MECHWARRIOR 2: GHOST BEAR'S LEGACY WALKTHROUGH
by Briareos Kerensky (email@example.com, briareos_CWE), ver 2.0 26/1/2001
Table of Contents
8-How to costumize a 'Mech
14-Credits and misc
Activision produced three BattleTech-related videogames, and they aren't so
different from each other. This is the first walthrough of a series of three,
and most parts will be the same, especially weapons, costumization, tactics and
'Mechs sections. The other two documents of this series are MW2: Ghost Bear's
Legacy (MW2's expansion pack) and MW2: Mercenaries (not exactly an expansion
pack, but very similar, though it is a stnad alone product...).
If someone is going to write me a mail about why wasting time doing
walkthroughs for such old games, I can point out that they are the best
reproduction of the standard BattleTech board game, they are great videogames
and most sites lacks MW2: GBL and MW2: Mercs FAQs. I did MW2 walkthrough
beacuse the series started from this game.
Note that this walkthrough can be used for the bundled version of the games,
especially the Voodoo 1 version (which I own). I play to the old DOS only
version, though I think the Pentium and Win 9x versions wont' be very
Other walkhroughs speaking of BT-related games are MechCommander, MechWarrior 3
and MechWarrior 4: Vengeance.
26/1/2001-version 2.0. All sections completed.
9/1/2001-version 1.8. Walkthrough completed.
7/1/2001-version 1.4. Mission 9-14 plus updates for all sections needing it.
3/1/2001-version 1.2. Multiplayer and General Tactics online. Added Planet
Briefing Section. Walkthrough has missions from 1 to 8.
18/12/2000-version 1.0. History, Weapons, 'Mechs and Vehicle Briefing,
Formation Briefing, Cheats, How to costumize a 'Mech, Cheats and Credit section
This story takes place after the Truce of Tukkayid, around year 3058. No other
official BT product tells this story. You are a Ghost Bear trainee, and you
have just passed your Blooding, when...
Before the description of every single weapon and equipment, here is a brief
description of the categories.
+ Energy weapons: energy weapons uses massive amounts of electricty produced by
the 'Mech's reactor, and they can be fired without ammunition problems. This
advantage is balanced by the large amounts of waste heat that they produce: the
only way to dissipate this heat is to mount extra heat sinks, which compensates
for their relatively light mass and compactness. Range are firepower increases
+ Balistic weapons: these weapons must be fed by ammunition: this limits the
times the weapon can be fired, and ammunitions explode when struck by weapon
fire. They do not produce large amounts of heat, but are bulky and weight a
lot. Lighter models have a longer range but less firepower; heavier models have
more firepower than range, and carries less ammo.
+ Missile weapons: like balistic weapons they use ammunitions, and each
launcher fire a specified number of missiles in a single salvo.
Missiles are explosive, and they produce moderate amounts of heat. Damage is
spread among the whole target, and not concentrated like other weapons.
+ Equipment: this category contains the larger variety of accessories a 'Mech
can mount. They include alternative type of armors, heat sinks and EW
(Electronic Warfare) suites.
ER LASERS: ER means Extended Range, ad all Lasers (Light Amplificated through
Stimulated Emission of Radiations) belonging to this category have a longer
range than other types. They fire a single beam of colored light (blue=large
laser, green=medium laser, red=small laser), and the should be the basic weapon
of any 'Mechs. There is a bug about Lasers (both ER and Pulse versions): if you
fire them before the previous Laser beam finished its animation (a small smoke
cloud on the impact point), the lasers will miss. You can fire them once every
4/5 seconds without warning (heat excepted: for this you'll need heat sinks)
PULSE LASERS: Pulse Lasers fire two Laser beams, each one capable of dealing
amounts of damage equal to the ER Lasers' ones. However, if the first beam
hits, the second won't allocate damage (this represents the to-hit bonus of the
board game). They weight and take more space than the ER Lasers, have a faster
rite of fire but they can produce great amounts of heat if overused.
ER PPCS: the best weapon in the game. The PPC (Particle Projection Cannon)
fires a blue ball of particles subtracted directly from the 'Mech's fusion
reactor, producing great amounts of waste heat, but a PPC hit deals more damage
than any other energy weapon in the game. The range written in the istruction
booklet is wrong; a PPC can hit targets up to 1000 meters away.
FLAMERS: guess what? A flamer spits super-hot gases took directly from the
reactor. It has a very short range, do not allocate damage but increases
target's heat. It generates great amounts of heat and linking even two of them
together equals to immediate shutdown.
MACHINE GUNS: fast-firing ballistic weapons. They have a very short range and
large amounts of shells per ton, do moderate damges and produces no heat.
Basically useless, however.
LB-X AUTOCANNONS: shotgun-like ACs: the LB-X AC fires a series of projectiles
that separates themselves into smaller pellets to increase the to-hit
probabilities and to spread damage on the whole 'Mech. All ACs suffers of the
same bug that affects Laser fire, though this seems to be worst: some shots
will miss entirely even if shot in your enemies' chests.
ULTRA AUTOCANNONS: Ultra AC fires two rounds at once. They eat ammo with an
amazing rate, and in most cases the second round will miss for the bug I
GAUSS RIFLES: a balistic version of the PPC, though it doesn't produce
significant amounts of heat and fires further. The AC bug seems to affects the
Gauss Rifles less than the other ACs, however.
Gauss Rifle's ammo aren't explosive, but the Rifle itself is: when the Rifle is
truck by weapon fire it explodes in a smilar way to ammunition.
AMS: the Anti-Missile System is a rapid fire machine gun that targets, tracks
and engages incoming missiles. It eats ammo like someone who haven't eat for
one year, and it will engage ANY enemy missile flying near you, even if they
aren't addressed at you.
LONG RANGE MISSILES (LRM): all missiles in battletech are fired in salvos, and
LRMs come in 5, 10, 15 and 20 racks. Each ton of LRM ammo contains 120
missiles, and larger it's the launcher, shorter will be the lifespan of the
ammo bin: LRM-5 can be fired 24 times, LRM-10 12 times, LRM-15 8 times and
LRM-20 only six times. LRMs will lock on targets more than 75 meters away:
under this distance you'll have to manually aim them.
SHORT RANGE MISSILES (SRM): these missiles are fired "on iron sights", and
doesn't require a radar lock to be fires. Use them only if you are a good
gunner: missiles are slower than ACs and energy beams and have the same speed
of PPCs. SRMs come in 2, 4 and 6 missiles per salvo and each ton contains 100
STREAK SRMS: advance SRMs: they have the same tracking equipment of LRMs, and
comes in the same dimensions of standard SRMs. They haven't the "75 meters"
problems of LRMs, though their range is max 497 meters against the LRMs' full
INFERNO SRM-2 and STREAK SRM-2: inferno rounds increases heat of the target if
they hit; they come in Streak and standard version, only in the simplest
version, and both don't allocate damage.
NARC MISSILE BEACON: the Narc is a heavily modified missile used to establish
solid locks for LRMs and Streak SRMs. The Narc fires a single missile with the
range of an SRM, and when the Narc hits the target the lock is always valid and
can be broken only if the target is destroyed.
TORPEDOES: torpedoes are maritime versions of SRMs. A Torpedo rack fires two
completely homing (will follow terrain features) but really slow. An hit from
two torpedoes usually destroys the target per hull breaching (read in the
ARROW IV ARTILLERY MISSILE SYSTEM: the Arrow IV is the only artillery weapon
currently used by Clans, and fires one big missile at a maximum range of 2 KMs,
capable of destroying a 'Mech through direct impact and a 75 meters blast
JUMP JETS: jump jets give the ability to jump and do quick turns to 'Mechs
mounting them.One jump jet occupies one critical slot, but the weight depends
on the 'Mech total tonnage: 0.5 tons for 20-55 tons 'Mechs, 1 for 60-85 tons
'Mechs and 2 tons for other 'Mechs. The number of installable jump jets equal
to the walking MP (to know the walking and running MP of a 'Mech, watch the
first numberof the walking/running speed; for example, a standard Firemoth has
a walking/running MP of 10/15 -the 162 kph is an approximation-, and a Nova a
HEAT SINKS: one heat sink weights 1 ton and occupies one critical slot, and
dissipate one heat point.
DOUBLE HEAT SINKS: a Double Heat Sink weights one ton and occupies 2 criticals,
but dissipates 2 heat points. One of the greatest assets in 'Mech construction.
