******************************************************************************* ____ _ _____ _____ _ _____ _____ _____ ____ _ _ | __ ) / \|_ _|_ _| | | ____|_ _| ____/ ___| | | |_ | _ \ / _ \ | | | | | | | _| | | | _|| | | |_| (_) | |_) / ___ \| | | | | |___| |___ | | | |__| |___| _ |_ |____/_/ \_\_| |_| |_____|_____| |_| |_____\____|_| |_(_) _____ _ |_ _|| |_ ___ | | | ' \ / -_) ___ |_| |_||_|\___| _ / __| _ _ ___ ___ __ ___ _ _ | |_ | (__ | '_|/ -_)(_- _|/ -_)| ' \| _| \___||_| \___|/__/\__|\___||_||_|\__| _ _ _ _ | || | __ _ __ __ __| |__( )___ | __ |/ _` |\ V V /| / /|/(_-< |_||_|\__,_| \_/\_/ |_\_\ /__/ ___ _ _ |_ _| _ _ __ ___ _ __ | |_ (_) ___ _ _ | | | ' \ / _|/ -_)| '_ \| _|| |/ _ \| ' \ |___||_||_|\__|\___|| .__/ \__||_|\___/|_||_| |_| ******************************************************************************* A Comprehensive FAQ/Walkthrough for BattleTech: The Crescent Hawk's Inception by Thuyker Version 1.0 E-mail: Thuyker AT aol DOT com ******************************************************************************* _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ TABLE OF CONTENTS _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ (KEYWORD) I. Introduction .................................................... kw-int II. Frequently Asked Questions ...................................... kw-faq III. Game Basics ..................................................... kw-bas A. Background Story ........................................... kw-sto B. Character Information ...................................... kw-cha C. Controls ................................................... kw-con D. General Strategies ......................................... kw-gen IV. Walkthrough ..................................................... kw-wth A. Pacifica Training School ................................... kw-m01 B. The Starport ............................................... kw-m02 C. The Crescent Hawks ......................................... kw-m03 D. Star League Cache .......................................... kw-m04 V. Appendices ...................................................... kw-app A. Maps ....................................................... kw-map B. Weapons and Armor List ..................................... kw-wea C. BattleMech Specifications .................................. kw-mec VI. Guide Information ............................................... kw-inf A. Version History B. Email information C. Credits D. Legal Stuff _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ I. INTRODUCTION kw-int _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Crescent Hawk's Inception, released by Infocom in 1998, combines several genres, such as tactical-strategy, adventure, and role-playing. As such, it provides a rather interesting, albeit short, foray into FASA's BattleTech universe. While the graphics are, to put it nicely, rudimentary by today's standards, the game is still a rather fun RPG, especially for fans of BattleTech. As will be mentioned again in the walkthrough below, many aspects of the game are randomized, so it is almost certain that you will find some difference (small ones) between your game and the walkthrough. Also, there are no clear "chapters" that the game is broken up into. However, I have attempted to break up the walkthrough into such a manner, to hopefully make it easier to find what you are looking for. It is my hope that you find this guide informative and useful, and most of all, that you have an enjoyable time playing the game! _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ II. FREQUENTLY ASKED QUESTIONS kw-faq _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Q: What kind of game is BattleTech: The Crescent Hawk's Inception? A: It's hard to classify - the game has elements of role-playing, tactical strategy, and adventure gaming all rolled up into one. Although certain of these aspects could be more fleshed-out, it has enough of each to keep any fan of BattleTech interested. --- Q: Where can I buy this game? A: Unfortunately, this game can be rather hard to come by, seeing that it is about 15 years old (as of 2003). You may be able to find it in bargain bins, eBay, or several other places online. --- Q: I'm trying to get into the Inventor's Hut, but he won't let me in! How do I get in? A: First, you need to have reassembled the Crescent Hawks, so that your party consists of at least a Tech and a Doctor, in addition to you and Rex. If you are still having trouble answering his questions, you may need to have your Tech and Doctor attend additional classes in their respective skills. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ III. GAME BASICS kw-bas _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ =============================================================================== = A) Background Story kw-sto =============================================================================== The year is 3028. Nearly a thousand years prior, several planetary alliances formed the five Great Houses: the Free World's League, the Lyran Commonwealth, the Draconis Combine, the Federated Suns, and the Capellan Confederation. A few centuries later, the invention of the BattleMech irrevocably changed the face of war - these machines and their pilots, or Mechwarriors, soon made up the elite of every House's military forces. Meanwhile, the Great Houses, in an attempt to quell disorder, established the Star League in conjunction with the ruling Terran Hegemony, and for the next two centuries, a "Golden Age" of peace and scientific discovery persisted. In the late 28th century, however, the Star League collapsed, when the brutal assassination of its First Lord, and subsequent disagreements on who should succeed him, reintroduced conflict. General Aleksandr Kerensky, commander of the Star League Defense Forces, conceived a massive exodus of his forces, in an attempt to salvage the Star League. Nonetheless, the Great Houses soon ignited the First Succession War, in which hundreds of millions of civilians were murdered and vital industries and advanced Star League technology destroyed. This battle raged on for about 34 years, after which their was a brief respite of about nine years. A Second Succession War then started and raged on for approximately 34 years. Once again, the cost was tremendous, both in terms of lives and technology - in fact, production came almost to a standstill, and warriors were forced to salvage material to even stay in working condition. Finally, a Third Succession War began in 2866, and continued on to present day. You are Jason Youngblood, the latest in a line of famed MechWarriors, including his father, Jeremiah. Currently 18 years old, you are enrolled in the Pacific Training School, one of the Lyran Commonwealth's best BattleMech training academies. Over the next few weeks of your life, you are to undergo a series of training missions and classroom studies; upon successful completion, you will become a proud member of the Commonwealth BattleMech Corps. =============================================================================== = B) Character Information kw-cha =============================================================================== Jason Youngblood: The game's main character, Jason is currently enrolled in the Pacifica Training School, his home for the last nine years. Son of the most highly-regarded Phoenix Hawk BattleMech pilot alive, expectations are obviously high for Jason, as his first training lessons near. =-=-=-=-=-=-=-= = Attributes =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- =-=-=-=-=-=-=-= BODY: This statistic is a measurement of your overall physical strength, as well as your stamina and physical constitution. As you tone this attribute, you will find combat less of a strain, and you will be able to withstand a good deal more physical abuse without faltering or buckling under. DEXTERITY: This attribute measures your coordination, reflexes, and agility. You must heighten these traits if you wish to outmaneuver your enemy in BattleMech maneuvers and in hand-to-hand combat. CHARISMA: Charisma is the measurement of one's physical appearance, personal magnetism, and strength of presence. While this less-tangible trait can't overpower a MechWarrior's enemies in combat, it can help attach him to a strong Lance, as well as aid him in talking his way out of a tight bind. One thing to note about attributes is that there really is no set way to actually improve them, and that you will find some to be rather insignificant in the long run. For example, Charisma rarely comes into play, since most events play out the same, exact way, no matter how high your attribute is. Similarly, Dexterity seems to play less of a role in hitting your enemies with weapons than your actual skill with a particular weapon or BattleMech. Probably the attribute that has the most effect on your gameplay is Body, as it determines the amount of damage that you can take in hand-to-hand combat. Some characters, such as Rex, can take quite a bit more damage than the other Crescent Hawks. =-=-=-=-=-=-=-=-= = Skill Levels =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- =-=-=-=-=-=-=-=-= In addition to the three bodily attributes described above, each member of your party is graded in seven categories. These are: Bow & Blade: Combat proficiency with bow and blade-type weapons. Pistol: Combat proficiency with small, hand-held, projectile weapons, such as revolvers and laser pistols. Rifle: Combat proficiency with two-handed projectile weapons, such as laser rifles, submachine guns, etc. Piloting: The measure of a character's ability to control a BattleMech. If a character is unskilled, they will not be able to pilot one, although they will still be able to ride in one, provided that the 'Mech has a suitable pilot. Gunnery: Measures a MechWarrior's ability to hit with BattleMech-based weapons. Note that because of the randomization of skills, some of your party members may have decent Gunnery skills, but no Piloting skill at all, making their gunnery skill useless. Medical: The ability of a character to heal himself and his party members. The higher the skill, the more health is recovered; also note that the possession of decent medical supplies is also a factor. Technical: Measures a character's ability to service, repair, and salvage BattleMechs in the field. Especially skilled Technicians will be able to salvage entire 'Mechs, while lesser ones may only be able to salvage armor. Each of the seven skills described below have five levels of proficiency. From least to most skill: Unskilled --> Amateur --> Adequate --> Good --> Excellent. It is important to note that the first five skills can NOT be improved for any character other than Jason. In addition, Jason himself can only improve these five skills while still enrolled at the Pacifica Training School; once he has left, no further progression is possible. The Gunnery and Piloting skills are improved by attempting the various training missions. Note that it is not always to your benefit to do extremely well on them every time. In fact, the more you fail, the more time you will spend in your BattleMech, improving your piloting and gunnery skills. The hand-to-hand combat skills, on the other hand, are simply improved by taking increasingly expensive classes at the Citadel. A total of four courses can be taken for each combat skill, costing 75, 200, 325, and finally 450 C-Bills. The Medical and Technical skills are also improved, by attending a Hospital medical seminar and Mechit-Lube apprenticeship, respectively. No matter a character's skill level, each of these two skills can only be improved once. For example, a character that is rated "Good" can attend only one seminar, improving to "Excellent." However, a completely "Unskilled" character can still only take one class, improving to "Amateur." In other words, to have an Excellent Doctor or Technician, you will have to find someone who is already rated "good" and have him attend one course in his profession. