more money, get extra bounty, and salvage bigger and better mechs.
To this day (2009), people still have different experiences playing through as a merc commander, unlocking and finding missions they haven't seen before.
Merc Commander
Having your own Mercenaries unit gives you a lot of control - control over your money, what mechs you have, what weapons you keep stocked up, how many fellow mercs are on duty, etc. One of the biggest decisions, though, will be the contracts that you pick. These will boil down into three different categories:
Random Missions
These missions are randomly generated and usually last about a month. They're pretty straightforward - go in, do what it says (defend base, destroy item, destroy enemy mechs), then get out. The good news: These are easy and generally low-risk. The bad news: They get pretty boring fast. If you're just looking to get to the game as fast as possible, then take as many random missions as you can, but there won't be much of a story or excitement.
Single Missions
The single missions are, like random missions, about a month long, which translates to a single drop. They're more interesting though, because the levels are scripted. It also means that some of them have surprises and extra twists thrown in along the way. Again, the good news is that since they only last a month, there's not a whole lot of risk. You won't be left high and dry without getting paid. There's some story to them as well. The bad news being that some of them are a bit tricky.
Campaigns
These are the meat and potatoes of Mercs, though you can skip almost all of them if you really want. Campaigns consist of about three to four missions, all serving for a particular house. What's so great about these? First of all, there's a complete story line to each one, meaning the missions are generally pretty exciting. Second, there are sometimes opportunities for extra cash created by playing each side of a contract. Third, you don't have to win every mission to succeed, and sometimes it's better off not to.
There are some risks though. You'll only have access to what's on the dropship, which means if you leave home without any backup and you suddenly need it, you're out of luck. The other bad thing? You usually don't get paid until the last mission has been completed successfully. If you bail in the middle, then you're most likely leaving behind most of your earnings.
Personnel
You can choose who fights for you, if anyone. At the beginning of the game, most levels only have a few weak enemies, so you'll probably be able to do them alone. This'll save money since you won't have to purchase an extra mech and pay a salary to another Mechwarrior.
Mechwarriors
Mechwarriors are available for hire their availability varies through the game. If you see a good one, go ahead and shell out the cash for them. They may not be available again. Even if you don't use them, Mechwarriors don't cost that much (at least compared to Aerospace fighters), and if you do decide to use them, you'll want to have someone doing more than making your expensive mech a walking target.
Below is a table of Mechwarriors available in the game, loosely ordered when they appear:
Pilot | Call Sign | Gunnery | Piloting |
---|---|---|---|
Ash Reeves | Crash | C+ | B |
Daniel Wilks | Reaper | A | A |
Arnold 'Psycho' Jennings | Mr. Happy | B | B |
Jake 'Killer' Ives | Lobo | A | B+ |
Mark Everson | Head-Shot | A+ | C |
Derek Hansmon | Drake | B+ | B |
Lia Brigges | Cross-Bones | B+ | A- |
Jennifer Brockton | Dark-Angel | A+ | A |
Curtis Dacey | Warlord | B | B- |
Bill Xander | Chuckles | B | B |
Sandra Findley | Widow | B+ | B+ |
Sean McMiller | Death-Angel | B | B+ |
Jack Candler | Burn-Man | C | C |
Matt Mamais | Paycheck | A | B |
Sally Kent | Shredder | A | C |
Jules Hidleman | Tequila | C | B |
Yachi Kim | Scarface | A | C |
Aerospace
Aerospace pilots are available for hire, but they're practically worthless. Not only are they expensive, they really don't do a whole lot of damage. Aerospace support requires that you find a target and hit "ALT + X" to bring the flyboys overhead. The Aeroteks will shoot buy, drop some bombs, and then disappear. Oh, and charge you a few million C-Bills to do it.
Though the prices for extra fighters may not look too bad, the salary chargers for Mechwarriors and Aerospace are figured up not at the end of the campaign, but monthly. That means if you go on a four mission campaign, multiply those Aerotek costs by four. It's just not worth it.
Purchases
Mechs
While some of your money is leaked away with small penalties, like Guild dues and mech maintenance, most of your money will be spent towards Battlemechs and weapons. The Commando that you're supplied with will get you through the first few levels, so stick with it until you get some cash saved up. When you move on to a bigger and better mech, keep that Commando around. It's a good mech to stuff your lancemates into, when you hire a few. Besides, it's cheaper to keep it around than it is to buy another mech to potentially let the AI send on a suicide rush.
Mech choice is really up to the individual, but there's a few that I would shy away from. Jenners, Catapults, and Urbanmechs have a tendency to take headshots. This is not conducive to a very long life as a Mercenary or to your wallet. You'll probably want to get a heavy/assault mech for missions that require that you grind through them, taking every enemy out, and if it comes to running like hell, jump back into the Commando.
Weapons
When you've got your mech sorted out, take care of the weapons next. The Mechwarrior 2: Mercenaries Strategy section will tell you all that you need to know about the weapons, but in a nutshell: Medium lasers and LRMS are all you need. Don't worry if your favorite mech isn't quite perfect, go ahead and pay the price to customize it. You'll be the one who has to take that thing into the battlefield, so you might as well have it set up how you like it.
Inevitably, you'll take some damage and lose some weapons along the way. It's not the end of the world, just to and buy some more. Throughout the game, there will be shortages and other events that will drive up the prices of weapons, if not make them possible to get altogether. Combine that with a four mission campaign, and there's potential to get yourself into a lot of trouble. So... don't. Just load up on a lot of your favorite weapons and keep them on hand.
As far as putting weapons in for your comrades, just stick with energy weapons. Ammo is expensive and AI mechs tends to shoot themselves out pretty quickly. Give them a few medium lasers and that'll be fine. Plus, if everyone is using the same type of weapons, it's easier to keep track of inventory.
As time progresses, so does technology. Throughout the game, new weapons and mech enhancements will become available. If you see something you like, snap it up, and get lots of it. Certain weapons only appear a few times in the game, leaving only a small window of opportunity to snatch it up. If you happen upon Clan weaponry, keep a hold of it. Clan weapons in general are better, causing more damage, creating less heat, and often times doing so for less tonnage.
Missions Flow Chart
How to read this thing: The game's progress flows from left to the right. So, you start out the game in CAMP and from there you can choose TRA1, BET1, or RAN1. If you choose BET1, then upon completion, you can choose TRAW, MCC1, or RAN 3. If you start with RAN1 instead, then after finishing it, you can choose RAN2, BET1, or TRA1.
____________BETV-. | | | RAN3>| | | | ,--+-_____________ ___________ ___________ | | | | V | | V | | V | | V TRA1 TRA1 TRA1 MCC1 MCC1 MCC1 MCC1*IVA1 IVA1 IVA1*SPA1 SPA1 SPA1*GRA1 CAMP*BET1-BET1-BET1*TRAW*MAS1*MASA>RAN6>RAN7*RAN9*MAS3>MASC*RANC*RAND>RANE RAN1*RAN2*RAN3 RAN3>RAN4>RAN5*MAS2>MASB>RAN8>RANA>RANB>MAS4>MASD_7 |_______|
_________________ ____________ ____________ _________________ | | V | | V | | V | | V GRA1 GRA1 GRA1----->SOL1 SOL1 SOL1*SIG1 SIG1 SIG1>WOL1 WOL1 WOL1----->OUT1 RANE*RANF*RANG*GRA1*MAS5*RANI*MASE>MAS6*RANM>RANV*RANP*RANQ*RANR*WOL1*MAS7 RANH>RANJ>RANK>RANL>RANN*RANO_7 RANS ____________ | | V OUT1 OUT1 OUT1*LUT1 MAS7*MASG*MAS8_7 7 RANS>RANT>RANU__/ * shows "best" route
CAMP | EMP | Mission name | Planet | Approx. Date | Salvage |
---|---|---|---|---|---|
RAN? | ?? | Random missions | Varies | 1 month | Always none |
TRA1 | DC | Hanson's Roughriders Training | Venaria | 6/1 -7/15/44 | None |
BETV | DC | Counter-Insurgency Campaign | Galedon V | 8/1-12/15/44 | JEN, plus |
BET1 | DC | Counter-Insurgency Campaign | Galedon V | 8/1-12/15/44 | JEN, plus |
TRAW | DC | Hanson's Roughriders Training | Venaria | 12/1 -1/15/45 | JAV, plus |
MCC1 | FC | Guerrilla Operation Campaign | ??? | 6/1-10/15/45 | PNT, plus |
IVA1 | DC | Deep Strike Campaign | New Ivaarsen | 6/1 -11/1/46 | ASA, plus |
SPA1 | FR | Escort 5 billion ton ice cube | Space | 1/1 -5/1/47 | None |
GRA1 | DC | Destroy Dread Legion Campgn | Gravenhague | 4/1-10/10/48 | Hunchback |
SOL1 | FC | Solaris Gladiator Games | Solaris VII | 1/1 -4/15/49 | AWE,STK,THG,ZEU |
SIG1 | DC | Get Captured by WOLF CLAN | Signius | 1/50 | None |
RANQ | ?? | Contract before Wolcott | ??? | ????? | FRM for sale |
WOL1 | DC | Wolcott Defense Campaign | Wolcott | 10/1-12/31/50 | NVA,FRM,WHK |
OUT1 | DC | Steal the Kodiak Campaign | Last Frontier | 8/1-12/15/51 | KDK |
LUT1 | DC | Lutien Defense Campaign | Luthien | 1/1/52 | Clan Weapons! |
Single Missions | |||||
MAS1 | FR | Destroy Pirate ATLAS | Engadin | 3/1- 5/1/45 | A+ mechwarrior |
MAS2 | FC | Recon chemical plant | New Oslo | 6/1-11/20/45 | None |
MAS3 | DC | Destroy base of enemy mechs | Unknown | 6/1- 9/5/46 | None |
MAS4 | FR | Disable rogue commander | Rasalhague | 2/1- 3/1/47 | None |
MAS5 | FC | Destroy fleeing pirate force | New Caladonia | 11/1-12/1/48 | Catapult? |
MAS6 | FC | Assist damaged Mechs | Periphery World | 5/1- 6/1/49 | Timberwolf? |
MAS7 | FC | Save IS mechs from Wolf Clan | Unzmarkt | 1/1- 3/1/51 | 2 erPPC,6 MLAS |
MAS8 | FC | Defend fleeing aerotechs | Unknown | 9/1-12/15/51 | None |
MASA | FC | Recon 4-ship DC invasion | Bryceland | 5/1- 6/1/45 | None |
MASB | FC | Go to City | Pitkin | None | |
MASC | FC | Protect Prince Luthor | Meachom | 12/1-1/15/47 | None |
MASD | FR | Defend medical facility | Coventry | 8/1- 9/1/47 | None |
MASE | FR | Defend HPG uplink from attack | Rasalhague | 3/1- 4/15/48 | None |
MASG | FC | Deep Strike vs Clan Dropship | Unknown | 5/1- 7/1/51 | 2 cerLLAS,2 cerPPC |
DC = Draconis Combine, FC = Federated Commonwealth, FR = Free Rasalhague Republic, ?? = unknown or random
LUT1 is an abbreviation for the campaign or mission's name inside of the MW2.PRJ file. The actual name is LUT1CAM1.BWD. Same goes for all of them. Exp: RAN1 is RAN1CAM1.BWD
Walkthrough
Here's a quick rundown of what is in store for each segment of the game: First there's the general overview of the campaign tree, so you can see where you go if you win or lose a particular mission. For the Hanson's Roughrider Training below, the chart is showing that if you lose, you'll repeat the same mission again. Some campaigns have notable salvage that is listed here as well.
After that, there's a rundown on the background, objectives, and walkthrough for each individual mission. Do what it says and you'll be in good shape. At the end, there is a list of any salvaged equipment. Up to version 1.06, Mercenaries uses a scripted salvage system, upon which that list is based. In the Titanium version, salvage is generated dynamically, based on what has been damaged or destroyed during the mission.
Choose your mission below:
Hanson's Roughrider Training
There are two flavors of this campaign, and in the second one you will get a Javelin as salvage, opposed to zilch received in the first. While not the most exciting series of missions, these are an easy way to make a few C-bills and earn an extra mech.
L_ L_ L_ | V | V | V TRA1 -W-> TRA2 -W-> TRA3 -W-> TRA4 L_ L_ L_ | V | V | V TRAW -W-> TRAX -W-> TRAY -W-> TRAZ
Training 1
Codename: Training Mission
Planet: Benaria
Terrain: Rolling Hills
Time: Day
Mean Temperature: 15 Celsius
Mission Pay: None
Expected Resistance: Pirates
Your Call-Sign: "Kid" or "Hey-You"
Background:
We're settling down in a hot landing zone. We suspect that there are pirate 'Mechs in the area. You and your drill instructor, Sergeant Unther, will patrol the area around the DropShip, searching for signs of enemy activity.
Objectives:
Target: Go to Nav Alpha
Target: Go to Nav Beta
Target: Go to Nav Gamma
Target: Go to Nav Delta
Walkthrough:
Go to Nava Alpha, Beta, Gamma, and Delta. What did you think I was going to say? If you fail this mission, you'll just repeat it until you get it.
Salvage:
None
Training 2
Codename: Turkey Shoot
Planet: Venaria
Terrain: Rolling Hills
Time: Day
Mean Temperature: 8 Celsius
Mission Pay: None
Expected Resistance: Pirates
Your Call-Sign: "Kid" or "Hey-You"
Background:
Today you're going to get a little target practice. We're going to take out an airfield.
