MechAssault II: Lone Wolf
                               FAQ/Walkthrough
                                 For X-BOX
                               By Paul Willis
                        Subliminal Celsius on GameFAQs
                        [email protected]
                                Version 1.00
                           Creation date: 3-05-05
                               Paul Willis 2005
                 :----------------------------------------:
About this FAQ:
This is an FAQ for the single-player campaign of MechAssault II. It will
cover game basics, a beginning to end Walkthrough for single-player, and some
general strategies for combat.

Author's note:
MechAssault II: Lone Wolf is one of many games based on the Battletech
universe. Most of us are familiar with the MechWarrior series. MechAssault
simplifies the strategic and simulation gameplay of most MechWarrior games
and gives us a whole new look on how games of this nature can be done. As a
sequel to MechAssault, while veterans may not agree with many new things,
this is, more or less, a new and improved game, and not just updated content.
Hopefully this guide will help some of you out there that need the help.

++++++++++++++++++
Table of contents (CTRL+F for quick-search)
++++++++++++++++++
* Basics of a MechWarrior
* Walkthrough
- Street Sweeper
- Signs of Life
- Tank Rush
- Lets Get Off This Rock
- To The Rescue
- Mech Shoppin
- Go Time On Thestria
- Swamp Rock
- Eight Feet Under
- Valley of Death
- There's Gonna Be A Jailbreak
- I Hate Snakes
- Mountain Song
- Sending Out An SOS
- Once More Into The Breach
- To The Arena
- Hold The Line
- Gladiator Has Nothing On Us
- Against Spiders
- Skin The Cat
- End Game/Checkmate

* Mech & Vehicle details
* Copyright and credits
* Affiliates

===================================

|Basics of a MechWarrior|

- Movement
+The following commands suggest you are using default controller
configuration

Left joystick > moves pilot, BattleArmor, Mech, or Vehicle. Click in for
jumpjets.
Right joystick > rotates camera, click in to activate defense.
Right trigger > fires currently selected weapon
Left trigger > changes weapon selection
D-pad > used to change VTOL cargo
Y button > Enter/exit Mech or vehicle.
X button > Tank zoom view
B button > Drop VTOL cargo, cancel menu selection
A button > BattleArmor claw, pick up VTOL cargo, confirm menu selection.
White button > View game tips/player options
Black button > N/A
START button > Pause game
BACK button > Back/Cancel

- Motion and how it relates to your aim:
If you've ever played Halo or another Xbox FPS, or maybe even the first
MechAssault game, you'll feel right at home here.
+Control actual character movement with left stick, control the direction you
are facing/aiming with the right stick.

- Mechs and their features:
A Mech is short for BattleMech, a bipedal tank of sorts that is anywhere from
35 to 100 tons and about the size of your average tower.
They are essential to any conflict in MechAssault II. You want one, always.
Not only are they the most dangerous things around, but also the safest thing
to be in.

- Mech Class:
There are four Mech classes, which define a Mech's speed and arsenal in a
single word. They are: Light, Medium, Heavy, and Assault.

+Light Mechs = Fast, light armored, light firepower (sometimes 2 weapons
instead of 3!), and smaller than all other Mechs.

+Medium Mechs = Average speed, but slow only to Light Mechs. A good balance
of firepower and armor as well. Nothing in particular stands out about these
Mechs, other than that they hold a distinct balance in their attributes that
other Mechs do not.

+Heavy Mechs = Slow speed, heavy armor, heavy firepower. In reality, these
Mechs are symbolic to the very meaning of Mech. The Heavy class is also the
most robust class, with many different kinds of Mechs. Unlike other classes,
Heavy Mechs have Mechs in their own class that contains separate attributes.
Such as the Mad Cat; this really is only slightly slower than most Medium
Mechs, but slightly faster than its Heavy counterparts.

+Assault Mechs = Slowest speed, > defense than Heavy, heaviest firepower.
These are the heavy hitters. By coincidence, nearly all Assault Mechs are
intimidating in appearance. Look at the Atlas, for example. Unfortunately,
these Mechs dish out more punishment than they can take.


- Special Mech equipment
I'll mention the likes of jumpjets and the different Mech "defenses" used.

