MECHWARRIOR 2: MERCENARIES WALKTHROUGH
by Briareos Kerensky (briareos@inwind.it, briareos_CWE), ver 1.0 18/12/2000

Table of Contents
1-Introduction
2-Update History
3-History Briefing
4-Weapons Briefing
5-'Mechs Briefing
6-MechWarriors Briefing
7-Formation Briefing
8-How to costumize a 'Mech
9-General Tactics
10-Multiplayer Tactics
11-Walkthrough
12-Cheats
13-Patches
14-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
****************

18/12/2000-version 1.0. Some sections have to be completed, but walkthrough has
some missions in it.

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

The Inner Sphere is a place where the five Great Houses fight for the
supremacy. They have large armies, but the four Succession Wars reduced them to
a pale memory of their original might. One of the solutions would be to cease
hostilities, but there is an other solution took under revision: the use of
skilled Mercenaries honed throughout several battles, warriors that fight for
the higher price. You are a young mercenary, and you're performing a recon
mission when you, piloting a Commando, and your commander, piloting a Zeus,
find themselves trapped by an heavy lance. You'll eventualy retreat on the
DropShip escaping off-planet, but not your commander...

*********************
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.
For this first time in the MW2 series, Mercs divides weapons in two categories:
Inner Sphere and Clan weapons. You'll have free access to Inner Sphere weapons,
though many of them won't be freely Purchasable until the Clas will attack;
Clan weapons are lighter and less bulkier, though you need to salvage them
before using. There is no real differencies between weapon's characteristics,
as it seems that an ER PCC will do 15 heat point and 15 damage points even if
it is from the Inner Sphere...there's also no differencies between Clan and
Inner Sphere equipment: you use remove an Endo-Steel structure from one Clan
'Mech, mounting it one one IS 'Mech of the same weight won't work (or at least,
the Endo Steel will occupy 14 slots).

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

STANDARD/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). Standard models have a shorter range, though the heat
generated is less than the ER's

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.

STANDARD/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; an ER PPC can hit targets up to 1000 meters away.
Standard PPCs have a shorter range and produce less heat.

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.

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

STANDARD AUTOCANNONS: ACs fires a stream of hyper velocity HEAP (High Explosive
Armor Piercing) rounds to the target. Their fast rate of fire is balanced by
the excessively fast ammo compsummation.

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.

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.

-------------------
--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.

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.

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
radius.

-------------
--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 3 criticals
(Clan Double Heat Sinks only 2), 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 14 criticals (Clan version only 7) 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 14
criticals (Clan Version 7) 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 3 critical 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.  Inner Sphere CASE
must have one critical and half a ton free to be installed.

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
*****************

Notes: MW2: Mercs contains a large number of 'Mechs and vehicles, and writing
down a description for each one would be a monumental task. I'll write down
'Mech names and models, divided into Inner Sphere and Clan categories, as
usual. Just for helping in selecting 'Mechs, I usually start with a Commando
(mhmm...I ALWAYS start with a Commando...), then I buy a Sentinel, a Crab, a
Bombardier, a Flashman, an Awesome and finally an Atlas. You should end the
game with three Atlases (one for each MechWarrior you hired). Have fun.

-----------------------
--INNER SPHERE 'MECHS--
-----------------------

Battle Suit
Hornet
Commando
Mongoose
Battle Hawk
Javelin
Urbanmech
Jenner
Panther
Raven
Assassin
Cicada
Clint
Sentinel
Whitworth
Vindicator
Wolf Trap
Centurion
Crab
Grim Reaper
Hunchback
Trebuchet
Dragon
Quickdraw
Bombardier
Catapult
Jagermech
Flashman
Orion
Rakshasa
Awesome
Hatamoto-chi
Salamander
Thug
Victor
Zeus
Stalker
Cyclops
Highlander
Mauler
Annihilator
Atlas

---------------
--CLAN 'MECHS--
---------------

Elemental
Firemoth (Dasher)
Kitfox (Uller)
Jenner IIC
Phantom
Nova (Black Hawk)
Stormcrow (Ryoken)
Mad Dog (Vulture)
Cauldron Born
Hellbringer (Loki)
Linebacker
Grizzly
Summoner (Thor)
Timber Wolf (Mad Cat)
Gargoyle (Man'o'war)
Naga
Warhawk (Masakari)
Executioner (Gladiator)
Dire Wolf (Daishi)
Kodiak

***********************
6-MECHWARRIORS BRIEFING
***********************

I'm not going to write the phicologic profile of the pilot, but only first
name, nick name, last name, gunnery and piloting skill and lastly, salary.
AeroSpace Pilots have their aircraft between last name and skills.

