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Unofficial Strategy Guide and FAQ by Kasey Chang ( sc1@aol.

com) released November 30, 2001 0 Introduction

This is an UN-official strategy guide and wal through for the game Mechwarrior 4: Blac Knight expansion from Microsoft. This document covers the single-player campaign in detail (how to approach each mission), with discussion on weapons, mechs, and tactics. 0.1 A word from the author

This is a FAQ, NOT a manual. You won't learn how to play the game with this document, and I'm NOT about to add it to ease the life of software pirates. This USG only covers the PC version since that's the only version that I have (and exist, at the time of this document's release). Some of you may recognize my name as the editor for the XCOM and XCOM2: TFTD FAQ's, among many others. 0.2 Terms of Distribution

This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2001, all rights reserved excepted as noted in the disclaimer section. This document is available FREE of charge subjected to the following conditions: 1) This notice and author's name must accompany all copies of this document: "Mechwarrior 4: Blac Knight Expansion Unofficial Strategy Guide and FAQ" is copyrighted (c) 2001 by Kasey K.S. Chang, all rights reserved except as noted in the disclaimer." 2) This document must NOT be modified in any form or manner without prior permission of the author with the following exception: if you wish to convert this document to a different file format or archive format, with no change to the content, then no permission is needed. 2a) In case you can't read, that means TXT only. No banners, no HTML borders, no cutting up into multiple pages to get you more banner hits, and esp. no adding your site name to the site list. 3) No charge other than "reasonable" compensation should charged for its distribution. Free is preferred, of course. Sale of this information is expressly prohibited. If you see any one selling this guide, drop me a line at sc1@aol.com. 4) If you used material from this, PLEASE ACKNOWLEDGE the source, else it is plagiarism.

Mechwarrior 4: Blac

Knight Expansion

5) The author hereby grants all games-related web sites the right to archive and lin to this document to share among the game fandom, provided that all above restrictions are followed. Sidenote: The above conditions are nown as a statutory contract. If you meet them, then you are entitled to the rights I give you in 5), i.e. archive and display this document on your website. If you don't follow them, then you did not meet the statutory contract conditions, and therefore you have no right to display this document. If you do so, then you are infringing upon my copyright. This section was added for any websites that don't seem to understand this. For the gamers: You are under NO obligation to send me ANY compensation. However, I do as for a VOLUNTARY contribution of one (1) US Dollar if you live in the United States, and if you believe this guide helped your game. If you choose to do so, please ma e your US$1.00 chec or $1.00 worth of US stamps to "Kuo-Sheng Chang", and send it to "2220 Tur Blvd. #6, San Francisco, CA 94118 USA". If you don't live in the US, please send me some local stamps. I collect stamps too. 0.3 Distribution

This USG should be available at Gamefaqs (http://www.gamefaqs.com) and other major PC game websites (such as gamesdomain.com, gamespot.com, etc.). To webmasters who wish to archive this FAQ on their website, please read the terms of distribution in section 0.2. It says exactly what it says. 0.4 Other Notes

There is no warranty for this unofficial strategy guide. After all, it depends on YOU the player. All I can do is offer some advice. To ALL readers: if you actually DO have a question about this USG, chances are it's already answered, but you are NOT reading the latest version. The latest version of the FAQ is at gamefaqs.com. So please loo there first. Otherwise, PLEASE let me now if there's a confusing or missing remar ... If you find a question about this game that is not covered in the USG, e-mail it to me at sc1@aol.com. I'll try to answer it and include it in the next update. 0.5 The Author

I am just a game player who decided to write my own FAQs when the ones I find don't cover what I want to see. Lots of people li e what I did, so I ept doing it. Previously, I've written Unofficial Strategy Guides (USGs) for XCOM, XCOM2:TFTD, Wing Commander 3, Wing Commander 4, Fade to Blac , Spycraft, 688(I) Hunter/Killer. Mechwarrior 3, MW3 Expansion Pac , and Need for Speed: Porsche Unleashed, and many others... Loo for them on GameFAQs.com

Most of them should be on gamefaqs.com, the biggest FAQ site around. You can also find some of them on my KC Game Nexus website at http://www.geocities.com/TimesSquare/Alley/6275. If you need to write me, send e-mail to sc1@aol.com. (Any spam will be reported to respective authorities). 0.6 Disclaimer/ Copyright Information of Microsoft. Mechwarrior and Battletech

This USG is not endorsed or authorized by Microsoft and FASA. The information compiled in this USG has been gathered independently through the author's efforts except where noted. This guide includes strategies and tactics of approaching each and every mission. If you need just a little help, don't read the rest! 0.7 Revision History Initial Release

30-NOV-2001 0.8

The Most Frequently As ed Questions

Q: Can you send me the manual (or portions thereof)? A: You have it and don't realize it, do you? Q: Can you tell me how to play the game? A: Read the manual, please! Q: What's the latest version? A: BK itself doesn't have a patch. It does patch MW4 to V2.0. Q: Does Blac Knight require the original MW4? A: Read the box! Q: Can I play the original MW4 campaign with the new mechs/weapons? A: Nope. Q: Is there a map editor? Mods? Inventory editor? Any hac s? A: me te .net is wor ing on a map editor. It should be available now. Q: How about more multiplayer maps? A: Go to the official Microsoft MW4 website. At least four are available. Me te .net's site should have more as they get more maps up and running. Q: Will there be a Mechwarrior 5? A: Who nows? Q: Are there any cheat codes? A: No wor ing cheat codes has been found. Previously listed cheat

Q: Can you send me Mechwarrior 4 : Blac A: Get lost, you leech!

Mechwarrior 4 is a trademar is licensed from FASA.

Knight?

Q: How do I get past mission X in the single-player campaign? A: See the specific campaign mission wal through. Q: What if I spotted something missing or more tactics? A: Feel free to submit anything that can benefit this guide's readers. However, ma e sure you have the LATEST version of this guide (chec gamefaqs.com), as chances are someone beat you to it. If not, my e-mail address is sc1@aol.com. Submissions will be included with your name attached unless you specify otherwise. I reserve the right to edit the wording or the reject entries. Feel free to submit your favorite mech config as well. Please specify purpose/role and some of the reasoning behind the config.