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= = Starting Character Statistics =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Please note that the game is quite random, so there may be differences (albeit slight ones) in a character's starting statistics. The game's main character, Jason, starts out with no skill whatsoever - it is up to you to take combat classes and perform in training missions to boost his statistics. REX Bow & Blade: Amateur Pistol: Good Rifle: Adequate Gunnery: Excellent Piloting: Excellent Tech: Amateur Medical: Unskilled EDWARD Bow & Blade: Unskilled Pistol: Unskilled Rifle: Amateur Gunnery: Amateur Piloting: Unskilled Tech: Amateur Medical: Good RUSS Bow & Blade: Amateur Pistol: Amateur Rifle: Amateur Gunnery: Unskilled Piloting: Unskilled Tech: Good Medical: Unskilled ZEKE Bow & Blade: Unskilled Pistol: Amateur Rifle: Amateur Gunnery: Unskilled Piloting: Unskilled Tech: Good Medical: Unskilled =============================================================================== = C) Controls kw-con =============================================================================== Much of BattleTech: The Crescent Hawk's Inception is menu-based. Pressing the Space Bar while in the normal game mode will bring up the main menu - some of the options bring up more submenus, as delineated below. ______________ |RETURN TO GAME| ¯¯¯¯|¯¯¯¯¯¯¯¯¯ ____|_______________ ____________________ _______________________ |CHANGE GAME SETTINGS|---+-|CHANGE MOVEMENT RATE|---|SET MOVEMENT RATE TO...| ¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯ ____|_________________ | ________________ ________ __|_______ |ALLOCATE MEN IN 'MECHS| +--|SET COMBAT SPEED|--|Fastest | |One Step | ¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |Faster | |Two Steps | ____|____________ | ____________ |Normal | |Four Steps| |INSPECT CHARACTER| +--|SOUND ON/OFF| |Slower | ¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯ | ¯¯¯¯¯¯¯¯¯¯¯¯ |Slowest | ____|__________ | |Keypress| |HEAL CHARACTERS| | ¯¯¯¯¯¯¯¯ ¯¯¯¯|¯¯¯¯¯¯¯¯¯¯ | ________________________ ______________ ____|____ +--|CHANGE OUTTAKE FREQUENCY|---|SHOW OUTTAKES:| |LOAD GAME| | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯|¯¯¯¯¯¯¯¯¯ ¯¯¯¯|¯¯¯¯ | _________ __|____________ ____|____ +--|QUIT GAME| |Very Frequently| |SAVE GAME| | ¯¯¯¯¯¯¯¯¯ |Frequently | ¯¯¯¯|¯¯¯¯ | ______ |Infrequently | ____|____________ +--|CANCEL| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |SHOW OVERHEAD MAP| ¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Control during combat is also menu-based and rather simple. Your chances of hitting an enemy with a particular weapon are determinant on certain factors. For example, in man-to-man combat, each member of your party has a certain skill level with different weapons. If Jason is rated as "Excellent" with Pistol, but only an "Amateur" with Rifles, he will obviously have a much better chance of hitting an enemy if he is using the former. The same goes for 'Mech combat; if your Gunnery skill is "Excellent," then you will have a much better chance of getting a shot on target. Other factors, such as the environment, also influence combat. If standing in a forest, for instance, you will be provided more cover, while remaining in a body of water will decrease your heat level and the chances of a shutdown. Moving while firing will decrease the chances of scoring a successful hit, but at the same time, it also decreases the chances of you getting hit yourself. An additional note: Jason's skills, as both a 'Mech Pilot and Gunner and in man-to-man combat, will NOT increase any further once he has left the Pacifica Training School. Thus, it is important to try and build your skills as high as possible before proceeding further into the game. The game's combat interface is described below: When first entering combat, the number of attacking enemies is displayed in the top-left window, while the bottom-left window asks "Engage in Combat?" If you answer "no," you will attempt to flee, but this is not always successful. Upon entering combat, the game will ask, "Do you want the computer to fight for you?" Towards the end of the game, I usually let it, since it does a rather decent job of it. I feel that it is important, however, to know your way around the combat interface nonetheless, just in case the battle is not going well under computer control. The next option deals with combat messages: you can choose either "none," "brief," or "verbose." The latter gives you a play- by-play analysis of how the encounter is going. Next, you are asked if you wish to see the animated combat graphics, before you are finally taken to the combat menu. ___________________________________________________________________ | | | | COMMAND | DESCRIPTION | |_______________|___________________________________________________| |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | WALK | This command really doesn't need much explanation,| | | but there are some things to note. Obviously, | | | you won't be able to travel as far as if you were | | | running instead; however, you will not generate | | | as much heat, either. In cases where your heat | | | level is dangerously high, the extra heat that | | | walking saves could be of greater benefit than | | | the extra few spaces your 'Mech would move. | |_______________|___________________________________________________| | | | | RUN | The "Run" command, like the Walk command above, | | | allows the greatest amount of movement at one | | | time (unless in rough terrain, in which case Jump | | | Jets would get you further). Be aware, however, | | | that running generates a lot of heat which could | | | otherwise have been used for firing your weapons. | |_______________|___________________________________________________| | | | | JUMP | Jump Jets allow you to travel a set distance | | | every time, unlike running or walking, as these | | | two are dependent on terrain. Thus, jumps are | | | useful for traversing forests and the like, but | | | do note that they will generate heat as well. | |_______________|___________________________________________________| | | | | USE WEAPONS | The "Use Weapons" command will bring up a list of | | | all of your BattleMech's weapons - those that are | | | destroyed will be blackened. Weapons that are | | | already assigned to fire on a certain enemy will | | | be colored yellow, but it is indeed possible to | | | override commands and change which target will be | | | targeted. If a weapon is listed in white, it has | | | not yet been assigned to fire on any enemies. | | | | | | The effective range of any targets is also | | | displayed, relative to the weapon. For example, | | | if you assign a long-range Large Laser to fire on | | | a relatively nearby enemy, the range will be | | | listed as "short." However, assigning a very | | | close-range weapon such as a Machine Gun to the | | | same target would display a range of "long." | |_______________|___________________________________________________| | | | | KICK | If you are immediately adjacent to an enemy | | | BattleMech, you have the option of trying to | | | "Kick" him. While this isn't the most damaging | | | of attacks, and while moving so close to an enemy | | | is slightly dangerous, it serves well as a last | | | resort, especially when your 'Mech is about to | | | overheat. | |_______________|___________________________________________________| | | | | SCAN UNIT | The "Scan Unit" command is perhaps the first | | | command to issue in any battle. Not only does it | | | allow you to scan both friendly and enemy units, | | | scans provide such useful information as the | | | general direction and type of 'Mech. You can | | | even perform a Detail Scan, which will display a | | | closeup view of any 'Mech and its current state, | | | i.e. amount of damage in certain locations. | | | Since scanning a unit does not take away any of | | | your turn, there is no disadvantage to doing so. | |_______________|___________________________________________________| | | | | NEXT UNIT | Choose the "Next Unit" command after you have | | | finished assigning commands to any particular | | | BattleMech. This will switch to the next 'Mech | | | in your party, allowing you to issue commands to | | | each unit under your control. | |_______________|___________________________________________________| | | | | FLEE | "Flee" whenever a battle is going poorly, or when | | | you simply don't wish to fight. Note that your | | | escape attempt is not always successful, and that | | | you will take fire (without returning any) if it | | | fails. | |_______________|___________________________________________________| | | | | BEGIN FIGHT | Select "Begin Fight" when you have finished | | | issuing commands to all of your units. This will | | | initiate the next round of combat, after which | | | you have the option to change your strategies and | | | issue new commands. | |_______________|___________________________________________________| =============================================================================== = D) General Strategies kw-gen =============================================================================== Focus your firepower. For instance, if you are battling two BattleMechs, you should assign all available weaponry to one enemy at a time. If you split up your weaponry between multiple opponents, you will most likely only slightly damage both of them; however, they will probably still be able to bring all of their weapons to bear upon you at once. By focusing your firepower on one at a time, you will hopefully destroy it very quickly, effectively reducing the amount of weapons firing at you by a factor of about half. The same stands true when you have multiple BattleMechs in your party; have everyone fire at the same 'Mech to quickly reduce him to rubble, before having everyone focus on the next one. --- Take your time, always - in particular, while still at the Pacifica Training School. You receive money periodically, and at the beginning of the game, you can never have enough. In addition, it'd be wise to not rush through training missions at the school, even though you know you could easily complete them. The more times you attempt missions, the better your Gunnery and Piloting skills will become. Since they do not increase once you leave the school, it is not a bad idea at all to fail missions occasionally. --- Train each and every one of your party member's skills as high as possible, especially your Tech and Doctor. Not only will you save money on healing and BattleMech repairs, but you can even scavenge whole 'Mechs! In short, the cost of taking a class more than pays for itself. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ IV. WALKTHROUGH kw-wth _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ =============================================================================== = A) Pacifica Training School kw-m01 =============================================================================== While I will, to the best of my abilities, write as detailed of a guide as is possible, it is important to note that much of the game is randomized. For instance, while at the Pacifica Training School, you will periodically receive an allowance of C-Bills. If you are in certain areas, you will continue to receive money while remaining there, and in other areas, you will not receive anything at all. Since these locations are randomized by the game, you will have to wander around until you find one of these cash spots. In addition, you will find that characteristics (and alliances) of potential party members can also be random, in addition to the location of battles. Having said that: on to the walkthrough! Jason (you) are the little blue fellow right in the center of the right window. As the game starts, you'll be just south of a large, blue building called the Citadel. Go ahead and enter, and you'll find yourself with several options: - Request to see Katrina - Visit Hall of Legends - Enroll in Combat Class - Talk to others - Leave the Citadel A word about the "talk to others" option: oftentimes, you'll find that choosing it will simply result in the message that noone seems interested in talking to you. Throughout your travels in the Pacifica Training School and in other cities, you'll encounter other people walking around. Getting the message that noone is interested in chatting simply means that noone is currently in the building that you are in. If you are really interested in talking to someone, you may have to wander around until you see a person walking into a building. Then, enter right after they do, and you should be able to initiate a conversation. At any rate, there isn't really anyone you want/need to talk to here, other than Katrina. Request to see her, and even though she can't chat long, she'll tell you that you should hurry and complete a training mission. Don't worry, though, as there isn't really a time limit here. It isn't necessary, but you may want to visit the Hall of Legends, for a little bit of background information on Katrina, the Locust Mech, the rare Phoenix Hawk Mech (which your father, Jeremiah, pilots), a brilliant scientist named Edward Tellhim, who has retired somewhere in the north, and the Kell Hounds mercenary unit. If you'd like, check out the combat classes as well, even though you can't afford it just yet; you'll definitely want to be coming back here later to toughen up. A note about taking classes: immediately after taking one, you won't be able to take another one for a short while, so you'll have to walk around or complete a training mission to take another one. Leave the Citadel, and start walking to the east. Just down the road is a large red building, the appearance of which you may want to familiarize yourself with. This is the Comstar Station, in which you can: - Inspect your Accounts - Change Investments - Review Prospectus - Leave ComStar Station - Talk to others - Leave Now, you probably don't have very many C-Bills on you, so it probably isn't the best idea in the world to invest it. Of course, it could turn out to be a brilliant idea, making you money very quickly. Before you attempt to do this, however, you should definitely save your game. Baker Pharmaceuticals usually works well for me, but again, this can sometimes be random. Leave the ComStar Station and walk around for a little while. Soon, if you haven't already, you should see your C-Bills increase by an increment of 15. This is an allowance, which you'll be receiving periodically. Now, I know that Katrina told you to hurry up and get some training missions under your belt, but like I said, there is no time limit as of now. So, move over to an area where your C-Bills increase, then go take a nap, have some dinner, clip your toenails, whatever. Whenever you're ready, come back, and your wallet should be a bit fatter. Remember, however, that you only get money in some areas (random). So, make sure you are in such a place before you go take off, so that you don't waste your time for nothing. Now that you have a little bit of spending money, you may want to invest it, take a combat class, etc. I suppose it's cheating, but you can always save your game before you invest, to make sure you don't lose your savings. At any rate, whenever you're ready, follow the road to the northwest, until you reach the corner of the gated compound. The large blue building in this corner contains the Barracks, which you'll want to keep in mind for later. Walk to the south and slightly to the east, and you'll see a cluster of white buildings nearby. The one with a large blue orb atop it is the Weapons Shop. If you wish, enter and browse, even though you probably won't be able to afford any of the more powerful types. To be perfectly honest, I wouldn't even bother wasting any money at all on anything less than a rifle or sub-machine gun. If armed with something like a sword or even a pistol, it's almost better to just run away from hostilities, rather than taking a lot of damage. Also note that the "Anti-Mech weaponry" isn't only for use against BattleMechs, but is in fact also the best weaponry to use against enemy ground troops as well. Exit the Weapons shop and head to the southwest corner of the compound. The blue building just to the north of the southwest exit is the Mechit-Lube, in which you can: - Ask to Apprentice - Visit speed shop - Have 'Mechs repaired - Buy 'Mech ammunition - Talk to others - Leave the Mechit-Lube Most of these options aren't really applicable to you just yet, since you're not in possession of your own BattleMech. However, the apprenticeship is certainly something you'll want to keep in mind. Even though it costs a hefty 500 C-Bills, it will more than pay for itself later, as you'll be able to repair and salvage in the field. You don't have to take it right away, of course, so if you're not sure about it just yet, go ahead and leave. Walk to the east, and you'll come across a white building to the south, and a large, blue building to the north of it. Enter the white building, which is the Armor Shop, first, just to browse. There is the option to repair your armor, but since you don't have any yet, look at the proprietor's selections. Again, I would hold off on purchasing anything just yet, since some of the cheaper types will eventually be almost useless, and you'd be better off saving up for higher-quality protection. It's good to have an idea of how much you will be wanting to save up, however. Leave the Armor shop, but before you go north into the Training Center, make sure that time has "stopped" - you can no longer receive any more allowance and stocks will no longer change. Find your cash-cow hot spot from earlier and wait to see if you get any more; if not, then there isn't much to do but go train (by the way, once you complete a mission, you'll be able to repeat the process of standing in certain areas to receive more cash). If you're feeling confident with what you have, you may even want to invest or take a class before you undergo your training. I'd actually recommend taking a class, since you can only take one a day, and might as well use the time. Whenever you're ready, enter the Training Center. Before you can undergo your first lesson, you will have to take a small quiz on the parts of a Wasp Mech. Using your instruction manual, answer the three questions correctly to proceed. _____________________ -=| BRIEFING: Mission 1 |=- ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ | The objective of your first training mission is to familiarize you | | with a 'Mech and the training grounds. You have to choose a 'Mech | | and pilot it to the far southeast corner of the training grounds and | | return. You will be judged on a pass/fail system determined by the | | time you take to complete your mission. Go on as straight a path as | | possible, but walking through forests and lakes will slow you down. | | Choose the fastest 'Mech for the best chance of succeeding. Good | | luck! | |_______________________________________________________________________| After your mission briefing, you'll have the choice of a Wasp, Locust, or Chameleon BattleMech. The Chameleon is the heaviest-armed, but slowest, while the Wasp is lightly armed and armored but fast. Even more so is the Locust, so that's probably the best choice for the mission. It's a pretty straightforward mission, and you should have no trouble completing it. Run east a few steps, then south through the clearing in the nearby forest. Now, run southeast as fast as possible to the small lake in the southeast corner, and you'll get a message that you should return to where you started. Head west (try to avoid the water), then northwest as soon as you are past the lakes, and you should be back in no time at all. Congratulations! Your instructors will inform you that they will be readying your next lesson, and that you are to return whenever you are ready. Now would be a good time to wait and get some more cash, invest, take a second combat class, etc. If you decide to do the latter, it is my opinion that it is better to be very skilled in one area, rather than be mediocre at several things. In other words, take a class in the same subject as you did before, although the price should have now risen from 75 to 200 C-Bills. Again, I wouldn't specialize in ineffective arms such as bows and blades. Whenever you are done running your errands, head back to the Training Center, where you will probably have to take a second quiz on BattleMech parts. Once again, answer three questions to proceed. _____________________ -=| BRIEFING: Mission 2 |=- ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ | Your second training mission is only slightly more complex. | | Somewhere on the field is a piece of rubble. Choose a 'Mech, go out | | there, find the rubble, pick it up, and bring it back. There is no | | time limit on this mission. | |_______________________________________________________________________| Sounds simple enough, doesn't it? Look over the briefing carefully, however. Two things should catch your eye: first, you need to be able to pick up the rubble. Second, there is no time limit. In other words, you don't need the fastest BattleMech available (the Locust), especially since it doesn't have any arms and can't pick anything up! Choose either the Wasp or the Chameleon, then run around the grounds looking for the rubble. It can be in many different places, but just look for a gray/blue anchor-like object and walk over it to grab it, before heading back to the Training Center. Good work. If you go into the menu and "inspect" your character, you may have noticed that your Piloting skill may have increased! Once again, you have some free time before your next lesson. As usual, check your investments, take a class, whatever you need to do. The third-tier level of a certain combat class costs a whopping 325 C-Bills, however, so hopefully your investments are doing well. I was actually able to take a second class before the next training mission as well, although this one cost another 450 C-Bills. At this point, you should be rated "Excellent" in your weapon of choice (please tell me you didn't pick Bows and Blades!), if you've taken four of them. If you really wanted to, you could take four classes in each of the three subjects available, although this can get quite expensive and is not necessary. When all your errands have been taken care of, head back over to the Training Center and take another BattleMech parts quiz to proceed. This time, however, the commandant of the Training Center will tell you to go get some rest. Head all the way back to the Barracks (in the northwest corner) and enter. Choose the option to "catch some Z's," and you'll have quite an interesting dream. Unfortunately, it gets interrupted before its thrilling conclusion, as an announcement for you to report to the training center blares over the loudspeaker. Exit the barracks, then go run some errands if you like - there isn't any rush to get back to training, really. Whenever you're ready, head back to the center and take another quiz. _____________________ -=| BRIEFING: Mission 3 |=- ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ | By now, you're pretty good at walking around. It's obvious you have | | increased your piloting skill. We're going to see how you handle | | using your weapons. We've put a worthless Locust shell on the field | | for you to pummel. It can't move or fire, so you're perfectly safe. | | Choose your 'Mech and go plaster it! | |_______________________________________________________________________| Again, the Chameleon is the best-armed of the available BattleMechs, so that is a good choice. Of course, feel free to use either the Wasp or Locust as well, since you won't be taking fire during this mission. As soon as your 'Mech starts up, you'll be given the option of letting the computer fight for you. I like to do it myself, but if you wish, go ahead and let it. Since this is your first time being in battle, the combat interface might seem a little strange to you. If you need to, read the Game Basics section above for a little more information on how it works. I simply set all my weapons to fire at the Locust (which should be to the east), then start walking/running in his direction. As soon as your weapons get into range, they should start firing. Note that you seem to hit quite a bit better if you're not moving. It shouldn't take long for the Locust to be