MechWarrior 4: Mercenaries Walkthrough
by Brian Au,ver 2.X from 6/5/2003

Table of Contents
1-Disclaimer
2-Walkthrough buildup history
3-MW4Mercs History and Mercenary Units Briefing
4-Weapons,Equipments Briefing
5-Mechs,Vehicles,Turrets,Buildings and Mobile Enemies Briefing
6-Suggestions on customizing a 'Mech(In depth at now)
7-General Tactics
8-Multiplayer Maps Tactics
9-Walkthrough
10-Roads
11-Readers' Comments
12-Chained Events and Secrets
13-Credits

=========
1-Disclaimer
=========
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.This may be not be reproduced under
any circumstances except for personal, private use. It may not be placed on any
web site or otherwise distributed publicly without advance written permission.
Use of this guide on any other web site or as a part of any public display is
strictly prohibited, and a violation of copyright.

This document is Copyright of Brian Au(Brian General),2003;unauthorized
reproduction of this document as same as it is or in part is forbidden;to ask
authorization for copying or using this FAQ(NOT FOR MAKING PROFIT),please send
a mail to XFafnir@hotmail.com.(You see,my email account is using the name of
Fafnir!!)

OK,I'll talk something about me.My name is Brian Au Man Hon,a 15-year-old
boy(or teenager?),living in Hong Kong.Why I wrote this Walkthrough?I played
MW4Mercs for some times,and I wanted to tell others about my tactics.Also,I
wanted to gain some good fame for Hong Kong.Yes,I am a HK cilivian.But this
document contains no SARS!Ha ha ha ha:-)

As I am a HK cilivian,so my grammar won't be as good as others in UK or US,or
other westerns.Please let me say sorry for it.

I play this game in Regular level.If you have any additional data for other
levels,or you have any comments about this Walkthrough are welcome.If you have
any,please mail to XFafnir@hotmail.com.Also,you can find me frequently at
RuneScape(My username is BrianGeneral).

And now,when I can use Internet at home,I sometimes will run MW4Mercs to play
games Online.If you see a guy named Hunter-Seeker(Kell
Hounds-GeneralOfTheClanRebels),who usually use Longbow,Hamptmann,Daishi or
Fafnie,that's me.I usually play online at Hong Kong's time 10am-3pm or/and
8:45pm-10:30pm.

BUT,don't send any mail or messages about taking CD keys,talking about crimes
or about all other illegal things.(But military is welcome.Haha)

======================
2-Walkthrough buildup history
======================
6/5/2003:Finish typing up to part 4.That's good for me coz I have no time to do
much.(ver 0.333......)

7/5/2003:My school's Test day is coming,also for a personal reason,I have only
finished the part of energy weapon.(Slow,isn't it?)(0.333......)

8/5/2003:Tomorrow is my test day,also because a "little" accident,the work
becomes much slower......(All "Missile" modified work has been
deleted......)But then,I found the "missing" documents!Is there someone playing
me!?(version 0.366.......)

9/5/2003-11/5/2003:Finished MRMs' part.SRM......(sigh)(ver 0.366......)

12/5/2003:Finished part 4,but not time to finish part 5,so I starts part
6.Faster than I calculated.(ver 0.4)

13/5/2003:Finished part 6 and start to do some work on part 5(all light Mech
finished).I think I can post this in 1 or 2 months.(ver 0.6......)

14/5/2003:The time for finishing part 5 and 8 will be very long,so I finished
part 9 and 10 first.Finished Medium Mech's description.(ver 0.8)

15/5/2003:Finished the hell part 5 about all Mechs.(sigh)But some data is
having errors in my sources,I have to check them later....../_\(ver
0.8333......)

17/5/2003:Finished to take information in MW4Mercs......

18/5/2003:I start to write about the campaign,nearly finished Eaton's
one.(Sigh)The additional data for Mechs and Weapons had been filled,I think it
will be finished soon!!(ver 0.8333......)

19/5/2003:Tests ended,so my work can be a bit more faster.Finished Eaton
Campaigns,and started to write Halloran part.Those "moving enemies" had been
finished......for Water part.(ver 0.8333......)

20/5/2003:Finished Halloran part,Ground units and Water units briefing.I think
I have to play more to get more information......(ver 0.9?)

21/5/2003:Today I haven't play MW4Mercs,so I only start to write about
Solaris(by memories......).(ver 0.8666......)

22/5/2003:Doing works like yesterday's......But I starts to write Styk
Campaign.(ver 0.8666......)

26/5/2003:Before today I am very busy on those homeworks and projects,so I have
no enough time to write this......(ver 0.8666......)

28/5/2003:All school work finished,and I started Wernke Campaign.Also,I am very
happy to have this FAQ had posted on the web a few days ago......^_^(ver 0.9)

2/6/2003:I am VERY busy in these few days,so my work is VERY
SLOW......~~~/_\~~~(ver 0.9)

4/6/2003:Decided to go to 4/6 night meet,but I don't.Instead,I finished Wernke
Campaign and starts Hesperus' Campaign.(ver 0.94)

9/6/2003:I think I have dropped ALL pilots' data at Solaris......Start to drop
them down on this FAQ,and finished 1/2 of Hesperus' Campaign(I can't play
Davion side at now.......).(ver 0.945)

11/6/2003:As I can't reach Davion Campaign on Hesperus,I start New Avalon
first(About New Exford......sigh).(ver 0.945)

12/6/2003:Finished NA Campaign and start Carse.Steiner Campaign finished!(ver
0.955)

16/6/2003:My Final Exam is coming,so my work will become MORE
slower....../_\(ver 0.955)

25/6/2003:Though my exam hadn't over(I suffered very much>_<),I also finished
Styk and HesperusII Campaign and start New Exford's.(ver 0.97)

30/6/2003:Planning to go for the 1/7 walk?No......still in exam,but I finished
New Exford's Campaign and start Tharkad's.The end is near......^_^(ver 0.98)

3/7/2003:Excellent!I have completed this Walkthrough!~~~^_^~~~Though I am
playing MechCommander2 at these days......(ver 1.0)

15/7/2003:A reader's letter at last!For it,I've set up a new section,"Readers'
Comments".Have a view!:)(ver 1.1)

17/7/2003:I added parts which is belonged to my own appendix into
here......(ver 1.3)

13/8/2003:I believe that this will only have minor changes now,so I'll let its
version stay at 1.X.Hope I can receive more reader's letter soon.....(ver 1.X)

30/9/2003:As I got experienced in Multiplayer games,so I would like to add a
part,Multiplayer Maps Tactics.Also at 7/10,I got another letter!(ver 2.X)
=====================================
3-MW4Mercs History and Mercenary Units Briefing
=====================================
The year is now 3066,and the political backdrop is the civil war between the
Federated Commonwealth and the Lyran Alliance.The strife began with Prince
Victor Davion's call to arms against his sister,Lyran Archon Katrina
Steiner,following the assassination of their brother Arthur.

In this struggle,talented MechWarriors like yourself are in hot demand.The MRBC
has just authorized your new company for mercenary work.The Big four----Wolf's
Dragoons,Northwind Highlanders,Kell Hounds and Grey Death Legion----one of you
will be your sponsors and help you to fight along the war.
(Picked and retyped from MechWarrior4:Mercenaries official Manual)

About the Mercernary Units,here is their rough data:

Wolf's Dragoons:
"Considered the definitive mercenary unit of the Inner Sphere, the Dragoons
origin lie in Clan Space. Since their arrival in 3005 they have time and again
proven themselves both deadly efficient and reliable. Commanders sponsored by
Wolf's Dragoons can expect to start with Clan level technology and have greater
access to purchasing more."
They start the game with Clan technology.Start with 4500000 C-Bills,with 2
Cougar,4 Flea and 2 Uller.They will always have 1 CLRM20,1 CSTRK4,1 CSTRK6 and
1 CLBX10 in their armoury.

Kell Hounds:
"The Kell Hounds are a top-rated mercenary unit that has grown to the size of a
small, but formidable, military nation unto itself. Once staunch supporters of
the Lyran Alliance throne, the Hounds have begun moving against the current
archon, Katrina Steiner. Commanders sponsored by the Kell Hounds can expect
better than average starting equipment and early access to Clan technology."
They have earlier access with Clan technology,but not as fast as Wolf's
Dragoons.Start with 5500000 C-Bills,with 1 Flea,1 Osiris and 2 Wolfhound.They
will always have 1 LRM20,1 SRM6,1 CSTRK4 and 1 AC10 in their armoury.

Northwind Highlanders:
"This unit's illustrious history dates back to early Terra. A mercenary unit
founded on the precepts of steadfast loyalty and honor, the Highlanders enjoy a
sterling reputation throughout the Inner Sphere. Commanders sponsored by the
Highlanders can expect a higher rate of pay than average for all missions they
complete."
They can have more paid for all payable missions than average paid.Start with
6500000 C-Bills,with 2 Chimera,2 Flea,2 Osiris and 2 Raven.They will always
have 1 LRM20,1 SRM6,1 CSTRK4 and 1 AC10 in their armoury.

Grey Death Legion:
"A regiment of great renown, the Gray Death Legion is undergoing substantial
rebuilding following its recent decimation on Hesperus II. Alexander Carlyle,
heir to the legion's founder, has authorized Daniel Brewster to head the
rebuilding. Commanders sponsored by the Gray Death Legion can expect more than
average starting money and early access to powerful 'Lostech' weapons."
They have some various Lost-tech weapons(IS's old-fashioned weapons).Start with
1 Flea,1 Hellspawn,1 Osiris,1 Owens and 1 Raven.They will always have 2 Lg
X-PLs,2 Med X-PLs,2 Sm X-PLs,1 LRM10,1 LRM20,2 CSMRM10,1 CSMRM20,1 SRM6 and 2
AC5 in their armoury.

========================
4-Weapons,Equipments Briefing
========================
There are 3 types of weapons in MW4Mercs(I didn't play other before,so I don't
know about them):Energy weapons(red in colour),Missiles(in green) and
Ballistics(in yellow).They can only mounted on a Mech if the same-coloured
weapon bay is exist.On some Mech,there are some white-coloured weapon bay.They
are known as Omni Rack which can mount any types of weapons on.Also,most of the
Mechs have their own equipments to help them to fight,but some mech can have
nothing(Like Argus,no equipment at all).All missiles and Ballistics always hold
a ton of ammos,depending on what the weapons are.All the costs of the weapons
are NOT FIXED in campaigns(their price are depending on the amount of that
weapon in Free Market),and their cost are counted in the unit of C-Bills.

Energy weapons:The official manual form Microsoft Game Studios said that it is
a firearm that emits a highly amplified beam of electromagnetic radiation(I
hate physics>_<). Actually,It is the only weapon which needs no ammo(but lots
of heat......If your Mech produces too much heat by all means it will
shutdown),so that is good for a Mech to arm some.Additionally,except X-Pulse
Lasers,all the energy weapons have Clan versions,for more damage,longer
range(so they are called as ER----Extended Range),lighter tonnage(Small PLs
isn't!),but more heat generates.How to choose,it's up to you.

Standard Lasers:I think it is a bit useless......coz it needs time to
recycle,and it can't fire rapidly,if a target is moving then you can hardly hit
them(even use zoom window on a Nightwind......this is a fact).But its less
weight and 1-shot damage is good(for grounded targets?),so I prefer to arm some
of them on your Mech for some tremendous damage(Clan Extended Range Lasers is
good to use,although producing more heat).

Large Lasers/ER Large Lasers:(LGLAS/CERLGL in short)
Range:650m(IS),800m(Clan)
Damage:7.5(IS,Clan)
Heat generates:6(IS),9(Clan)
Tonnage:5(IS),4(Clan)
Slot uses:2(IS,Clan)
Recycle time:6(IS),5(Clan)
Cost in game:438281(IS),492188(Clan)

Medium Lasers/ER Medium Lasers:(MDLAS/CERMDL in short)
Range:350m(IS),400m(Clan)
Damage:2(IS),2.45(Clan)
Heat generates:1.5(IS),2.5(Clan)
Tonnage:1(IS,Clan)
Slot uses:1(IS,Clan)
Recycle time:3(IS,Clan)
Cost in game:115556(IS),149920(Clan)

Small Lasers/ER Small Lasers:(SMLAS/CERSML in short)
Range:150m(IS),200m(Clan)
Damage:1.25(IS),1.6(Clan)
Heat generates:0.85(IS),1.5(Clan)
Tonnage:0.5(IS,Clan)
Slot uses:1(IS,Clan)
Recycle time:2(IS,Clan)
Cost in game:77160(IS),101120(Clan)

Pulse Lasers:There are two types of Pulse Lasers:Standard Pulse Lasers and
X-Pulse Lasers.When I starded to play MW4Mercs,I usually use Large X-Pulse
Lasers.But now,I would like to use Standards(after the calculation on
damage*recycle time,Standards are better).It is firing like a machine gun,only
the "ammos" are lasers.Actually,I think it is only:
Autocannon tech+Laser tech=Pulse Lasers.Simple,isn't it?

Standard Pulse Lasers:Although I would like to use standard Large PLs,but I
DON'T use the Large Pulse Laser from IS.Heavier,shorter range,lesser damage,so
in my campaigns(I plays 8 campaigns),CLGPLS(Clan Extended Range Large Pulse
Laser)will always out of stock.Med PLs and Sm PLs are also useful in
150-400m,so for my Fafnir,I would like to mount 2 Clan Med PLs or some Sm PLs
on it to have additional firepower in short range.

Large Pulse Lasers/ER Large Pulse Lasers:(LGPLS/CLGPLS in short)
Range:650m(IS),800m(Clan)
Damage:4(IS),4.5(Clan)
Heat generates:5(IS),5.6(Clan)
Tonnage:7(IS),6(Clan)
Slot uses:2(IS,Clan)
Recycle time:0.75(IS,Clan)
Cost in game:629200(IS),772333(Clan)

Medium Pulse Lasers/ER Medium Pulse Lasers(MDPLS/CMDPLS in short)
Range:300m(IS),400m(Clan)
Damage:1.1(IS),1.2(Clan)
Heat generates:1.25(IS),1.35(Clan)
Tonnage:2(IS,Clan)
Slot uses:1(IS,Clan)
Recycle time:0.5(IS,Clan)
Cost in game:186615(IS),219333(Clan)

Small Pulse Laser/ER Small Pulse Lasers(SMPLS/CSMPLS in short)
Range:150m(IS),200m(Clan)
Damage:0.45(IS),0.55(Clan)
Heat generates:0.4(IS),0.6(Clan)
Tonnage:1(IS),1.5(Clan)
Slot uses:1(IS,Clan)
Recycle time:0.25(IS,Clan)
Cost in game:122987(IS),155306(Clan)

X-Pulse Lasers:It is the only(?)weapon with no Clan versions,so it is the
private ownership of IS......Its damage is better than Standard PLs,but it is
the exchange for generating more heat and low recycle rate.The range of Lg
X-PLs is slightly smaller,also.However,the stats for Med X-PLs and Sm X-PLs is
better than Lg's,so I would like to use them more(the use on one of my Awesome
is very terrible......Awwwww)

Large X-Pulse Laser(LGXPLS in short)
Range:700m
Damage:5.75
Heat generates:7
Tonnage:5
Slot uses:2
Recycle time:1.75
Cost in game:545168

Medium Pulse Laser(MDXPLS in short)
Range:450m
Damage:2.25
Heat generates:2.6
Tonnage:3
Slot uses:1
Recycle time:0.75
Cost in game:312003

Small X-Pulse Laser(SMXPLS in short)
Range:250m
Damage:0.8
Heat generates:0.8
Tonnage:1.5
Slot uses:1
Recycle time:0.3
Cost in game:200686

Particle Projection Cannon(PPC in short):Er......how to explain about PPC isn't
difficult,because it is called as "Cannon"......PPC is the most powerful energy
weapon(But CERPPC is better than PPC),with longest range,most damage for
1-shot,and most heat produced(Is it a good property for a most powerful
weapon?).For a Mech,if it can mount 4(Like Black Knight,Sunder or Gladiator and
blablabla......),then it can destroy a light or even medium Mech in 1-shot
salvo(if hit on Center Torso).Its "projection"is fast enough to
hit-when-see,and the Mech being hit will have a short circult.But,like standard
lasers,it is very inaccruate......

Particle Projection Cannon/ER Particle Projection Cannon(PPC/ER PPC in short)
Range:850m(IS)/1000m(Clan)
Damage:12(IS)/16(Clan)
Heat generates:11(IS)/16(Clan)
Tonnage:7(IS)/6(Clan)
Slot uses:3(IS,Clan)
Recycle time:6(IS),8(Clan)
Cost in game:356738(IS),653333(Clan)

Flamer:Flamer!?Yes.When I first played MW4Mercs,I like to use Flamers(All of
the Mech mounted Flamer still here).But now,I won't.Flamer is a good weapon on
1-on-1 combat,especially for enabling heat counters ,because it can increase
enemy's Mech temperature,forcing it shutting down.But in a water-containing
scene,it is useless.

Flamer/Clan Flamer(FLAMR/CFLAMR in short)
Range:150m(IS,Clan)
Damage:1(IS,Clan)
Heat generates:4(IS,Clan)
Tonnage:1(IS),0.5(Clan)
Slot uses:2(IS,Clan)
Recycle time:4(IS,Clan)
Cost in game:14555(IS),29109(Clan)

Missile Weapons:They need ammo,of course.They are firearms launches a
self-propelled explosive projectile(I hate physics>_<).There are 7 main types
of missile weapons:Long-Range Missiles(LRM),Medium-Range
Missiles(MRM),Short-Range Missiles(SRM),Arrow IV Missiles(ARWs),Narc
Beacons(Narc),Flare Launcher(Is it a kind of missile at all?) and Aritillery
Beacon.Except Arrow IVs,Flare Launcher and Aritillery Beacon,all other missile
weapons have Clan version,but no ER this time......Not as powerful as
Ballistics,but still have there usage:mainly for long-range
sniping(1000m-1200m) or use in close combat(250m-400m).In campaigns,I would
like to use Clan LRMs,IS MRMs,Clan and IS SRMs,and mostly use ARWs.

Long-Range Missiles(LRM in short):Although called as Long-Range,its range is
only 1000m......cannot reach the range of 1200m.LRM is one kind of missile
which can lock-on targets,which can spend the missiles in an efficient way(How
to label "efficient way"?A Longbow can carries 6 CLRM20s,but it will soon out
of ammo!).But,if using a Narc beacon,LRMs will be redirected to the target
which a Narc beacon had been placed on,no need to lock-on.There are 4 types of
LRMs:LRM5,LRM10,LRM15 and LRM20.The higher the number which following LRM,more
damage will be produced,and more missile will be used in a salvo.1 ton LRM ammo
contains 240 missiles(but will be used up soon).

LRM5/Clan LRM5(CLRM5)
Range:1000m(IS,Clan)
Damage:4(IS,Clan)
Heat generates:0.8(IS),1.2(Clan)
Missiles per ton:240(48 salvos)
Tonnage:3(IS),2(Clan)
Slot uses:1(IS,Clan)
Recycle time:4(IS),6(Clan)
Cost in game:74078(IS),103704(Clan)

LRM10/Clan LRM10(CLRM10)
Range:1000m(IS,Clan)
Damage:8(IS,Clan)
Heat generates:1.6(IS),2.4(Clan)
Missile per ton:240(24 salvos)
Tonnage:6(IS),3.5(Clan)
Slot uses:1(IS,Clan)
Recycle time:4(IS),6(Clan)
Cost in game:148148(IS),237037(Clan)

LRM15/Clan LRM15(CLRM15)
Range:1000m(IS,Clan)
Damage:12(IS,Clan)
Heat generates:2(IS),3(Clan)
Missile per ton:240(16 salvos)
Tonnage:8(IS),4.5(Clan)
Slot uses:2(IS,Clan)
Recycle time:4(IS),6(Clan)
Cost in game:260000(IS),426667(Clan)

LRM20/Clan LRM20(CLRM20)
Range:1000m(IS,Clan)
Damage:16(IS,Clan)
Heat generates:2.4(IS),3.6(Clan)
Missile per ton:240(12 salvos)
Tonnage:11(IS),6(Clan)
Slot uses:2(IS,Clan)
Recycle time:4(IS),6(Clan)
Cost in game:344781(IS),579424(Clan)

Medium-Range Missiles(MRMs):For Missiles,MRMs are quite a big pain for enemies
within 400m.Their damage,even for MRM10,its damage is also terrible.However,in
exchange for their high damage,they use more missiles in a salvo.The Clan MRMs
are all Clan Streak Missiles(CSMs):they have self-guidence warhead,so they can
search targets by themselves,saving ammo.But their damage is lesser than the
IS' MRMs,so,for believing "damage over all",I seldom use CSMRMs(But tons of
CSMRMs are still destructive,like Kodiak.2 CSMRM40!).There are 4 types of
MRMs:MRM10,MRM20,MRM30 and MRM40.The higher the number which following MRM,more
damage will be produced,and more missile will be used in a salvo.1 ton MRM ammo
contains 240 missiles(but will be used up soon,really).MRMs are not
Narc-compatible but CSMRMs are.

MRM10/Clan MRM10(CSMRM10)
Range:400m(IS,Clan)
Damage:9(IS),7(Clan)
Heat generates:2.4(IS,Clan)
Missile per ton:240(24 salvos)
Tonnage:5(IS,Clan)
Slot uses:1(IS,Clan)
Recycle time:5(IS),7(Clan)
Cost in game:69127(IS),124800(Clan)

MRM20/Clan MRM20(CSMRM20)
Range:400m(IS,Clan)
Damage:18(IS),14(Clan)
Heat generates:4.8(IS,Clan)
Missile per ton:240(12 salvos)
Tonnage:8(IS,Clan)
Slot uses:2(IS,Clan)
Recycle time:5(IS),7(Clan)
Cost in game:172817(IS),312000(Clan)

MRM30/Clan MRM30(CSMRM30)
Range:400m(IS,Clan)
Damage:27(IS),21(Clan)
Heat generates:6(IS,Clan)
Missile per ton:240(8 salvos)
Tonnage:11(IS,Clan)
Slot uses:2(IS,Clan)
Recycle time:5(IS),7(Clan)
Cost in game:291722(IS),525132(Clan)

MRM40/Clan MRM40(CSMRM40)
Range:400m(IS,Clan)
Damage:36(IS),28(Clan)
Heat generates:7.2(IS,Clan)
Missile per ton:240(6 salvos)
Tonnage:13(IS,Clan)
Slot uses:3(IS,Clan)
Recycle time:5(IS),7(Clan)
Cost in game:447785(IS),804571(Clan)

Short-Range Missiles(SRMs):A former Britain Admiral said:"Speed is strongest
defense."So,SRMs is a kind of speed weapon.Although range is shorter,damage is
lesser,its recycle speed is more lesser than other missiles.Comparing with LRMs
or MRMs,SRMs are more compatible with close combat.There are 3 types of
SRMs:SRM2,SRM4 and SRM6.The higher the number which following SRM,more damage
will be produced,and more missile will be used in a salvo..The Clan SRMs are
all Clan Streak Missiles(CSSRMs,or CSTRKs):they have self-guidence warhead,so
they can search targets by themselves,saving ammo.Only CSTRKs are
Narc-compatible.So,for moving targets,even in short range,those IS' SRMs aren't
very useful.Each ton of ammo carries 120 missiles.