----------------
--MECHWARRIORS--
----------------

Christian "Tusk" Fulron, B, C+, 5000 C-Bills
Ash "Crash" Reeves, C, C, 5000 C-Bills
Daniel "Reaper" Wilks, A, A, 10000 C-Bills
Arnold 'Psycho' "Mr. Happy" Jennings, B, B, 5000 C-Bills
Jake 'Killer' "Lobo", A, B+, 500 C-Bills
Alice "Nightmare" Jackson, B, B, 5000 C-Bills
Edmond "Rockjaw" Fern, A, B, 4000 C-Bills
Konshiki "Kobiyashi" Yabu, A+, A+, 11000 C-Bills

--------------------
--AEROSPACE PILOTS--
--------------------

Jesse "Snake" Winfiled, Thrush, B, B, 60000 C-Bills

********************
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.

(to be completed)

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

(to be completed)

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

(to be completed)

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

Notes: unlike all othe games in MW2 series, rising the difficulty level won't
give you more money, but will only increase the game's overall difficulty. As
there aren't any bonuses for 'Mechs weighting less than the maximum tonnage
defined, buy a more powerdul 'Mech whenever you can, and have at least two
other "spare" 'Mechs to use. A complete walkthorugh is relatively impossible,
as the game follows a timeline where's missions are months (one random mission,
not the campaigns). I'll write down all campaign proposed by the game, though
very few have to be completed to advanced in the game. Note that you have to
hire two pilots, with the higher piloting/gunnery skill available. I reccomend
Jennifer Brikton and Konshiki Yabu. Do not spend time and money with AeroSpace
support, you won't be able to use them for an irritating bug in the game.
Remember that as a Merc Commander you will have to amministrate your funds and
will have more freedom than an hired mercenary. The second campaign is useful
to know what are the important missions in the game, and to practice a bit.
MW2: Mercs hasn't training missions, so you should acquire basic and advanced
skills on the field.
Good luck.

-------------------
--RANDOM MISSIONS--
-------------------

Here's a brief paragraph to describe random missions. Each of these mission
takes a month for the time, and it will be generated by the computer to fill
month gaps between two campaigns. Note that if you do a random mission in the
same time a campaign will start, the timeline won't be moved forward one month,
but you'll return after the campaign's end, only with a salary of arandom
mission.
Random missions are centered arounbd three objectives: recon, attack and
defend, and each one will contain light, medium and heavy resistance; note that
two light enemy 'Mechs attacking/defendng different target can be medium
resistance, but you'll now the exact number and weight of your opponents only
before combat. Attack and recon contracts are relatively simple, while defend
ones are the most complex: later in the game there would be tow objectives,
attacked by two enemies at the same moment, and you will need at least one
lancemate for these objectives. To practiv with these missions, go to the
Istant Action menu.

-----------------
--FULL CAMPAIGN--
-----------------

Just a trick before starting: if you do first the garrison contract with the
Draconis Combine and THEN the trainig contract, you'll be able to salvage one
'Mech in the training campaign. Other tricks within contracts will be written
in the appropriate section.

+ MERCENARY TRAINING CAMPAIGN-HANSON'S ROUGHRIDERS
Planet: Venaria
Type: Training
Begin Date: June 1, 3044
End Date: July 15, 3044
Maximumm Pay: 300,000 C-Bills plus bounty and bonus
Minimum Pay: bounty
Salvage Rights: poor

MISSION 1
Codename: Training Mission
Planet: Venaria
Terrain: Rolling Hills
Time of Day: Day
Temperature: 15 Celsius
Pay: none
Expected Resistance: Pirates
Your Callsign: "Kid" or "Hey, you"
Primary Targets: Go to Nav Point Alpha
Go to Nav Point Beta
Go to Nav Point Gamma
Go to Nav Point Delta
Return to DropShip Wildride

Nothing much to say. Follow the Nav Points sequence and do not fire to your
instructor, or the mission will fail.