Objectives:
Target: Go to Nav Alpha
Target: Go to Nav Beta
Target: Destroy Enemy Aircraft
Target: Destroy Airfield
Walkthrough:
Do what Gunther says, or completely ignore him and go to the airfield, blowing up everything.
Salvage:
None
Training 3
Codename: Cat and Mouse
Planet: Venaria
Terrain: Rolling Hills
Time: Day
Mean Temperature: 10 Celsius
Mission Pay: None
Expected Resistance: Pirates
Your Call-Sign: "Kid" or "Hey-You"
Background:
Your training is nearly complete. In this mission you must identify and destroy a supply convoy. We are looking for trucks carrying ammunition. Identify the trucks carrying ammunition before you destroy them so that we can confirm how much ammunition they were carrying.
Objectives:
Target: Go to Nav Alpha
Target: Go to Nav Beta
Target: Identify Trucks with Ammo
Target: Destroy the Convoy
Walkthrough:
Go to the NAVs, and to the right of NAV Beta, you'll find the convoy. Target and inspect (using the "I" key) each convoy until you find the ones containing ammo (it's the first and second to last). After that, blow'em all up. You don't have to wait for Dead-Eye to do it, just go for the kill and enjoy the explosions.
Salvage:
None
Training 4
Codename: Final Exam
Planet: Venaria
Terrain: Rolling Hills
Time: Day
Mean Temperature: 28 Celsius
Mission Pay: 300,000 plus bounty
Expected Resistance: Pirates
Your Call-Sign: "Kid" or "Hey-You"
Background:
Well, it's time to see if you're ready for combat. Follow me. We're going to take on a couple of pirates.
Objectives:
Target: Destroy Enemies at Nav Beta
Walkthrough:
Do what Gunther says: Go to NAV Beta and destroy both of the enemies. You're probably a better shot than Gunther, so take out the Javelin and let him soften up the Panther. Once the Jav is toast, finish off the Panther yourself and head to the dropship.
Salvage:
JVN-10N Javelin
Galedon V
Here's a fairly easy Counter-Insurgency campaign for the Draconis Combine. The DC is trying to put some mutineers back in their place, but by succeeding in some missions while failing others, you can help out either side. You should be able to get through this one with just the stock Commando.
Though there are two flavors of this mission, but the only noticeable difference is when they appear.
BET1 -W-> BET2 -W-> BET3 (ends) | | L-> BET4 -L-> BET5 (ends) | W-> BET3 (ends) BETV -W-> BETW -W-> BETX (ends) | | L-> BETY -L-> BETZ (ends) | W-> BETX (ends)
Galedon V 1
Codename: Scalpel
Planet: Galedon V
Terrain: Urban
Time: Dawn
Mean Temperature: 10 Celsius
Mission Pay: 250,000 C-Bills plus bounty and bonus
Expected Resistance: Light Tanks, Converted Civilian Vehicles
Your Call-Sign: Gold-Eagle
Background:
Novastar Armaments has been supplying native rebel forces with guns and ammunition. This directly violates our proscription against selling weapons to anyone not officially licensed by the Draconis Combine. We must send the traitors and all of Galdeon V's revolutionaries a message.
Enter the city and destroy Novastar's downtown office on the third floor of the I.S. Savings building without firing on any other floors. We want the citizens of Galdeon V to know who's being punished.
Objectives:
Target: Destroy 3rd Floor or Bank
Bonus: Destroy all enemy resistance
Bonus: Destroy no other Floors
Walkthrough:
Head to NAV Alpha, where you'll find the bank. Target the third floor and blow it up, being careful to leave the rest unharmed. If you any of the other floors, you'll lose the bonus, but hey, if you've got to, go ahead and take some of the other floors out too.
Once you attack, two armored scouts and a Commando will show up. Take all of them out for a bonus. If you're having trouble finishing these guys, you can head back to NAV Beta, where the Combine Mechs will join in. Of course, if you're having trouble at this point, you're in for a long game.
Return to NAV Beta to finish the mission.
Enemies:
Rebel Helicopter, Rebel Commando, 2 Armored Scout Tanks
Galedon V 2
Codename: Snake City
Planet: Galdeon V
Terrain: Urban
Time: Night
Mean Temperature: 10 Celsius
Mission Pay: 250,000 C-Bills plus bounty and bonus
Expected Resistance: None
Your Call-Sign: Gold-Eagle
Background:
Out intelligence reports tell us the revolutionaries will take action today.
Mosami Horkiro, Galdeon V's planetary governor, will be evacuating Washkatin on orders of High Comman. You must assist his departure. There are several friendly Draconis units in the area, some damaged and under heavy fire. Your first priority is to see that the governor is safely escorted out of the city. However, any assistance you can offer to Draconis forces will be remembered in your bonus.
Objectives:
Bonus: Assist Draconis Forces
Bonus: Destroy all enemy units
Target: Escort the governor's Car to Nav
Walkthrough:
Run towards NAV Alpha. A Jenner is taking out the governor's entourage and if you're not there quick enough, say goodbye to the governor and your paycheck. Send a few well-placed shots to the Jenner's cockpit, and then head over to the DC mech to your left.
It's facing a couple of SRM carriers. Again, speed is key. Get there before those tanks can take down the Draconis mech. Finish them off, and then run towards NAV Beta.
The governor's car is safe for a bit, but just beyond NAV Beta is a rebel helicopter. Light him up and the mission is over.
Enemies:
Rebel Jenner, 3 Armored Scouts, Rebel Helicopter
Salvage:
2 laser (Medium)
Galedon V 3
Codename: Back Door
Planet: Galdeon V
Terrain: Urban
Time: Day
Mean Temperature: 15 Celsius
Mission Pay: 500,000 C-Bills plus bounty at 100,000 per enemy
Expected Resistance: Washkatin Defense Force
Your Call-Sign: Gold-Eagle
Background:
The rebels have taken and are holding Washkatin. They've barricaded the road to the south. You'll end this rebellion by striking at the rebels from behind. Infiltrate the city and drive the enemy into the open.
Identify and destroy the rebel leaders. Without their leaders, the rebels will panic and flee right into our waiting forces.
Objectives:
Target: Destroy Rebel Leaders
Target: Destroy all other Rebel Forces
Walkthrough:
Heat to NAV Alpha where a Jenner waits. As usual, aim for its head and make it a quick fight.
There should be a Panther on radar. Head towards it. The rebel leader is in this mech, so blow it up. As you battle with the Panther, DC forces will be coming from the other direction to help out, so if you're in pretty bad shape, hide behind the buildings and let the Combine finish the job.
Enemies:
Rebel Panther, Rebel Jenner, 2 SRM Carriers
Salvage:
3 SRM 6
JR7-D Jenner
Galedon V 4
Code Name: Shotgun
Planet: Galedon V
Terrain: Urban
Time: Night
Mean Temperature: 11 Celsius
Mission Pay: 250,000 plus bounty
Expected Resistance: Rebel Tanks
Your Call-Sign: Dragon-1
Background:
In order to compensate for your failure in destroying the Novastar offices, we followed up your impotent attack with a commando raid. Alerted by your first attempt, Mutineer forces trapped our commandos in the Novastar offices.
We have equipped a transport helicopter to land on the building's roof and evacuate the commandos. You will follow and defend the transport helicopter.
After the commandoes have escaped, destroy the I.S. Bank building.
Objectives:
Target: Escort the rescue chopper to Nav
Target: Destroy the I.S. Building after
Walkthrough:
This missions is a bit tricky, especially if you've got the stock Commando. Race towards NAV Alpha. To your left, a couple of SRM launchers will power up. Take them out, but don't stop moving.
As you approach NAV Alpha, there'll be four enemies waiting - two mobile SRM launchers and two SAMs. At any rate, there is a lot of firepower there. Stay close to the buildings on the right so you can use them for cover.
As you peek around the corner, unload on the nearest enemy. They like to blast at the helicopter until you get a few shots on them. The bad news is that the helicopter is probably right behind you, so you've got to take out all of them quickly.
After that, the helicopter will land on the building and head to NAV Beta. Wait here until that helicopter gets all of the way back. If you really want to make sure, head to NAV Beta yourself, then come back to NAV Alpha.
Now, burn that building to the ground. When it's over, you'll be a hero for the Combine, but hated by the planet. "When you are feared, you are revered," or so goes the post-mission briefing.
Galedon V 5
Code Name: Sledge-Hammer
Planet: Galedon V
Terrain: Urban
Time: Day
Mean Temperature: 13 Celsius
Mission Pay: 500,000 plus bounty
Expected Resistance: None
Your Call-Sign: Dragon-1
Background:
The Mutineers have taken and are holding Washkatin. They have barricaded the road to the south. You will assist several helicopter gun-ships in smashing the barricade and destroying the rebels.
After breaking through the rebel defenses identify and target the rebel leaders.
Objectives:
Destroy all enemies
Walkthrough:
Head straight, where three SRM carriers, a Panther and a Mongoose are waiting. Destroy them all. You'll have several DC mechs to help you out, so you're in pretty good shape. That's the consolation for losing all of those previous missions to get to this one.
New Ivaarsen Guerilla
In this set of missions, you'll be fighting the Combine and helping out a group of local raiders. There's a pretty interesting set of missions here, and while it's doable with the Commando, it would definitely help to have a bit more firepower this time around.
MCC1 -W-> MCC2 -W-> MCC3 -W-> MCC4 (ends) | | | | L-> MCC5 -L-> MCC6 -L-> MCC7 (ends) | W-> MCC4 (ends)
New Ivaarsen Guerilla (MCC1) salvage: W1-L2-L3-W4 = COMMANDO W1-W2-W3-W4 = PANTHER L1-W2-W3-W4-W5 = PANTHER (Extra 2nd mission) L1-L2-W3-W4-W5 = PANTHER (Extra 2nd mission) L1-L2-L3-W4-W5 = JAVELIN (Extra 2nd mission)
New Ivaarsen 1
Codename: Phoenix-Dawn
Planet: Proserpina
Terrain: Crystal Desert
Time: Late Afternoon
Mean Temperature: 35 Celsius
Mission Pay: Bounty only
Expected Resistance: 1st Amphigean Light Assault
Your Call-Sign: Raider-1
Background:
Your on-planet contact will be one of our scouts, call-sign Red-Eagle. He'll meet you at NAV Alpha, then escort you to our Crystal Desert base. We must keep the base's location secure, but it's in the region of NAV Gamma.
Your drop zone is in the Crystal Desert, which is filled with metallic crystals that will appear on your radar as enemy contacts. You'll be forced to rely heavily on visual sensors.
Objectives:
Target: Rendezvous with Rebel Mech at Target: Defend Base at Nav-Gamma Target: See Rebel Command safely to Nav Target: Escape to Nav Delta
Walkthrough:
As the mission starts, your dropship will leave in a hurry, because there is a Javelin and a Commando firing at it. Finish these two off and then head to NAV Alpha to meet your contact.
Targeting is bit tricky with all of the ice crystals, so use the "Q" key - target under reticle - to make sure you target an enemy instead of a random object.
Your contact will warn you that NAV Alpha is being guarded by enemy mechs, so head to NAV Beta instead.
At NAV Beta, meet with the contact, who'll further inform you that their base is under attack at NAV Gamma.
Head to Gamma, where another Javelin and a Jenner are attacking the base. Finish the Jenner quickly with a few headshots and then take out the Jav.
The rebel commanders will flee the base in a hover vehicle. As they leave, another Jenner will come in to take them out. Make sure that doesn't happen, and then meet up with the vehicle at NAV Delta.
Salvage:
None
New Ivaarsen 2
Code Name: Blood-for-Blood
Planet: Proserpina
Terrain: Salt Flats
Time: Midnight
Mean Temperature: 10 Celsius
Mission Pay: Bounty only
Expected Resistance: 1st Amphigean Light Assault
Your Call-Sign: Raider-1
Background:
Here's our chance to get a little revenge. During the Freedom Marches last summer, a DC Commander called Varus ordered 'Mechs to open fire on a peaceful crowd, massacring hundreds of civilians. Varus, or "the Butcher," is inspecting a fire base at NAV point Iota.
One of our recon squads has been stationed in the cliffs above you to keep lookout. You'll start out hidden in a cave, and then move in for that kill when you spot Varus. This one means a lot. Don't let us down.
Objectives:
Target: Find Commander Varus
Target: Kill Commander Varus
Bounty: Destroy Listening Posts
Walkthrough:
When you start out, you'll be radioed to wait and let the two mechs (a Trebuchet and Centurion) pass you by. If you want to get in, get out, kill Varus and make a quick buck, then let them go.
After they pass, head left to Nav Iota. At this base, there are four turrets and a Panther waiting. Blast the turrets if they're annoying, but you can just run past them for the most part. Ignore that Panther as well, and head straight to the far side of the fire base. Here you'll find a mech hanger. Inside are Varus and his Javelin. Blast the hanger if you want, inspect the Javelin to make sure it's Varus, then take him out.
Once he's six feet under, run to the drop off point and call it a night.
If you're out for more bounty, there are two options: run like hell and blast the outposts (and ignore the enemies) or bring a heavier mech (if possible). There are five total enemy mechs in this mission and if they see the fire bases going down, they'll head your way. Be prepared for them.
Enemies:
DC Trebuchet, DC Centurion, DC Panther, DC Javelin, DC Vindicator (with Show-Sa Varus), 8 Laser Turrets
Salvage:
None
New Ivaarsen 3
Code Name: Crystal Storm
Planet: Proserpina
Terrain: Sandy Desert
Time: Afternoon
Mean Temperature: 30 Celsius
Mission Pay: Bounty only
Expected Resistance: 1st Amphigean Light Assault
Your Call-Sign: Raider-1
Background:
All right, let's keep the streak going. We've located a full lance of Draconis Assault 'Mechs and some recon 'Mechs on their way from Proserpina Capital to a fire base. We placed an artillery unit on a foothill overlooking the Assault Lance's march path, but a sandstorm has completely obscured their path and location.