Numbers of Double Heat Sinks and standard Heat Sinks contained by an engine are
ENDO STEEL INTERNAL: it takes 7 criticals everywhere in the 'Mech, but cut in
half the internal structure of the 'Mech.
FERRO-FIBROUS ARMOR: the ferro-fibrous armor provides 19 armor point per 1 ton
ton of armor instead of the standard 16 points. It weights less but takes up 7
criticals everywhere in the 'Mech.
XL ENGINE: the standard engine takes only 6 criticals in the center torso, but
weights a lot. XL engine weights half than a standard engine of the same rating
but occupies 2 crtical slots in each lateral torso. Most of your configurations
will be cenetered around an XL engine. Number of heat sinks contained by the
engine doesn't change.
MASC: MASC (Myomer Accelerator Signal Circuitry) is used to put short bursts of
extra top speed when needed. The MASC's weight is based on 'Mechs weight. It
allows to have a top speed twice the standard walking MP (the normal runinng MP
is 1.5 times the walking MP) for about 15 seconds. After this period the MASC
automatically disengages itself for malfunction. You can re-use it, however,
and malfunction won't freeze your legs (as the MASC does in the board game)
CASE: Cellular Ammunition Storage Equipment. It is automatically loaded where
ammunition or explosive equipment are. Usually an explosion damages all
internal parts of the 'Mech, and finishes it efects when the 'mech is destroyed
or the explosion has no force left, and spreads to other 'Mech locations. CASE
stops the explosion to the location where it originated. It doesn' occupy
critical space nor weights a kilogram.
ARM ACTUATORS: Useless. They take only critical space in the arms and do not
give nothing in exchange. In BattleTech they would be used for physical
attacks, and MW2 has only a strange version of the DFA to allocate physical
Notes: Inner Sphere 'Mechs can be used only in Istant Action missions, and can
be costumized only with Clan weapons, as Inner Sphere weapons aren't simulated
in the game.
The word "fragile" in a description means that I've found the 'Mech very
susceptible to lose its arms or other limbs; dunno why, maybe coders did it for
maximizing differencies between 'Mechs of the same tonnage.
New 'Mechs added in this expansion pack are marked with a (*).
Mass: 20 tons
The fastest and less versatile 'Mech in its standard configurations, the
Firemoth is used for recon duties. It can be destroy by medium and heavier
'Mechs in one salvo, and its head section is quite large (though smaller of the
Jenner's one). Aim to the torso, destroy limbs is useless (if you want to
Mass: 30 tons
The Kitfox is a good light 'Mech with speed, firepower and armor. Not a big
threat however. The Kitfox has limited torso twist abilities (about 60° total)
Mass: 30 tons
The Incubus is a good option to the Kitfox. It can twist its torso for 180° and
has an energy-based weaponry. It also carries a PPC, and has enough heat sinks
to use it efficently.
HORNED OWL (*)
Mass: 35 tons
Solid and armed only with energy weapons, the Horned Owl leads the category of
light 'Mechs with a winning combination of armor protection, speed and
firepower. Very dangerous when in groups.
Mass: 35 tons
A fast missile boat, this Clan version of the popular Jenner is very fragile.
It has a large head section and if you have some experience you should be able
to take it out with one direct hit. Dangerous only if you pilot a standard
Mass: 40 tons
The Phantom is an extremely fast 'Mech, with few armor protection but a good
array of weapons.
Mass: 50 tons
Things begin to get serious now. The Nova is jump-capable, with a good engine
and has 10 Medium Lasers and enough heat sinks to alternate their use in large
groups. It has limited torso twist ability, however (IMO less than 60° total).
It low profile also allow the 'Mech to hide with more efficiency behind hills
Mass: 55 tons
An other damned good 'Mech. Faster than the Nova and with more rude firepower,
the Stormcrow can use all of its weapons without risking overheat. Other
variants are mainly missile boats with large missile racks and plenty of
ammunition. Very small head section, but full torso twist capability.
Mass: 60 tons
The Mad Dog is a dedicated fire-support OmniMech. It cannot uses all of its
weapons in one salvo, however, in cannot handle heat in a very efficent way.
Primary config is the most flexible, but with limited ammo supplies for its
Mass: 65 tons
The Hellbringer has a flexible array of weapons in all of its configs, though
every config generate too much heat for the heat sinks mounted. Normally it is
faster than the Rifleman IIC, though it is more fragile.
Mass: 65 tons
Named from its hunched torso, the Linebacker is the third 65 tons 'mech in the
game, and is the best chassis from configrations: small and solid, the
Linebacker has a large engine making it one of the faster heavy 'Mechs in
existence. The basic configuration is good at any ranges, with two ER PPC that
can deal substantial damage to every 'Mech.
Mass: 65 tons
This 'Mech is slow, but has full jump capacity, and its four Large Pulse Lasers
are a threat even for assault 'Mechs. It is a solid 'Mech, better than the
relatively fragile Hellbringer. Its weapons are only-arm mounted, and a
Rifleman IIC without arms will try to escape.
Mass: 70 tons
Grizzlys are used by Clan Ghost Bear by commander of PGCs (Provisional Garrison
Clusters). It packs a good long-range punch centered around one Gauss Rifle and
supplemented by a Large Pulse Laser and a LRM-10 launcher. The Large Pulse
Laser helps the other two Pulse Lasers in close combat, where the Gauss and LRM
would have problems in targetinf foes.
Mass: 70 tons
The Summoner is the main Omni of Clan Jade Falcon. Every configuration is
specialized in one type of combat, and eveyone uses jump jets to obtain a bonus
in agility. Destroy ASAP.
Mass: 75 tons
The TimberWolf became the symbol of the invading Clans. Agile, excellent armor
protection, and ample firepower, the TimberWolf can be used in a variery of
roles in its primary config. Alternative versions are more specialized than the
standard version, but keep an edge over most 'Mechs.
Mass: 80 tons
The Gargoyle is fast as the TimberWolf, though it is 5 tons heavier. Such a
large engine limits the payload of this 'Mech however. A good choice for fast
Mass: 80 tons
Developed to mount two Arrow IV artillery systems, the Naga is defenseless at
close range and has light amounts of armor. It is also fragile and has a very
large torso section.
Mass: 80 tons
A good all-around 'Mech, the Clan version of the WarHammer has a relatively
fragile structure when compared to the Gargoyle.
Mass: 85 tons
Aaah, the Warhawk. A 85 tons assault machine with 4 PPCs and an LRM-10 in its
standard configuration, and with 2 PPCs and 2 Large Pulse Lasers in the C
config. Unfortunately MW2 doesn't simulate the Targeting Computer, but the
unfilled space is used by Double Heat Sinks. A deadly machine, second only to
the Marauder IIC.
Mass: 85 tons
Maybe the best standard 'Mech in the game: it has 3 ER PPCs and a pletora of ER
Small and Medium Pulse Lasers a back up weapons, has enough Double Heat Sinks
to handle massed PPC fire, heavy armor and its standard engine drives it up to
60 kph. Maybe less versatile than a Warhawk, but it hasn't to worry for
ammunition explosions, while it standard engine increases surviability.
Mass: 95 tons
Nomen Omen. The Executioner has MASC and jump jets for superior mobility and
enough space to mount any kind of weapon. No one can match an Executioner in
single combat if piloted by a skilled MechWarrior.
Mass: 100 tons
Slow (too slow for me) but heavily armed, the Dire Wolf (or Daishi, great
death, for the Inner Sphere) features an huge array of weapon system neraly
comparable to two Atlases, the most powerful Inner Sphere assault 'Mech. Its
weak point is its lack of maneuverability: faster 'Mechs can run to its back to
destroy the 'Mech in few well-placed salvos.
Mass: 100 tons
The Kodiak is an other 'Mech used by Bear's PGCs. It is faster than other 100
tons 'Mechs, but has problems with heat buildup when all of its weapons are
fired together. Letal at short range, the combined firepower of 2 Streak SRM
6s, Ultra AC/20 and eight Medium Lasers is comparable, if not superior, to the
STONE RHINO (*)
Mass: 100 tons
More agile that the standard 100 tons 'Mechs thanks to its jump jets, the Stone
Rhino has ample long-range firepower with two Gauss Rifles and Large Pulse
Lasers. A soldi design, though its arms are a bit large for its chassis.