Game Information

MW4: Blac Knight is an expansion pac to MW4: Vengeance. You are Eric McClair, recently discharged from FedSun military. You joined the Blac Knight Legion, led by Colonel Lawhorn, and you will do the dirty fighting... as long as you get the paychec .

From the box * 300 MHz or faster CPU * Win98, WinME, or Win2K * 64 megs of RAM * 650 megs of HD space, plus 125 megs for swap file * 8X CD drive * Mouse or compatible pointing device * DirectX 8 * DX8 compatible sound card, Direct3D 8 compatible video card * Spea ers or headphones for audio output * SVGA 16-bit color monitor or better Multiplayer further requires: * 96 megs required for Win2K * 28.8 Kbps modem or LAN with TCP/IP or IPX protocol * Narrowband hosting is limited to 8 players, broadband is limited to 16 players * Internet access required for internet play and is your responsibility * Microsoft Zone.com play needs IE4 or Netscape 4 for initial registration. Typical install ta es about 550 megs. Original MW4 CD is required. I personally recommend at least 400 MHz CPU and a good video card with at least 16 megs of RAM, and at least 128 megs of RAM.

You get five new mechs: Uller, Wolfhound, Ryo en, Sunder, and Blac Knight.

1.2

How is MW4:Blac

Knight different from MW4?

1.1

What do I need to run MW4: Blac

Knight?

codes appears to only wor

in the DEMO, not the real game.

You get more weapons (Cluster Bomb Launcher, AC20, Ultra 10, Clan Ultra 10, Ultra 20, Clan Ultra 20, X-Pulse Lasers in Small, Medium, and Large sizes). You get an all-new single-player campaign with "blac mar et", which allows you to trade unwanted mechs and weapons for mechs and weapons that you do want Inventory is now "persistent". Destroyed weapons and mechs are removed from your inventory. Crippled and damaged mechs can be repaired though that will ta e time (one mission's worth of time). You get more game modes in multi-player You get more maps to play on and some new terrain types 1.3 Is there a campaign tree? How about different endings?

There is still minimal branching, and only one ending. Sometimes within an operation you can choose from several different missions, and doing one will affect the starting conditions in the other. How much of an effect is un nown. 2 Weapons

This only discusses the new weapons (or categories with new weapons). For discussion of old weapons, please refer to the original MW4: Vengeance Guide. 2.1 Ballistic Weapons

Ballistic Weapons gets the most upgrade this time around, as we get AC20, Ultra 10, Ultra 20, Clan Ultra 10, Clan Ultra 20, and Cluster Bomb Launcher. Cannons are rather heavy even though their hardpoint is rather small. Get the Clan version if available, as they are lighter and produce more damage. The cannons need ammo. While ammo is available, you can pump out a lot of firepower, but when you're out, you're left with nothing. On the other hand, cannons don't produce much heat. Ballistic weapons only fit in ballistic hardpoints (yellow in Mechlab). 2.1.1 LBX Scattershot iller.

2.1.2

Machine Gun Array

No Change, useless as ever.

No Change. LBX has always been a potent short-range

2.1.3 No Change 2.1.4

Gauss Rifle

Autocannon

Usefulness: A- / B+ With the advent of AC20, the regular AC's finally become actually useful, as they are a good compromise between the range of ultra and close-in shotgun of LBX. 2.1.5 Ultra AC

Usefulness: A- / B+ Finally, with the availability of Ultra 10's and Ultra 20's, longrange firepower does not rely upon Gauss Rifles any more. Ultras can be quite deadly if you aim carefully. 2.1.6 No Change 2.1.7 Cluster Bomb Long Tom

Usefulness: D+ Cluster Bomb is basically a Long Tom that fires a shot that brea s into a cluster bomb. Li e the Long Tom, it is VERY difficult to use properly. Maybe it can be of use as a defensive weapons, when you jump on top of a structure and lob the shots down upon enemies, but it has no place in melee combat.

2.2

Energy Weapons

The only new weapons were the X-Pulse Lasers, which comes in small, medium, or large sizes. 2.2.1 No Change 2.2.2 No Change 2.2.3 Large Laser Medium Laser Small Laser

No Change 2.2.4 No Change 2.2.5 No Change 2.2.6 No Change 2.2.7 No Change 2.2.8 No Change 2.2.9 No Change 2.2.10 Small X-Pulse Laser Flamer Bombast Laser PPC Large Pulse Laser Medium Pulse Laser Small Pulse Laser

Usefulness: F Any small laser is worthless. 2.2.11 Medium X-Pulse Laser

Usefulness: BMedium X-pulse lasers produce great medium and close range firepower. However, they're extremely heavy (for their class), and generate intense heat. Doubt the tradeoff is worth the heat. 2.2.12 Large X-Pulse Laser

Usefulness: B Large X-pulse laser is generates extreme amount of heat and weighs a lot, in exchange for generating more damage than a regular Pulse Laser.

2.3

Missile Rac s

No Change 2.3.1 No Change 2.3.2 No Change 2.3.3 No Change LRMs MRMs SRMs

No Change 2.3.5 No Change 2.3.6 No Change 2.3.7 ?? 2.3.8 No Change 2.3.9 No Change High Explosive Artillery Beacon Flare Launcher T-Bolt NARC Beacon

Equipment and Armor

No new equipment or armor

Your Enemies

2.3.4

Strea

SRMs

Know your enemies to best understand ways on how to defeat them. 4.1 Ground Vehicles

Several new enemies will oppose you. Please refer to section 3.3.1 of your BK manual for actual references.