MISSION 2
Codename: Turkey Shoot
Planet: Venaria
Terrain: Rolling Hills
Time of Day: Day
Temperature: 8 Celsius
Pay: none
Expected Resistance: Pirates
Your Callsign: "Kid" or "Hey, You"
Primary Targets: Go to Nav Point Alpha (1000 C-Bills)
Go to Nav Point Beta (1000 C-Bills)
Destroy enemy aircrafts (1000 C-Bills)
Destroy enemy airfiled (1000 C-Bills)
Return to DropShip WildRide (1000 C-Bills)

An other easy mission. Follow the Nav sequence and then destroy the landed
crafts and then go after the two buildings of the airfiled.

MISSION 3
Codename: Cat and Mouse
Planet: Venaria
Terrain: Rolling Hills
Time of Day: Day
Temperature: 10 Celsius
Pay: none
Expected Resistance: Pirates
Your Callsign: "Kid" or "Hey, you"
Primary Targets: Go to Nav Point Alpha (1000 C-Bills)
Go to Nav point Beta (1000 C-Bills)
Identify trucks carrying ammunition (1000 C-Bills)
Destroy enemy convoy (1000 C-Bills)
Return to DropShip Wildride (1000 C-Bills)

Follow the Nav sequence, and when you reach Point Beta turn right to head
toward the convoy, and when a truck is near you (200 meter) inspect it, then
destroy it. You may want to leave this to Dead Eye, though.

MISSION 4
Codename: Final Exam
Planet: Venaria
Terrain: Rolling Hills
Time of Day: Day
Temperature: 28 Celsius
Pay: 300,000 C-Bills
Expected Resistance: Pirates
Your Callsign: "Kid" or "Hey, you"
Primary Targets: Destroy enemy 'Mechs at Nav Point Beta (1000 C-Bills)
Return to DropShip Wildride (1000 C-Bills)

Finally some real action. Go to Nav Point Alpha, and wait until Dead Eye
reaches and passes you. Let him fire a volley of LRMs to the Panther, and
engage the Javelin. Contract ended.

+ DRACONIS COMBINE COUNTER-INSURGENCY CAMPAIGN
Planet: Galedon IV
Type: Riot Duty - Search & Destroy
Beign Date: August 1, 3044
End Date: December 15, 3044
Maximum Pay: 1,500,000 C-Bills plus bounty and bonus
Minimum Pay: bounty
Salvage Rights: excellent

MISSION 1
Codename: Scalpel
Planet: Galedon IV
Terrain: Urban
Time of Day: Dawn
Temperature: 10 Celsius
Pay: 250,000 C-Bills
Expected Resistance: light tanks, converted civilian vehicles
Your Callsign: Dragon-1
Primary Targets: Destroy the 3rd floor of the I.S. Saving building (100,000
C-Bills)
Return to Nav Point Beta
Bonus Targets: Destroy no other floors (50,000 C-Bills)
Eliminate all resistance (50,000 C-Bills)

You have two DC 'Mechs at your back, though they won't assist you unless
atacked. Go to nav Alpha, and destroy the third floor of the buiding (the one
with windows). Four enemy contacts will appear on your radar: two armored
scouts, one copter and one Commando. Go for the vehicles first, and the engage
the Commando, then return to nav Beta.

MISSION 2
Codename: Snake City
Planet: Galedon IV
Terrain: Urban
Time of Day: Night
Temperature: 12 Celsius
Pay: 250,000 C-Bills
Expected Resistance: none
Your Callsign: Dragon-1
Primary Targets: Escort governor car to nav Beta (50,000 C-Bills)
Bonus Targets: Assist DC Forces (10,000 C-Bills)
Eliminate all resistance (10,000 C-Bills)
Salvage: 2 Medium Lasers

You'll begin with the city in front of you. Kick your 'Mech to max speed and
engage the Jenner firing to the governor car, then move to help the Kurita MBT
attacked by three Armored Scouts. Quickly dispatch them and run toward Nav
Beta. An helicopter will power up and begin to attack the governor car, but two
MBTs will be ready to stop it if you're too far.

MISSION 3
Codename: Back Door
Planet: Galedon IV
Terrain: Urban
Time of Day: Day
Temperature: 15 Celsius
Pay: 500,000 C-Bills plus 100,000 C-Bills per kill
Expected Resistance: Washkatin Defense Force
Your Callsign: Dragon-1
Primary Targets: Destroy Enemy Leader (100,000 C-Bills)
Destroy all enemy units (100,000 C-Bills)
Salvage: 3 SRM-6, one Jenner

The city where the last rebels are is at your left. Do a 90 degrees turn and
run toward the gray building. A Jenner will power up; destroy it and then head
toward the leader's Panther. Destroy the longer arm to disable it PPC, then one
leg and now go after the three SRM Carriers before the two DC 'Mechs power up
and stole credits. Then finish the Panther. Contract ended.

