MechWarrior 2: 31st Century Combat чит-файл №1

Part 1: Skills of the Wolf Clan

The time will come when you should follow the guidance of the Keshik, but once
you become more experienced, you will have to forsake his heavy guiding hand
and strike out on your own. You must learn to use your lasers for small targets,
and keep your missiles for distant strikes on the heavy Mechs. Don't fire them
at
moving Mechs from a distance, though, as this is their (and your) main tactic of
defence from heavy weapons. So keep moving at all times.
Before taking on the other warriors, you'll need to get to grips with the guns,
the
guidance system, and how to navigate effectively through the terrain. Ample
opportunity is provided at your base to acquire these skills, but you need to
concentrate hard during the training and be very careful. The trainers are
condescending gits, and they'll really lay into you if you don't do as you're
told.

1. Yellow Mission: Codename Pyre Light
Don't waste time setting up - stick with your Mad Dog Mech. It's great for this
terrain. Head for NAV Epsilon, and do in the two Mechs you meet on the way to
the chemical plant. Raze that to the ground, then prepare for an enemy advance
from the east.
You'll find the Mechs easy to blast from a distance, and you'll soon see how
easy
it is to polish them off if you lock on from a distance, and fire a couple of
salvos
as soon as they get into view.
To finish off, make fast for NAV ZETA, and inspect the fire base by pressing 'Q'
to target, then 'I' to inspect it. Then head straight east, and get picked up by
your
rescue craft before time runs out.

2. Orange Mission: Codename Flame Tongue
Time to start ignoring advice. Go for NAV Gamma to start with, and blast the Big
Momma who shows up near the Campsite. It's getting dark, and you can't see
much, so press 'W' for advanced imaging. The big HQ's less easy. Blast the
Turrets with your long range missiles, and don't move in until they're
destroyed.
Now head in and cut short the lifespan of the Stormcrow. Always give your lasers
a chance to cool before you get into a big fight. On the way back, for more
honour, kill the campsite near NAV Gamma off to the right behind a ridge. Jolly
good show.

3. Teal Mission: Codename Blade Splint
Now get customising. You must, must, MUST get Jump Jets, and be able to go
faster than 110 kph. Then launch up, and move at full speed, trying to avoid
fights. Go straight to NAV Beta - there ain't time to waste on NAVs ALPHA or
GAMMA. You must inspect the Power Converter with 'I' before you blast it.
Keep hiding in the city. The baddies won't see you. On route to the first NAV
point, you'll get grief from three Kitfox Mechs. Hide to the left then kill them
one
by one. You must destroy the helicopter on the way to NAV BETA, as it has
missiles.
In the centre of the city you'll find four more Mechs, with a Falcon Summoner at
the helm. Now find the bank at the crossroads using the satellite view. Stand in
the middle of the cross and you should see a blue light between the buildings to
the north-east. The Power Converter is the thing with the octagons. You need to
inspect it (using LI') before you destroy it.
In the open, if you move in big sweeping waves, the enemies won't be able to get
a lock on you, so you may survive longer. And one last tip: when you need to
scarper (you will), use your Jump Jets and clear off quick.

4. Taupe Mission: Codename
Temper Edge
You need the Jump Jets again for this mission, and missiles, and you must be
fast
(Jenna/Nova?). After launch, hack off to the north (point to 24) and blast the
ugly
threesome from a distance with your rockets.
When you get to the T5 hang in there, and stay close. The waves of Mechs will
try
to head you off as you blast them, but don't let them lead you astray. Be
patient,
stay put, and take them out one by one as they come in close to you.

5. Jenny Mission: First Trial
You're about to become a commander, and you must stay cool. When you meet
the enemy, take out some limbs with big rockets before getting in close. Then
cool down for a moment, go in there with lasers, and blast 'em.
First Star: Don't let the first two Mechs draw you away. They may be fast, but
their arms are useless. Stick to your path and keep enough time to shoot the
star
for phase two.
Second Star: Start with Stormcrow, and blast off one of his legs. Then get the
Gargoyle. Shoot off his arms, then smash him until he's no longer a problem, and
kill the Stormcrow from behind.