--INNER SPHERE 'MECHS--
Mass: 35 tons
The only I.S. light 'Mech in the game, the Raven doesn't feature the advanced
EW suites that made it famous in the board game. Thin armor and virtually no
firepower, but fast.
Mass: 80 tons
A durable BattleMech, the Hatamoto-Chi is a Combine reworking of the old
Charger, and reduces the engine rating for weapons and armor protection. A good
'Mech to be renocked with.
Mass: 80 tons
An other good assault 'Mech, though I prefer the Hatamoto-Chi. Its Gauss Rifle
and four Medium Pulse Lasers can pose a great threat, however.
Mass: 100 tons
Trading armor and speed for firepower, the Annihilator uses 4 LB 10-X ACs and
four Medium Pulse Lasers to destroy its enemies. Do not get too close to this
'Mech, or your armor plates will be eliminated in seconds, and internal
structure is more fragile than armor. The Annihilator is very slow (it's
maximum speed equal with the Atlas' and Dire Wolf's walking speed) and has
virtually no armor, however.
Mass: 100 tons
The best I.S. assault 'Mech; the Atlas features large numbers of weapon systems
designed to compare their Clan counterparts, and the balance between armor
protection and firepower is lethal. Second only to the Clan 'Mechs for rude
MAIN BATTLE TANK (MBT)
The MBT uses a large array of weapons, mostly Gauss rifles and medium lasers
combined with SRM launchers. Take out the cannon's barrel will destroy its main
weapon, and without a threads t won't be able to move.
The SRM Carrier is a small vehicle firing several SRM volleys in quick
sequence. Destroy it from afar and be sure to have an AMS if you need to close.
A lighter version of the MBT. It usually armed with lasers, Streak SRMs or
small-caliber ACs. Very light armor. Usually attacks in groups of three or
A copter with a spot light, no weapons an d light armor. Take them out just for
A copter with two Medium Pulse Lasers mounted on stern turrets. Not heavily
armed, they can be easily destroyed by aiming at their tails or their main
Naval vessels dedicated to deep-water operations. Subs won't pose a great
threat, but I always get annoyed by them and their radar contacts, so I enjoy
to sink it. Hard armor.
Unlike MW2, GBL has hostile AeroFighters, though they'll act like VTOLs:
they'll hover, they'll continue flying after a wing is destroyed and other
things that go against physics. They are armed with LRMs and Large Lasers with
a medium armor protection. Do not let them close or they'll hover your head
outside weapons range.
DropShips are used to take 'Mechs from space to planet's atmosphere. You can
see two types of dropships in MW2: the spheroid (Union-C and Overlord-C class)
won't pose a problem, as they won't fire back, but the aerodyne dropships
(Broadsword, Carrier, Titan and Claymore class) are heavily armed and armored.
The first class has one or two PPCs and one LRM-20 on a turret capable of 360°
turns, and can fire them freely, without risking dangerous heat buildup.
Useless to say that 'Mechs may be near them. The Claymore has two Large Lasers
on turrets and has less armor. There's only one Titan class Dropship in the
game and it's yours, so you need to pretect it. The Carrier is heavuly armed
and armored with some Large Lasers, missiles and full complement of AeroSpace
LARGE SPACE OBJECTS
Under this section there are only two vehicles: JumpShips and Space Stations.
The only JumpShip you'll see in the game is yours, while the Space Station has
four turrets plus some 'Mechs in it.
I know they aren't vehicles, but I'm putting them there. They come in a large
variety of shapes, tough every kind of turret is armed with an ER Medium Laser.
Very thin armor.
This formation puts the leader (you) in the middle of an horizontal line: this
formation is the best for slow, secure advances and for maximizing firepower.
It also allows you cover side area without relative effort
This formation puts the leader in the center of a vertical line. Basically a
good formation if you want to get killed by your starmates (the AI of your
starmates isn't good enough to tell them to do not fire when you are in front
This formation forms a diagonal line with the leader on the left and the last
starmate on the right, slighty behind it. I've never used Eschelon formations,
A copy of the Eschelon Left, though the leader is on the right.
An other formation ideal to get killed by your starmates, especially if you
order to engage at will. Your stamates will position themselves into your right
and left rear targets, leaving you to freely direct their movements.
The best formation. You are behind your lancemates, and this will allow you to
direct them with great efficiency and to do not get killed by their shots.
8-HOW TO COSTUMIZE A 'MECH
In this section I won't explain how to use the 'Mech Lab (the istruction
booklet exists for this), but some guidelines to create a powerful 'Mech.
First of all you need to choose the chassis; keep in mind that light 'Mechs
will be faster then heavy ones because you won't be able to mount large amounts
of armor and weapons due to weight limitations. Ideal speed for a light 'Mech
should be 6 or 7 (60/70 kph) for its walking speed, 5/6 for medium 'Mechs and 4
for heavy and assualt 'Mechs, though 70 and 75 tons 'Mech can have walk at 5.
Always choose an XL engine: though this will spread engine critical in the
lateral torsos, the XL engine saves enough tonnage for any kind of weapon; if
you are able to save enough tonnage for a standard engine, be sure to mount at
least the Endo-Steel internal, especially on heavy 'Mechs. Remeber that an XL
engine weights half of a standard engine, and you can increase the rating
(faster movement rate) with these four critical slots; unfortunately enough,
MW2 doesn't support critical division, and bulky weapons like Ultra and LB-X
AC/20s or the Arrow IV must be mounted in a single location, and for doing this
you'll need a standard engine or now lower arm and hand actuators. If you are
using XL engines, position ammos in the arms, this will save engine slots and
other torso-mounted equipment from dangerous explosions.
Now let's examine armor. Always assign the maximum armor points possible for a
single 'Mech, first in standard mixture and if you need more tonnage and you
have enough criticals left, switch to Ferro Fibrous. Note that if you assign
more armor points than a 'Mech can support (for example a 55 tons 'Mech can
support 12 tons of standard armor, but 7 points cannot be allocated for space
restrictions; read below), the computer will decrease the armor quantity to the
nearest tonnage allowing full allocation (usually a decrease of 0.5 tons only;
this means that our 55 tons 'Mech will find itself with 11.5 tons of armor;
however, point from the missing half ton have been used, and the computer
subtracted them to match armor weight and points: this subtractions is not
"clever" as the computer decreases the armor points of the first location it
encounters -head-, leaving only few armor points, then switch to the other
location and so one until all points have been subtracted). The maximum amount
of armor depends on the strenght of the internal structure: for example, 10
internal points means that you can assign up to 20 armor points. Head is the
only exception to this rule, and its internal structure has always three points
and can support 9 armor points; if the location is one of the three torso
sections, you have to spread armor points (always up to twice the internal
structure) from front and rear. I usually do not assign armor to rear areas (I
keep only 1 or 2 points) for single player missions, but having your back
unprotected during a multiplayer melee would be fatal...
Internal structure: always Endo-Steel. It cuts in half the weight of the
standard structure by keeping its original strenght; if you need weight, use
Endo-Steel before Ferro-Fibrous.
The equipment table shows four actuators (two for each arm): as they do not
give any bonus but they occupy critical slots, so remove them: You'll gain
critical space, but not tonnage. MASC can be useful, but using it and jump jets
is a waste of space. Jump jets are better as they give an higher movement
Jump Jets and heat sinks: if you use jump jets, mount them. If you do not use
them, you should try to use them. I doubt that MW2 assigns heat points to
movement actions, so jumping could be heat-free, not a bad thing after all.
Always use Double Heat Sinks. The standard 10 heat sinks provided with the
engine will cool down 20 heat points for free (provided they are inside the
engine; read below), and any other extra heat sink will dissipate 2 heat point.