+ FREE RASALHAGUE CONTRACT - SEARCH AND DESTROY
Planet: Engandin
Type: Search & Destroy
Beign Date: March 1, 3045
End Date: May 1, 3045
Maximum Pay: 400,000 C-Bills plus bounty and bonus
Minimum Pay: bounty
Salvage Rights: none

MISSION 1
Codename: Tiger Hunt
Planet: Engandin
Terrain: Mesa Desert
Time of Day: Morning
Expected Resistance: 1 Pirate Assault 'Mech
Your Callsign: Hunter
Primary Targets: Destroy enemy 'Mech

You'll recieve support from two FRR 'Mechs, a Vindicator and a Jenner. There
are three nav points, and the damaged Atlas is hidden at one of them. As soon
you begin to move three AeroFighters will enter the zone: pick them out
(remember that you get C-Bills for every kill you score), then head to Nav
Point Delta to find the Atlas. Concentrate fire on one leg and then finish it.
Contract ended.

+ FEDERATED COMMONWEALTH CAMPAIGN CONTRACT
Planet: New Ivarseen
Type: Guerrilla Operations
Beign Date: June 1, 3045
End Date: October 15, 3045
Maximum Pay: 1,500,000 C-Bills plus bounty and bonus
Minimum Pay: bounty
Salvage Rights: poor

MISSION 1
Codename: Phoenix-Dawn
Planet: Proserpina
Terrain: Crystal Desert
Time of Day: Late Afternoon
Temperature: 35 Celsius
Pay: bounty only
Expected Resistance: 1st Amphigean Light Assault
Your Callsign: Raider-1
Primary Targets: Go to Nav Point Alpha (100,000 C-Bills)
Follow scout to rebel base (100,000 C-Bills)
Defend rebel base (100,000 C-Bills)
Escort rebel leader (100,000 C-Bills)

As you land into the desert, your DropShip will be attacked by two 'Mechs, a
Javelin and a Commando. Destroy them quickly, and then head to Nav Point Alpha.
When you're at 1 Km from it, the rebel scout will alert you to go to Nav Beta,
as Nav Alpha is guarded by an Awesome. If you want, you can try to destroy it
by first destroying a leg from afar, and then closing for a kill.
As you reach Nav Point Beta, the rebel scout, piloting an Assassin will guide
you to the rebel base, which is falled under attack by a Jenner and a Javelin.
After you have finished with them, the rebel leader will try to escape at Nav
Point Delta: destroy the Jenner threating him and then reach the truck at the
Nav Point.

MISSION 2
Codename: Blood-for-Blood
Planet: Proserpina
Terrain: Salt Flats
Time of Day: Midnight
Temperature: 10 Celsius
Pay: bounty only
Expected Resistance: 1st Amphigean Light Assault
Your Callsign: Raider-1
Primary Targets: Find and kill Sho-Sa Varus (,000 C-Bills)
Destroy firebases (,000 C-Bills)
Return to Nav Point Lambda (,000 C-Bills)

You need at least to medium 'Mechs for fully complete this mission.
You start in a cave, and two 'Mechs, a Centurion and a Trebutchet are
patrolling the area. As they will be an irritating nuissance at the end of the
mission, I reccomend to take them out now. Concentrate fire on a single 'Mech
before going after the second.
Each firebase occupies a Nav Point: at the first Nav Point (Alpha) there is
your objective.
Go for the base at Nav Point Beat first. It is protected by four turrets plus a
Javelin. You can them all out at long range, before they power up, and then
destroy the base's four buildings. Now head to Nav Alpha, and take out the
Panther and the three turrets from long range. Destroy the buildings and head
for the remainig 'Mech, Varus' Vindicator. Concentrate fire on it and then head
to Nav Lambda.