MODL ta es a LOT of firepower to ill, and it has a TON of selfdefense lasers. Kill the tread units (aim low) to stop it so you get more time to really ill it later. Then just hit it from beyond MLAS range and whittle it down. You get encounter first-hand static defense forts, which are armed with missiles, Ultra AC's, AND gauss rifles. Not exactly fun to ta e on, but they are huge and they don't move. 4.2 Air Threats

You see two new air threats: the Nightwind attac chopper, and the Stiletto bomber. Please see section 3.3.2 of your BK manual for detailed data. Nightwind is armed with LRMs and that ma es them deadlier than those pes y Peregrines. Nightshade fighters and Stiletto bombers will now fire missiles and perform low altitude strafing runs. 4.3 Naval Threats

No new naval threats. 4.4 Dropships

No new dropship threats. 4.5 Light Mechs

The new light mechs are Uller (30 t) and Wolfhound (35t). Both are quite good in combat. They tend to be armed with energy weapons as they use hit-and-run tactics. Get in some hits, run away to cool down and recycle, repeat. 4.6 Medium Mechs

The new medium is Ryo en (55t). Usually armed as a smaller version of Vulture, Ryo en is a general purpose Clan mech.

Demolisher II can be quite hard to Two PPC hits may not ill one.

ill and require heavy firepower.

4.7

Heavy Mechs

There is only one new heavy mech, the Blac Knight (75t). Blac Knight has two Omni rac s and can be adapted to various situations. The default all-energy loadout ma es it similar to a Nova Cat, with slightly less heat problems. 4.8 Assault Mechs

The new assault mech is the Sunder (90t). Sunder was originally designed to emulate the Clan Thor, though IS has to increase the tonnage significantly to fit in similar equipment. The result is a very respectable assault mech. 5 Lancemate Management

Nothing really new to say, as the lancemates don't ma e THAT much of a difference.

Your Mechs

Here's some discussion on each of the new mechs available, as well as some recommended configs for your mechs. In general, you want mechs that delivers noc -out blows rather than "death of a thousand cuts". You usually don't have time to fight over and over. For each mech, the weight is listed, then the hardpoints (E=Energy, M=Missile, B=Ballistic, O=Omni). The number right next to the hardpoint is size. For example, 2x2E means there are TWO 2-slot Energy hardpoints. 6.1 Light Mechs

There are only two new light mechs, Uller and Wolfhound. 6.1.1 30 tons Available: Uller 2x2O, 1x2E, 2x1M ECM, Light Amp, LAMS

Uller, nown as Kit Fox in the Clans, is a good light mech with tremendous flexibility, with fully 50% of its weapon mounts as Omni mounts. 6.1.2

Wolfhound

35 tons

1x3E, 2x2E, 2x1E

Available ECM, AMS Wolfhound, in the default config, is under-armed, and with only Energy mounts available, it's doomed to use up more tonnage to fit in heatsin s. 6.2 Medium Mechs

Ryo en is a decent though not spectacular medium mech.

55 tons

Available BAP, Light Amp, Jumpjet, LAMS Ryo en is basically a slightly smaller Vulture. Known in the Clans as Stormcrow, beware of all the LRMs it pac s. 6.3 Heavy Mechs

The only new mech here is Blac Knight, and it's a pretty good one.

75 tons

Available ECM, BAP, Light Amp, Jumpjet, AMS Blac Knight's most interesting attribute is its omni rac s. With 6 Omni slots available, you should use them to balance out the energyheavy loadout. The wide variety of equipment also allows easy customization to most purposes. 6.4 Assault Mechs

Sunder is a very respectable assault mech, even better with limited omni rac s. 6.4.1 90 tons

Sunder 1x3M, 1x4E, 2x3E, 1x4O

Available ECM, Light Amp, AMS Sunder is one of the heaviest IS mechs with Omni rac s. You should try to fit some ballistic weapons in there to help with the heat dissipation problems.

6.3.1

Blac Knight 2x3O, 1x1E, 2x3E, 1x2B, 1x2E

6.2.1

Ryo en 2x2O, 2x2E, 2x2M

Campaign Tactics

It is best not to use a damaged (yellow) mech as some parts will remain damaged. The standard advice of stripping all the mechs you don't plan to use still stands. You may also want to set its color to none, to tell them apart from the mechs that you do want to eep. Keep a few machine guns and lasers around to "round out" the transaction. Blac Mar et is NOT always available, and even if it is available availability of certain items will vary. When you see the right item come along, get it now! It may not come bac again. Here's a tactic I used... I called it "in your face". Basically... I load up my mech with close-range weapons, preferably LBX20's and maybe MRM's or T-Bolts, but any heavy weapon would do. You go FULL SPEED at the enemy mech, then when you ma e contact, fire RIGHT INTO center of mass. The enemy gets confused when you're this close and can't do you serious damage. Repeat attac (just eep bumping into him) until the enemy center is flashing damage. Engage reverse, and get bac to at least 75m, then eep firing. If you stay too close you'll be damaged in the "coo -off". This is only useful against AI as humans will get away as fast as possible.

This wal thru was created based on the RECRUIT level. The exact count of enemies may vary depending on difficulty level you have chosen and therefore may not match your situation completely. 8.1 Operation 1 : Watch Dogs

Colonel Lawhorn has the legion chasing some pirates for the Corvatti Corporation. Blac mar et is not available in this operation. 8.1.1 Op 1, Mission 1 Missing Miners

Investigate the Corvatti mine for pirates, and destroy all bandits. At the beginning, you get an Uller, a Cougar, a Raven, and an Osiris, and 2 mechwarriors. Primary: Neutralize any pirate threat Primary: Sweep all nav points and investigate nav Gamma Primary: Eliminate Pirate Tan s at Alpha Difficulty rating: 2 (it's the first mission!)

Campaign Wal thru

With persistent perishable inventory and availability of the blac mar et, inventory management changes quite a bit from MW4.

