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Macintosh : Mechwarrior 2 Cheats

Below are the cheats, hints, and tips that Game Gas knows about for Mechwarrior 2. On the right are websites that may have additional cheat codes, hints, or tips for Mechwarrior 2.

Other Sites Cheats
Cheat Patch
Game Score
Cheat Mad
Jumbo Cheats
Game Spot
Game FAQs


Cheat :
Cheat mode:
Hold [Ctrl] + [Option] + [Shift] and type one the following codes during game play to activate the corresponding cheat function.

Effect Code
Invincibility blorb
Unlimited ammo cia
Disable heat tracking coldmiser
View MW2 Sim Programmer Dorcs web pages dorcs
One time nuclear weapon enolagay
Jump jets flygirl
Toggle mini-front view and mini-rear view front or tlofront
Toggle mission time limit hangaround
End mission successfully icanthackit
End mission with failure idkfa
Enable time compression key meepmeep
Disable time compression key unmeepmeep
Toggle bounding spheres michelin
Toggle infinite Jumpjet power mightymouse
"Freebirth vulgarity will not be tolerated!" message shit or fuck
Free-floating external camera1 tinkerbell
X-ray vision2 xray
Time expansion enabled zmak
"ATTENTION ENEMIES: Don't mess with the blimp." message lairdo
Hidden message dei

1. Press C to disable this code.
2. Use the Enhance Imaging option to see through walls or mountains. Press W ones to disable this code.

Bonus mechs (Trials Of Grievance):
Enter the "Star configure" screen and change your character's name to Enzo. The Elemental, Tarantula, and Battlemaster mechs will now be selectable. Change your character's name to Calvin to access the Dire Wolf and Fire Moth mechs. Change your character's name to Hobbes to add the Tarantula mech between the Dire Wolf and Fire Moth.

Walkthrough :
CLANS

The amount of background story available for the player to read in MW2 is
astounding. You may find the stories interesting, as they tell the history
of the formation of the Clans, the history of two of the clans since the
formation, the societies, weapons, and goals. However, if you have no
interest in reading these stories, then this explanation should suffice.
While wars ravaged the Earth, a society of humans in another part of the
galaxy was formed by one man, Nicholas Kerensky. He created a warrior
society which upholds honor above all else. Several clans exist within the
society, all at competition with each other for the final return to Earth.
In MW2, you have the chance to play as a mechwarrior pilot for two
different clans: Jade Falcon Clan or the Lone Wolf Clan.

3 MECHS

The vehicle you pilot in MW2 is the evolution of the military tank, called
the "battle mech" or "mech" for short. Best described as giant robots,
they are huge, tough, and carry powerful weapons; unlike the fast, agile
armor suits you may have seen in Japanese Anime cartoons. Mechs are
modeled after animal-like physiology; particularly in the design of its
mobility mechanisms. The mech moves itself by walking or running with its
robot legs. Weapons are mounted to any available part of the body, but
primarily in the arms or torso areas. To keep balance, they have an
internal gyro system, removing the need for the pilot to worry about
keeping the robot standing upright. In MW2 (not so in MW2: Mercenaries)
the gyro system is able to keep a mech standing upright even when one leg
has been blown off the mech. Even more amazing, the one-legged mech will
still be able to rotate it's position! The pilot of the mech sits in the
"head" of the mech. This area is often well protected and difficult to hit
since destroy this area will kill the pilot inside, rendering the mech
disabled. Jump jets can sometimes be added to mechs to give them low
flight capabilities and increased maneuverability.

3a MECH CHASSIS

Here is a quick reference chart of all the available mech chassis' in MW2.