An engine can contain a determinated number of single/double heat sinks: to
know it, divide the engine rating for 25, and round down. This means that
engines with a rating equal or superior to 250 will contain at least the 10
standard heat sinks; if you are using a smaller engine, the uncontained heat
sinks have to be allocated inside the 'Mech. You must have at least 10 heat
sinks, even if double heat sinks dissipate 20 heat point as standard. I am for
a number of heat sinks that equals or surpass the total number of heat points
generated by the 'Mech firing all of its weapons and moving at maximum speed
(again, I don't know if MW2 allocates heat points for movement, but...): add
the heat values for all weapons and add 2(heat for running speed) or a number
equal to the number of jump jets mounted on your 'Mech, then assign an equal
number of heat sinks. Remember that double heat sinks dissipate two heat points
each, and you should watch the second number (inside square brackets), not the
Weapons. I can suggest to mount 3 PPCs, one LRM 10 with two tons of ammo and
fill the remainig space with heat sinks, but this subject is strictly personal
(IHMO). Missile boats can work, though you should mount at least an ER Large
Laser or four ER Medium Laser as back up weapon. Continuosly firing the missile
launcher will deplete ammo suppli in few minutes. Ballistic weapons, except the
Gauss Rifle, eats ammo at a very fast pace, and their usefulness is limited to
the first minutes of battle. If you use energy weapons, be sure to mount enough
heat sinks and to hold fire for a while when you are overheated; shutting down
in the midst of a battle isn't a good tactic. GBL introduced new weapons: the
Narc is ideal for missile boats and tema play. AMS should be mounted on every
'Mech with at least two tons of ammo, Inferno SRMs are pretty useless and the
Streak versions is the same. Torpedoes are used only in a single mission, and
they are maritime versions of Streak SRMs. The best thing of the torpedoes is
that they'll follow terrain and try to dodge natural obstacles. Arrow IV is one
of the worst thing in the game: though very long range firepower can be a good
thing, you'll need a very small standard engine for their weight and bulkiness,
and every ton has only 5 missiles. These missiles can be shot down by AMS, so
do not use them as standard weapon. Do not use them at all; artillery weapons
are dishonorable for Clan MechWarriors, and you won't get the kill if you use
I think the most important thing is to have an effective weapon loads you can
use at 100%. Mounting various systems which wouldn't be used is a waste of
space and tonnage.
Keep you 'Mech moving. In MW2 enemies will usually outnumbers you, when not,
the enemies are usually elite pilots, able to hit even a jumping 'Mech straight
in the head (OK, this in exageration...). To improve you mobility, install jump
jets (at least three); use them to do quick lateral shifts and to evade an
obstacle when engaging something. You can also use them to perform DFA (Death
From Above) attacks, but it is very difficult to hit an other moving target and
won't allocate too much damage; it also possible to hit targets with weapons
while jumping: Streak SRMs, LRMs and other "quick" energy weapons (primary
lasers; PPCs are slow and ACs eat ammo too quickly) are the best weapons for
this maneuver; by performing this attack the target will be harder to hit (your
and its movement, plus a smaller target silouhette), but nearly every you'll
score will be on torso sections: legs will be covered by the upper body and
arms are usually too small to be hit by fire; it is also possible to score more
head shots if you are a good gunner.
Now let's speak about your torso and eyes: rather than redirecting the whole
'Mech toward the enemy, it is better to twist your upper body; this will make
you harder to hit, and your foes too, but only at the first times; when you're
engaging moving targets with your torso twisted, and the terrain has mountains,
mesas, trees, buildings and whatever else may block your way, spend one second
to watch where you're walking, with the eye control buttons: just keep it down
until you realize where your legs are pointing, then release it and keep firing
on you enemy. Recenter Torso to Legs and Recenter Legs to Troso are important
button, especially if performing maneuvers in narrow space, like cities; if you
haven't jump jets, the quickest way to rediret the whole 'Mech is to use the
Recenter Leg to Torso Button; remember that this button sometimes doesn't work,
as you torso will keep moving right and left try to center with the leg: just
avoid directional buttons after pushing it.
When you're fighting in particular environments, light amplification and image
enhacement will provide a better visual of the sorroundings. Image Enhacement
is the best, as it excludes vis-light datas and shows enemies and structures as
blue wireframe objects, while terrain as brown wireframe polygons. Light
Amplification will turn the area into a green-shaded visual; it is nearly
useless, especially because it is disabled afte one sensor critical hit.
Critical hits: engine hits will make you move slower, like gyro hits. Sensor
hits will disable light amplification and will make your radar slower in
recognizing targets, and your cockpit instruments may show wrong values. Leg
and arm hits will usually resul it the limb blown off; it an arm has blown off
isn't a big problem (provided you have you weapons in the torso), but a leg
will immobilize you. You won't fall and you'll be able to turn on yourself, but
you'll be a stationary target for the rest of the mission; if you have jump
jets this is a minor drawback, however; yuo'll just have to keep your jets on
for the rest of the game. Other critical hits are about equipment: if a weapon
is disabled, you won't be able to fire the weapon, if it is a heat sink you
capacity to recycle heat will be lowered and if it is a critical containing
ammo, the location where the ammo slot was is completely destroyed, armor,
internal structure and components. The damage won't spread as the Clans
automatically include CASE in any location with explosive equipment.
Enemies tend to hit the left side of your 'Mech, especially the arm. MW2 patch
1.2 and GBL partially resolve this flaw, and it is better to position weapons
and important equipment in the center and right torso, then switching to right
arm or left torso, and this is your choice as these locations tend to attract
enemy fire in the same proportion.
It is possible to avoid enemy fire: most of the long-range unguided weapons
(anithing except LRMs) won't hit in most cases if you move slightly to the
sides. PPC fire can be easily avoided by a quick side step (jump jets) or by
turning you 'Mech toward one side. LRMs can be avoided by simply positioning
you sight (and the whole 'Mech) at the sides of the firing enemy indicator: the
missiles will bypass you, and when they'll try to turn to reestablish a lock,
they'll usually end their run over terrain features or will splash directly
into the terrain.
Be sure to use every hill, building and whatever else to cover your 'Mech from
enemy fire, and to get near the enemy as closest as possible: enemy vehicles
tend to fire less and will try to disengage; this tactic works best with 'Mech
with long arm like the Rifleman IIC and the Warhawk, as their arm-mopunted
weapons aren't able to hit near targets.
GBL is an add-on for MW2, and I've never seen a multiplyer opion in its
right-click menu, and so I doubt it is possible to use the new 'Mechs and
equipment in multiplayer. Refer to my MW2 FAQ for more details on multiplayer.
This section will describe what kind of temperature, terrain and other factors
(gravity, visibility, etc...). If you play at the Combat Simulator (Instant
Action) the planets will be randomly selected from the same group available in
--INSTANT ACTION PLANETS--
+ GOATH PATH
Terrain: mesa desert
A mesa desert with normal specs. The terrain here is a combination of mesas,
hills and plains, ideal for star fights and long-range fightin.
Terrain: sparse urban
A city with lots of buildings (¬_¬...BTW, you can find Activision building out
there...) whihch greatly limits visibility and mobility;
as other "crowded" places buildings can be used as cover, but remember thay can
be destroyed; you'll fight by night: this will make enemy 'Mechs even harder to
spot without sensor help.
An other desertic planet, but this time the terrain is filled with canyons; the
temperature tend to be higher than normal, like the gravity; good visibility.
Terrain: ice mesa desert
A planet with excellent visibility and low temperature and gravity; it features
several hills and rims with can be used as cover; very large area; enemy
formations tend to be some kilometers away from each other.
Terrain: rolling hills
I think that MW2 coders fell in love with desertic planets; this time the
terrain is flat, with some rolling hills somewhat obstructing the line of
sight; very good visibility, though the 'Mech's camouflage is very effective.
Terrain: ice desert
An other icy planet, this time with rolling hills obstructing our sight; the
fog reduces visibility, though Image Enhacement makes things better. Somewhat
high gravity, and heat is mitigated by the low temperatures.
Temperature: very low
Gravity: very low
Terrain: cratered vacuum
Fighting in space or absence of atmosphere will almost cancel heat buildup,
thoguh you must pay attention to other things: every time you'll fight in space
your 'Mech will have special thrusters to create a partial gravity. With such
low gravity your 'Mech will be able to run at respectable speeds (60/70 kph)
even with a minimum engine; this means alos that you'll need a large portion of
terrain to decelarate, and your turns will be a pain if you have a speed
superior to 10 kph. The terrain features craters of various size, even capable
of masking 'Mechs; no hills at all.
Terrain: rocky highlands
Visibility: very poor
I think this planet looks pretty similar to Mars; its atmosphere is red, like
the terrain, and everyhing else is colored with shades of this color; the
terrain is flat, with only few hills; the particular atmosphere greatly limits
visibility, though you should be able to damage most 'Mechs at long range.