+Jumpjets = They are a feature that various classes of Mechs, except assault,
are outfitted with. I will list later in this guide which Mechs have them and
which do not, but it is something very easy to figure out on your own.
Jumpjets are only ever temporary, and in some cases, limit your mobility to
actually dodging some fire, as you hover once you reach your max height and
slowly descend. This varies with Mechs like the Catapult. At any rate, you
can hold in the thumbstick to get your full jump, or click and hold in
controlled bursts, to throw off your opponents aim better. The gauge
recharges fairly quickly. They are useful for getting over things, among
other obvious things... because when you have them, you really do want to use.

+Defenses = Also known as "Defensive Armor Mods" these are abilities MOST
Mechs are outfitted with to help your performance in battle. Others are
considered special weapons.

Null Signature - This removes you from your enemies' radar and gives you a
sort of optical camouflage, meaning that as long as that gauge is still
there, although slowly decreasing, you'll be harder to see! It works well for
sneak attacks or getting by unnoticed and often untouched, but vigilant
opponents will see you. Your movement and firing of weapons give you away and
increase your visibility. Looking hard enough, you can be spotted while
standing still.

Target Jamming - Many weapons, like lasers, have an auto-aim feature.
However, when used, this disables that effect on your Mech. Great all around,
but it's too bad it's only used on three Mechs.

Active AMS - Anti-Missile System. As long as it lasts, it will help you to
avoid damage from MOST tracking missiles. This excludes Hammer missiles, POV
missiles, mortars, and of course, non-missile weaponry.

Alpha Strike - Available for some Assault class Mechs exclusively. Once all
weapons are completely powered up, you must charge this up. It is used like a
really big PPC. You have to wait until it is completely charged to fire,
which takes a while. It has about the same amount of tracking as PPCs do,
too. A hit from this will immediately destroy all but a few of the toughest
Mechs. After you fire this, you are vulnerable - you instantly overheat and
all weapons are reduced to level one.

Super Shield - Only used by two Mechs and the POV turret. If you played
MechAssault, you'll remember this baby. Well, it's been balanced slightly
better. It takes time to charge upon entering the machine of choice, and then
negates incoming fire for a few seconds.
Defensive armor mods - reflective and reactive:
+ Blue armor mod is reflective. It protects from energy attacks, halving
damage.
+ Yellow armor mod is reactive. It protects from ballistic attacks, halving
damage.
..Both will prevent neurohacking from BattleArmor as long as they last.

Quick tips to any Mech battle:
+ Always keep on the move, and keep your foe guessing.
+ Always use cover. Let them keep firing and throw off their aim. Use hit-n-
run tactics in this way.
+ Use your radar to tell what you're up against. The big red dots are your
biggest threats. See them before they see you, as a first strike can count.
+ Mix up your weaponry while fighting. Switch to another and fire as one is
loading and back to it again, or to another.
+ Always watch your heat build up and time your shots so you won't be nearly
defenseless in a fight.
+ Know what weapons are effective at what range. This is especially important
in lighter Mechs versus the heavier ones. Stay away and chip away with your
long range weapons, if possible. That heavier Mech will almost always eat you
alive if you get too close.
+Don't pull your luck by standing near to an exploding Mech. Always know when
this is coming to avoid being taken down by your own kill or being a part of
someone else's double kill!
+Standing in water will slightly decrease the heat your Mech generates. Thus,
fighting in water is encouraged, especially for Heavier Mechs.
+ Salvage is important! You can usually get some from buildings, but more
often you can obtain health and weapon upgrades from the remains of destroyed
Mechs and vehicles.

- Weapons Analysis
Three kinds of weapons in MA2: Energy, Ballistic, and Missile. I will briefly
examine them here for you. Be aware that until powered up, all weapons have
infinite ammo at default level.

[Energy]
These include lasers, pulse lasers, and PPCs.
Energy weapons often are used at close to medium range but generate the most
heat and at the quickest rate. In many cases, the more you have, the better,
but the more heat you get. Some, like the Flamethrower, actually generate
more heat for your enemy, than damage.

[Ballistic]
These include Machineguns, gauss rifles, and autocannons AKA AC.
The greatest thing about these weapons is how little heat they generate.
Aside from the gauss rifle, they are not very powerful, so it is quantity
over quality when examining these weapons. The Ballistic weapons also include
the games two most oft used long-range weapons, other than missiles: the
gauss and AC. Both also can knock an enemy down if it hits their legs,
although this only happens sometimes, and AC has a greater chance of knocking
them down.