SRM2/Clan Streak SRM2(CSTRK2)
Range:250m(IS,Clan)
Damage:3250m(IS,Clan)
Heat generates:0.4(IS),0.6(Clan)
Missile per ton:120(60 salvos)
Tonnage:2(IS,Clan)
Slot uses:1(IS,Clan)
Recycle time:2(IS),3(Clan)
Cost in game:53625(IS),87841(Clan)

SRM4/Clan Streak SRM4(CSTRK4)
Range:250m(IS,Clan)
Damage:6(IS,Clan)
Heat generates:0.6(IS),0.9(Clan)
Missile per ton:120(30 salvos)
Tonnage:3(IS,Clan)
Slot uses:1(IS,Clan)
Recycle time:2(IS),3(Clan)
Cost in game:156000(IS),250000(Clan)

SRM6/Clan Streak SRM6(CSTRK6)
Range:250m(IS,Clan)
Damage:9(IS,Clan)
Heat generates:0.8(IS),1.2(Clan)
Missile per ton:120(20 salvos)
Tonnage:4(IS,Clan)
Slot uses:2(IS,Clan)
Recycle time:2(IS),3(Clan)
Cost in game:274219(IS),435059(Clan)

Arrow IV Missiles(ARWs):ARWs are another private ownership of IS.I think only
ARWs can be called as missiles:Longer range,higher damage,and carries more
ammo.ARWs is another kind of missile which can lock-on targets,but not
Narc-compatible(needs to be tested),and you won't use it in an efficient
way(Sometimes it will miss the targets and explode itself or crash on something
and explodes).Anyway,ARWs are powerful missiles(especially Cluster
Missiles).Although they are heavier than MRMs(which has similar damage),they
have more ammos than MRMs.For example,ARW Thunderbolt have same damage as
CSMRM30,but ARW can fire 15 missiles and CSMRM30 can fire only 8 salvos.There
are two types of ARWs:ARW Cluster MIssiles and ARW Thunderbolt Missiles.For
Cluster Missiles,it will cause spalsh damages around the explosion point.An
important note is that ARWs can't be destroyed by LAMS(Even can,it flys at an
high speed so that you are hard to hit it).I got a Hamptmann mounted 3 ARW CLS
and it can kill a Longbow by about 3 salvo......

Arrow IV Cluster Missile(ARW CLS)
Range:1200m
Damage:32
Heat generates:7
Missile per ton:15(15 shots)
Tonnage:18
Slot uses:3
Recycle time:10
Cost in game:1051111

Arrow IV Thunderbolt Missile(ARW TRT)
Range:1200m
Damage:28
Heat generates:7
Missile per ton:15(15 shots)
Tonnage:14
Slot uses:3
Recycle time:6.5
Cost in game:1010625

Narc Beacons(Narc):I think it is a very intresting weapon.Narc is a beacon
which gives away the location of an enemy by emitting a targeting signal for
missiles and artillery(I hate physics>_<).It can helps targeting for friendly
missiles,especially LRMs,CSMRMs and CSTRKs.Missiles above will automatically
"fly" to the nearest Narc beacon,but each Narc can only attract missiles for a
short period of time.Those "Narced" Mechs will be attacked by missiles even
they hasn't been locked-on.But for those target-locked-on missiles,they will
still fly to the locked target but not Narced one.If Mech A mounts Narc and it
has placed a Narc on Mech B,but then Mech A placed another Narc on Mech C,the
Narc on Mech B will expire,no matter its expire time left.Both IS and Clan have
their own Narc,but the Clan one is lighter.

Narc Beacon/Clan Narc Beacon(Narc/CNarc)
Range:450m(IS),600m(Clan)
Damage:0(IS,Clan)
Heat generates:1(IS,Clan)
Beacons per ton:6(IS,Clan)
Tonnage:4(IS),2(Clan)
Slot uses:1(IS,Clan)
Recycle time:3(IS,Clan)
Cost in game:15838(IS),21452(Clan)

Flare Launcher(Flare):Is it a "missile" which is another private ownership of
IS?Needs to do some research.....Its uses is to enlight a dark place,of
course.Useless since every Mech has Light Amplification(press "A" key).

Flare Launcher(Flare)
Range:800m
Damage:n/a
Heat generates:2
Flares per ton:300
Tonnage:1
Slot uses:1
Recycle time:2
Cost in game:12111

Artillery Beacon(ARTLRY):Wow!The most powerful 1-shot weapon in the game!And it
is the proud of IS!But,It is also the most useless weapon in the game.Only 2
beacons per ton!So it can only show its power if it is used by Mech with Jump
Jets and with "unlimited ammo" options or cheats......Unavailable to buy in
campaigns.

Artillery Beacon(ARTLRY)
Range:360m
Damage:40
Heat generates:5
Flares per ton:2
Tonnage:5
Slot uses:1
Recycle time:6
Cost in game:750000

Ballistic Weapons:They need ammos,of course.They are firearms discharges a
free-falling projectile(I hate physics>_<),usually explosive.There are 7 main
types of Ballistics:Standard ACs,LBX ACs,Rotary ACs,Ultra ACs,Gauss
Rifles,Machine Guns and Long Tom.I found an intresting data on most
Ballistics:The lower damage of the weapon,the greater range,more ammo it
carries.The higher damage of the weapon,the shorter range,and less ammo it
carries.That means,damage of the weapon is the indirect proportional of its
range and ammo carries(I hate Maths too\_/).But,the Ballistics are the most
powerful weapon in the game(excludes ARTLRY),and most of them can cause enemy
Mech twists to another side.Because I always use Fafnir in campaigns,so Heavy
Gauss Rifles is my best choice for Ballistics(For myself only!).

Standard Autocannons(ACs):They are another private ownership of IS.By the
development of Ultra ACs,they are becoming useless.But,they still have their
own benefits:Lesser tonnage and greater range.They have AC5,AC10 and AC20.

AC5
Range:750m
Damage:2
Heat generates:0.2
Ammo per ton:120
Tonnage:8
Slot uses:1
Recycle time:1
Cost in game:91875

AC10
Range:600m
Damage:9
Heat generates:0.6
Ammo per ton:36
Tonnage:13
Slot uses:2
Recycle time:3
Cost in game:290769

AC20
Range:400m
Damage:18
Heat generates:1.8
Ammo per ton:20
Tonnage:16
Slot uses:3
Recycle time:5
Cost in game:436590

Luxor Ballistic Autocannons(LBX ACs,or LBXs):I don't know what the name
means......It is the 5th-6th powerful weapon in the game(LBX20),but this
doesn't mean LBX10 is useless.LBXs can scatters ammos in an area,and its power
usually used to head-shooting.One of my Fafnir mount 2 CLBX20(Clan LBX
AC20),and it can KO another Fafnir in 2 salvos(On center torso)!Very
powerful,indeed.The only weakness of LBXs are they only have a short range,and
IS' LBXs is heavier.

LBX AC10/Clan LBX AC10(CLBX10)
Range:450m(IS,Clan)
Damage:14(IS,Clan)
Heat generates:1(IS,Clan)
Ammo per ton:36(IS,Clan)
Tonnage:12(IS),10(Clan)
Slot uses:2
Recycle time:4(IS,Clan)
Cost in game:425177(IS),510213(Clan)

LBX AC20/Clan LBX AC20(CLBX20)
Range:300m(IS,Clan)
Damage:28(IS,Clan)
Heat generates:2(IS,Clan)
Ammo per ton:20(IS,Clan)
Tonnage:15(IS),12(Clan)
Slot uses:3(IS,Clan)
Recycle time:6(IS,Clan)
Cost in game:908279(IS),1135348(Clan)

Rotary Autocannons(RACs):They are another private ownership of IS.They have 2
types:RAC2 and RAC5.RAC2 have longer range and more ammo,but produces lesser
damage.RAC5 is its converse.Fire rate is very high,just like Machine Gun,but if
fires continously it will jam for a short while(about 6 seconds).Suitable to
use in medium range.Don't say it is useless.Mounting more than 5 RAC2 can be
very powerful......

RAC2
Range:900 meters
Damage:1.85
Heat generates:0.15
Ammo per ton:120
Slot uses:2
Tonnage:8
Slot uses:2
Recycle time:0.25
Cost in game:334272

RAC5
Range:550 meters
Damage:2.35
Heat generates:0.20
Ammo per ton:60
Tonnage:10 tons
Slot uses:2
Recycle time:0.3
Cost in game:513907

Ultra Autocannons(ULTRs):I don't know why they are called as "ultra"......why
it can't be replaced with"super"?Just kidding......They have
ULTR2,ULTR5,ULTR10and ULTR20.ULTR2 have most ammo and range,but least
damage.ULTR20 is the most powerful ULTRs,but have shortest range and least
ammo.But I seldom use ULTR20,since it has lesser range than AC20,and heavier,I
rather use 2 Heavy Gauss Rifles......I use CULTR2 most,one of my Fafnir mounted
8,very efficient against vehicles(and even Mechs now).

ULTR2/Clan ULTR2(CULTR2)
Range:1000m(IS,Clan)
Damage:1.25(IS,Clan)
Heat generates:0.1(IS,Clan)
Ammo per ton:240
Tonnage:8(IS),6(Clan)
Slot uses:1(IS,Clan)
Recycle time:1(IS,Clan)
Cost in game:94792(IS),126389(Clan)

ULTR5/Clan ULTR5(CULTR5)
Range:600m(IS),750m(Clan)
Damage:2(IS,Clan)
Heat generates:0.15(IS,Clan)
Ammo per ton:120
Tonnage:10(IS),8(Clan)
Slot uses:1(IS,Clan)
Recycle time:1.5
Cost in game:142222(IS),194444(Clan)

ULTR10/Clan ULTR10(CULTR10)
Range:500m(IS,Clan)
Damage:9(IS,Clan)
Heat generates:0.75(IS,Clan)
Ammo per ton:36
Tonnage:16(IS),13(Clan)
Slot uses:2(IS,Clan)
Recycle time:4(IS,Clan)
Cost in game:472500(IS),581538(Clan)

ULTR20/Clan ULTR20(CULTR20)
Range:350m(IS,Clan)
Damage:18(IS,Clan)
Heat generates:1.5(IS,Clan)
Ammo per ton:20
Tonnage:20(IS),18(Clan)
Slot uses:3(IS,Clan)
Recycle time:6(IS,Clan)
Cost in game:933120(IS),1036800(Clan)

Gauss Rifles:There are 3 kinds of Gauss Rifles:Light Gauss Rifle(LGAUSS,with
longest range),Gauss Rifles(GAUSS,between LGAUSS and HGAUSS) and Heavy Gauss
Rifle(HGAUSS,most powerful of all).Its projectiles goes very fast,and lesser
heat generates.I have 3 Fafnirs carries different Gauss Rifles:1 with 2
HGAUSSs,1 with 4 LGAUSSs,1 with 2 CGAUSSs(Clan GAUSS),all their combat
efficiency are very good.Even carries 2 LGAUSS,the Mech is still powerful(for
sniping).So,it can be a good choice for Omni Mechs.Only GAUSS have Clan
versions and it is lighter than IS's,but all other data is the same.Their
common weakness is about their weight.All are too heavy!

LGAUSS
Range:1200m
Damage:12
Heat generates:0.8
Ammo per ton:30
Tonnage:13
Slot uses:2
Recycle time:6
Cost in game:379077

GAUSS/CGAUSS
Range:800m
Damage:17(IS,Clan)
Heat generates:1(IS,Clan)
Ammo per ton:24
Tonnage:16(IS),13(Clan)
Slot uses:3(IS,Clan)
Recycle time:8(IS,Clan)
Cost in game:438580(IS),539791(Clan)

HGAUSS
Range:600m
Damage:25
Heat generates:2
Ammo per ton:16
Tonnage:18
Slot uses:4
Recycle time:8
Cost in game:658275

Machine Gun Arrays(MG):Useless if only have 1 or 2.I have to use about 30 ammos
to destroy a Myrimidon!Its range is very small,too.But it have very high fire
rate,and it never jams,also produces no heat.Tons of MGs can kill a light
Mech.However,Its ammo will soon be used up soon.So it can only show its
power(groups,at least 5-6) if it is used by Mech with Jump Jets and with
"unlimited ammo" options or cheats......Both IS and Clan have their MGs,but
Clan's have more ammo and higher damage.

MG/Clan MG(CMG)
Range:200m
Damage:0.35(IS),0.4(Clan)
Heat generates:0(IS,Clan)
Ammo per ton:450(IS),600(Clan)
Tonnage:2(IS,Clan)
Slot uses:1(IS,Clan)
Recycle time:0.3(IS,Clan)
Cost in game:59168(IS),77280(Clan)

Long Tom Artillery(LNGTOM):This is another private ownership of IS.The 3rd
powerful weapon in the game.Damage is high,range is high,but heat produces is
high too.Useless for attacking fast-moving targets.Although it can produce
splash damage,it is better to use Gauss Rifles.You can only get one LNGTOM at
Eaton in campaign and unavaliable to buy.

LNGTOM
Range:1000m
Damage:35
Heat generates:20
Ammo per ton:18
Tonnage:20
Slot uses:3
Recycle time:7
Cost in game:489375

Mech Equipments:Divides into Armours,Internal Structure and Internal Equipments.

Types of Armour:There are 3 types.

Ferro Fibrous(FF):Armour which provides general protection.Absorbs all attacks.
Reactive Armour(R):Effective against Ballistic weapons.Absorb Energy weapons'
attack.
Reflective Armour(Ref):Effective against Energy weapons.Absorb Ballistic
weapons' attack.

Types of Internal Structure:There are 2 types.

Standard:Weighs heavier,absorb attacks like FF.
Endo Steel:Weighs only half of Standards but absorb more damage.

Types of Internal Equipments:There are 8 types.

Light Amplification:Provides Night Vision.Internally mounted on Mechs.
Electronic Counter-Measures(ECM):Decrease enemy Mech's sensor range.
Beagle Active Probe(BAP):Increase your Mech's sensor range(up to 1200m).
Jump Jets:Let the Mech fly for a short time to pass through  difficult terrains
or avoid enemy from targeting.
Laser Anti-Missile System(LAMS):Destroy LRMs,MRMs,SRMs by lasers of your Mech.
Enhanced Optics:Increase the zoom window of your Mech.
Identification Frendly or Foe Jammer(IFF Jammer):Let your Mech appears as
neutral units at enemy's sensors.
Advanced Gyro:Prevent your Mech being knocked down(Mech falls onto the ground
and can't move for a while).

===============================================
5-Mechs,Vehicles,Turrets,Buildings and Mobile Enemies Briefing
===============================================
Note:For this part,sorry that I haven't got enough time to finish it.I will
write about 1 or 2 each time.And I will only put all basic,standard data for
them.For advanced data......I have to confirm that I have enough time to
research......

Mechs:

Light Class Mech:

Cougar
Tonnage:35
Technology:Clan
Armour type,tonnage:FF,4.5
Internal Structure:Endo Steel
Max Speed:97kph
Standard Equipments:BAP
Standard weapon loadout:1 ER LgLas,1 ER MedLas,1 ER SmLas,2 CLRM10
With Jump Jets:Yes
Acceleration:19.26
Deceleration:28.89
Turn Rate:1.4
Torso Twist(degrees):140
Twist speed:80
Having execllent firepower among the Light Mechs,but its speed,for Light
Mech,is a bit slow.Try to increase its speed.

Flea
Tonnage:20(lightest Mech in the game)
Technology:IS
Armour type,tonnage:FF,4.5
Internal Structure:Standard
Max Speed:132kph
Standard Equipment:None
Standard weapon loadout:2 SmLas,3 MG
With Jump Jets:No
Acceleration:45
Deceleration:55
Turn Rate:1.22
Torso Twist(degrees):140
Twist speed:80
Poorly armed.Although it has very fast speed,it is the useless Mech in the
game.Usually used as recons.How about arm it with 2 Med-X-PLs?

Osiris
Tonnage:30
Technology:IS
Armour type,tonnage:FF,5
Internal Structure:Endo Steel
Max Speed:130kph
Standard Equipment:None
Standard weapon loadout:5 MedLas,1 SRM6,1 MG
With Jump Jets:Yes
Acceleration:34.72
Deceleration:52.08
Turn Rate:1.22
Torso Twist(degrees):90
Twist speed:70
Having good firepower within 350m as it has 5 MedLas.If change them into 5 ER
MedLas,it will be better.I can say that SRM6 is useless.Change it.

Owens
Tonnage:35
Technology:IS
Armour type,tonnage:FF,6.5
Internal Structure:Endo Steel
Max Speed:102kph
Standard Equipment:None
Standard weapon loadout:2 MedLas,2 LRM15
With Jump Jets:No
Acceleration:29.86
Deceleration:44.79
Turn Rate:1.22
Torso Twist(degrees):90
Twist speed:80
Contains LRMs,so that it can attack targets at range.It's better to change both
LRM into Clan versions,to have more ammo.

Puma
Tonnage:35
Technology:Clan
Armour type,tonnage:FF,7
Internal Structure:Endo Steel
Max Speed:83kph
Standard Equipment:None
Standard weapon loadout:2 ERPPC
With Jump Jets:No
Acceleration:19.26
Deceleration:28.89
Turn Rate:0.79
Torso Twist(degrees):90
Twist speed:60
I don't know why such a Mech can have firepower like a Medium.Having fierce
firepower,especially when you first face it at Halloran.Can have faster
speed......

Raven
Tonnage:35
Technology:IS
Armour type,tonnage:FF,6.5
Internal Structure:Standard
Max Speed:100kph
Standard Equipment:BAP,ECM
Standard weapon loadout:1 SmLas,2 SmPLs,1 LRM15,1 Narc
With Jump Jets:No
Acceleration:29.86
Deceleration:44.79
Turn Rate:1.4
Torso Twist(degrees):360
Twist speed:80
Those weapons are old-fashioned,especiallly the SmLas.Try change all weapon
into Clan versions.Also,increases its speed and equip more equipments is good.

Uller
Tonnage:30
Technology:IS
Armour type,tonnage:FF,4.5
Internal Structure:Endo Steel
Max Speed:125kph
Standard Equipment:ECM
Standard weapon loadout:1 ER LgLas,1 ER MedLas,2 CLRM10
With Jump Jets:No
Acceleration:45
Deceleration:55
Turn Rate:1.22
Torso Twist(degrees):140
Twist speed:80
A useless version of Cougar,isn't it?Change that MedLas into LgLas will be
better in firepower.Armour......don't care about it.It can't upgrade too much.

Wolfhound
Tonnage:35
Technology:IS
Armour type,tonnage:Ref,10
Internal Structure:Standard
Max Speed:100kph
Standard Equipment:None
Standard weapon loadout:1 Lg X-PLs,2 MedPLs
With Jump Jets:No
Acceleration:29.86
Deceleration:44.79
Turn Rate:1.4
Torso Twist(degrees):120
Twist speed:70
Looks like have heavy armour,but it isn't.Change armour back into FF and it
will be.Weapons......Use CLGPLS instead of X-PLs,and use Clan Lasers.

Medium Mechs:

Bushwacker
Tonnage:55
Technology:IS
Armour type,tonnage:FF,8.5
Internal Structure:Standard
Max Speed:85kph
Standard Equipment:None
Standard weapon loadout:2 MedPLs,1 LRM5, 1 LRM10,1 AC10
With Jump Jets:No
Acceleration:15.74
Deceleration:23.61
Turn Rate:0.79
Torso Twist(degrees):120
Twist speed:70
A standard Medium battlemech.Has quite fast speed- and quite good firepower
among Mediums.If can,try to arm it with ARWs and use CLGPLS.

Chimera
Tonnage:40
Technology:IS
Armour type,tonnage:Ref,9.5
Internal Structure:Endo Steel
Max Speed:102kph
Standard Equipment:None
Standard weapon loadout:1 LgLas,1 MedLas,1 MRM20,1 MG
With Jump Jets:Yes
Acceleration:18.43
Deceleration:27.64
Turn Rate:1.32
Torso Twist(degrees):120
Twist speed:70
An useless Medium Mech.Firepower is too weak,just like Lights.I hate to use
this Mech.Great improvments needed or it will only looks like a Light Mech.

Hellhound
Tonnage:50
Technology:Clan
Armour type,tonnage:FF,8.5
Internal Structure:Standard
Max Speed:98kph
Standard Equipment:None
Standard weapon loadout:2 ER LgLas,1 CSTRK6,1 CLBX10
With Jump Jets:No
Acceleration:34.72
Deceleration:52.08
Turn Rate:1.22
Torso Twist(degrees):120
Twist speed:70
A Mech which fits to fight in short range.It's not too good that its
Long-ranged weapon is only those 2 ER LgLas.Try to mount more Long-ranged
weapon like CLGPLS.

Hellspawn
Tonnage:45
Technology:IS
Armour type,tonnage:FF,8
Internal Structure:Endo Steel
Max Speed:106kph
Standard Equipment:ECM
Standard weapon loadout:3 MedPLs,2 SRM6
With Jump Jets:Yes
Acceleration:17.59
Deceleration:26.39
Turn Rate:1.05
Torso Twist(degrees):120
Twist speed:70
A pretty good Mech.Its weakness is lacks of Long-ranged fire.I prefer to change
those MedPLs into Med X-PLs,and mount some LRM.

Ryoken
Tonnage:55
Technology:Clan
Armour type,tonnage:FF,8.5
Internal Structure:Endo Steel
Max Speed:85kph
Standard Equipment:BAP
Standard weapon loadout:2 ER LgLas,2 ER MedLas,2 CLRM15
With Jump Jets:No
Acceleration:15.74
Deceleration:23.61
Turn Rate:0.79
Torso Twist(degrees):140
Twist speed:90
A Medium Mech which can be a missile boat.Although can mount 4 CLRM20,it lacks
tonnage to fit some Lasers.Try not to use CLRM20 only.

Shadow Cat
Tonnage:45
Technology:Clan
Armour type,tonnage:FF,9
Internal Structure:Endo Steel
Max Speed:102kph
Standard Equipment:None
Standard weapon loadout:1 ER LgLas,1 ER SmLas,3 ER MedPLs,1 CSTRK6,2 CMG
With Jump Jets:Yes
Acceleration:17.96
Deceleration:26.94
Turn Rate:1.13
Torso Twist(degrees):120
Twist speed:70
The most powerful Medium Mech in speed,armour and firepower.Most people
consider it is the best Mech in its grade.Prefer to change LgLas and 1 MedPLs
into CLGPLS.

Uziel
Tonnage:50
Technology:IS
Armour type,tonnage:FF,8
Internal Structure:Endo Steel
Max Speed:95kph
Standard Equipment:None
Standard weapon loadout:2 PPC,1 SRM6,2 MG
With Jump Jets:Yes
Acceleration:7.78
Deceleration:11.67
Turn Rate:0.91
Torso Twist(degrees):120
Twist speed:70
Nothing to say.Just change the 2 PPC into 2 ERPPC.For missiles,I suggest to use
LRMs or MRMs.Also,upgrading its speed can makes it can duel with Heavies.

Heavy Mechs:

Argus
Tonnage:60
Technology:IS
Armour type,tonnage:Ref,12
Internal Structure:Endo Steel
Max Speed:82kph
Standard Equipments:None
Standard weapon loadout:2 MedLas,1 LRM10,1 MG,2 ULTR5
With Jump Jets:No
Acceleration:11.81
Deceleration:17.71
Turn Rate:0.79
Torso Twist(degrees):120
Twist speed:70
A quite powerful Mech at first half of campaign if you don't take
care,especially equips with 2 CLGPLS and 1 ARW CLS.However,it lacks supporting
equipments,makes it hard to attack when the target is within 1200m.Speed
upgrade recommended.

Black Knight
Tonnage:75
Technology:IS
Armour type,tonnage:FF,13
Internal Structure:Endo Steel
Max Speed:75kph
Standard Equipments:None
Standard weapon loadout:2 LgLas,1 MedLas,2 PPC
With Jump Jets:No
Acceleration:7.41
Deceleration:11.11
Turn Rate:0.44
Torso Twist(degrees):120
Twist speed:90
Excellent Main Battle Mech with firepower likes Assaults,and quite fast in
speed among Heavies.Actually,it can duel with Assaults.Although it can mounts
Jump Jets,it is NOT recommended.Can Just mount 4 ERPPC on and 1 Med X-PLs.

Catapult
Tonnage:65
Technology:IS
Armour type,tonnage:R,12.5
Internal Structure:Endo Steel
Max Speed:76kph
Standard Equipments:BAP
Standard weapon loadout:1 LgLas,1 SmPLs,2 LRM20
With Jump Jets:Yes
Acceleration:9.22
Deceleration:11.83
Turn Rate:0.49
Torso Twist(degrees):100
Twist speed:60
Excellent fire support Mech.With the help of BAP,it can attack enemies at
1200m.If you want heavy fire support,just mount 2 ARW TRT and  ER MedPLs or Med
X-PLs on.

Loki
Tonnage:65
Technology:Clan
Armour type,tonnage:FF,9.5
Internal Structure:Standard
Max Speed:83kph
Standard Equipments:ECM,LAMS
Standard weapon loadout:4 ER MedLas,1 CSTRK6,2 CLBX10
With Jump Jets:No
Acceleration:12.99
Deceleration:19.48
Turn Rate:0.52
Torso Twist(degrees):140
Twist speed:60
Try not to duel with it within 0-400m or you will see the powerfulness of
LBX.Its customizion is very easy,easy to have good firepower,but armour isn't
thick enough.For me,arm 2 ERPPC,1 CLGPLS and 1 CLRM20 is enough.