Terrain: enclosed arena
A small Trial arena where the Jade Falcons usually set Trials. It has no
particular atmosphere or temperature, but has a lot of destroyable building
which can be used as cover and circle slower 'Mechs to take advantage of the
thinner rear armor; this is why I've put medium visibility...aside of obstacles
you can usually see to whole arena from any part.
+ PORT ARTHUR
Terrain: enclosed trial arena
A larger Trial arena, this time has few hills and some building, enclosed by
high walls; the gravity is somewhat higher than normal, limited jump jet
usefulness; 'Mechs have a camouflage that really blen them with the landscape.
Alshain is an important planet captured by the Ghost Bears during the invasion.
It is cold, and it is covered by ice or snow for most of the year. As a primary
planet, you'll see various types of terrains on Alshain, from the valley where
the various Trials take place or the DropShips landing field. The first type of
terrain features a small valley in its center sorrounded by steep ascents; a
'Mech can pass them relatively easily, but your if you gain the top you'll have
an advantage over your enemies. The second terrain is a flat plain with few but
large structures on it.
Terrain: ice mesa desert
The second planet you'll visit, Mannendor has lower temperatures than Alshain,
and snow storms are frequent. During these storms the visibility lowers a lot,
but in normal weather conditions it is possible to see targets far away. The
mesas are very high and impossible to climb without jump jets.
Completely different from the previous planets, Chandler is a hot desert with
heavier gravity; these factors will hamper your heat sins and jump jets.
Excellent visibility though the desert sometimes has mountains/mesas or other
small objects blocking your sight.
Wolcott is entirely covered by forests. During the invasion, the Draconis
Combine defeated the Smoke Jagaurs thanks to this particluar terrain, which
limited the range advantage of Clan weapons. The Draconis also spread several
metal stripes on the whole planet to hamper the sensor effectivness, and
they're still present. Several trees will block your line of sight and your
path, plus you'll have to stick with Image Enhacement to distinguish enemies
from objects, as the terrain has a dark-green shade which greatly limits
Terrain: mesa desert
The only thing you'll see on LaBrea is a very large mesa, 200+ meter high and
large a KM in diameter, I think. Normal values except for visibility, though it
is not necessary to switch to Image Ehnacement or Light Amplification mode: the
enemies are clearly visible at medium/short ranges and the terrain is
relatively flat, with no objects obscuring your line of sight.
Gravity: very low
Jeanette's most distinctive feature is its low gravity, and you can jump more
than 200 meters with only 3 jets on your 'Mech. The tarrain features several
small hills with swamps and mud encircling them. Medium visibility, though it
is not strictly necessary to switch to sensor view.
On Garstedt the Image Enhacement doesn't work, and youhave to use the Light
Amplication to get a good battlefield view. The Canyon you'll fight in has very
tall walls on both sides (¬_¬...), and the underlying terrain forms something
like a valley, and in its center where is a big hole. Gravity also limits jump
Temperature: very low
Gravity: very high
Terrain: underwater (mountanious)
Thun, a planet held by Crusader Wolf Forces, is almost covered by water. If
water fills parts of your 'Mech, all equipment inside will be considered
destroyed, so be careful. As you'll play underwater only energy weapons and
torpedoes will work; normal missiles, ACs and jump jets won't have any effect.
Heat is barely a problem, as water has the effect of cooling down you 'Mech.
The terrain fatures several hills, canyons and even a cave. Low visibility
(about 400 meters).
Terrain: cityscape or river valley
You will fight in New Coffton, one of the major cities on Morita, and in a
river valley. The city has lot of buildings and even roads rising from the
land. The river valley has a river in its center (¬_¬...) plus a cave behind a
waterfall. The cave is quite complicated but has enough space to maneuver.
Temperature: very low
Gravity: very low
It is not a planet, but you'll fight in space twice during the game. Fighting
in space will almost cancel heat buildup, thoguh you must pay attention to
other things: every time you'll fight in space your 'Mech will have special
thrusters to crate a partial gravity, and if you fall from the platform where
you are fighting on, you'll begin to float in space, eventually dying like 2001
A Space Odissey. With such low gravity your 'Mech will be able to run at
respectable speeds (60/70 kph) even with a minimum engine; this means alos that
you'll need a large portion of terrain to decelarate, and your turns will be a
pain if you have a speed superior to 10 kph. Fortunately enough you'll have
walls stopping you or little chance to move.
Notes: the missions have been completed at hard dificulty level, for maximum
honor multiplayer. Easy level grant a 0.8 multiplier, medium 1.0 and hard 1.3.
You will describe three types of 'Mechs to finish the mission: Standard 'Mech
will describe the 'Mech indicated by the computer and its configuration;
Regular 'Mech will describe the 'Mech ideal for the mission (it could be
lighter or heavier than the standard 'Mech), but not the configuration, as I
think it is striclty personal; Elite 'Mech will describe the lighest 'Mech I've
ever used to complete the mission. If there are more than one 'Mech in the
line, assume it is the 'Mech for your lancemate(s).
In this expansion pack you won't be able to change your 'Mech everytime you
want. I'll notice you when there is this possibility, and be sure to choose the
right 'Mech, there's no turning back. An other thing you won't be able to
change is the result of a Trial of Position: if you are destroyed after only
one 'Mech, you won't be able to reply it unless you start the whole campaign
MAXIMUM POINTS EVER GAINED: 196,264
MISSION 1: TRIAL ON ALSHAIN
Planet: Alshain, Polotmy Mountains
Terrain: Snowy Valley
Time of Day: Day
Standard 'Mech: Grizzly
Regular 'Mech: Summoner
Elite 'Mech: Rifleman IIC
+ Destroy one 'Mech to recieve the rank of MechWarrior
+ Destroy the second 'Mech to recieve the rank of Star Commander
+ Destroy the third 'Mech to recieve the rank of Star Captain
This is first first trail, MechWarrior, and will spell which rank you will
begin with. The first 'Mech is an Horned Owl, positioned right under your
sight: as soon as the 'mech is powered up, fire all your weapons and try to
cripple it in one salvo; even if it is a light 'Mech, the fast rate of fire of
its Pulse Lasers may pose some problems. The second 'Mech is a Grizzly, coming
from outside the valley where you started. This version has no missile launcher
but an LB-X AC (I think a 10-X caliber), plus the standard Gauss and Large
Pulse Laser. The Grizzly will start to move as you power up, and will attack
you even if you're still fighting the Horned Owl. The third 'Mech is an
Executioner, coming from where the Grizzly came from, and will attack you even
if the Grizzly is still active; your best bet to destroy this 'mech is to
destroy one leg and then keep moving, the Executioner has jump jets and will be
able to do small turns to keep you into his sight.
MISSION 2: DEFEND ON MANNENDORF
Time of Day: Day
+ Defend HPG Uplink
+ Destroy all 'Mechs
+ 'Mech Hangar at Base
You have been assigned to the 72nd Assault Trinary, currently guarding
Mannendorf, a planet near the Ocuupation Zone border.
The main base is going to install an HPG Uplink for interplanetary
comunications, but there is a mercenary DropShip in low orbit: it is dropping
'Mechs near the base, probably for destroying the HPG uplink before it could
You'll beign this mission in the Hangar bay. There's a friendly Executioner in
front of you and a Phantom on your left.
Let them exit from the hangar first, and engage the Raven in front of you, as
your friends will go after the Atlas; as soon as you've killed the Raven, turn
toward the base: on the mountain you can notice four other 'Mechs, all Ravens:
these will activate themsleves after the first two 'Mechs have been destroyed,
and if the Atlas is still active, they're a very easy kill. If they activate,
they will descent from the crest: two will attack the HPG (the small dish
pointing to the sky) and the other two will stage diversionary attacks on you
and your allies. Do not have mercy for those mercenaries, and destroy them all.
After this wave two turrets will come online, though you won't need their help
as all other 'Mechs will come from afar.
Two other 'Mechs will power up, 2 Km away from your base: the Raven will be the
first to reach weapons range, followed by a Victor. After you destroyed them,
an Annihilator will power up: let the Phantom engage it, and support you friend
from afar; the Annihilator is slow and the LB 10-Xs are effective only under
the kilometer, a distance it shouldn't reach.
After the Annihilator has been destroyed, select the only Nav Point available
('Mech Hangar) and reach it to end the mission.