We're not quite sure where they are, so you have to go into the storm, find them, and then keep them occupied so the artillery can do its job.
Objectives:
Target: Head north, find enemy lance
Target: Destroy Draconis Heavy Lance
Walkthrough:
This is easy money. When the level starts, head north and two light mechs will come after you. Ignore them and keep going north. The sandstorm must be throwing them off.
Head slightly east and start jamming on the "Q" or "Target under reticle" button. Eventually, you'll catch the lance of Assault gears. Keep getting closer, and around 400-500 meters, the artillery will get a lock. Turn west and stay in front of the assault group. Let the artillery do their thing until they destroy every mech in the level. Don't worry, the assault mechs will ignore you unless you start blasting them or get really close.
Success without firing a shot.
Enemies:
DC Commando, DC Sentinel, DC Dragon, DC Atlas, DC Centurion, DC Awesome
New Ivaarsen 4
Code Name: Final Strike
Planet: McBom
Terrain: City
Time: Afternoon
Mean Temperature: 35 Celsius
Mission Pay: 1.5 million C-Bills plus bounty
Expected Resistance: 1st Amphigean Light Assault
Your Call-Sign: Raider-1
Background:
Tomorrow you march into Proserpina's capital. Most civilians have already evacuated, but there's still a POW camp in the middle of the city. We're sending in rescue trucks to get those men out, and you have to protect them.
An infantry platoon is in position at the Rising Sun Hotel to assist your attack. "Inspect" the building to get their help.
Objectives:
Target: Do not destroy POW Barracks
Bonus: Destroy All Enemy Mechs
Target: Escort the rescue vehicles
Bonus: Destroy any Draconis Dropships
Walkthrough:
It doesn't matter which mech you pick beforehand; you'll be supplied and piloting a Stalker when you get into the level. The good news: this is by far the biggest mech you'll have in the game at this point and you can take a few more shots in it than the Commando. The bad news: It's as slow as a molasses in Antarctica.
Head north and march right into the town. There'll be two tanks waiting, so take them out. Two rescue trucks will be heading beside you to the center of the city, so don't let them get hit.
Further down the road, another couple of mechs (Panther & Urbie) jump at you - take them out.
When you get to the city center, you may see a couple of mechs sitting there waiting for you. Go ahead and blast them before they fire up. Otherwise, they'll activate when you target the Rising Sun Hotel and inspect it (by pressing "I"). Regardless, don't let them survive.
About that Dropship: Just to the west, there is a Javelin guarding a DC dropship. It'll probably take off as you get close to it, so once your LRMs and large lasers are in range, start shooting it.
Finish that Javelin then head back to the rebel base.
Enemies:
DC Manticore (tank), DC MBT (tank), DC Panther, 2 DC Urbanmechs. Damaged DC Atlas, Damaged DC Orion, Javelin
New Ivaarsen 5
Codename: 2nd Chance
Planet: Proserpina
Terrain: Crystal Desert
Time: Late Afternoon
Mean Temperature: 35 Celsius
Mission Pay: Bounty
Expected Resistance: 1st Amphigean Light Assault
Your Call-Sign: Raider-1
Background:
All right, let's try this again. Red-Eagle will meet you at Nav Alpha, then escort you to our Crystal Desert base. Because of your previous failure, the Draconis forces know of your presence on Proserpina, and enemy aerospace fighters are searching the desert. They will call reinforcements as soon as they locate you.
Your drop zone is in the Crystal Desert, which is filled with metallic crystals that show up as enemy contacts on radar. you will be forced to rely heavily on visual sensors.
Objectives:
Target: Avoid or Destroy all Enemies
Target: Meet the Rebels at Nav Alpha
Walkthrough:
Just stay in the base at the beginning of the mission. After hanging around for a bit, a DC Aerotek, Crab, and Mongoose will be gunning after you. Finish them off.
Once the coast is clear, head for NAV Alpha.
Salvage:
None
New Ivaarsen 6
Codename: Crystal Storm
Planet: Proserpina
Terrain: Sandy Desert
Time: Afternoon
Mean Temperature: 35 Celsius
Mission Pay: Bounty
Expected Resistance: 1st Amphigean Light Assault
Your Call-Sign: Raider-1
Background:
We've located a full lance of Draconis assault 'Mechs and some recon 'mechs on their way from Proserpina Capital to a fire base. We placed an artillery unit on a foothill overlooking the assault lance's march path, but a sandstorm has completely obscured their path and location. We're not quite sure where they are, so you have to go into the storm, find them, and then keep them occupied so the artillery unit can do its job.
Objectives:
Target: Head north, find enemy lance
Target: Destroy Draconis Heavy Lance
Walkthrough:
This is very similar to New Ivaarsen 3 (MCC3), but with a few differences. You'll start out in a different location, where a couple of light/medium mechs will attack. Don't worry, just keep from getting hit, as the artillery units will destroy them.
Next, head north where group of assault mechs just to the east. Here's the bad news: you have to do more than just bump into them. The assault mechs are deactivated, and someone needs to stir the pot to wake them up - that someone being you.
While Keeping a distance, target and fire at each of the four assault mechs, then run your ass back behind the artillery units. Since these mechs will be gunning for you, make sure that you keep an artillery unit between you and the other mechs at all times. If you have to fight, aim for their legs. You probably won't have enough firepower to finish them otherwise.
Salvage:
None
New Ivaarsen 7
Codename: Crystal Storm
Planet: Proserpina
Terrain: City
Time: Afternoon
Mean Temperature: 35 Celsius
Mission Pay: 1,500,000 plus Bounty
Expected Resistance: 1st Amphigean Light Assault
Your Call-Sign: Raider-1
Background:
DCMS spies have told us that Tai-sa Mechaels has ordered his Amphigean Light Assault Regiment to destroy as much of the Proserpina capitol as they can before they pull out. They must be stopped. You will escort a depleted tank platoon into the city.
We have also sent several infantry platoons into the city to assist in your attack. Most of the larger units aren't yet in position, but at least one infantry platoon is in position at the Rising Sun Hotel. Identify the building to get their help. Take as many of those Draconis jackals as you can.
Objectives:
Target: Destroy all enemy mechs
Walkthrough:
This is a variation of New Ivaarsen 4 (MCC4). Instead of getting to use the Stalker though, you'll be stuck with your own mech. This time around, the only goal is to destroy all of the enemies.
When you start off, there'll be two friendly tanks in front of you. Keep them there and let them do all of the fighting for as long as you can. Right off of the bat, they'll start attacking two enemy tanks, and probably finish them off pretty quickly.
Head towards NAV Alpha and three mechs will pop up on the radar - a Panther, Javelin, and Commando. Again, try to let the tanks do most of the fighting.
While the tanks deal with these guys, head to the hotel. Identifying the hotel is supposed to bring in some support, but I can't tell that it does anything. Another four mechs will pop up on the radar, an Urbie and Jav, as well as a crippled Atlas and another injured heavy. Don't worry, the bigger mechs aren't too bad, since they're not at 100%. Just don't let bringing down a battered Atlas in a Commando go to your head. Finish them all off to end the mission.
Salvage:
None
New Ivaarsen II
The Draconis Combine wants to intimidate the Federated Commonwealth a bit, so they're looking for a mercenary to send in on a few quick runs. The goal: cause a lot of destruction, then get out before anyone figures out what's happening. The reasoning: take a small crew and make it look like there's a much larger and dangerous foe lurking in the background.
There's a solid number of enemies to deal with in this level, so be sure to bring at least a medium mech, and load it with a mix of long and short range weapons. The classic LRM and Medium Laser combo should do nicely here.
In addition, you'll want to make sure that you have some jumpjets on hand for the last mission. It'll make things way easier and save you some time and hassle in the long run.
IVA1 -W-> IVA2 -W-> IVA3 (ends) LOSE = DEATH | | L-> IVA4 -L-> IVA5 (ends) LOSE=DEATH | W-> IVA3 (ends) LOSE=DEATH
New Ivaarsen II 1
Code Name: Dagger Strike
Planet: New Ivaarsen
Terrain: Snowy Wastes
Time: Pre-dawn
Mean Temperature: -15 Celsius
Mission Pay: Bounty only
Expected Resistance: 1st Chasseurs
Your Call-Sign: Strike-Alpha
Background:
Your mission is to destroy a Commonwealth advanced base, its entire complement of defending 'Mechs and its defensive turrets.
Our intelligence agents have discovered the frequencies and scramble codes of the Federated Commonwealth combat channels. You'll be able to hear all enemy communications.
Objectives:
Target: Destroy the Base Defenders
Target: Destroy the Advanced Base
Target: Destroy the Returning Patrols
Target: Destroy Wind Power
Walkthrough:
When you start this level, Nav Omicron and the wind power units will be almost directly in front of you. Take out all three units and their power generator in the middle. This will cause the turrets at the enemy base to deactivate.
With the turrets down, head over to the base, ignoring the patrol mechs that are probably about 1.5 km away. At NAV Pi (the base), head inside and destroy all that you see. Afterwards, turn and take out all of the fortified walls and posts (four each). When you finish this, the patrol will probably be coming back towards the base. As they roll in, pick them off one-by-one.
To completely destroy the base defenders, finish off the turrets. Even though they're deactivated, they still need to be destroyed.
As you head back to the return point, a group of Savannas will begin to show up. They don't have much firepower to them, so take them out.
Enemies:
FC Panther, FC Assassin, FC Mongoose, FC Sentinel, 2 Turrets, 4 Savanna Master Hovercraft, Mobile Command Center, ATV
New Ivaarsen II 2
Code Name: Paper Tiger
Planet: New Ivaarsen
Terrain: Tundra
Time: Afternoon
Mean Temperature: -20 Celsius
Mission Pay: Bounty only
Expected Resistance: 1st Chasseurs
Your Call-Sign: Strike-Alpha
Background:
Begin by destroying an FC supply truck to draw the enemy away from the landing field - your true target. Evade other enemy Mechs in a small field of ice pillars that stand close to the base. Destroy the landing field and then escape as quickly as possible to a mountain pass at NAV Epsilon. Two attack helicopters will cover your retreat. As usual, you'll be tapped into enemy combat channels.
Objectives:
Bonus: Destroy enemy convoy
Target: Destroy enemy air field
Walkthrough:
Really, there's two ways to approach this one. The first: pure brute force. Just walk in and destroy every mech or enemy that appears in your way. Now this is fine if you've got a good-size mech built up.
If you don't, then there's solution number two: Run and gun. When you first enter the level, the convoys will be immediately on your way to the air field. If you destroy them, then several mechs will show up to make you pay for it.
Ignore them and instead run to the airfield. A stalker will be waiting. Again, don't engage it, just circle around and destroy all of the airfield. Once that's done, run to the return point while the attack helicopters come in to seal the deal.
Enemies:
FC Sentinel, FC Flashman, FC Centurion, FC Stalker, FC Truck
New Ivaarsen II 3
Code Name: Fox Hunt
Planet: New Ivaarsen
Terrain: Snowy Highlands
Time: Pre-dawn
Mean Temperature: -35 Celsius
Mission Pay: 2 Million C-Bills plus bounty
Expected Resistance: 1st Chasseurs; 19th Arcturan Guards
Your Call-Sign: Strike-Alpha
Background:
Decoding...Decoding...Decoding...
WARNING: Decoding Failed - Transmission Data Corrupted
Congratulations Mec~+rrior, your efforts have been successfu&#). It is time X&~.&ou to flee before you are captured .. Comm&nw_+lth troops.
The DropShip will wait for you through the night %#t will lift off at ^&# Once the DropShip is discovered wait+ng the Commonwealth will ga6her as many 'Mechs together as they can and try to attack XX. At dawn the Dropship will non longer be safe and will be forced to flee. However there is another alternative. A smal ^%)~ wiXl be *_@#$...
Objectives:
Escape from New Ivaarsen at NAV Sigma
Walkthrough:
From the start, a Jenner and Mongoose will be on your tail. Take them out if you wish, or you can just run. Heading towards NAV Rho, there's a bridge. A few things may happen:
- The Crab and Assassin on the other side will shoot it out from under you.
- You'll make it across and get to the dropship.
- You'll make it across, but the dropship will leave before you get there.
If the first happens, try the level again.
If the second happens, then good for you, that's it.
If number three happens, then you'll be instructed to meet up with a spy on the road to the south. Only one problem: there's about four mechs waiting to make sure that you don't make it there. Run and hope for the best. Once you get about 200m from the scout, the mission ends.
If you're playing through this mission again, spare the hassle and put some jumpjets on. Now, you can zip right across the bridge and past the other mechs before anything can go south.
Enemies:
FC Mongoose, FC Jenner, FC Crab, FC Assassin, FC Zeus, FC Thug
New Ivaarsen II 4
Code Name: Paper Tiger
Planet: New Ivaarsen
Terrain: Tundra
Time: Afternoon
Mean Temperature: -20 Celsius
Mission Pay: Bounty only
Expected Resistance: 1st Chasseurs
Your Call-Sign: Strike-Alpha
Background:
Begin by destroying an FC supply truck to draw the enemy away from the landing field, your true target. Evade other enemy 'Mechs in a small field of ice pillars that stand close to the base. Destroy the landing field and then escape as quickly as possible to a mountain pass at Nav Epsilon. Two attack helicopters will cover your retreat. The FC forces are using a new transmission frequency, so you will not have access to enemy combat channels.