destroyed, so head back to the center. You have some more free time to spend as you wish. Head back to the Training Center when you are ready for your next lesson (you have to take another quiz first, of course). _____________________ -=| BRIEFING: Mission 4 |=- ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ | It's time to see how you respond to a reactionary opponent. We've | | rounded up a group of old labor robots and outfitted them with | | rudimentary intelligence and a variety of weapons. Your mission is | | to go out there and eliminate them without getting your 'Mech shout | | out from under you. | |_______________________________________________________________________| Again, I'd recommend using the Chameleon. Scan for enemy units, and you should see about five ground troops to the east. Now, since each of your weapons have more than enough firepower to take one of these troops out, don't set all of your weapons to a single target. Instead, set each one to a different troop - with smaller weapons such as the machine gun, however, go ahead and set more than one. Of course, you'll want to focus on the ones that are most heavily- armed (i.e. with an inferno), which you can discover by scanning. If you're feeling especially bold, you can simply step on them, rather than relying on your weapons! You should be used to the drill by now. Go check your stocks, take a class or two, etc. before returning to the Training Center for yet another quiz and mission: _____________________ -=| BRIEFING: Mission 5 |=- ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ | Welcome to the big time: combat against another 'Mech. You will be | | engaging a remote-controlled Locust in a one-on-one situation. Use | | your training and skills to best your opponent. You will pass this | | test if you destroy the enemy while your 'Mech is still standing. By | | the way, we've disabled your combat computer for this mission. If | | you're going to win, you'll have to do it yourself. Good luck! | |_______________________________________________________________________| Start by scanning for the Locust, to discover its general location. Set all of your weapons on it, then move in that direction. Move your Chameleon into the forest if you wish, for more cover, but be wary of any fires that may start, as they can easily overhear your BattleMech. In fact, this may be a strategy that you will take advantage of for the rest of the game, as it will save your 'Mech from taking as much damage as it would out in the open. It shouldn't take long to complete the mission. When you're done, a fellow cadet by the name of Rick Atlas congratulates you and invites you to meet him at the Lounge later. Since this isn't something that happens very often in this game, it probably means that you definitely want to go! Start heading over there (it is to the west, just north of the Mechit-Lube), then enter and select the "talk to others" option to see Rick there. While the two of you are hanging out, a Tech comes over to pick a fight. Your new friend will step in, but not before you experience a little berating at the hands of the Tech. Before Rick leaves, he hands you a small electronic device. Go do whatever errands you need to do, then head back to the Training Center. Remember to save before you enter! _____________________ -=| BRIEFING: Mission 6 |=- ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ | Now we're going to have your toughest test yet: you will have to face | | more 'Mechs than you have previously. Get ready for the fight of | | your life! | |_______________________________________________________________________| Pick the Chameleon again. If you happen to get some strange messages (you will know what I mean), skip down below to the next mission. This is another one of those times where an event occurs at a random time. If it seems like just another training mission, continue on. One thing to note about fighting multiple 'Mechs: it is probably better to focus all your weaponry on one first, to destroy it as soon as possible before focusing on its companions. Now, this might sound a little strange, but you may WANT TO FAIL the mission. Why? Well, inspect your character. You'll notice that his Gunnery and Piloting skills aren't that high yet. Now, if you keep failing and replaying the mission, they will keep going up, and you will be able to get Excellent marks for both of those attributes! Whether you care about this or not, finish the mission, then make sure to go and take all the classes you want to but haven't taken yet, including the Tech apprenticeship. If you still have some extra money lying around, you may even want to go buy some armor and a decent weapon. Enter the Training Center, take another quiz, and then you'll get the same briefing as the last mission, even though the enemies will be more numerous... _____________________ -=| BRIEFING: Mission 7 |=- ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ | Now we're going to have your toughest test yet: you will have to face | | more 'Mechs than you have previously. Get ready for the fight of | | your life! | |_______________________________________________________________________| As I mentioned above, a certain event may happen on this mission, and you will know by some messages that you receive as it starts. Otherwise, you'll have to face three Locusts! This may take several tries, especially if they all gang up on you at once. I find that by moving to the northeast, into the forest, they oftentimes move out from behind the building one behind the other, making it easier to destroy the closest one before focusing on the next. Keep at it until they are all dead, do your errands, then return to the Training Center. If you've gotten this far and still haven't encountered the event I'm talking about, then you will almost certainly get it now. Make sure you save before entering! _____________________ -=| BRIEFING: Mission 8 |=- ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ | Now we're going to have your toughest test yet: you will have to face | | more 'Mechs than you have previously. Get ready for the fight of | | your life! | | | | NOTE: You will get a new message as soon as the mission starts: | | "These 'Mechs are unlike any you've fought against. You feel | | uneasy." |
|_______________________________________________________________________|
Uh oh...this doesn't look good at all. Before I continue, I'd also like to
point out that you can choose any of the three 'Mechs for this mission. Even
though you don't want to be getting into much combat, as your 'Mech will
almost certainly be destroyed, I like to pick the Chameleon, for one main
reason: this is the only place you'll be able to get one! Later on in the
game, you'll be able to find Wasps and Locusts much easier.
Anyway, you'll soon discover that these are House Kurita (Draconis Combine)
enemies that are invading and actually trying to kill you! Now, I like to hang
out near the Training Center, trying to hide. As soon as the Academy has been
destroyed, run north then west, then northwest again toward the exits, avoiding
any damage or confrontations if possible. With the Chameleon, I like to
alternate jumping with running to get away as quickly as possible.
Hopefully, you followed my advice and saved before the mission, so that you can
reload your game if your BattleMech is destroyed. Of course, you could always
continue on with the game on foot, since you'll find more 'Mechs later, but I
like to have one right at the start. Escaping can be quite difficult, as much
of it depends on luck, but keep trying and you should make it. As soon as you
get a little bit outside of the gates, you should get the message that you
have eluded your enemies!
Apparently, Kuritan 'Mechs have made a lightning raid on Pacifica and have
destroyed the Citadel, as well as most of your fellow soldiers. Overhearing
the few remaining survivors, you hear of rumors that your father may have been
killed! Since there is nothing left of your home of the last nine years, your
only hope is to make way for the Starport, meet up with any friends that may
still be alive, discover the fate of your father, and get off of the planet.
Pull up the main menu and sneak a peek at the overhead map. The Starport is
to the north-northwest, so go ahead and start heading in that direction. It's
a bit of a hike (especially if you're on foot, but even if you're on a 'Mech),
so go ahead and change your movement rate as well, if you wish. You may also
wish to refer to the map in the Appendices below, if you are having trouble
locating any cities, landmarks, etc.
===============================================================================
= B) The Starport kw-m02
===============================================================================
While traveling to the Starport, you will almost certainly encounter Kuritan
enemies, but they shouldn't pose much of a threat, unless you're on foot. Kill
them if you can, but your priority right now is to make it to your destination
in one piece, so flee if necessary. Again, this would really be much easier if
you had escaped with a BattleMech. Switch out your weapons for any that the
Kuritans drop if necessary and continue on your way. Eventually, you'll come
across a large, thick forest, meaning you're pretty close. Wander around until
you can spot the gated walls of the city, then make your way around to the west
side, where you will find the Mech Garage - go ahead and enter.
Well, you made it here safely, but it's still a pretty unfamiliar area. In
addition, dressed in your clothes from the Academy, you're an easy target for
any hostile forces, so one of the first things you'll need to do is find a
change of clothes. Once you've parked your BattleMech, start walking southeast
toward the white building, then head directly east past it and a blue building.
Just north of a lake and some structure with a blue orb on top is a small white
building, which you should enter. This is the Clothes Shop, so purchase a new
outfit for 35 C-Bills. You should have more than enough to cover this expense,
but if not, simply walk around and kill a few enemies to make some quick cash.
Now that you can walk around a little bit more anonymously (you will still be
spotted occasionally), head to the southwest. Near the large arena are two
more white buildings; the one to the west of the arena is an Armor Shop, while
the one to the north of it is the Weapons Shop. Buy whatever you might need,
because you'll have to do a little ground combat in a short while. If you can
afford either of them, the SRM Launcher or Inferno will absolutely obliterate
any enemy ground troops.
Another thing you can try doing is visiting the Mechit-Lube, directly to the
west of the Weapons Shop. Here, you can get your BattleMech repaired, reload
on its ammunition, or even upgrade it! Note that Chameleon's cannot be
tinkered with, but they still pack quite a punch nevertheless. If you're still
short on money (i.e. your investments are doing poorly), you can also try
fighting in the arena. Note that the enemy 'Mech you will face is randomly
generated, and sometimes, they can be too much to chew. You only win 250
C-Bills for winning, so make sure that the cost of repairing your BattleMech is
not more than that. Even worse, some 'Mech parts, such as the engine, cannot
be replaced!
Your eventual goal is the Inaugural Hall, which in the east side of the
Starport, just north of the Hospital in the southeast corner. Of course, there
is no time limit right now, so feel free to wander around and explore the city.
The Hospital is a good place to visit; inside, you can search medical records
and look for your father, although you won't find any new information. You can
also get healed, if necessary. I would strongly recommend attending a medical
seminar at the Hospital, even though the price is a staggering 500 C-Bills, as
it will allow you to heal yourself a bit more competently. Once you have taken
the class, you'll have the new option of buying a Med Kit for 75 C-Bills, which
will definitely come in handy. Leave the Hospital and head to the northeast
corner, where you will find the ComStar Station.