As you move up to Nav Alpha, you run into 5 Bulldog tan s. Keep your distance and nail them. At Nav Beta, you'll see one Osiris. When you ill it, another Osiris, and one more after you ill that one. At Nav Gamma, you'll run into 3 missile turrets controlled by 2 missile controllers. Destroy the turrets or the controllers and you win. 8.1.2 Op 1, Mission 2 Stranglehold

You are the bait to tease the pirates out of their base. Ta e out their water and oxygen processors, then run for alpha lance, which will be waiting in ambush. You will be going solo on this mission. Pic the best mech you got (probably Cougar). Primary: Destroy Water processor Primary: Destroy Oxygen tan s Primary: Enemy mech reach Gamma Difficulty rating: 2 (you don't really have to fight any one except the tan s) Move up to Nav Alpha. On the way, you should see three Bulldogs, ta e them out. Once at Nav Alpha, move to top of the hill, and hold. On far right is the water processor next to prison barrac s. Zoom in, ta e aim, and fire. You'll need a lot of missiles to blow that one. Turn left, aim at one of the oxygen/fuel tan s, and shoot, then run for Nav Gamma. If you have jumpjet, jump over the hill in your way, otherwise just run around the hills. You may notice a Mad Cat and a Thor chasing you from the base. Primary: Destroy enemy mechs at Gamma Once you made it to Nav Gamma, Alpha Lance will power up. First victim is a Hellspawn from one side of hill, then another Hellspawn from the other side, then finally the Thor and Mad Cat. Help Alpha lance ta e them all out and you win. 8.1.3

Op 1, Mission 3 Safeguard

Escort Corvatti convoy carrying the crystals to the base. You get two lancemates on this mission, and you should get some medium mechs. You should ta e one with jumpjets. Ta e Uziel with jumpjets if available. Primary: Escort convoy to base Primary: Destroy pirates around Nav Beta

Difficulty rating: 4 (escort is tough) When you arrive, the other lance should be leaving. Let them. Immediately order "form on me" and charge toward Nav Alpha, leave the convoy behind. As you reach Nav Alpha, a Cougar will attac from the to top of the hill, and in a minute another Cougar will arrive. Use jumpjet to get up the hill and ta e out that top Cougar, while your lancemates ta e out that second Cougar. Get off the hill immediately as four Vedettes will be attac ing as well. Ta e out the Vedettes quic ly by running into them. That clears Nav Beta. As you approach Nav Gamma, you'll see a Shadow Cat in the distance. Kill it. Nav Delta and Nav Epsilon are clear. When you arrive at Epsilon, you get a new primary objective. Primary: Protect Mining HQ from enemy assault The attac comes in two waves. First wav is 4 Vedettes, then 6 Hellspawns from the opposite direction. You'll get some Stiletto as air support, and the HQ is well endowed with missile turrets and laser turrets. Just move around, lure the enemy into range of the turrets, and shoot when you can. You should wipe them all out with no problems.

You get a third lancemate on this one. Primary: Scout all nav points Primary: Destroy all enemy mechs Difficulty rating: 4 (your performance doesn't really matter THAT much) When you start, there's a Swiftwind in front of you. Kill it, then 3 Bulldogs power up. Kill them and you should be almost at Alpha. Two Ravens between Beta and Gamma. When you get to enemy base, you'll run into enemy Thors and Lo is, plus missile turrets and laser towers. Ta e out the turret controller (mobile trac ) to stop the turrets. After that, new primary objective: Primary: Kill as many cargo pods as you can One shot of PPC or LLAS at each pod should be sufficient to blow it up. On the other hand, it doesn't really matter how many you ill.

Time to brea the pirate's bac don't escape.

8.1.4

Op 1, Mission 4 See and Destroy once and for all... Ma e sure they

Once all the pods are gone or were destroyed, the Hrothgar dropship ta es off... Then a new dropship blows it out of the s y. Carissa Dupree of the Lyran Alliance is here to discuss new terms... With two new mechs for free, a Sunder and a Ryo en. The Legion is getting a new contract on Kentares IV. 8.2 Operation 2 : MODL Hunt

Steiner has hired you to attac Kentares IV, and you're to scout the area, destroying the MODLs so the rest of the Legion can land. The Blac Mar et becomes available after you finished O2M1.

You can ta e three lancemates, and there should be enough medium mechs to give one to everybody. Primary: Escort convoy out of port Primary: Disable/destroy Dresari dropship Difficulty rating: 5 (ta es time to wipe out the dropship while you need to wipe out the calliopes) Nav Alpha is the dropship, which is covered by several LRM and SRM launchers. You need to destroy the two APUs before you can ta e out the dropship itself. Two Ravens will power up and try to stop you. Don't dawdle though. The convoy vehicles will head straight for the exit, and you need to destroy the two calliopes before they get there! Once you too out the calliopes and bro en out of the port, you'll run into some tan s (Demolisher 2 and Myrmidon) beyond the exit. Ta e them out. By then, a Dresari Patrol of Ryo en and Hellspawn should be attac ing from Nav Delta, so you'll have to divert to nav Epsilon. Primary: Escort Convoy to Epsilon Primary: Destroy/drive off Dresari mech patrol If you can, destroy the mechs. Otherwise drive them off (the Hellspawn may run off) and accompany the convoy to nav Epsilon.

Attac the local airfield and wipe out the control tower and the patrols

8.2.2

Op 2, Mission 2 Clear the S ies

You get to choose among the next three missions, and the blac becomes available.

mar et

You've been smuggled in and you need to brea region.

8.2.1

Op 2, Mission 1 Brea out out of the spaceport

You can choose among O2M2, O2M3, and O2M4, though you need to complete all three to get to O2M5. You get only 2 lancemates on this one. Primary: Destroy Mech Patrols Primary: Destroy control tower and aircraft hangar Difficulty rating: 4 (annoying choppers but not THAT deadly) As you start, you'll start to see 4-6 Peregrine and Nightwind choppers, followed by a few Nightshade fighters. Then they are followed by mech patrol of Wolfhound, Raven, and Osiris. You can them easily.

ill

Once you get close to the base, you'll see the second mech patrol, with heavier mechs Ryo en, Uziel, and Catapult. Don't get close to the base though, it has a lot of calliopes. Just wait behind the hills, wait for the patrol to come to you. Then ill them. Now assault the base. The base has several calliopes, along with guard towers and laser turrets. It also has a mobile repair base (the red frame with yellow cover type). You can ta e out the turret control tower, which will silence the calliopes. Then just shoot the laser turrets and guard towers. Several other choppers will ta e off and harass you, both Peregrines and Nightwinds. Ta e them all out except one, and order your team to hold fire. Then repair yourself, and your team. That one chopper can't do you much damage. Then ill the hangar and the control tower. Once the base is toast and all defenders gone, you get a radio order about KFA needing help at nav Gamma. This is strictly optional, as you CAN just head bac to nav Beta. At nav Gamma, you see three Dresari mechs, a Bushwac er, an Osiris, and Ryo en (?) attac ing a KFA Bushwac er piloted by Damon Squire. (Those who played MW4 should recognize the name.) Kill all attac ing mechs, save Squire, and you win. 8.2.3 Op 2, Mission 3 `Mech Heist