Objectives:
Bonus: Destroy enemy convoy
Target; Destroy enemy air field
Target: Escape into the mountain pass at NAV Epsilon
Walkthrough:
This is a simplified variation of New Ivaarsen II 2 (IVA2). At the beginning of the level, take out the two convoys to get a bonus. This won't actually draw any enemy mechwarriors to you, but continue through the ice pillars to get to the airfield.
As you approach the airfield, a powered-down Catapult awaits. Quickly blast it in the head and take it out before it can deliver any damage.
Now for the fun part. There are three mechs guarding the airfield. Ignore them, and just blow up what you're supposed to. If you've got long-range weapons, that's great, you can finish off all of the airfield (3 dropships, a tower, and two buildings) from a distance and run to Nav Epsilon.
If you've don't have any ranged weapons, then dash in, blow up what you need to, and dash away. A couple of support 'copters come in to cover your back as you flee.
Salvage:
ASN-21 Assassin
New Ivaarsen II 5
Code Name: Fox Hunt
Planet: New Ivaarsen
Terrain: Snowy Highlands
Time: Pre-dawn
Mean Temperature: -35 Celsius
Mission Pay: 3,000,000 plus bounty
Expected Resistance: 1st Chasseurs; 19th Arcturan Guards
Your Call-Sign: Strike-Alpha
Background:
Decoding...Decoding...Decoding...
WARNING: Decoding Failed - Transmission Data Corrupted
Congratulations Mec~+rrior, your efforts have been successfu&#). It is time X&~.&ou to flee before you are captured .. Comm&nw_+lth troops.
The DropShip will wait for you through the night %#t will lift off at ^&# Once the DropShip is discovered wait+ng the Commonwealth will ga6her as many 'Mechs together as they can and try to attack XX. At dawn the Dropship will non longer be safe and will be forced to flee. However there is another alternative. A smal ^%)~ wiXl be *_@#$...
Objectives:
Escape from New Ivaarsen at NAV Sigma
Walkthrough:
This is just like New Ivaarsen II 3 (IVA3). Even though the payout is listed as 3,000,000, it's not. It's absolutely nothing.
Salvage:
ASN-21 Assassin
Liezen
The desert world of Liezen is in desperate need of water, so a massive chunk of ice is being shipped to the planet from across the galaxy. There's just one problem: not everyone wants to see the iceberg reach its destination. You'll have to defend the gigantic frozen rock from incoming fire as it travels through the depths of space.
There's a lot of Aerotek in this campaign, and the last mission is a one-versus-three close-range fight. Your lancemates will probably off themselves, but I recommend bringing one along anyway, just because they make taking the Aeroteks out a lot easier. Be sure to load your mech with locking weapons, and keep enough short-range punch for that last battle.
One of the trickiest parts about this campaign is that if you fail, your career will end, so be sure to save after each successful mission.
SPA1 -W-> SPA2 -W-> SPA3 (ends) | | L---------L-> (DEATH!)
Liezen 1
Codename: Dawn Watch
Planet: 1 AU from Liezen L4
Terrain: Space
Mean Temperature: -120 Celsius
Mission Pay: 500,000 plus bounty
Expected Resistance: Mercenary Aerofighters
Your Call-Sign: Gold-Eagle
Background:
The Ice Ship is headed for Liezen's Legrange-4 point, where the ice will be cut up into manageable chunks for transport to the water-poor surface below.
Unfortunately, it appears that not everyone approves of this mission of mercy. We've already detected a large squadron of mercenary aerospace fighters whose intentions we must assume are hostile. They key to our mission is the Command Center. If we lose it, we won't be able to steer the Ice Ship.
We've equipped your 'Mech with special thrusters on the shoulders that will allow you to fight on the Ice Ship's surface without floating into space.
Objectives:
Target: Defend Engines
Target: Defend Command Center
Walkthrough:
There's a ton of Aerospace support that comes through and tries to take out the command center and engines. Take them all out.
Aerospace drives me batty because they like to fly directly over your head where the mech can't aim. My suggestion? Take a lot of LRMS to knock them out of the sky. Bring a lancemate as well, and load their mech full of LRMS.
Warning: Your lancemates are complete idiots. They're worthless unless you tell them what to do, so hit "ALT+A" to tell them to attack things. Don't let them stray to close to the edge of the iceberg. They tend to jump off of the edge and float off in to space.
That won't stop them from being morons, but it may help a little.
After a few waves of Aerospace, there'll be one that tries to get sneaky and head towards the engines. Cut them off and make them pay for the conniving ways.
Enemies:
6 Aerospace fighters
Liezen 2
Codename: Snow Fort
Planet: 0.7 AU from Liezen L4
Terrain: Space
Mean Temperature: -120 Celsius
Mission Pay: 500,000 plus bounty
Expected Resistance: Unknown Mercenary Unit
Your Call-Sign: Gold-Eagle
Background:
We've been lucky so far, but an unidentified JumpShip has just arrived in our area and appears to be hostile. A 'Mech Carrier and other units are also closing on the Ice Ship.
Objectives:
Target: Destroy Boarding Harpoons
Target: Defend Command Center
Bonus: Destroy All Enemy Boarders
Walkthrough:
At the beginning of the level, a jumpship and a drop ship will fly up to the iceberg. A mech launches out of the dropship, but in my case, it just jumped into the oblivion, making it impossible to get the Bonus.
The dropship will launch a couple of harpoons into the crater and try to drag the iceberg off course. Shoot the harpoons off.
Circle around for a bit, and towards the engines - my favorite - a couple of aerospace fighters drop by. Finish them off the mission is over.
Enemies:
Mercenary Carrier, Mercenary DropShip, 2 Mercenary Fighters
Liezen 3
Codename: Starlight Hunt
Planet: 0.4 AU from Liezen L4
Terrain: Space (Ice Cave)
Mean Temperature: -120 Celsius
Mission Pay: 750,000 plus bounty
Expected Resistance: Unknown Mercenary Unit
Your Call-Sign: Gold-Eagle
Background:
We've detected several strange contacts on the surface of the Ice Ship. Battles and constant acceleration have damaged the ice chunk somewhat, opening fissures and causing some of the chemical ice to boil away into space.
We believe some mercenaries may already be on board the Ice Ship, sabotaging our mission from within a cave in the ship's surface. Search the cave and destroy any enemies.
Objectives:
Target: Destroy all enemy mechs
Walkthrough:
It's a free-for-all. No, wait, it's not - it's all of them versus you. Take out all of the mechs in a confined area. My advice: bring a short-range heavy hitter. Pack on the medium/small lasers and go to down on these guys.
While your moving around, be aware of where you're at and try not to slide in between two enemies. Try to keep them all in line with each other, so that not all of them can fire on you at once.
Enemies:
Merc Flashman, Merc Crab, Merc Commando
Gravenhague
This campaign takes you to the desert world of Gravenhague, where the Dread Legion have holed themselves up. It's also one of the few mandatory campaigns in the Mercenary Commander mode. While the "winning" missions can be pretty challenging if you don't have an army of heavy mechs built up, the "losing" missions are quite a bit easier and lieu of cash, give great salvage.
Be sure to bring a couple of heavy mechs, or at the very least, about three mediums to go without a loss in this campaign.
GRA1 -W-> GRA2 -W-> GRA3 (ends) L | V L-> GRA5 (ends) GRA4 -W-> (ends) | L-> DEATH!
Salvage: W1-L2-W3 = Hunchback + 4 cerMLAS! (must use code to end mission)
Gravenhague 1
Codename: Glittering Gold
Planet: Gravenhague
Terrain: Desert Ocean
Time: Day
Mean Temperature: 25 Celsius
Mission Pay: 500,000 plus bounty and bonuses
Expected Resistance: Dread Legion
Your Call-Sign: Rattler
Background:
Water's extremely valuable on Gravenhague, a desert planet, and the tiny township of Drevenshire has one of the few existing water stores. The Dread Legion has been relying on these million-liter tanks, so you must take control of them. Don't allow them to be destroyed - you'll rely on that water, as well.
Drevenshire defense forces agree to remain neutral as long as you don't fire on the town. Capture all the tanks and we'll give you a 300,000 C-Bill Bonus.
Objectives:
Bonus: Capture all of the H20 Tanks
Target Capture at least 50% of the H20
Bounty: Destroy all enemy Mechwarriors
Walkthrough:
If you try to play this one straight through, it can be tricky. When you first enter the level, there will be a (crab?) that attacks you from the left. To the right are two more mechs that want to say, "Hi." When you finish them, another two will activate in the center of the town. You've got to either get their attention from long rang or get to the town to fight them. Both options are tricky tasks. Long range weaponry may damage a water tower and destroying a building in the town will anger the locals.
So instead, here's the plan: Destroy all but one of the original three mechs. Leg the last one and let it sit on the ground. The other two mechs won't activate yet, so head towards the town and target them. Back off a bit, and open fire. They should turn and, instead of the water tanks, start attacking you in retaliation. Back them away from the town and finish them, being careful not to hit any tanks accidentally.
If you kill both of those mechs, the mission will end, so take one out and leg the other. Now, go back and kill that first legged mech, then come back for the second one. This'll ensure that you get all of the bonuses.
Enemies:
DL Assassin, DL Hunchback, DL Crab, DL Catapult, DL Sentinel
Salvage:
HBK-4G Hunchback
Gravenhague 2
Codename: Dust River
Planet: Gravenhague
Terrain: Dust Estuary
Time: Day
Mean Temperature: 30 Celsius
Mission Pay: 500,000 plus bounty and bonuses
Expected Resistance: Dread Legion
Your Call-Sign: Rattler
Background:
We control the water, thus forcing the Dread Legion into retreat. Now we must prevent the Legion warriors from leaving Gravenhague. The Dread Legion will have to rely on a single ravine to reach the safety of their DropShip.
A legion MechWarrior who knows he can't escape has contacted us. In return for safe passage from Gravenhague, he'll turn against his unit when you inspect his 'Mech.
Objectives:
Target: Destroy the Dread Legion Drop Ship
Target: Hold the Pass
Bonus: Inspect the Catapult to use
Walkthrough:
The easiest thing to do is shoot down the drop ship. I brought in an Awesome and just PPCed the thing until it went down.
If you want the bonus for working with the traitor, then head straight forward after the mission starts. A lone Jenner will come your way, so take it out and keep going. At the top of the hill there'll be three mechs and the traitor. For now, don't shoot the Catapult, but blast everyone else. Once the Catapult is within 200m, inspect it and he'll turn on the Death Legion.
Enemies:
DL Catapult, DL Jenner, DL Hunchback, DL Centurion, DL Thug, DL Dropship
Gravenhague 3
Codename: Blood Cauldron
Planet: Gravenhague
Terrain: Ocean Liner Hull
Time: Day
Mean Temperature: 34 Celsius
Mission Pay: 1 million C-Bills plus bounty
Expected Resistance: Dread Legion
Your Call-Sign: Rattler
Background:
Now we prepare for our final triumph. The remaining Dread Legion 'Mechs are hiding in the rusted hull of a huge ocean liner high on the former shoreline. Go into the ship and destroy the disloyal mercenaries.
Objectives:
Target: Clear the ship of Enemies
Walkthrough:
Go in and flush them out. If your in the Merc Commander mode, you have the option of running back to your dropship to let the Legion pay you off. Doing this will net you 4,000,000 C-bills (though it will still say "Mission Failed"), which is not a bad option at all. There's no salvage obtained either way.
If you're not, just go in and take care of business. When you're done, turn around and head back to NAV Alpha.
Enemies:
DL Flashman, DL Crab, DL Centurion
Salvage:
None
Gravenhague 4
Codename: Dust River
Planet: Gravenhague
Terrain: Dust Estuary
Time: Day
Mean Temperature: 32 Celsius
Mission Pay: 100,000 plus bounty.
Expected Resistance: Dread Legion
Your Call-Sign: RATTLER
Background:
We have lost control of the water supply. We must leave Gravenhague before we run out of supplies.
Most of the other Draconis units have already fled off-world. A DropShip is waiting to transport you back to Outreach, but it can not land on the windy heights above the ocean floor. Follow the riverbed to the dry ocean floor and make your way to the DropShip waiting for you there. The Dread Legion may attempt to block your escape.
Objectives:
Target:
Walkthrough:
Head down the hill towards NAV Alpha. There will be four mechs (2 Jenners, a Cicada, and Assassin) waiting - two on each side of the riverbed. If you're quick, just run to the Dropship at NAV Alpha. If you're in a heavier mech instead, destroy the attackers and then take your slow ass to the dropship.
Salvage:
HBK-4G Hunchback
Gravenhague 5
Codename: Glittering Gold
Planet: Gravenhague
Terrain: Ocean Liner Hull
Time: Day
Mean Temperature: 35 Celsius
Mission Pay: None.
Expected Resistance: Dread Legion
Your Call-Sign: RATTLER
Background:
Dropship Captain Sean Kelly: The DC went off-planet today, saying they'd be back with 'Mechs and more water, but don't wait for them. Just as I was about to contact you to arrange a landing site, the computer cracked the Legion's communication codes and I found out what they've been fighting for. There's a Star League cache, tech and weapons, on Gravenhague! It's gotta be worth millions! The Dread Legion found it, and they've been keeping it inside the rusted hull of an old ocean liner. Get in there and steal that cache! I'll pick you up when you're done.
Objectives:
Target: Secure the Cache
Target: Identify the Star League Cache
Walkthrough:
This is a lot like the Gravenhague 3 mission, but with less resistance. March up to the ship's hull and to the left is a crate containing the Star League cache. It's being guarded by a Crab, Flashman, and Centurion (?). Just take them out, then head over and inspect the crate.