Cruise Max Heat
MechName Tonnage Speed Speed Armor Sinks Legs
-------- ------- ------ ----- ----- ----- ----
Firemoth 20 108 162 2 10d man
Kit Fox 30 64.8 97.2 4 10d bird
Jenner II-C 35 97.2 151.2 4 10d man
Nova 50 54 86.4 10 18d bird
Storm Crow 55 64.8 97.2 9.5 22d bird
Mad Dog 60 54 86.4 8.5 12d bird
Hellbringer 65 54 86.4 8 13d man
Rifleman II-C 65 32.4 54 11 20d man
Summoner 70 54 86.4 9.5 14d man
Timber Wolf 75 54 86.4 12 16d bird
Gargoyle 80 54 86.4 11 16d man
Warhammer IIC 80 43.2 64.8 12 20d man
Warhawk 85 43.2 64.8 13.5 20d bird
Marauder IIC 85 43.2 64.8 11.5 21d bird
Dire Wolf 100 32.4 54 19 19d bird

Special Note: The Nova mech design has its legs attached to the head at the
position of the ears so it has no ability to perform a torso twist. It can
angle the leg orientation to give a very narrow arc approximation of torso
twist. But with this drawback, it gains the advantage of being the fastest
mech available with several available locations for weapons.

3b WEAPONS

MW2 makes a variety of weapons available for you to use. Each weapon has
its strengths and weaknesses; you'll find that outfitting your mech with a
variety of weapons will be crucial for your success. The energy weapons,
the lasers, are the only weapons which do not require ammunition, and will
most likely be standard weapons for all your mechs to use.

Range Ammo
WEAPON TYPE HEAT DAMAGE (In Meters) TONNAGE CRITICAL (per ton)
----------- ---- ------ ----------- ------- -------- ---------
ER Laser (Lg) 12 10 1019 4 1 -
ER Laser (Med) 5 7 510 1 1 -
ER Laser (Sm) 2 5 255 0.5 1 -
ER PPC 15 15 746 6 2 -
Pulse Laser (Lg) 10 10 815 6 2 -
Pulse Laser (Med) 4 7 408 2 1 -
Pulse Laser (Sm) 2 3 204 1 1 -
Gauss Rifle 1 15 1820 12 6 8
LB 2-X AC 1 2 800 5 8 45
LB 5-X AC 1 5 700 7 4 20
LB 10-X AC 2 10 600 10 5 10
LB 20-X AC 6 20 450 12 9 5
Machine Gun 0 2 175 0.25 1 200
Ultra AC/2 1 2 700 5 2 45
Ultra AC/5 1 5 600 7 3 20
Ultra AC/10 3 10 500 10 4 10
Ultra AC/20 7 20 400 12 8 5
SRM-2 2 2/missile 497 0.5 1 50
SRM-4 3 2/missile 497 1 1 25
SRM-6 4 2/missile 497 1.5 1 15
Streak SRM-2 2 * 497 1 1 50
Streak SRM-4 3 * 497 2 1 25
Streak SRM-6 4 * 497 3 2 15
LRM-5 2 1/missile 1000 1 1 24
LRM-10 4 1/missile 1000 2.5 1 12
LRM-15 5 1/missile 1000 3.5 1 8
LRM-20 6 1/missile 1000 5 4 6

Extended-Range Lasers - These are your standard laser weapons. There are
no "regular range lasers" in this game, so these lasers are as basic as it
gets. When firing a laser, the lasers will require a second or two to
recharge before you can fire them again; so they are by no means a "rapid
fire" weapon. However, when grouped together and fired sequential (chain
fire), they can be very formidable weapons to your victim. Long range
lasers are great for sniping your opponent from a far distance, especially
if he has no long range weapons! Just remember that lasers build up heat
quickly.

Extended-Range PPC - This energy weapons fires a big ball of energy which
causes the most damage per shot of any energy weapon. PPC's are great for
delivering hit and run damage when you only have enough time to fire a few
shots before you're taking cover again. PPC's shots have a huge range, but
travel very slowly, so lead your target as necessary. Also, they generate
an enormous amount of heat.

Pulse Lasers - These are essential rapid fire versions of the ER lasers.
They have about 20% shorter range than the ER lasers as well. They are
great for close combat, where you need to deliver as much damage as quickly
as possible. The drawback is that they generate heat as rapidly as they
fire.