MISSION 3: PATROL ON MANNENDORF
Time of Day: Day
(in this mission the AI may assign you a Starmate. I think it is based on how
you performed the previous missions, and higher was your performance, lighter
is the 'Mech; the last time I've got a Firemoth (as usual), but in the mission
it changed in a Dire Wolf....)
+ Destroy all enemy 'Mechs
+ Nav Point Delta
After the first battle, the mercenaries are still trying to destroy the base.
Your 'Mech is the only not needing repairs, as you you'll have to patrol the
area sorrounding the base.
Ignore the Nav Points sequence (Alpha, Beta and Gamma), and go directly toawrd
Nav Point Gamma: you should be able to pick up a 'Mech or a vehicle while it is
powered down. If you follow the Nav sequnce, the HQ will inform you that the
mercenary unit is attacking the base while yuo're near Nav Point Alpha, and the
mission will be harder, as the mercenraies would be able to inflict heavy daage
to the base.
The Mercenary unit attacking the base uses three S-PPCs carriers, vehicles you
should destroy while your Starmate (if any) attacks the Victor and the Raven
protecting them. To silence the vehicles, destroy the barrel first, then go
after the two 'Mechs, and finish the S-PPCs as last thing.
After the vehicles ahave been destroyed, two other mercenary 'Mechs, an Atlas
and a Raven, will power up, but three friendly 'Mechs (an Hellbringer, a Nova
and a Grizzly) will back you up in attacking these two 'Mechs; be sure to be
out of their line of sight: they won't stop to fire if you're caught between
After the last 'Mech has been destroyed, the mission is finished (there's no
need to return to Nav Delta).
MISSION 4: TRIAL ON ALSHAIN
Terrain: Snowy Valley
Time of Day: Day
Standard 'Mech: Kodiak, Summoner, Executioner
Regular 'Mech: Marauder IIC, Timber Wolf, Timber Wolf
Elite 'Mech: Timber Wolf, Timber Wolf, Timber Wolf
+ Destroy all opposing 'Mechs
During the battle on Mannendorf, a Draconis Combine strike force was able to
steal the Clan's genetic legacy from one repository near the planet Ardoz, and
the Khans have issued Trials to decide which unit will have the honor to start
the crusade to retrieve the genetic material. A Star from the 72nd will fight
an other Star from the 321st for this honor.
The 321st will use three assault 'Mechs, a Marauder IIC, a Warhawk and a
Kodiak: order your Starmates to engage one 'Mech each, but do not use them to
attack the Kodiak, they'll be surely destroyed. Try to destroy it asap, and
then help the Starmate that recieved most damage; after the second 'Mech has
been destroyed, go for the last kill.
MISSION 5: DEFEND ON CHANDLER
Time of Day: Day
+ Defend DropDhip Justice
+ Destroy all enemy 'Mechs
As you haven't enough experience to fight alongside your commanders, you are
been assigned to guard your DropShip, the Titan class vessel Justice, with an
other MechWarrior. Without your DropShip you won't be able to leave the planet
and continue you quest.
The high temperature on this planet may hamper somewhat your heat sinks, so be
caruful if you have an energy-only weapon load.
Few seconds after you powered up a Draconis Dropship will enter the area,
heading 0-3-0. It carries one Raven, two Victors and an Atlas.
The Raven will attack your ally (not starmate, ally; it won't accept any order
from you), piloting a Grizzly, and the other three 'Mechs will attack you.
Quickly destroy the Raven, and one Victor will begin to fight with the Grizzly.
Your best bet to pass this mission is to concentrate fire on the 'Mech
attacking the Grizzly, especially the first times you are playing GBL.
After about two minutes you'll notice an other DC DropShip passing over you:
this time it is deploying four BattleSuits, on the other ridge; the DropShip
pilot will inform you about this, and it is better to forget temporarly about
the 'Mechs to go after the Suits.
One missile salvo will be enough to destroy the whole group, but if you aren't
carrying them, try to aim carefully to avoid your DropShip.
Now all forces deployed by the DropShip should be destroyed; if not, destroy
them and head 1-2-0, two Victors are approaching the landing zone. Destroy one
of them with long-range fire, then help the friendly Grizzly to kill the last
Now highlight the Return Nav Point, DropShip:Titan, and reach it.
MISSION 6: STRIKE ON CHANDLER
Time of Day: Day
+ Disable transport
+ Disable General Tengwan's 'Mech
+ Destroy all other units
It is now time to capture General Tengwan, commander of the Second Sword of
Light, to question him about the origins of the 'Mechs which attacked the
Bear's repository. As you showed great skill in defending the DropShip, you'll
be part of the strike force.
The DropShip Justice will deploy you on a small ridge 2.5 KMs away from
Tengwan's transport landing zone; you'll have support from a friendly Gargoyle,
but, again, it won't accept any order.
The transport, a Claymore class DropShip will arrive soon, from vector 0-0-0.
Follow it heading 1-9-0, or simply follwing the Gargoyle. Shortly after you'll
notice three radar contacts on your right, 2 KMs away, closing in fast: these
are Draconis fighters: destroy them before heading left, where the landing zone
is. To destroy these fighters, use long-range weapons, and do not let them get
too close, or they'll begin to hover above you: you won't be able to hit them,
but they will.
After having dispatched the fighters head left: an Atlas and two SRM Carriers
are coming toward you, to keep you away from the transport. The SRM Carriers
can be easily killed by long-range fire, and if you get too close, be sure to
have at least one AMS to cover you: the number of SRMs they can fire is lethal
even for 100-ton 'Mechs. The Atlas is piloted by a simple Warrior, the lowest
of the DC ranks, and won't pose a great trouble, especially because it will be
the first enemy engaged by the Gargoyle.
Now close with the transport: two Battle Suits are guarding it, butthe Gargoyle
will engage them, leaving you alone to disable the transport: keeping moving
while engaging the DropShip, is has a lot Large (pulse?) Lasers; to disable the
transport, simply fire at it: when the damage reaches a certain level, a smoke
column will begin to exit from it and a Raven will exit its bay: disable the
'Mech by destroying one leg, but do not finish it: its pilots is General
Tengwan, you objective.
Three Ravens will power up, and will try to rescue their commander: kill them,
and the mission will end.
MISSION 7: STRIKE ON WOLCOTT
Time of Day: Dusk
Standard 'Mech: Kodiak, Timber Wolf
Regular 'Mech: Marauder IIC
Elite 'Mech: Timber Wolf
+ Identify General Ano Rentoshi's Hatamoto-Chi
+ Destroy all other 'Mechs
Tengwan told us that Ano Rentoshi can identify the 'Mechs used durign that
raid. General Rentoshi is currently on Wolcott, a planet where the Draconis
Combine managed to defeat the Smoke Jaguars; the Draconis used several "chaffs"
to obscure enemy sensors, are they 're still present.
You'll begin below the Justice: turn left a proceed few meters to detect two
Ravens: you won't be able to target them, and if you use missiles you'll have
to use them as standard SRMs. The Raven may pose a problem, as the trees block
your line of sight and your weapons, and they are more agile than you. Try to
concentrate fire on the large head section to shoot them down.
Now return to the DropShip and proceed toward the right side of the fortress:
you'll find two Ravens, this time shutted down; take them out with long range
fire; these 'Mechs tend to flee when you destroy their arms, so you may want to
destroy one leg to keep them where they are.
It is now time to destroy the Atlas guardin the fortress main gates: try to
attract it into the forest, as the LRM luancher and the Gauss Rifle will have
problem in close-quarters fight. There is an other Raven guarding the gate, so
take it out.
Now approach the fortress: an Atlas will power up: if you have enough armor,
you can destroy it before inspecting the Hatamoto-Chi in the fortress: if do
not want to engage it, simply target the Hatamoto-Chi, inspect it and it will
After you have inspected Rentoshi's 'Mech, your orders will change: you have to
return to the DropShip immediately, or General Rentoshi won't trasmit the
raiding 'Mechs' datas: ignore your commander's order to kill everything in the
area, or the mission will fail.
MISSION 8: CIRCLE OF EQUALS
Time of Day: Day
+ Destroy your commander
General Rentoshi braodcasted the requested datas. The 'Mechs aren't from the
Draconis Combine: these 'Mechs were used by the DC in a failed raid against the
Smoke Jaguars, and the Jaguars took them as isorla.
However you refused to follow order from your direct commander, and he called a
Circle of Equals where you'll fight against him to preserve not only the honor
of your actions, but yours and the Clan's one.