The bad news: the mission seems to have a bug where it won't end, so after you accomplish all of your goals, hold down CTRL+ALT+SHIFT and type "likethecomstarbaby". That'll finish the mission off.
The good news: Even though it says there's zero pay, you get a killer stash of weapons as salvage.
Salvage:
4 Er MLaser (c), 1ER LLaser, 1ER PPC, 1 Pulse LLaser
Solaris VII
Solaris VII, home of arena-style fighting, has opened its Battlemech tournament to all comers this year. This is an excellent campaign to rake in some cash and some killer salvage, so if you've got a half-decent heavy or assault mech, jump in and give it a shot.
SOL1 -W-> SOL2 -W-> SOL3 (ends) | L | v L------> SOL4 -W-> SOL5 | | | W/L | v L-----> SOL6 (ends)
Solaris VII games (SOL1) salvage: (most salvage in whole game) W1 = "Bombardier" (actually an AWESOME) W2 = "Stalker" (actually a Thug) W3 = STALKER AND a ZEUS!
Solaris VII 1
Arena: 4-Cross
Planet: Solaris VII
Odds: 3-1
Opponents:
-Owen Smith - Ranking: #7
-Mech: Awesome
-Scott Phillips - Ranking: #64
-Mech: Victor
-Sharom Riggs - Ranking: Unranked
-Mech: Bombardier
Winners Purse: 1 million C-Bills
Objectives:
Target: Destroy all combatants
Walkthrough:
All three mechs will probably come at you at once. Don't worry, you can take'em. Since it's inside the arena, there are a few structures that you can use as cover. Take advantage when you can and try to keep one side protected from enemy fire.
Positioning is very important in these battles. It's pretty easy to start circling around one enemy only to have the other two drill your backside. So, if possible, try to line the enemies up with each other so that they'll have to shoot one another to hit you.
Solaris VII 2
Arena: Neon Grid
Planet: Solaris VII
Odds: 5-1
Opponents:
-Laura Ellis - Ranking: #5
-Mech: Atlas
-Holly Jandis - Ranking: #14
-Mech: Stalker
-George Bennet - Ranking: #28
-Mech: Thug
Winners Purse: 1 million C-Bills
Objectives:
Target: Destroy all combatants
Walkthrough:
The arena is a bit different this time. You'll start in a lowered section. Just hang here for a bit and let the Atlas and Stalker have at each other. If the thug comes your way, just wait for him, and open up with an alpha strike when pops over the hill.
After taking out the Thug, the Atlas will probably be heading your way. Again, chill in the pit for a bit and open with an alpha strike. Pick his arms off to neutralize him and then go in for the kill.
Solaris VII 3
Arena: Iron Skull Mountain
Planet: Solaris VII
Odds: 3-1
Opponents:
-Robert D. Ansell - Ranking: #1
-Mech: Atlas
-Julie Brock - Ranking: #2
-Mech: Victor
-Daryl Dyer - Ranking: #3
-Mech: Stalker
Winners Purse: 2 million C-Bills
Objectives:
Target: Destroy all combatants
Walkthrough:
Again, use the surroundings to your advantage. There's a large flaming skull in the center of the arena (a nice touch, might I add), and while the front of it is open, the sides are closed. Head to a corner where only one enemy can see you.
Now, take'em out.
It looks like the opponents in this level will battle each other first, so if they're locked up in battle, let them trash each other up a bit and do some of the work for you. When they're weak, head in for the kill.
Salvage:
If you wish to salvage a Timberwolf (Mad Cat) later on in the game, then lose this mission and after finishing the Solaris campaign, accept and win the MAS6 (Assist Damaged Mechs) contract.
Solaris VII 4
Arena: Laserclasm
Planet: Solaris VII
Odds: 2-1
Opponents:
-Micky Foote - Ranking: #53
-Mech: Dragon
-Kate Simon - Ranking: #78
-Mech: Zeus
-Rocco Macauley - Ranking: Unranked
-Mech: Centurion
Winners Purse: 1 million C-Bills
Objectives:
Target: Destroy all combatants
Walkthrough:
This arena is similar in shape and design to the first one. A Dragon from across the other side of the arena will start to attack you. Finish it off, and then let the other two wear each other down for a bit. After you've had enough, head in for the kill.
Solaris VII 5
Arena: Death Dance
Planet: Solaris VII
Odds: 3-1
Opponents:
-Larry Duenes - Ranking: #26
-Mech: Thug
-Heather Sandin - Ranking: #31
-Mech: Flashman
-Ed Staab - Ranking: #38
-Mech: Assassin
Winners Purse: 1 million C-Bills
Objectives:
Target: Destroy all combatants
Walkthrough:
The Flashman and the Thug will start gunning for you right off the bat. Start with Flashman and finish it off. Once it's down, turn your attention towards the Thug. The Assassin will probably be attacking it, and it won't last long with your combined attacks. After it's toast, lay into the Assassin and send it to the salvage yard.
Solaris VII 6
Arena: Black Pit
Planet: Solaris VII
Odds: 1-1
Opponents:
-Andy Moore - Ranking: #43
-Mech: Panther
-Mark Fraser - Ranking: #57
-Mech: Vindicator
-Tamara Stauff - Ranking: #62
-Mech: Urbanmech
Winners Purse: 1 million C-Bills
Objectives:
Target: Destroy all combatants
Walkthrough:
This is almost exactly like the previous mission, but with smaller mechs. If you're in a heavier mech, just blast through them. If not, use the same strategy as last time.
Sigurd
While this originally seems like a retaliation campaign for the Rashalague Republic, things take an unexpected turn as mysterious invaders drop from the sky and capture your mech unit. You're placed in a military camp of one Clan Wolf and eventually will use a hovercraft to escape and leave the planet.
Considering that most of the campaign is spent trying to escape Clan Wolf, this is not a good opportunity for salvage or money, but it does fill in the back-story and provide some challenging missions. (CHECK?)
SIG1 -W-> SIG2 -W-> SIG3 (ends) | | | L--L----L-> (DEATH!) | | | L-> SIG5 -W-> SIG4 (ends)
Sigurd 1
Codename: Warning Shot
Planet: Sigurd
Terrain: Mesa Desert
Time: Pre-Dawn
Mean Temperature: 10 Celsius
Mission Pay: Bounty Only
Expected Resistance: Oberon Confederation 1st Regiment
Your Call-Sign: Warhound
Background:
Somewhere near your landing area is a small airfield. Destroy the airfield and proceed to Nav Beta where you can escape to a temporary base where you can repair and reload while on Sigurd. The precise location of the airfield is not known but it should be near Nav Alpha, in the vicinity of a rock formation called "Devil's Teeth." The Devil's Teeth are two halves of a split mesa which resemble fangs pointed skyward.
This time, Oberon is not going to escape us.
Objectives:
Target: Destroy pirate airfield
Walkthrough:
Head to the left of the Devil's Teeth and turn on your Infra-Red sensors. This should help light up the airport area. As you approach the base, there'll be a Panther that is lighting up on the radar. Start hitting "Q" or "Target under reticle" to scout out the mechs around it. If you've got some PPCs handy, start blasting them from about 1.5km away. You can probably take out every mech and the base without allowing them to get in range.
As you head back to Nav Beta to return from a successful mission, some mysterious invaders arrive, and they're none too friendly.
Two dropships and several Wolf mechs appear. Start taking them out. Finish them off and the mission will end, even though you probably won't make it to NAV Beta.
Enemies:
Pirate Aerospace, Pirate Panther, Pirate Orion, Pirate Catapult, 6 Clan mechs
Salvage:
None
Sigurd 2
Codename: Freedom Fight
Planet: Sigurd
Terrain: Mesa Desert
Time: Dusk
Mean Temperature: 10 Celsius
Mission Pay: None
Expected Resistance: Eleventh Wolf Guards
Your Call-Sign: Hunter
Background:
O.K., 'MechWarrior, I've found a way to get us out of here. The 'Mechs are being kept in a DropShip I've seen at these Nav points, and it's got to be at one of them now. There's nowhere else it can land. I can get us to a Hovertank with some light weapons and a truck. If you pilot the hovertank and cover us, I'll drive the truck carrying the other prisoners. Then we'll find the DropShip so we can get to your 'Mech and get off-planet.
Objectives:
Target: Clear the Dropship of enemies
Bonus: Defend the Pirate POW truck
Target: Find the Captured Drop-Ship
Walkthrough:
This one is kind of tricky. To start the level off, you'll be sitting in a hovercraft, which while weak, is very fast and hits fairly hard. Start off by launching a few SRM volleys into the Firemoth (or Dasher) in front of you. After that, turn around and take the back way out, heading for NAV Eta. This'll keep you from having to deal with the turrets at the front of the camp and heavy resistance from mechs in that direction.
Circle around the NAV points in reverse order. The ship is at Nava Gamma and a Stormcrow (or Uller) will be there waiting. Being loaded with SRM ammo means if the enemy scores a critical hit on you, it's probably mission over, so have your buddy driving the other hovercraft do the work for you. The Clan still seems to abide by their Rules of Engagement, so use the other driver as a walking target. If you can, circle around the mech by using your jumpjets to get behind him. When the Clanner isn't looking, finish him off. Drive up to Nav Gamma just outside of the dropship to finish the mission.
Enemies:
Clan Dasher, 2 Clan Ullers, Turrets
Salvage:
None
Sigurd 3
Codename: Exodus
Planet: Sigurd
Terrain: Mesa Desert
Time: Morning
Mean Temperature: 10 Celsius
Mission Pay: None
Expected Resistance: Eleventh Wolf Guards
Your Call-Sign: Hunter
Background:
This is it, MechWarrior. We found a Raider 'Mech along with yours to add a little fire power to this run for the landing zone. We've got to come out of the DropShip shooting and get to NAV Tau. That's where the DropShip captain will wait for us. Once we're there, we must defend the DropShip. It's already badly damaged, and if it blows, we all die.
Walkthrough:
Two Novas will attack your lance right off the bat. Take them out and start heading towards NAV Alpha. Now, if you're really lucky, like me, then running a glitchy version of the game on Windows XP will cause you to be stuck in your starting spot. After shooting the ground around myself repeatedly, I was able to start moving.
Regardless, I didn't make it NAV Alpha in time, but if you start targeting around it, you can pick up some enemy mechs and murder those fools before they start up.
Keep going to NAV Beta and pull the same stunt. There'll be some Clanners jabbering about challenging you to one-on-one duels, but just blow them away from a distance. If you don't have any long-range weaponry, then accept the duel (you'll really have no other choice). Finish the mech and Clan Wolf will acknowledge your fighting skills and let you leave the planet.
Enemies:
Wolf Uller, 2 Wolf Black Hawks, Wolf Ryoken, Wolf Masakari
Salvage:
None
Sigurd 4
Codename: Exodus
Planet: Sigurd
Terrain: Mesa Desert
Time: Morning
Mean Temperature: 10 Celsius
Mission Pay: None
Expected Resistance: Eleventh Wolf Guards
Your Call-Sign: Hunter
Background:
We found two older Raider 'Mechs, we couldn't find yours. We've got to come out of the DropShip shooting and get to Nav Tau. That's where the DropShip captain's going to wait for us. Once we're there, we have to defend the DropShip.
Objectives:
Target: Defend Pirate Drop-Ship
Target: New Dust-Off: Nav Beta
Walkthrough:
Ok, this one is similar to Sigurd 3 (SIG3), using the same map, but there's one big difference. This time around, you've lost all of your mechs and mechwarriors, but they've found an old Battlemaster to stuff you into. Though big, this thing kind of sucks. It's armed like the Commando and it's saving grace is that it has jump jets.
The mission starts and there's a Kitfox heading your way. Let the pirate Flashman have at it, and help finish it off when it's weakened.
At NAV Alpha, a Nova and Uller are waiting. You can try to take them, but about three minutes into the mission, the Drop Ship will try to land. Unless you're really good or lucky, you probably won't be able to clear the area in time.
Use your jets and run to Nav Beta, where a MadCat is raining down lead and lasers on your DropShip. As you approach, the Mad Cat will challenge you to a duel. You win: you get to leave. You lose: well, you get to try the mission again.
Use your jets to avoid his weapons and get in close enough to hit him. Keep circling around with the occasional jump-jet strafe, and eventually you'll wear him down and finish him off.
Head to NAV Beta to finish the mission.
Oddly enough, when you get back to the office on Outreach, your mech and fellow Mechwarriors will be there waiting. I guess your DropShip captain managed to make it off the planet and return safely.
Salvage:
None
Sigurd 5
Codename: Freedom Fight
Planet: Sigurd
Terrain: Mesa Desert
Time: Dusk
Mean Temperature: 10 Celsius
Mission Pay: None
Expected Resistance: Eleventh Wolf Guards
Your Call-Sign: Hunter
Background:
I've found a way to get us out of here. The 'Mechs are being kept in a DropShip that I've seen at these Nav Points, and it's got be at one of them now. There's nowhere else it can land. I can get us to a hovertank with some light weapons and a truck. If you pilot the hovertank and cover us, I'll drive the truck carrying the other prisoners. Then we'll find the DropShip so we can get to your 'Mech and get off-planet.
Objectives:
Target: Clear the Dropship of enemies
Bonus: Defend the Pirate POW truck
Target: Find the Captured Drop-Ship
Walkthrough:
As far as I can tell, this is the same as Sigurd 2 (SIG2), but with a different mission afterwards.