6. Sable Mission: Codename Sable Flame
Tricky one, this. You need to use the satellite view to locate the sensor dome,
but
you mustn't hit the dome or you'll fail the mission.
Once you're at the NAV point, turn due west to find the dome. You have two
Mad Dogs and one Hellbringer to deal with here. Stay close to the dome, and
shoot them with your back to it. They'll try to force you to hit it by staying
close
to it themselves, but just run into them and they'll move.
Having killed them, you suddenly get attacked from the west by two more Mechs.
Move round and attack them from the south, then none of the shots will hit the
dome and kill the survivors. Once they're dead, wait at the dome for the rescue
ship to arrive.

7. Grey Mission: Codename Burning Chrome
On the right are some kit foxes. Kill them. Go to the turrets, and one kilometre
away, take one out. A Mad Dog should appear from the right. Take this guy away
somewhere to kill him off. Now go back and get all the turrets you can see,
leaving the one on the wall that you can't see from your vantage point.
Now zap that solar array from one kilometre away with large lasers. If you're
silly
enough to approach the Array (or you don't have the lasers), then you'll need to
deal with the Summoner. Be sure to shoot off his left arm first - it has a Gauss
Rifle which could rip you to shreds.

8. Brown Mission: Scorching Sand
Right, this one's easy. You need a Summoner, Jump Jets, long-range missiles, and
long-range lasers.
There are Stormcrows, Elementals and Riflemen here. First, use the lasers to
take
out the Jenners. Don't let them circle you. Next, use your jump jets to jump up
to
the closest Mesa's lowest ledge. Now jump from Mesa to Mesa following the path
of the NAV points.
Jump on the tall crescent Mesa that surrounds the mobile HQ. From there use the
zoom function, and blast your long-range missiles at the turrets and the
armoured
cars. You'll need to use the 'Q' key to target these objects from such a
distance.
The Elementals that you'll see have really useless defences, so a couple of hits
and they're dead.

9. Amy Mission: Your Second Trial
This will be familiar. The set-up is just like the first trial mission, but much
harder.
The enemy Mechs have a Rifleman, which puts a damper on things, but with skill
and determination, you should get there in the end.
Keep cool, and don't get involved in a long chase.

10. Silver Mission: Codename Silver Staff
Config: Try a Warhammer with PPCs and long-range missiles. Make sure your
starmate has the same config too. This mission has very little time, so make
haste.
Strategy: Take the NAV points in order and be aware of friendly Mechs who
should help you. Concentrate on the big targets. The chemical plant has a tall
chimney, and this must be blasted. Targets will be added to your list of
objectives.
Inspect everything before you smash it, because you need to identify it all
afterwards to be justly rewarded.
The first two Mechs you meet in this level are a Gargoyle and a Dire Wolf. If
you
damage the Gargoyle, he'll try to run for help, so kill him quick. Don't let him
take you to his starmates, because they'll destroy you easily.

11 Aqua Mission: Codename Aqualine Fire
Config: You need a fast Mech with Jump Jets.
Strategy: Take out one of the Stormcrow's legs, and then the Gargoyle's arms,
and you're in there. The Gargoyle will run, but leave him. Get behind the
Stormcrow and send him back to his maker.
Now go to NAV Theta. When you get there, continue at 23 on the compass and
the crashed drop ship will be there. Enter the crater and the enemy Mechs will
follow you. Now identify the ship safely, wait for the data to download, and
blow
the whole thing up.
You're really going to need missiles now, to blast over the lip of the crater
and get
the enemy Mechs. Streak missiles are best. You can then make a run for NAV
Kappa to dust off.

12. Kim Mission: Your third trial
Again, this is much like the other stars. For the first star you need to keep
hiding
in the hills for safety. First take out a leg each from the Stormcrow and the
Mad
Dog.
Disable the last Mech in Phase 1, but don't kill it. Lastly, sneak up on the
Gargoyles and attack them from behind before they get you.
In the second phase, take off the Gargoyles' arms. Try to fight only one at a
time.
                               
13. Cyan Mission: Codename Cold Crescent
There's a Mad Dog here, and he's got you sussed, so kill him before he can radio
back and reveal you as an infiltrator. Once you're in the gate they'll recognise
you
as an enemy, so watch it.
Head for the back, and you'll find a hidden vent. Take it out, enter the reactor
and
destroy the core. Run like mad and you can just avoid the nuclear shock wave.
For this level, you'll need a custom Mech with a big engine that does at
least 100 kph. Jump Jets will help you here. It's a good mission for heavy
lasers,
or laser/missile combinations.