Gauss Rifle -

Lb-X Autocannon -

Machine Gun - This weapon has very short range and doesn't deliver a lot of
damage. However, since it generates no heat, they are great for use in
those close combat situations where you need to cool down but can't afford
to or don't want to give the enemy a break from your punishment.

Ultra Autocannon -

Short-Range Missiles - These missiles deliver short range death to your
enemy. They do twice the amount of damage per missile over the long-range
variety and reload quicker. They come in several varieties; firing 2, 4,
or 6 missiles at a time depending upon the type of weapon used. For
example, SRM2 will fire 2 missiles at a time, while a SRM6 will fire 6 at a
time. This model of SRM does not lock on to your target, so aim a fire
when you are ready.

Streak Short-Range Missles - These are basically the same as the standard
SRM's, but with computer control added on. You can now lock onto your
opponent and fire the missiles. The missiles will guide themselves to your
locked target.

Long-Range Missles - These missiles are great for taking out an enemy
before he even knows you are there. Within 1000 km, the computer guided
missiles can lock on to you opponent. These are particularly effective
when used to lob the missiles over a hill that your target is behind,
damaging or destroying him without him even being able to see you! LRM's
also cause "splash damage", the damage caused be the explosion of the
missile to anything in the near vicinity of it's place of impact. The
splash damage effect is particularly useful when enemies are bunched
closely together. However, at the same time this is the exact reason why
you don't want to shoot LRM's at an opponent who is very near your own
mech.

3c EQUIPMENT

Jump Jets - These are extremely useful jet propulsion options for mechs.
They can be used for low altitude flying or hovering, reaching high
platforms, slowing the fall off a high platform, jumping over your opponent
(and possibly landing on him), spinning your mech for sharp turns, and
moving in a direction quickly. Jump jet power is limited to a limited, but
rechargable energy source, giving you limited jet time. When not in use,
the jet energy source will automatically (slowly) recharge. The manual
isn't very clear about control of the jets. To jet vertically, use the 'J'
key. For level-forward or level-backwards jetting, use the 'HOME' and
'END' keys. 'INSERT' and 'PAGEUP' keys will jet you level forward, while
turning left or right. Finally, the 'DELETE' and 'PAGEDOWN' keys spin your
mech right or left very quickly.

Heat Sinks - You need these to increase your rate of cooling down. The
more heat sinks you have, the more often you can fire your weapons (like
lasers) without having to wait for your mech to cool down.

4 SINGLE PLAYER MISSION GUIDE

Supposedly there are 16 missions per clan allegiance (there are two
allegiances). However, 4 of the 16 missions on both sides are "trials of
rank" where you go against one mech of your own clan in a closed arena to
try and increase your rank. Will have the choice during the trial to
challenge a second mech for extra rank. These so called "missions" are
very short, don't require a lot of thought, and don't bring you to new and
exciting places. There really are only 12 real missions for each
allegiance, most of which are very good ones.

4A JADE FALCON MISSIONS

Jade Falcon

Mission 1: Silent Thunder
Primary: DESTROY the HPG UPLINK at NAV ALPHA
Secondary: DESTROY the COMMUNICATIONS ARRAY at NAV BETA
Tertiary: DESTROY all ENEMY MECHS in the area
Return: Dustoff site: NAV GAMMA
Head on over to nav Alpha. An enemy helicopter will circle over head;
destroy it. Two enemy mechs are guarding the HPG uplink just past the
hill. Take them out using LRM's or long range fire first then move in for
the kill. The HPG uplink is that strange building which keeps shooting
green energy pulses into the air. Destroy this structure with an energy
weapon. Head to nav Beta. On the way there, you'll see a mining complex
with a moving bar on a track which you can destroy. Continue on to nav
Beta where another mech and two turrets are. Destroy the communications
array there.

