Campaign Guide
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This walkthru was created based on the REGULAR difficulty level. The exact count of enemies may vary depending on difficulty level you have chosen and therefore may not match your situation completely. Thus, this is only a general guide. As you are free to choose among several missions in each system, I'll merely list the missions and tell you how it affects future missions. For every ton of mech you drop, you need to pay additional drop fee. So technically speaking, the less mechs you bring, the more you earn. However, in general, you can't EVER have too much firepower. As the difficulty of the mission depends on which mechs you bring and in what config, there is no reason to assign a difficulty rating to each mission. Besides, the game already assigned a "threat level". Here's are the parts of a mission walkthru Prerequisite: what missions you must perform before you can access this mission. Mechs allowed: that's total, the choices are 1, 4, 6, or 8 Base pay: the amount you can expect to get paid. Remember some faction alignment will affect actual payment. This is merely the base figure. Briefing: A summary of some background into and what the employer wishes you to do. Objectives: the primary objectives are listed. They MUST be completed or you fail the mission. SECONDARY: the secondary objectives are optional but may provide a bonus BONUS: bonus objectives are optional but usually has a bonus pay attached to it. The mission walkthru explains what enemies you can expect to see at each, any tricks to approach the mission and such. After the walkthru you get a note about which mission you will open up. Rep Change is the amount of your reputation change. Remember you have four rating: nobility, infamy, Steiner, and Davion. Doing each mission will affect your ratings in some way. 8.1 OUTREACH There are no missions on Outreach. It is merely where your mercenary company gets... incorporated. From here, you need to pick a planet to jump to, hire/fire mechwarriors, buy/sell mechs and weapons and such... Initially, you have two systems available: Halloran V, and Eaton. Jump to either one to start your career as a mercenary... If you want a smooth progression, go to Halloran, then Eaton. However, you can secure some heavier mechs at Eaton. If you can subdue the enemies there with merely light mechs, you are pretty good. 8.2 HALLORAN V Initially, 2 missions are available: Checkpoint, and Offshore. The rest are opened up later. In general, you'll be fighting on Steiner's side, or neutral. Halloran is a generally cool world with a lot of water. Heatsink efficiency is about 110%. 8.2.1 Checkpoint Prerequisite: none Mechs allowed: 4 Base pay: about 2 mil C-Bills Briefing: The militia has extorted the convoys moving along the roads. Corvatti Corporation wishes you to clear all these "checkpoints" off the roads. Objectives: * destroy tents and hostiles at nav alpha * destroy hostiles at nav beta * destroy hostiles at nav gamma This is an intro mission, so things are naturally simple. Just follow the waypoints. You'll see some Bulldog tanks, some turrets, and a shut-down Hellspawn at nav alpha, don't shoot the mech! You can salvage it. Shoot the tent to make sure you fulfill the objective. Between nav alpha and beta you will run into an Owens. Kill it. Continue to nav beta, and destroy defenders there... more tanks and a few turrets. If you want, you can go over the hill and take out the turret control, so you don't have to fight the turrets. Continue to nav gamma, and take out another Owens on the way. You'll also see some enemy choppers. They are easy to kill with the right weapons. Finally, you reach nav gamma, where you see a Puma (PPCs!), an LRM launcher, and more tanks. Kill them all, take out the mobile HQ, and you're done! If the mission didn't end, you probably didn't shoot the tents at nav alpha. Completing this mission opens up "Escort". Rep Change: Steiner+1, Infamy +1 8.2.2 Offshore Prerequisite: None Mechs allowed: 4 Base pay: about 1.75 mil C-Bills Briefing: The naval militia want the oil rigs of Transpax Corporation. You will assist in defending the place against the naval militia. Objectives: * defend oil rigs at nav alpha * defend oil rigs at nav beta * bonus: defend fuel industry buildings and vehicles (extra 500k c- bills) (around gamma) Still pretty simple, though this is slightly tougher. Basically, a bunch of patrol boats and hovercrafts will attack first the alpha rig and then the beta rig. Assign fast mechs to second and third lancemate, and send them to nav gamma first. You want them there to protect the fuel buildings and vehicles, which is next to beta. You can take out the patrol crafts alone and hovercrafts. You'll also see 4 Nightshade fighters attacking. They don't do much damage, so just keep dodging their missiles and shoot them when you can. When the destroyer show up, order all mechs to attack and circle the destroyer, keep firing. It'll go down in no time at all. Alternatively, send your lancemates to alpha and head toward gamma yourself. Let them deal with the various patrol boats and the barge, and the hovercraft at beta. You take out the 3 Condors that attack gamma. Then order everybody to attack the fighters and the destroyer. NOTE: It is possible to do "death from above" on the destroyer. Having a mech landing on it will seriously damage the destroyer! Completing this mission opens up "Offshore A". Rep Change: Steiner+3,Nobility+3 8.2.3 Escort Prerequisite: Complete "Checkpoint" mission. Mechs allowed: 4 Base pay: about 2.1 mil C-Bills Briefing: Corvatti Corporation cannot get their convoy through the canyons. Escort the convoy through against any attackers. Objectives: * escort convoy through nav alpha * escort convoy through nav beta * escort convoy through nav gamma * escort convoy through nav delta * defend base from attack NOTE: the convoy has 3 mobile artillery pieces. Do NOT allow even ONE to be destroyed, or the mission is an automatic fail. Repair depot available at nav delta inside the base (space port). A Hrothgar dropship there will assist in defense. While more difficult, this one is not that hard. The trick to escort is you must attract the enemy's attention. Run straight INTO them, and go amidst them. This will force them to attack you, instead of going after your convoy. Each checkpoint will have some fixed defenses and walls. An Owens will attack you at Alpha. Some Vedettes (and maybe 1 mech) get in your way at beta, and 3 mechs (Chimera, Hellhound, and Owens) will attack at Gamma. Remove them as far away from your convoy as possible. Killing them next to your artillery pieces means you may blow them up instead. You may want to jump on top of hills and take out any turret control APCs you see, thus disabling the turrets. When you reach the base, a last-ditch attack comes in form of 3 mechs, but the dropship, turrets, and your lancemates should take them out easily. And the mission will end. Completing this mission opens up "Industry Raid". Rep Change: Steiner +7, Davion -2, Nobility +2 8.2.4 Offshore A Prerequisite: Complete "Offshore" mission Mechs allows: 4 Base pay: about Briefing: The naval militia wants this place pretty bad. They are sending in ANOTHER attack force. Objectives: * defend oil rigs at nav alpha * defend oil rigs at nav beta * bonus: defend fuel industry buildings and vehicles (extra 600k c- bills) (around gamma) Almost exactly the same as Offshore, except you get TWO destroyers this time, and instead of enemy fighters, you get friendly air support while you fight the first destroyer. Again, send half of your units to gamma to fend off raiders, and lead the other half to take on the few