14. Maroon Mission: Codename Velvet Hammer
It's time for a Mech with lots of short-range weapons like machine guns,
streaks,
and pulse lasers. Turn right out of the hanger and, missing out the first NAV
point, walk round to the left of the buildings and kill the Hellbringer. Go the
same
way as the limo and destroy all the Mechs ahead of time. Then return to the
first
NAV point for rescue.

15. Gold Mission: Codename Golden Spade
Customisation: Go for three Warhawks, four ER lasers, and six ER medium
lasers. Armour and Heatsinks are a must. You're going to get hot, but you've got
to override that automatic shutdown. With loads of Heatsinks you'll be okay.
In the arena of battle: You're going to have to delegate here. Give your
starmates
lots of targets to blast, and hang back yourself, giving them new ones every
time
they blast one.
The shield generator is located at 30 degrees on the compass, somewhere around
the palace. You'll need to turn on Light Enhancement to see it. Once it's
destroyed, kill the rest of the Mechs. There's a tough Timber Wolf waiting for
you at 27 on the compass.
Sneaky tip: Identify the palace complex from outside the palace walls. Now shoot
over the walls to destroy the palace. Then you won't need to meet the Mechs
inside.

16. Irene Mission: Your Final Trial
Here you'll have to use all the tactics you've previously learned. Take out the
Rifleman, then go for the Warhawk. Good luck, old Warrior.
An interesting thing to remember when playing MechWarrior 2 is that you're a
Toad of Free Birth, so invent a good name name for yourself when you register.
(Like FREEBIRTHTOAD, perhaps.)


Part 2: Clan Jade Falcon

Mission 1
Codename: Silent Thunder
Some missions are easier to do backwards! The NAV point system allows for
completion in any order. Remember - the way it is written is not necessarily the
easiest. From the drop-point, go to the last NAV point first. Once there, take
out
the turrets with long-range missiles (to avoid being hit, fire them from behind
the
bluff). The turrets are dangerous, and if you get too close, you're likely to
get
your nose singed! DO NOT fire on the communications array. If you do, then you
wake up the sleeping Kit Fox who's hiding behind the mountain. Instead, sneak
around and blow him away with long-range missiles. Then, you can destroy the
com-link.
After you've destroyed the tertiary target, the mining area, it's time to take
out the
HPG Uplink, thus severing the enemies communications and radar systems.
Target the wall and the main unit as this allows the speedy destruction of the
complex. For additional honour points take out the nuclear power plant near the
uplink. Dust-off.

Mission 2
Codename: Arkham Bridge
An ideal mission for long-range missiles. Take the mountain path to the burning
village, which is off to the left. Take out the first Mech with missiles, and
then
head for the industrial plant. This is where you need to practise shooting and
turning on the move, as you continue up the path. Defend the plant with your
missiles, and then proceed to dust-off.

Mission 3
Codename: Mirror Cage
Think carefully before you begin. A supplement of lasers and missiles is
necessary. Try a summoner with three long-range missiles, a PPC and a large ER
laser. Take out all enemy Mechs before dust-off.

Mission 4
Codename: Bone Machine
Again, a mixture of lasers and missiles is recommended. If you must go for an
all-
laser complement, choose a Mad Dog with three ER and three Medium. Take out
the Hellbringer immediately. If you take too long with the kill, you'll soon
have
company. Best to make a quick job of it with missiles and head north-east where
you'll meet a Kit Fox and Firemoth waiting south-east of the base. Blow them to
dust with missiles and quickly return to base,
where you'll find two enemy Mechs dropped off by a Wolf Clan drop-ship. Don't
waste shots on the drop-ship. Get straight into blasting the Mechs - and don't
hit
the base!

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

Mission 6
Codename: Bouk Obelisk
Take a Nova with ten Medium lasers. Jump jets help (you'll need at least two).
Remember to use Group Fire and full armour. From the drop-point, proceed to 28
on the compass, where you'll find a Rifleman and a Nova in a crater. Take them
out with missiles. The stranded Mech is directly north of the crater. Take out
the
enemy Mechs and forget about it. The wounded Mech will find its own way back
to the base. Don't just stand there firing at the Mechs - it is important that
you
distract them - or your comrade will surely die.