Mission 2: Arkham Bridge
Primary: DESTROY all ENEMY UNITS in the area
Secondary: DEFEND the INDUSTRIAL PLANT at NAV KAPPA
Tertiary: DESTROY any TARGETS OF OPPORTUNITY
Return Dustoff site: NAV LAMBDA
Immediately after touch down, head to nav Theta which is a mountain path.
A huge mountain is between you and the cities and this path is the only way
you'll make it there in time. At nav Iota, two enemy mechs are waiting
around a ruined city. You can take out one of the mechs with your LRM's,
but the other mech is behind the buildings. At least disable both of these
mechs then head straight for the industrial plant at nav Kappa. It will be
attacked by two enemy mechs about the time you reached the first city so
take these two out with LRM's and rush at them to take them out. Now you
can go back and destroy any mechs you disabled.

Mission 3: Mirror Cage
Primary: DESTROY the DROPSHIP at NAV ZETA
Secondary: DESTROY all DEFENDING MECH UNITS
Return: Dustoff site: NAV ETA
The default mech has two batteries of LRM's and they come in handy. Head
towards nav Zeta. The ground is very hilly in this area, so use them to
your advantage. Get up on a hill. A mech will begin to head towards your
direction. The hill that he is near will prevent him from firing at you as
he climbs it. Just as he reaching the top of the hill, launch your LRM's
to give him a nasty welcome. Continue towards the drop ship where you'll
encounter three enemy mechs guarding the drop ship. They don't seem to
notice you immediately, so stand on the nearby hill top and launch LRM's at
them until they do, then engage them. Another mech out in the distance
will come to their aid, so lay waste to him as well. Finally, just stop
and blow up the drop ship.

Mission 4: Bone Machine
Primary: DEFEND the FIREBASE
Secondary: DESTROY all ATTACKING UNITS
Return: Base: NAV GAMMA
LRM's are incredibly valuable on this mission. Fortunately the default
mech has them. You are the lone mech defending the firebase. There are a
few turrets, but they don't seem to help you much. Stay where you are
until the first enemy mech approaches. Go just outside the base and shoot
LRM's at him. Then continue your patrol. The enemy has the gall to send
one of their drop ships flying over head, pause very near the base, and
release two enemy mechs. Fire LRM's at the arrogant bastards as the mechs
jump off the hovering drop ship. As you take out both mechs, two groups of
two mechs each will approach from other sides of the base. Disable and
destroy them as quickly as you can.

Trial 1: Fight for Honor and Rank

Mission 5: Bouk Obelisk
Primary: DESTROY any/all OPPOSITION encountered
Return: ISOTOPE PROCESSOR: NAV PHI
There are several nav points, but you'll only have to worry about two. You
will receive a distress call from a friendly mech at nav Upsilon. A
friendly really is there, but it's also a trap. Two groups of three mechs
each are surrounding nav Upsilon so head at an angle to attack one of the
groups. The friendly will help you fight, but don't depend on him too
much. He will eventually bug out and head to nav Phi, where you started,
and that's exactly what you want because escorting him safely there becomes
part of your objectives. After defeating the mechs at Upsilon, head back
to Phi where two more enemy mechs are showing up. Kill them.

Mission 6: Umber Wall
Primary: ESCORT HOVER TRAIN to PROCESSING UNIT at NAV OMICRON
Secondary: DESTROY any/all ATTACKING UNITS
Return: Dustoff site: NAV PI
You must escort a train to a mining station. Before it leaves the station,
2 gunships will be flying in at 2 o'clock. Go take them out, trying to use
long range lasers to knock 'em down before they get close. Then turn
around and jet back towards the train. Don't turn, and keep going past the
train to find 4 more gunships flying in. After taking them out, 2 more
gunships will fly in from the same direction. The train should have
already left the station by now and be heading through a valley pass to a
tunnel in a tall mountain. An enemy Jenner will be high on the left
cliffs. He'll jump the high distance and take some damage (he'll die on
easy mode) so take him out quickly. You can't fit in the tunnel so go
around the right side of the mountain using your jets to move fast. 2 more
enemy mechs will be waiting to ambush the train as it leaves the tunnel so
attack them before they get a chance to.