Mad Cat
Tonnage:75
Technology:Clan
Armour type,tonnage:FF,11.5
Internal Structure:Endo Steel
Max Speed:80kph
Standard Equipments:None
Standard weapon loadout:2 ER LgLas,4 ER MedPLs,2 CMG,2 CLRM10
With Jump Jets:No
Acceleration:7.64
Deceleration:11.46
Turn Rate:0.39
Torso Twist(degrees):100
Twist speed:60
A Mech fits combat for all range.The Missile Bay is quite big,so try to arm
ARWs for great punches.If you like,mount Enhanced Optics for
aim-sniping.Also,use BAP.

Nova Cat
Tonnage:70
Technology:Clan
Armour type,tonnage:Ref,14
Internal Structure:Endo Steel
Max Speed:73kph
Standard Equipments:None
Standard weapon loadout:2 ERPPC,3 ER LgLas
With Jump Jets:No
Acceleration:9.78
Deceleration:14.67
Turn Rate:0.44
Torso Twist(degrees):100
Twist speed:60
Have firepower like Black Knight,and its speed is faster.There is a quite large
Omni Bay,but actually you won't need them because 4 ERPPC,1 Med X-PLs and 1
CLGPLS is enough.With its speed,it can easily destroy a Mad Cat MKII.

Thanatos
Tonnage:75
Technology:IS
Armour type,tonnage:FF,13
Internal Structure:Endo Steel
Max Speed:75
Standard Equipments:ECM
Standard weapon loadout:3 MedPLs,1 MRM20,1 LBX20
With Jump Jets:Yes
Acceleration:5.75
Deceleration:8.27
Turn Rate:0.44
Torso Twist(degrees):360
Twist speed:70
Again,don't go too close with it or you will see the powerfulness of LBX20 and
MRM20.To customize it,just mount 2 ER LgLas,1 RAC2 and 1 ARW CLS will be very
good.Jump Jets can be included.

Thor
Tonnage:70
Technology:Clan
Armour type,tonnage:FF,10.5
Internal Structure:Standard
Max Speed:85kph
Standard Equipments:None
Standard weapon loadout:4 ER MedLas,1 CLRM15,2 CULTR5
With Jump Jets:Yes
Acceleration:11.81
Deceleration:17.71
Turn Rate:0.44
Torso Twist(degrees):360
Twist speed:45
Just looks like Loki,easily confused......not so a big threat,though.But is it
real?No.Ultra AC5 will easily shoot out from the cockpit.For
Lasers......Nothing to worry.I can use 2 HGAUSS to destroy it outright.It can
have no time to fight back!

Vulture
Tonnage:60
Technology:Clan
Armour type,tonnage:R,12
Internal Structure:Standard
Max Speed:80kph
Standard Equipments:None
Standard weapon loadout:4 ER MedPLs,2 CLRM20
With Jump Jets:No
Acceleration:7.87
Deceleration:11.81
Turn Rate:0.52
Torso Twist(degrees):360
Twist speed:45
To duel with it,just don't go into the range of MedPLs.To customize it,just
like Catapult,4 CLRM20 and 1 ER LgLas.Mounting Enhanced Optics will help you to
fight,like Mad Cat.

Assault Mechs:

Atlas
Tonnage:100
Technology:IS
Armour type,tonnage:FF,18
Internal Structure:Standard
Max Speed:51kph
Standard Equipments:ECM,LAMS,IFF Jammer
Standard weapon loadout:1 GAUSS,1 LRM15,3 SmLas,2 PPC
With Jump Jets:No
Acceleration:4.38
Deceleration:6.56
Turn Rate:0.35
Torso Twist(degrees):80
Twist speed:50
It is called as the most powerul Mech in the game.It is true,as I have to use
2-3 twin HGAUSS salvo to destroy it.The main weapon isn't too
powerful,though.To make it more powerful,for me,use 5 CLGPLS,1 RAC2 and/or 2
CLRM20.Actually,you can customize it yourself,as Atlas is always powerful,no
matter what weapons it mounts.

Awesome
Tonnage:80
Technology:IS
Armour type,tonnage:FF,15
Internal Structure:Standard
Max Speed:70kph
Standard Equipments:None
Standard weapon loadout:3 PPC,2 MedLas,1 SRM4
With Jump Jets:No
Acceleration:7.41
Deceleration:6.56
Turn Rate:0.35
Torso Twist(degrees):80
Twist speed:60
I think it is the weaknest Assault Mech in the game......Although it walks
fast,its firepower isn't good enough,even it can mount 3 ERPPC.It lacks of
armour,too.If you get Hamptmann or Gladiator or others,forget it.

Daishi
Tonnage:100
Technology:Clan
Armour type,tonnage:FF,18
Internal Structure:Standard
Max Speed:51kph
Standard Equipments:None
Standard weapon loadout:4 ER LgLas,2 CULTR5,1 CLRM20
With Jump Jets:No
Acceleration:4.06
Deceleration:6.09
Turn Rate:0.35
Torso Twist(degrees):80
Twist speed:50
I think it is the "absolutely" 2nd powerful Mech in the game.Its firepower is
tremendous,if arms with 6 CLGPLS,1 salvo can destroy a DemolisherII.Nothing to
say,BUT don't arm it with HGAUSS.It is useless.

Fafnir
Tonnage:100
Technology:IS
Armour type,tonnage:FF,18
Internal Structure:Standard
Max Speed:53kph
Standard Equipments:None
Standard weapon loadout:2 HGAUSS,2 LgLas,3 MedLas
With Jump Jets:No
Acceleration:2
Deceleration:3
Turn Rate:0.26
Torso Twist(degrees):80
Twist speed:50
The "absolutely" most powerful Mech in the game.2 HGAUSS can bring a nightmare
to its enemies,and its LgLas can let Fafnir to have some extra fire support.To
customize it,KEEPING 2 HGAUSS is recommended,and mount 3 CLGPLS is OK,or change
2 CLGPLS into 2 ERPPC.When I use it to carry something,it can be a hard enemy
to beat(advertising......)!

Gladiator
Tonnage:95
Technology:Clan
Armour type,tonnage:FF,18
Internal Structure:Standard
Max Speed:57kph
Standard Equipments:ECM
Standard weapon loadout:1 ER LgLas,1 ER MedLas,1 ERPPC,1 CULTR20
With Jump Jets:Yes
Acceleration:16.45
Deceleration:24.64
Turn Rate:0.44
Torso Twist(degrees):90
Twist speed:50
Its looking isn't too good......It is powerful in 350m,though.So,again,don't
stand too close at it,or that hell Ultra AC20 can destroy you outright.I don't
like it,and I rather use Hamptmann,though I heard a method to customize it and
make it can destroy a Daishi in 2 hit......

Hamptmann
Tonnage:95
Technology:IS
Armour type,tonnage:FF,18
Internal Structure:Standard
Max Speed:58kph
Standard Equipments:LAMS
Standard weapon loadout:2 LgLas,1 SmLas,2 MedPLs,1 LRM15,1 LBX20
With Jump Jets:No
Acceleration:4.06
Deceleration:6.09
Turn Rate:0.44
Torso Twist(degrees):80
Twist speed:50
I am becoming annoyed......Don't stand too close at Hamptmann!A quite good
Mech,but lacks heavy punches at over-eyesight range.To solve this problem,mount
1 ARW CLS,3 ERPPC and 1 CLGPLS and its firepower will be better.I don't know
why Nondi Steiner doesn't as wise as me......(laughing wickly)

Longbow
Tonnage:85
Technology:IS
Armour type,tonnage:FF,16
Internal Structure:Standard
Max Speed:69kph
Standard Equipments:BAP,LAMS
Standard weapon loadout:2 LRM20,1 LRM15,1 LRM10,3 MedLas
With Jump Jets:No
Acceleration:4.75
Deceleration:8.63
Turn Rate:0.44
Torso Twist(degrees):80
Twist speed:50
An excellent fast Assault Mech at long-range.Though it can mount 6 CLRM20,it
lacks extra firepower to fight when ammos are used up......Rumours that there
is a method to make it more powerful than 6 CLRM20......It's very powerful,and
I use this config to beat enemies on the web,and somebody told me that it's
very annoying!

Mad Cat MKII
Tonnage:90
Technology:Clan
Armour type,tonnage:FF,13.5
Internal Structure:Endo Steel
Max Speed:65kph
Standard Equipments:None
Standard weapon loadout:2 CLRM20,4 ER MedLas,2 CGAUSS
With Jump Jets:Yes
Acceleration:5.6
Deceleration:8.39
Turn Rate:0.39
Torso Twist(degrees):80
Twist speed:50
An useless Mech even it is the "Mark II" of Mad Cat.Needless to say more.But
you can try to make it into a powerful Mech......

Mauler
Tonnage:90
Technology:IS
Armour type,tonnage:R,13
Internal Structure:Standard
Max Speed:65kph
Standard Equipments:None
Standard weapon loadout:4 MedLas,2 LRM10,2ULTR2
With Jump Jets:No
Acceleration:5.75
Deceleration:8.63
Turn Rate:0.44
Torso Twist(degrees):80
Twist speed:50
Useless if haven't been modified.I think 2 ARW CLS and 2 CLGPLS can get the
point,or you can change ARWs into CGAUSS.A good-looking Mech,right?......

Sunder
Tonnage:90
Technology:IS
Armour type,tonnage:FF,16.5
Internal Structure:Endo Steel
Max Speed:69kph
Standard Equipments:None
Standard weapon loadout:4 LgLas,2 MedLas,1 LBX20
With Jump Jets:No
Acceleration:5.75
Deceleration:8.63
Turn Rate:0.35
Torso Twist(degrees):120
Twist speed:50
I won't say it again(can I?)!Don't stand too close with it!But actually it have
the weapons simliar to Daishi.So,even with thinner armour,it is 4th powerful
Mech in the game(but it may be replaced with Hamptmann now......).Arm it with 6
CLGPLS and 1 ARW CLS is excellent.

Templar
Tonnage:85
Technology:IS
Armour type,tonnage:FF,13
Internal Structure:Standard
Max Speed:69kph
Standard Equipments:LAMS
Standard weapon loadout:2 Lg X-PLs,2 LGAUSS
With Jump Jets:No
Acceleration:9.41
Deceleration:15.11
Turn Rate:0.44
Torso Twist(degrees):100
Twist speed:50
A bit useless as I have already get Fafnir,Atlas and blablabla when I get it at
Talon.Still powerful at 1200m,but DON'T use Lg-X-PLs.Use CLGPLS instead,and
AVOID to mount Jump Jets.Use CGAUSS may be better.

Victor
Tonnage:80
Technology:IS
Armour type,tonnage:FF,15
Internal Structure:Standard
Max Speed:72
Standard Equipments:LAMS
Standard weapon loadout:1 HGAUSS,1 GAUSS,2 MedPLs,1 SRM4
With Jump Jets:No
Acceleration:8.41
Deceleration:13.61
Turn Rate:0.44
Torso Twist(degrees):100
Twist speed:50
Useless,but DON'T underestimate the powerfulness of 2 Gauss Rifles,So DON'T
stand at them within 0-600m!It is powerful in 0-600m,but it lacks long-range
weapon,so you know what to do.

Ground Vehicles:
Note:To punch them out faster,try to hit them on their turret.

Myrimidons
Type:Tracked Medium Tanks
Max Speed:72kph
Body Armour:2
Turret Armour:2
Weapons:1 PPC,1 SRM6
Pretty strong,since their weapon is quite powerful and body armour is quite
thick(usually have to take out all its health to destroy it).Try to destroy
them at 900-1200m.

LRM Carriers
Type:Wheeled Mobile Missile Launchers
Max Speed:53kph
Body Armour:2
Turret Armour:2
Weapons:3 LRM10
A threat at Long-Range,but lacks close-combat weapons.You know what to do.

Demolisher IIs
Type:Tracked Heavy Tanks
Max Speed:43kph
Body Armour:15
Turret Armour:15
Weapons:1 AC20,1 LBX20,1 MG
The strongest non-Mech ground unit in the game,but its only weakness is:it
lacks of Long-Range weapons.Destroy them at range of 500-1200m(but make sure
that you won't walk too near them).

Vedettes
Type:Tracked Light Tanks
Max Speed:82kph
Body Armour:2
Turret Armour:2
Weapons:1 ULTR5,1 MG
A fast tank.Just go towards them and punch them out as they lack heavy
punches,or destroy them at range of 800m-1200m.

Bulldogs
Type:Tracked Medium Tanks
Max Speed:65kph
Body Armour:2
Turret Armour:2
Weapons:1 LgLas,1 MG,1 SRM2
The most common tank.Not a great threat at all ranges if there is only 1.Just
destroy them at any range.

SRM Carriers
Type:Wheeled Mobile Missile Launchers
Max Speed:82kph
Body Armour:2
Turret Armour:n/a
Weapons:3 SRM6
The brother of LRM Carriers.Its weakness is just the opposite of LRM
Carriers.Very easy to destroy them by any means.

Quad Panzers
Type:Tracked Light Tanks
Max Speed:82kph
Body Armour:2
Turret Armour:2
Weapons:4 LgPLs
Not a real threat,but if you are not careful you will be badly hurt,as 4 LgPLs
can be quite painful to any Mech.Take them out at 700-1200m range.

Harassers
Type:Light Hovercrafts
Max Speed:97kph
Body Armour:1
Turret Armour:1
Weapons:3 SRM4
Useless.Like Peregines,they can only attack at range of 250m and they can
produce very small damage.Take them out at 300-1200m.

Condors
Type:Medium Hovercrafts
Max Speed:86kph
Body Armour:1
Turret Armour:1
Weapons:2 MedLas,1 AC5,1 MG
A heavlier armed version of Harassers,but still no use though they can attack
at 750m.Destroy them at long range.

Turret Control APC
Type:Tracked Light Vehicles
Max Speed:?
Body Armour:1
Turret Armour:1
Weapons:n/a
Controls some turrets near it.Just take them out at long range to disable those
Turrets around and avoiding being attacked by those turrets.

Magis
Type:Tracked Light Tanks
Max Speed:?
Body Armour:?
Turret Armour:?
Weapons:2 LgLas,2 MG
A very rare vehicle and mysterious vehicle.Firepower isn't good(though they
have 2 LgLas,but I haven't seen they fire at my Mech),and poorly armoured.Take
them away outright.

Mobile APUs
Type:Tracked Medium Vehicle
Max Speed:?
Body Armour:?
Turret Armour:?
Weapons:?
It usually lurk beside Dropships,if you can destroy it first it may bring great
damage to that Dropship.

Other unarmed and neutral(or friendly) vehicles in the game you will meet
are:buses,vans,cars,Cargo vehicles,Limos,fuel trucks(if you destroy them they
will explode),Artillery Launchers,Humvees,Panel trucks,Combines,Swiftwinds,
ammo carriers(like fuel trucks,if you destroy them they will
explode),bulldozers,etc.

If you have any others,please mail me.

Water Units:

Reynolds
Type:Destroyer
Max Speed:95kph
Body Armour:120
Turret Armour:n/a
Weapons:2 LRM20,4 LngTom
One of the destroyer you will meet at Halloran V(Offshore).I seldom see they
fire LngTom.Though slow in speed,it is heavily armoured and heavily armed.If
your Mech is fast enough or contains LAMS,no need to worry the missiles.

Arbold
Type:Destroyer
Max Speed:95kph
Body Armour:120
Turret Armour:n/a
Weapons:2 LRM20,4 LngTom
One of the destroyer you will meet at Halloran V(Offshore A).I seldom see they
fire LngTom.Though slow in speed,it is heavily armoured and heavily armed.If
your Mech is fast enough or contains LAMS,no need to worry the missiles.

Harrington
Type:Destroyer
Max Speed:95kph
Body Armour:120
Turret Armour:n/a
Weapons:2 LRM20,4 LngTom
One of the destroyer you will meet at Halloran V(Offshore A).I seldom see they
fire LngTom.Though slow in speed,it is heavily armoured and heavily armed.If
your Mech is fast enough or contains LAMS,no need to worry the missiles.

Patrol Boats
Type:Speedboats
Max Speed:95kph
Body Armour:1
Turret armour:n/a
Weapons:1 ULTR5
Fast armed speedboat.Not a real threat,so they are useless.Can take them out
very fast.

Barge
Type:Cargo Ships
Max Speed:?
Body Armour:1?
Turret Armour:n/a
Weapons:n/a
A moving target only.Can sink them very fast.

Air Units:
Note:If they are being hit and fall onto the ground,even "landed" on your
Mech,no need to worry,as that hit causes no damage,nor the explosions will.

Peregines
Type:Choppers
Max Speed:126kph
Body Armour:1
Turret Armour:n/a
Weapons:1 MG?,1 SRM4
Useless.They have to move towards targets to attack,but then they will fall
onto the ground because of their light armour.Take them out at long range.

Nightwinds
Type:Choppers
Max Speed:108kph
Body Armour:6
Turret Armour:n/a
Weapons:1 LgPLs,2 LRM10
A quite powerful plane.Since it can attack at 1000m,and their firepower can be
a nightmare if there are many of them.Take them out quick,or you will suffer.

Nightshades
Type:Fighters
Max Speed:300kph
Body Armour:1
Turret Armour:n/a
Weapons:SRMs
They are fast fighters,making them hard to be targeted.But like Peregines,they
have the same problem.So,crush them down at long range.

Stilettos
Type:Fighter Bombers
Max Speed:300kph
Body Armour:1
Turret Armour:n/a
Weapons:1 ULTR2,Bombs
Another fast fighters.Their benefits are just like Nightshade's,and they can
attack long range,but the punch isn't too great.Sometimes they will carry some
bombs for fire support and their bombs are quite powerful.Maintain good watch
at them.

Shilones
Type:Bombers
Max Speed:300kph
Body Armour:1
Turret Armour:n/a
Weapons:Bombs
A very rare plane and it can only attack you when it is upon you.You know what
to do.

A type of unarmed and neutral,friendly or enemy is Transport Helicopter.If it
is enemy,just shoot it down at any range.


Dropships:
Note:If you attack Dropships' engine nozzle,it can bring more damage to that
Dropship.

Hrothgars
Type:"Spheroid" grade Dropships
Max Speed:n/a
Body Armour:190
Turret Armour:n/a
Weapons:4 PPC,4 Gauss,4 LgLas
A real threat if you meet it.4 PPC can attack enemy at 850m,4 Gauss can attack
at 800m,and 4 LgLas 650m.Also,it is impervious to many attack.Concertrate fire
on them------attack at fast speed,keep moving,and produce heavy punches.

Overlords
Type:"Spheroid" grade Dropships
Max Speed:n/a
Body Armour:
Turret Armour:
Weapons:4 LGAUSS,4 CGAUSS,various Lasers(Most likely is LgLas......)
The strongest target in the game.The weakness of Hrothgars had been solved,and
its weapons had been upgraded a lot.4 LGAUSS can attack at 1200m,so using ARWs
are not safe too.Same as Hrothgars,concertrate fire on them------attack at fast
speed,keep moving,and produce heavy punches.

Talon
Type:"Aerodyne" grade Dropship
Max Speed:n/a
Body Armour:90
Turret Armour:n/a
Weapons:4 LgLas,4 ER LgLas,3 LRM10
Your dropship.You don't need to duel with any one of them.

Turrets:
Note:If you see some turrets,then there will be something like Turret Control
APC,Turret Control Tower or Generator.Take them away at long range to disable
those turrets.BUT,Strong Point Defense and Guard Tower aren't need them,so be
careful.

For this part,sorry that I don't know why my game don't show their data for
me......So I will only put seeable and most possible weapon data to you,if you
have any additional data,please mail me.

Laser Turret(based)
Weapon:2 ER LgLas
Quite powerful and dangerous.Take them away at long range.

Laser Turret(standard)
Weapon:1 ER LgLas?
As same as above.Nuff said.

Missile Turret:
Weapon:1 LRM15?
Like Laser Turret,but use missiles instead of Lasers.Their missiles are very
inaccurate,so move fast towards them to crump them.

Mobile Turret
Weapon:1 ULTR5?
A moveable turret(I doubt it can't).Its movement is depends of the existance of
the Turret Control APC,so you know what to do.

Calliope Turret
Weapon:2 LRM15,2 ER LgPLs
A powerful and very dangerous turret,as their LRM15 shots are quite
accurate.Their Lasers are also powerful,so try to take them out as far as
possible.

Strong Point Defense
Weapon:1 Gauss,1 LRM15?,etc
I think it can't bear the name of "strong",becauss it can be destroyed by 2
HGAUSS salvo......Excellent firepower,but their weapons are very
inaccruate......

Guard Tower
Weapon:1 ER MedLas
I seldom see they fire any weapon at all......

If you have some additional datas for above things,please mail me.
===================================
6-Suggestions on customizing a 'Mech(In depth)
===================================
To customize a Mech,for me,it is better to have all kinds of weapons to mount
on.If it can't,use the most powerful weapons of the existed types.Maximum
armour and speed are a defensive measure,while adding heat sinks or ammos are
for efficient attack.If tons left after max armour and their number in 1st
decimal place isn't 0 or 5(I hate Maths>_<),then take out some armour until its
number is 0 or 5.For weapons,I like weapons which can have rapid-rated fire.
Here are my some suggestions:

For Light Mechs,most of them can't carry heavy weapons.So,use tonnages to equip
more equipments,max armour,and max speed to let them survive or executing
Hit-and-Run(I think using Jump Jets will be good).If it can carries heavy
weapons(like Cougar,Owens,Osiris and Uller and blablabla),add more heat sinks
instead,so your Mech won't shutdown easily.Also,changing some weapons of a Mech
is also good.
Since Light Mechs are usually used for recons,so just keep their high speed and
adding amounts of ammo(if can).

Here are some of my examples:
Osiris:Change all MedLasers into SmPLs.Get rid of the MG.Change SRM6 into
CSTRK6.Max speed and armour.
Flea:Strip all weapons.Loadup 2 Med X-PLs.Max armour and speed.
OR Strip all weapons.Loadup 1 CULTR2 and 2 ER Sm Lasers.
Note for Wolfhound:It is better to use FF than Ref.
More......

For Medium Mechs,they can carry heavier weapons.To keeping their firepower,add
ammos and heat sinks.By contrast,you can change some weapons for more
ammos(Like LRM15 change into CLRM15,to have spare 720 missiles)or having more
firepower.If some of them carries IS's weapons,which have same data as Clan's
but heavier,change it!
If the Mech have LAMS,mount it.From Medium Mechs and higher,the use of Missiles
will be much more than Light's.I think you don't want your Mech has any
missiles from LRM20 or MRMs fly to you,and you had to punch out.Speed is also
important for Mediums,so you can increase their speed if possible.If some tons
are left,max armour or heat sinks.
So,the conclusion of customizing Light and Medium Mechs is:Max armour->Loadup
weapons->Arm equipments->Max the speed.If you want,you can add heat sinks.


Here are some of my examples:
Hellspawn:Strip all weapons.Mount 3Med X-PLs and SRMs or LRMs as you like(For
more heat sinks and armours,I won't mount them).Mount all equipments and max
speed,armour and heat sinks.
Uziel:Change 2 PPCs into 2 ERPPCs.Add heat sinks.Change 2 MGs into 2
CMGs.Change SRM6 into CSTRK6.
More......

From Heavy Mechs,including destructive firepower,the defensive measure is also
important.I think a Mech with armour with only yellow colour isn't enough.If it
does,max armour or change ALL armour into FF.If it is still yellow after max
armour,then try to increase the speed.Bar indicates firepower for Heavy may
become long green bar or even touch the side.That's normal,nothing to
worry.LAMS is still the first choice of equipments,and Advanced Gyro also
important.If the Mech have Jump Jets but it uses lots of tons,then remove it.
Those Mech which their main weapon is Missiles(Like Catapult)or weapons with
1000m range,BAP must be mounted or you are hard to detect those enemy in
1000m-1200m.If you are playing sniping,then Enhanced Optics is
needed.Actually,zoom window can help you to choose where you want to hit.I use
this method to knock out Nako Toyoma in 1 hit(I used Fafnir,2 HGAUSS,see
"Solaris" part below).
About weapon,you can actually mount anything you like.1 thing to remind is
bewareing not enough heat sinks.Also,if there are some tons left after mounted
weapons,equipments,max armour(actually it usually will be none left),max speed.