enemies that come by. Then clean out the second group, then the two destroyers, and you're done. Completing this mission opens up "Industry Raid" if it hasn't been revealed yet. . Rep Change: Steiner+3, Nobility+4 Uziel should be available by now, and you'll need it. 8.2.5 Industry Raid Prerequisite: Complete either "Escort" or "Offshore" Mechs allowed: 4 (6?) (I could have SWORE I got to use 6 mechs on this mission...) Base pay: about 2.4 mil C-bills Briefing: You are raiding the rival industry that's causing causing so much grief for the Corvatti. Unfortunately, the other side has hired the Black Cobras. You can do quick raid and NOT engage the Cobras, or you can wipe them out... and show them who's the REAL mercenaries... Objectives: * destroy generators at nav beta * destroy factory at nav gamma * destroy factory at nav gamma * search and destroy fuel supply depot * destroy all Black Cobras (optional) (major increase in Infamy if you do) This one can be difficult if you don't do it right. Bring as many mechs as you can. You'll need the help. As you start, you'll see two calliopes to right front. Ignore them. They are behind a mountain. Just head toward alpha, and you can go "through" the gap in the hills, and approach beta easily. Stop before heading down the ridge. Order all your lancemates to stop and approach yourself. You should see the generator or generator controls just below the ridge. Destroy it, and the turrets go offline. That should stir up the Black Cobras. A bunch of tanks will approach from the south. Snipe them from long range. They're just a bunch of Quadpanzers, Demolisher II's, and Myrmidons. Take them out. By this time, you should see the Black Cobra mechs. Destroying them is optional, but if you do so, you get extra "infamy". As you should have the tonnage advantage, taking them out should not be a problem. Once they're down, just search around for the targets you're supposed to destroy, and destroy them. You'll need to look around a little for the fuel depot, but it's quite visible if you head southeast a little bit and look south. One PPC bolt into the whole thing and boom! It'll blow sky high. That should finish the mission. Completing this mission opens up "Offshore B". Rep Change: Steiner+3, Infamy+2 (+10 if you destroy all of the Black Cobra mechs) Argus should become available by this time, as well as Shadow Cat. 8.2.6 Offshore B Prerequisite: Complete "Offshore A" Mechs allowed: 6 Base pay: about 2.5 mil C-bills Briefing: The remaining Black Cobras have joined with the naval militia to attack Transpax facility yet again. They vowed to raze the place to the ground. Transpax needs you to run one MORE defense... for the keeps. Objectives: * defend rigs at nav alpha * defend rigs at nav beta * bonus: defend fuel industry buildings and vehicles (extra 500k c- bills) (around gamma) This starts pretty much the same as the previous 2 variations. Send lancemates to beta/gamma immediately. You can take care of the boats at alpha with the help of calliopes. Hovercrafts (3 Condors and 3 Harassers?) will attack beta/gamma. Destroy them. Finally, the remaining Black Cobras attack... 4 mechs. Argus, Uziel, Bushwacker, and Hellhound (?). Order your entire lance to concentrate fire on one at a time, probably Uziel first, then Argus. Destroy all four and you win! Rep Change: Steiner +3, Nobility +4 That's it for Halloran V! When you complete Halloran V, the Solaris VII campaign opens up if it hasn't been previously revealed. 8.3 EATON This is about 2 weeks away from Outreach. Skye Separatists (rebels) will be your employer mostly. They are mainly on the Davion side. Eaton is a mostly desert world. Around the city / river cooling efficiency is normal. Out in the deserts cooling efficiency will be down a bit, about 80% or so. You can quickly gain access to heavy mechs on Eaton. Some players prefer to do Eaton before Halloran for that reason. 8.3.1 Merc Alley Prerequisite: None Mechs allowed: 4 Base pay: about 1.25 mil C-bills Briefing: The governor has asked you to stop the convoys of the Lyran loyalists. Objectives: * Stop Lyran convoy by destroying their escorts. * Destroy all Lyran forces in the area Just head toward nav alpha. You'll see a few tanks appear in the distance with the convoy. Should be Vedette, Harasser, some Bulldogs, and some LRM carriers. Snipe the LRM carriers, and attack the surviving tanks. Then a group of Myrmidons appears "behind" the convoy and a bunch of Nightwind choppers attack as well. Take them all out, and the convoy is yours. Try NOT to step on the convoy vehicles... Completing this mission opens up "Merc Alley A" Rep Change: Steiner -1, Davion +2, Infamy +3 8.3.2 Merc Alley A Prerequisite: Completion of Merc Alley. Mechs allowed: 6 Base pay: about 1.25 mil C-bills Briefing: The governor has asked you to stop the convoys of the Lyran loyalists, again. Expect tougher opposition this time. Objectives: * Stop Lyran convoy by destroying their escorts. * Destroy all Lyran forces in the area Try NOT to step on the convoy vehicles... This time, you see Demolisher II's, then Chimera and Argus. Choppers also join in, but there are friendly choppers in the area as well. Eliminate all opposition, and you win again! Completing this mission opens up Merc Alley B, and Bandit Hideaway. Rep Change: Steiner -1, Davion +1, Infamy +5 8.3.3 Bandit Hideaway Prerequisite: Completion of Merc Alley A. Mechs allowed: 8 Base pay: about 3.75 mil C-bills Briefing: The governor has asked you to destroy the marauders' base. He is launching a full-scale assault on all known holdouts, and we got one of them. Objectives: * eliminate all base defenders.(turrets, mechs, tanks, choppers...) * destroy all specified buildings in the base (basically, anything that turns red) * bonus: destroy all fleeing vehicles (extra 150k). Basically, don't worry about buildings, just kill tanks and turrets, and when you see them, enemy mechs. You get a LOT of friendly tanks, so let them take the heat for a while. You are here to take out enemy mechs. You will probably only see 2 Osiris and 1 Argus. As you fight, you'll get a note about vehicles escaping south. Destroy them for a small bonus. (and infamy bonus, it seems) You'll get a message about choppers taking off from nearby airfield. Let your lancemates take care of enemies while you snip at the choppers. Then you just level the entire base when there's nobody to stop you, and you win! Completing this mission opens up Merc Alley B (if not already revealed), Governor's Mansion, and Revolution. Rep Change: Steiner -2, Davion +4, Infamy +7 (if you destroyed the fleeing "neutral" vehicles) 8.3.4 Merc Alley B Prerequisite: Completion of Merc Alley A. Mechs allowed: 6 (8?) Base pay: about 1.45 mil C-bills Briefing: Another convoy is supposedly coming through... You think the Lyrans have learned enough? Or do you think this is a trap? Objectives: * stop the Lyran convoys by eliminating their escorts. * eliminate all Lyran Forces in this area Well, as you can imagine, Lyrans HAVE learned. There is no convoy... Just mechs ambushing you. However, you brought plenty of help too... Take out both the anvil AND the hammer lances... to show them who's REAL veterans... Any way, as you head toward nav alpha, you'll see Argus, Uziel, Catapult, and Hellspawn. Take them and you'll realize you lost contact with Castle, your base. This is clearly an ambush... But you can fight through it. Then a second group of enemies appear... New Objectives: * disengage from the Lyran ambush at nav beta or destroy all Lyran mechs. * failed: It's a trap! There is no Lyran convoy. A second group of mechs (Mauler, Argus, 2 Catapults) and tanks appear to cut you off. Destroy ALL enemies and you win! Rep Change: Steiner -3, Davion +2, Infamy +7 (only if all enemy 'Mechs destroyed) You'll get 2 crippled mechs as salvage. It'll take about 1 million each to fix them, but you can sell them for about 4 each. From here, it's onto the final missions... 