Mech Assault 2 Prima Official eGuide, Prima, Bradygames IGN and other guide, Poradniki ENG

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Matt Wales
Prima Games
A Division of Random House, Inc.
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Roseville, CA 95661
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The Prima Games logo is a registered trademark of Random
House, Inc., registered in the United States and other countries.
Primagames.com is a registered trademark of Random House,
Inc., registered in the United States.
TABLE OF CONTENTS
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Preparing for Battle: Combat Basics & Weapons . . . . . . . . 2
Meet the 'Mechs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Mission One: STREET SWEEPER . . . . . . . . . . . . . . . . . . . . 14
Mission Two: SIGNS OF LIFE . . . . . . . . . . . . . . . . . . . . . . . 18
Mission Three: TANK RUSH . . . . . . . . . . . . . . . . . . . . . . . . 22
Mission Four: LET'S GET OFF THIS ROCK . . . . . . . . . . . . . 26
Mission Five: TO THE RESCUE . . . . . . . . . . . . . . . . . . . . . . 29
Mission Six: 'MECH SHOPPING . . . . . . . . . . . . . . . . . . . . . 32
Mission Seven: GO TIME ON THESTRIA . . . . . . . . . . . . . . 36
Mission Eight: SWAMP ROCK . . . . . . . . . . . . . . . . . . . . . . 39
Mission Nine: EIGHT FEET UNDER. . . . . . . . . . . . . . . . . . . 43
Mission Ten: INTO THE VALLEY OF DEATH . . . . . . . . . . . . 45
Mission Eleven: THERE'S GONNA BE A JAILBREAK . . . . . 48
Mission Twelve: I HATE SNAKES . . . . . . . . . . . . . . . . . . . . 53
Mission Thirteen: MOUNTAIN SONG . . . . . . . . . . . . . . . . . 57
Mission Fourteen: SENDING OUT AN SOS TO THE WORLD . 61
Mission Fifteen: ONCE MORE INTO THE BREACH . . . . . . . 65
Mission Sixteen: TO THE ARENA . . . . . . . . . . . . . . . . . . . 68
Mission Seventeen: HOLDING THE LINE . . . . . . . . . . . . . . 72
Mission Eighteen: GLADIATOR HAS NOTHING ON US . . . 75
Mission Nineteen: AGAINST THE SPIDERS . . . . . . . . . . . . 78
Mission Twenty: SKIN THE CAT . . . . . . . . . . . . . . . . . . . . 80
Mission Twenty-One: END GAME . . . . . . . . . . . . . . . . . . 83
Mission Twenty-Two: CHECKMATE . . . . . . . . . . . . . . . . . 86
Multiplayer
MechAssault 2
. . . . . . . . . . . . . . . . . . . . . . . 88
© 2004 by Prima Games. All rights reserved. No part of this book may be repro-
duced or transmitted in any form or by any means, electronic or mechanical,
including photocopying, recording, or by any information storage or retrieval
system without written permission from Prima Games. Prima Games is a division
of Random House, Inc.
Product Manager: Jill Hinckley
Editor: Alaina Yee
© &
P
2004 Microsoft Corporation. All rights reserved. Developed by Day 1
Studios for Microsoft Corporation. Day 1 Studios and the Day 1 Studios logo are
trademarks of Day 1 Studios. MechWarrior, BattleTech, BattleMech, and ’Mech
are registered trademarks or trademarks of WizKids, Inc. and/or Microsoft
Corporation in the United States and/or other countries. Microsoft, FASA Studio,
MechAssault, the Microsoft Game Studios logo, OptiMatch, Xbox, the Xbox logos,
Xbox Live, and the Xbox Live logo are either registered trademarks or trade-
marks of Microsoft Corporation in the United States and/or other countries.
All products and characters mentioned in this book are trademarks of their
respective companies.
Please be advised that the ESRB rating icons, "EC", "K-A", "E", "T", "M", "AO" and
"RP" are copyrighted works and certification marks owned by the Entertainment
Software Association and the Entertainment Software Rating Board and may
only be used with their permission and authority. Under no circumstances may
the rating icons be self-applied or used in connection with any product that has
not been rated by the ESRB. For information regarding whether a product has
been rated by the ESRB, please call the ESRB at 1-800-771-3772 or visit
www.esrb.org. For information regarding licensing issues, please call the ESA at
(916) 522-3250. Please note that ESRB ratings only apply to the content of the
game itself and does NOT apply to the content of this book.
Important:
Prima Games has made every effort to determine that the information contained
in this book is accurate. However, the publisher makes no warranty, either
expressed or implied, as to the accuracy, effectiveness, or completeness of the
material in this book; nor does the publisher assume liability for damages, either
incidental or consequential, that may result from using the information in this
book. The publisher cannot provide information regarding game play, hints and
strategies, or problems with hardware or software. Questions should be directed
to the support numbers provided by the game and device manufacturers in their
documentation. Some game tricks require precise timing and may require
repeated attempts before the desired result is achieved.