[Missile]
These are the bread and butter of any fight. Sometimes you can win almost
exclusively with missiles. Missiles actually come in different types. You
have the Crossbow SRM, Hammer, Javelin, and POV missiles. They all feature
superior tracking as compared to other weapons, but must lock onto an
opponent, in most cases, to be fully utilized. Dumb-fire, or non-tracking
missiles like the Hammer and POV, trade this attribute for things like power
and mobility.

- Cosmetic damage
I call this tip cosmetic because of how it really relates to appearance
telling you the health of a Mech.

75% health - Indicated by small number of yellow sparks around Mech.
50% health - Indicated by black smoke and more sparking.
25% health - Indicated by blue sparks and more black smoke, as well as fire.
10% or less health - Indicated by limping and golden cracks around Mech.

..And now onto the walkthrough.

===================================
|Walkthrough|

Prologue: MA2 begins shortly after MA. The technology recovered from the
LosTech discovered from the last game has led to new technologies for the
Wolf's Dragoons, such as the BattleArmor.


-Street Sweeper-
First level features some urban combat in the BattleArmor - just enough to
get you used to it. You'll first face tanks, and infantry are practically
harmless. The buildings give you plenty of cover and a nice "playroom" to
mess around with. Everything is best destroyed with mortars - not too close,
splash damage will put a hurting on you! Shoot any trucks you see for health
or weapon upgrades.

When at the area with tanks emerging from tunnels, destroy the tunnels ASAP.
This will stop more from coming. Decent mortar shot will do.  Shortly after
this, you'll deal with helicopters. You'll need to use your laser.

Climb over the wall, facing 3 tanks and infantry. Goods nearby, to help you
finish off the ship nearby with your mortars.

After that, hustle back to your team's location and protect them briefly from
enemies. You'll have to do some climbing to get there.

-Signs of Life-
Neurohacking that Cougar Mech is your top priority! Don't worry, it's a
pretty simple task, you just have to catch up to it, jump at it, and press A.
Tap the buttons as they appear, like a game of Simon says. If you don't want
to, or cannot hack this Mech, for whatever reason, you can find a vacant
Cougar Mech south of your starting location. Or if you want, destroy him with
your BattleArmor, and good luck!

Follow nav point, jumpjet over the wall, and face Uller Mech here. The Uller
is about as fast as your Cougar, but has somewhat crappy firepower. When
you're done, jumpjet again and help out your new ally against the Ullers.
Nothing to worry about with a Hellbringer on your side.

-Tank Rush-
Just run up to the Rommel Tank and enter quickly. Run over the infantry as
though they weren't there, but take the road nice and slow from here. Don't
fire or act suspicious until your cover is breached as was intended... you'll
know when you get the cutscene. The Rommel tank isn't that fast, and you
can't use the Null Signature it usually comes with. The gravity cannon it
packs is your most useful weapon, put machine guns are better up close, so
use them here.

Protect the APC following you always. It's pretty linear from here, just
follow the road, both don't hesitate to explore at branching paths, like when
you get to the fork in the road. Elementals are probably your worst enemy,
aside from turrets. They're the fastest enemies, so use a mix of machineguns
and cannon shots.  Eventually you'll meet one Mech. It's a Light one, and you
should have at least one of your weapons powered up at this point. Aim for
it's legs with your cannon and fire until it goes down, then keep firing or
switch to your machineguns. You can make better use of cover than the Mech
can, because of your size.

West of here, you'll meet a tank, and to the left of that tank, past more
turrets and Elementals, you will find a hangar. Inside, is an Owens Mech.
Take it and head for the spaceport.

-Lets Get Off This Rock-
I recommend staying in your Owens, at least for the moment. It's speed is
invaluable and you won't get much health - should you sustain heavy damage,
until you destroy one of the Mechs that come much later in the level. But why
risk it when you can head back to the hangar and grab the Belial? Your call.

As for the Mechs, there are two, and they both use Null Signature. As fast as
they are, they are medium class Mechs and unless you're pretty good, your
Owens
Won't stand up to them. As for the mission, just remember to defend the
Icarus - for after the largest threats to the Icarus first, then others. Make
sure to destroy the gates and tunnels before you do anything else.

-To The Rescue-
You'll face 2 waves of enemies at your LZ. Close combat means a good workout
of the flamethrower on your new ride. Save as many Kuritans here as you can,
and elsewhere, as you head from base to base.

At the last Kuritan base, before you assault the enemies, you can take the
Rommel tank there if you want, and provide support fire instead. At the enemy
base and it's gates, you can simply jumpjet over them instead of hacking the
terminal.