"Borrow" some mechs from the local arsenal. You can choose among O2M2, O2M3, and O2M4, though you need to complete all three to get to O2M5. You get two lancemates on this one, and some good medium mechs, maybe even one heavy now. Primary: destroy communications array at nav Alpha Primary: destroy mech patrols Primary: protect tech convoy Difficulty rating: 4 (5 if you help the rebels, as you don't have time to repair)

When you start, two Nightshade fighters will buzz your position, but if you have large lasers you should ta e them out with no problems.

At the comm array, there's only two turrets, though when you start attac ing a Hellspawn and an Uziel (?) powers up. Kill array first, then the mechs. A Cougar runs in, ill it. Then you get the call about Rebels at nav Beta needing some help. When you get there, you'll find Cougar, Ryo en, and Wolfhound attac ing KFA Osiris. Save the KFA unit and continue to Gamma. When you reach Gamma, the base is ringed by missile turrets. Don't hit them. Two Ravens will attac , ill them AWAY from the missile turrets. Then snipe the turret control tower to stop the missile turrets. Several LRMs and Condors will attac , and you'll need to ill Demolisher tan s within the base perimeter. Kill the light vehicles from long distance while the tech convoy moves in to rewire the controls. Then call comes in at Nav Delta about more Rebels need help. Primary: Rescue Rebels at Nav Delta Helping rebels is optional. If you don't head there ASAP after getting the option, they'll be destroyed in no time, and then you don't need to go. Once the fate of rebels has been decided, the mission ends. 8.2.4 Op 2, Mission 4 Canyon Ambush

Ta e out the convoy and mechs in the canyon. You can choose among O2M2, O2M3, and O2M4, though you need to complete all three to get to O2M5. Primary: Remain undetected until enemy convoy reaches spot Primary: Destroy all enemy mechs Difficulty rating: 6 (3 versus 6 is not exactly easy) The main tric in this scenario is stay undetected. Go passive, then do NOT MOVE. Wait until you can see the enemy convoy moving. Your should also get a radio message saying so. Once you see enemy convoy start moving through the gap, start your attac and wipe out the mechs. You'll have to destroy SIX mechs, including Uziel, Cougar, 3 Ryo ens, and Catapult. Just wipe them out and you're done. 8.2.5 Op 2, Mission 5 MODL

Right after that, Osiris and Uller attac no match for your mechs.

your positions, but they're

Intercept and wipe out the MODLs. You get all three lancemates on this one, and you'll need them. Ta e the heaviest mechs you can. Primary: destroy vanguard patrol Primary: Destroy both MODLs Primary: Destroy all guarding mechs Difficulty rating: 6 (lots of enemies) Initially, a Nightshade will buzz you. Kill it if you can. After that two mechs (Ryo en and Hellspawn) show up. Kill them all, then head down the road to wait for the MODLs and escorts. Now comes the tough part. Two MODLs approach, 3 mechs escort each. You'll see Argus, Ryo en, and Catapult at each MODL. First shoot out the treads on each MODL. One pass should do it if you have enough firepower. Then concentrate firepower on one mech at a time to ill them. Once you ta e them all out, head toward nav Zeta and wait for mission to end. Now the Legion has landed, things will get interesting... 8.2.6 Op 2, Mission 6 Kill Casey

Kill Casey Nolan, the "court jester", at the local Mech Academy. If you play MW4, you should recognize this name as well... You would be going alone on this mission. Pic a heavy mech with close-in firepower. No blac mar et starting from now, unfortunately. Primary: Kill Casey Nolan Difficulty rating: 7 (you would be slightly damaged, fighting a fresh assault mech) When you move in, you'll be far away from the enemy. Just move up to the nav point until they "ma e" you. Then start blasting all the Osiris's you run into, as well as any cadets that get in your way. You'll have to ill at least two Osiris's, and maybe one or two Cadet Cougars. If you are damaged, there's a mobile repair base to the west you can use next to the turret control tower. Cadet mechs will stay away from you if you go for the MRB. Sgt. Pearson will come along in a Thor to attac . Damage or ill him ASAP. In a minute or two Nolan will power up in a Mauler (90t) and approach. Kill Pearson as he'll join the attac if you don't ill him. Then it's just a matter of illing Nolan and you're done. 8.3 Operation 3 : Clean Sweep

You and your lance are patrolling the Cascade Mountains while Colonel Lawhorn plans the assault.

You get one lancemate on this mission. Pic heavy stuff, as big as you can. Primary: Scout all nav points

Right at the beginning, the Legion was betrayed. Steiner forces mount a major attac on your base. The Colonel was illed when his Blac Knight too a head hit. You MUST head directly for Nav Beta, ignore all other nav points. Primary: 4 of the vehicles in the convoy MUST reach Epsilon Two Catapults will chase you from your right. You MUST ta e them out BEFORE you brea into the hills. If you don't, the hovercrafts from the la e will attac en masse and you will lose the convoy. Once you too out the Catapults, run for the next nav point and start shooting at the hovercrafts in the la e. You'll have to ill 10-12 of them. The faster you ta e them out, the better. Stomp them (wal over them) if you can. Kill all of them FAST before they hit the convoy. As you follow the la e, you'll see another hovercraft in the distance to your right. Do NOT go after it. It's bait to lure you away from the convoy. Two Ullers are hiding in the hills, powered down, on your left. Kill them before they shoot up the convoy. After that, there are no more enemies and you ma e your escape, and a thirst for vengeance. Dupree had cut a deal with Dresari. Dupree land troops to wipe out the Legion, thus saving her the hiring fee, while Dresari won't have to deal with us. Unfortunately for them, the Legion is still here, and while the setbac is great, the Legion does not forget... You can choose from O3M2 or O3M3 next. 8.3.2 Op 3, Mission 2 Mountain Depot

