MECHWARRIOR 2: 31st CENTURY COMBAT WALKTHROUGH
by Briareos Kerensky (briareos@inwind.it, briareos_CWE), ver 1.0+ 21/12/2001

Table of Contents
1-Introduction
2-Update History
3-History Briefing
4-Weapons Briefing
5-'Mechs Briefing
6-Vehicles Briefing
7-Formation Briefing
8-How to costumize a 'Mech
9-General Tactics
10-Multiplayer Tactics
11-Walkthrough
12-Cheats
13-Credits and misc

**************
1-INTRODUCTION
**************

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
different.
Other walkhroughs speaking of BT-related games are MechCommander, MechWarrior 3
and MechWarrior 4: Vengeance.

****************
2-UPDATE HISTORY
****************

3/1/2001-version 1.0+. General Tactics online.

21/12/2000-version 1.0. History, Weapons, 'Mechsand Vehicle Briefing, Formation
Briefing, Cheats, Multiplayer tactics, How to costumize a 'Mech, Cheats and
Credit section completed.

******************
3-HISTORY BRIEFING
******************

In 3050, the Clans returned to the Inner Sphere and conquered more than 200
planets in few than one year. The ilKhan, the Khan of the Khans, died after an
Inner Sphere pilot crashed is Shilone on the Clan Wolf flagship, the Dire Wolf.
Ulric Kerensky, Khan of the Wolves, the leader of the Warden faction, Clanners
thinking that the invasion of the Inner Sphere was a mistake, was elected
ilKhan. He bergained with ComStar the final battle for Terra. If Comstar won,
the Clans would have ceased hostilities for 15, if the Clans won, ComStar would
gave them Terra and the Inner Sphere. ComStar won, and the Crusaders, charged
Ulric of treason. Clan Wolf  won the right to defend its old Khan, while
Falcons will defend the charge. MW2 tells how this Trial of Refusal, dubbed
Refusal War beacuse it involved the whole Clans and not only Stars, went.

*********************
4-WEAPONS TECHNOLOGY
*********************

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
in proportion.
+ 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.

------------------
--ENERGY WEAPONS--
------------------

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 of 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.

---------------------
--BALLISTIC WEAPONS--
---------------------

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
written above.

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.

-------------------
--MISSILE WEAPONS--
-------------------

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
missiles.

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
kilometer.

-------------
--EQUIPMENT--
-------------

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
5/8).

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
the same.

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
damage.

*****************
5-'MECHS BRIEFING
*****************

I divided this section into Omni and Battle 'Mechs, though there was no real
need to do this. Just for fun ;P. "Special 'Mechs" section contains the three
'Mechs you won't be able to pilot 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.

-------------
--OMNIMECHS--
-------------

FIREMOTH

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
practice...)

KITFOX

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)

NOVA

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
and buildings,

STORMCROW

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.

MAD DOG

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
LRM-20s.

HELLBRINGER

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.

SUMMONER

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.

TIMBERWOLF

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.

GARGOYLE

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
assaults.

WARHAWK

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.

DIRE WOLF

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.

---------------
--BATTLEMECHS--
---------------

JENNER IIC

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
Firemoth.

RIFLEMAN IIC

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.

WARHAMMER IIC

Mass: 80 tons

A good all-around 'Mech, the Clan version of the WarHammer has a relatively
fragile structure when compared to the Gargoyle.

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.

--------------------
--"SPECIAL" 'MECHS--
--------------------

ELEMENTAL

Mass: 1 ton

Though it is a battle armor, Clans consider Elementals  better than vehicles
and in groups can destroy 'Mechs. They are armed with one small laser and one
SRM 2. The best way to destroy them is to use long-range missiles or PPCs. Do
not let them close distances, they are very manueverable and diffulct to fire
at.

TARANTULA

Mass: 25 tons

The only four-legged 'Mech in the game. The destruction of one or both forward
legs won't make the 'Mech fall, however. It is a quite good alternative to the
Firemoth, and in single player you'll have to defend it.

BATTLEMASTER

Mass: 85 tons

The second Inner Sphere 'Mech in the game (the Tarantula is the first). This
time it will be against you (only in the Jade Falcon campain), and will pose
troubles even for a Dire Wolf. It has a Streak SRM 6, one ER PPC and four
Medium Pulse Lasers. Though its head section is clearly visible, it is not to
destroy it.

*******************
6-VEHICLES BRIEFING
*******************

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.

SUPPORT VEHICLE

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
four.