-Mech Shopping-
Hitch a ride on the VTOL and get off where you want. I recommend ignoring the
enemy Mechs, instead running from them, and make it your priority to destroy
all turrets and buildings tanks are coming out of, as well as the tanks.

Hack the enemy Cougar Mech, then take his back to your ship, and then take
another Cougar. For your last Mech, head to the other side of the base.
You'll have to clear this area like you did with the first. There are two Mad
Dog's. I suggest you neurohack the enemy Mad Dog and take it back.

When you've got enough Mechs, you'll have to defend the Icarus. It should be
easy if you stayed in your Mad Dog mech.

-Go Time On Thestria-
For quite a bit, you really don't have much to worry about. When you do meet
up with the Mad Dog Mechs, you'll soon be attacked by three Uller Mechs.
Whatever you do, keep your allies alive. While unlikely to actually be killed
by direct Uller fire, they can die from their explosions, just like you.
Next, you'll fight two Timer Wolf Mechs. They are deadly at a distance, but
not so much up close, making this a quick and easy battle if you play your
cards right.

Your final fight will be against two Atlas Mechs! Stay at a fair distance and
use terrain to your advantage. The two Mad Dog's are also a great
distraction.

-Swamp Rock-
Go forward until you come to a camp. A Thor Mech will come out from the
trees.
Get close and hack ASAP! Get in it and go through the trees - destroy the 3
missiles. After this, you're attacked by a Thor Mech and other enemy forces.
Focus on the Thor - to fight Thors, do not use your machine gun while their
yellow armor is up. Make use of yours when it starts shooting you with
machine guns, and chip away its health with missiles/lasers until the shield
is down.
Then get close and deal heavy damage with your machine guns.

Follow the strip of land to reach more missiles. From here, make a right,
then keep heading in that direction. You'll soon run into two Thor Mechs, but
on the bright side, the next missile location is marked for you.

You don't want to be fighting these two Thor Mechs with anything lower than
level two weapons. Focus on one Mech, and then take it's salvage before
fighting the other. After their destruction and the missiles, make way to the
Icarus. You can stick with your Thor, or grab the powered-up Mad Dog.
Personally, I'd stick with the Thor.

Head to the next marked area, but beware that in the last stretch of this
level, you'll encounter heavy resistance. Finally, destroy the ship to end
the mission!

-Eight Feet Under-
This is the first boss fight. Upon heading towards the marker, be ready to
strafe as soon as you see something in the distance. Do not get hit by one of
his forearms, or you'll get a one-two punch of hurt. Instead, backpedal,
strafe, and if you have a Thor, jumpjet away from his charge (you'll still
have to steer away from him, not just go straight up). Follow up with attacks
to each of his legs. Use your most powerful close-range weapons when it is
close, and follow up with missiles as it retreats. Repeat for each leg until
it is obvious what you have to do to squash this bug.

-Into The Valley Of Death-
The tanks here are no match got your Uziel Mech. Not far from here, you'll be
attacked by a Catapult Mech. It's time to learn how to use those PPCs - you
only need the gauge in blue to fire. The longer you hold, the larger the shot
and the farther it travels, but that doesn't mean it does more damage.
Charging it just right makes the PPC very versatile as a jack-of-all-trades
weapon -
It is then great for close, medium, and long ranges. Just time your shots and
don't "spam" out of panic.

Soon you'll come to a very large area where you'll run into a Rommel tank and
Catapult.  Not far from here, there are more tanks and turrets, where it
becomes obvious where to go next. If you need health, you may find it
southwest of you, by the lights. In the next area will be another Catapult.
You'll want to close that gap between you and him fast, because your missiles
pale in comparison to the Catapult's.

Follow your marker and you'll soon be attacked by 3 Puma Mechs! Keep cool and
don't get too close. Focus on one and as a bonus, try to get it's explosion
to take out another of the Pumas, as they like to stay close.

After that, head towards the waypoint until the mission ends.
-There's Gonna Be A Jailbreak-
Immediately head for the panel, hack, and take cover. Plant your charge and
wait for the Mech to return. When he departs again, run to the left path of
the tower and follow it until you see your Mech. From here, safely detonate
the charge, then get in your Mech.