We'll ta e what we need to rebuild the legion from Dresari forces. Ta e all the mechs you got. You wouldn't get much left after that mess, so ta e all of them. Primary: Secure Factory Primary: Secure Ammo Primary: Secure Mech repair facility Difficulty rating: 5 (air attac can be annoying)

Difficulty rating: 9 (extremely chaotic, quic expect to retry this 5-10 times)

You are supposed to patrol the base as flan

8.3.1

Op 3, Mission 1 Flan Guard guard.

ills are required,

As you approach Alpha, one Thanatos will attac , followed by a swarm of Nightshade fighters (6-8). Then another Thanatos will attac as you approach the base between you and Alpha on the hill. Just go in there and nail the turret control tower to stop the turrets. Continue to Beta, Gamma, and Delta and you'll notice several walled structures protecting the turret control towers. Just charge in and let your lancemates worry about the enemy mechs. You'll have to get in medium range and just shoot the tip of the towers. Order your lancemates to attac the enemy mechs while you ta e out the turret controllers. Another Thanatos will attac , as will two Shadow Cats. Try not to destroy any structures. During the attac you'll get hit by more Nightshades, but just ta e care of the mechs and your mechs will ta e care of the fighters.

Rescue surviving Blac Knight Legion personnel from the prison, and maybe pic up some Kentares Free Army people as well. Primary: Secure Prison at Alpha, Beta, and Gamma Difficulty rating: 5 ( illing the Shadow Cats quic ly can be a problem) As you approach Alpha, a Thor may approach you, while the turrets are beyond the hills. Stay behind the hills and engage the Thor. When you illed that one, another one will approach. Kill that one too.

When ready, go to top of hill and ta e out all the turret control towers you can reach (should be two of them). An Awesome will power up in the distance. As you approach, you'll notice the third turret control tower. Kill the third tower will trigger the rescue choppers. Kill the Awesome to ma e sure the rescue is unimpeded. You'll get a request to free the prisoners at nav Delta. Two Shadow Cats will attac . Just ill them and you win.

8.3.4

Op 3, Mission 4 Mountain Assault

Destroy the firebase at exit and ma e your way to the city... Primary: Destroy static defenses in Alpha Primary: Destroy tower and hangars at Beta Primary: Destroy helipads at Gamma Difficulty: 6 (ammo conservation is very important) Bring lots of long-range weapons, li e ER LLAS, and so on. You'll be

You've freed Carl Soontag (another MW4 character). It's time to brea out of the Mountains...

8.3.3

Op 3, Mission 3 Prison Brea

Once you wiped out all opposition you get the base... And the Blac Knight mech.

doing a LOT of anti-air and you'll need the lasers. It's also best to ta e out the control towers and static defenses from a distance. When you start, you'll see a Lo i or two. Kill them. Move directly north to go through the gap discussed in the briefing and turn west. You'll have to destroy 2 groups of 4 Quadpanzers each. Another Lo i will attac as you head to second gap, then a couple more Quadpanzers. Then you need to ta e out the two fixed emplacements guarding the pass. Those are nasty... lots of long-range weapons, but they don't move. Just eep firing at it with long-range weapons and they'll be toasted in no time. Now things get tough. As you go up the slope, the calliopes will get you, then Mad Cat M II is coming down too. You can ta e out the turret control tower first, then concentrate fire to ta e out the Mad Cat M II. Then run for the helipads, and nail as many choppers as you can. They'll be ta ing off ASAP, so the more you can catch on the ground, the better. Then just ill ill all the choppers in the air. They can't do you much damage. By now all the fighters and bombers should have ta en off... And they're coming after you. Approach Beta slowly, and ta e out the Mad Cat M . II that's guarding them, and the remaining turret control tower. Then just run all over the place, avoid the bombs, ta e out the control tower and hangars, while your lancemates shoot them out of the s y. After all that, it's time to visit Dresari... 8.4 Operation 4 : Reprisal

You've bro en out of the Cascade Mountains into Kentares City... and you will deal with the people who betrayed the Blac Knight Legion... such as Ian Dresari himself. You have plenty of Blac Mar et access, and you should have accumulated several lighter mechs you don't need. Trade them in for an assault mech or two and all the weapons you need. 8.4.1 Op 4, Mission 1 Staging Grounds

You need to do a recon-in-force to locate a good spot for the Legion to set up shop... Primary: Clean up Alpha Primary: Investigate Beta Primary: Investigate Gamma Primary: Destroy EECM Jammer Primary: Locate HQ site for Legion Difficulty rating: 4 (simple fight) As you arrive you'll see a pitch battle of several tan s and a Mauler

fighting several lighter mechs. Get in there and save the rebels. When you move to Beta, you'll see the ECCM Generator (loo s just li e a Comm Array though). You'll fight an Uziel and several tan s and LRM launchers. Nail them all. When you reach nav Gamma, you'll hit the chec point with some missile turrets, another Mauler, and an Uziel. Ta e them all out. Once the area is cleared, you called in the convoy... When suddenly you detect more mechs coming in. Primary: Destroy Dresari reinforcements. Hellspawn and Cougar charge in, but you should have plenty of firepower to deal with them. Once you ta e care of these two the mission is a success.