Your commander, Star Captain Bekker pilots a Kodiak, though you already
encountered more skilled MechWarriors on Chandler. Just keep firing at him and
hold back when your heat gauge in in red conditions. Try to stay at 600 meters
from the Kodiak, as it won't use its Medium Lasers, Ultra AC and Streak SRMs.
MISSION 9: RAID ON JEANETTE
Time of Day: day
+ Inspect all Structures at Nav Point Alpha
After you defeated you former commander, Star Commander Fitzmmons took control
of the 72nd, and assigned you to a recon mission on Jeanette, a planet
controlled by the Smoke Jaguars to find where the 'Mechs are.
You'll powerup indide the Justice's bays, probably with a starmate; if your
ally has a good 'Mech, order him to engage one of the two Horned Owls directly
in front of you, while you engage the other. Do not help him to finish the
second if the battle takes too much time, and head toward the base instead.
You'll find a Stone Rhino protecting the landing zone, and on the side other
four 'Mechs; for now concentrate on the Stone Rhino, and when it is destroyed
hel your starmate with that Horned Owl if he hasn't finished yet.
Note that the Stone Rhino will power up 1 minute after your drop, or when the
Horned Owls have been destroyed.
After the Stone Rhino has been put out of action, two 'Mechs will poerup on the
left side of the base; order your starmate (if any) to engage the Horned Owl,
while you concrentrate fire on the Hellbringer.
As soon these two 'Mechs are no longer active two Incubus will power up on the
other side of the base; one Incubus is the version carrying a PPC, so be
careful in engaging this one.
Now you can climb the hill and inspect all 6 structures composing tyhe small
landing base; when you inspect the landing facility, the first objective is
completed, but you commander will communicat to destroy all 'Mechs in the area.
As the enemies in the area are the ones already destroy, head to Nav Beta
(Dustoff) and prepare for an other mission.
MISSION 10: DEFEND ON JUMPSHIP
Planet: none, space near Garstedt
Terrain: JumpShip Bear's Legacy
Time of Day: N/A
+ Defend JumpShip
+ Destroy all enemy forces
The DC 'Mechs are no longer on Jeanette: they now are on Garstedt, an other
planet in the Smoke Jaguar Occupation Zone; datas collected in the previous
recon missions shows that the 'Mechs have been refitted with Clan weapons, but
no other datas are available.
As the Bear's Legacy, the JumpShip carrying you and your DropShip entered the
Garstedt system, a Jagaur Carrier-class DropShip was sent to shot it down. This
will be your first 0 G combat, and your 'Mech have been equipped with special
thrusters to create a minimum of gravity. Do not fall from the JumpShip or
you'll die. Note that heat is a minor problem here and you can sacrifice some
heat sinks and jump jets for more weapons.
You'll start on an elevator which will bring you on the JumpShip's top. The
enemy carrier is coming from the left, escorted by 3 Jaguar Fighters. Destroy
one or two with long-range fire, and then concentrate on the Stone Rhino
dropped by the Carrier on your DropShip. The Bear's Legacy will assist you in
bringing down the fighters with Medium Pulse Laser fire, though it won't be
able to help with the 'Mech.
After the first wave has been destroyed, turn right to find the Carrier and
other three Fighters. Take care of the fighters first, and concentrate on the
Carrier when it stops near the JumpShip. The Carrier has 2 Pulse Lasers, and it
will concentrate fire on the JumpShip. After the Carrier is down, the mission
MISSION 11: TRIAL OF POSSESSION
Planet: Garstedt, Cordivas Grotto
Time of Day: Day
+ Wait for orders (it's not a joke)
+ Destroy all enemy 'Mechs
The Jaguars called for a Trial of Position for infos of the stole DC 'Mechs.
The Jaguars are weak now, and it is possible that will brek the batchall to
win. You have been stationed away from the main battle to act as a back up
force if the Jaguars will cheat.
Yopur forces consists of you, a Jenner IIC with the same order and a strike
force composed of a Gargoyle and a Nova. The Jagaurs have a Marauder IIC and a
Stone Rhino, but when the timer will reach the 23'50'' of time remaining two
more Jagaur 'Mechs will enter the area, and you'll have to stop them.
Move down the canyon, and engage the Nova with long-range weapons; the Stone
Rhino following the Nova will attack you at the same time; note that this Stone
Rhino is a missile carrier, and will probably go after your legs. After you
destroyed these tow 'Mechs, go after the remaining 'Mechs.
MISSION 12: DEFEND ON ALSHAIN
Time of Day: Night
+ Defend the base
+ Destroy all enemies
Though the Jagaurs broke the batchall, commander Nevversan transmitted the
infos on the 'Mech you are searching. The 'Mechs are no longer in possession of
the Jaguars, as a renegade faction of Clan Wolf stole them before the raid on
the repository. It is possible that these Wolves staged the raid. You decide to
reutrn to Alshain before heading in Wolf territory.
As you enter Alshain atmosphere, the palnet main base broadcasts an emergency
transmission: mercenary are staging a lighting raid to destroy oneof the
biggest Bear's facilities in the Inner Sphere.
You begin in the Justice's hangar, with a Grizzly in front of you. An Horned
Owl guarding the base is intercepting the mercenaries; the mercs deployed a
full assault lance of three Atlas and 1 Annihilator.
Ignore the Atlas in front of you and go after the Annihilator, or the Horned
Owl will die. Then engage the remaining 'Mechs; one Atlas is fitted with jump
jets and the others are standard configurations.
MISSION 13: TRIAL ON ALSHAIN
Terrain: Muddy Snow
Time of Day: Day
Standard 'Mech: Stone Rhino
Regular 'Mech: Marauder IIC/Kodiak
Elite 'Mech: Timber Wolf
+ Destroy one 'Mech to advance one rank
+ Destroy two 'Mechs to advance two ranks
+ Destroy three 'Mech to advance three ranks
A captured mercenary revealed that they were hired by a renegade Clan Wolf,
though it seems that this unit is operating in the Crusader Wolves territory.
He also revealed that the 'Mechs youare searching are on Thun. Not enough, you
Captain granted you a Trial of Position.
An other Trial of Position in the usual valley on Alshain. Rules of Engagement
are the same of yhe ones of the first mission, with three 'Mechs attacking you
with very few delay. The 'Mechs are a Grizzly, a Timber Wolf and a Kodiak.
Remeber that this will be your last chance to change 'Mech, and an assault
'mech is highly recomended, though you can do it with a Timber Wolf (prepare to
die a lot of times, BTW).
MISSION 14: UNDERWATER STRIKE
Time of Day: dawn
For this mission only you will pilot an Executioner costumized for underwater
missions. The 'Mech has 4 ER PPCs (two in each arm) and two Torpedo Racks (one
in each torso and each with 100 rounds, or 50 salvos).
+ Identify and destroy all stolen Draconis' 'Mechs
+ Destroy all enemy forces
Underwater Strike. You'll hate this mission. You'll want his planner death only
after a year-long torture session. You'll want this planet obliterated from the
Inner Sphere map and from your memories. As the Crusader Wolves have their base
underwater, you are going to fight in a special Executioner. Remember that when
the armor on a location is gone, water will fill the internal structure,
effectively destroying the location. This is for your enemies, too. Remember to
use your torpedoes; though slow, they almost are a sure-kill hit.
Begin to head on the right-most ridge, and advance slowly. It is better to
switch to Image Enhacement for this mission. You will notice a shutdown
Linebacker. Try to do as much damage as possible with your PPCs and when it
powers up finish it with torpedoes.
An other Linebacker will power up on your left: pay attention to its torpedoes,
or you'll have a 'Mech without arms (=without energy weapons) to fight with. A
Gargoyle rests just above the Linebacker, but it won't power up unless you get
too close on its position. This Gragoyle hasn't torpedoes, but has energy-only
weapons, Pulse Lasers, I think, so close distances quickly and fire torpedoes
Now head toward Nav Alpha: you'll find two groups of Wolf Subs guarding it: the
two huge subs won't fire back, but their escorts (the smaller ones) will fire a
barrage of PPCs; fortunately enough the Subs are very inaccurate and a salvo of
torpedoes (from both racks) should be enough to take care of them.