8.3.5 Governor's Mansion Prerequisite: Completion of Bandit Hideaway. Mechs allowed: 8 Base pay: about 3.125 mil C-bills (note: there's bonus pay, about 2 mil or so) Briefing: Governor has sent his family into hiding... But the Lyran sympathizers may have detected their presence. You've been dropped into the area to protect the governor's family... If you can save the decoy mansions, so much the better. Objectives: * protect the "real" mansion at nav alpha. * destroy all hostile forces in this area. * bonus: protect ALL mansions along the river (extra half million bonus C-bills PER mansion saved) If you have 2 lances, this is a cakewalk. Send your second lance to nav gamma, and let them wait there. First attack comes from south, along the river, bunch of hovercrafts. You can take them from long-range easy enough. Second attack comes from southeast, against 4 light mechs (Flea, Osiris, Raven, and Wolfhound). They probably go after the mansion at delta, but when they see you they'll come after you soon enough. Third attack comes from east, also 4 light mechs (2 Flea, Osiris, Raven). Defeat them by concentrate fire on one mech at a time. Fourth attack comes from southeast, Uziel, Cougar, and 2 Osiris. Concentrate fire on the Uziel then the Cougar, and clear up the rest. With your second lance placed properly, they will defend automatically. Your own lance can then be directed against specific targets. When you destroyed all enemies, you win! Rep Change: Steiner -2, Davion +5, Nobility +7 (if you protected all mansions) 8.3.6 Revolution Prerequisite: Merc Alley B or Bandit Hideaway Mechs allowed: 8 Base pay: about 3.5 mil C-bills Briefing: The "cold war" has broken into open conflict between Davion and Steiner factions. The Lyran sympathizers are attacking the capital from the west. You must stop them by reinforcing the gap. Objectives: * eliminate all enemies around nav beta * bonus: defend mobile field base at nav alpha (150k C-bills) NOTE: You can repair at the mobile field base at nav alpha. You start in the desert as you get a message about reinforcing Barlow gap. Continue toward nav alpha, and you'll see some choppers. Your lancemates should take care of them, though feel free to join in. Repair if needed. There should be TWO groups of choppers. Make sure you splash both groups. You don't want them to destroy the base while you're gone and ruin the bonus. Continue toward nav beta, which is the gap itself. Some friendlies will be there (Wolfhounds, Bushwackers, Arguses). The enemy mechs will be pushing hard... First group is Argus, Bushwacker, and 2 Wolfhounds, from west. They are followed by a couple heavy tanks (Demolisher, Quadpanzer, Myrmidon) from southwest, then comes the heavy lance... Black Knight, Loki, Argus, and Wolfhound from northwest. Destroy them all without any of them breaking through the gap, and you win! That's it for all the missions on Eaton... Rep Change: Steiner -2, Davion +5, Nobility +3 If you haven't been to Solaris, that's open. Otherwise, try New Exford or Styk... 8.4 SOLARIS VII Solaris the game world... Well, what can I say? Compete in four classes of mechs (light, medium, heavy, assault), on three separate arenas (jungle, factory, and coliseum). When you master those, compete in the champion and grand champion tournaments. Travel to Solaris is free, no jump fee required. Combat is basically "last man standing". You must take out at least one other player, preferably two, and survive. Feel free to dedicate your victory to either Steiner or Davion in order to boost your standings with either faction. The higher you place, the more your "rating increase". Though it's usually +4 if you win, +3 if you place second, and so on. You don't have to dedicate your victory. Just watch for the ones with real names instead of just a mech title. Those guys have custom fitted their mechs instead of the default config, and they can pack a real punch. Solaris will let you make a LOT of money very quickly, so if you're short on money, come here and raise a bit of capital... Hopefully without losing your mech. Repair bills can be tough. You need to win the light tournament before you get to medium for each arena, then you go up to heavy, and so on. To qualify for the grand championship, you need to win the championship of any one of the arenas. Winning more than one would be nice, but hardly necessary. NOTE: Heavy / Assault / Championship won't open until you finish New Exford and/or Styk. Championship is open season: any mech is allowed, though most people bring Heavy and Assault classes only. They have the armor to survive. NOTE: Grand Championship won't open until you finish Wernke or Hesperus. For those of you who insist on a list of all the named players, they are in the end. 8.5 NEW EXFORD New Exford is beyond the Inner Sphere, out in the periphery, near the Clan territory... You will see occasional Clan incursions. New Exford has PLENTY of jungles, and the Clans are fond of ECM / passive sensor ambushes. The trees makes long-range engagements unpractical unless you're on top of a hill firing down (which also makes you a big target!) At least heat dissipation is normal, and a lot of water around to help you cool down. 8.5.1 Jungle Patrol Prerequisite: none Mechs allowed: 8 Base pay: about 4.25 mil C-bills Briefing: The Kell Hounds have contracted your company to search for a Clan dropship that... "dropped in" the other day. Objectives: * search all nav points for Clan dropship * destroy all Clan 'mechs Well, very simple actually. Just patrol the 4 nav points, kill any one you run into. You'll mainly run into light and medium mechs, with a few heavies. All Clan of course. Take them out. They are running in passive mode, so you have to get close, unless your mech has a BAP. Basically, you'll see Shadow Cat, Uller, Cougar, etc. Between nav alpha and beta, you'll see Vulture, 2 Lokis, and a Shadow Cat. When you get to near the end, a heavier lance shows up, composed of Thor and 3 Ryokens. Take them out too, and you win. Rep Change: Nobility +4 No new mission opens after this unless you also finished Storm Watch. Then both Backstab and Beach Fight opens up. 8.5.2 Storm Watch Prerequisite: none Mechs allowed: 8 Base pay: about 4.25 mil C-bills Briefing: The Kell Hounds have contracted your company to search for a Clan dropship that... "dropped in" the other day. Objectives: * search all nav points for Clan dropship * destroy Clan Jade Falcon's drop ship You'll mainly run into light and medium mechs, with a few heavies. All Clan of course. Take them out. They are running in passive mode, so you have to get close, unless your mech has a BAP. Just patrol the nav points, kill Clan mechs when you see them. You should see Thors, Ullers, Cougars, Shadow Cats. When you get to nav beta, order your fellow mechs to go to gamma, and follow their route. You can see they take a big detour... Because area around gamma is mined. Having BAP will help. You can "sweep" the mines by shooting at the trees and such, but why? Just go AROUND. Clean up gamma, and you'll see the dropship at Delta. There's a Daishi there, a Thor, an Uller, and 2 Cougars. Let your lancemates take care of enemy mechs and such while you circle-strafe the dropship. Try to aim for the engines. When all enemies are down, you win! Rep Change: Nobility +4 No new mission opens unless you also finished "jungle patrol". Then both Backstab and Beach Fight opens up. Taking one means you cannot pick the other. 