Salvage:
None
Wolcott
Wolcott is another mandatory campaign in Mercs. Eventually, you'll get to the point where it's the only mission available from the contracts screen. In it, the Federated Commonwealth and Draconis Combine are teaming up to defend Wolcott against the Smoke Jaguars.
It pays really well, bringing in 5,000,000 plus bonus and plenty of salvage. You'll definitely want to have a couple of lancemates for this one, and ideally, a bunch of heavy/assault mechs for them to pilot.
If you come in well-prepared, and use group tactics to take down the opposing mechs, you should be in for a fun round of battles.
WOL1 -W-> WOL2 -W-> WOL3 (ends) | | L-> WOL4 -L-> WOL5 (ends) | W-> WOL3 (ends)
Battle for Wolcott (WOL1) salvage (all CLAN!): W1-W2-W3 =FIREMOTH after 2nd mission> W1-L2-W3 =FIREMOTH after 3rd mission L1-L2-W3 ="NOVA" (actually a WARHAWK!) L1-W2-W3 =Warhawk after 3rd mission (BEST SALVAGE)
Wolcott 1
Codename: First Strike
Planet: Wolcott
Terrain: Salt Marsh
Time: Afternoon
Mean Temperature: 20 Celsius
Mission Pay: Bounty plus bonus
Expected Resistance: Smoke Jaguar Mistweavers
Your Call-Sign: Sentinel-1
Background:
I will personally lead the Draconis forces in the approaching battle. You have been selected from among the finest 'MechWarriors of the Inner Sphere. Do not let me down.
We know that Jaguar DropShips intend to land on the few dry hills in a nearby saltwater swamp. I am sending a group of Draconis engineers in a mine-laying helicopter to drop heavy land mines around the expected Jaguar landing zones.
Objectives:
Bonus: Defend Helicopter
Target: Destroy all Clan Dropships
Walkthrough:
Along your way to NAV Alpha, start targeting ahead of you. There are a couple of clan mechs waiting. Start blasting them from a distance before they power up, then finish them off.
The helicopter will come over and lay some explosives on the pad, where the dropship will land. Stay away from the landing pad, as the explosion will knock your socks off if your too close.
If the explosion doesn't outright destroy the dropship, finish it off with a few shots.
Head to NAV Beta and repeat the process.
After that, A Wolf Dropship will start circling around overhead and a DireWolf will attack. Deal with the DireWolf first, since it's long-range PPCs give it a pretty good punch, even from a distance.
Once it's down, turn towards the dropship and finish it off. Watch out - it can fire back.
Enemies:
SJ Uller, SJ Black Hawk, SJ Mad Cat, SJ Thor, SJ Masakari, 3 Smoke Jaguar DropShips
Salvage:
4 ER SLaser (C)
Wolcott 2
Codename: Homestead
Planet: Wolcott
Terrain: Salt Marsh
Time: Afternoon
Mean Temperature: 20 Celsius
Mission Pay: Bounty plus bonus
Expected Resistance: Smoke Jaguar Mistweaver Galaxy
Your Call-Sign: Sabre-1
Background:
There's been a brief lull in the fighting. We've moved your unit to a rear area to protect our ammunition supplies and repair facilities. There are also several fuel depots for the hovercraft we use to pen the Jaguars in the swamps. These supplies are essential to our success on Wolcott.
Several Smoke Jaguar units have broken away from the main pack and appear to be trying to attack your position. They may be supported by Aerospace fighters. We don't control the skies. protect the supplies at all costs.
Objectives:
Defend the Supply Post
Walkthrough:
Ok, be prepared for a war here. Definitely take some firepower and numbers with you. You'll need them for all the enemies coming your way. Just as the mission journal says, when you start you'll be attacked by a couple of light mechs. Finish them off if you'd like, but don't chase them down. Stay at the camp. Two Aerotek fighters will come by next. Destroy them immediately. I've had them finish off the base before I even knew they were in it.
After that Aerotek is down, another pair of Mechs will show up. Finish them. Then another pair, finish them, then another...
When it's all done, the mission will end.
Enemies:
SJ Dasher, 2 SJ Aerotek, SJ Black Hawk, 2 SJ Ullers, SJ Mad Cat, SJ Vulture
Salvage:
2 Pulse SLaser (C),
1 Pulse MLaser (C)
Fire Moth Prime
Wolcott 3
Codename: Dragons Teeth
Planet: Wolcott
Terrain: Salt Marsh
Time: Day
Mean Temperature: 20 Celsius
Mission Pay: 5,000,000 plus bounty
Expected Resistance: Mistweaver Command Star
Your Call-Sign: Sentinel-1
Background:
The last of the Smoke Jaguar Command Star is trapped in the swamp. It appears as though Galaxy Commander Dietr Osis was trying to lead a break-out attempt on the southern border.
Now we can end this battle and save Wolcott. Kill Osis and his Star.
Objectives:
Target: Destroy all enemy mechs
Walkthrough:
This is just like Wolcott 5 (WOL5), except you'll be murdering the commander as well.
Salvage:
None
Wolcott 4
Codename: Homestead
Planet: Wolcott
Terrain: Salt Marsh
Time: Afternoon
Mean Temperature: 20 Celsius
Mission Pay: Bounty
Expected Resistance: Smoke Jaguar Mistweaver Galaxy
Your Call-Sign: Sabre-1
Background:
Due to the failure of your last mission, the Smoke Jaguars have already broken through to our ammunition supplies and fuel depots, key resources in today's battle. The Jaguars have attacked on of the depots, and all but destroyed it. It is too late to save the depot, but while the Jaguars are focused on its destruction, you can surprise them. Although the battle has raged for only a few hours, we are confident that if you can destroy these forces, the Jaguars may surrender.
Objectives:
Target: Avenge the loss of the Supply Depot
Walkthrough:
When you enter the level, there will be a Kitfox, Nova, and Firemoth attacking the supply depot. Take them out, then start heading north.
When you get just north of the supply base, wait. A Madcat will pop up on the radar. Finish it off.
Again, just wait a bit more and a Masakari pops up. Finish it off to end the mission.
Salvage:
4 ER Slaser (C)
Wolcott 5
Codename: Dragons Teeth
Planet: Wolcott
Terrain: Salt Marsh
Time: Day
Mean Temperature: 20 Celsius
Mission Pay: 5,000,000 plus bounty
Expected Resistance: Mistweaver Command Star
Your Call-Sign: Sentinel-1
Background:
Needed
Objectives:
Target: Find the Clan Commander
Target: Defend the Clan Commander
Target: Destroy all enemy mechs
Walkthrough:
The Clanners are sporting a lot of heavy firepower in this mission, so be sure to bring some lancemates with you. There's two sets of 3 elements coming at you to start things off. Cap'em and head towards NAV Zeta.
Along the way, another two mechs will power up. They're hard to target with all of the ECM pods around, so get a few hits on them, then tell your lancemates to finish the job.
A Gladiator will pop up from the right side, finish it off, too.
Towards NAV Zeta, two mechs are waiting - the Masakari with the Clan Commander and a Thor. Tell your lancemates to attack the Thor, then get close enough to Masakari to inspect it. Since the Commander is packing plenty of heat, you can try to leg him to make life a bit easier. don't kill him though.
After identifying the commander and finishing off any remaining enemy mechs, the mission should end successfully.
Salvage:
2 ER LLaser (C),
1 ER PPC (C)
Warhawk
Last Frontier
OUT1 -W-> OUT2 -W-> OUT3 (ends) | | | L | V L----> OUT4 -W-> (ends) | L-> (DEATH!)
Last Frontier 1
Codename: Sleight of Hand
Planet: Last Frontier
Terrain: Cratered Vacuum
Time: Night
Mean Temperature: 3 Celsius
Mission Pay: Bounty plus bonus
Expected Resistance: Ghost Bear Garrison
Your Call-Sign: Wraith-1
Background:
You're on Last Frontier to steal a Clan Ghost Bear OmniMech for us to study and duplicate. First, we must obscure our plan from the Ghost Bear leaders. Raid Ghost Bear facilities at random, destroying at least two out of three NAV point targets in this area.
Clan Ghost Bear is aware of our presence on Last Frontier. Once you destroy on installation, all units in the area will no doubt respond.
Due to the sensitive nature of this campaign, you will receive no outside communications.
Objectives:
Target: Destroy 2 Clan facilities
Bonus: Destroy 3rd Clan facility
Bonus: Destroy all Clan 'Mechs
Walkthrough:
There's two approaches to take on this one:
The first is to go on and pull a hit-and-run, using a fast light mech. Get in, take out the facilities, then get out before the enemies can figure out what happened.
For this, get the fastest mech that you can and make sure that it has jump jets and some sort of long-range weapon.
When you enter the level, ignore the training center at NAV Alpha. It'll be crawling with Ghost Bears as soon as you attack it. Instead, head directly to NAV Beta. When you get there, it's deserted, so destroy the town.
Once you finish off the last building, two Clan mechs will appear. Get away from the town and head to NAV Gamma. There'll be another two Clanners waiting for you there. Just target the listening post from a distance and blow it up. Don't bother fighting. Once that listening post goes, then race back to your dropship at NAV Delta.
The second method is a bit more straightforward: March in and blast the shit out everything. Be sure to get the biggest mech you can and bring some lancemates in assault mechs.
A Ghost Bear training center is at NAV Alpha with an instructor and some cadets in Firemoths. Go in and take them out. This'll probably attract some attention, so a few more mechs will show up to the party. Finish them, then turn and destroy the training center.
Head to NAV Beta and there'll be two more mechs waiting. Light them up from a distance, and with some luck, they may even destroy part of the town by themselves. When you finish, head to NAV Gamma.
Another two mechs are waiting, so repeat the process and destroy the uplink.
Back to NAV Delta to end the mission.
Enemies:
2 GB Kodiaks, 2 GB Dashers, GB Gladiator, GB Man O War, GB Linebacker, GB Vulture
Salvage:
None
Last Frontier 2
Codename: Ali Baba
Planet: Last Frontier
Terrain: Cratered Vacuum
Time: Afternoon
Mean Temperature: 4 Celsius
Mission Pay: Bounty plus bonus
Expected Resistance: Ghost Bear Garrison
Your Call-Sign: Wraith-1
Background:
The Ghost Bears are vainly attempting to guard all possible objectives in this area. The time has come to steal the OmniMech.
Stay away from areas you've already attacked or threatened; they will surely be guarded. A radiation storm has bathed Last Frontier in high-energy light rays, severely limiting radar and communications, and enemy scouts won't be able to report your position to Ghost Bear Command any anything but the closest ranges.
Objectives:
Target: Clear Nav Delta
Target: Go to Nav Delta
Walkthrough:
Two Aeroteks are coming in as you approach the level. They can be pretty annoying, so blow them out of the sky. After that, don't follow the NAV sequence like usual. There are enemy units set up at each one. Instead, go directly towards NAV Delta. As you approach it, start targeting. There is a mech standing guard just to the left of the Kodiak. Soften it up from a distance and finish it off. You should be able to go right to NAV Delta without having to fight any other mechs.
Enemies:
2 GB Aerospace Fighters, 2 GB Dashers, GB Gladiator
Last Frontier 3
Codename: Judas Kiss
Planet: Last Frontier
Terrain: Cratered Vacuum
Time: Dusk
Mean Temperature: 6 Celsius
Mission Pay: 4 million C-Bills plus bounty
Expected Resistance: Ghost Bear Garrison
Your Call-Sign: Wraith-1
Background:
While you were learning the Kodiak's controls, a DC pilot brought your 'Mech to our DropShip. Once on board, you'll turn the Kodiak over to use and we'll transport you and your 'Mech back to Outreach.
***Transmission from Mercenary DropShip***
Sean Kelly, Dropship Captain - All right, 'MechWarrior, I've cracked through the DC scramblers. I'm ready to pick you up if you still want to steal the Kodiak and keep it for yourself. Remember, kill all witnesses, or the DC will chase us across the galaxy.
Objectives:
Target: Defend Draconis Dropship
Target: Go to Draconis Dropship
Target: Destroy Draconis Dropship
Target: Go to NAV Alpha
Walkthrough:
The mission gives you two options: Defend the Draconis ship and go to it, or destroy all the DC guys and get to NAV Alpha to steal the Kodiak. The former is the easiest, but then again, you don't get a bunch of Clan technology in the process. If you're not playing as a Mercenary Commander, then you have to steal the Kodiak to succeed the mission.
When the level starts, two Clan mechs will be fighting two DC mechs and a DC dropship. Just sit back and let the two sides duke it out. The Combine usually comes out on top. It's your choice from here. Walk to the Dropship and it's all over.
Or, go and do what Ghost Bear didn't - finish off the DC mechs. I like to start with the Atlas, because the opposing DC mechs won't fire back at first. Finish off the other mech and then dropship.
But it's not game over after that. You've got to get to NAV Alpha, which is a few kilometers off with Ghost Bear mechs littering the path. As you close upon your dropship, there'll be a mountain in the way. Go to the right and there's a Kodiak and a couple of Dashers. To the left, just a Kodiak.
If you're not in the fighting mood, you can avoid all of them. Swing to the left of NAV Alpha. Way to the left. Stay away from the Kodiak on the side so that it won't power up. When you get past the mountain, head to the drop point and call it a night.
Potential Enemies:
DC Hunchback, DC Atlas, DC DropShip
Enemies:
GB Linebacker, GB Vulture, 2 GB Kodiaks, GB Grizzly
Salvage:
Kodiak
Last Frontier 4
Codename: Alamo
Planet: Last Frontier
Terrain: Cratered Vacuum
Time: Night
Mean Temperature: 8 Celsius
Mission Pay: 2 million plus bounty
Expected Resistance: Ghost Bear Garrison
Your Call-Sign: Wraith-1
Background:
You failed to steal the Kodiak. Worse still, our units are now seriously threatened. In order to maintain a low profile on Last Frontier, our DropShip kept its fusion reactor off-line most of the time.