Mission 7: Rogue Chariot
Primary: DESTROY CORE HEAT SINK ARRAY at NAV SIGMA
Secondary: DESTROY all DEFENDING UNITS
Tertiary: DESTROY any TARGETS OF OPPORTUNITY
Return
You need to destroy the Core Heat Sink Array. Go forward till you can just
make out a bridge in the distance to the left. On top of it are two enemy
mechs. Once you can see them, stop. Zoom in and stick to your long range
laser to take them out. Move closer to the bridge and two tanks will be
hiding near the bridge around the mountain, so take them out at a distance
also. Set your nav towards the array and start going at full speed, but
keep alert for two enemy mechs guarding the facility. Stop, and snipe at
them from long range. This won't last long so you'll have to switch back
to unzoomed view and fight them. A third mech will join the fray while
you're fighting the first two, so be careful. Take out the array and
immediately begin to retrace your steps as the core begins to melt down.
Run full speed back to your drop point. Two more tanks will be waiting for
you at the bridge. Take them out without slowing, or else you'll be caught
in the meltdown blast.

Trial 2: Fight for Honor and Rank

Mission 8: Plum Wine
Primary: DESTROY all VEHICLES CONTAINING HIGH COMMAND PERSONNEL
Secondary: INSPECT likely structures for ENEMY MUNITIONS
Tertiary: DESTROY all ENEMY UNITS ENCOUNTERED
Tertiary: DESTROY any TARGETS OF OPPORTUNITY
Return
You must move fast for this one. On touch down, head straight for the two
mechs coming at you using long range weapons until they get close for the
standard short range brawl. Then go to nav Alpha, then towards nav Beta.
At nav Gamma, a mech is protecting a convoy. Take him out but don't let
the convoy get too far away. Take them out quickly and head towards nav
Delta where another mech is protecting another convoy. Take out the mech,
then the convoy, and start heading towards nav Delta. There a several
buildings here which you'll have to inspect to look for munitions. When
you start to see a couple mechs hanging around, you know you are near the
right buildings. Take out the mechs, and inspect the buildings for
munitions. The nav points form a square pattern, so head outwards from the
pattern for the rest of the munition buildings. Again, you'll meet more
mechs guarding the places. If you want to take the time, you can take out
the buildings. As you head back to your drop ship, another mech will be
waiting to challenge you.

Mission 9: Rust Heart
Primary: ESCORT CONVOY to FIREBASE at NAV EPSILON
Secondary: DESTROY any ENEMY UNITS encountered
Tertiary: DESTROY any TARGETS OF OPPORTUNITY
Return
Go meet the convoy at nav Delta and relieve the friendly Falcon escort
mech. Escort the convoy to nav Epsilon. Two mechs will attach from 2
o'clock (if you are following the convoy). Take them out, of course, and
then watch for the two mechs attacking from the 10 o'clock direction. Go
meet the drop ship at nav Zeta.

Trial 3: Fight for Honor and Rank

Mission 10: Armor Veil
Primary: DEFEND the AIRBASE
Secondary: DESTROY all ATTACKING MECHS
Return
In this mission, you have one friendly mech to lead and in order to
complete the mission successfully, you're going to have to learn how to
direct him. The airbase has a control tower, go near it and wait while
readying the first LRM weapon. Be patient, the enemy will show up soon
enough. Two mechs in the distance will be coming at you. Avoid the short
mech and attack the other taller mech since he's the one with long range
weapons. Let your LRM's lock, and fire both salvos; remembering that since
they've locked, you can aim up a little over the hill. Needless to say,
don't waste your SRM's. Fire the slow PPC's straight at the enemy. The
short mech is going to run away trying to lead you away from the base.
Don't let him. Instead, direct the 2nd unit to attack him. Head back to
the base. Several waves of two mechs will attack one at a time. Always
take out the taller mech first as he's the one most likely to have the long
range weapons. Whenever the 2nd unit report destroying the mech, send him
to attack another mech. Don't double up on a mech unless he's the only one
there because his friend will take the opportunity to shoot at the base.