Your contenders in this are several tanks and turrets, and Uziel patrolling
earlier, and another Uziel in the distance. Remember, divide and conquer.
Charge those PPCs to max and let loose at a distance. As you come to the city
and it's guard towers, there will be more tanks and an Uziel. Stay on the
other side of the gate, where you have more room, and you'll make short work
of them with their limited maneuverability space.

Make your way to the next city when you've destroyed the guard towers here.
Depending on which you went to first, you'll have to take care of some more
turrets.

In the next part, you'll find yourself on foot. It is not necessary to
complete this on foot, however. First, you'll need to find a Mech. To do
that,  get pas this first tank and be on the lookout for a Mad Cat Mech
patrolling. The Mad Cat YOU want is up a hill, to the left of the area the
Mad Cat patrols. Getting up there, and to the Mad Cat, is easy, but be quick.
Wait until the Mad Cat has gotten about halfway after it's turned it's back
from your direction, then run for it. After obtaining the Mad Cat, destroy
the enemy Mad Cat first, then all opposition.

You are then to destroy all targets, keeping clear from the explosion. When
all are destroyed, quickly head to the pointer, out of your Mech, and through
the gate, ASAP.

-I Hate Snakes-
In this cold level, you have a Mad Cat. It works much better than the Uziel.
First objective is rescue, and to eliminate all defenders. When going up
against the Hellbringer, watch out that its flame doesn't hit you often
enough to where you overheat. Pick him off at a distance. When at the camps,
do NOT destroy the buildings, but instead the infantry. On the way out,
you'll see an APC that keeps sending out infantry. Amusing, but annoying.
At the next base, another Hellbringer and tanks. Unfortunately you'll need
something with jumpjets to progress in this level. Choose from a Hellbringer
and Elemental at the camp. The choice here is obvious!

Jumpjet over the wall, and receive a greeting from a Hellbringer and tank. As
you move ahead, you will gain Elemental allies, who, while weak, buy you time
to destroy your enemies and the uplink tower.

If any are left when all enemies are gone, that's good. Ready yourself now
for a fight with an Assault Mech... the Star Adder, in the next area. Superior
to your Mech is nearly every way, you must depend on skill rather than
hardware. Aim for it's legs with your autocannon and try to knock it down.
Then light into it from there. If any Elementals survived before, they will
very briefly serve as a distraction.

-Mountain Song-
Secure the area for Foster's APC. Grab the Uziel not far from there to get to
the next enemy base via jumpjets. Destroy the comm tower from the ridge.
Use the vacant Mad Cat to clean house before using the VTOL, as the VTOL
really can't take much damage.

Pick up Foster's APC with your VTOL and try not to drop Foster while you
destroy the last comm tower - blast turrets, then tower, with VTOL.

-Sending Out An SOS To The World-
Love it or hate it, you'll be using the turret here for survival. Remember to
defend yourself, when possible, using your defense at the right time.
Hit that bridge immediately with two direct missiles to destroy it.
Destroy about two or three Mechs. When things get ugly, remember your VTOL is
still there on the landing pad.

Distract enemies using the VTOL's missiles, but keep yourself out of harms
way until the timer is up. Forget the enemies when Foster is done and head to
the Icarus. If damaged, head to the second tower and grab that spare VTOL!
Upon reaching the Icarus, grab the Star Adder Mech and kick some ass. You can
destroy the bridge to buy yourself time between Mechs, but hardly makes a
difference with the Star Adder.

-Once More Into The Breach-
You may dislike the Blood Asp compared to the Star Adder, but it will do just
fine here. You'll face Catapult and Bowman Mechs in this valley, really only
dangerous at long range. Destroy tunnels ASAP. When it comes to where it
seems you can go no further in your Blood Asp, sadly you must exit it and
enter the city to the hack the doors.

Go outside the doors and get back in your Blood Asp to continue your spree.
Just destroy EVERYTHING here! Make sure you pick out your most dangerous
targets and your least dangerous, such as the Assault Mech that should be
first choice on your menu of destruction.

-To The Arena-
Your back with the Rommel tank, but this time you have null sig. This is a
somewhat different mission than the previous, where here you are simply
outgunned. A few enemies will be easy to pick off, but maybe not the Hackman
Mech. Once you do kill it, or get around it, there is a vacant Hackman in the
second base for you, increasing your chances of survival.

You can avoid the other base with the Mech, but the third base, has a lot of
enemies. It will be tough in the Hackman, so use it's gauss very wisely:

Take out the tunnels with the gauss. Then focus on the Belial before anything
else. Once it is down, focus on the leftovers, which shouldn't give you much
trouble. Exit your Mech when area is clear and go through the tunnel.