Do whatever you need to do with your stocks, then exit and head west. You will
probably have to make your way south to get around some obstacles first, but in
the northwest corner of the Starport is a shop called the "Video Hut." Inside,
you can buy such electronics as a Terrain Mapper (6000 C-Bills) or a Holodisk
player (7000 C-Bills). Yes, the prices are outrageous, but the Terrain Mapper
can come in very handy when you can afford it later. Hold off on buying a
Holodisk player, however, as there are a couple of them around that you can use
free of charge later. If you browse and check out the player, it'll mention
that you had one back in your Barracks at the academy.
Continue walking around the Starport, or even outside of it, if you wish. Note
that it costs 150 C-Bills to get your 'Mech out of the garage, however! When
you are ready to proceed, head back to the Inaugural Hall, on the east side of
the city. Inside, you see the walls adorned with the banner of House Kurita!
Apparently, they have taken over and are instituting the new government in this
very building, tonight. You have a little bit more free time, so wander around
for a little while longer before heading back inside.
The party should have just started. Sneaking in, you'll look for any familiar
faces, but are quickly dragged out by someone much bigger and much better at
fighting than you are. Once outside, your assailant drags you down a side
alley, before asking you to take a closer look at him. It is Rex Pearce, a
friend of your father's, and a member of the Crescent Hawks. The Crescent
Hawks are an elite group formed by Katrina and used for covert operations, and
Rex identifies himself as a member by showing you a holocard. Realizing that
you saw that insignia on your father's equipment long ago, you are then given a
strange box that your father entrusted to Rex to give to you. Apparently, your
father was also guarding a huge cache of invaluable 'Mech repair parts, and
that must be what the Kuritans are after. To enter the cache required the
retinal scan of Rex (in other words, do NOT let him die!) and a password from
you (hidden in the box).
Now, your task is to gather up the remaining Crescent Hawks, find the cache,
and signal Katrina once you have done so. One of the aforementioned agents has
been imprisoned, so you should make an attempt to free him later; of course,
you will also have to be on the lookout for Kuritan double agents. Just as you
are about to open the box, however, you and Rex come under attack! If you are
at least decently armed and armored, the pair of you should be able to take out
the three enemies relatively easily. Go ahead and inspect Rex, and you will
see that he is an excellent BattleMech pilot and gunner (he even has his own
Commando 'Mech), and that he is rather skilled with a pistol. Nevertheless,
you may want to buy him an SRM Launcher or Inferno, as well as some good armor.
When you are done making preparations, head back to the Mech Garage, where you
first entered (just north of the Mechit-Lube). Actually, before you even do
so, note that the Commando is rather underpowered as-is. If you check the
Appendices below, you'll see that it is armed with only a Medium Laser and two
Short Range Missile launchers. If you visit the Speed Shop in the Mechit-Lube,
you can upgrade it for a hefty 13,800 C-Bills. For that price, the Techs will
take off the small missile launcher, replace it with a couple of medium lasers,
then add a ton of armor. Of course, doing so is up to you, but it will
certainly improve the 'Mech. You can also have Rex take an apprenticeship as
well, increasing his Tech skill from Amateur to Adequate. Now, go ahead and
enter the Mech Garage, paying 150 C-Bills to get your rides out.
===============================================================================
= C) The Crescent Hawks kw-m03
===============================================================================
Make your way around to the northeast corner of the Starport, then head to the
east and just a tad bit to the north. Just a short while after you cross the
large field of rocks, you should come upon another city. Most likely, you will
have faced a few BattleMechs on the way here, so stop by the Mechit-Lube for
repairs, if necessary. Of course, if you trained Rex up, you should be in
very good shape still. In the southwest corner of this small city is the jail,
in which one of the Crescent Hawks is being held. Enter the jail, then ask
about Rex's friend. One thing to note is that this particular Crescent Hawk is
random. That is, he may be a Tech or Doctor, for example, he may be named one
of several names, and he may or may not be a Kuritan double agent.
In the case of the latter, you will know he is as soon as you enter combat, as
he will betray you. Of course, if you put him out on the ground, outside of
either of your two BattleMechs, he shouldn't be much of a problem at all. At
any rate, after asking about him, you are granted visitation rights. After he
identifies himself as a Crescent Hawk, Rex springs into action and knocks out
the jailkeeper. Now, you have a couple of options. Edward (your guy may be
named differently) also has a BattleMech, in the impound lot, and you decide
whether or not you should try and commandeer it. Note that if you don't do it
now, you won't get another chance, so you should definitely make a go of it.
If you agree to go get it, you will have to quickly run, on foot, to a line of
BattleMechs standing nearby. Quickly run up to each one until you find the one
that starts up.
Once you've acquired the Stinger BattleMech, the escape is successful! Now,
you have to assign each of your pilots to one of the three BattleMechs.
Unfortunately, this is not always so simply. If the guy you sprung is a double
agent, you will receive a message that you feel uneasy about putting him behind
the controls of a 'Mech. Hopefully, this isn't the case, and you'll be fine.
However, if he is indeed the traitor, you are now faced with the task of having
to destroy his 'Mech the next time you are in combat. It's not that this is
difficult; it's just a waste of a good BattleMech. So, I like to reload an old
saved game, from before you sprung him out of jail. Then, find another
Crescent Hawk that is capable of piloting a 'Mech, before heading back to the
jail. Simply skip the jailbreak, continue on in the walkthrough below, then
jump back up to this section whenever you find another pilot.
Remember that Holodisk you were about to view with Rex, just before the enemies
started shooting at you? Head south, all the way back to your old Barracks.
As soon as you enter, you'll view the Holodisk - unfortunately, it was damaged
during the melee, and part of it is unwatchable. Sadly, the fact that you are
watching the video means that your father is dead. Jeremiah goes on to tell
you that he, in conjunction with Edward Tellhim (remember him from the Citadel
museum?), designed a series of safeguards to protect the Star League cache.
This is especially important, as the cache contains not only repair parts, but
documentation that could restore much of the technology that was lost in the
Succession Wars. The damage to the video is too extensive, however, and the
rest of the Holodisk is lost to you - and with it, the password! Rex suggests
that you should look for more of the Crescent Hawks, and then find Tellhim, as
he may be able to repair the disk. Well, let's get started.
Head north from the ruins of the Academy, until you are about halfway
in-between it and the Starport. Start heading directly west, and you should
come across another small town. One of the small, gray buildings in the
southwest corner of this town is the Mayor's House, which you can break into.
This isn't necessary, however, unless you want to read the newspaper or watch
your Holodisk, but you've already done that. If you had watched it here, you
would have ended up getting slightly hurt. Not badly, but I still prefer to
watch it back at your old Barracks. Anyways, check out the Hospital, and try
searching the medical records.
Most likely, another Crescent Hawk will introduce himself and show the insignia
marking him as an ally. Note that if you participated in the jailbreak before
and found that that particular agent was trustworthy, this one might turn out
to be the traitor, so be cautious. The opposite is true as well: if the guy
you sprung from the jail was the traitor, this guy is trustworthy. Since he
is a doctor, you may want to sign him up for another medical seminar to even
further increase his skill. Of course, you'll want to buy him a Field Surgery
Kit (375 C-Bills) to make the best of his talents. Remember, there is also the
possibility that he may not even show up here, so you'll have to continue
looking around other town hospitals for him.
Unfortunately, my doctor wasn't able to pilot a 'Mech, so I still have to find
someone able to, before I can head back to the Jail and grab the Stinger 'Mech.
Of course, you don't want to leave him outside on the ground, as an enemy 'Mech
could simply step on him and kill him in seconds. Head northwest from this
town until you reach the forest, then change your bearings to directly west.
It shouldn't take long before you come to another small town. There is another
Hospital here, in case you didn't find your doctor in the last town. Make sure
to check the Mechit-Lube as well, in case another Crescent Hawk is there.
When you've thoroughly explored the town, start heading directly south. After
you cross over the large field of grass, you'll come across another forest.
Here, turn west, and you should discover yet another small town. This town
features a Movie Theatre, in which you can pay 5 C-Bills to catch a flick. It
isn't really worth it, however, as the film soon breaks. Interestingly enough,
the scenes from the movie look exactly like the outtakes that you see while you
are in battle! Anyway, your main goal in this town is, as with the other ones,
to search the Hospital and Mechit-Lube for fellow Crescent Hawks. With any
luck, you may find someone. If not, head toward the next town.
Start heading northwest until you reach the coastline, then start making your
way around. Once you can start following it south again, head directly west to
find another town, in the forest. You know the drill: check the Hospital and
Mechit-Lube for allies. If you haven't figured it out already, we're pretty
much going to be scouring all of Pacifica's towns for any allies we can find.
This town was the last of the ones in the south, so go ahead and change your
movement rate to four steps and hike all the way back to the Starport. From
the northeast corner of the Starport, head directly north for awhile, until you
arrive at the next town. Check the Hospital and Mechit-Lube as usual, then
when you are ready, start heading northwest, until you are about in the middle
of the forest.
Proceed directly westward, and you should come across another small town. As
usual, explore it fully, then proceed southwest. You may come across the
Inventor's Hut, where Tellhim resides, but don't bother going in yet - you will
not be able to get in. Keep heading in that direction, and you should spot a
final town. This one actually has a ComStar Station in its northeast corner,
so go ahead and check your stocks. Hopefully, you'll have amassed a fortune
by now. Now, by this point, you will have checked all of the towns for allies,
and should have at least four members (including you) in your party, with the
Kuritan double agent already dead. If this is not the case, head all the way
back to the Starport and check there again for more. Your party should consist
of you, Rex, at least one Tech, and at least one Doctor; make sure this is the
case. Hopefully, you'll have three BattleMechs as well, but two will suffice.