Here are some of my examples:
Nova Cat:Strip all weapons except those 2 ERPPCs.Change armour into FF and max
armour.Loadup 2 more ERPPCs,1 Med X-PLs and 1 CLGPLS.Max speed.If some tons
left,mount equipments.
Argus:Change armour into FF and max it.Loadup 2 CLGPLS and 1 ARW CLS.Add
speed,then add ammo or heat sinks(If some tons left).
Catapult:Change armour into FF and Max it.Loadup 4 CLRM20and 1 CLGPLS.Keeping
BAP and Jump Jets.
More......

For Assault Mechs(I use them most),it is not necessary to increase their
speed(May be this is their charactstics!).Instead,any deadly weapons should be
load up.Also,Max armour and adding heat sinks are the most important
procedure.In Assault class,all weapons can be loaded up,so,use your own
creativity(but take care of the heat sinks!),mount any deadly weapon you can
think of.In addition,ranged weapons(Like ARW CLS or LGAUSS) are
recommended.Preventing lack of fire in short range,Lasers from 450m-150m is
also needed.
LAMS is still important even it can't destroy ARWs.If you can,mount
BAP,Advanced Gyro and/or ECM.If you are playing multiplayer,IFF Jammer is also
necessary,BUT Jump Jets are not recommended as Assault Mech isn't agile enough
to execute Death from Above.However,some Assault Mechs can also adding speed to
have sudden assault on enemies,just like one of my Daishi.
So,the conclusion for costumizing Heavy and Assault Mechs is:Max armour->Loadup
weapons->Arm equipments->Add heat sinks.If you want,you can max the speed.

Here are some of my examples:
Daishi(for fast attack):Strip all weapons and remove all heat sinks.Loadup 6
CLGPLS and,if you wish,loadup a CLRM20.Use heat sinks removed to max speed and
armour.If tons left,add heat sinks.(P.S.I think I can destroy a DemolisherII by
1 salvo.)
Fafnir(for sniping):Remove all heat sinks and loadup 4 LGAUSS.Then do anything
you like(I mounted a CLGPLS to fit the tons).
Hamptmann:Remove all heat sinks.Loadup 3 ERPPC,1 CLGPLS and 1 ARW CLS.Add ammo
for ARW.Max armour.Add heat sinks and/or max speed.
Awesome:Take out all heat sinks.Loadup as many Med X-PLs as you can.Max armour
and heat sinks.(Very awesome,isn't it?)

If there are any comments on above suggestions,or have some own
suggestions,please send e-mail to XFafnir@hotmail.com.

(Suggestions but more general)
There may have some common thoughts to customize a Mech:
1.Long-Range Weapons overall.
2.Medium-Range Weapons overall.
3.Short-Range Weapons overall.
4.Fast-Reloading Weapons overall.
5.High-Damage Weapons overall.
6.Ammo-Depending Weapons overall.

I tell you,THEY ARE WRONG!!A well-customized Mech have to care about all
range,attack speed,ammo and heat.If you had played MechCommander2 (I played it
at now) you should know the golden rule:A Mech won't fire Long-Range Weapons at
short range.Those High-Damage Weapons are usually used at Short-Range,so it
equals to rule 3.Fast-Reloading Weapons will spend ammo and produce heat very
fast,so don't make them as main weapon or you'll easily run out of ammo or
suffer from overheating.Mechs only fit for Medium-Range combat will be a
sitting duck from Long-Range attack.Those weapons which needs ammo are
strong,but will run out of ammo if you aren't careful.So,the golden rule to
customize a Mech are:
1.Avoid your Mech can only suit a fixed-range battle.Try to make it suit for
all-range battle.
2.Besides using Fast-Reloading,Ammo-Depending or High-Damage Weapons,ordanary
weapons,i.e. Energy Weapons,also have to be mounted.
3.For some left tonnage,it had to be added to heat sinks,ammos,additional
equipments and/or aromurs.Don't think a full weapon loadout is very powerful,it
will be the weakness of your Mech,however.

Here are some of my REAL examples:

1:Fafnir.
Fafnir's benefits are on its huge Ballistic Bays so that it can fit 2 HGAUSS.It
also owns a large size of Energy Bays.However,it doesn't have any Missile
Bays,and it's the worst thing of Fafnir:No Long-Range Attack.Is it real?No.We
can aid it by Ballistics or Energies.However,how to choose?It's depending on
your mission.

If you are playing dogfights,I will recommend:
a)2 HGAUSS,various Lasers(can be ER or not),add Armour,Heat Sinks,then Ammo.
b)2 CULTR20,various Lasers(can be ER or not),add Armour,Heat Sinks,then Ammo.

If you are playing Medium- to Long-Range fighting,I will recommend:
a)4 RAC2,3 ER LgPLs,add Heat Sinks,Armour,then Ammo.
b)5 ER LgPLs,Max speed,add Heat Sinks,Armour(note that LAMS should be mounted).
c)2 CGauss,3 ER LgPLs,add Heat Sinks,Armour,then Ammo.

If you are playing Long-Range sniping,I will recommend:
a)8 CULTR2,various Lasers(Long-Range will be better),add Ammo,Armour,then Heat
Sinks(if using Lasers).
b)4 LGauss(can arm some Lasers),add Ammo,Armour,then Heat Sinks(if any Lasers
exist).
c)2 ERPPC,3 ER LgPLs,add Heat Sinks,Armour(LAMS should be exist).

2.Daishi.
Daishi can be said as the strongest Mech in the game.It has a large-sized Omni
Bays(1 4-slot,2 2-slot),2 2-slot Energy Bays,2 3-slot Ballistic Bays and 1
2-sized Missile Bays.Also,its armour is very strong,too.I think no Mech will be
as strong as it(except Fafnie).Despite of its slow speed,it can REALLY mount
ANY weapons for ANY battle.Here are some of my suggestion:

If you are playing dogfights,I will recommend:
a)10 CSTRK6,various Lasers(can be ER or not),add Ammo,Armour,then Heat Sinks.
b)2-3 CULTR20,mount various Lasers if you want(can be ER or not),add
Armour,Heat Sinks,then Ammo(but usually there won't have tons left).

If you are playing Medium- to Long-Range fighting,I will recommend:
a)6 RAC2,various ER Lasers,add Ammo,Heat Sinks,then Armour.I used this Mech to
win a record of 23 kills,11 deaths in Multiplayer Battle(Team Battle at
SandDunes,No heat and Unlimited Ammo).
b)6 ER LgPLs,2-4 CMG if you want,Max speed,add Heat Sinks,Armour(note that LAMS
should be mounted).
c)2 CGauss,4 ER LgPLs or 4+ ER LgLas,add Heat Sinks,Armour,then Ammo.

If you are playing Long-Range sniping,I will recommend:
a)8 CULTR2,various Lasers(Long-Range will be better),add Ammo,Armour,then Heat
Sinks(if using Lasers).
b)5 CLRM20(can arm some Lasers),add Ammo,Armour,then Heat Sinks(if any Lasers
exist).Actually if I use this Mech I rather use Longbow.Lol......

More guidences will come......
=============
7-General Tactics
=============

Well,general tatics isn't hard to write......because of this,and saving time,I
will try to write as less words as possable,but I will try to make you
understand.

Firstly,keep fast-moving.It is the most important thing,because if you don't
move or move slowly,you will be only a fixed target,and waste materials
later.Try to move as fast as you can.
Secondly,try to use lancemates(I think it is for campaigns and Instant Actions
only).Bringing lancemates can let you having more fire support,and needn't to
fight alone(But some missions need to do alone,like those on Styk).
Thirdly,try to use Jump Jets.Using Jump Jets can let enemy hard to target
you,and if you can land on enemy Mech's head,it can do serious damage(One of my
Hellspawn destroys a Medium Mech by stepping on its head twice,sometimes one
only.It is also called as Death from Above).
Fourthly,try to use passive sensors(Press Ctrl+R).Running passive can let enemy
Mech can only detect you by 250m range.If you use ECM,then you can only be
detected by 200m range.
Fifthly,try to memorize datas of all enemies.Concepts of Chiense:Knowing your
enemies,winning continously.
Sixthly,if you think enemy Mech is more powerful than you(like a Hellspawn
facing an Argus),hit their legs instead of their Center Torso(When Center Torso
remains no hit point the Mech will explode),as legs' hit points is lesser than
the Center Torso's.This may be time-consuming,but if you make that Mech
Crippled then you can run away or Destroy another leg to make it kiss the
ground.

For Multiplayer games,I also have some additional words.

1.Use high-damage weapons as much as possible(But of coarse,avoiding to disobey
the Golden Rule).I have a Hamptmann,got 3 ARW CLS and 1 ER MedLas.2-5 salvo
takes out a Longbow!And about 3 salvo to toast a Gladiator!
2.Stay further from the main battlefield.Using my Hamptmann,my causalty is
lower than 10%(unless somebody spotted me).
3.If you need dogfights,DON'T STOP!Avoid JUMPING or TURNING!When your speed is
slow down,you'll be an easy target to ANY Mech.Using my Longbow,I had been
1-shot kill for many times.
4.If you got a Long-Range fighter with no(or a few) Short-Range weapons,DON'T
GO DOGFIGHTS!I used my Fafnie to snipe at Long-Range,when enemy are hard to
spot me(even they have been knocked out).But,when I go near them,I usually
become a toast.

In addition,if you met me on the web,don't underestimate me!I can use a Longbow
to make a 20 kill and 22 death record in a 30min
game!Hahahaha(prouding......).If there's no restrictions,I can make a 23
kill,11 death by a Daishi!So be careful(I may become a target after writing
this......)!

More may come......

If you have some more tactics,please send e-mail to XFafnir@hotmail.com.

====================
8-Multiplayer Maps Tactics
====================
As I said that,I become more experienced in Multiplayer gaming.I usually played
it,so I got some tips to play it.

Firstly,I will say about Mission Play.

1.Royal Guard.
Royal Guard is the most popular mission in Multiplayer.It gets 2 teams,when
Team 1 to attack and Team 2 to defense.

Team 1 Objective:Destroy communcation Array,Headquarters or all enemies within
10 minutes.
Team 2 Objective:Defend communcation Array,Headquarters or destroy all enemies
within 10 minutes.
The objectives are clear,but how to do it?

For both teams,it's better to get BAP and Jump-capable Mechs,like
Gladiator(with 1-shot dead config).Sometimes you can use a fast Light Mech(with
both ECM and BAP,Jump Jets are prefered)as a forward scout.It's better for it
to have some firepower and armour,and also speed.If you can,report enemy status
immediately when you see anything.

Team 1's notes:They can get 4 ways to attack:Go straight into the base,go left
and round back into the sidegate,go right and rush into the sidegate,or jump
into the base.You can shoose either 1 way,but it's better to communicate with
your teammates first.For them,ECM and BAP are ABSOLUTELY prefered,and also get
any Long-Range Weapons as many as possible.If you don't use Missiles,go passive.

Team 1 Tactics:Let some big Mechs distract fire at the maingate,such as
Atlas,Gladiatie,Fafnie or Daishi.Some minor Mechs can use any way to rush into
the base,and if you can,destroy any Turrets at once.Then just run towards the
Communcation Array and Headquarter,and toast them!Be careful of enemy Mechs!If
you can,destroy them ASAP,or just avoid them!Usually when I play as Team 1 I
see at least 1 1-shot dead Galdiatie at the base.If no Mechs are there,toast
the buildings!

Team 2's notes:BAP is ABSOLUTELY prefered.If you can,mount ECM as well.To guard
the base effectively,you should keep patroling along those walls.Jumping up to
watch is good too.At each door there's at least 2 Mechs,though there are
Calliopes,Laser Turrets,Guard Towers,and Strong Point Defenses everywhere.

Team 2 Tactics:Nothing special,but keeping patrol or guard beside objective
buildings.You can send some Mechs to attack those enemy Mechs as well.Defend
the buildings until all enemy are down!

More Tactics will come......

If you got any ideas about the Map-Playing,please send e-mail to
XFafnir@hotmail.com.
===========
9-Walkthrough
===========

Although I have no enough time to play MW4Mercs and drop down notes,I will try
to provide the basic datas you need.For the EXACT number and varities of
enemies......I will add them later......

At all time of the game,you will be called as Spectre,no matter what your name
you typed before.Also,I play this game in Regular level.

The mission objectives have 3 types:Primary,Secondary and Optional.
Primary Objectives(#) is objective MUST be finished,of course.
Secondary Objectives($) are attached objectives against Primaries.Always have
special rewards,mostly C-bills.But sometimes it didn't,like
Styk-Reinforcement,the reward is +3 Noblity point.
Optional Objectives(or Discreationary Objectives)(@) is either choose one
objective to do,or can be ignored.Usually have no great effects on that mission.
Example for "either choose one objective to do" is HesperusII-Mech Works
Attack,you can either destroy the Weapon Intergration Lab,or just go to Nav
Delta.
Example for "can be ignored" objectives is Talon-Night Op,you can choose not to
keep stealth(But better not.Why?See below).

After each mission,you will always get something.Nobility point will be added
when you do the mission very well,especially for "protect something"
missions.Infamy point will be added if you do something very bad,like that in
Styk-Assassination.Increasing Infamy isn't so good at all.Salvage will not
always the same,or may have none.And I don't know how to get them......So
please help.For many missions,you can get some points(?)on Stenier and Davion
list,this means how good cooperation you and they are.

Oh yes,try don't let your lancemates KIA(Killed in Action) or MIA(Missed in
Action).It is not good(I tried that when Mustang and Hannibal were KIA......I
reloaded).If it happens,then I suggest you to reload the game if that guy is an
excellent Lance Commander.If a Mech shows "Damaged" or "Crippled",then you can
repair them at MechLab.If it shows "Destroyed"......I can't say
anything......Every lancemates will increase their skills if they are on the
field.So,ignoring drop fee,you can send more lancemates onto the field.

I have played 12 campaigns and 4 are coming,all are finished and all roads had
been go through.I think I have to start another 4 to write this FAQ......The
order of this Mission Walkthrough isn't fixed,you can do anyone first as you
like.Here we go!

-------------
Outreach
-------------
The star system where you start the game and qualified as a MechWarrior.No
missions can be played here.

---------
Eaton
---------
Location: Lyran Alliance
Eaton is primarily a desert world, with sparse vegetation and craggy, rocky
hills broken up by occasional areas of denser forest as well. Like many planets
in the Inner Sphere, Eaton is currently wracked by civil war, with the Skye
separatist movement agitating against the current government. The governer of
the planet is offering excellent pay for missions against the rebels;
unsurpringly, the rebels are hiring as well.
The terrain of this world really depends on the mission you're on. Sure, it can
be arid and brown along Merc Alley (and you get about three missions there),
but if you're hired to defend the Governor's Mansion, well, he certainly keeps
his lawn watered.  Maybe it's his proximity to the river, but his old
English-looking country house is surrounded by green. Not that it will stay
green when you make a few scorch marks with the remains of enemy 'Mechs. And
that's likely. The governor doesn't have what you'd call a unanimous mandate
from the people on Eaton. There's bound to be a scuffle or two on this front
lawn.

Mission:Merc Alley
Pay:1250000 C-Bills
Objectives:
#Stop the Lyran convoys by eliminating their escorts.
#Eliminate all Lyran Forces in this area.
Threat Level:Light
Heat Sink Efficiency:85%
Employer:Skye Separaists
Alignment:Neutral
Type of Mission:Convoy Capture
Company Profile Changes:Steiner-1,Davion+2,Infamy+3
Note:Very easy mission.You can just eliminate all resistance by Light Mech(But
not Flea) because there will be no Mech.

Go towards Nav Alpha.You will encounter some vehicles like Vedettes,LRM
Carriers(Be careful,they can attack at range of 1000m),Bulldogs and
Harassers,easy job,BUT don't destroy the vehicles marked as green(neutral) unit
on your radar.When taking out them,Castle will inform you that 5-6 enemy
choppers(Nightwind) and 5-6 Medium Tanks(Myrimidons) are going to your
location.Myrimidons are pretty strong,concertrate fire on them,then take out
all choppers.Once all vehicles had been destroyed,mission will over.

Mission:Merc Alley A
Pay:1350000 C-Bills
Objectives:
#Stop the Lyran convoys by eliminating their escorts.
#Eliminate all Lyran Forces in this area.
Threat Level:Light
Heat Sink Efficiency:85%
Employer:Skye Separaists
Alignment:Neutral
Type of Mission:Convoy Capture
Company Profile Changes:Steiner-2,Davion+1,Infamy+5
Note:This mission is a bit harder.You must eliminate all resistance by using
strong Light Mechs or Medium Mechs because there will be 2 Mechs.

Go towards Nav Alpha.You will encounter 2 Demolisher IIs first,take them out
fast.Then rush towards Nav Alpha and destroy all vehicles  (Vedettes,Harassers,
Bulldogs,LRM Carriers and Condors?) first(stop them from attacking you when
taking out the Mechs).Sometimes later,5-6 Nightwinds will come and attack
you,but your Allies will also send some Nightwinds to help you.When friendly
Nightwinds arrived,concertrate fire on that 2 Mechs(Chimera and Argus),then
attack those choppers.Once all enemies had been destroyed,mission will over.

Mission:Merc Alley B
Pay:1475000 C-Bills
Objectives:
#Stop the Lyran convoys by eliminating their escorts.
#Eliminate all Lyran Forces in this area.
Threat Level:Medium
Heat Sink Efficiency:85%
Employer:Skye Separaists
Alignment:Neutral
Type of Mission:Convoy Capture
Company Profile Changes:Steiner-3,Davion+2,Infamy+7
Note:I will hide some important informations first......(laughing wickly)Send
your best Mechs to go for this run.

As same as last time,just go towards Nav Alpha,when a Catapult,an Argus,a
Hellspawn and an Uziel will go towards you.Concertarate fire on them and
destroy them as soon as possible.Suddenly,you will lose radio contact with
Castle,because the transmission had been jammed.Meanwhile,some more enemies
will come,including 4-5 Demolisher IIs,a Mauler,an Argus and 2 Catapults.After
you destroy some more enemies,the objective box will appear as follows(When I
first saw this box,I was scared!):

#Disengage from the Lyran Ambush at Nav Beta or destroy all Lyran Mechs.
#Failed:It's a trap! There is no Lyran convoy.

Then,you will know this is a trap from Lyran Alliance.You can choose to
disengage or destroy all enemies.The danger for staying is:your lance(including
you) may be destroyed.So,I prefer to escape.In either cases,the mission will
over.
Note:If you destroy all Mechs,then you will get an Argus and a Catapult
afterwards(but both are Crippled).

Mission:Bandit Hideaway
Pay:3750000 C-Bills
Objectives:
#Eliminate all base defenders.
#Destroy all buildings in the base.
$Destroy all fleeing vehicles(additional 150k).
Threat Level:Medium
Heat Sink Efficiency:105%
Employer:Skye Separaists
Alignment:Davion
Type of Mission:Night Assault
Company Profile Changes:Steiner-2,Davion+3,Infamy+7
Note:Send all your best Mech and Lancemates,like Arguses,Catapult and
blablabla.But strong Light Mechs is alright.BEWARE OF THOSE TURRETS.You will
always get a Catapult and the only Long Tom Artillery in the Campaign.

Go to Nav Alpha,while many friendly vehicles(Myrimidons,Demolisher IIs,Quad
Panzers,etc) are duelling with enemy vehicles(Demolisher IIs,Quad Panzers,LRM
Carriers,Bulldogs,etc).When helping friendly vehicles to fight,take out as many
Laser Turrets as you can.Then,an Argus and 2 Osirises will become
active.Destroy them as soon as possible because enemy Nightwinds and Peregines
will come and attack you.Also,Neutral vehicles will flee away.Take them out
fast to get additional 150k.After destroy all enemy vehicles,choppers,turrets
and Mechs,take out all objective buildings with the help of friendly.When no
objetive buildings stand,mission will over.

Mission:Governor's Mansion
Pay:3125000 C-Bills
Objectives:
#Protect the Mansion at Nav Alpha.
#Destroy all Steiner forces in this area.
$Protect all Mansions along the river(additional 500000 C-Bills).
Threat Level:Medium
Heat Sink Efficiency:100%
Employer:Skye Separaists
Alignment:Neutral
Type of Mission:VIP Defense
Company Profile Changes:Steiner-2,Davion+5,Nobility+7
Note:Send ALL your best,fast Mech and Lancemates(Flea is okay too),like
Arguses,Catapult and blablabla.Always keep at max speed.If you can protect all 
Mansions from destruction,you will get additional 500000 C-Bills.Long-Range
weapons recommended.

A quite easy but complicated mission.Go towards Nav Gamma first,and destroy all
Harassers and Condors you see.Then go to Nav Beta to fight against first wave
of Mech.They have 1 Wolfhound,1 Flea,1 Osiris and 1 Raven.When you are fighting
them another lance of 2 Flea,1 Osiris and 1 Raven will come to join the
attack,so concertrate fire on each Mech of First lance,then the second.When you
fight against the second Lance,Castle will inform you that a third Lance is
coming.The third,and the last,also is the most powerful lance,contains 1
Uziel,1 Cougar and 2 Osiris.I think you will be damaged a lot and out of ammo
at now,but use all your power to defeat them.Once last Mech kisses the
ground,the mission is over.

Mission:Revolution
Pay:3450000 C-Bills
Objectives:
#Go to Nav Beta and eliminate all enemies there.
$Protect the Mobile Field Base at Nav Alpha(additional 150000 C-Bills).
Threat Level:Medium
Heat Sink Efficiency:100%
Employer:Skye Separaists
Alignment:Davion
Type of Mission:Hold Battle Line
Company Profile Changes:Steiner-2,Davion+5,Nobility+3
Note:Send all your best Mech and Lancemates,like Arguses,Catapult and
blablabla.LIGHT MECH IS AVOIDED.You will salvage a Black Knight and a Loki
afterwards(but may not earn back the Mech you lost......).

The most difficult mission in Eaton.When you start,go towards Nav Alpha.Some
Nightwinds will attack the Mobile Field Base,when they saw you they will launch
tons of nasty missiles at you.Shoot them down,and you can use the Mobile Field
Base afterwards.After some repair and rearm,all people go to Nav Beta and start
the tough fight.There are 1 Argus,1 Bushwacker and 2 Wolfhound.Take them out
fast togather with Black Six Lance,because some Peregines,Myrimidons,and some
Quad Panzers,LRM Carriers,plus 1 Black Knight,1 Loki,1 Argus and 1 Wolfhound
will reinforce the first Lance.Concertrate fire on those Heavy Mechs and
Vehicles,then destroy ohers.Once last red spot on your radar disapperars,the
mission is over.

You have finished the Eaton Campaign!
Eaton Summary:
Merc Alley->Merc Alley A->Merc Alley B--->Bandit Hideaway->
                             \________________________/      \______
Governor's Mansion->Revolution
_____________________/

---------------
Halloran V
---------------
Location: Federated Commonwealth
Much of Halloran V resembles the tundra regions of Terra. With expanses of ice
and snow a common sight, the planet is largely composed of mountainous terrain
and forested regions. Oil rigs dot the coastline. The Transpax and Corvatti
Corporations both have a number of facilities on Halloran V and frequently hire
mercenary units for protection and escort duty. Recent reports place Burr's
Black Cobras on-planet, although additional employment opportunities may still
be present.
Much of Halloran V is oil country. The rigs are spread throughout the coastal
areas and the inland tundra. Much of the work you'll find here is financed by
the petroleum interests: protection, escorts, and raids that spoil the
protective services of other 'Mech lances.

Mission:Offshore
Pay:1750000 C-Bills
Objectives:
#Protect all Oil Rigs at Nav Alpha.
#Protect all Oil Rigs at Nav Beta.
$Protect all Fuel Industry's Buildings and Vehicles(Additional 500000 C-Bills)
Threat Level:Light
Heat Sink Efficiency:110%
Employer:Transpax Cooperation
Alignment:Neutral
Type of Mission:Coastal Defense
Company Profile Changes:Steiner+3,Nobility+3
Note:Due to the high heat efficiency of this mission and mostly fights on
water,more heat sinks can be avoided.Fast Light or Medium Mechs
recommended.Heavy Mechs with Long-Range weapon also works good.