Mission 7
Codename: Umber Wall
Choose a speedy Mech this time, and lead-foot it north. Go around the mountain
where the train passes through and take out the Direwolf and Stormcrow that are
lying in wait. A Jenner arrives to attack the hover train and you must take him
out
with all possible speed. Between the Jenner and the gunships, the Jenner is the
real danger. Use your starmate to keep the aerial gunships at bay.

Mission 8
Codename: Rogue Chariot
Another mission that's easier to do backwards. That way, you'll spot the Mechs
before they appear on the radar. Not that they're that tough, but every little
helps,
right? If you do follow the prescribed NAV order, then there's two Kit Foxes on
top of the bridge. Don't worry about them - just take out the bridge and watch
them burn. Turn and focus your attention on the nearby tanks. Missiles will do
the
trick. You'll find another two on your way to the Wolf Re-supply Base. Four
grouped Medium lasers should take care of them.
Following the destruction of the Core Heat Sink Array, you must reach a safe
distance before it explodes. To do this, you must be using a Mech that can
exceed
85kph, otherwise you'll have to use jump jets to avoid the blast.

Mission 9
Trial 2
Use the centre of the arena as cover and circle, as Mission 5, using the F3 key
to
navigate. Keep your enemy on the opposite side and go for opportunistic attacks.
Take out one of the Warhammer's legs first to stop him, and then slaughter him
from behind with lasers. With the Gargoyle, go for his arms. He'll run off, but
follow him and finish him off, once more, from behind. Remember to use your
jump jets - they allow you to turn on the enemy with great speed.

Mission 10
Codename: Plum Wine
Missiles can be difficult to use in an urban scenario, so go for a fast,
all-laser
Mech. Bring a starmate to help you out. Don't forget - you must identify all
staff-
cars before destroying them - otherwise you will not satisfy the mission brief.
Take out the two Mechs which attack you at the drop-point (how did they know
you were coming?) and proceed North. To the left you will find a drop-ship. As
you approach, turn right. You should see the enemy convoy. Destroy the guards
and find the staff vehicles - blow them to pieces before they reach the
drop-ship.
Then head in the direction of the convoy.
You'll find the second convoy and must again take out the guards first. There is
no penalty for destroying non-staff vehicles, and once you've cleaned up just
here
you can either proceed to dust-off or return to the city for the munitions
warehouses for extra points and to fulfil the tertiary objective.

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

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

Mission 13
Codename: Armor Veil
This is a tough one. You must have a Mech with jump jets to quickly intercept
incoming enemy Mechs. Speed is of the essence, so remember to use the 'home'
key to increase your ground speed, and make sure you have a complement of
long-range weapons such as ER Long lasers. A Dire Wolf with four ER Long and
six ER Medium lasers should do the trick.
There are five enemy stars in this mission, and if any one piece of the airbase
is
destroyed, then the mission fails. You'll have to play it several times to learn
where all the Mechs are coming from. The first star of Mechs will approach from
the north-east. Don't be fooled - their purpose is to draw you away from the
fire
base. Fire upon them, but once they leave, let them go. If you can manage to
blow
off a couple of legs, then all the better for you later. The next group usually
comes
from the south, and the third rather rapidly from the north-west. This third
group
has missiles, so you'll have to take them out as quickly as possible. The fourth
will then approach from the west, and these too have long-range missiles and
will
attack the tower. The fifth group will come at you from the south-east of the
city,
and hopefully you'll have enough left to destroy them...

Mission 14
Codename: Iron Piston
Use a heavy Mech and approach this mission as a sniper, drawing the enemies out
and targeting them from cover. Go left from the drop-zone and take out the
Firemoth. Then focus on the super-tough Battlemaster - it makes sense to get him
out of the way as early as possible, before you've been weakened by the other
Mechs.

Mission 15
Codename: Bronze Anvil
You'll need your buddies for this one. Take two starmates and arm yourself with
jump jets, otherwise you'll find you're too slow to catch the convoy. Take out
the
tanks immediately, as they have powerful gauss rifles. Next, the helicopters,
and
following that, the Battlemaster. Don't forget to identify the Colonel before
destroying him. Once you have, you must identify and destroy the staff cars
amongst the convoy. If they reach the drop-ship, you lose. At the drop-ship
you'll
find two guard Mechs and three turrets. Send your starmates after the Mechs, and
take out the turrets yourself.
A heavy Mech with no heat sinks, ten machine guns and two tonnes of ammo per
gun can get you through.

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