Don't forget to train everyone up in their respective professions, especially
the Doctor and Tech.
===============================================================================
= D) Star League Cache kw-m04
===============================================================================
Now that you've reassembled the Crescent Hawks, it is time to speak with Dr.
Tellhim, in hopes of him being able to repair your damaged holodisk. Earlier
in the walkthrough, while you were moving from city to city in search of allies
to join your party, you may have encountered a small building called the
Inventor's Hut. If you didn't, however, jump down to the map below (Keyword
kw-map) and look in the northwest area of Pacifica. Start making your way over
there, but if you are having trouble locating it, simply follow the northern
coastline, which should take you right to it.
Enter upon arriving, and you find that appearances are misleading. What looked
like a dilapidated hut from the outside is actually quite opulent inside.
After your party searches around for a bit, it will come across a hologram of a
large face. You are then faced with a test of sorts: get a question wrong, and
you will be expelled from the premises. This is why it is imperative that you
have at least one Tech and one Doctor in your party, and that they are trained
as much as possible in their respective professions. Your party members will
easily answer the questions that are posed, until the face finally starts
pestering you about your father. It isn't until you pull out your submachine
gun (wait a minute, I'm armed with an Inferno...) before Tellhim finally shows
his true self.
Tellhim explains that he didn't know of your father's demise, and was only
asking about him because Jeremiah still owed him some steaks and cash. He then
repairs your holodisk, before allowing you to view it in privacy. When asked
where the Star League cache is, Tellhim replies that it is relatively nearby,
in a cave to the southeast (look at the map below, if you don't want to waste
time searching). The cave is on a small island, not the mainland, by the way.
Head over to it and enter.
Get ready for the most mind-numbing, frustrating part of the game. Actually,
you will probably be spending more time in this segment than you have in the
whole game thus far! You find yourself in a large maze, with eleven doors that
you will have to eventually open. Each door requires that you imprint your
keycard with a red code, a blue code, and a green code. For instance, a door
may require Red 1, Blue 2, Green 3. Thus, you'll have to work your way around
the maze until you find the right codes to imprint on your keycard; of course,
the door won't tell you which code you need - only whether or not is correct or
incorrect. Let's begin, shall we? I'll give a detailed walkthrough of where
to go to get the correct codes, but if you prefer to simply know which codes
are needed, please see the table in the Appendices below. Eventually, I'll try
to get an actual map up as well. One thing that will help you while you are
doing this segment of the game is to draw a rough map. It doesn't have to be
detailed - just draw the general location/letter of the doors that you open,
since I will be referring to them quite a bit.
Move in and start heading around to the right, passing two computers in the
corner. Run into the left computer, and imprint your keycard with Red 1. As
you move down the east corridor, you'll pass a door to the north. Go ahead and
run into it, and you'll see that each of your color codes are incorrect. Go
ahead and continue heading eastward, until you get to a second door to the
north. Run into it, and you'll see that your Red code is correct! Continue
east past this door and hit the first computer beyond, picking up Blue 3. Walk
east, passing another computer, then hit the one just to the right of it, to
get Yellow 5. Head west back to the door you just passed, and it should now
open. One down, "only" ten to go.
Before you proceed through the newly-opened door, head all the way back to the
entrance of the cache, then hit the computer you ignored before, picking up Red
2. Turn right back around and go through the door you opened, then head east,
past another door to the north. Hit the nearby computer to imprint your
keycard with Blue 7, before heading further east. The corridor should then
turn north, so follow it around, ignoring the first west turn you come to. Do
take the second left turn, however, then walk past two doors to the north.
Head north, then west (ignore the computer to your right). When you get to the
next north passageway, with a nearby sign reading "Hyper-Pulse Generator," go
up to the end of it and imprint your keycard with Yellow 18. Good - now, run
all the way back to where you opened the first door, making sure not to imprint
your keycard with any different codes. You should now be able to open the
door slightly northeast to the first door you opened.
Head through the door you just opened, then take a right, before heading north
again. Ignore the first computer you pass, then hit the second one, in the top
right corner to get Red 15. From this computer, head south and then west, the
first chance you get. Hit this next computer to imprint your keycard with Blue
14, before heading south from this terminal. When you get back to where you
opened the door, head west, following the corridor around to the north. There
is only one computer here, which you should use to imprint your keycard with
Yellow 11. Now, head south and then west, all the way back to the first door
you passed, right after entering the cache. The door should open freely now.
Alright, we're making a little bit of progress. Don't go through the door you
just opened, but instead, go east, and then back through the first two doors
that you opened. Take a right turn, then hit the first computer on that side
to get Red 13. From that terminal, go back south through the last door, then
head east. Go north all the way back to the sign reading "Hyper-Pulse
Generator," near where you got Yellow 18. Instead of going up to where that
computer is, though, continue westward until you get to the southward turn.
Go down this way, and there should be a terminal on the left, with Blue 31.
Now, hike all the way back through the first door that you opened (you should
be in the southernmost part of the maze). Head east, and the second terminal
you encounter should have Yellow 4. As soon as you've imprinted your keycard,
head west until you get to the last door you opened, then go north through it.
Take the first right that you can, and then south as soon as you can. Follow
the corridor all the way around, as it turns back north, and you'll eventually
get to another door (D), which you should be able to open.
Go through the door, turn right, then head north. The terminal on the left
should give you Red 25. Head back down to where you came from, through the
last door that you opened. The first terminal that you come to on your way
back to the start of the maze should be Yellow 10, which you should imprint
your keycard with. Continue on toward the southernmost corridor, then head
east and then north through the first door you opened. Head east, then north,
once again in the direction of the Hyper-Pulse Generator. After heading
through the westward corridor with the two doors, however, take the first right
and imprint your card with Blue 33. From here, head south, then east through
the corridor that you just went to. Open the second door (on the right).
Hike all the way back to the third door (C) that you opened, near the entrance
to the maze. Go north through it, take the first right, then go east through
the four-way intersection. Head north, and you should come to a bank of three
computer terminals. Hit the leftmost one to imprint your keycard with Yellow
16. Now, head south, west, then south the first chance you get. From here, go
east, then north until you go through the fourth door (D) that you opened. As
soon as you pass it, take the left turn and follow the corridor around. Hit
the terminal for Blue 24, then continue forward in this corridor until you see
Red 28. Again, you'll have to do some backtracking. Go all the way back to
that corridor with the door that you just opened (E), then open the door just
west of it.
On to the next door: don't even bother going through the newly-opened one just
yet. Head east, then south, then west until you get to the second door that
you opened (B). Go north through it, then take a right and imprint Blue 12 on
your keycard. Head south through the first two doors that you opened, until
you are back in the southernmost corridor. Walk all the way to the east and
imprint your keycard with Yellow 6. Move west until you get to door C (closest
to the entrance), then move north through it. Take the first right, then the
first south, before following the corridor as it moves to the east and then the
north. Head through door D, then take the left turn. Walk past both of the
computer terminals that you used earlier, through the westward corridor. A
small room to the west after this corridor has a lone computer terminal, with
Red 29. Imprint it onto your keycard, then move east out of this room and then
south. Just to the east are two doors: one to the north and one to the south.
Door G, to the south, should open easily to your keycard.
Despite the long distances we're having to walk, things should be getting at
least a tiny bit easier, since we've used many of the terminals by now. Go
through the door that you just opened, then head west and imprint Red 20 onto
your keycard. Now, go back through the last door and head a tiny bit west and
then north, to get Yellow 22. Blue 27, which we need for the next door, is
quite a distance away. Make your way all the way back to the southernmost
corridor, where you started, then head east and walk north through the first
door that you opened (A). Head east as soon as you do so, then go north all
the way to the dead end, bypassing the two left turns, with the terminal in the
nook. As soon as you imprint your keycard, move all the way back to the last
door that you opened (G), and use your keycard on the just north of it.
Again, there's not much of interest behind this door (at least not yet). Head
west, north, then east, toward door D. You should be on the left branch right
after this door. Instead of heading south through the door, take the right
branch, and you should find a small room with two terminals a bit to the north.
The one on the right has Yellow 26, which you should imprint. Now, head south,
through door D, in the general direction of door C. When you get to the four-
way intersection, take the path to the east, which soon leads north. Inside
the room with the bank of three terminals, imprint your keycard with both Red
17 and Blue 19 (you got Yellow 16 in here earlier, for door F). Now, make
your way south and then east again, before heading north through door D. Take
the west turn, moving toward the last door that you opened. South of that door
and south of the door that you had opened just before that one is the next one
that you can open.
Head south through the newly-opened door and then west. Imprint your card with
Red 8, then walk just a tad bit east to imprint your keycard with Blue 9. Now,
go north through two doors (I and G), before heading west to grab Yellow 21.
While these particular codes were all close-by, the door isn't. Make your way
all the way back to the southernmost corridor, then head east, before going
north through door A. Head east as soon as you do so, then walk north until
you get to the second left turn. Head just slightly west, then north as soon
as you can. Look what we have here: a ladder heading down! Climb down, and
you will discover the hidden Star League cache! There is still one more door
that we need to open, however, in order to finish our mission.
Right next to the ladder is Red 30, which you should imprint on your keycard.
Move south through two doors, then head west, before taking the first corridor
northward. The terminal in here should give you Yellow 32. Now, start heading
all the way back to door I (the one you opened just before the door leading to
the cache). Before I forget, head to the far west wall, near where you
obtained Yellow 21. Start moving south along this wall, even though it looks
like a dead-end. However, if you just keep walking south, you'll discover a
secret passageway! At the end is your father's Phoenix Hawk BattleMech; now
why couldn't we have been able to use that beauty during the game? Finding the
'Mech here gives you new hope that perhaps your father isn't dead after all.