An easy mission.Go down to Nav Alpha and sink Barges and Patrol Boats
there.Then go to Nav Beta with full throttle,because there will be 3 Harassers
and 3 Condors are going to welcome you with bullets.When 3 Harassers rush
towards you the Condors will move to Nav Gamma and blast off the oil tanks
there.Destroy all Harassers as soon as possible,then follow the Condors and
bomb them.If they reach Nav Delta and shoot,you lose 500000 C-Bills.When all
hovercrafts are destroyed,Castle will inform that Destroyer Reynolds arrives at
the Harbour,and called Nightshades to support.Shoot down all Nightshades,and
let Reyonlds sleeps with Titanic to end the mission before it destroys any Oil
Rigs.Jump Jets works well on it.I used Jump Jets to step on it,and its was
damaged for nearly 75% of its health!

Mission:Checkpoint
Pay:2115000 C-Bills
Objectives:
#Destroy Tents and hostiles at Nav Alpha.
#Destroy hostiles at Nav Beta.
#Destroy hostiles at Nav Gamma.
Threat Level:Light
Heat Sink Efficiency:110%
Employer:Transpax Cooperation
Alignment:Neutral
Type of Mission:Search and Destroy
Company Profile Changes:Steiner+1,Infamy+1
Note:Strong Light Mech,fast Medium Mechs or Heavy Mechs with Close-Range or
Long-Range weapon works well.You will always get a Hellspawn.

Go stright to Nav Alpha.Take out the Turret Control APC at range to disable
those Mobile Turrets,then start to duel with 2-3 SRM Carriers,3-4 Bulldogs and
1 Owens.After that,shoot out the tents.Move towards Nav Beta,when some
Peregines interrupt your action(Sometimes I saw Nightwinds inetead),take them
out too.At Nav Beta there are 1 Owens,1 Mobile HQ,1 Turret Control APC(take it
out first)and 2 Mobile Turrets.Take them out,of course.When you are going to
Nav Gamma,1 Owens and 1 Puma(duel it with care) will come to welcome you.Let
them kiss the ground,and blast 2-3 LRM Carriers,2-3 Bulldogs and the Mobile HQ
there.When there are no red spots on your radar,mission will over.

Mission:Offshore A
Pay:2000000 C-Bills
Objectives:
#Protect all Oil Rigs at Nav Alpha.
#Protect all Oil Rigs at Nav Beta.
$Protect all Fuel Industry's Buildings and Vehicles(Additional 500000 C-Bills)
Threat Level:Light
Heat Sink Efficiency:110%
Employer:Transpax Cooperation
Alignment:Neutral
Type of Mission:Coastal Defense
Company Profile Changes:Steiner+3,Nobility+4
Note:Due to the high heat efficiency of this mission and mostly fights on
water,more heat sinks can be avoided.Fast Light or Medium Mechs
recommended.Heavy Mechs with Long-Range weapon also works good.

As same as last time,there are Patrol Boats go towards Nav Alpha.Destroy
them,then Castle will tell you that both Destroyers,Arbold and Harrington,had
come into this harbour,and Harpy had sent some Stilettos to come and help.Go
towards Nav Beta,and destroy the Harassers and Condors.This time Condors won't
go to Nav Delta,so that 500000 C-Bills bonus can be safe.When all hovercrafts
destroyed,Arbold will appear and the Stilettos will help you to sink it.Call
your Lancemates to attack Arbold,and when you see Harrington,sink it by
yourself first,because when Arbold sinks those Stilettos will leave for repair
and rearm.If Harrigton sinks(I use 3 ARW CLS missiles and shots of CLGPLS to
sink it),sink Arbold to end this mission.Otherwise,if you sink Arbold
first,then you have to use lots of power to sink Harrington.

Mission:Industry Raid
Pay:2455000 C-Bills
Objectives:
#Destroy the generator at Nav Beta.
#Destroy the large factory at Nav Gamma.
#Destroy the factory at Nav Gamma.
#Search and destroy the Fuel Supply.
@Let Black Cobra's Mechs to disengage.
@Destroy all Black Cobra's Mechs.
Threat Level:Medium
Heat Sink Efficiency:110%
Employer:Corvatti
Alignment:Steiner
Type of Mission:Industrial Satobarge
Company Profile Changes:Steiner+3,Infamy+13
Note:Long-Range weapons needed.Medium and Heavy Mechs recommended.LIGHT MECHS
ARE AVOIDED.

As the main enterance has 2 Calliope Turrets,so Castle suggests you go to Nav
Alpha and destroy the generator first.Once you are at Nav Alpha,walk slowly
towards Nav Beta and use Passive Sensors.You must see the generator, if you see
it,destroy it and use Active Sensors again.Those Myrimidons and Quad Panzers
will come to welcome you,finish them fast because Black Cobra's Mechs(2
Bushwacker and 2 Chimera) will rush to Nav Beta and attack you.After finishing
off those vehicles,concertrate fire on those Mechs to destroy them,or you can
go to finish all Primary Objectives.Once all Primary Objectives are
finished,you can choose to let them to disengage or destroy them all.In either
cases it will end this mission.But for better salvage,I prefer to destroy them
all.

Mission:Escort
Pay:2220000 C-Bills
Objectives:
#Escort convoys to Nav Alpha.
#Escort convoys to Nav Beta.
#Escort convoys to Nav Gamma.
#Escort convoys to Nav Delta.
#Protect the base from attackers.
Threat Level:Light
Heat Sink Efficiency:100%
Employer:Corvatti
Alignment:Steiner
Type of Mission:Convoy escort
Company Profile Changes:Steiner+7,Nobility+2,Davion-2
Note:Close-Range weapons needed.Medium and Heavy Mechs recommended,but
fast,strong Light Mech are okay too.

This mission is more difficult than others,because you have to protect 3
Artillery Launchers.They are unarmed,and if 1 of them had been
destroyed,mission will fail,so you have to keep near to them.At Nav Alpha,there
will be no enemies.But when they are going to Nav Beta,1 Owens will become
active and run down.Concertrate fire on it and don't let it explodes beside a
convoy.After that Owens had been destroyed,go to Nav Beta and destroy all
Vedettes(4-5) there.Then move at full throttle to Nav Gamma and duel with 1
Owens,1 Hellhound and 1 Chimera with your Lancemates.When they all had kissed
the ground,go to Nav Delta,having repair and rearm there.With the help of the
friendly Hrothgar,destroy 1 Owens,1 Hellhound and 1 Chimera which coming
towards the base.When the last Mech downed,mission ends.

Mission:Offshore B
Pay:2000000 C-Bills
Objectives:
#Protect all Oil Rigs at Nav Alpha.
#Protect all Oil Rigs at Nav Beta.
$Protect all Fuel Industry's Buildings and Vehicles(Additional 500000 C-Bills)
Threat Level:Light
Heat Sink Efficiency:110%
Employer:Transpax Cooperation
Alignment:Neutral
Type of Mission:Coastal Defense
Company Profile Changes:Steiner+3,Nobility+4
Note:Due to the high heat efficiency of this mission and mostly fights on
water,more heat sinks can be avoided.Medium Mechs and Heavy Mechs are
recommended.

As usual,some Patrol Boats will go to Nav Alpha.After destroying them,move to
Nav Beta.As usual,there are 3 Harassers and 3 Condors,punch them out.But then
Castle will inform you that enemy Mechs(1 Argus,1 Uziel,1 Bushwacker and 1
Wolfhound) from Black Cobras will invade the harbour.In addition,enemy
planes(6-8 Nightwinds and 5-8 Nightshades) will also come to support.But
now,you won't have any air support,so destroy those planes(which disturbs you
from attacking Mechs)first,then the Mechs.Let your Lancemates have free
engagement will be good.Concertrate fire on 1 Mech is also good too.Once all
enemies sink with Titanic,the mission will be over.
Note:If you play Eaton first,then you can send all Heavy Mechs to run for this
job.I have 2 Argus,1 Black Knight,1 Loki,2 Catapult to play this for my nearest
game.

You have finished the Halloran V Campaign!
Halloran V Summary:
Offshore->Checkpoint->Offshore B--->Industry Raid->
                             \___________________/      \____
Escort->Offshore B
_________/

--------------
Solaris VII
--------------
Location: Lyran Alliance
Solaris VII mixes attributes from several entertainment centers of ancient
Terra. When battling on Solaris, while youˇ¦re often fighting for your life,
you are first and foremost entertaining the masses. Artificial battle
environments are recreated in vast indoor arenas located in the heart of
Solaris City. The districts around these arenas are bathed in artificial light
from innumerable signs and advertisements. The businesses run 24/7 and anything
can be found for a price. Compete in three famous battle arenas on Solaris -
the Coliseum (Steiner Stadium), the Factory, and the Jungle - and all offer
opportunity for budding MechWarriors to make a name for themselves.
One of the grandest new features of Mercs is that you can make money not only
as a soldier of fortune, but as a 'Mech-athlete. The battlegrounds of Solaris
VII make merc jocks into sporting jocks, with 'Mech battles not only for
profit, but audience gratification. It's a free for all, a battle royale, and
there can only be one winner in the end. Even if you form an alliance with
another 'Mech jock, it's sure to be temporary.
There are three very different arenas on Solaris VII: the Jungle, the Factory,
and the Coliseum. You don't get a mission briefing here, you get the cheers of
the crowd and a hilariously shmoozy sports commentary.
If you thought New Exford was wet, wait till you see The Jungle. Half of your
action with your fellow 'Mech jocks will take place waist-deep in water. Your
'Mech's waist, that is. The Factory is the 'Mech aesthetic cubed. Stark metal
walls house piles of disused machinery, which is what the losing 'Mechs are
about to become.
The ultimate sporting arena, though, is the Coliseum, based, of course on the
ancient Roman structure of the same name. It's the natural place for a
gladiator, and this one has some special features not found in the old model.
This is not your flat piece of sandy earth in the middle, though. What's more
boring than a level playing field? The decidedly uneven terrain includes trees,
minor hills, and classic arches that can be used for shields, hide outs, or
target practice. As if you didn't have enough to shoot at.


Solaris......Actually it is not a mission area,but a place to let you earn very
fast and serious money and fame.It is a planet for gladiator games,which is a
very popular game throughout the IS.If you want thousands of rabid fans
cheering at you,or you don't afraid people jeering at you,go to Solaris.

There are 3 type of arenas in Solaris:Jungle,Factory and Colliseum arenas.And
there are 4 weight classes:Light,Medium,Heavy and Assault Classes.The higher
the class,more money you will get,and more dangerous.Also,you can choose to
dedicate the victory to House Davion or House Steiner,to boost your approval
rate in the eyes of the House you had
chosen(Lights+1,Mediums+2,Heavys+3,Assaults+4,Championships+5,Grand
Championship+6).
You can always play Classes between Light and Assault(but sometimes I played
many Assault Class and it doesn't let me to play more),but not those
Championships,as they can only play once.
When you go to Solaris for first time,you can only play Light class,and only
Jungle arena(I first go to Solaris after finishing Eaton and Halloran).As you
finish Jungle-Light,you can play other arenas and higher classes(after playing
some more Star Systems).All matches contain 8-10 Mechs(includes you) excludes
Championships,which contain 14-16 Mechs.All classes can only use Mechs of that
class,except those Championships,which all Mechs can be used(But I think you
won't mad enough to use a Flea in Grand Championship,right?).

Solaris Summary:
3 Light Matches(All 3 arenas)->3 Medium Matches(All 3 arenas)->3 Heavy
Matches(All 3 arenas)->3 Assault Matches(All 3 arenas)->3 Championship
Matches(All 3 arenas)->1 Grand Championship Match(Colleseum arena)

OK,now is the rules of Solaris.There is only one rule------Try to be the last
one Mech standing on the field by all means.You have to destroy at least 1 Mech
in each game to qualify to higher level.There are no lancemates or friendly to
help you.You are fighting all alone------except for one case.Sometimes an
unnamed pilot will help you to fight,and your radar will show that Mech is
friendly.I found a method to find friendly------hit rate is 50-70%.When the
match starts,attack your nearest enemy hardly.If one of the part of that Mech
becomes brink red,there may have a radio call from other pilots,says he/she
will help you.That Mech will still appears friendly until he/she has been
killed,you shoot at him/her or he/she is the last Mech stands before you.

There are 2 kinds of pilot in Solaris:unnamed pilots and nameds pilot.Unnamed
pilots are usually with standard configuation of that Mech,can be harmful if
you don't care.As mensioned above,one of them may become your friends------for
a short while.Their number will become less as you going up.

Named pilots are experts,or even eilte pilots controlling a Mech.They are
always dangerous.A list(not completed)below will show the Mech configuation and
the pilot name,also their skills(I think) and the classes they will join:

Nako Toyoma
His/her Mech:Fafnir(2 HGAUSS,2 ER LgLas)
Classes he/she will join:Assault,Championships,Grand Championship
May be it is the only Fafnir in those matches(but I saw Elle Neils has Fafnir
too.Also,I will always use Fafnir in those matches).He(?) is a dangerous
pilot,though it is not so aggressive as others(Hey,is it right?I met him last
time and he concertrate fire on my Fafnir!),his Fafnir can use its twin HGAUSS
to SLUG TO YOUR CENTER TORSO TO PUNCH YOU OUT.So,keep moving when facing
him.But one time I saw him standing on a cliff but without moving(at that time
I stand below him but he didn't attack me),so I switched on zoom window and
target at his Center Torso,and shoot......by 2 HGAUSS,and knocked him out by 1
hit(his CT is brown and that time is in Grand Championship)......Also,because
his skills and his Fafnir,he is a strengthened pilot and he can KO some enemy
before he goes down.Kill him at long range.

Fen Cheng
His/her Mech:Vulture(2 ARW TRT)
Classes he/she will join:Heavy,Championships
A powerful Mech and pilot.He(?) will try to knock you out first,and his Vulture
can really do it.2 ARW TRT will be a great pain to any Mech,and the worst thing
of all is,it can't be destroyed by LAMS.But,I had mensioned,ARWs are very
inaccruate,and needs time to recycle.It is also the weakness of it:It has no
other weapons,so you can hit him hard when his ARWs are recycling,though I can
destroy it very fast by my Fafnir and Argus......Sometimes later(counting),RUN
FOR YOUR LIFE AND ESCAPE FROM THESE MISSILES!

Gus Polliard
His/her Mech:Uller(Standard)
Classes he/she will join:Light
His Uller isn't too strong,but he is strong,though.I saw his Uller was being
attacked by a Flea,a Osiris and a Raven,his Uller also badly damaged,but he
hadn't been kicked out of the game.Good pilot,isn't he?Just keep moving,then
you won't be hurt badly.

Terrance Munson
His/her Mech:Wolfhound(1 ERPPC,2 SmLas);Uziel(1 CLRM20,2 CLBX10);Black
Knight(Standard);Mad Cat MarkII(Standard)
Classes he/she will join:Light,Medium,Heavy,Assault
A quite good pilot,but he made bad Mech choices.If his Wolfhound's Right
Arm(where is the ERPPC mounted) has been torn off,then he lose big punches,and
become a sitting duck.For his Uziel......It's ammo depending,so try to take it
out at the end of the match.If you really want to duel it,DON'T STAND SO CLOSE
TO HIM.For his Black Knight and Mad Cat MarkII......They lacks great
punches,especially you are using a Fafnir against his Mad Cat MarkII......But
they are still powerful under his skill,though.

Li Song
His/her Mech:Wolfhound(1 ERPPC,2 SmLas);Uziel(1 CLRM20,2 CLBX10)
Classes he/she will join:Medium
Like Terrance,but she isn't a good pilot.Method to duel with it just like
Terrance's.

Marcus Wilder
His/her Mech:Cougar(Standard);Shadow Cat(1 ER LgLas,1 CULTR20);Thor(1 CLBX20,2
CLBX10);Mad Cat MarkII(6 CMG,2 LGAUSS);Thor(1 CLBX10,2 CLBX20)
Classes he/she will join:Light,Medium,Heavy,Assault,Championships
His skill using Cougar is very bad......Nuff said.He uses Shadow Cat as his
Medium Mech.Good,but not too much.I think its main weapon is that Ultra,so keep
distance from it.After you destroy that deadly Ultra,you can kill him by any
means.For his Thor and Mad Cat MarkII,they are ammo-depending,so duel as late
as possible.A note for his Thor:He will always try to shot you by his LBXs if
you stand too close,so aware.Oh yes,I have some question:why he will so mad
enough to use MGs in Assault circult and I can see it destroy 2-3 Assault Mechs
so easily?Also,why he doesn't use any Assault Mech in Championships but he can
stay very long?

Peter Dexter
His/her Mech:Cougar(1 CLRM15,1 CLRM20);Ryoken(4 CLRM20);Atlas(1 ERPPC,1
CSTRK6,2 CLBX10);Nova Cat(For Colliseum-Championship only,2 ERPPC)
Classes he/she will join:Light,Medium,Assault,Championships,Grand Championship
Peter is an old Solaris warrior,he rejoins those battle when you play the
games.He is an elite pilot,and quite good for Mech choices.His Cougar and
Ryoken is very dangerous,even you use LAMS(I don' think you can shoot down ALL
7 missiles and 16 missiles respectively,even using PLs).Their speed is fast
too,making they become hard-hitting.At Assault classes and Championships(I
don't see him at Heavy classes,or I may have),he drives a Atlas.Having good
armour(3 HGAUSS salvo and sometimes more),but poor firepower.Even his firepower
isn't too strong,DON'T UNDERESTIMATE THE POWERFULNESS OF 2 CLBX10 PLUS 1
ERPPC.Don't stand too close to him,then it's a simple work for you.I don't know
why he uses Nova Cat to play Championship at Colliseum,he has already got an
Atlas!Not very dangerous,but still be careful of his skill.

Alex Haight
His/her Mech:Cougar(1 CLRM15,1 CLRM20);Shadow Cat(1 ER LgLas,1 CULTR20);Loki(3
ER MedPLs,5 CLRM10);Mauler(6 CULTR5)
Classes he/she will join:Light,Medium,Heavy,Assault,Championships,Grand
Championship
With Peter,Alex is also an elite pilot.His Cougar is just like Peter's,but his
skill is pretty better than Peter using that Cougar,so be careful.His Shadow
Cat is also like Marcus' ,again,his skill is better than Marcus.He will try to
rush towards you and use his Ultra punching you,SO KEEP DISTANCE TO HIM.For his
Loki(very similar to Thor,it make me confused),he try to use it as a missile
boat and has some additional firepower when it has no ammo,so try to duel it as
late as possible,then you won't be hurt badly(or destroy it first with LAMS).In
Assault and Championships he rides on a Mauler,but it's not a great
threat.120x6 ammos will soon be used up,so try to duel with him at last of the
game.6 CULTR5 is powerful,though,so aware.

Ellie Neils
His/her Mech:Black Knight(3 ERPPC);Fafnir(2 HGAUSS,2 ER LgLas)
Classes he/she will join:Heavy,Assault
He uses quite good Mech,but his skill are a bit bad.I try that I stand about
150m against his Fafnir,but he can't attack me by his HGAUSS!Too bad.Knock him
out fast,so that you won't be hit by its INACCRUATE SHOTS.

Robert Yearly
His/her Mech:Catapult(1 ER LgLas,1 LgX-PLs);Sunder(1 HGAUSS,1 ERPPC,2 ER
MedLas,1 CLRM20)
Classes he/she will join:Heavy,Assault,Championships,Grand Championship
For his Catapult,he ignores Catapult's charaisctics:Missile bays.Instead,he
uses Laser only.His Laser are not so powerful,as their recycle rate aren't very
fast.Also,its armour isn't too thick,so just destroy it outright.His Sunder is
a great pain,even with my Fafnir(Max armoured),when I duel him,my Center Torso
shows brink red soon!But,he tries to use HGAUSS for main weapon,so just keep
moving and shoot.If you can escapes from his deadly 450m fire,everything
becomes easy.

Riccardo Vecci
His/her Mech:Daishi(2 CLRM20,2 CLBX20,2 CSTRK6)
Classes he/she will join:Assault,Championships,Grand Championship
Riccardo is an expert and EXTREMELY AGGRESSIVE pilot,and he will use his Daishi
keeping SHOOT AT YOU CONTINUIOUSLY!Actually,his deadly weapon is only those
LBXs,so destroy them first then you can just run away,or kill him outright.

Samantha Coleman
His/her Mech:Sunder(1 HGAUSS,1 ERPPC,2 ER MedLas,1 CLRM20)
Classes he/she will join:Assault,Championships,Grand Championship
Another EXTREMELY AGGRESIVE pilot.He will always use his HGAUSS to shoot at
your Center Torso,like Robert.Methods to duel him are just like Robert's,as
their Mech are EXACTLY the same.

Alice Newkirk
His/her Mech:Nova Cat(2 ERPPC);Daishi(6 CULTR5)
Classes he/she will join:Heavy,Assault,Championships,Grand Championship?
Poor Nova Cat!It has only get 2 ERPPC,I don't know how it can destroy any Heavy
Mechs......Her Daishi depends on ammo.I think its ammo are around 240x6,so just
duel her as late as possible,when she lacks of ammo.

Miria Stewart
His/her Mech:Black Knight(3 ERPPC);Atlas(1 ERPPC,1 CSTRK6,2 CLBX10)
Classes he/she will join:Heavy,Assault
Her Black Knight is just like Ellie's.No need to say more.Her skill of using
Atlas is very bad,I tried that I stand beside her,but she didn't shoot
me!Anyway,DON'T UNDERESTIMATE THE POWERFULNESS OF 2 CLBX10 PLUS 1 ERPPC.

Kayla Tirrel
His/her Mech:Templar(2 CGAUSS,1 ER LgLas,2 ER MedLas)
Classes he/she will join:Assault,Championships,Grand Championship
Average pilot.For her Templar,you should met it at Wernke(Mech Works),so
nothing say about it,but be careful,those CGAUSS may become a nightmare to your
Mech.

Michael Rose
His/her Mech:Templar(2 CGAUSS,1 ER LgLas,2 ER MedLas)
Classes he/she will join:Assault,Championships,Grand Championship
A photocopy of Kayla.Very similar,the greatest difference is their skills.I can
hardly saw Michael on the field after destroying some Mechs......

Srin Odessa
His/her Mech:Daishi(1 HGAUSS,6 CULTR2)
Classes he/she will join:Assault,Championships,Grand Championship
Srin is the Champion on last year,so that he(?)can go into Assault Class
outright.His(?)skill is:Elite Level!Just like Peter and Alex.As he(?)was called
as latest Champion,you SHOULD TAKE CARE ON HIM CAREFULLY.HGAUSS and CULTR2s can
bring you a nightmare,and he(?)always try to ignore your shots.Like other Mechs
on Solaris,it is ammo-depending.Try to ignore him at the start of the match.

Some more pilots will (may) come......

Except Hamptmann,Gladiator,Longbow and Victor by my rough observation,almost
all Mechs I listed above at part 5 will appear in Solaris as Unnamed or Named
Pilot.But except these,there are some more Mech that are NOT listed above will
appear too.Here are some additional Mechs(all are Mechs in Mech Paks) and their
configuation:

Hunchback(Medium Mech):FF9.5,2 MedLas,1 SRM6,1 LBX20,with ECM and IFF Jammer
Cauldron-Born(Heavy Mech):FF12.5,2 ER MedLas,2 CLRM15,2 CLBX10,with Enhanced
Optics
Dragon(Heavy Mech):FF8.5,1 AC5,1 LRM15,1 HGAUSS,1 MedLas
Highlander(Assault Mech):FF16,1 GAUSS,1 HGAUSS,2 LgLas,with LAMS and Jump Jets
Kodiak(Assault Mech):FF18,4 ER MedLas,2 CSMRM40,1 CLBX20,with Jump Jets
Masakari(Assault Mech):FF13.5,2 ERPPC,1 CLRM15,1 CLRM20,1 CULTR5,with Enhanced
Optics


Solaris Arenas:For entering each arenas,you have to pay 1/10 C-Bills of that
arena's prize.