Destroy all guards at the four chec points Primary: Clear Alpha Primary: Clear Beta Primary: Clear Gamma Primary: Clear Delta Difficulty rating: 6 (lots of fight, extremely close quarters, no repairs) At Alpha, there are several turrets (gauss rifle), Demolisher II's and Myrmidon tan s, and two Mechs (Ryo en or Argus and Thor). Ta e out the turret control trac , then the mechs. Same setup is at Beta. Repeat the process. Same setup again is at Gamma, just repeat the process. While on your way to Delta, you run into 4 Demolisher II tan s and 1 Myrmidon tan . Ta e them all out with concentrated fire. At Delta, you were informed of two assault mechs joining the defense. However, as you approach, Damon Squire joins your attac in his Daishi. The defense is composed of Argus, Thor, 2 Maulers, some tan s, and more turrets. Kill everybody should be easy with Squire's help. 8.4.3 Op 4, Mission 3 Lion's Mouth

Attac Lion Base, the Dresari stronghold in the city, to drive them bac into palace grounds... Primary: Destroy Lion Base Difficulty rating: 4 (you have lots of help on this one)

8.4.2

Op 4, Mission 2 Chec point Chec out

Just move down that wide street in front of you. Two mechs will attac (usually Uziel and Ryo en), and 4 LRM trac s. Ta e them all out. Another Uziel and a Mad Cat will attac , but in a few moments they'll run away. You can shoot them from the bac , they won't matter. You'll have to ta e out several calliopes on the rooftops as you approach the par . When you get to the par , the rebel assault lance should have illed just about all the defenders. You just go ahead and toast the HQ and the mech hangars. You then get a notice about Dresari assault lance approaching (Sunder, Mad Cat M . II, Daishi), but the Rebel assault lance should have engaged them already. Just join in and toast all of them, and you win. 8.4.4 Op 4, Mission 5 Revenge

You're attac ing the Dresari palace... (nearly same as the final mission in MW4) You can ta e three lancemates and all the heavy stuff you want. Daishi should be available in the blac mar et now. Trade for all the mechs and weapons you want now, because you don't get access to Blac Mar et in the next operation except the initial mission. Get at least two more assault mechs for bac up in case your current ones are damaged or destroyed. Primary: destroy Dresari Mechs Primary: find Ian Dresari Difficulty rating: 6 (easy fight, esp. with repairs) When you start, no one attac s, but then you'll soon be in range of 3 calliopes, then 2 Vultures, a Mad Cat, and a Awesome will join in. Kill them all. As you move up to nav Alpha, you'll be attac ed by Mad Cat and a Thor. Kill them. There is a repair bay to west of nav Alpha (the same one bac in MW4's Endgame, in fact) you can use. When you've ta en cared of all the other guards, move up to Nav Beta. Ian Dresari will show up in a Daishi (with X-Pulse lasers) with Jules Gonzales in a Sunder. Primary: Destroy Ian Dresari and Jules Gonzales. Ta e them both out, and Kentares is free, and you'll be settling the score with Major Dupree... 8.5

Operation 5 : Pay Day

Dresari is dead, but Major Dupree remains... And the circle of vengeance is not yet closed... You are landing on Voltrat 3 to finish the job. 8.5.1 Op 5, Mission 1 Final Countdown

Land on the roc , ta e over the missile base, shoot the missiles at the other base, and evacuate. Primary: Destroy all patrols of missile base Primary: Protect the tech team as they rewire the missiles Difficulty rating: 7 (the reinforcements coming from two directions) As you attac , you'll run into a few light and medium mechs, mainly Hellspawns and Cougars. Destroy all of them. Continue approach and you'll see a group of Quadpanzers (4). Ta e them all out, and you should be at Alpha. Continue approach and ta e out all the turrets you see. You should see the choppers (two Peregrines par ed next to satellite control). Use Zoom mode to ta e them out before they ta e off. Continue approach and blow all the turrets. When you do that, the chopper should come in and start rewiring the controls. You then get a visit from six mechs... First ones are from the east (?). You get a Mauler. When you ill it, you get a Mad Cat M . II, then an Atlas. When the Atlas arrives, three MORE mechs arrive from the opposite direction (west?), Mad Cat M II, Mauler, and Hellspawn. Kill them quic ly, as you need to be able to get bac to Alpha. You then get a warning about incoming missiles in 1 minute. Primary: ma e your way bac to nav Alpha to avoid the incoming warheads Once you reach nav Alpha, you should see some of your missiles ta ing off in a cutscene, and the mission is a success! At completion, you can choose between O5M2 or O5M3... 8.5.2 Op 5, Mission 2 The Gauntlet

Ta e out the mechwarrior school to cut off any reinforcements. You can choose to do O5M2 or O5M3 first. This ma es the first mission a little easier and the next mission somewhat more difficult. Primary: destroy `mech defenders Primary: destroy enemy base at Beta Difficulty rating: 7 (lots of enemies, esp. in the beginning) You start alone. Immediately order "form on me", and go full throttle to nav Gamma. You'll see a Vulture. As you go, a Thor and Catapult will power up beside you. These guys are deadly... Don't fight them.

Instead, run past them and join up with the rest of your lance. With the rest of the lance they are a piece of ca e. If you ordered "form on me", there may be three Vultures following them. Ta e them out as well when you ta e care of the first three. In the meanwhile, Hammer lance at Epsilon is getting hit hard, but you can't get there in time unless you have a VERY fast mech (they are more 4 lic s out). Even then you can't really affect the outcome by much. So you will have to leave them to their own devices. Primary: assist Hammer lance at nav Epsilon Continue on and you'll pass the next nav point, as you continue to head for Beta. On the way, you'll encounter a Thanatos and more Vultures and maybe a Lo i or two. Ta e them all out. When you reach nav Beta, the base, it should be undefended. Ta e out the barrac s and the hangars (anything that shows RED in the target reticule) and you should accomplish that objective. Then repair yourself at the repair base. Order repair for other mechs also. Now it's time to head over to nav Epsilon and see what you can do... When you get there, whoever survived Hammer lance (one or more assault mechs, usually a Sunder) should be easy pic ings for your assault lance. 8.5.3 Op 5, Mission 3 Pillage