8.5.3 Backstab Prerequisite: both Storm Watch and Jungle Patrol Mechs allowed: 8 Base pay: about 2.5 mil C-bills Briefing: Instead of play by the rules, we'll raid the Jade Falcon base at night, causing maximum kills with minimal risk. Objectives: * destroy all Jade Falcon Forces at nav alpha * destroy all Jade Falcon 'Mechs at nav beta * destroy the Jade Falcon Dropship near nav beta * BONUS: destroy barracks before Jade Falcon pilots escape (Optional) Immediately go passive sensors, and move carefully up to nav alpha. Use long range weapons to destroy the barracks ASAP. Then kill the patrolling mechs, 2 Ryokens. NOTE: If you can destroy the barracks quickly, you get 3 extra Thors as salvage. Move slowly to nav beta, and fight Star Colonel's command lance, which should be Mad Cat Mk. II, 2 Vultures, a Nova Cat, and a Thor. Defeat them, remove the dropship, and you win! Rep Change: Nobility -5, Infamy +12 Finishing this mission concludes missions on New Exford. You cannot play both Beach Fight and Backstab, you must choose one or the other. From here on, it's probably off the Styk, or more Solaris... 8.5.4 Beach Fight Prerequisite: both Storm Watch and Jungle Patrol Mechs allowed: 8 Base pay: about 5.0 mil C-bills Briefing: You are going to fight the Jade Falcon Star Colonel, 2 lances to her binary (2 stars, or 10 mechs) for possession of the planet. Challenge has been issued... Objectives: * destroy all Clan opposition Well, simple enough. Star Colonel Aisa is in a Mad Cat Mk. II. She has 2 Thors, 2 Lokis, Nova Cat, and 4 Vultures (note: the composition WILL vary depending on difficulty level). Total of 10 mechs, against your 8. However, you can bring heavier stuff. Concentrate on the ones that charge you. Get into the water to cool off. You should be able to take out all enemy mechs with only one or two loses. NOTE: You also claim the Clan Star Colonel as your bondsman... In other words, she works for you now, honor bound to the one who defeated her in honorable combat. She is a GOOD mechwarrior... Rep Change: Nobility + 8. Finishing this mission concludes missions on New Exford. You cannot play both Beach Fight and Backstab, you must choose one or the other. From here on, it's probably off the Styk, or more Solaris... 8.6 STYK (Really, it's spelled Styk, not Styx.) Styk is out in Chaos March, on the border between House Liao and House Davion. The Styk Commonality had declared independence from both after several battles devastated the planet. Apparently, this time the FedCom civil war may yet involve Styk again... 8.6.1 Reinforcement Prerequisite: none Mechs allowed: 4 Base pay: about 4.75 mil C-bills Briefing: Get to nav alpha ASAP and rescue Hammer lance. Objectives: * defeat enemies at nav alpha * defend base at nav beta * bonus: rescue Hammer lance at nav alpha (nobility +3) As you start, order all mechs to head toward nav alpha at top speed. A friendly Raven will run toward you chased by a couple tanks. Take them out yourself. Continue to nav alpha. Let your lancemates take on the attackers, usually 2 Thanatos and 2 Bushwackers. The friendlies, Hammer lance, should be 4 Uziels. Don't let them get destroyed, and you'll see them helping you later... A couple fighters will help you out. Continue to nav beta, and help defend the base against a lance of 2 Bushwacker and 2 Thanatos, and some hovercrafts. A couple turrets and calliopes will help you. Take them all out and you win! Rep Change: Nobility +2 (+5 if you also rescued Hammer lance) This opens up either Peace Talks or Assassination, depending on your infamy rating. 8.6.2 Peace Talks Prerequisite: Complete "Reinforcements", high nobility rating, low infamy rating Mechs allowed: 1 (just yourself) Base pay: about 2.25 mil C-bills Briefing: You're just the honor guard at the peace talks... Nothing SHOULD happen. However... It's always best to be prepared. NOTE: Bring the heaviest mech you can, optimized for city fighting. Objectives: * just go along. Well, as you can imagine, nothing goes right.... The limo sudden explodes... It's a car bomb! The Liao forces are attacking all over the city! New Objectives: Objectives: * Minimize civilian casualties * Protect Convoy at Nav Alpha until Liftoff * Escort Convoy to Nav Point Beta * Escort Convoy to Nav Point Gamma * Secure Extraction Point at Nav Point Delta * Destroy the Pursuing 'Mechs (Secondary) Basically, you're being the nice guy. You are alone in this mess as you must escort the delegates (in a chopper) out to the extraction point... If you had rescued Hammer lance in previous mission, they will help you out (and that's VERY good) later. Minimize civilian casualties basically means don't walk over too many cars and trucks. Go AROUND them. After the limo bomb goes off, take out the hostile tank near you. Osiris, Bushwacker, and Argus will attack. Take them out quickly. The delegates will pile into helicopters with escorts. You will need to clear them a path. Head toward beta at top speed. Take out a couple SRM launchers, tanks, and more tanks, and a mech, probably Osiris or Argus. Continue to nav gamma. Hammer lance will help you engage the few hostiles, probably Raven and Osiris. Feel free to let them take the heat a bit, help them out at long range. Now you need to decide whether to take out the pursuing mechs. That will be 2 Argus and 1 Thanatos coming in from afar. Thanatos has ECM so you may or may not spot him. If you're pretty damaged and have no Hammer lance support, just get to nav delta to end the mission. Else, stay around a bit and help Hammer lance take out the 3 attacking mechs for more salvage. Rep Change: Nobility+13, Infamy+X (depending on how many cars/trucks you ran over) 8.6.3 Assassination NOTE: If your "infamy" rating is not high enough you won't see this mission. You do this mission instead of "peace talks". Prerequisite: Complete "Reinforcements", low nobility rating, high infamy rating Mechs allowed: 1 (just yourself) Briefing: Basically, you're here to kill the delegates. First target is the transport chopper at nav alpha. Just a few escort fighters... You should be able to use a single long-range weapon to take it out. Then kill the fighters, who won't be much trouble. Take out the transport chopper first, since if you don't, it will fly away at top speed, and you won't catch it! At nav beta, you need to engage limo and escorts. Escorts are one Uziel and a bunch of tanks. The limo's slow, so take care of the mech first, then one shot into the limo... then the tanks. Now you can go. However, there's someone in your way... Nav gamma has a medium/heavy lance. You need to take out the leader in a Dragon mech. There may be other hostile units in the area, but you can probably avoid them. Remember, you're alone here... Rep Change: Nobility-5, Davion-2, Infamy+20 This ends your stay on Styk. From here, Hesperus or Wernke is available. And there's always Solaris... 8.6.4 Evacuation Prerequisite: Finish "Peace Talks" Mechs allowed: 4 Base pay: zero (yep, gratis) However, you get a big increase in "nobility". Briefing: You're doing this as a good guy... Escort the remaining delegates to the space port through Liao attackers. No pay, maybe some salvage. Objectives: * limos must survive * escort convoy to nav alpha * escort convoy to nav beta * escort convoy to spaceport at nav gamma Charge down the street and take out the approaching hostile tanks and 2 mechs. You want the front Bulldog to survive for as long as possible. Continue to nav beta and take out the Argus. Sniper the mobile turret control APC so you don't have to hit the turrets. Continue to nav gamma, and take out another Argus, plus a bunch of tanks and missile carriers. At nav delta, the base, you need to keep the spaceport safe from 2 Catapults and 1 Thanatos. Concentrate fire on one at a time. Kill them all, and you should be done! Rep Change: Nobility +15, Infamy -3 This ends your stay on Styk. And there's always Solaris... From here, Hesperus or Wernke is available. 