Jungle Arena
Cathay Sector, Solaris City
This indoor arena provides stark contrasts in its battlefield. Tropical flora
is cultivated and sustained in a sort of high tech greenhouse fashion. The
arena obstacles are laid out in appealing patterns, giving the effect of a
mammoth, indoor Japanese rock garden. Waterworks irrigate the arena with small
geysers and simulated springs of various size. Contrasting the lush vegetation
that fills the arena are the same metallic walls that enclose the Factory and
the numerous camera towers. Large Concrete walls are also periodically placed
within the arena to provide more sustainable cover than the vegetation
provides, and increase aesthetic appeal where needed. It shares the holocast
lighting system that illuminates the Factory arena. It is roughly square, about
1500 meters to a side.

There are 2 types of Jungle Arena:One of them has 2 pools of water and have
some hills(A1),when another one has 2 big islands,and filled with water for
left areas(A2).

Jungle-Light
Prize:1500000 C-Bills
Entry Fee:150000 C-Bills
Arena type:A1

Jungle-Medium
Prize:2000000 C-Bills
Entry Fee:200000 C-Bills
Arena type:A2

Jungle-Heavy
Prize:2500000 C-Bills
Entry Fee:250000 C-Bills
Arena type:A1

Jungle-Assault
Prize:3000000 C-Bills
Entry Fee:300000 C-Bills
Arena type:A2

Jungle-Championship
Prize:3500000 C-Bills
Entry Fee:350000 C-Bills
Arena type:A1

Factory Arena
Montenegro Sector, Solaris City
This arena's battlefield is enclosed by mammoth metal walls often festooned
with graffiti and advertisements. A holocast lighting system that keeps every
section well-lit and visible to the numerous camera posts. Within these walls a
vast sprawl of heavy industrial machines and reinforced earthworks has been
crafted into a multilevel battlefield. For some matches molten slag pits are
added. The arena is roughly square, measuring roughly 1000 meters to a side.
The overall visual impression of the arena is a blend of earthworks and metal.
Tall industrial walls create maze-like environments.

There are 2 types of Factory Arena:One of them have 1 pool of water(A1),when
another one has a flatland on a round-topped hill,and a valley around the
hill(I hate geography>_<)(A2).

Factory-Light
Prize:1500000 C-Bills
Entry Fee:150000 C-Bills
Arena type:A1

Factory-Medium
Prize:2000000 C-Bills
Entry Fee:200000 C-Bills
Arena type:A2

Factory-Heavy
Prize:2500000 C-Bills
Entry Fee:250000 C-Bills
Arena type:A1

Factory-Assault
Prize:3000000 C-Bills
Entry Fee:300000 C-Bills
Arena type:A2

Factory-Championship
Prize:3500000 C-Bills
Entry Fee:350000 C-Bills
Arena type:A1

Colliseum Arena
Aka Steiner Stadium
Silesia Sector, Solaris City

This classic open-air design was built in painstaking detail on the
architectural style of ancient Rome. Its headline feature, unique among all
stadiums, is its detonator grid and ferroglass shielding which allows for live
viewing of the battles. Unlike the other arenas the Coliseum uses little in the
way of battlefield cover and obstacles. At most a few columns or pillars are
raised from the arena floor depending on the class of match about to be fought.
Unlike the Factory and Jungle which portray the Mech fights as techno
extravaganzas reminiscent of ancient Las Vegas, the Coliseum portrays the
conflicts as high class sport for refined people of substance. The ornate walls
are free of gaudy advertisements and in place of holocast overhead lighting it
boasts only the open sky. It is considered the most prestigious of venues for
Mech combat on Solaris. It is roughly oval (angular section are used on each
end) measuring 1500 by 1000 meters.

There are 2 types of Colliseum Arena:One of them is a flat land with 3-5 Arches
and pillars(A1),when another one has a rectangular area in the center of this
arena,with a river runs around it and separates the arena into 3 parts:center
rectangular area,river and outer land around the river(A2).
Note:Colliseums has more prize than other 2 Arenas,but more dangerous,of
course."What you had paid then what you will get",like Chinese's ideas.

Colliseum-Light
Prize:2000000 C-Bills
Entry Fee:200000 C-Bills
Arena type:A1

Colliseum-Medium
Prize:2500000 C-Bills
Entry Fee:250000 C-Bills
Arena type:A2

Colliseum-Heavy
Prize:3000000 C-Bills
Entry Fee:300000 C-Bills
Arena type:A1

Colliseum-Assault
Prize:3500000 C-Bills
Entry Fee:350000 C-Bills
Arena type:A2

Colliseum-Championship
Prize:4000000 C-Bills
Entry Fee:400000 C-Bills
Arena type:A1

Grand Championship
Prize:4500000 C-Bills
Entry Fee:450000 C-Bills
Arena type:A2

Then,here is the tactics on Solaris.They are very simple:
1.If you can,mount ECM on your Mech and use passive sensors in the
games.Then,you can only be spotted by range of 250m-200m.Also,enemy can't lock
missiles on you(At New exford you will know this).
2.At Solaris,MAX ARMOUR IS MOST IMPORTANT.So,always max armour on your Mech.But
by contrast,heavy firepower is also important too.So,customizing Mechs should
follow the rule below:
Max Armour->Arm weapons->Add heak sinks or speed.
3.ALWAYS KEEP SPEED AT FULL THORTTLE or USING JUMP JETS FREQUENTLY.It can make
you being hard-hitting by most weapons.In addition,you should change your
direction of the Mech's movement,BUT don't move backwards!
4.Prepare lots of Mech of that class.Then,if one of your Mech had been
destroyed,then you still have spare Mechs to fight again(This situation mostly
happens above Heavy Classes,but mostly if you defeat you will
reload,right?).Also,save some money to buy more powerful Mechs at free
market,and customize it,so that you can use it for the remaining Campaigns.

-------
Styk
-------
Location: Chaos March
Styk has long been a source of conflict between House Liao and House Davion.
Currently the planet and its sister world Gan Singh have used the turmoil
surrounding the Federated Commonwealth civil war to free themselves of the
previous Davion-backed government, forming the independent Styk Commonality.
However, there is serious concern about the stability of the newly-formed
state. In terms of mercenary employment opportunities, Styk is rich indeed:
Lindon's Battalion is one of several groups known to be on station, although
recent reports suggest a Capellan offensive in force could be giving them some
trouble. Both sides in the conflict are likely anxious to bolster their forces
with some soldiers for hire.
Much of the terrain of Styk is moderate, pleasant, and green, and its cities
slick and prosperous. No dripping jungles like New Exford, just verdant rolling
hills. But don't let the weather fool you. There is plenty of political trouble
here, and all the outward efforts at diplomacy cloak a dark truth of
assassination and backroom brutality. But these conditions, and the piles of
money that go with them, make fertile ground for anyone in the mercenary trade.

Mission:Reinforcement
Pay:4860000 C-Bills
Objectives:
#Defeat enemies at Nav Alpha.
#Protect the base at Nav Beta from Destruction.
$Save Hammer Lance from destruction(+3 Nobility Point).
Threat Level:Heavy
Heat Sink Efficiency:100%
Employer:Styk Commonality
Alignment:Neutral
Type of Mission:Reinforcement
Company Profile Changes:Nobility+8
Note:Send ALL your best Heavy or Medium Mechs and Lancemates.Always keep at max
speed.Long-Range weapons recommended.

When you start for a while,you can see Watch Dog One(A badly damaged Raven) is
chased by many vehicles.Let Watch Dog leaves this area and fight against those
Myrimidons,Bulldogs and Vedettes,or ignore them and let friendly Stilettos to
blast them off.In both cases,rush to Nav Alpha and destroy all enemies there(2
Bushwacker and 2 Thanatos) with Hammer Lance(2 Uziel and 2 Chimera),if you can
save them you will gain 3 Nobility points,and they will help you at "Peace
Talks".

After that,rush to Nav Beta and duel with assault team formed by Patrol
Boats,Condors,2 Bushwacker and 2 Thanatos.There are some Turrets which prepare
to help you.So,very simple:crush all enemies you see.

Mission:Assassination
Pay:5325000 C-Bills
Objectives:
#Go to Nav Alpha.
#Destroy Chopper Prime at Nav Alpha.
#Go to Nav Beta.
#Destroy Limo Prime at Nav Beta.
#Go to Nav Gamma.
#Destroy Mech Prime at Nav Gamma.
#Go to Nav Delta for extraction.
Threat Level:Heavy
Heat Sink Efficiency:100%
Employer:Capellan Contact
Alignment:Neutral
Type of Mission:Turncoat
Company Profile Changes:Nobility-5,Davion-2,Infamy+20
Note:Send your best,fast Heavy or Medium Mech,like Arguses,Catapult and
blablabla.Always keep at max speed.Long-Range weapons recommended.Thost targets
will try to leave the mission area,if this happens,your mission
fails.High-Infamy required.If you do this mission,you can't do Peace Talks
afterwards.

Move to Nav Alpha.On your radar,you may see Chopper Prime even you are not at
Nav Alpha,so you can shoot it down outright.If you do this,those 4 Nightwinds
will attack you,so after shoot down Chopper Prime,proceed to Nav Beta,those
Nightwinds can't chase you(I used Argus at 85kph).Then you reach Nav Beta,you
will see Limo Prime on your radar.Limo Prime is heavily guarded:2-4 Bulldogs,2
Uziel,some DemolisherIIs.They can be very dangerous at short range,so snipe the
Limo at Long Range and rush to Nav Gamma with your life.

When you reach Nav Gamma,Mech Prime will appear(A Dragon,with 1 AC5,1 LRM15,1
HGAUSS and 1 MedLas,FF8.5).Those Uziels will see you and attack you,so work
fast.When you destroy Mech Prime,rush to Nav Delta and end the mission.In this
area you may see 2 Commonality Police(Chimera) with Bulldogs.Not a big
threat,but you won't want to duel with them,right?So ignore them and it won't
affect your mission.

Mission:Peace Talks
Pay:2350000 C-Bills
Objectives:
#Minimize civilian causalties.
#Protect Convoy at Nav Alpha until it lift off.
#Escort Convoy to Nav Beta.
#Escort Convoy to Nav Gamma.
#Secure extraction point at Nav Delta.
$Destroy all chasing Mechs.
Threat Level:Medium
Heat Sink Efficiency:95%
Employer:Styk Commonality
Alignment:Neutral
Type of Mission:Honor Guard
Company Profile Changes:Nobility+13,Infamy+(If any civilian was killed)
Note:Send your best,fast Heavy Mech.Always keep at max speed.Short-Range
weapons recommended.High-Nobility required.If you do this mission,you can't do
Assassination afterwards.

Your Mech stand still,only can move your torsos,and only outside camera
activated,all weapons are locked,because you are guarding a peace talks.

However,those bad guys will use one of the limo as a suicide bomb,which bombed
the remainding limo,1 Bulldog and 2 Commonality Police(2 Chimera.You can see
that Chimeras are not so powerful......),then use Mechs and vehicles to attack
the city.Fortunately,the president hasn't been killed(if he died then we
needn't to waste time:P),and those Commonalities will ask you to protect the
Convoy until it lift off.Also,he adviced you that DON'T HARM ANY CILIVIAN.If
you do,you gain Infamy point.

Start to duel with 1 Osiris,1 Argus and 1 Bushwacker(before then fire at
you).The Osiris will come up first,so kill it outright.Argus and Bushwacker
will be a great pain,especially you are alone.One point to remember:If all
Mechs has been destroyed,the Convoy will lift off.In the city there are many
enemies:Those 3 Mech,then 2-3 SRM Carrier,and 3-4 Vedettes.At Nav Delta there
are 1 Osiris and 1 Raven.So,I prefer that "guide" those 3 Mechs out of Nav
Alpha,and start to search vehicles to kill.

When those 3 Mechs were downed,the Convoy will lift off and start to fly to Nav
Delta,so your work should be fast.You SHOULD destroy all enemies in this area
so that the Convoy will be safe.When the Convoy is approaching Nav Delta,2
Argus and 1 Thanatos will come into the city to kill the Convoy.If you are
damaged a lot,you can just go to Nav Delta,if not,you may go to kill them.In
addition,if you saved Hammer Lance at last mission,they will ride on 1 Uziel
and 1 Bushwacker(as I see) and help you to engage the enemy.If you hadn't saved
them,you will be alone.Either case will end the mission,but remember:try to get
good salvage.

Mission:Evacuation
Pay:0 C-Bills
Objectives:
#All Limo Convoy Occupants must be survive.
#Escort Convoy to Nav Alpha.
#Escort Convoy to Nav Beta.
#Escort Convoy to the spaceport at Nav Gamma.
Threat Level:Heavy
Heat Sink Efficiency:95%
Employer:Peace Delegates
Alignment:Neutral
Type of Mission:Convoy Evacuation
Company Profile Changes:Nobility+15,Infamy-3
Note:Send all your best,fast Heavy Mech.Always keep at max speed.Short-Range
weapons recommended.Only avaliable after beating "Peace Talks".

Your eyes aren't defected:Yes,this mission has no C-Bills reward.More worse
is:You have to pay Drop Fee and your Mechs may be damaged.However,this mission
can raise your Nobility,that's may be good for you(if you aren't going to be a
bandit------With high Infamy......).

At Nav Alpha you will see 2 Bulldog,1 DemolisherII and 1 Argus.Waste that Argus
first(from now on,I prefer that waste the Mech first when you see a enemy gorup
with vehicles and Mechs),then blow up the tanks.Oh yes,be careful of DemoII's
fire.Afterward,rush towards Nav Beta,and you will see 1 Argus,2 Mobile
Turret(search for the Control APC) on the road.Not a big threat if you disabled
the turrets first.Then Castle will tell you that the Dropship at Nav Gamma is
in pre-flight powerup(can't fire any weapons),when some Mechs are attacking
it,it is being a sitting duck.So,move to Nav Gamma ASAP.On the way you will see
another group of enemies(still lead by 1 Argus and 1 DemoII),bust them out fast
and move to Nav Gamma to duel with 2 Catapult and 1-2 Thanatos.After beating
them,wait for the Limos to reach Nav Gamma.

You have finished Styk Campaign!
Reinforcement------>Peace Talks------>Evacuation
            \------>Assassination

--------------------
Talon/Wernke
--------------------
Location: Federated Commonwealth
The Talon/Wernke system boasts two planets of significance to the Federated
Commonwealth. Talon, a relatively barren and rocky world, has numerous mineral
deposits of considerable value. Wernke, a fertile agricultural planet, is
well-matched to Talon, providing much-needed food and water resources. Kallon
Industries has a substantial investment in the system, maintaining a 'Mech
production facility on Talon.
These two planets might be twins, but they are certainly not identical. Talon
is bare and austere, but its surface hides a wealth of minerals. Kallon
Industries builds their 'Mechs here. Wernke has a very different kind of wealth
as a fertile agricultural planet with plenty of food and water for both planets
in the system. Factory workers and miners have to eat, after all.

Mission:Blackout
Pay:8050000 C-Bills
Objectives:
#Destroy HGP Transmitter at Nav Beta.
#Destroy all enemies.
$Destroy all fleeing vehicles and buildings(Additional 800000 C-Bills).
Threat Level:Heavy
Heat Sink Efficiency:180%
Employer:Steiner Military
Alignment:Steiner
Type of Mission:Comm Relay Satobarge
Company Profile Changes:Steiner+9,Infamy+21
Note:Send ALL your best Heavy Mechs and Lancemates,like Thanatos,Black Knight
and blablabla.If you have any Assault Mechs,send them too.Always keep at max
speed.Long-Range weapons recommended.

If you don't take out that helly HGP Transmitter,then you won't be able to lock
on ANY target,and your radar will also JAMMED!You can see nothing on your radar
but only lancemates!So be careful.When you walk towards Nav Alpha,you will find
some Quad Panzers,waste them.But then,you will find there are Calliopes
everywhere!Also,you will encounter some enemy Mechs (At least 1 Awesome,Black
Knight,Catapult,Hellspawn),order your lancemates engaging nearest target,then
move fast to destroy the HGP at long range.After the HGP was down,retern and
engage any enemy you see.Also,destroy all vehicles which is shown as neutral in
your radar,and waste all buildings you see.If every enemies was
displaced,mission will over.

Mission:Moonlight
Pay:8050000 C-Bills
Objectives:
#Investigate Davion Supply Depot at Nav Alpha.
#Destroy the Mercenary Dropship.
#Destroy all enemies at Nav Alpha.
#Destroy all Black Cobras' Mechs.
Threat Level:Heavy
Heat Sink Efficiency:180%
Employer:Kallon Industries
Alignment:Davion
Type of Mission:Long-Range Recon
Company Profile Changes:Steiner-6,Davion+11
Note:Send ALL your best Heavy Mechs and Lancemates,like Black Knight,Thanatos
and blablabla.If you have any Assault Mechs,send them too.Always keep at max
speed.Long-Range weapons are LESS recommended.Fast-reloading weapons works good.

After you started for a little time,you will find an Uller runs toward
you.Waste it,and rush to Nav Alpha with your lancemates.There are UNCOUNTABLE
vehicles there,waiting to blast you.Also,there are at least 2 Uziel,so call
your lances take them out first,then let them to have free engagement.There are
Bulldogs,SRM Carriers,LRM Carriers,DemolisherIIs,Harassers,Condors,and may be
also Quad Panzers,so be careful,they can crush you out.You will also spot a
Mercenary Dropship(a Hrothgar actually),destroy it(after wasting those 2 Mobile
APU beside it).Afterwards,those Black Cobras will play with you.There are 1
Thor(Driven by Burr,the lance commander and leader of Black Cobras),1-2
Argus,2-3 Uziel,2-3 Ryoken,2-3 Chimera.Let your lancemates concertrating fire
on them to waste them all fast.I found that you will most likely "eat" the
fires from that Thor,so destroy it first.After all Black Cobras' Mech was
down,mission ends.

Mission:Night Op
Pay:5250000 C-Bills
Objectives:
#Scan the factory at Nav Alpha.
#Scan the factory at Nav Beta.
#Scan the factory at Nav Gamma.
@Keeping undected by the enemies.
#Go to Nav Epsilon for Extraction.
Threat Level:Medium(I suspect that Castle had trapped you......)
Heat Sink Efficiency:180%
Employer:Steiner Military
Alignment:Steiner
Type of Mission:Stealth Recon
Company Profile Changes:Steiner+11,Infamy+8
Note:Send your best Heavy Mechs or Assault Mechs,MAX ARMOUR AND SPEED.If your
Mech has ECM,mount it on.Tremendous firepower also needed.

A very hard mission.Just like that at HesperusII,but MUCH more harder(about
+200%.Haha).You have to keep yourselves away from ANY enemy Mechs,because they
will call reinforcements if they spot you.

Switch to Passive Sensors first.If you want to keep stealth,DON'T FIRE AT ANY
MECHS.You can spot 1 Catapult and 1 Dragon.Try to track their patrol trail,and
avoid to meet them.If you are nearly to be spotted,there will be a short
message on the screen.DON'T shutdown your Mech when it happens,it's useless.I
tried this:When I reach Nav Alpha,I shutdown my Mech and start scanning.Then,I
was spotted by enemy,and mission fails(their HIGHLY INACCRUATE shots destroyed
that factory but I haven't finished scanning).I prefer to run away ASAP at Max
Speed.

If you are spotted by enemy,there will be many Mechs coming up:1-2
Hellspawn,2-3 Cougar,1-2 Loki,2-4 Chimera,1-3 Uziel,and that Catapult and
Dragon.You won't want to duel with them,right?But this is the hard point.If you
try to duel them,your percentage of suscess......about 10-20%.For stealth,you
may not need to duel them,but the percentage of suscess......below 15%.You may
be spotted after you scanned Nav Alpha.Anyway,the tactics of this stage
is:Run->Hide->Run and so on.After scanning Nav Alpha,rush to Nav Beta and Gamma
and scan them.Work fast,or you will get shot from those Calloipes.Then,rush to
Nav Epsilon for your life.

Mission:Country Life
Pay:9678000 C-Bills
Objectives:
#Defend the Communcation Center at Nav Alpha.
#Destroy enough enemies forcing them to retreat.
$Protect all buildings in the base(Additional 950000 C-Bills).
Threat Level:Heavy
Heat Sink Efficiency:100%
Employer:Davion Military
Alignment:Davion
Type of Mission:Relay Station Defense
Company Profile Changes:Steiner-10,Davion+10,Nobility+5
Note:Send ALL your best Heavy Mechs(especially fire-support Mech) and
Lancemates,like Black Knight,Catapult and blablabla.If you have any Assault
Mechs,you MUST send them too.Always keep at max speed.Long-Range weapons
recommended.Fast-reloading or Short-Range weapons works good too.

Rush to Nav Alpha and bust those Nightwinds and Peregines there.Then move
towards another side of the base to waste other choppers.Move to Nav Beta
immediately,and destroy many Mechs there as you can(a forward lance for
Steiners,2 Raven and 2 Hellspawn),because if they all had been destroyed,then
you won't to duel with them afterwards.After that,more enemy will come.A
standard Assault Lance:2-3 Atlas,2-3 Awesome,1-2 Argus,2-3 Catapult,and 1-3
Thanatos.If you don't destroy the Forward Scout Lance,they will return and
attack you.Those Atlas will bring you a great pain,so concertrate fire on them
to waste them ASAP,then order them concertrating fire ON EACH MECH,or some of
your Lancemates will be destroyed.Defeat all Mechs in this area to end this
mission.
(I used 1 Fafnir,2 Atlas,1 Hamptmann and 4 Daishi to play this sometimes
ago------Full Assault Lance.This stage only last for about 5 minutes.)

Mission:Mech Works
Pay:10285000 C-Bills
Objectives:
#Destroy the Listening Post at Nav Alpha.
#Destroy the Factory at Nav Beta.
#Destroy the Factory at Nav Gamma.
#Destroy all Davion forces in this area.
$Destroy all Templars(Additional 1000000 C-Bills).
Threat Level:Very Heavy
Heat Sink Efficiency:180%
Employer:Steiner Military
Alignment:Steiner
Type of Mission:Mech Works Assault
Company Profile Changes:Steiner+15,Davion-15
Note:Send ALL your best Heavy Mechs and Lancemates,like Arguses,Catapult and
blablabla.If you have any Assault Mechs,send them too.Always keep at max
speed.Long-Range weapons recommended.Fast-reloading or Short-Range weapons
works good too.IMPORTANT:If you do this mission,YOU WON'T GET ANY DAVION
CONTRACTS ANYMORE.

You and your lance will start at Nav Alpha.Except that Listening Post,There are
3-5 Calloipes,3-4 Cougar,5-8 Quad Panzer,2-3 Thanatos,2-3 Hellehound and some
Stilettos which will raid your Lances.Waste them all fast,before they can cause
serious damage on you.Of course,destroy that Turret Control Tower first to
disable those Calloipes first.

When you clear Nav Alpha,go to duel with an Assault Lance containing
Victor,Catapult and Vulture.When dueling them,Castle will tell you that those 4
Templars also become active!That means there are 2 Assault Lance.Before those 4
Templars arrive,you should destroy the first Lance,so you can duel with them
then.The worst thing of all is:There are a third Lance coming from Nav
Delta.There are Templars and Vultures in it,so be careful.Being attacked by 6
Templars won't be good for you.After wasting them all,you can destroy those
Calliopes at range.To complete this mission,you can just destroy those
Factories,or you may go to Nav Delta to clash the Templar Prototype first.It
has 2 CGAUSS,1 ER LgLas and 2 ER MedLas,so take care.After all enemies are
taken down,mission overs.

Mission:Mech Works Defense
Pay:11716000 C-Bills
Objectives:
#Defend the Listening Post at Nav Alpha.
#Defend the Factory at Nav Beta.
#Defend the Factory at Nav Gamma.
#Destroy all Steiner forces in this area.
$Defend all Templars(Additional 1000000 C-Bills).
Threat Level:Very Heavy
Heat Sink Efficiency:180%
Employer:Kallon Industries
Alignment:Davion
Type of Mission:Mech Works Defense
Company Profile Changes:Steiner-10,Davion+15,Nobility+7
Note:Send ALL your best Heavy Mechs and Lancemates,like Arguses,Catapult and
blablabla.If you have any Assault Mechs,send them too.Always keep at max
speed.Long-Range weapons recommended.Fast-reloading or Short-Range weapons
works good too.IMPORTANT:If you do this mission,YOU WON'T GET ANY STEINER
CONTRACTS ANYMORE.