-Holding The Line-
What a selection here. A Bowman and Prometheus pretty well guarded, and
you're almost defenseless on foot. You really want the Promy, don't you?

You need to take out the tank with your pilot bomb. Hide near the crystal
that is near the tank. As it moves back to base, go out and set a bomb in the
path where it will return. Get some good distance, while keeping your cover,
and wait, wait for an explosion. Now for the next...

You will have to watch out for the enemy Mech as well, in order to take out
this tank. You must set this in the tank's path, but must time your
detonation just right, you cannot hide yourself in time. When it's done, you
just have to worry about the enemy Mech. Head for the Prometheus here when
things seem convenient enough - wait for the Mech to be past the building
before running out. Destroy this Bowman, and next you must destroy a
Prometheus on the other side of the gate.

Instead of waiting for Foster, seek out all the tunnels. It could take a bit,
but it's worth decreasing frustration for later on. After this, head back to
the LZ pick off enemies. Then patrol around some more, going to the enemies
instead of waiting for them. After some time, you will get a radio message.
Then you must destroy Kit Foxes and another Prometheus. Walk to the LZ after
all are dead.

-Gladiator Has Nothing On Us-
Blood Asp again. Use PPC for Mad Dog Mechs, missiles for everything else.
After the main gate is gone, make a left. You'll face lots of Mad Dogs and
tanks here, so sometimes it's best to fall back and pick some off. Because of
your slow speed, it's going to be a lovely walk to your destination.

At the launch site, terminate all opposition and finally the dropship. Two
Atlas Mechs show up here, so I hope you kept some salvage nearby. Hopefully
you can hit one with Alpha Strike and take down the other as you normally
would.

-Against The Spiders-
It's survival here. You'll first face Mechs, but when you're done here,
you'll be glad to see another actual Mech.

You'll face smaller versions of the Spider boss you faced earlier. They like
to jump on your Mech and try to hack it. Don't let them, or you die. There
are many waves, about five I think. A Hellbringer shows up to help you, but I
honestly didn't notice, so don't count on it to get you out of a jam.

-Skin The Cat-
The Nova Cat here uses an armor mod which keeps you from hacking while it's
up. You have an abundance of cover here, so when he uses it, time it so that
when the armor defense is gone, you hack him without much worry.

The Nova Cat is a pretty good Mech. But you might want to save your
BattleArmor for the next level. You can hack a Ymir or Mad Cat, which I do
prefer of this Mech.

Exit the level by hacking the panel and going through the gate.

-End Game/Checkmate-
If you are using the BattleArmor and really want that Ymir Mech, and not a
Mad Cat, here is my favorite strategy: Hack every Mad Cat you come across.
The great thing about BattleArmor, in single-player at least, is that you're
practically a one-hit killer. You'll have to hack four Mad Cats before the
Ymir comes along.

After this, you'll face to Ymirs. Cover is your best friend here, not
firepower, but cover will be gone quickly. Wait 10 seconds for their shields
to drop, then let loose with your weapons, and don't forget about your own
shield, if you're using a Ymir.

When Natalie drops the BattleArmor, do NOT crush it, or you will fail the
mission. Believe it or not, like it or not... the last fight is fought in only
BattleArmor. Pick up any salvage you can before going over the ledge.

Natalie will help you in her VTOL with this guy, but try not to depend on it.
Just keep aiming for his head with your mortar. His attacks this first time
are easy to avoid - jumpjets are you friend. Just don't get caught by that
earthquake he makes, or by the time you recover, there isn't much left of you
to recover, for starters.

-You can also use the laser, if you're patient.

After the cutscene, you now need to neurohack him, to drop his shields, and
to finally get a mortar through his cracked head.

His new attacks are terrible: his laser and flame attacks now do more damage
and push you away from him in the process. When you get a chance, get on his
back and hack! Then, to hit him with a mortar, just right: jump high, aim
low, and fire to get the mortar in. You cannot fail the neurohack, or else!

When you finally off this guy, congrats... all you get, as far as content goes
is his character model to use in multiplayer. Congrats!