Head north again, then east, before going north into the small room with the
lone computer. Imprint Blue 23 on your keycard, and the last door is ready for
you to open. You need to head all the way back to the four-way intersection
that we keep walking by (near door C), then take the northern passageway to the
final door. Enter the room and climb down the ladder to the east, to find
yourself in a large map room.
If you recall from earlier, you are supposed to use the map that your father
gave you to figure out this next puzzle. If you've been using a high movement
rate, you may want to change it back down to one step, as bumping into the
wrong planets will mess it up. Carefully make your way to the northeast corner
of the room, looking for a planet named Pesht; walk over it, and it should turn
into a square. Being sure not to bump into any other planets, move south and
slightly west, to do the same thing to Benjamin. From there, head west to
Skye, then south to Summer. The path south is rather crowded, so head east a
little bit, before moving south and back to the west, to hit Ryerson. Move to
the east, then walk over Kathil and, finally, Achernar.
As soon as you have hit all seven of these planets (and no others), make your
way over to the west wall of this map room. Adjacent to the ladder is a
control panel, which you can now use to contact Katrina. You can now trigger
the Hyper-Pulse Generator, which is upstairs, so climb back up the ladder. To
get to the power room, walk all the way to the southernmost corridor, go east,
north through the first door you opened, then east again. From there, move
north, take the second left, and then the second door to the north. Simply
walk into the control panel on the west side of this large room to turn on the
power. Finally, head south out of this room, and then all the way to the west,
where you should find the Hyper-Pulse Generator. Simply head up the stairs in
the northwest corner, and you'll automatically call Katrina.
A heavily-armed dropship flies in to load up the invaluable parts, holding off
the Kuritan forces. Katrina has one more message to give you: she is offering
you the rank of Lieutenant in the Lyran Commonwealth Armed Forces! As hard as
it is for you, you decline the offer, as you must instead focus your attention
on discovering the fate of your father. Katrina gives you full permission,
allowing your party to act independently as the Crescent Hawks. Jason and his
fellow companions then board the dropship, their mission only beginning.
Congratulations, you have beaten BattleTech: The Crescent Hawk's Inception!
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
V. APPENDICES kw-app
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
===============================================================================
= A) Maps kw-map
===============================================================================
=-=-=-=-=-=-=
= Pacifica =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~###~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~### ##~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~## #~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~###~~~~# ##~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~## ##~## #~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~## #~# ##~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#################### #~# #~~~~~~
~~~~~~~~~~~~~~~~~~~####~~~~~~~~~## #~~~## ##~~~~~~
~~~~~~~~~~~~~~~~#### ##~~~~~~## ___ #~~~~# ##~~~~~~~
~~~~~~~~~~~~~~~## ##~~~~~# | | ##~~~~## ##~~~~~~~~
~~~~~~~~~~~~~~## ###~~## |___| #~~~~~## #~~~~~~~~~
~~~~~~~~~~~~~~# ## ## #~~~~## ##~~~~~~~~~
~~~~~~~~~~~~~~~#### #~## ##### ##~~~~~~~~~~
~~~~~~~~~~~###~~~~### #~~## #~~~~~~~~~~~
~~~~~~~~~~# ##~~~~~# ___ ##~~~# ___ ###~~~~~~~~~~~
~~~~~~~~~## #~~~~~# | _| ##~~~# | | ###~~~~~~~~~~~~~
~~~~~~~~## #~~~~~# |_| #~~~# |___| ##~~~~~~~~~~~~~~~~
~~~~~~~# #~~~~~# INVENTOR'S #~~~# ##~~~~~~~~~~~~~~~~
~~~~~~# ##~~~# HUT #~~~# ##~~~~~~~~~~~~~~
~~~~~~## ##~### #~~~~# ###~~~~~~~~~~~
~~~~~~~# ## CACHE #~~~## #~~~~~~~~~~~
~~~~~## ___ | ###~~~~## ##~~~~~~~~~
~~~~## | | ##V## #~~~~~~~~# ##~~~~~~~~
~~~~# |___| ##~O~~## ###~~~~~~### #~~~~~~~~
~~~~# #~~~~~~## ##~~~~~#### #~~~~~~~~
~~~~## ####### ##~~~~~~~~#~~~~~## #~~~~~~~~
~~~~~## #~~~~~~##### ###~~~~~~~~~~~~~~# ##~~~~~~~~
~~~~~## #~~~~~~~~~~# ###~O~~~~~~~~~~~~## ___ #~~~~~~~~~~
~~~~~# #~~~~~~~~~## ###~~~~~~~~~~~##### | | #~~~~~~~~~~
~~~~~# #~~~~~~~~O~###~~~~~~~~~~~~# #### ______ |___| #~~~~~~~~~~
~~~~# #~~~~~~~~~~~~~~~~~~~~~~~~~## #~~~# | | JAIL ##~~~~~~~~~~
~~~~# ##~~~~~~~~~~~~~#########~~~## #~~## | | #~~~~~~~~~~~~
~~~# ##~~~~~~~~~~~~# ##~~~### ##~~~# | | ##~~~~~~~~~~~~~
~~## #~~~~~~~~~~~~# ##~~~~##~~~~# |______| #~~~~~~~~~~~~~~
~~# ##~~~~~~~~~~# ##~~~~~##### STARPORT ##~~~~~~~~~~~~~
~~## ###~~~~~~## ___###### ##~~~~~~~~~~~~
~~# ##~~~~~# | | ___ ###~~~~~~~~~~
~~~# #~~~~~# |___| | | #~~~~~~~~~
~~~# ##~~~~~# ### ### |___| #~~~~~~~~~
~~~### #~~~~~## #~~~# ##~~# ## #~~~~~~~~~
~~~~~##########~~~~~~# ### ##~~~## #~# #~~~~~~~~~
~~~~~~~~~##~~~~~~~~~## #~~~~## ##~# #~~~~~~~~
~~~~~~~~## ####~~#### ## #~~~## ##~~## ______ #~~~~~~~~
~~~~~~~~# ### #~~# #~### #~~~# | | ##~~~~~~
~~~~~~~~# ___ ###~~# ## #~~~~# | | #~~~~~~
~~~~~~~# | | ####~~~# ___ #~~~~~# | | ##~~~~~
~~~~~~~# |___| #~~~~~~# | | ### ###~~~# |______| ##~~~~~
~~~~~~## #~~~~~~##|___| #~~~# #### ACADEMY ##~~~~~
~~~~~~## ##~~~~~~~# ### #~~~~~~
~~~~~~# #~~~~~~~~## ### #### ###~~~~~~~
~~~~~~##### #~~~~~~~~~#########~~# ##~~### ######~~~~~~~~~
~~~~~~~~~~##### #~~~~~~~~~~~~~~~~~~~~~#####~~~~~~~###########~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~### #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~####~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
__________________________________________________________
| |
| --- LEGEND --- |
|__________________________________________________________|
| |
| TOPOGRAPHY: |
| ___ |
| | | Cities/Towns |
| |___| |
| |
| ### Impassable areas (i.e. very deep water) |
| |
| ~~~ Water |
|__________________________________________________________|
=-=-=-=-=-=-=-=-=-=-=
= Star League Cache =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=
___________________________________________________________
| | | | |
| DOOR | RED | BLUE | YELLOW |
|______________|______________|______________|______________|
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| A | 01 | 03 | 05 |
|______________|______________|______________|______________|
| | | | |
| B | 02 | 07 | 18 |
|______________|______________|______________|______________|
| | | | |
| C | 15 | 14 | 11 |
|______________|______________|______________|______________|
| | | | |
| D | 13 | 31 | 04 |
|______________|______________|______________|______________|
| | | | |
| E | 25 | 33 | 10 |
|______________|______________|______________|______________|
| | | | |
| F | 28 | 24 | 16 |
|______________|______________|______________|______________|
| | | | |
| G | 29 | 12 | 06 |
|______________|______________|______________|______________|
| | | | |
| H | 20 | 27 | 22 |
|______________|______________|______________|______________|
| | | | |
| I | 17 | 19 | 26 |
|______________|______________|______________|______________|
| | | | |
| J | 08 | 09 | 21 |
|______________|______________|______________|______________|
| | | | |
| K | 30 | 23 | 32 |
|______________|______________|______________|______________|
===============================================================================
= B) Weapons and Armor List kw-wea
===============================================================================
The descriptions of the weapons below come from the game, as told by the
proprietor of the Weapons Shop. However, I quite disagree with most of his
assessments. For instance, I feel that Bows and Blades are virtually useless;
they simply do not cause enough damage to make combat worthwhile. In fact, I
would simply recommend fleeing, if that is all that you are armed with. The
best weapons for fighting outside of a BattleMech are the SRM Launchers and
Infernos. Either of those will almost always kill a ground troop with a single
hit. Furthermore, they rarely miss, even though there is no proficiency level
associated with them. As soon as you can afford them, but them for each member
of your party.