A photocopy of Mechs Works,but you have to protect the Mech Works instead.At
first you and your Lances will land on Nav Alpha.There will have some
Hellhounds,Ryokens and Cougars? attacking the Listening Post,crash them out
fast.By my observation,when their causalties reach a certain level they will
retreat automatically,so punch as many Mech as you can,then back to base at
FULL THROTTLE.

When you back to the base,the tough fight begins.Calliopes and Templars will
help you to strike back.If you want to get additional 1000000 C-Bills,don't let
them suicide!:-)You will encounter 3 REAL ASSAULT LANCES in this
stage.First,waste Hamptmanns and Highlanders(1 GAUSS,1 HGAUSS,2 LgLas,FF16,with
LAMS and Jump Jets)first,then clash some DemolisherIIs and Gladiators near Nav
Beta.After that,enemy Nightshades(or Nightwinds) will come to support the last
Lance:Hamptmanns and Highlanders(again!).Use all your power to punch them
out.When all Enemies are destroyed,mission will end.

You have finished the Talon/Wernke Campaign!
Talon/Wernke Summary:
Blackout->Night Op->Mech Works
        \\                   \
         +-->Moonlight-+-->Country Life->Mech Works Defense

----------------
HesperusII
----------------
Location: Lyran Alliance
Hesperus II is the home of Defiance Industries, whose factories have been
producing 'Mechs since the age of the Star League. Its mountainous landscape
has been burnt and scored by savage fighting for control of the factory
complex. The Gray Death Legion has recently finished a very costly campaign to
keep the facilities in Lyran hands.
The bold, mountainous landscape of Hesperus II is almost immaterial; it's the
industry that matters here. This is the world where 'Mechs have been built
forever, along with plenty of other lethal products. You might be hired to
assault a munitions plant in broad daylight with your entire lance, or to sneak
up on an industrial base in the dead of night, when merely being spotted will
mean mission failure. It's in Lyran hands,or now.

Mission:Escort
Pay:6135000 C-Bills
Objectives:
#Escort the convoys to Nav Alpha.
#Escort the convoys to Nav Beta.
#Escort the convoys to Nav Zeta.
#Destroy all enemies in this area.
#Escort the convoys to the checkpoint at Nav Gamma.
Threat Level:Heavy
Heat Sink Efficiency:100%
Employer:Defiance Industries
Alignment:Steiner
Type of Mission:Convoy Escort
Company Profile Changes:Steiner+9,Nobility+4
Note:Send ALL your best,fast Heavy Mechs and Lancemates.If you have any Assault
Mechs,send them too,but make sure its speed can follow you.Always keep at max
speed(or speed around 70kph).Fast-reloading or Short-Range weapons works good.

After starting,move along those Convoys and call those Lancemates to follow
you.When you nearly reach Nav Alpha,a Shadow Cat will use its Jump Jets to
attack you.Run towards it and waste it.Castle will later tell you that there
are 2 Mechs following the Convoys(2 Thanatos actually),punch them out with your
Lancemates.After reaching Nav Alpha,you will see a bridge.DON'T GO NEAR
IT,because enemy will bomb the bridge,and those Convoys will continue moving to
Nav Beta via Nav Zeta.It will be a great danger to those Convoys,because there
are 1 Cougar(It won't active until the bridge bombed or you attack it),1 Shadow
Cat and 4 Bulldogs along the road.If you try to trace the Convoys' way,then
will soon be destroyed(I tried before).

So,after reaching Nav Alpha,order your Lancemates to follow you,and order them
to fight against that "Jumping" Shadow Cat.That Cougar is hidden behind the
hill on your left,if it saw you,it won't move,though(very funny,silly and
stupid,isn't it?).Use salvos to destroy it.As mensioned,it will become active
if you don't destroy it.Clear that Shadow Cat,Cougar and Bulldogs,and walk
along the road,until you see 2 DemolisherII.Bust them,and you will see the
bridge again.Now you can go near it,to make those Convoys move towards Nav
Zeta(If you didn't destroy all enemy from Nav Alpha to Nav Zeta you have to
turn back to protect them).If you had destroyed EXACTLY all enemies as I told
before,just move towards Nav Gamma.You will see a lake on your right,and there
are some Condors and Harassers plus 2 Bushwacker,waiting for you and those
Convoys.Take them out,or "lead" them to Nav Gamma.At Nav Gamma there are 1
Argus,2 Bulldog and 2 Mobile Turret,friendly.If those Convoys reach Nav Gamma
and all enemy have been destroyed and those Convoys reach Nav Gamma,mission
terminates.

Mission:Raid
Pay:6243000 C-Bills
Objectives:
#Destroy all Warehouses and Factories at Nav Alpha.
#Destroy all Warehouses and Factories at Nav Beta.
#Eliminate all enemies in this area.
Threat Level:Heavy
Heat Sink Efficiency:100%
Employer:Skye Separatists
Alignment:Davion
Type of Mission:Military Satobarge
Company Profile Changes:Steiner-4,Davion+11,Infamy+7
Note:Send ALL your best Heavy or Assault Mechs and Lancemates.Long-Range
weapons recommended.Fast-reloading or Short-Range weapons works good too.

In this stage you will help your old friend at Eaton.Move across the river,and
you will encounter 1 Mad Cat MkII and a few turrets(Laser and Missile).Destroy
the Turret Control Tower at a range first,and concertrate fire on that
MC-Mk2,then move to Nav Alpha.The guard are 2 Mad Cat and a few Laser
Turret,kill those Mad Cats first,then disable those turret(nuff to say to do
this).After that,use all your terrorising minds to destroy all enemy buildings
here!!After a masscre......proceed to Nav Beta.1 Shadow Cat keeps jumping on
the hill and it may attack you(very annoying),waste it,and destroy the Turret
Control Tower opposite of the river at range.Enemy will have some
reinforcements,2-3 Vulture and 1-2 Black Knight,in the base at Nav Gamma there
are 2-3 Mad Cat and 1-2 MC-Mk2.Waste them all,then blow up all the objective
buildings.

Mission:Assault
Pay:7540000 C-Bills
Objectives:
#Destroy all Communication Equipment at Nav Alpha.
#Destroy all Barracks at Nav Beta.
#Destroy enemy Hrothgar Dropship.
#Destroy all enemies in this area.
Threat Level:Heavy
Heat Sink Efficiency:100%
Employer:Steiner Military
Alignment:Steiner
Type of Mission:Base Assault
Company Profile Changes:Steiner+11,Davion-9,Infamy+7
Note:Send ALL your best Heavy Mechs and Lancemates,if you have any Assault
Mechs,send them too.Long-Range weapons recommended.Fast-reloading or
Short-Range weapons works good too.

Move towards Nav Alpha and fight against 1 Mauler and some Peregines,also some
Calliopes.Destroy the Turret Control Tower there to disconnect those
Turrets.Mauler won't be a big threat,so it soon wasted.Then destroy all "enemy"
buildings at Nav Alpha,and move to Nav Beta.There are some Laser Turrets around
the base,so take those Control Tower at Long-Range.At Nav Beta there are 2
Victor and some Peregines,crush them and concertrate fire on that Hrothgar.When
Hrothgar had been destroyed,1 Mauler and 2 Hellhound will come to attack
you.Waste them fast,and destroy those Barracks and enemies to end this mission.
Note:There are some Calliopes on the hills,you may avoid them at first,or
destroy them first,as you have to destroy them to complete this mission.

Mission:Stealth
Pay:4500000 C-Bills
Objectives:
#Hide at Nav Alpha until allies draw off enemy Mechs.
#Scan the Armour Integration Lab at Nav Beta.
#Scan the Weapon Integration Lab at Nav Gamma.
#Get to Extraction point at Nav Delta.
Threat Level:Medium
Heat Sink Efficiency:100%
Employer:Davion Military
Alignment:Davion
Type of Mission:Stealth Recon
Company Profile Changes:Davion+15,Infamy+3
Note:Send your best,fast Heavy or Assault Mech(better to mount ECM).Always keep
at max speed.Short-Range weapons recommended.

This is a hard mission.Though enemy force isn't strong,it's hard to hide your
Mech at Nav Alpha.Anyway,watch friendly Mechs try to draw off enemy Mechs under
enemy's tremendous fire(like watching "Band of Brothers").Switch the radar to
Passive Sensor first,and move to Nav Alpha.If you JUST see the base(or a
turret),STOP IMMEDIATELY and cronch or shut down.Just wait.......until Castle
tell you that enemy forces had been drawn off.Run to Nav Beta and approach the
Armour Integration Lab.You will be attacked by enemy turrets(Calliopes) or
vehicles(Bulldogs and Nightwinds) when you are in the base,so you may attack
them when you are scanning.After scanning Nav Beta,you can only find some Zeus'
part.So,move to Nav Gamma and scan(you may blow up the Turret Control Tower
first),and you finally find the Fafnir Blueprints.Castle will tell you that
enemy is going back to the base,and you found that enemy 2-3 Thanatos are
becoming active,starting to attack you.Just rush to Nav Delta ASAP.

Mission:Mech Works Defense
Pay:10150000 C-Bills
Objectives:
#Defend Weapon Integration Lab at Nav Alpha.
#Defend Armour Integration Lab at Nav Beta.
#Destroy enemy Hrothgar Dropships at Nav Gamma.
Threat Level:Very Heavy
Heat Sink Efficiency:100%
Employer:Defiance Industries
Alignment:Steiner
Type of Mission:Defend Prototypes
Company Profile Changes:Steiner+15,Davion-10,Nobility+9
Note:Send ALL your best Heavy or Assault Mechs.Always keep at max
speed.Long-Range weapons and fast-reloading short range weapons works
good.IMPORTANT:If you do this mission,YOU WON'T GET ANY DAVION CONTRACTS
ANYMORE.You will always get a free Fafnir and its weapon,for free too.

I think you will use all force to do this mission to get the precious Fafnir(as
it can't be bought from Free Market),right?As this base is heavily defended by
Calliopes,also an Active Fafnir and 2 Zeus(FF15.5,1 LgLas,2 LRM15,1 HGAUSS,with
LAMS and BAP),so bust those Mechs won't be a big problem,just don't let ANY
Mechs explode near those buildings.You will begin the mission near the Davion
Heavy Guard's first assault wave:3-4 Templars.Concertrate fire on them,so that
you can get enough time returning to the base to fight against 3 Cougar and 1
Uziel,which escape away from the base fire.Waste them fast,and then move to Nav
Beta to duel with 2 Black Knight and 2 Longbow:the last wave.Their firepower
are very destructive to anything,so take care.After those 3 waves Castle will
tell you that 2 Hrothgar are going to drop more Heavy Guards on
HesperusII,which you can't bear about.Move to Nav Gamma immediately and you
will encounter 2 Black Knight and 2 Thor.Let your lancemate to waste them
fast,then continue to move.When you and your Lances are near Nav Gamma,you can
see both Hrothgar.Concertrate fire on one of them first,then the other one.They
will drop 3 Thor out,but if you destroy both Hrothgar first,mission will
ends(as it is determined that the threat to the Industry has wasted),so you can
just ignore those Thor and blow both Hrothgar.

Mission:Mech Works Attack
Pay:9475000 C-Bills
Objectives:
#Eliminate all vehicles and Mechs at Nav Alpha.
#Destroy all Base Defenders at Nav Beta.
#Protect technicians when they are stealing Fafnir blueprints.
@Destroy all enemies in this area.
@Destroy the Weapon Integration Lab.
@Escape to Nav Delta.
Threat Level:Very Heavy
Heat Sink Efficiency:100%
Employer:Davion Military
Alignment:Davion
Type of Mission:Mech Works Assault
Company Profile Changes:Davion+15,Steiner-15
Note:Send ALL your best Heavy or Assault Mech.Always keep at max
speed.Long-Range weapons recommended.Fast-reloading or Short-Range weapons
works good too.IMPORTANT:If you do this mission,YOU WON'T GET ANY STEINER
CONTRACTS ANYMORE.You will always get a Fafnir,for free.You may also get 1-2
Longbow and 0-1 Catapult.

I think you will use all force to do this mission to get the precious Fafnir(as
it can't be bought from Free Market),right?At Nav Alpha there are 2 Zeus,2-3
Thanatos,2-3 Magi and 3-4 Mobile Turret(linked with Control APC,of course).Move
to Nav Alpha and kill the incoming Mechs(concertrate fire will be much
safer),and blast the Control APC at range.After a while some Nightwinds will
come to support Defenders,just shoot them down.Just clear Nav Alpha,then march
to Nav Beta.

In the base at Nav Beta there are Calliopes around it(duck 1 Control APC and
Control Tower first,search by yourself),some Bulldogs,and the worst thing
is,there are 2 finished Fafnir!Let your Lancemates waste those 2 Fafnir(strong
but slow,equal to a sitting duck),and blast Bulldogs around by yourself.When
all base defenders had been taken out,a Transport Helicopter will land beside
Weapon Integration Lab,and commandos will go in to steal Fafnir
blueprints.Meanwhile,there are 2 Heavy Lance(Assault Lance actually)approaching
the Lab,so move fast.There are 2 Zeus and 2 Longbow in each Lance.When one of
the lance appears,concertrate fire on them destroy them all,and do the same
thing on second lance.When those commandos leave and all enemies has been
downed,you can just escape to Nav Delta or destroy the Lab.

You have finished the HesperusII Campaign!
HesperusII Summary:
Escort->Assault->Mech Works Defense
        \\            \
         +-->Raid-+-->Stealth->Mech Works Attack

-----------------
New Exford
-----------------
Location: Arc-Royal Defense Cordon (ARDC)
New Exford lies dangerously close to the Clan Occupation Zones of both the Jade
Falcons and Vlad's Wolves. The planet of New Exford is temperate to tropical by
Terran standards and is home to numerous volcanoes and island clusters.
Recently, a small force of Jade Falcons has landed on New Exford as part of a
much larger push into the ARDC and Lyran Alliance.
New Exford is very green and very wet. Its jungles take humidity to an extreme
not found on any worlds within jumping distance. Volcanoes can challenge your
heat sinks (no such thing as heat shields in the Battletech universe, so the
purists will get upset). Since it's close to the Clan Occupation Zone, there
are other ways things can get hot.

Note:In New Exford,you will encounter many Clan Mechs.They aren't very
powerful,but they would like to use ECM and Passive Sensors,so aware.If there
are not enough Heavy or Assault Mechs in your armoury,I prefer you to this
Campaign after doing HesperusII and Talon/Wernke,or even after SolarisVII-Grand
Championship.If you finish "Beach Fight" here,you may get a free pilot,Falcon(a
Lance Commander).IMPORTANT:If you are not in full Assault/Heavy Lance(Like
mine:1 Fafnir,0-2 Hamptmann,1-3 Atlas,4 Daishi),FREE ENGAGEMENT IS HIGHLY NOT
RECOMMENDED.

Oh yes,you can actually skip "Jungle Recon" stage.

Mission:Jungle Recon
Pay:4250000 C-Bills
Objectives:
#Search all Nav Points to find the Jade Falcon Dropship.
#Destroy all Clan Mechs.
Threat Level:Heavy
Heat Sink Efficiency:95%
Employer:Kell Hounds
Alignment:Neutral
Type of Mission:Jungle Recon
Company Profile Changes:Nobility+4
Note:Send ALL your best Heavy or Assault Mechs and Lancemates.You may send your
strong Medium Mech,but not recommended.Always keep at max speed.Long-Range
weapons and fast-reloading short range weapons works good.

After your drop,you will see 1 Shadow Cat,1 Cougar,and 1 Uller(with ECM).If you
are using full Assault Lance(like me),then nothing to worry.If not,it's better
to concertrate fire on each Mech.After wasting them,Move to Nav Alpha,then move
towards Nav Beta.you may use zoom wintow to shoot the incoming Mechs:1 Thor(I
hope that I don't make mistake.It is rided by Jeff Roshak),2-3 Loki,1-2 Shadow
Cat,and 2-3 Vulture.Give your Lancemates to have free engagement(only for full
Assault Lance) or make them concertrat fire on each enemy.When they are all
downed,move to Nav Beta.There's nothing intresting,so go to Nav Gamma.During
the walk,Skyline One will inform you that there are 5 Clan Mechs(1 Thor and 4
Ryoken) at Nav Gamma.Ryokens are quite dangerous,so be careful.Take them all
out and reach Nav Gamma to end the mission.

Mission:Storm Patrol
Pay:4250000 C-Bills
Objectives:
#Search all Nav Points to find the Jade Falcon Dropship.
#Destroy all Clan Mechs.
#Destroy the Jade Falcon Dropship.
Threat Level:Heavy
Heat Sink Efficiency:100%
Employer:Kell Hounds
Alignment:Neutral
Type of Mission:Close Patrol
Company Profile Changes:Nobility+4
Note:Send ALL your best Heavy or Assault Mechs and Lancemates.Sending Medium
Mech are HIGHLY not recommended.Always keep at max speed.Long-Range weapons and
fast-reloading short range weapons works good.

You are in a heavy rain and quite dark environment,so use the Light
Amplification when you need it.Guide your Lances forward,and you will meet a
Thor near Nav Alpha.Blast it off,and mover forward.Be careful of Passive
Mechs!About at Nav Beta you will see a Light Lance lead by 1-2 Shadow Cat and
1-2 Ryoken.Other Mechs contain Uller and Cougar,so only let your lancemates to
have free engagement.Then move to Nav Gamma,later you will find a Medium Lance
lead by a Heavy(2-3 Shadow Cat,2-3 Ryoken and 1 Thor/Loki?),and there are
Harassers around.Around Nav Gamma is a minefield,marked as "object" in the
HUD.If you step on it,it can produce a great damage to Legs and Torsos,so be
careful.Soon you marked the place of Jade Falcon Dropship,at Nav Delta.When you
find it the Dropship will drop out 1 Daishi,1-2 Thor,2-3 Cougar and 2-3
Uller.Take them out quick,then go for the Dropship.When it goes boom,mission
completes.

Mission:Backstab
Pay:2500000 C-Bills
Objectives:
#Destroy all Jade Falcon Forces at Nav Alpha.
#Destroy all Jade Falcon Forces at Nav Beta.
#Destroy the Jade Falcon Dropship at Nav Beta.
@Destroy the Barracks at Nav Alpha before any Jade Falcon pilots can escape.
Threat Level:Heavy
Heat Sink Efficiency:100%
Employer:Kell Hounds
Alignment:Neutral
Type of Mission:Night Ambush
Company Profile Changes:Nobility+4
Note:Send ALL your best Heavy or Assault Mechs and Lancemates.Sending Medium
Mech are HIGHLY not recommended.Always keep at max speed.Long-Range weapons
works good.

I don't like this mission very much,as its pay is less than "Beach Fight" very
much,though it is more dangerous......Anyway,proceed to Nav Alpha(with Passive
Sensors),but go up to the hill on your right.Use zoom window to hit those
Barracks badly,and destroy them.2-3 Ryoken will run out to intercept you,not a
big problem actually,just not to absorb too much damage.Later,some Harassers
will go towards to your location,waste them(easily) and go to Nav Beta.At Nav
Beta you can see Jade Falcon's Hrothgar,also Jade Falcon's Mechs(including Aisa
Thastus's MC-Mk2 and her fellowships,2-3 Vulture,1-2 Thor,1-2 Nova Cat and some
other Vehicles) saw you and,fire at you,of coarse.Kill them all and blow up
that Hrothgar to end up the mission.

Mission:Beach Fight
Pay:5000000 C-Bills
Objectives:
#Destroy all Clan opposition.
Threat Level:Very Heavy
Heat Sink Efficiency:95%
Employer:Kell Hounds
Alignment:Neutral
Type of Mission:Trial of Possession
Company Profile Changes:Nobility+8
Note:Send ALL your best Heavy or Assault Mechs and Lancemates.Sending Medium
Mech are EXTREMELY not recommended.Always keep at max speed.Long- or
Short-Range weapons works good.

Star Colonel Aisa Thastus and her fellowships comes to this Trial of Possession
of this island.Her Lances are EXTREMELY DANGEROUS:2-3 Mad Cat,3-5 Vulture,1-2
Thor,1-2 Nova Cat and her own MC-Mk2.You and your Lances may suffer form great
losses,but it's a great fun.When the mission starts,a Vulture will come up and
call your Lancemates to blow it up fast,then concertrate fire on as many Mech
as you can,because after your own speech(I found that Spectre is very proud of
himself),your Lancemates WON'T OBEY YOUR ORDER to destroy a certain target,so
order them to attack their closest target(though there will be a great
loss).When all enemies was downed,mission overs.

Note:If you play this mission,Aisa will join your force(or say,under your
control) as a voluntary pilot,renamed as Falcon(a Lance Commander).

You have finished the New Exford Campaign!
New Exford Summary:
Jungle Recon->Storm Patrol->Backstab
                                 \--->Beach Fight

-----------------
New Avalon
-----------------
This is Steiner territory for now, like it or not. It's the home of a major
space port, and is rumored to be the site of some very sensitive political
intelligence. As with Tharkad, this means you've got a lovely, unassuming
planet that will be very heavily defended.

Mission:Spaceport
Pay:17560000 C-Bills
Objectives:
#Destroy all fuel tanks at Nav Alpha.
#Destroy all communcation buildings at Nav Alpha.
#Communicate with Rabid Fox at Nav Gamma.
#Escort Rabid Fox to Nav Delta.
#Rabid Fox must survive.
Threat Level:Medium
Heat Sink Efficiency:100%
Employer:Steiner Intelligence
Alignment:Steiner
Type of Mission:Escape and Evasion
Company Profile Changes:Infamy+8
Note:Send your Heavy or Assault Mechs.Always keep at max speed.Long-Range
weapons and fast-reloading short range weapons works good.Only avaliable if you
played Mech Works Defense at HesperusII or Mech Works at Talon/Wernke.

You are in one of the Spaceport in New Avalon.You can see your Talon is in
front of you,if you want you can blow it up:).Anyway,there are many Laser
Turret and Calliopes in this area,you can also see 2 Osiris.If you are using
Assault Mechs,they won't be a great threat.I recommend that destroy those 2
Turret Control Tower(1 is beside that Generator and 1 is beside the Guard
Tower),so that those Turrets will become slience,and take out those
Osiris.Then,destroy all Air Control Tower in this area,then bust those fuel
tanks,and Communcation buildings.After that,destroy ALL Choppers(They
say:IDF,which means"I Don't Fly") and Mechs that are shut down(in Orange
colour) you can see in the spaceport.Then,go to Nav Beta.You will encounter 1
Mad Cat and 3 Ryoken.Look out for their LRM salvos,and take them out.Move to
Nav Gamma then,and you will see Rabid Fox.He is in a Swiftwind(Just a Jeep with
a Radar behind),if he get killed,mission will fail.At the same time,you will
see some Light Mechs(Seems that containing Flea,Raven and Osiris------I haven't
confirmed)trying to intercept you.Just let them know what is "An insect try to
use its scythes to stop a car",and do what you need to do.When you cleared
those Mechs you see,you can just go to Nav Delta and finish the mission.
Note:If you haven't destroy all Mechs and Choppers in the spaceport,they will
become active(except those Choppers if you had destroyed all Air Control Tower
in the spaceport)and try to intercept you at Nav Gamma.Those Mechs include:1-2
Owens,2 Uziel,2 Bushwacker,2-3 Flea,1-2 Puma.

Mission:Hacker Run
Pay:19500000 C-Bills
Objectives:
#Destroy all base defenders at Nav Alpha and
Nav Beta.
#Extract Kartina Steiner's location at Computer Core at Nav Beta.
#Go to the Extraction point at Nav Gamma.
Threat Level:Very Heavy
Heat Sink Efficiency:120%
Employer:Steiner Intelligence
Alignment:Steiner
Type of Mission:Infiltration
Company Profile Changes:Steiner+19,Infamy+11
Note:Send your BEST Assault Mechs.Always keep at max speed.Long-Range weapons
and fast-reloading short range weapons works good.