8.7 HESPERUS 8.7.1 Escort (Steiner) NOTE: This is a Steiner mission. If you've made your choice elsewhere to join the Davion faction, won't see this or any of the other Steiner missions. Prerequisite: None Mechs allowed: 4 Base pay: about 6 million C-bills Briefing: Escort the convoy through a part frequently attacked by Skye Separatists Objectives: * escort convoy to nav alpha * escort convoy to nav beta * escort convoy to nav gamma * destroy all hostiles in area NOTE: you need mechs that can do at least 75 kph to keep up with the convoy. That means heavies, and with at least one or two notches of speed. Run ahead of the convoy and engage any and all attackers. Near nav alpha, a Shadow Cat will do the pop-up sniper attack. Destroy it. Castle will radio that enemy mechs are following the convoy. However, your fellow lancemates should take care of them. Approach the bridge, and move slowly. The other end of the bridge will blow up. You will take the long way around. New Objective * escort convoy to nav zeta, then gamma Look on the minimap, and you'll see you're taking a detour. Order the lance to move ahead and engage the next set of enemies... 4 tanks, and 2 mechs. Destroy them all. When you see more tanks, take them out too. Then you get message about enemies coming from that "lake". Engage them as well, hovercrafts and mechs. Take them all out. That should be all the enemies in the area. When convoy reaches the base, you win! 8.7.2 Raid (Davion) NOTE: This is a Davion mission. If you've made your choice elsewhere to join the Steiner faction, won't see this or any of the other Davion missions. Prerequisite: None Mechs allowed: 8 Base pay: about 6 million C-bills Briefing: Destroy the Steiner base in the area Objectives: * destroy all warehouses and factories at nav alpha * destroy all warehouses and factories at nav beta * destroy all hostiles in area Bring your heavy bashers. Gather your group and move across the river... Take out the Mad Cat Mk. II and some turrets around nav alpha. You may want to take out the turret control tower first. Continue taking out other Mad Cats, then destroy the buildings. Continue to nav beta, a jumping Shadow Cat will attack. Destroy it. As you get close to beta, again, take out the turret control tower, then take on the defenders, multiple Vultures and Black Knights. Then a lance of Mad Cats and Mad Cat Mk. II's join in. Take them all out, destroy the buildings, and you win! 8.7.3 Assault (Steiner) NOTE: This is a Steiner mission. If you've made your choice elsewhere to join the Davion faction, won't see this or any of the other Steiner missions. Prerequisite: Complete "Escort" Mechs allowed: 4 Base pay: about 7.5 million C-bills Briefing: Destroy the rebel base. Objectives: * destroy comm equipment at nav alpha * destroy all barracks at nav beta * destroy Hrothgar dropship * destroy all enemies in area Move to nav alpha. Take out a Mauler and some choppers on the way. Take out the turret control tower from long range so you don't need to hit the turrets. Continue to nav beta. Again, remove the turret control tower, then the rest of the defenders (probably 2 or more Victors). Probably more choppers. Destroy the barracks, and finally, the dropship, to end the mission. 8.7.4 Stealth (Davion) NOTE: This is a Davion mission. If you've made your choice elsewhere to join the Steiner faction, you won't see this or any of the other Davion missions. Prerequisite: Complete "Raid" Mechs allowed: 1 Base pay: about 4.5 million C-bills Briefing: Scan 3 factories to get info on the new Lyran mech, Fafnir. Objectives: * hide at nav alpha until diversion draws away enemy mechs * scan armor integration lab at nav beta * scan weapon integration lab at nav gamma * escape to nav delta This mission is tough, but not as tough as the Steiner version on Wernke. Any way, out fit a good heavy mech with nice speed. You are going for stealth, not firepower. Basically, go passive, then HOLD at alpha until you get the radio message that you can go. Then go full speed ahead to beta. Stay near the building for 20 seconds to scan the building. Enemies should have noticed you by now. Take out the turret control tower to decrease the amount of fire aimed at you, and scan the remaining building. Then it's escape! Once you reach nav delta, you win! 8.7.5 Mech Works Defense (Steiner) NOTE: This is a Steiner mission. If you've made your choice elsewhere to join the Davion faction, won't see this or any of the other Steiner missions. ELSE, this will be your final chance. If you do this mission, there is no turning back. You're locked in with the Steiners as the Davions black-list you. Prerequisite: Complete "Assault" Mechs allowed: 8 Base pay: about 10 million C-bills Briefing: Davion sympathizers, in a last-ditch attempt, is striking at the mech factory. You must defend it. Objectives: * defend weapon integration lab at nav alpha * defend armor integration lab at nav beta You start near the attack path of wave 1, 4 Templars. Destroy them quickly. You have several friendly Lyran mechs to help out, so don't be afraid of leaving some fighting to them. A wave of Cougars and Uziels will sneak through behind you. Get your lancemates to help out and take them down. A final wave of Black Knight and Longbows will attack as well. Help the Lyran guards destroy them. During the assault, you'll get a message about 2 Hrothgar dropships landing nearby. You'll take them out as well. New Objective: * destroy enemy dropships at nav gamma Charge toward nav gamma, leaving the enemy mechs to the Lyran friendlies. Get ALL your mechs moving. The Davions have air-dropped 3 or 4 Thors. However, just concentrate your fire on the dropships, aim for the open engine nozzles (no armor!) If you destroy one or both the mission should end there without killing the rest. NOTE: You get a free Fafnir from this mission. It's a very nice mech! This concludes your missions on Hesperus. 8.7.6 Mech Works Assault (Davion) NOTE: This is a Davion mission. If you've made your choice elsewhere to join the Steiner faction, you won't see this or any of the other Davion missions. ELSE, this will be your final chance. If you do this mission, there is no turning back. You're locked in with the Davions as the Steiners black-list you. Prerequisite: Complete "Stealth" Mechs allowed: 8 Base pay: about 9.5 million C-bills Briefing: You will assault the mech plant while a group of technicians try to steal the Fafnir blueprints. Objectives: * destroy all enemies at nav alpha * destroy all enemies at nav beta * secondary: destroy ALL enemies in area * secondary: destroy weapon integration lab * secondary: escape to nav delta NOTE: You should capture a Fafnir from this mission. Group your mechs together and head for alpha. A group of Zeus and Thanatos, and other mechs will try to hold you off. Concentrate fire and pick them off one at a time. Then take out the mobile turret control. Continue to nav beta. There should be both a mobile turret control AND a turret control tower. Take out both from long range as the place is full of calliopes. Blast the 2 defending Fafnirs and tanks, and the commandos will fly in to grab the blueprints. While they do that, you get word that 2 more lances are moving in top speed. You'll find Zeus and Longbow in each wave. Destroy all eight and the commandos should be done. Destroy the lab and escape to nav delta to end. This concludes your missions on Hesperus. 