My FAQ and Walkthrough - Guide for MechAssault
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By: Infinity63
Version: 11
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Table of Contents
1 Version History
1 Version 1
2 Version 2
3 Version 3
4 Version 4
5 Version 5
6 Version 6
7 Version 7
8 Version 8
9 Version 9
10 Version 10
11 Version 11
2 The Mechs of MechAssault
1 Introduction to Mechs
2 Atlas
3 Belial
4 Bowman
5 Catapult
6 Cougar
7 Elemental
8 Hackman
9 Kit Fox
10 Mad Dog
11 Mad Cat
12 Owens
13 Prometheus
14 Puma
15 Ragnarok
16 Summoner
17 Thor
18 Timber Wolf
19 Uller
20 Uziel
21 Vulture
22 Ymir
3 The Mechs' Offenses and Defenses
1 Introduction to Offenses
2 Pulse Laser
3 Laser
4 PPC (Particle Projection Cannon)
5 Machinegun
6 Autocannon
7 Gauss Rifle
8 Crossbow
9 Warhammer
10 Javelin
11 Lava Gun
12 Introduction to Defenses
13 Jump Jets
14 Null Signature
15 Target Jamming
16 Chaff
17 Shield
4 Multiplayer Levels
1 Introduction to Multiplayer Levels
2 Colosseum
3 Frosty
4 Icepack
5 Junkyard
6 Number 51
7 River City
5 Walkthrough
1 Introduction to My Walkthrough
2 Level 1-Going Down Hard
3 Level 2-Suffer the Silence
4 Level 3-Friends Indeed
5 Level 4-Dry Me Out
6 Level 5-Sailing Away
7 Level 6-Catnap
8 Level 7-Catnap II
9 Level 8-Bright Lights, Dark City
10 Level 9-Bright Lights, Dark City II
11 Level 10-Not Again!
12 Level 11-Thor on the Rocks
13 Level 12-Wolf in Sheep's...
14 Level 13-Under the Guns
15 Level 14-Size Matters
16 Level 15-Size Matters II
17 Level 16-Not on my Watch
18 Level 17-Payback
19 Level 18-Worst Day Since...
20 Level 19-Ready to Rok!
21 Level 20-Ready to Rok! II
6 Stories
1 Introduction to Stories
2 Entry by Coolguy63
7 Hints
1 Introduction to Hints
2 Entry by Coolguy63
3 Entry by Coolguy63
8 FAQ
1 Introduction to my FAQ
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1.1 Version 1
Created the Table of Contents and the mechs' section; after I get Xbox Live, I'll be
adding more to the mechs. I'll also be adding offenses and defenses soon.
1.2 Version 2
I added the offense section, and, like the mechs, I will be adding more once I get
Xbox Live. Working on the defenses.
1.3 Version 3
Completed the defenses, and I hope I don't need to repeat what I said about Xbox
Live. I should be adding parts of walkthrough soon.
1.4 Version 4
I've started the walkthrough and started on the non-mech enemies, added infantry.
1.5 Version 5
Entered the 2nd and 3rd level into the walkthrough, started the stories section, and
made an entry.
1.6 Version 6
Started the hints section and made two entries. I've created the grinder section,
and no, I don't have Xbox Live yet, I'll add more once I do. Working on more
walkthroughs...
1.7 Version 7
Added the walkthroughs for levels 4 and 5.
1.8 Version 8
Added walkthroughs for levels 6 to 9, nearly halfway there.
1.9 Version 9
Sorry, no walkthroughs today, but I did change the grinders section to the
multiplayer levels section including the mechs you can fight in griders (if there
are any). I'll probably add more walkthroughs tommorow.
1.10 Version 10
Added more walkthroughs (like I said I would), should be finishing soon. By the way,
I added walkthroughs up to level 12.
1.11 Version 11
I've finished the walkthrough, and I've also added the FAQ section.
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2.1 Introduction to Mechs
These are the mechs you will be using in your battles. But, don't get to cocky, your
enemies will be using some of these too. I'm rating the mechs on a scale of 1 to 10,
comare and find what you're best in.
2.2 Atlas
This is one of the two main assault mechs you will use, its a heavy mech and it can
take a lot. It doesnt have jump jets, but with the massive damage it can give and
take, it doesnt need them. Its energy weapon is 4 pulse lasers, its ballistic
weapon is 4 autocannons, and its missile weapon is 2 javelins. It has a chaff to
draw missiles to, not that it needs it. The atlas receives a 9 out of 10.
2.3 Belial
The belial is a pretty fast mech with jump jets. It carries a pulse laser, 2 gauss
rifles, and a crossbow. The belial isnt very formidable, but its jump jets and
gauss rifles earn it a 4.
2.4 Bowman
The bowman is a modified catapult, but that doesnt mean its weapons arent just as
potent. It may have a chaff instead of target jamming, but still has jump jets. The
catapults weapons are changed to 2 lasers, 2 machineguns, and 2 warhammers during
the transformation, and that makes it just as formidable. I give the bowman the same
as its cousin, a 7.
2.5 Catapult
The catapult is a good mech, but only if you use its 4 pulse lasers, 4 javelins,
jump jets, and target jamming right. A catapult can beat much stronger opponent with
its speed and good defense options if the pilot of it has any tact. The catapult is
a good mech, so I give it a 7.
2.6 Cougar
This is one of the weakest mechs in the game, but it is fast. Its fairly fast and
very weak, the best thing to do with this mech is dodge and run. It has 2 Pulse
Lasers, an autocannon, and 2 Javelins. I give this mech a 2.