Mission 11: Iron Piston
Primary: DESTROY all ENEMY MECHS
Return
You're the lone mech against several enemy mechs in a city. However, you
advantage is the element of surprise; none of the enemy mechs are aware of
your presence. Target the nearest enemy mech 'E' and hug the wall to your
left as you approach him using buildings for cover, but avoid getting near
the other mechs. Almost everything is short range hear since buildings
block your way. Get you SRM's ready. When you get near enough, the enemy
will start moving towards you. Position yourself so a building corner is
between you and your opponent. Just as he is about to walk from around the
corner, unload the SRM's and repeat PPC blasts at him then take cover.
Keep using the target nearest enemy key 'E' and take them out one by one.

Mission 12: Bronze Anvil
Primary: IDENTIFY and DESTROY RADICK'S MECH
Primary: IDENTIFY and DESTROY STAFF VEHICLES
Secondary: DESTROY all DEFENDING UNITS
Tertiary:
Return
This is a huge battle. The mission starts with you, one friendly mech, and
several helicoptors racing towards the enemy. There are several tanks
coming at you, but you can't waste time hiding around the mountains so
engage them immediately. Don't worry about scanning the tanks and coptors
because they aren't part of your objective. Next, kill the helicopters.
There will be several enemy mechs which you'll have to battle with. Wound
them from a distance as you can, but make sure you get within 200 km to be
able to scan them to identify the pilots. Once scanned, take them out.
Follow the convoy vehicles targeting the nearest vehicle and inspecting it
before blowing it up. Do this to the entire convoy from rear to front
sweeping them of the important staff carrying vehicles. Watch out for a
few gun turrets on the ground as you approach the enemy drop ship, and
watch out for another enemy mech.

Trial 4: Fight for Honor and Rank


4B LONE WOLF MISSIONS

Mission 1: Pyre Light
Primary: DESTROY CHEMICAL PLANT at NAV EPSILON
Primary: INSPECT FIREBASE WRECKAGE at NAV ZETA
Secondary: DESTROY all SURVIVING MECHS
Tertiary: DESTROY any TARGETS OF OPPORTUNITY
Return
I recommend outfitting your mech with LRM's for this mission. Head over
towards nav Epsilon. Two enemy mechs will be guarding the chemical plant,
unaware of your presence. Climb the nearest hill until they are in range,
then switch to LRM and stop. Target the nearest mech and wait for your LRM
to lock. Fire one salvo at a time of LRM to take out the mech, then do the
same for the next mech. Go to the chemical plant and take it out with
energy weapons. Head over towards nav Zeta where a mech is just behind the
hill at the firebase wreckage. Climb up his nearest hill and attack him.
The tall burning building is the firebase wreckage which you must inspect.

Mission 2: Flame Tongue
Primary: DESTROY PUMPING STATION at NAV ALPHA
Primary: DESTROY HARDENED HQ at NAV BETA
Secondary: DESTROY all DEFENDING UNITS
Tertiary: TAKE OUT any TARGETS OF OPPORTUNITY
Return
Head over to the pumping station at nav Alpha where 3 enemy mechs are
guarding. Attack them immediately, and 2 will bug out and run away. You
can take them out now if you want, but you don't have to. Destroy the
pumping station, then head for the next nav point (Beta) and take out the
guarding mechs. Destroy the four surrounding sections of the HQ, then the
center HQ itself. Head for your drop ship but get ready. Another mech is
guarding a remote radar installation. Take him out and the things there,
especially the tent.