8.8 WERNKE Wernke is actually the planet. Some of the missions will take place on Talon, the moon. Talon is a cold and desolate place. It's great for energy-based mechs as heat dissipation is 180% there. The planet is quite normal though, heat dissipation about 100%. Initially, you get to pick either Blackout (Steiner), or Moonlight.(Davion). Once you've picked on, you can't go down the other path. 8.8.1 Blackout (Steiner) Prerequisite: None Mechs allowed: 8 Base pay: about 8 million C-Bills Briefing: Steiner Military has contracted you to attack a Davion base on Talon, the moon... LEAVE NO WITNESSES. Objectives: * destroy HPG transmitter at nav beta * destroy all enemies * BONUS: destroy all fleeing vehicles (and occupied buildings) (extra 800K c-bills) This takes place on the moon Talon. So heat dissipation is high. Bring more energy-based weapons, as you have a LOT of demolition to do. Bring the heaviest lance you can afford. There will be a LOT of enemies. Any way, move slowly toward nav alpha. You'll be playing BLIND as a blackhole jammer will be jamming all signals until you destroy the HPG transmitter at beta. You can't use radar or such until the HPG generator is destroyed and jammer stops. Any way, just let your lancemates engage at will while you move forward to take out the HPG. Some Quadpanzers will be in your way. Blast them when you can. It'll take a bit of firepower, but the HPG antenna will go down. Then you can designate targets and concentrate your firepower. You may want to use some firepower to take out the calliopes on the ridges so they don't bother you during the fight. During the fight, you'll get a note that vehicles are escaping. Destroy all the green moving rectangles on radar (I assume you've restored radar by now). Remember, NO WITNESSES. There should only be 3 or 4 vehicles to kill. Clear out all opposition as necessary. A heavy lance of Awesome, Black Knight, Catapult, and Hellspawn will attack at nav beta. Destroy them all. Blow apart ALL the buildings that shows red, which would basically be barracks and such, and you're done. Rep Change: Steiner +9, Infamy +21 8.8.2 Moonlight (Davion) Prerequisite: None Mechs allowed: 8 Base pay: about 8 million C-Bills Briefing: Investigate what happened to the supply depot, expect raiders and such. Objectives: * investigate supply depot at nav alpha * locate / destroy mercenary drop ship * destroy all enemies at nav alpha * destroy all Black Cobra mechs Well, so you chose the Davion side. Someone's wrong with the supply depot and you'll find out what it is. Bring a heavy / assault lance. Continue to nav alpha, destroy an Uller in your path. At nav alpha, you'll find a "flood" of combat vehicles (of every type, from Quadpanzers and Myrmidons to Harassers and LRM carriers). Destroy them all. You'll also see a lance of mechs, probably Uziels. Take them out too. A dropship is nearby, destroy it. Black Cobra mechs should join in. You'll see Thor, Chimera, Argus, Uziel, and Ryoken. Destroy everybody, and you win! Rep Change: Steiner-6, Davion+11 Historical note: Those of you who read Battletech novels may remember Colonel Burr. His Black Cobras fought on the Davion side throughout the civil war. I guess you're sort of taking his place. 8.8.3 Night Op (Steiner) Prerequisite: Blackout Mechs allowed: 1 (just yourself) Base pay: about 5 million C-bills Briefing: stealth recon of the Davion mech factory is needed to know if they are making the new Templar mechs. Objectives: * scan factory at nav alpha * scan factory at nav beta * scan factory at nav gamma * secondary: stay undetected by enemies * escape through nav epsilon Definitely bring a mech with ECM. Thanatos is good. Bring a couple lasers, and maybe a heavy gauss. Max speed and armor if you can, keep jumpjets if you can. You need speed and stealth. If you got spotted, 2 lances of mechs, in addition to the patrols, will engage you. Fortunately, they have mostly light stuff. So consider your approach. Any way, the idea is to scan all three places without being detected. First, turn OFF active sensors. One trick is to shut down or quickly reverse direction. Look at the two mechs on patrol. Follow the Dragon, don't get too close to their route. When they're gone, charge in and hide on the OTHER side of the factory (near the crane). Shut down and wait your 20 seconds. Continue and go AROUND the hill, hopefully NOT run into the Chimera patrol. Shut down if needed. You should be able to make it to the second factory and scan it. Third one will be difficult. You can get IN there, but getting out will be difficult, as there are calliopes right next to the factories. Hide next to the factory if you can, but not when people are shooting at you, so they'll destroy the factory and you don't get your scan. As I said before, try NOT to get detected is best. After that, run for epsilon, zigzag to avoid the enemy shots. When you get there, you win!. An alternative way to do this is play it as a PURE assault attack. Bring an assault mech and just blast every single enemy that comes along. Some prefer playing it this way, but it's not quite as much fun. Rep Change: Steiner +11, Infamy +8 8.8.4 Country Life (Davion) Prerequisite: Moonlight Mechs allowed: 4 Base pay: about 9.75 million C-bills Briefing: Defend the comm center against marauders... Objectives: * defend comm center at nav alpha * destroy enough enemies to force them to retreat * bonus: protect ALL buildings (get extra 950K C-bills) Another Davion mission, which have you protecting a comm center. Bring heavy lances. At start, 2 groups of attack choppers go after the base. Take them out. After that, continue to nav beta, where you see a bunch of tanks and mechs. A light lance is probing the defenses. Take out the 2 Ravens and 2 Hellspawns quickly or they will retreat. Then the assault lances come in. Expect to see 2 Atlas, 2 Awesome, 2 Catapult, 1 Argus, 1 Thanatos (or similar composition). If any of the light lance survived, they'll join the attack as well. Concentrate fire on 1 mech at a time. When they lose over half of their strength, they will flee. You can keep hitting them or you can let them go. Once they leave (or are destroyed), you win! Rep Change: Steiner -10, Davion +10, Nobility +5 (extra +5 if you protected all buildings) 8.8.5 Mech Works Assault (Steiner) NOTE: This is a Steiner mission. If you've made your choice elsewhere to join the Davion faction, won't see this or any of the other Steiner missions. ELSE, this will be your final chance. If you do this mission, there is no turning back. You're locked in with the Steiners as the Davions black-list you. Prerequisite: Night Op Mechs allowed: 8 Base pay: about 10.25 million C-bills Briefing: Take out that base you had scouted. Objectives: * destroy listening post a nav alpha * destroy factory at nav beta * destroy factory at nav gamma * destroy all Davion forces * destroy all Templars (bonus 1 mill C-bills) Bring all your assault mechs, heavier the better. Consolidate your lances, and have them attack one target at a time from long-range toward nav alpha. Take out the turret control tower to disable the calliopes. You'll see medium and heavy mechs, along with lots of tanks and such. Again, take them out one at a time. Make sure your lancemates don't go chase targets. Order them back if they do. Continue toward alpha, and take out the listening post. An assault lance (2 Victor, 2 Catapult?) will approach. Take them out. Four Templars will attack. Concentrate fire and take them out as well. Continue toward beta, and hit the factories. There is a Templar Prototype armed but it may want to escape. Chase it down. If you destroy the last non-Templar before the last Templar is gone, you don't get the bonus! Another lance of 2 Templars and 2 Vultures will probably attack. Leg them and order your mechs to go after the Templars. AFTER the Templars are gone you can come back to finish them off. Wipe out ALL enemies, and you win! NOTE: Consider leaving the factories at nav gamma for last in order to give you more time to kill off the Templars. You MAY be able to salvage some of them. Rep Change: Steiner +15, Davion -15 This concludes your work on Wernke. You'll be black-listed by the Davions for this attack... So you're thrown in with the Steiners, heh? You can do Hesperus if you haven't been there. 