MISSION 3
Codename: Blood-for-Blood
Planet: Proserpina
Terrain: Salt Flats
Time of Day: Midnight
Temperature: 10 Celsius
Pay: bounty only
Expected Resistance: 1st Amphigean Light Assault
Your Callsign: Raider-1
Primary Targets: Find and kill Sho-Sa Varus (,000 C-Bills)
Destroy firebases (,000 C-Bills)
Return to Nav Point Lambda (,000 C-Bills)

+ FEDERATED COMMONWEALTH CONTRACT - RECONNAISSANCE
Planet: Bryceland
Type: Reconnaissance
Beign Date: May 1, 3045
End Date: June 1, 3045
Maximum Pay: 350,000 C-Bills plus bounty and bonus
Minimum Pay: bounty

MISSION 1
Codename: Doughboy
Planet: Bryceland
Terrain: Desert
Time of Day: Night
Expected Resistance: Draconis Combine
Your Callsign: Scout
Primary Targets: Identify all enemy DropShips (350,000 C-Bills)
Return to dustoff site

There are four DropShips, each at one Nav Point, and four 'Mech defending it:
an Assassin, a Quickdraw, a Jenner and a Panther. Destroy the 'Mechs and close
with the DropShips for inspection. Finnaly head to the final Nav Point This
mission isn't worth its money, however. Contract ended.

+ FREE RASALHAGUE REPUBLIC CONTRACT - SCOUT MISSION
Planet: New Oslo
Type:  Scout Mission
Beign Date:  June 1, 3045
End Date: November 20, 3045
Maximum Pay: 450,000 C-Bills plus bounty and bonus
Minimum Pay: 100,000 C-Bills

MISSION 1
Codename: Tick Tock
Planet: New Oslo
Terrain: Plains
Time of Day: Dawn
Expected Resistance: Pirates
Your Callsign: Pan
Primary Targets: Indentify and destroy chemical plant (450,000 C-Bills)
Return to dustoff point Beta

Begin to head toward the Chemical Plant: four 'Mechs, a Commando, a Panther, a
Clint and Vindicator will welcome you. After these 'Mechs, you'll have to fight
two Helicopters. Reach the Chemical Plant, identify all buildings composing it,
destroy them and dustoff. An other mission not worth its money. Contract ended.

+  CONTRACT -
Planet:
Type:
Beign Date:
End Date:
Maximum Pay: ,000 C-Bills plus bounty and bonus
Minimum Pay: bounty
Salvage:

MISSION X
Codename:
Planet:
Terrain:
Time of Day:
Temperature: Celsius
Pay: C-Bills
Expected Resistance:
Your Callsign:
Primary Targets:
Secondary Targets:
Salvage:

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

During Combat press CTRL, ALT and SHIFT and type:
+ SUPERFUNKICALIFRAGISEXY: invulnerability
+ ISEENFIREANDISEENRAIN: unlimited ammo
+ OOOHHHLLLAAALLLAAA: no heat tracking
+ CRAZYSEXYCOOL: unlimited jump capacity
+ REDJACKANDTIKRULES or ITSDABOOOMB: destroys targeted enemy
+ SUPERCALIFRAGI or LIKETHECOMSTARBABY: skip mission
+ BEHOLDMYGLORY: you can see through objects
+ ONTIMEEVERYTIME: time compression key enabled
+ ANTIJOLT: time expansion enabled
+ BUBBLE BOY: bounching spheres
+ UNDFLASHYFLASHY: groups all weapons in the first group
+ WALKTHISWAY: leading reticle
+ WEDIDITAGAIN: credits

For unlimited salvage: save the game after a mission allowing to salvage
something, directly from the debriefing screen, and choose a name. After you
finished collecting the salvaged equipment/'Mechs, save the game in an other
slot, and name it differently. Now reload the first savegame, and then the
second; everything you salvaged will be in your hands. Do not use this trick
for duplicating the Kodiak (you won't be able to use it), and after the 6th or
7th time you do this, the game will crash, though you can continue after having
reloaded it. This trick can mess up other 'Mechs, so be careful.

**********
13-PATCHES
**********

Why a section about patches? Because it's important. I've found the DOS version
more stable then the Win 9X one, but installing some patches on the DOS version
will mess up the game. Here's a list of all patches for the original DOS/Win 95
version; you can download them from Activision or other sites showing patches.

Version 1.05: for all versions, major bugs corrected.

Version 1.06: for all versions, other bugs corrected, but there are still some
annoying bugs (AeroSpace support! They never fixed it!)

Version 1.08: only for Windows 9X. First 3dfx version, crappy and unstable.

Version 1.081: only for Windows 9X. Second 3dfx patch, corrects some bugs but
there are still problems.

Version 1.1: Win 9X only. Changes the game play a bit and there are some bugs
still uncorrected.

*******************
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
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; 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.