ACKNOWLEDGMENTS
Huge thanks to Rick Ryan and Jeff Kafer for their ridiculously
invaluable help and support with this book. Also, a thanks to Erich
Blattner (Excell Data Corporation), John Foster (Excell Data
Corporation), Adam Maloy (Volt), David Ouimet (Volt), John Potter
(Volt), Jessica Randall (Volt), and Warren Qu (Volt).
ISBN: 0-7615-4721-5
Library of Congress Catalog Card Number: 2004107127
Printed in the United States of America
04 05 06 07 GG 10 9 8 7 6 5 4 3 2 1
INTRODUCTION
BUCKLE UP, MECHWARRIOR!
MechAssault 2: Lone Wolf
kicks the world of heavy metal 'Mech combat wide open again, with single-player carnage
and multiplayer mayhem ramped up to the max! Whether a veteran or newcomer to the series, you can expect to
have your mettle tested by all-new 'Mechs, blaze across the battlefield in never-before-seen ground and air vehicles,
and dish out unlimited online torment in the hugely expanded multiplayer mode—all of which adds up to some seri-
ously frenzied action.
Like the first game,
MechAssault 2
isn't just about firing off weapons of mass destruction and shooting like a
psycho until the world sits in a mound of molten rubble. There's plenty of strategy to uncover before you can truly
master the game. You'll need an in-depth knowledge of the sophisticated combat and weapons system, not to
mention an understanding of what makes every single one of your formidable opponents tick.
That's exactly what this book aims to give. With tips and tactics for first-class fighting under pressure, a full
rundown of every 'Mech, and everything you'll need to know before and during your epic quest in the single-player
campaign, you'll find a wealth of invaluable information here. There's even a mountain of knowledge for multi-
player
MechAssault 2
, with details on every map and mode, and even advanced strategies straight from the people
who know the game best.
Ready for action, MechWarrior? Then let's get to it!
Preparing for Battle:
COMBAT BASICS & WEAPONS
GETTING AROUND
The upper and lower portions of a 'Mech are
controlled independently. Use g to operate their legs and
move around the environments. k rotates the upper
torso, enabling you to fix your aiming reticle on to any
target, anywhere—no matter what direction you happen
to be walking in!
To activate your arsenal, hit 7 to switch between
weapons classes and squeeze 8 to fire. Weapons can be
temporarily upgraded to a maximum of three levels and
armor is replenished by collecting salvage from downed
enemies and across the terrain. Salvage will be examined
in more depth later in the chapter.
Sure, you might have an itchy trigger finger and an insa-
tiable bloodlust, but you'll get nowhere in
MechAssault 2
without learning the basics first. This time around, you're
not simply stuck in the cockpit of one of the game's
mighty metallic behemoths; there's also a whole host of
new ways to tear up the terrain.
BattleMechs
These towering
death machines
are your number
one mode of
transport
throughout
MechAssault 2
.
Although each
'Mech is a
powerhouse of
destruction,
every model has
a unique set of specifications as well as its own strengths
and weaknesses to be utilized or exploited as necessary.
The "Meet the 'Mechs" chapter examines each 'Mech
type in depth, so check it out for the complete
lowdown.
BattleArmor
2
The BattleArmor
is a prototype
battle suit, for
increased
protection and
mobility when
outside 'Mechs
and other vehi-
cles. In essence,
the BattleArmor
turns you into a
miniature 'Mech
and, as such, controls very similarly. Use g to move about
the environments and k to adjust your aiming reticle.
Defenses
You can take far
more of a
beating in the
BattleArmor than
is possible on
foot. However,
when faced with
the devastating
force of a full-
sized 'Mech, it
won't last long.
You'll fare much better against tanks and other smaller
enemies, but all the same, it's better to think of the
BattleArmor as a means of surviving the occasional hit
rather than relying on it for any extended protection.
Thankfully, the BattleArmor is equipped with a basic
armory consisting of pulse lasers and mortars. Use 7 to
switch between the two firing modes and 8 to let rip.
The pulse lasers provide rapid bursts of deadly energy
but don't dish out a significant amount of damage on
their own. They're best used in conjunction with mortars
for maximum effect. It's possible to adjust the traveling
distance of mortars using the gauge that appears as you
hold down 8. The tighter you squeeze the trigger, the
higher the gauge will climb and the greater the amount
of propulsion on release. Mortars pack a surprising force
and can be an effective weapon in the heat of battle.
Learn their intricacies at the earliest opportunity!
The BattleArmor also comes equipped with a claw
that can take down a light 'Mech in five swipes or so—the
catch is that you have to be right up against an enemy
for it to work. This tactic works best on slower-moving
objects, like vehicles or even infantry.
It's also possible to scale walls and buildings when
using your jumpjets in conjunction with the BattleArmor's
claw. Simply approach a structure and activate your
jumpjets. Close in and hit 1 while airborne to latch on
tight, then wait for your fuel gauge to refill. To fly higher,
hit g again and repeat until the obstacle is cleared.