8.8.6 Mech Works Defense (Davion) NOTE: This is a Davion mission. If you've made your choice elsewhere to join the Steiner faction, you won't see this or any of the other Davion missions. ELSE, this will be your final chance. If you do this mission, there is no turning back. You're locked in with the Davions as the Steiners black-list you. Prerequisite: Country Life Mechs allowed: 8 Base pay: about 11.5 million C-bills Briefing: Defend the base against enemy attackers. Objectives: * defend listening post at nav alpha * defend factory at nav beta * defend factory at nav gamma * destroy all Steiner forces * BONUS: defend all Templars (additional 1 million C-Bills) NOTE: You also get 2 free Templars if you win this one. Move everybody to nav alpha first. Medium and heavy mechs will attack (Hellhounds, Ryoken), but you should wipe them out easily. Bring all mechs back to main base ASAP. Three lances will attack the main base itself. Expect to see Highlanders and Hauptmanns. However, other defenders and turrets will help you. The Templars on proving grounds will also power up and assist. A second lance of 4 Gladiators and 4 Demolisher II tanks will attack from a different side of the base. Destroy them by redeploying your second lance. A third lance of Hauptmann and Highlander will attack. A group of fighters will also attack. Destroy them all, and you win! Rep Change: Steiner -10, Davion +15, Nobility +7 The Steiners black-list you from working with them again, so you've thrown in with the Davions, heh? This concludes your work on Wernke. You can do Hesperus if you haven't been there. Else, it's off to Solaris again, or continue to Tharkad. 8.9 NEW AVALON (STEINER) So you've thrown in with Katrina Steiner... Good luck in your quest. 8.9.1 Spaceport Prerequisite: none Mechs allowed: 4 Base pay: about 11.5 million C-bills Briefing: Break out of the spaceport, and rendezvous with Rabid Fox. He'll brief you when you get there. Objectives: * destroy fuel tanks at nav alpha (space port) * destroy all comm buildings at nav alpha (space port) * make your way to nav gamma and locate Rabid Fox * Rabid Fox must survive NOTE: Don't even THINK about doing this without 4 assault mechs. As you start, the spaceport defenders start attacking you. First job is to take out the two turret control towers on either side of spaceport. That'll shut down the calliopes. Second is to take out the fuel tanks. Your lancemates should be taking care of the Osiris and Flea running around. Take them out if you want to, but save the ammo. There should be a bunch of INACTIVE attack choppers hiding in the corner of the spaceport. Destroy ALL of them and the helipads. You don't want them to bother you later in the mission. There's also a bunch of INACTIVE mechs there. Destroy them as well. You don't want them to attack your rear. As they don't move, practice your sniper shooting by going after the limbs. Go after the legs only for salvage later. Now wipe out every radio tower, radio dish, and comm tower in the spaceport. They're all along the wall in one section, should be very easy to spot. Now you can head slowly toward nav beta. When you get there, you'll see a Mad Cat and 3 Ryokens. I suggest you back up into the street instead of fight in the park where the terrain is open and the lighter mechs have the advantage. Continue to nav gamma. Rabid Fox will show himself. New objective: * Go to nav delta If you didn't destroy the choppers and mechs, they would attack you now. A bunch of Uziels, Fleas, Owens, Bushwacker, Puma, etc. Destroy all of the mechs, and you are home free. 8.9.2 Hacker Run Prerequisite: Complete Spaceport Mechs allowed: 4 Base pay: about 19.5 million C-bills Briefing: A team will infiltrate the base and try to locate Archon Katrina Steiner's location. Objectives: * destroy all defenders at nav alpha and beta * make sure the commandos extract the data and broadcast them * escape to extraction point nav gamma Move SLOWLY toward nav alpha. A bunch of Dragons will patrol in front of you. Fire one or two shots to get his attention, then order all your lancemates to attack. Destroy the Dragons now as you approach the ridgeline. A bunch of choppers will join in. Take them out one at a time. After you get to the ridgeline, you'll see LOTS of enemies... Calliopes (lots of them), some strong defense points, assault lance including 2 Atlas, 2 Maulers, and light lance including 2 Osirises, and 2 Ravens will attack. Concentrate fire on the Atlas first, while you work on the forts and calliopes. Don't bother looking for turret control towers... there aren't any. You just have to blast them apart one at a time. Keep blasting until you clear the entire top of the plateau. Now the commando team will land and do the data hacking. Ignore the stuff that's behind the hills for now. A second enemy lance (2 Atlas, 2 Mauler, 2 Osiris, 2 Raven) lance along with tanks will attack when your job is nearing completion. Concentrate fire on the big mechs while you shoot the smaller mechs and tanks. Then a third lance will attack when the job is done. It's time to get out of Dodge. Order all mechs to run toward nav gamma. You may lose a few. Once you are all there, you're done. That concludes your business on New Avalon. What do you do next? If you want to join the Clans, jump to Carse and do the "Trial of Position". You get the "Clan ending". If you want to carve out your own little piece of Inner Sphere and protect base Griffin, jump to New Canton. You'll get the "Neutral ending". 8.10 CARSE Carse is a desert world held by Clan Wolf... You are here to meet Khan Vladimir Ward... and perhaps join the Clan... Based on Rabid Fox's recommendation. 8.10.1 Trial of Position Prerequisite: Finish New Avalon series, otherwise none. Mechs allowed: 1 Base pay: 0 (Clan never pays...) Briefing: You are petitioning to join Clan Wolf in the famous "trial of position". You must defeat FIVE Clan Mechwarriors in a row to win. Objectives: * defeat all five Clan mechwarriors. NOTE: Do NOT shoot at someone who is NOT active, or he'll JOIN the fight! If you try to stand next to an inactive mech to "dodge" the attack, you'll be disqualified. The five mechwarriors you'll face are, in order of appearance: Jules Sender, in a Vulture (base config) Rhanda Stiles, in a Thor (base config?) Zel Vickers, in a Mad Cat Hans Noruff, in a Masakari Manda Ruby, in a Daishi I suggest a "trick" config... Daishi with 3 Clan Ultra 20's. You can fit them in with 1 ton extra ammo each, really. All in same group. Two hits, and the enemy mech is toast. An assault class mech may need three hits, but that's why you have that extra ton of ammo. Even if someone takes out an arm you still have 2 cannons to use. Congratulations, you've finished the Merc campaign with the "Steiner / Clan" ending! Historical Note: in the official history, Khan Ward of Clan Wolf asked that Katrina Steiner be released to him. Victor Steiner-Davion reluctantly agreed, as he does NOT wish to reopen the conflict with the Clans so soon after the FedCom civil war. 8.11 NEW CANTON This is end of the road, folks. You are following Castle's advice... You're going to carve out this little piece of Inner Sphere for yourself. Of course, you'll have to beat back the Capellans attacking Griffon base... NOTE: New Canton is a hot planet, heat efficiency is 80%. Bring ammo- based weapons and extra ammo, instead of energy weapons. 