Now it has been discovered, and it will take several minutes for the DropShip reactor to power up. You must defend the DropShip until it can defend itself.
Objectives:
Target: Defend your Dropship until reactor is on-line
Walkthrough:
From the west, a Ghost Bear Gladiator and Man of War will appear. Take them out before they can get to your dropship. After three minutes, a Vulture will pop up on radar from the north. Finish it off and wait by the dropship. The mission will end successfully.
Although you failed to capture the Kodiak, you'll still get half off the contract's promised pay.
Salvage:
None
Luthien
Hopefully by now you've got some big-ass mechs and a couple of less-retarded lancemates. This is it, the final campaign of the game, so feel free to go for broke. If possible, take some extra Mechs and Mechwarriors, just in case one of your lancemates is taken out in combat. Hey, better them than you.
Ironically enough, these missions give really good salvage, even though it doesn't appear that you can use it.
If you're not too worried about winning the missions, you can lose them all and still get the "good" ending to the game. If you have more than 15 million C-Bills in the bank, you'll be living the life, sipping martinis on an ocean cruiser. If you don't, you'll just be another broke loser.
LUT1 -W-> LUT2 -W-> LUT3 | | | L-> LUT5 -L-> LUT6 -W/L-> LUT4 (GAME ENDS!) | W-> LUT3 -W/L-> LUT4 (GAME ENDS!)
Luthien 1
Codename: Trojan Horse
Planet: Luthien
Terrain: Urban Wastes
Time: Day
Mean Temperature: 30 Celsius
Mission Pay: Bounty only
Expected Resistance: 31st Smoke Jaguar Assault
Your Call-Sign: Assault-3
Background:
I will lead the defense of Luthien myself. You will take your orders directly from me. Do not fail me.
The Smoke Jaguars have arrived. While the battle for the skies continues we must gain an advantage on the ground as quickly as possible. We have prepared an ambush for a small strike force of Clan 'Mechs.
Several industrial 'Mechs used for construction have been filled with bombs and mocked up with fake armor to look combat-ready. The Smoke Jaguars, always eager for blood, will no doubt close quickly for the kill and seal their own fate. Attack once you hear the bombs explode. Then secure the area.
Objectives:
Target: Search all the Nav Points
Target: Destroy all Clan Mechs
Walkthrough:
Hang back for a few seconds after the mission starts. The plan works, and sure enough, the Clanners go after the dummy mechs, setting off the bombs inside of them. After the dummies explode, head in and finish off any Clanners that are left.
After that, head to NAV Alpha, where a group of elementals await. Elementals always annoy me, so be sure to bring a weapon with homing abilities (LRMS, Streak SRMS, etc.). Take these guys out and head to NAV Beta, where another Elemental will fire up.
The real threat lies at NAV Gamma, where a Thor, Masakari, and Linebacker are waiting. Once you're about 100 meters away from the nav point, they'll power up. Finish these off and the mission will be a success.
Enemies:
SJ Gladiator, SJ Loki, 2 SJ Masakari, 4 SJ Elementals, SJ Thor, SJ Linebacker
Salvage:
2 ER Mlaser (C), 1 ER LLaser (C), 1 ER PPC (C), 1 Ultra AC/20 (C), 2 Streak SRM-6 (C)
Luthien 2
Codename: Shield-Wall
Planet: Luthien
Terrain: Urban Wastes
Time: Day
Mean Temperature: 30 Celsius
Mission Pay: Bounty only
Expected Resistance: 31st Smoke Jaguar Assault
Your Call-Sign: Assault-3
Background:
Despite our cunning ambushes and initial victories, our forces are falling back all over Luthien. Your unit has been held back from the fighting on this occasion. You're the only combat-ready unit in the area. You must hold our battle line or Clan 'Mechs will penetrate our defenses and destroy vital communication and command facilities.
A Draconis Lance has already been smashed, the remains of which will flee past your position. Defend them if you can.
Objectives:
Target: Hold the Line at Nav Alpha
Target Destroy all Clan Mechs
Walkthrough:
Most of the fighting in this mission will be from a distance, so grab some long-range weapons.
As the level starts, a damaged DC Mauler will be running your way. Ignore it, because there are two clan mechs directly behind. Finish them off and wait, because another two will power up. Don't charge forward, as veering too far from NAV Alpha, even if it's ahead, will cause the mission to end.
When they get in weapons range, light them up, and surprise, surprise, there's another Clan mech.
Finish them, and after yet another Clanner, the mission ends.
Enemies:
Needed
Salvage:
1 ER LLaser (C), 1 Ultra AC/20 (C), 2 Streak SRM-6 (C)
Luthien 3
Codename: Decapitator
Planet: Luthien
Terrain: Kado-Guchi Valley
Time: Pre-Dawn
Mean Temperature: 30 Celsius
Mission Pay: Bounty only
Expected Resistance: 31st Smoke Jaguar Assault
Your Call-Sign: Assault-3
Background:
The battle has paused just long enough for us to load our weapons and steal a few hours of sleep. The Smoke Jaguars are on the other side of the valley. When the sun rises, they're sure to attack. Luthien City is at our back. We can retreat no further.
Mechwarrior, I rely on you alone to execute this hazardous mission. Sneak across the valley and find the Smoke Jaguar commander where he's investigating his front lines. Then - kill him. The confusion his assassination causes may give us enough time make a quick sortie before the Jaguars can prepare.
Objectives:
Target: Identify the Jaguar Commander
Target: Execute the Jaguar Commander
Bonus: Destroy targets of opportunity
Bonus: Destroy all enemy Mechs
Walkthrough:
The commander is in a Cauldron Born at NAV Gamma, so if you want to get in, get paid, and get out, head straight for NAV Gamma. Otherwise, there are two mechs a piece at NAVs Alpha and Beta.
The commander isn't alone, as a there's also a Linebacker waiting at NAV Gamma. Try to soften them up from a distance first, and possibly take out the Linebacker before you get there. You should be able to target them before you can see them.
Once the commander's mech powers up, he'll start raining down on you with a good amount of firepower. Get within 200 meters and hit "I" to identify him, then blast the shit out of him. Once he's gone, the mission is over.
Enemies:
SJ Black Hawk, SJ Uller, SJ Naga, SJ Thor, SJ Linebacker, SJ Cauldron-Born
Salvage:
2 ER MLaser (C), 1 ER LLaser (C), 1 ER PPC (C), 1 Ultra AC/20 (C), 2 Streak SRM-6 (C)
Luthien 4
Codename: Killing Fields
Planet: Luthien
Terrain: Kado-Guchi Valley
Time: Day
Mean Temperature: 39 Celsius
Mission Pay: 10 million C-Bills plus bounty
Expected Resistance: 31st Smoke Jaguar Assault
Your Call-Sign: Assault-3
Background:
The Jaguars are mounting their final offensive on the Imperial City. Destroy as many of them as you can, and defend the Imperial City at all costs. Today will determine the face of the Draconis Combine - perhaps of the entire Inner Sphere. Remember 'MechWarrios, whether you live or die today, you'll be forever remembered for your valor in the battle of Luthien.
Objectives:
Target: Defend Luthien City
Target: Destroy all enemy 'Mechs
Walkthrough:
Attack, attack, attack. Here it is: the final battle of Mechwarrior 2: Mercenaries, and it's just an all out brawl. By this point, hopefully you've got a couple of lancemates and several assault mechs, because you'll probably need them.
The Clans will attack in several waves, the first of which is a group of three elementals. Finish them, and head forward a bit, where you'll find a MadCat and a couple of Thors. After that, a pair of Clanners pop up on the radar. One final round against a group of Assault mechs, where you'll face an Atlas and two Cauldron Borns.
Head back to the Starport and watch as Comstar faces off against the Clans on Tukayyid in the game's ending movie.
Enemies:
3 Clan Elementals, SJ Mad Cat, 2 SJ Loki, SJ Ryoken, SJ Vulture, 2 SJ Cauldron-Borns
Salvage:
None
Luthien 5
Codename: Shield Wall
Planet: Luthien
Terrain: Urban Wastes
Time: Day
Mean Temperature: 27 Celsius
Mission Pay: Bounty only
Expected Resistance: 31st Smoke Jaguar Assault
Your Call-Sign: Assault-3
Background:
Despite our cunning ambushes and initial victories, our forces are falling back all over Luthien. Your unit has been held back from the fighting for this occasion. You are the only combat-ready unit in the area. You must hold our battle line or Clan 'Mechs will penetrate our defenses and destroy vital communication and command facilities.
Objectives:
Target: Hold the Line at Nav Alpha
Target: Destroy all Clan Mechs
Walkthrough:
This is a variation of Luthien 2 (LUT2) with lighter enemy mechs and no friendlies to defend - oh and a shit ton more salvage.
Salvage:
4 ER MLaser (C), 2 ER LLaser (C), 2 ER PPC (C), 2 Ultra AC/20 (C), 4 Streak SRM-6 (C)
Luthien 6
Codename: Gotterdamerung
Planet: Luthien
Terrain: Kado-Guchi Valley
Time: Pre-Dawn
Mean Temperature: 34 Celsius
Mission Pay: Bounty only
Expected Resistance: 31st Smoke Jaguar Assault
Your Call-Sign: Assault-3
Background:
The battle has paused just long enough for us to load our weapons and steal a few hours of sleep. The Smoke Jaguars are on the other side of the valley. When the sun rises they are sure to attack. Luthien City is at our back. We can retreat no further.
In the coming battle, destroy as many Smoke Jaguar 'Mechs as you can. If necessary, lay down your life in the defense of the Luthien City.
Objectives:
Target: Find the Jaguar Commander
Target: Execute the Jaguar Commander
Bonus: Destroy all enemy Mechs
Walkthrough:
This is a variation of Luthien 3 (LUT3) with more backup, weaker enemy mechs and more available salvage.
Salvage:
6 ER MLaser (C), 3 ER LLaser (C), 3 ER PPC (C), 3 Ultra AC/20 (C), 6 Streak SRM-6 (C)
Single Missions
These missions are only available in the Mercenary Commander (Economy Enabled) portion of Mechwarrior 2: Mercenaries. If you've already played through the campaign missions, run through the game again, playing only these for a change of pace.
Mas 1
Code Name: Tiger Hunt
Planet: Engadin
Terrain: Mesa Desert
Time: Morning
Expected Resistance: 1 Pirate Assault 'Mech
Your Call-Sign: Hunter
Background:
Engadin, a small Rasalhague world, was attacked three weeks ago by a band of pirates. The local militia and FRR troops managed to fend them off, and we believed that the planet had been cleared of pirate influence.
Now our intelligence has located at least on heavy 'Mech which was left behind during the pirates' hasty withdrawal. Several pirate DropShips have appeared over Engadin to rescue their lost comrade. Track down the final 'Mech and kill him. If you have to, wait for him to climb out of his cockpit in surrender. But kill him.
Objectives:
Destroy damaged pirate Atlas
Walkthrough:
This mission is completable with the Commando.
The Atlas is at NAV Delta, so ignore the other locations and head straight there. The skies are covered with Aerotek support, so take them out first, otherwise they get annoying really fast. You'll have support, as two Rasalhague mechs will help you out. Let them deal with the Atlas while you work on the Aeroteks.
When there the skies are clear, let them soften up the Atlas a bit more, then swoop in for the kill.
Salvage:
None
MASA
Code Name: Doughboy
Planet: Bryceland
Terrain: Desert
Time: Night
Expected Resistance: Draconis Combine
Your Call-Sign: Scout
Objectives:
Target: Recon All Enemy Dropships
Target: Dustoff: Nav Beta
Walkthrough:
The Commando should be fine for this one.
Head towards NAV Alpha and you'll see about four dropships landing. Target and identify each one. The first two Dropships will have two mechs a piece guarding them. Ignore them and just run like hell until you get all four mechs identified. Inspection range is a bit longer in this mission, about 275 meters rather than the usual 200.
The only mech to watch out for is the Assassin, since it's pretty fast. If it gives you any trouble, leg it, and then head back to NAV Beta.
Salvage:
None
MAS2
Code Name: Tick Tock
Planet: New Oslo
Terrain: Plains
Time: Dawn
Expected Resistance: Pirates
Your Call-Sign: Pan
Background:
A band of pirates has established a mining and refining plant on New Oslo within our territory. They are stealing valuable resources from FRR soil. Find the pirate's hidden base and destroy it.
Objectives:
Target: Recon Chemical Plant
Walkthrough:
This can be done with the Commando, but if you have a Jenner (and can avoid getting headed), it's jets and speed will serve you better.
Go to NAV Alpha. Along the way, there is a mountain range, so veer to the left of it. This should keep you out of enemy fire - for now. When you get close to the Chemical Plant, inspect it. A Victor will be guarding the place, so peg his legs a couple of times and get the hell out.
As you head back to NAV Beta, the cavalry will be after you. There are five mechs and two aerospace fighters heading your way. If you've got jump jets, use them to go forward and outmaneuver your opponents.