After escorting Rabid Fox to his farm,he will call you going to extract Kartina
Steiner's location by Davion's Super Computer.At first you will encounter some
Dragon,DON'T fight with them at first.Instead,move towards Nav Alpha.When you
see the base,you will proably get shot by those Calliopes(not controlled by ANY
buildings or APCs),Strong Point Defense and Nightwinds.Shoot down all
Nightwinds first,then concertrate fire on 1 Turret each time.Afterwards,destroy
all Dragon ASAP,because an Assault Lance,some more Choppers and some
DemolisherIIs will come to welcome you.In the Assault Lance there are
Atlas,Mauler,Osiris and Raven,so take them ALL out fast.The Transport
Helicopter will soon arrive,but just fly outside of the base.After you cleared
all enemies as mensioned before,mop out anything marked as "Enemy" you
see,especially those Calliopes on the hills,then go to Nav beta for the
Computer Core.
When those Hackers are doing their work,some more Mechs and Nightwinds will
coming to your location.Wait for those Hackers finish their job,and retrive
those data.At first you can only see Nightwinds and 2-3 Wolfhound,but then you
will see lots of Mauler,Atlas and blablabla.So,listen to Rabid Fox's
order:Escape at Nav Gamma.Just rush to Nav Gamma and exit the mission.Hear that
Rabid For bombed the Chopper......

You have finished the New Avalon Campaign!
New Avalon Summary:
Spaceport------>Hacker Run

---------
Carse
---------
Mission:Wolf Trial
Pay:0 C-Bills
Objectives:
#Defeat all Clan Wolf's Mechs to win the Trial of Position.
Threat Level:Very Heavy
Heat Sink Efficiency:95%
Employer:N/A
Alignment:Steiner
Type of Mission:Trial of Position
Company Profile Changes:Steiner+
Note:Lead to Steiner Ending.Send your BEST Assault Mechs,like Max Armoured
Fafnir,and use MOST POWERFUL WEAPONS.Always keep at max speed and
moving.Fast-reloading short range weapons works VERY good.You will fight
alone,if you shoot at any standing Mech they'll attack you.Standing beside any
standing Mech will disqualify you.Only avaliable  after finishing New Avalon's
Campaign.

After lots support on Steiner side,Rabid Fox want you to become a Clan
Warrior,but you must pass Trial of Position first.Those Clans aren't too
strong,but they pilot Heavy and Assault Mechs,so be careful.
First one you encounter is Jules Sender,in a standard Vulture.Unmodified,so
very easy for you.About 2 HGAUSS salvo can destroy it.Then Rhanda Stiles will
jump down with her Thor.Not a big threat,really.Waste her too before absorbing
more damage.

Afterwards,Zel Vickers,with his Mad Cat,will attack you aggresively.He will
keep mobile and shooting,but you may destroy it soon,as Mad Cat's armour isn't
too thick.Now here is the tough fight.Hanse Noruff,with his Masakari,can bring
you a great pain.Its 2 ERPPC and CLRMs can destroy ANY part of your Mech if you
aren't careful.Take out of its legs to destroy it,or ram out its arm first.At
last,Manda Ruby will take care of you with her Daishi.At the end of this
match,her Daishi can kick you out of this arena.Use all your strength to boom
her out.When Manda has down,mission overs.



So you did it.In the years follow,you live as a Clan Wolf Warrior,and eager to
restart the drive on Terra,and eager to make them more pain.However,little did
you know a storm rising on Terra would have stormed all known universe,but it
is passing......

This is the end of Steiner Campaign.

------------
Tharkad
------------
The Lyran throne is housed on this snowy wonderland of a planet. As you might
guess, any time you're that close to political power, your missions will be
very well equipped, and will meet with extremely heavy resistance.

Mission:Overlord
Pay:15745000 C-Bills
Objectives:
#Secure Nav Alpha by defeating Steiner forces.
#Destroy all Steiner forces at Nav Beta.
#Destroy Overlord Dropship.
#Peter Steiner-Davion must be survive.
Threat Level:Very Heavy
Heat Sink Efficiency:100%
Employer:Peter Steiner-Davion
Alignment:Davion
Type of Mission:Full Assault
Company Profile Changes:Davion+19,Nobility+5
Note:Send ALL your best Assault Mechs and Lancemates.Always keep at max
speed.Long- or Short-Range weapons works good.Peter is in an Fafnir(2 HGAUSS,2
ER LgLas),if he ejects,mission fails.Only Avaliable only you played Mech Works
Attack at HesperusII or Mech Works Defense at Talon/Wernke.

I think it is the LARGEST assault in the game------Both side have
30+Mechs(Friendly Mechs includes Sunders,Awesomes,Atlases,etc.),and NO Lights
or Mediums,only Heavys or Assaults.At first you have to face many enemy
Mechs:Longbows,Dragons,Sunders,Atlases,Mad Cats,Daishis,etc(I can't count).What
you have to do is very simple:Destroy all enemies you see(by concertrated
fire).At the middle of the fight Steiners will have some Nightwinds and
Peregines come to support,but we have them too,so nothing to worry about.After
defeating enemies at Nav Alpha Peter will move into battle,so be careful,don't
let him suicide.Move towards Nav Beta and kill everything you see:2-3 Strong
Point Defense,10+ Mobile
Turret,Atlases,Longbows,Daishis,DemoIIs,Myrimidons,etc,then go for the
Overlord.Its engine nozzle is hard to see,so you have to hit on its hard skin
and face its deadly fire.NEVER TRY TO APPROACH IT ALONE.USE YOUR
LANCEMATES!When its hit point is below half,it will blow up and mission ends.

Mission:Resupply
Pay:16890000 C-Bills
Objectives:
#All Supply Convoy must remain intact.
#Secure Drop Zone at Nav Alpha.
#Secure Drop Zone at Nav Beta.
#Defend the Overlord Dropship at Nav Delta.
Threat Level:Very Heavy
Heat Sink Efficiency:110%
Employer:Peter Steiner-Davion
Alignment:Davion
Type of Mission:Resupply
Company Profile Changes:Davion+14,Nobility+5
Note:Send ALL your best Assault Mechs and Lancemates.Always keep at max
speed.Long- Range weapons works good.

Watching the convoys moving to Nav Alpha.You will meet your old friend at
HalloranV-Escort:Captain Doshka(I hope I don't spell wrongly).Help him to
defend his Hrothgar against 2 Bushwacker and 2 Uziel.Castle will inform you
later that there are 3 Mechs(Sunder)approaching to your back.They will appear
separately,so you know what to do.When the Convoys finish resupply,destroy
those Sunders as fast as you can and move to Nav Beta IMMEDIATELY!There are 3-4
Victor attacking another Hrothgar(with 1-2 Awesome protecting it),and they will
destroy a Convoy as soon as they appear!So,you have to eat some of their ammo
in order to save the Convoys.Kill them all and move to duel with 2 Vulture and
2 Thanatos at its back.Waste them fast,and move to Nav Gamma fast.There will be
some Nightshades,but they won't last long against Dropships and you.At Nav
Delta there is a friendly Overlord being attacked by 1-2 Mauler and 3-4 Nova
Cat.At last stage you must tried that how is the powerfulness of Overlord,so
just sit back(!?)and displace them all with 2 friendly Awesome.Very easy
mission(!?).

Mission:Checkmate
Pay:18500000 C-Bills
Objectives:
#Secure Nav Alpha by defeating Steiner Rear Guards.
#Destroy all Hangars at Nav Beta.
#Destroy Air Control Tower at Nav Beta.
#Peter Steiner-Davion must be survive.
#Assault the Palace Main Gate at Nav Gamma.
#Defeat Nondi Steiner and her Royal Guards.
Threat Level:Very Heavy
Heat Sink Efficiency:110%
Employer:Peter Steiner-Davion
Alignment:Davion
Type of Mission:Palace Assault
Company Profile Changes:Davion+,Nobility+
Note:Lead to Davion Ending.Send ALL your best Assault Mechs and Lancemates with
best and deadly weapons.Always keep at max speed.Long- or Short-Range weapons
works good.Peter is in an Fafnir(2 HGAUSS,2 ER LgLas),if he ejects,mission
fails.

Ok,that's it.The final destination.Peter wants the FedCom civil war ends
today.You will help to keep peace,don't you?
At the Nav Alpha there are 4-6 Bulldog,2 Puma and 2 Awesome,plus 2 Mobile
Turret(with APC) duelling with 2 friendly Victor.You can easily destroy some
Bulldog at Long range,then go for those Mechs with your Lancemates.You may
destroy the APC at opposite first.After clearing Nav Alpha,move towards Nav
Beta.Look out of those Laser Turrets!When you are going to Nav Beta there are 2
Awesome and 2 Longbow coming to kill you.Disable them,and wait for enemy 4-6
Stiletto and 4-6 Nightwind coming to suicide.
Then,turn right and move upwards at the ramp.Destroy all enemy Turrets,then go
for those buildings.Afterwards,Move to Nav Gamma.Peter and his 2-3 Victor
bodyguard are under the deadly fire of 3-4 Longbow and 3-4 Awesome,also 2 Laser
Turret.Run down the ramp and crush them all out.
When all enemy Mechs at Nav Gamma was down,Nondi Steiner,declared that your
action ends here.She will call her Royal Guards(4 Daishi) engage and destroy
all of you,well,the most exciting part comes.The final battle of FedCom civil
war begins!
Rush up and concertrate deadly fire on all 4 Daishi(very dangerous for you and
your Lancemates at that time------no repair and rearm)and waste them all,then
Nondi will come up with her Hamptmann(unmodified).Even though you may got badly
hurt at that time,but for the future of FedCom,concertrate fire on her and
punch her out!

You have finished Tharkad Campaign!
Tharkad Summary:
Overlord->Resupply->Checkmate

The FedCom civil war is over.With the defeat of Nondi,the backbone of the LAAF
soon broke.Peter will rerule FedCom and offer yuo al Long-term security
detail.It is a difficult job to defeat the discontent growing in from Terra,but
it's another story all together......

This is the end of Davion Campaign.

------------------
New Canton
------------------
Mission:Griffon Base
Pay:21300000 C-Bills
Objectives:
#Repal all Capellan Invanders from Griffon Base.
#Destroy all enemy Mechs.
Threat Level:Very Heavy
Heat Sink Efficiency:80%
Employer:New Canton Governor
Alignment:Neutral
Type of Mission:Griffon Base Defense
Company Profile Changes:Steiner-,Nobility+
Note:Lead to Neutral Ending.Send ALL your best Assault Mechs and Lancemates
with best and deadly weapons.Always keep at max speed.Short-Range weapons works
good.Only avaliable after finishing New Avalon's Campaign.

Watching you and your Lancemates drop out of your Talon(Really handsome).You
are near to Nav Alpha,which is being attacked by Arguses,Thanatoses,Black
Knights,Myrimidons,Nightwinds,DemoIIs,Condors,LRM Carriers,etc(They are only
some of them coz I can't see clearly).Waste them all,but be careful!Even
Hannibial's Atlas and Falcon's Atlas had been become scrap irons very soon(in
my games)!After finishing Nav Alpha,move to Nav Beta and displace the Mechs(1-2
Sunder,Mauler,Masakari and MC-MK2)and Vehicles(I don't want to
count).Afterwards,move to Nav Gamma and fight against General Wu Kan Kuo(I hope
that I haven't spell wrongly)and his forces(1 Cauldron-Born,1-2
Hunchback,Masakari,MC-MK2,Mauler,Thanatos and may be some more to come.Wu Kan
Kuo himself is in a Gladiator).When you kill him another guy will call a
full-retreat,but firing on ANY retreating Mech will make him choose to
re-engage into battle.At now,just execute a masscre.

Griffon Base has been secured,and it's yours now.Securing Griffon Base makes
you easily taking up contracts against the Chaos March.At that time your
firepower put you equal to the RCT of the IS.However,little did you know a
storm rising on Terra would have stormed all known universe,but it is
passing......

This is the end of Neutral Campaign.

This is the end of MW4Mercs Campaign Walkthrough.

Overall Summary(Mine):
HalloranV->Eaton->SolarisVII->Styk->HesperusII->SolarisVII->Talon/Wernke->New
Exford->Tharkad
       \+->New Avalon->New Canton
                        \+->Carse
======
10-Roads
======

There are 3 endings for MW4Mercs:Davion,Steiner and Neutral(or Rogue)
endings.Note:You MUST choose either one side(Davion and Steiner)to play at
HesperusII or Talon/Wernke.At New Avalon,you have to choose if becoming a
member of Clans or being Neutral.

Method to reach Davion Ending:

1.Play the campaign ignoring ALL Steiner missions(so don't go to
Halloran!).After mission Mech Works Defense at HesperusII or mission Mech Works
Defense at Talon/Wernke,go to Tharkad and play all missions there.

2.You can do any contracts as you like,BUT you MUST play Mech Works Attack at
HesperusII(Hesperus:Raid->Stealth->Mech Works Attack)if you go to Hesperus II
first;or you MUST play Mech Works Defense at
Talon/Wernke(Talon/Wernke:Moonlight->Country Life->Mech Works Defense)if you go
to Talon/Wernke first.Then go to Tharkad and play all missions there.You MUST
finish mission "Checkmate" at there to reach Davion Ending.

It is called as Davion Ending because you obey the command of Prince Davion,and
help him to defeat Nondi Steiner.With the defeat of Nondi,Davion offers you a
long-term security contract.A standard ending,because it is the thinking of
"evil will always be beaten".

Method to reach Steiner Ending:

1.Play the campaign ignoring ALL Davion missions.After mission Mech Works
Defense at HesperusII or mission Mech Works at Talon/Wernke,go to New Avalon
and play missions there.After you finished New Avalon's missions,go to Carse
and play mission "Wolf Trial" there.

2.You can do any contracts as you like,BUT you MUST play Mech Works Defense at
HesperusII(HesperusII:Escort->Assault->Mech Works Defense)if you go to
HesperusII first;or you MUST play Mech Works at
Talon/Wernke(Talon/Wernke:Blackout->Night Op->Mech Works)if you go to
Talon/Wernke first.Then go to New Avalon and play missions there.After you
finished New Avalon's missions,go to Carse and play mission "Wolf Trial"
there.You MUST finish that mission to reach Steiner Ending.

It is called as Steiner Ending because you obey the orders of Rabid Fox to join
Clan Wolf,and helps him to ensure the safety of Kartina Steiner.I think it is
pretty an evil ending as those Clans kill many people,includes Castle's parents.

Method to reach Neutral Ending:

1.Play the campaign ignoring ALL Davion missions.After mission Mech Works
Defense at HesperusII or mission Mech Works at Talon/Wernke,go to New Avalon
and play missions there.After you finished New Avalon's missions,go to New
Canton and play mission "Griffon Base" there.

2.You can do any contracts as you like,BUT you MUST play Mech Works Defense at
HesperusII(HesperusII:Escort->Assault->Mech Works Defense)if you go to
HesperusII first;or you MUST play Mech Works at
Talon/Wernke(Talon/Wernke:Blackout->Night Op->Mech Works)if you go to
Talon/Wernke first.Then go to New Avalon and play missions there.After you
finished New Avalon's missions,go to New Canton and play mission "Griffon Base"
there.You MUST finish this mission to reach Neutral Ending.

It is called as Neutral Ending because you choose to breakaway from Lyran
Alliance Armed Forces(LAAF,Steiner's forces) and own a landhold yourself.I
think that's what Chinese says "leave the aggreable life and live secretly in
the world"......

=================
11-readers' Comments
=================
This part is based on you!Yes,if you send any mail to me,either
suggestions,comments,praises:) or complains :( are all welcome.Your letter will
post here.Nothing more nor less.

Here's a letter from Sebastian Schr?der<Sebastian.Schroeder@brose.net>.Thanks!
----------------------------------------------------------
Hi,
great FAQ. I'd like to add a thing or two.

After playing through this game about 5-6 times and having played BattleTech
(as a computer-game and the board game) for about 10 years now I have one thing
to say concerning your comment on the Daishi (translated it means "Great Death"
wich is very true):

You say it should not be equipped with HGAUSS. I totally dissagree. My Daishi
usually carries 1 HGAUSS, 2CGAUSS with 2 tons of ammo each and 3 CLERLGLAS. One
salvo of this 'Mech knocks down an average medium 'Mech and even some heavies.
Just be sure to aim carefully. Another advantage is, that you can fire up to
3-4 salvos as soon as your weapons recharge without risking a shutdown (on
planets with 100% Heat Sink efficiency). This should take out even an Atlas
with max armor! (If you manage to hit it center torso repeadly)

With this configuration I have won the Solaris VII Championship. I started
using it as soon as the assault season started and never changed it.

Sidenote:

You may notice, I absolutely love the Daishi. Unfortunately I won't be able to
use it in my current game. I decided only to use IS 'Mechs and technology.
Quite a challange I can tell you ;). Maybe I will use a Victor in the original
outfit (if possible, I have to try): Jump jets, AC20, 4 Mlas, SRM6. Fast and
deadly!

On Chapter 7 Tactics:

As you pointed out, speed is the key. But remember also never, NEVER charge a
'Mech head on!! even if your tonnage is twice as high as your enemies he can
still do serious damage. Always try the Circle of Death (TM)! First accelerate
your 'Mech to maximum speed. Then turn your torso about 80 degrees to one side.
Next bring the enemy 'Mech into view by turning your 'Mech. Now try to keep him
in the center of your viewscreen and fire away. You can still turn the torso
for about 10 degrees to help you compensate your movement. The enemy 'Mech will
rarely hit you. If it does some times, just turn around and change the
direction of your movement (that is from clockwise to counter-clockwise or the
other way round). This way he will strip the unscratched armor of your other
side.

Using this tactic I have destroyed a Daishi using a Cougar with standard
loadout in a skirmish battle.

On Chapter 8 Walkthrough:

Salvage depends on what is left of your enemies on the battlefield. In the
BattleTech universe it is a custom for the winner of a battle to get everything
that is left over. Salvage is influenced by two different points (for
mercenaries at least): your right to take salvage (depending on your employer)
and by what's left on the field of battle.

You can't influence the first one, but you can influence the latter. If a mech
is destroyed by reactor explosion (hitting the center torso) there won't be too
much left. Destroying the head will most likely give you the 'Mech with all ist
equipment and weapons (unless previously destroyed) but is hard to acchieve.
Your best bet is to go for the legs. destroying both legs will eliminate the
'Mech from play and chances are good to get the 'Mech or at least it's weapons.

Finally, if you encounter unused 'Mechs as in one of the first missions, you're
likely to get them as salvage in the end.

Again, great work you did there. Have fun in the BattleTech universe. It is
ever canging!

cheers,

Sebastian
-----------------------------------------------------------------

Thanks for your letter first!On his(or her) suggestions,I will have a few words
to say.

For Daishi......Actually I love both HGAUSS and Daishi,but I think that putting
HGAUSS on it will be a waste.Daishi gets big Omni Bays,it's good to add more
Energy or Missile weapons(like my Assault Daishi,armed 6 ER LgPLs),as it lacks
of both Energy Bays and Missile Bays.Arming HGAUSS may be is a risk,as you have
to confirm if your Mech can survive until 600m distance.I like "Long-Range
overall",arming more Long-Range weapons,you can increase the survival
rate,right?

For salvage......thanks,as I always don't know how can it get.

I agree that "not to rush against a Mech directly",but if you get strong
weapons you can get it,like Fafnir,it can knock down Light and Medium easily.If
you run in circle there may have missing shoot.

Anyway,thanks for your letter!

There's a second letter form Tarrant<tarrant@web.de>.Thanks!

--------------------------------------------------------------------
Hi Brian

i just read your walkthrough for MW4Mercs (which is a great pice of work)
and i wonder if you know how i can get a "Dragon, Zeus, Highlander,
Hellhound or Masakari" Mech as salvage?
I tried to shoot their legs and heads (i tried this veeeery often)  but i
never got one of them. Could it be that you can?t get one of them? That
would be a great sh**! Because in MW4Ven you were able to use the Masakari
for example and these Mechs are cool ones.

I hope you know an answer to my question :)

Tarrant


PS: Please forgive me my bad english if i wrote so but i?m not a native :)
-----------------------------------------------------------------------

Thanks for your letter!THough I have replied you at once,that's good to post my
reply here.

Actually Dragon,Highlander,Zeus and Masakari are Mechs in Mech Warrior4:Inner
Sphere Mech Pak and Clan Mech Pak.They can only used in Multiplayer battles or
Instant Action,but not in Campaign.So even you had installed the two Mech
Paks,you can't still salvage them in Campaigns.Actually I want those Mech Pak
too but in Hong Kong it's out of stock;)For Hellhound,you may have a chance to
salvage it at HesperusII-Assault,so try it!

Anyway,thanks for your letter!

If you send any mail to me,either suggestions,comments,praises:) or complains
:( are all welcome.If you have it,please send to XFafnir@hotmail.com.
=======================
12-Chained Events and Secrets
=======================
In MW4Mercs there are many chained events(I think),here are some of more
important (or common) ones.

1.If you save Hammer Lance on Styk-Reinforcement,then they will help you to
engage enemy at nearly the end of Styk-Peace Talks.
2.If you defeat Aisa at New Exford-Beach Fight,then she will join your company
and served as a Lance Commander,Falcon.
3.If you destroy all Mechs near the Mech Bay in the spaceport on New
Avalon-Spaceport,later when you escort Rabid Fox to Nav Delta,you won't see so
many Mechs.If not,you'll need to duel Mechs like
Bushwacker,Uziel,Owens,Puma,etc.
4.When you destoy the HPG Transmitter at Talon/Wernke-Blackout,your radar will
become works again,so destroy it first for benefits.
5.Try to mop up all enemies along Nav Alpha to Nav Beta via Nav Zeta first in
HesperusII-Escort,then go near the bridge.You won't met that sudden Cougar.
More may come......

Here are some secrets (or intresting stuffs) I found:

1.Get a Mech with SRM(any type).When fighting in water,cronch down the Mech and
try to fire SRMs at the target.You will find that those SRMs will run like
torpedoes!:)
2.In urban fighting,it's better to use a Mech with Jump Jets,so that you can
jump onto the buildings (as high as possible) to gain altitude benefits.
3.If using Catapult or Mad Cat MkII in multiplayer fightings,try to mount them
with:SRMs,CSTRKs or ARTLRYs.You will find that they will be very useful of
scatter fire.
4.Try to avoid using Missiles to your target if it's very near to you.Your
missiles may get miss(or even punched out......but sometimes may not).
5.A stuff I haven't tested:In matches which Heat Measures are off,hold "F"
key.You will get a smog behind your Mech to cover your Mech(it may hide
yourself......Tests needed).
More may come......

If you have more Chained Events,Secrets or Intresting stuffs,please mail to me.
========
13-Credits
========

Credits?
I posted this FAQ at gameFAQs.com,dlh.net,faqs.ign.com and neoseeker.com at
now,so first thanks are for them.

In addition,thanks for Microsoft Game Studios,which had made this great
game.Moreover,their Manual are also helpful along my writing.

Also,I have to thanks Briareos Kerensky.Without his FAQ for references and his
supports by words,I think I can't write this FAQ,or no potentials to write
it.In addition,I have to thank a few friends who have played with me at the
Zone,including Parthos,dl,mnkey56,Magnest,etc(All are their Nicknames).

Then,I have to thank a few(?)of things:My NEW computer,the game MW4Mercs(of
course),my hard disk(for storing datas of 16 campaigns),my 13 Fafnirs in those
campaigns,my 208 Variants Mercs,my music soundtracks (From the band group
Beyond,Roman Tam,Dandel on Love,The Power of Love,Soundtracks of Band of
Borthers,Top Gun,etc.),RuneScape,Ace Combat2,and others that I can't list all
out.

In addition,I have to thank for my mother,sister(as they don't spot that I
write this FAQ)and my uncles and aunts.Also,I have to thank you!Yes,the readers
of this FAQ!Moreover,I have to thank some people who had asked me to use this
FAQ in other websites(coz they think my FAQ is very great......but I know that
it won't be as good as Brianeos' FAQ,as his work,for me,it is "master
pieces").And,I have to thank some people who had given some ideas to me,like
Sebastian Schr?der<Sebastian.Schroeder@brose.net>,Tarrant<tarrant@web.de>.

To ask authorization for copying this FAQ,or you have any comments about this
Walkthrough,please mail to XFafnir@hotmail.com.Also,you can find me frequently
at RuneScape(My username is BrianGeneral).BUT,don't send any mail or messages
about taking CD keys,talking about crimes or about all other illegal
things.(But military is welcome.Haha)

Data Source:MW4Mercs Official Website(FASA Studios and MGS'),MW4Mercs official
manuals,Brianeos Kerensky's FAQ,etc.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.Unauthorized reproduction of this
document as same as it is or in part is forbidden.

Copyright (c) Brian Au,2003.