8.11.1 Reinforcement Prerequisite: Finish New Avalon series, otherwise none. Mechs allowed: 8 Base pay: about 21 million C-Bills Briefing: Griffin Base is under attack by the Capellans. It's a big battle, and you'll help reinforce the positions. Objectives: * drive back all Capellan attackers * OPTIONAL : Destroy all enemy mechs People complain about no big battles... Well, this is about as big as you can get. There's at LEAST TWO DOZEN mechs running around, PLUS dozen or so vehicles, AND air units... As you get air dropped you see that big fight is already on. There's lots of enemy mechs around, so you better get to work. Order your mechs to nav alpha, while you work on the vehicles and maybe the attack choppers. First wave is just heavy mechs... You'll see Argus, Black Knight, Thanatos, along with variety of tracked vehicles, including Demolisher II's, Myrmidons, Bulldogs, Condors, and LRM carriers. Some choppers will even join the action. It's a real melee. I never noticed if there's repair facility in Griffin base, but I guess there could be. Try ordering your most damaged mech to repair and see what it says. Any way, after mopping up enemy forces at nav alpha, move your forces to nav beta, and fight off the next wave... You will see Sunder, Mauler, Masakari, Mad Cat Mk. II, and more tanks. Concentrate fire and take them out one at a time. Get repaired if it is possible. Else, make your way to nav gamma. The Capellan forces are making a full assault, and Commander Wu is leading the assault in his Gladiator. Now you have a choice. If your mechs aren't likely to survive another full-bore brawl, then concentrate fire on Commander Wu. Once he's down, his deputy, a lieutenant, will order a retreat. If you don't shoot at any of the retreating mechs, that's it, the mission will end in about 15 seconds. If you DO shoot at the retreating mechs, then it'll be a fight to the death, but you can fulfill that optional "destroy all enemy mechs" objective. Or you can just kill everybody the normal way... concentrate on whichever mech that seem to be doing the most damage, and eventually kill everybody. Congratulations, you've finished the Merc campaign with the "neutral" ending! 8.12 THARKAD So you've join the Davion side... Good choice. You are here to help Peter Steiner-Davion take back his throne. 8.12.1 Overlord Prerequisite: none Mechs allowed: 8 Base pay: about 15.75 million C-Bills Briefing: Secure the spaceport and destroy the Overlord dropship there Objectives: * secure nav alpha, destroy all hostiles * destroy all Steiner forces at nav beta * destroy the Overlord dropship * Peter Steiner-Davion must survive At nav alpha, you'll see 3-4 lances of heavies and assault mechs... Atlas, Sunder, Daishi, Dragon, Longbow, etc. You will also see a bunch of friendly assault mechs... Awesome, Mauler, Atlas, Sunder...) Concentrate fire on one enemy mech at a time, and you should mop them up in no time at all. During the fight, a bunch of choppers, both hostile and friendly, will come play. Feel free to play sniper and take out the enemy choppers. Peter Steiner-Davion will join your assault at nav beta, which is protected by calliopes and strong point defense turrets. You'll also see 2 more lances of assault mechs... Daishis and Atlases. There's also a bunch of tanks around. Destroy all of them, and make sure your employer doesn't get busted. When the defenses are done, concentrate fire on the dropship. Try to go for the engines if possible. Order EVERYBODY to attack together or you'll lose mechs left and right. When it goes down, you win! 8.12.2 Resupply Prerequisite: Finish "Overlord" Mechs allowed: 8 Base pay: about 17 million C-Bills Briefing: We are conducting a resupply mission, with dropships landing all over. We are expecting trouble, so stay sharp. Objectives: * all convoys must survive * secure drop zone at nav alpha * secure drop zone at nav beta * defend dropship at nav delta Follow the convoy to nav alpha. Send your own lance ahead, keep the second lance with you. At nav alpha, Captain Dushka and his Hrothgar is under attack by 2 Bushwacker and 2 Uziel, but with your lance's help those mechs don't stand a chance. Castle radios that 3 hostile Sunders are approaching your convoy from behind, but that's why you kept your second lance nearby... Tell them to stop, and then engage nearest enemy... They'll take out those Sunders for you. Feel free to join in. Switch to nav beta, and order your own lance to go there, as you head there while helping second lance take care of the Sunders. At nav beta, you'll see 4 Victors attacking a Hrothgar with 2 friendly Awesome on defense. Help them take out the attacking Victors. By this time, your second lance should be done with the Sunders. Order them to nav gamma. A second lance of 2 Vultures and 2 Thanatos will attack beta. Take them out with your lance, and the friendlies. When there's one left, run to nav gamma with your lance and let the friendlies take care of that last one. At gamma, you can see that at nav delta a friendly Overlord is under attack by multiple nova cats, and 2 maulers. There should be 2 friendly Awesome around as well. The nova cats will overheat all the time. Nail them while they are shut down. Concentrate fire and remove all the mechs, and you're done! 8.12.3 Checkmate Ah, the grand finale... This will be a tough fight, no doubt about it. Prerequisite: Finish "Resupply" Mechs allowed: 8 Base pay: about 18.5 million C-Bills Briefing: We are assaulting the palace through the city, wiping out last resistance. Nondi Steiner will surrender... Or face the consequences. Objectives: * secure nav alpha by defeating Steiner rear guard forces * destroy all hangars at nav beta *destroy air control tower at nav beta * Peter Steiner-Davion must survive * defeat Nondi Steiner and her Royal Guards. NOTE: Peter Steiner-Davion is in a Fafnir. If he's toast, you fail. At nav alpha, you see 2 Awesome, 2 Puma, some tanks, and a mobile turret setup. Take out the mobile turret control APC first, then you can take on the enemy mechs. There should be 2 friendly Victors there as well. Continue to beta, watch for calliopes mounted on rooftops and such. Take them out. At beta, you'll have to take out multiple Longbows and Awesomes. Some choppers and fighters will attack. Take them out. Continue to gamma, and you'll see Peter's lance under attack by Longbows, Awesomes, and turrets. Help them destroy all defenders. Concentrate fire on the one attacking Peter's mech. You're almost at the palace. When you get to palace, Nondi Steiner's royal guards show up... Four Daishis. Concentrate fire and take them all down quickly. You don't want Peter's mech blown up. Finally, Nondi herself show up in a Hauptmann. Destroy her, and you win! Congratulations, you've finished the Merc campaign with the "Davion" ending! 8.13 CAMPAIGN SUMMARY To get to the Davion ending, you need to play the Davion side on either Wernke or Hesperus until Steiner black-lists you. Then play through the rest of the missions. To get to the Steiner (Clan) ending, you need to play the Steiner side on either Wernke or Hesperus until Davion black-lists you. Then play through New Avalon. After completing New Avalon, go to Carse and complete Trial of Position. To get to the Neutral ending, you need to play the Steiner side on either Wernke or Hesperus until Davion black-lists you. Then play through New Avalon. After completing New Avalon, go to New Canton and save Griffon base for yourself.
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