Salvage:
None
Jandex Mission
Code Name: Gravy
Planet: Pitkin
Terrain: Rocky Waste
Time: Dawn
Expected Resistance: Unknown
Your Call-Sign: Ranger
Background:
We're setting up a new plant on a small planet called Pitkin. There are no reports of any violent activity, but it's company policy to have all of our new territories checked out by a Battlemech lance before the VIPs move on-site. It'll be an easy assignment, and you won't have to do any fighting, but you know bureaucracy. My boss is riding me to really go after you for the job. After he's satisfied that Pitkin is clean, we'll send a DropShip in to pick you up, and as long as everything goes smoothly you'll get a nice fat bonus. Everybody wins.
Objectives:
Target: Go to the city
Bounty: Destroy all enemy mechs
Walkthrough:
If you want to make it really easy on yourself, rush to NAV Beta and the mission is over.
If not, then there's four mechs waiting for you, an Urbanmech, Flashman, and two Panthers.
Head the Urbie, then leg the others. To weaken the Panthers, take off their left arms so they'll lose their PPCs. Finish them off and head to NAV Beta.
Bad news, though. Instead of that half a mil that was promised, it's only 100,000.
And yes, this is all doable in the Commando. I didn't say it was easy though.
Doable though it may be, it's not worth it, as killing all enemy mechs will only nab you an extra 50,000.
Salvage:
None
MAS3
Code Name: Eyeball
Planet: Rasalhague
Terrain: Stony Wastes
Time: Morning
Expected Resistance: FRR Guards
Your Call-Sign: Fenris
Background:
The Free Rasalhague Republic has resumed the production of 'Mechs on Rasalhague. We have reason to believe that the Draconis Combine may be funding these FRR factories and that this may be the beginnings of a Draconis-Rasalhague alliance, or at least a dangerous exchange of technology.
We have located an assembly plant far from any cities or military outposts. Penetrate its perimeter defenses using stealth and quick-strike tactics. Once inside the base, an automatic camera affixed to your 'Mech will photograph the plant for our analysts. While the camera is recording the contents of the base, destroy any and all 'Mechs you find.
Objectives:
Target: Destroy Mechs at Base
Walkthrough:
Go to NAV Alpha, where you'll find the enemy base. You'll approach the base from a back wall, but just blast through it and you can head right inside. Although the base is guarded by a Clint and a Cicada, you don't have finish them off right now. I'd recommend doing so, but if you'd like, you can wait until after you've destroyed the other mechs.
Once inside, take out the mechs in the base before they fire up. There is an Urbanmech and a Jenner, which can easily finished off with head shots. As for the rest: Well, my original plan was to leg'em, but it seems that drilling them in the center torso is just as quick.
After all of the mechs inside the base are toast, turn to any remaining defenders and send them to the great graveyard in the sky.
Salvage:
None
MASC
Code Name: Babysit
Planet: Meachom
Terrain: Mesa Desert
Time: Morning
Expected Resistance: Pirates
Your Call-Sign: Hunter
Background:
We are employing you for a very delicate mission. Prince Luther is distant in the line for the throne, but he is still of the royal blood of House Davion. Before he faces real combat he must be trained; however, he already sees himself as a proven MechWarrior. In fact, he only agreed to this mission because he thinks he is in fact your superior. Your main duty is to accompany and guard Prince Luther. House Davion hopes that he will gain experience by operating in the field. If any harm comes to the young prince, you will pay dearly.
Objectives:
Target: Survey the planet
Bounty: Protect friendly mech
Walkthrough:
Theoretically, you follow the NAV points, turn around, then head back to the drop ship and call it a day. Unfortunately, Prince Luther is a dumbass. He can't help but stray off the NAV points and get shot by nearby enemy mechs. So, follow him, and help him when he gets into trouble. Just south of NAV Gamma, he'll bump into an Urbie and a medium mech as you make your way to NAV Delta. On the way back, he'll find a couple more (a Jav and a Jenner) just to the north of NAV Gamma. Destroy them all.
The best part? After a successful mission, Prince Luther gets a medal for the whole thing.
Salvage:
None
MAS4
Code Name: Leg-Breaker
Planet: Rasalhague
Terrain: Frozen Wastes
Time: Evening
Expected Resistance: Commander Jeremy Cottingham and his unit
Your Call-Sign: Bounty
Background:
Commander Jeremy Cottingham, one of our most trusted officers, recently suffered a nervous breakdown in the verge of his retirement. He has stolen his own 'Mech and escaped to the Rasalhague wilds. He must be captured with a minimum of publicity.
When you have located Commander Cottingham, immobilize him by destroying one of his 'Mech's legs. We want him taken alive so that he can be made an example. Destroy any members of his former unit who have joined his mutiny.
We would normally never use mercenaries for such a delicate mission, but none of the KungsArme will face Cottingham, a much-decorated war hero.
Objectives:
Target: Disable Rogue Mech
Bonus: Destroy All Other Mechs
Walkthrough:
This one is pretty fun. When you enter the level, there's a nuclear plant at Nav Alpha and a few hills around the place. Just ignore the NAV though and set your radar to about 2 km. A group of three mechs will be on radar. One is a Thug with the commander in it. Find it and leg him, but don't kill him. As for the others (a Panther, Javelin, and Commando), murder those suckers.
In the process, another mech will join into the mix. Take it out, too. Once the field is clear and the commander is legged, the mission will end.
Salvage:
None
MASD
Code Name: Dr. Strangelove
Planet: Kelenfold
Terrain: Desert
Time: Morning
Expected Resistance: Terrorists
Your Call-Sign: Dark Knight
Background:
Federal Commonwealth authorities on Kelenfold have recently received a series of messages threatening to bomb the Ellen Township Medical Center if certain terrorists are not released from the Ellen Township jail. Intelligence suggests that the terrorists will hide explosives in a supply convoy. The Med Center is in dire need of those supplies, so you must not destroy any vehicle besides the one containing the explosives. The terrorists may also send 'Mechs once they realize that their plan has been discovered.
Objectives:
Bounty: Recon Terrorist Vehicle
Target: Destroy Terrorist Vehicle
Target: Defend Medical Facility
Walkthrough:
You'll start the level out directly in front of the Medical Facility. Several roads lead to the facility and there'll be a lot of convoys heading your way. Inspect them to make sure that they're expected arrivals.
One coming from the east won't be. When you inspect it, it'll say "Unscheduled Arrival!" Don't let it make it to the Medical facility.
After it's destroyed, three light-to-medium mechs will activate in the distance. Head towards them and finish them off before they can get near the medical facility.
Salvage:
None
MAS5
Codename: Brother's Keeper
Planet: New Caledonia
Terrain: Rocky Plains
Time: Morning
Expected Resistance: Oberon Confederation Raiders
Your Call-Sign: Blackheart
Background:
Hendrik Grimm Oberon III, a self-styled pirate king and ruler of the Oberon Confederation, has invaded on of our border worlds. The small town of Last Hope has been raided and destroyed by Oberon's bandits. The inhabitants were massacred. Now we seek revenge.
Hunt down the pirates and destroy them before they reach their DropShip. They must not escape off-world. If necessary, attack the DropShip to destroy the pirates responsible for razing Last Hope. These animals must die.
Objectives:
Target: Destroy massacring force
Walkthrough:
This is just a straightforward brawl. There'll be a Catapult, Centurion, Trebuchet, and another mech just ahead of you when you start the level. Take them all out. They'll start running towards their dropship after you engage a few of them. If you have to, take it out, too.
Salvage:
CPLT-C1 Catapult
MASE
Codename: Night Wolf
Planet: Rasalhague
Terrain: Stony Wastes
Time: Morning
Expected Resistance: Mercenaries
Your Call-Sign: Fenris
Background:
The HPG uplink which connects us with the rest of the Republic has been attacked by a mercenary unit. The FRR KungsArme was surprised by the attack, but still managed to defeat a majority of the forces. Only one operative mercenary 'Mech is still in range of the HPG uplink, but we have detected reinforcements en route to Nav Point Alpha. At this highly delicate time, we can not afford to have communications with the rest of the Republic severed.
Objectives:
Target: Go to Nav Alpha
Target: Defend HPG
Walkthrough:
We'll do this one out of order. Instead of marching to NAV Alpha, turn around and face due south. Start targeting under your reticle, and sure enough, there's a group of mechs just sitting there. Normally, they'd wait until you got near NAV Alpha to attack, but we'll go ahead and start shooting them now. If you have some PPCs, take advantage of that 1.5 km range and finish them off before they know what hit them.
After destroying that group, a Trebuchet will show up to the North. For whatever buggy reason, it always seems to show up inside of the mountain, where it can shoot at you while you can't shoot at. Keep your distance and hold your fire until it pops outside of the mountains like it should be.
Finish it, and then head to NAV Alpha, where a powered-down Clint awaits. To get full payment for this mission, you'll need to get to NAV Alpha first, and then finish off the Clint.
Salvage:
None
MAS6
Codename: Fire Flight
Planet: Woton
Terrain: Plains
Time: Morning
Expected Resistance: Unknown
Your Call-Sign: Paladin
Background:
Ten days ago, an unidentified enemy force attacked our bases on Woton. Most of our 'Mechs were either destroyed in combat or escaped, but one company was cut off from the landing site. They are still on-planet, badly damaged but still defending the remains of their base.
I have hired you to drop into the area and engage the enemy so that we can save the damaged 'Mechs and send in a DropShip to get you all out.
Objectives:
Target: Defend Lost Mechs
Bounty: Destroy Leader
Bounty: Destroy all other Mechs
Walkthrough:
This is a pretty fun mission. Bring a heavy and medium mech and you should be set. You'll start the mission off right in front of the lost/damaged mechs. After a moment, a Jenner will come your way to cause a distraction. Take it out, but don't let it draw you away from the damaged mechs.
After that, crank your radar up to 2 kilometers. There'll be four mechs popping up - A Firemoth, Mad Cat, Nova, plus another.
The Firemoth will run at you as a distraction. Take it out and don't blink.
The rest of the mechs will come gunning for the damaged mechs, so shoot the invaders before they can get close to the friendlies. These mysterious mechwarriors seem to engage whoever shoots them first, so if you get a few good shots on them, they'll pretty much ignore the damaged mechs. Pick them all off and the mission ends successfully .
Salvage:
Mad Cat - Available only if you lose the Solaris VII (SOL3) mission
None - Otherwise
MAS7
Codename: Nightingale
Planet: Unzmarkt
Terrain: Stony Barrens
Time: Night
Expected Resistance: Eleventh Wolf Guards
Your Call-Sign: Errant
Background:
We have two 'Mechs stranded on Unzmarkt, badly damaged from several skirmishes with Clan Wolf, who are still somewhat of an unknown. We hope that these surviving MechWarriors' reports will give us a better idea of what we are faced with. Locate the two damaged 'Mechs and escort them to safety. Radio silence must be maintained at all times. Identify them with your sensors to get them to follow you.
Objectives:
Target: Recon Shutdown Mechs
Walkthrough:
Bring a lancemate with you on this one. As you start the mission, head towards NAV Beta. On your right is a Vulture and on your left is a Naga. Command your lancemate to attack the Vulture. The NAGA is loaded with an ARROWIV, so it's best to take it out as fast as possible. While your lancemate is distracting the Vulture, get to the Naga and take it out of commission.
Head towards NAV Beta, where you'll find the shutdown mechs. Inspect them and a Mad Cat will appear. Destroy it, then turn around and head to NAV Gamma to finish the mission.
Salvage:
2 ER PPC, 5 Laser (Medium)
MASG
Codename: Vulture
Planet: Undisclosed
Terrain: Plains
Time: Morning
Expected Resistance: Clan Smoke Jaguar
Your Call-Sign: Python
Background:
This is a highly sensitive mission, the location of which you do not need to know. A Smoke Jaguar DropShip has been shot down by our aerospace fighters. The ship must now be either captured or destroyed. Capturing it would give us valuable information about Clan supply lines and technology, but your most important objective is to ensure that the Smoke Jaguars do not recapture it. However the mission goes, your silence is part of the contract. You will not have communication access.
Objectives:
Target: Destroy All Enemy Mechs
-or-
Target: Destroy Supply Ship
Walkthrough:
Don't just charge straight in to NAV Beta - it's an ambush. Instead, side-step it. Start off by heading to your right and going down the hill. Head to the north towards the dropship and you'll see a couple of mechs. Finish them off before they get in range to do any damage.
By now, that pesky Aerotek will be on your tail. This one is loaded with 4 PPCs and some SRM/LRMs, so finish it off to keep it from getting too annoying.
Now, head to the other side of the drop ship, where you'll find a Mad Cat and a Phantom waiting. Waste them and the mission is over.
Salvage:
2 ER LLaser (C), 2 ER PPC (C)
MAS8
Codename: Bird's Nest
Planet: Harvest
Terrain: Mesa Desert
Time: Morning
Expected Resistance: Eleventh Wolf Guards
Your Call-Sign: Iron-Hawk
Background:
We have been using the frontier world of Harvest as a planetary base for aerospace fighters. We have been able to field several sorties against Clan Wolf, but they have located the base and there are now several Wolf DropShips entering Harvest's atmosphere.
We are willing to abandon the base, but the aerospace fighters are irreplaceable. You must defend the base and the aerofighters so that they may safely take off and flee Harvest. A DropShip will arrive for you at the last possible minute.
Objectives:
Target: Defend launching aircraft
Bonus: Destroy attacking aircraft
Walkthrough:
Running Mercs 1.06, this one was pretty buggy. At the start of the mission, the computer announced that two enemy aircrafts had been destroyed.
After that, it was only a matter of time before all of the friendly Aeroteks escaped.
Easy money, I guess.
Salvage:
None
Acknowledgements
Mission flow charts and tables are from David Sellick's MW2: Mercenaries info.
Mission enemy list comes from the official Mechwarrior 2: Mercenaries Strategy Guide.
3/03/09