===================================
|Mech & Vehicle details|

- Comparison chart

          --------------------------------------------------------------
Name      |Type||Speed|Energy|Ballistic||Missile|Jumpjets|    Special   |
Atlas     |Asst||  2  |  x4  |    x1   ||  x2   |   -    | Alpha Strike |
Battle A. |BA/S||  1  |  x1  |    -    ||  -    |  Yes   |    Hacking   |
Belial    |Medm||  6  |  x2  |    X2   ||  x1   |  Yes   |    Jamming   |
Blood Asp |Asst||  3  |  x2  |    x4   ||  x2   |   -    | Alpha Strike |
Bowman    |Heav||  2  |  x2  |    x2   ||  x2   |  Yes   |Anti-Ballistic|
Catapult  |Heav||  2  |  x4  |    -    ||  x4   |  Yes   |  Anti-Laser  |
Corvus    |Lght||  7  |  x2  |    x1   ||   -   |  Yes   |  Anti-Laser  |
Cougar    |Lght||  7  |  x2  |    x1   ||  x2   |  Yes   | Anti-Missile |
Elemental |BA/S||  1  |  x1  |    -    ||  x1   |  Yes   |      -       |
Hackman   |Lght||  8  |  -   |    x1   ||  x2   |  Yes   |Null Signature|
Hellbring |Heav||  5  |  *   |    x2   ||  x1   |  Yes   | Anti-Missile |
Kit Fox   |Lght||  7  |  x2  |    x1   ||   -   |  Yes   |Null Signature|
Loki      |Heav||  5  |  x2  |    x2   ||  x3   |   -    |Null Signature|
Mad Dog   |Heav||  5  |  x2  |    x2   ||  x4   |   -    |    Jamming   |
Mad Cat   |Heav||  5  |  x2  |    x2   ||  x4   |   -    |    Jamming   |
Nova Cat  |Heav||  4  |  x5  |    x1   ||   -   |   -    |  Anti-Laser  |
Owens     |Lght||  8  |  -   |    x2   ||  x2   |   -    |Anti-Ballistic|
Prometheus|Asst||  2  |  x3  |    x2   ||  x2   |   -    | Alpha Strike |
Puma      |Lght||  7  |  x1  |    x2   ||  x2   |  Yes   |Null Signature|
Ragnarok  |Asst||  2  |  *   |    x2   ||  x4   |   -    | Super Shield |
Raptor    |Medm||  7  |  x1  |    x2   ||  x4   |  Yes   |Null Signature|
Raven     |Lght||  7  |  x1  |    x2   ||  x1   |   -    |Null Signature|
Stiletto  |Medm||  7  |  *   |    x4   ||  x4   |  Yes   |Anti-Ballistic|
Star Adder|Asst||  3  |  x2  |    x4   ||   *   |   -    | Alpha Strike |
Summoner  |Heav||  3  |  x4  |    x2   ||  x1   |  Yes   | Anti-Missile |
Tank      |Tank||  2  |  x1  |    x1   ||   -   |   -    |Null Signature|
Thor      |Heav||  4  |  x2  |    x4   ||  x2   |  Yes   |Anti-Ballistic|
Timberwolf|Heav||  5  |  x2  |    x2   ||  x4   |   -    | Anti-Missile |
Turret    |Eplc||  -  |  x1  |    -    ||  x1   |   -    | Super Shield |
Uller     |Lght||  7  |  x2  |    -    ||  x2   |  Yes   |  Anti-Laser  |
Uziel     |Medm||  6  |  x2  |    x1   ||  x1   |  Yes   |  Anti-Laser  |
VTOL      |Aero||  9  |  -   |    -    ||  x2   |   -    |     Cargo    |
Vulture   |Heav||  5  |  x2  |    x1   ||  x4   |   -    |  Anti-Laser  |
Wendigo   |Heav||  4  |  x1  |    x3   ||   -   |   -    |Anti-Ballistic|
Ymir      |Asst||  2  |  x2  |    x4   ||  x4   |   -    | Super Shield |
          --------------------------------------------------------------

* Means a unique weapon to that Mech only.





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[Copyright and credits]

Copyright:

This FAQ is for personal use only. You are not allowed to use it for profit.
(ie: selling this) Please DO NOT rip off any part of this guide,
and you are not allowed to use it as a basis for making your own.
You are allowed however, to post this FAQ/Walkthrough on your
non-commercial/non-profit website.
provided that the entire content of this document remains as is.
This document may be printed out for personal use.
And last, if you wish to post this guide on your site, please inform me.

This FAQ is a copyright of (c) Paul Willis.

Credit:
-Day 1 Studios, FASA, and MS Game Studios for helping make this great game.



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