RECON COPTER

A copter with a spot light, no weapons an d light armor. Take them out just for
fun (_...)

GUNSHIP

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
rotor.

AEROFIGHTER

Aerofighters won't be a problem: they will fly on you in formations without
firing, or they will be landed, without trying to take off. The model
represented is the Avar, a 35 tons OmniFighter.

DROPSHIP

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 class) are heavily armed and armored. The have 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.
Try to avoid them.

TURRETS

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.

********************
7-FORMATION BRIEFING
********************

LINE ABREAST

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

LINE ASTERN

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
of them...)

ESCHELON LEFT

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,
however.

ESCHELON RIGHT

A copy of the Eschelon Left, though the leader is on the right.

WEDGE

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.

V FORMATION

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 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
capability.
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
first.
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.

*****************
9-GENERAL TACTICS
*****************

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.

*********************
10-MULTIPLAYER TACTICS
*********************

I haven't NetMech, the addon for net play, and the 3DFX version has a very
limited distribution, so I've never played in multiplayer. I think that
missiles and lasers are the best weapons in multiplayer missions, as they the
lag has only a partial influence on them; use at least a 4/6 engine (an engine
capable of powering a 'Mech at least to 40 kph), and if someone wants to submit
his tactics, my email (briareos@inwind.it) is always open.

**************
11-WALKTHROUGH
**************

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).

-----------------------------
--CLAN JADE FALCON CAMPAIGN--
-----------------------------

(to be completed)

----------------------
--WOLF CLAN CAMPAIGN--
----------------------

(to be completed)

*********
12-CHEATS
*********

During Combat press CTRL, ALT and SHIFT and type:
+ BLORB: invulnerability
+ CIA: unlimited ammo
+ COLDMISER: no heat tracking
+ FLYGIRL: adds jump capacity
+ MIGHTYMOUSE: unlimited jump capacity
+ ENOLAGAY: destroys everything (including you) on the map
+ GANKEM: destroys trageted enemy
+ ICANTHACKIT: skip mission
+ DORCS: credits
+ IDKFA: lose current mission
+ MEEPMEEP: time compression key on
+ UNMEEPMEEP: time compression key off
+ ANTIJOLT: time expansion on/off
+ WALKTHISWAY: leading reticle on/off
+ ZMAK: extra time
+ TLOFRONT: rear camera as main camera
+ MICHELIN: see bounching spheres on debris and 'Mech parts
+ XRAY: you can see through objects
+ TINKERBELL: free floating external cameras
+ WEDIDITAGAIN: more credits
+ LAIRDO: message "ATTENTION ENEMIES: Don't mess with the blimp."
+ DEI: message "F E I R"
+ SH*T or F*CK: message "Freebirth vulgarity will not be tolerated"

When creating a new pilot, type FREEBIRTHTOAD as its name fro level selection.
Colors are levels, names are Trial of Positions

To pilot the BattleMaster, the Elemental battle armor or Tarantula:
(note that this requires a basic skill in handling files. Me, any authorized
site showing this FAQ, Activision and whoever else won't answer to damage done
by you.) In the Trial of Grievance menu change your Star Config name in:
+ Enzo (with capital E and normal letters) to add the Battlemaster between the
Tarantula and the Firemoth
+ Calvin to add the Elemental between the Dire Wolf and the Firemoth
+ Hobbes to add the Elemental and the Firemoth

If this doesn't work, modify the file MW2.PRJ with a exadecimal editor; Lines
to be modified are: byte offset 3206200 from 0X0B to 0x11 and byte offset
3206752 from 0x0B to 0x11. The modify the file MW2SHELL.EXE: search string
"btllmstr" and replace it with "bttlmstr". You may want to try changing byte
offset 537782 as described above. To costumize these 'Mechs, you have to use
them first in one mission.

There are Easter Eggs in the game: go to the Archive Holoprojectors (both
Clans) and click periods after heading numbers.

*******************
13-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
happy)
2) GameFAQs (http://www.gamefaqs.com)
3) Neoseeker (http://www.neoseeker.com)
an everyone who helped with this document.
Special thanks to:
all italian BT/MW players; all programs I used to do this FAQ; Dark Wolf
(darkwolf@tin.it) for having sent me the material for the cheat section; 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 briareos@inwind.it; ICQ UIN is 40534369; Odigo ID is
264286. Write only about this FAQ or if you have a cute (female)friend/sister
to introduce.

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
strictly forbidden.
All names and marks are proprieties of respective owners.