Capture the supplies and mechs at this outpost. You can choose to do O5M2 or O5M3 first. This ma es the first mission a little easier and the next mission somewhat more difficult. Pic something fast, li e a Mad Cat M . II. You'll have to run pretty fast. Primary: Destroy base defenders Difficulty rating: 7 (lots of enemies, then the time limit to ill the barrac s) When you start, turn LEFT and pic your way through the lava fields. THEN turn right toward the enemies. Sunder, Atlas, and Mad Cat M . II will attac you, along with quite a few tan s, including LRM launchers, Demolisher II's, and Myrmidons. Concentrate fire and ta e out one at a time. When there's one left, move to the nav Point. As you battle them, you'll get radio message about the enemy mechwarriors scrambling from the barrac s, so you have to ta e the barrac s out quic ly. Primary: destroy the Barrac s As you approach the base, a static defense fort, then FOUR calliopes will engage you. Use your firepower to ta e out the fort, then ta e out calliopes in your way and send your other mechs in to occupy the rest. You must concentrate fire on the barrac s. If you fail to ta e out the barrac s in time, you'll have to fight FOUR MORE assault mechs (2 Atlas, Daishi, Mad Cat M . II, etc.) and that is going to be

a real pain in the rear, so do it right! Do NOT hit the warehouse next to the barrac s even if it shows "hostile" (aim carefully!). The warehouse is explosive and it'll blow up really big, and ta e out one of the idle Atlas. Once you too out all the calliopes, the tech team will come in. This is a good time to use the mobile repair base as nothing will happen for a while. By this time, your people should have reached the mechs and should be powering up. On the other hand, the Steiner reinforcement should be arriving as well... Six assault mechs aren't friendly, but you should outnumber them by this point. Primary: Destroy Steiner reinforcements Head down the way you came up on with the whole lance, and engage the Steiner forces. You'll be facing no less than 4 Daishis, a Mad Cat M . II, and a Mauler. However, with the newly gained firepower you should ta e them out easily. Once you ta e them all out you win. 8.5.4 Op 5, Mission 4 Pay Day

The grand finale... Assault on Dupree's base. Primary: Destroy enemies at Alpha Primary: Destroy enemies at Beta Primary: Destroy enemies at Gamma Primary: Find and Destroy Major Carissa Dupree Difficulty rating: 10 (that final duel is a real iller unless you use the ramming tactic) When you start, 4 Myrmidon tan s will charge you, followed by 2 Shadow Cats, then 4 Peregrine choppers. At nav Alpha, you'll see 2 Awesomes and 2 Sunders trying to guard the spot. Ta e them out and you've secured nav Alpha. Between nav Alpha and nav Beta, 4 more Peregrine choppers will attac , though they will fall before your lasers and PPCs. At nav Beta, 2 Mad Cat M II and 2 Vultures attempt to guard the spot. Destroy them. As you approach Gamma, you will see 1 Atlas and 2 Sunders trying to guard the spot. Ta e them out. Continue approaching the base. You will see a row of 5 calliopes on the hills, the Steiner HQ and factory, the launch gantry, and 4 mechs hiding beyond the gantry. They should be 2 Mad Cat M II's and 2 Vultures. There should also be 2 mech repair bays nearby. Repair yourself first. Those four mechs may shoot at you but they'll mostly ignore you, and those calliopes are too far away unless you get closer.

When your mech is repaired, start shooting at the 4 mechs, while staying out of range of those calliopes. Kill all the mechs, then the calliopes. You may need to climb the hill to shoot those effectively. You get the cutscene about something's powering up near you... Then all your lancemates blow up one at a time, and Dupree shows up in a blue Mad Cat M . II. She is a GOOD shot... If you're damaged you won't last very long, and she uses jumpjets li e a maestro. Beat her and you win... O ay, you thought you won... Then comes the next surprise... It's Dupree again! She's in an escape pod ta ing off! Primary: Destroy escape pod Turn around and head for the red dot immediately, and open fire with all weapons! If you don't toast that pod (though one FULL salvo of LRM20's should do it) you lose. Addendum: I beat her was with a shotgun Daishi. I duc ed into the repair bay to get repaired first. Then when she comes around (within 100 meters), I exit the repair bay at max speed, ran into her, and pumped all weapons right into her POINT-BLANK coc pit-to-coc pit. Repeat until dead. You'll get damaged, but that's not a big deal. 8.6 The End

Well, loo s li e you won. The Legion is now yours, Colonel.

Multiplayer

In multiplayer games, odd configurations designed to exploit AI wea nesses would not wor as well, as you are playing against humans. On the other hand, surprise can be interesting. Imagine you run into a Mad Cat M . II armed with LBX cannons and Strea SRM6's! Here are some notes on the new multiplayer modes... 9.1 About Absolute Attrition

As the tonnage is factored into the score, you need to pic heavy but very hard-hitting mechs. Nova Cat or Blac Knight are deadly in "laser boat" configurations, and can move at a very good speed. Mad Cat M . II can be surprisingly fast without the jumpjet, but is a bit too heavy. Thanatos can be a good substitute.

9.2

About Strongholds

Both defense and offense are required. Usually, you need mediums and heavies to attac , while assault mechs will "hold the fort". It's

You will need a variety of weapons but weapons when you run out of ammo.

eep at least two large energy

better to eep a mix of mechs for both offense and defense, however. The attac ing lance should use long-range weapons. The smaller faster mechs can try to outflan the defenders and snea -in a few long-range shots via jumpjets. LRMs, ER LLAS, ER PPC, and gauss rifles are excellent sniper weapons. Lighter shooters li e Shadow Cat or Uziel can lead the way. 9.3 About Siege Assault

Defenders will need excellent short-range firepower coupled with longrange accuracy. Figure LBX20's along with PPCs and LLAS. Attac ers would see to occupy the defenders while lighter jumpcapable mechs bypass the defenders and go after the HQ. 9.4 About Goliaths

Medium mechs actually DO have a chance, if you pic the right ones. Cougar and its bigger cousin, Uziel, have excellent combination of speed and firepower. Cougar is extremely hard to hit in a distance, while its LRMs and ER LLAS will pec you to death. Assault mech, on the other hand, should drop some of the armor for speed. A Mad Cat M . II can be extremely fast when it needs to be. While you won't outrun the smaller mechs, you can stretch them out and let you pic off one at a time. Ma e sure you don't get caught in the blast! 9.5 About Clan vs. Inner Sphere

One can go on for days about the relative merits of Clan mechs vs. IS mechs. While Clan mechs are more advanced technically, they are also more prone to heat and catastrophic damage, while IS mechs are more durable but carry less firepower. It's a trade-off, just li e all things in life. --THE END--

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