At Nav Alpha you'll find an entrance to a cave, where the 'Mechs used in that
raid are. Remember to identify them, or you'll have to reply the mission. The
first 'mech you'll encounter will the Raven, and two or three PPC salvos should
be enough to destroy it. Now head left to fight the Atlas. Pay attention, this
Atlas has Pulse Lasers; fire the torpedoes at point-blank range as quickly as
you can and then head for the last of them, the Victor. This 'Mech has a PPC in
plae of the standard Gauss Rifle and Lasers in place of its SRM launcher,
though if you defeated the Atlas you'll find the Victor pretty easy.
Now exit the cave and reach the return Nav Point to end the mission.
MISSION 15: STRIKE ON MORITZ
Planet: Moritz, New Coffton
Time of Day: Dusk
+ Locate Genetic Materials
+ Destroy all buildings not containing Genetic Materials
+ Destroy all enemy 'Mechs
The Jaguars told the truth: a crusading faction of Clan Wolf; when 286th, which
was attacking the Warden Wolves on Arc-Royal listened the news, called hegira
and retreated. The crusader Wolves stoled Jorgensson's and Tseng's genes for
strengtheting their bloolines after the Warden faction took some bloodlines in
their self-imposed exile in the Inner Sphere.
Begin to engage the Linebacker and the Hellbringer in front of you. If you have
a starmate, order him to engage the Linebacker and made short work of the
Hellbringer before engaging the Linebacker.
As these 'Mechs explodes, four other 'Mechs will power up: a Dire Wolf and a
Summoner are patrolling the area sorrounding a building and won't engaged if
fired upon; the other two 'Mechs, a Mad Dog and a Timber Wolf will engage you
Engage the Timber Wolf and order your starmate to kill the Mad Dog.
After this couple, move to engage the remaining two 'Mechs: DO NOT shot at the
building they are patrolling, it contains Genetic Materials. Destroy these
'Mechs and inspect the building to complete one objective, and reduce to rubble
any other building in the area.
Now return to Nav Alpha (Dustoff) and listen to the debriefing.
MISSION 16: STRIKE ON MORITZ 2
Planet: Moritz, Gnesta Valley
Terrain: River Valley
Time of Day: Day
+ Locate and identify Tseng's Genetic Material
+ Destroy all 'Mechs
Unfortunately enough, the recovered canister contained only Jorgensson's
Genetic Materials; intelligence spotted heavy movements in the Gnesta Valley,
where Tseng's Genetic Materials are. Decimate all Wolf forces and retrieve our
Proceeed toward Nav Alpha; an Incubus and a Naga will welcome you. If you have
a starmate, order him to take out the Naga and concentrate your fire on the
Incubus (strangely enough the Incubus will be an harder opponent, especially
because all Nagas you'll encounter won't have Arrow IV launchers but only three
ER Small Lasers), then proceed to the lake. There you'll find an other Incubus
(on the left, shutdown for the moment) and a Naga (on the right, shutted down
Now step in the center on the lake, and a waterfall will appear. Just behind it
there's a cave, and a Nova (shutted down) is guarding the entrance. To make
your starmate enter the cave use the Line Astern formation, though you'll need
its support only in the first engagement.
Enter the cave, and a Phantom (right) and a Linebacker (left) will power up.
Engage the Phantom, and the Linebacker will try to engage your starmate.
Dispatch the Linebacker too and then go ahead into the cave: on the left a
Phantom will power up, but the road it's guarding is not the right one.
Now head right to find an other Phantom, and follow the road it was (as you
have to kill all 'Mechs in the area...) protecting: a Linebacker will power up,
just before seeral containers: DO NOT fire on them, and try to engage the
Linebacker away from them. After the last Wolf 'Mech has been destroyed, target
the taller canister, inspect it and wait for the extraction team.
MISSION 17: DESTROY ORBITAL PLATFORM
Planet: none; space above Moritz
Terrain: none; DropShip Justice and Wolf orbital platform
Time of Day: none
Standard 'Mech: (whatever 'mech your are going to use,
Regular 'Mech: you'll need at least one jump jet for this
Elite 'Mech: mission)
+ Destroy the reactor at Nav Gamma
+ Destroy all remaining forces
All of the stole legacies have been recovered. However, the Wolves must pay for
their action; the commanding staff succesfully escaped to an orbiting platform,
and you have to kill them for avengening the dishonor they did to our Clan.
Show no mercy.
As soon as you will power up four turrets with double Pulse Lasers will begin
to target you; whatever 'Mech you'll pilot you won't be able to resist to their
onslaught, so use you jump jet(s) to enter the hole your DropShip created and
enter the space station: tow 'Mechs, a Marauder IIC and a Timber Wolf will
attack you. Try to destroy them keeping a relatively stationary position, or
two other 'Mechs will enter the melee; the Marauder IIC seems to be more active
than the Timber Wolf, so destroy it first.
After these two 'Mechs it's time to destroy a Gargoyle and a Linebacker. After
these two 'Mechs enter the reactor room and a Stone Rhino will welcome you.
Before destroying the reactor kill it and then concentrate your fire on the
column in the center.
Now RUN toward the hole, descend it (just do not press the jet buttons and cut
your throttle to zero), and then use your jets to reach the airlock (Nav Point
Alpha). Do this FAST, the platform will explode in 30 seconds.
Congratulations, you have finished Ghost Bear's Legacy! Sit back ancd enjoy the
short ending. You'll also advance one rank after this mission.
SPECIAL MISSION(s): ?
Time of Day: ?
Standard 'Mech: ?
Regular 'Mech: ?
Elite 'Mech: ?
I do not know if there are any kinds of special missions, nor how you can reach
them. During a little tour in the SMK directory (containing all movie files
encoded in Smacker code), I stumbled over four short briefing/debriefing movies
where some pilots and their 'Mechs are shown. I can only guess that you have to
destroy these 'mechs, but I haven't any hard data; if you do, please contact me
During Combat press CTRL, ALT and SHIFT and type:
+ KENT: invulnerability
+ THUNDROS: unlimited ammo
+ BURR: no heat tracking
+ JUMBO: adds jump capacity
+ CRILLION: unlimited jump capacity
+ KABOOM: destroys everything (including you) on the map
+ PALEX: destroys targeted enemy
+ PUTZ: skip mission
+ CLARK: you can see through objects
When creating a new pilot, type FREEBIRTHTOAD as its name for level selection.
Level names will appear in gray on the right part of the backgroundground
To change your 'Mech when you're away from a 'Mech plant, go into the Combat
Simulator (Instant Action) screen and select the 'Mech you want. Start the sim,
and exit to DOS from the game itself. Now return to GBL and the 'Mech should be
in its plce. This works with all 'Mechs.
14-CREDITS and MISC
First credit? To Fasa for having created the whole BattleTech universe. Then to
me, Briareos Kerensky (Zone ID: briareos_CWE) and to all site showing this FAQ
with my permission; visit them at:
1) The Clans Hall (http://www.sealteamsix.com/briareos/index.html; it's my
site. Visit it and leave your sign on the guestbook, this will make me very
2) GameFAQs (http://www.gamefaqs.com)
3) Neoseeker (http://www.neoseeker.com)
4) The Cheat Empire (http://home.planetinternet.be/~twuyts)
5) Video Games Strategies (http://vgstrategies.about.com)
6) Sjel's Walkthrough Page (www.sjel.org)
7) Cheat City (www.cheatcity.com)
8) Free Games (www.freegames.it or www.freegames.es), translated in Italian and
9) Gamespot (http://www.gamespot.com)
an everyone who helped with this document.
Special thanks to:
all italian BT/MW players; all programs I used to do this FAQ; my turtle and my
dog (he's not died yet); my PC (asking every time to kill him when I push any
of its buttons); Dynamic Italia for having published Evangelion's 10th Genesis
and other tapes I and the italian otaku community were waiting for; all
soundtracks that accompained me during this long work (nominally: all Eva OSTs,
Cowboy Bebop OST, and everythign from Beethoven, Back, Pachelbel, Wagner, Saint
Saen, Orff and everyone I forgot); my still trasparent and bodyless girlfriend.
To ask permission to post this document, just send a mail writing down the URL.
To contact me, write at firstname.lastname@example.org; ICQ UIN is 40534369; Odigo ID is
264286. Write only about this FAQ or if you have a cute (female)friend/sister
Copyright (c) Briareos Kerensky 2000/2001. Reproduction and translation of
this document (as a whole or parts of its) in any mode without permission is
All names and marks are proprieties of respective owners.