NeuroHacking
The BattleArmor's
NeuroHacking
facility lets you
crack an enemy
'Mech's defense
system and eject
the pilot. Once
the 'Mech is
unoccupied,
it's yours for
the taking!
To initiate a
NeuroHack, fly close to your target and hit 1 to latch on.
Immediately, the hacking interface appears in the lower
part of your HUD. Hit the corresponding buttons on your
control pad as they're highlighted onscreen. If you
complete the sequence before the 'Mech's pilot does, the
NeuroHack is a success—otherwise you'll be shaken off,
necessitating another attempt.
Once a hostile 'Mech is down, hit 4 to exit your
BattleArmor, then approach the cockpit located in the
fallen enemy's head. Use 4 again to climb inside.
Be very careful when
attempting to leave your BattleArmor in the heat of
conflict. Remember, you're completely defenseless
on foot—always be sure to clear the immediate area
of hostiles first before attempting to gain control of
a downed 'Mech.
Jumpjets
One of the most
useful features
of the
BattleArmor is
its jumpjets.
These enable
you to fly
through the air
for limited
periods of time
by pressing g. Keep an eye on the jumpjet fuel gauge
however—once depleted, your jets will cease to work until
the gauge has a chance to refill.
At certain points throughout the game,
you'll need to hack into enemy terminals to proceed.
The method is exactly the same as above. However,
you'll need to approach the console on foot and hit
1
to initiate the hacking sequence.
Firing your jumpjets in short bursts
dramatically increases your speed and can be a
great way to quickly dodge around enemy gunfire.
3
prim agames.com
On Foot
The slowest and
most deadly
way to brave
the hostile world
is on foot, using
g to move
around. Leaving
the confines of a
'Mech or vehicle
is treacherous
business as you
forfeit all offensive and defensive capabilities—take a
single hit on foot and you'll be dead.
Why do it then? Simple—it's the only way to don
your BattleArmor, clamber into a 'Mech, requisition a
vehicle, hack into a security terminal, or mount a gun
turret. Whatever you're trying to do though, remember to
do it quickly and utilize all available cover.
There are some distinct advantages to being on foot
however. First, you won't show up on enemies' radars, so
the only way you'll get caught is by straying directly into
their paths. Second, you're a much smaller target and
therefore harder to hit from a distance. These advantages
are particularly handy in multiplayer where you can
scoot about virtually undetected in the heat of battle—just
try not to get stepped on!
VTOLs
VTOLs, or
Vertical Take-Off
and Landing
vehicles, are the
only means of
taking to the
skies for
prolonged
periods of time
in
MechAssault 2
.
These airborne
beauties climb into the air like a helicopter and fly like
airplanes. You'll have several opportunities to try these out
in the single-player campaign, but they truly come into
their own during multiplayer (check out the Multiplayer
chapter for the beef on VTOL's multiplayer uses).
For the most part, you'll be using VTOLs in single-
player mode for basic fetch-and-carry tasks, alongside
some simple combat. This is because VTOLs are primarily
geared toward defensive maneuvers and neither take,
nor pack, much of a punch in heated combat.
VTOLs steer slightly differently than other vehicles.
Pushing g causes the vehicle to move forward, backward,
or strafe to the sides. k rotates the VTOL in the air. Altitude
is adjusted by holding g to ascend and k to descend.
Lowering yourself onto certain objects in the game causes
them to attach to the VTOL for carrying. You'll only have a
chance to airlift gun turrets and an APC during the single-
player game, but multiplayer broadens this to include
salvage, BattleArmors, and tanks.
VTOLs are only fitted with basic missiles, so it pays to
avoid engagement with larger enemies, such as
BattleMechs, until you can land and locate something
heavier hitting.
Pilot Bombing
In later
campaign
missions and
throughout the
multiplayer
game, you're
able to plant
explosive
charges and
detonate them
remotely while
on foot. It's a risky maneuver but immensely satisfying
when a plan comes together. Simply sneak up to your
target, hit 8 to plant a charge, then press 8 again when
you're ready to detonate it. Or, you can leave a charge in
an area that an enemy vehicle or 'Mech will pass through
and it'll explode when they get close.
The charges pack a tremendous punch, so use them
to decimate buildings or plant traps for oncoming 'Mechs.
Whatever you do, make sure you're clear of the blast
area before detonating a charge…unless you want to
meet a premature end. Be especially wary around
'Mechs—when one closes in on a planted charge, it will
automatically detonate within five seconds!
4
Tanks
As with all vehi-
cles, the
armored tank
available in
single-player—
known as the
Rommel MK2—is
steered using g,
while its turrets
are adjusted
using k.
Although the Rommel might not initially seem like
the most desirable vehicle in this lineup, it does offer
some interesting functions that make it more than worth
your time. It's both nimble and robust—couple this with
the tank's powerful gravity cannon and you've got a
weapon that's ideal for long-distance attacks. Hitting 3
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