Mission 3: Blade Splint
Primary: RECON POWER CONVERTER
Primary: DESTROY POWER CONVERTER if active
Return
This can be an extremely tough mission if you don't know what you're doing.
Choose a mech that's fast and has jump jets. Equip it with some LRM's,
then go off on the mission. You'll start in a city, with three enemy mechs
unaware of your presence. Target the nearest one, then go at a 45 degree
angle from where you started, between a building to your left, and a
burning pile to your right. After passing the fire, arm your LRM's and
wait for a lock on the enemy. Fire LRM's at him from a distance till he
dies. Target the next guy and turn to your right and cross the road. Lock
and kill him. Do the same to the third. Head over to nav Alpha. On your
way to nav Beta, there will be more enemy mechs. Again, take them out from
a distance with your LRM's. Go right up to nav Beta. It should be a T-
intersection in the road where you can choose to turn left or right (nav
Gamma is to your left). But don't. The power center is right behind and a
little to the right of the buildings at nav Beta on top of the T-
intersection. It looks like a 2-story high building with black-metal rib
cage design. Inside it's glowing blue. Inspect it and then destroy it.
Head back towards nav Alpha. The drop ship is at nav Delta, just past nav
Gamma where a half a dozen enemy mechs will ambush you. You have almost no
hope of surviving a direct encounter with them, but luckily you have jump
jets. (You did bring them, didn't you?) Target nav Delta and try to do a
long sweep around Gamma to Delta, but don't use the jets just yet. The
enemies will spot you. Fire your last salvos of missiles and keep running
to Delta. Use the jets to put distance between you and them, and keep zig
zagging to avoid their slow PPC shots. If you're really a hot shot, try
and lead them into a line of one another so they "accidentally" kill each
other with friendly fire.

Mission 4: Temper Edge
Primary: DEFEND then ESCORT the T-5 RECON UNIT to NAV SIGMA
Primary: DEFEND REPAIR VEHICLE until repairs are complete
Secondary: DESTROY all ENEMY MECHS
Secondary: ESCORT REPAIR VEHICLE to dustoff site
Return
Make sure your mech has at least two batteries of LRM's. You'll start the
mission off with the repair vehicle heading to nav Rho. In the midst of
some wreckage of a ruined camp, the four-legged T5 unit sits and waits.
The T5 looks like a four-legged spider. The repair unit will immediate run
up to it and begin repairs (which take several minutes). Get ready,
because 3 enemy mechs will approach from beyond the small hills. Get a
little past the wreckage but don't pass the hill. Use your LRM's in the
meantime to take out whatever you can of the enemy. One or two will
inevitably reach the camp so fight them to the death. Then wait. And wait
and wait. Another three enemy mechs approach so go to the edge of the camp
and take 'em out with LRM's. Luckily, these are the last enemies on the
level. Then wait and wait and wait. Check your mission time; the T5 unit
won't start moving towards nav Sigma until the last minutes. It's pretty
stupid so you can watch the dumb thing bump into several pieces of
wreckage, damaging itself, before it finally figures out how to get out.
Once it reaches nav Sigma, the repair truck will join you and the drop ship
will arrive.

Trial 1: Fight for Honor and Rank

Mission 5: Sable Flame
Primary: CAPTURE and SECURE the SENSOR ARRAY DOME
Secondary: DESTROY all DEFENDING MECHS
Tertiary: DESTROY and TARGETS OF OPPORTUNITY
Return: Dustoff site: NAV IOTA
Head on over to nav Eta and get your LRM's ready. At nav Theta, you can
see in the distance a domed camp. This is the sensor array. Three enemy
mechs are behind the dome, but don't shoot them yet. The dome is fragile
and too much damage will breach the dome, making capture impossible, and
thus your mission a failure. Target the left-most enemy and head towards
nav Theta until the mechs start walking to you. For some reason, they all
take the counter clockwise path around the dome. Use LRM's on the mechs
and then engage them. Once they are destroyed, watch for another set of
three enemy mechs to attack from a distance. Use LRM's as you can, and
engage. Be careful around the dome, don't shoot at it. The enemies try to
take cover by walking around the dome, and since the dome is transparent,
you can see them but not hit them. They aren't that smart since you can
just switch directions and go around the dome the other way and meet up
with the enemy and blow him to bits. Just as you finish the second wa