________________________________________________________________________
| |
| --- BOWS AND BLADES --- |
|________________________________________________________________________|
| | |
| TYPE | DESCRIPTION |
|_________________|______________________________________________________|
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| KNIVES | "A knife is more likely to kill someone than a fist. |
| | However, they aren't much better than a club. Rusty |
| | knives do more damage than clean ones, because of |
| | the tetanus value, and these knives look capable of |
| | doing a lot of damage. They're almost free, though, |
| | at only 2 C-Bills each." |
|_________________|______________________________________________________|
| | |
| SWORDS | "A sword is much better than a knife, in that a |
| | sword can lop somebody's arm off in one stroke, |
| | whereas the knife takes quite a bit of sawing." 10 |
| | C-Bills. |
|_________________|______________________________________________________|
| | |
| VIBROBLADES | "VibroBlades are very common weapons, being basically|
| | a sword that vibrates at an extremely high rate of |
| | speed, allowing it to cut through most any armor or |
| | flesh easier than a standard blade could. 100 |
| | C-Bills. |
|_________________|______________________________________________________|
| | |
| SHORTBOWS | "These little arrows don't do much damage, but if the|
| | other guy has a knife or something, you can really |
| | limber him up by the time he gets to you. 10 C-Bills.|
|_________________|______________________________________________________|
| | |
| LONGBOWS | "With this bow, you're gonna get a better launch on |
| | the arrow because of the tighter pull of the thing. |
| | Still don't do much damage, but it hits harder than |
| | the little bow and it can shoot a little further, |
| | too. 20 C-Bills. |
|_________________|______________________________________________________|
| | |
| CROSSBOWS | "This thing uses these stubby little quarrels, which |
| | are a lot heavier than the other bow's arrows, and |
| | so they poke harder. You're still no match for a |
| | good gun, but you're almost as good as a little |
| | pistol." 35 C-Bills. |
|_________________|______________________________________________________|
________________________________________________________________________
| |
| --- SLUG THROWERS --- |
|________________________________________________________________________|
| | |
| TYPE | DESCRIPTION |
|_________________|______________________________________________________|
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| PISTOLS | "There isn't much better than a good bullet, |
| | although this is the cheapest way to get it at only |
| | 40 C-Bills." |
|_________________|______________________________________________________|
| | |
| RIFLES | "A good rifle has a much longer range than a pistol, |
| | and the bullet hits harder also." 80 C-Bills. |
|_________________|______________________________________________________|
| | |
| SUBMACHINE | "The machine gun is like a rifle, only that it will |
| GUNES | hit the target a lot of times instead of only once. |
| | The ultimate anti-personnel weapon at only 250 |
| | C-Bills." |
|_________________|______________________________________________________|
________________________________________________________________________
| |
| --- ANTI-MECH WEAPONRY --- |
|________________________________________________________________________|
| | |
| TYPE | DESCRIPTION |
|_________________|______________________________________________________|
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| SRM LAUNCHERS | "One of the few weapons that can actually penetrate |
| | 'Mech armor. Though it only does a couple points of |
| | damage, those might come in very handy at times." |
| | 1500 C-Bills. |
|_________________|______________________________________________________|
| | |
| INFERNOS | "This ammo is a gelatinous goo that adheres to a |
| | Mech's armor and burns at a ferocious temperature. |
| | It raises a Mech's heat by six notches, which may |
| | cause a shutdown, with no damage to the target." |
| | 1500 C-bills. |
|_________________|______________________________________________________|
________________________________________________________________________
| |
| --- ARMOR --- |
|________________________________________________________________________|
| | |
| TYPE | DESCRIPTION |
|_________________|______________________________________________________|
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| FLAK VEST | "Excellent craftsmanship marks this triple-mesh, |
| | cloth, and metal fiber suit of armor. It's designed |
| | to protect against slugs and arrows, and can even |
| | protect modestly against laser weapons! Lightweight,|
| | it won't hinder your mobility, and it has a damage- |
| | absorptive rating of 25." 50 C-Bills. |
|_________________|______________________________________________________|
| | |
| FLAK SUIT | "This fine full-body suit is made of the same |
| | material as the excellent flak vest, but is extended |
| | to provide full-body coverage. Although you won't |
| | be nearly as agile, the suit's extra bulk boosts its |
| | damage-absorptive rating to 40." 150 C-Bills. |
|_________________|______________________________________________________|
| | |
| LIGHT ENV SUIT | These suits have a "damage-absorptive rating of 30," |
| | and although they "limit your mobility, they're |
| | cheaper to repair than flak suits." 200 C-Bills. |
|_________________|______________________________________________________|
| | |
| HEAVY ENV SUIT | "Offworld, they are excellent protection against the |
| | environment, but here, they are used mainly because |
| | they have higher damage absorption than even a flak |
| | suit, at 50 points! They are inexpensive to repair, |
| | but are restrictive to your mobility." 10,000 |
| | C-Bills. |
|_________________|______________________________________________________|
| | |
| ABLATIVE ARMOR | "Black-market items only...ablative suits are made |
| | of the same material they use to shield 'Mechs when |
| | they are making assault landings. These suits will |
| | completely stop laser beams (but they're worthless |
| | against other weapons). They don't hinder your |
| | movement, but they are horribly expensive to repair."|
| | 1000 C-Bills. |
|_________________|______________________________________________________|
===============================================================================
= C) BattleMech Specifications kw-mec
===============================================================================
__________________________________________________________________________
| |
| --- CHAMELEON (50 tons) --- |
|__________________________________________________________________________|
| | | |
| STANDARD | LEVEL 2 | LEVEL 3 |
|------------------------|------------------------|------------------------|
| Weapons Loadout: | |
| Medium Laser (LA) | |
| Small Laser (LT) | |
| Small Laser (LT) | |
| Large Laser (RA) | CANNOT BE UPGRADED |
| Medium Laser (RA) | |
| Small Laser (RT) | |
| Small Laser (RT) | |
| Machine Gun (CT) | |
| Machine Gun (CT) | |
|________________________|_________________________________________________|
__________________________________________________________________________
| |
| --- COMMANDO (25 tons) --- |
|__________________________________________________________________________|
| | | |
| STANDARD | LEVEL 2 | "BLAZING INFERNO" |
|------------------------|------------------------|------------------------|
| Weapons Loadout: | Weapons Loadout: | Weapons Loadout: |
| Medium Laser (LA) | Medium Laser (LA) | Medium Laser (LA) |
| SR Missile 4 (RA) | Medium Laser (RA) | Medium Laser (RA) |
| SR Missile 6 (CT) | Medium Laser (RT) | Medium Laser (RT) |
| | SR Missile 6 (CT) | Small Laser (LL) |
| | | Small Laser (LL) |
| | Upgrade Cost: $13,800 | Small Laser (RL) |
| | | Small Laser (RL) |
| | | Small Laser (CT) |
| | | Small Laser (CT) |
| | | Medium Laser (H) |
| | | |
| | | Upgrade Cost: $17,600 |
|________________________|________________________|________________________|
__________________________________________________________________________
| |
| --- LOCUST (20 tons) --- |
|__________________________________________________________________________|
| | | |
| STANDARD | LEVEL 2 | LEVEL 3 |
|------------------------|------------------------|------------------------|
| Weapons Loadout: | Weapons Loadout: | Weapons Loadout: |
| Machine Gun (LA) | | |
| Machine Gun (RA) | | |
| Medium Laser (CT) | | |
|________________________|________________________|________________________|
__________________________________________________________________________
| |
| --- STINGER (20 tons) --- |
|__________________________________________________________________________|
| | | |
| STANDARD | LEVEL 2 | LEVEL 3 |
|------------------------|------------------------|------------------------|
| Weapons Loadout: | Weapons Loadout: | Weapons Loadout: |
| Machine Gun (LA) | Small Laser (LA) | Small Laser (LA) |
| Medium Laser (RA) | Small Laser (LA) | Small Laser (LA) |
| Machine Gun (RA) | Medium Laser (RA) | Medium Laser (RA) |
| | Small Laser (RA) | Small Laser (RA) |
| | Small Laser (RA) | Small Laser (RA) |
| | | Medium Laser (CT) |
| | Upgrade Cost: $12,200 | Medium Laser (CT) |
| | | |
| | | Upgrade Cost: $13,200 |
|________________________|________________________|________________________|
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
VI. GUIDE INFORMATION kw-inf
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
=-=-=-=-=-=-=-=-=-=-=-=
= A) Version History =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=
Version 1.0 (July 18, 2003) - Walkthrough is complete from start to end.
=-=-=-=-=-=-=-=-=-=-=-=-=
= B) Email information =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=
If you have any questions regarding this guide, feel free to email me at
Thuyker at aol dot com. Make sure to put something in your email subject, so
that I don't mistake it for spam.
Also, if you have any suggestions, comments, or information that might be
useful, please let me know! I'll definitely give credit where credit is due.
=-=-=-=-=-=-=-=
= C) Credits =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=
- Thanks to Westwood Studies and Infocom for making the game!
- Some weapons, biographical, and character information were found in the
instruction manual and game itself - thank you!
- Thanks to www.netbattletech.net for historical information!
- Thanks to http://members.fortunecity.com/lethe97/chisolve.htm ("Wars in the
Inner Sphere") for information about the cache map.
- Thanks to GameFAQS and CJayC for putting this up!
- Last, but certainly not least, thanks to YOU for reading this!
In addition, as I mentioned above, I would greatly appreciate anyone who has
any further information that might be useful for this guide. Your name will
go here!
=-=-=-=-=-=-=-=-=-=
= D) Legal Stuff =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=
This FAQ/Guide was written 100% by me, and countless hours were spent working
to find the information and to write the guide. It is Copyright © 2003 Thuy
Tran ("Thuyker") and may not be taken in part or whole to be claimed as your
own work, not altered in any way. Please contact me for permission if you're
interested in posting this on your site.
Currently, the following sites have permission to post my FAQ:
www.gamefaqs.com
www.ign.com
www.neoseeker.com
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.