2.7 Elemental
I dont consider the elemental a mech, it has jump jets, but thats the extent of
any good traits it has. The elemental pops with minimal damage, yes, it pops, no
explosion, just a pop; and not only that, it can be outrun by a ragnarok. It has a
pulse laser and 2 crossbows to defend itself with, but they dont help. The
elemental receives a 1, its lucky I rate on a scale of 1 to 10 or it would get a 0.
2.8 Hackman
Like the puma, this is a great stealth mech, it has null sig, but no jump jets. It
only has two weapons a gauss rifle and 2 crossbows, so also like the puma, it can
get in defenses but not out.. This is the fastest mech in the game, so it gets a
score of 3 out of 10.
2.9 Kit Fox
This is a mech for people who like light mechs and heavy weaponry; its pulse laser
isnt heavy, but its warhammer is, but all mechs have a downside, it has no
ballistic weapons. This also has jump jets and null sig, so it is powerful, for a
light mech. I give the kit fox a 5 of 10.
2.10 Mad Dog
This is one of two mechs that have no defensive abilities, no jump jets, no chaff,
no nothing. The mad dogs arsenal doesnt help my rating either, 2 pulse lasers, an
autocannon, and 3 crossbows; maybe if it had at least 2 autocannons it would receive
a higher rating. Since Ive actually lost to a cougar in this thing, it gets a 1.
2.11 Mad Cat
The other main assault mech this is as powerful if not more, its faster, but it has
slightly less health. It has twin PPCs backed up by twin machineguns and 4
javelins. It has target jamming, but lacks jump jets. I give the mad cat a 10 out of
10.
2.12 Owens
The owens is a very light scout mech, without any stronger mechs protecting it, its
helpless. It has a machinegun and 2 crossbows, thats it, unless you count its
target jamming. The owens receives a 2 out of 10, because it still might be able to
beat a mad dog.
2.13 Prometheus
This is a modified atlas, its just as deadly, and it too has a chaff. Instead of
pulse lasers, autocannons, and javelins, it has 3 lasers, 2 gauss rifles, and 2
warhammers. This is for people who like power and effectiveness. By the way,
the prometheus receives a 10.
2.14 Puma
The puma can easily penetrate most defenses because of its speed and null sig, but
once its in, its screwed. It can put up a fight with its PPC, 2 machineguns, and 2
crossbows, but not for long. The puma has stealth, but lacks any power whatsoever so
it gets a 3 of 10.
2.15 Ragnarok
The ragnarok can take a lot of damage, but its speed makes it an easy target. This
has a powerful arsenal including 2 gauss rifles, 4 javelins, and the legendary lava
gun. The strategy I use with the ragnarok is knock over your opponent with triple-
charged gauss rifles and hit them with the lava gun while theyre down. By the way,
youre about to get hit with a massive attack, block it with the shield. The
ragnarok receives out of 10 an 8.
2.16 Summoner
The summoner is a powerful, medium-sized mech, it has 4 pulse lasers, 2 autocannons,
and a warhammer. It has jump jets, but no other defenses. The summoner is overall a
good mech, and I give it a 7 out of 10.
2.17 Thor
The thor is the weaker original of the summoner. Its arsenal is nothing compared to
the summoners, it has 2 lasers, 4 machineguns (which are powerful for machineguns),
and 2 crossbows, I couldnt think of a worse combination of weapons, but,
nevertheless, it is a decent mech. Its jump jets and target jamming help it get a 6
of 10.
2.18 Timber Wolf
This is the other mech that has no defense mechanisms, its the weaker variation of
the mad cat. It has 2 pulse lasers, 2 gauss rifles, and 4 crossbows, a decent
arsenal. I give the timber wolf a 4 out of 10.
2.19 Uller
This has no great fighting abilities, even with a chaff and jump jets, its a
horrible mech. Its weapons are 2 lasers and a crossbow; I take back what I said
about the thor, by the way. I give this pathetic mech a 1.
2.20 Uziel
The uziel is an all-around good mech, it has 2 PPCs, a machinegun, a crossbow, jump
jets, and a chaff. Most light mechs only have one PPC if any but the uziel is a
great light mech. For being, in my opinion, the best light mech in the game it gets
a 7.
2.21 Vulture
This is a decent light mech, but I dont suggest using it against medium or heavy
mech. It has a chaff, but no jump jets (whos heard of a vulture that cant fly?),
it also has 2 lasers, a machinegun, and 4 javelins. For being a decent light mech, I
give it a 6.
2.22 Ymir
This is a modified ragnarok that also has the shield and lava gun. It replaces the
ragnaroks other weapons with 2 PPCs and 4 autocannons. Dont worry, my strategy
with the ragnarok still works, just use the autocannons instead of the gauss rifles.
I give the ymir a 9 out of 10, just because I like it more than the ragnarok.
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3.1 Introduction to Offenses
This is where I list your offensive and defensive options. First of all, the
offense, the first 3 are energy, the second 3 are ballistics, the third 3 are
missiles, and the last doesn't fit into any of the above. The power, accuracy, rate
of fire, heat, and effectiveness are rated on a scale of 1 to 10 and overall is an
average of the five. Also, concerning the heat rating, less is more.
3.2 Pulse Laser
This is a rapid fire energy weapon, it can do a lot of damage over a period of time.
Its three levels of power are green, red, and purple, respectively. If you can track
a target well, it is very accurate. This is a good weapon to use against tanks,
turrets, and buildings. Mechs can have a maximum of 4 of these.
Power-2
Accuracy-7
Rate of Fire-10
Heat-9
Effectiveness-5
Overall-6.6
3.3 Laser
This is a beam of energy that has homing capabilities, its power levels mimic the
power levels of the pulse laser (I wonder why?). All mechs that have these have 2,
no more, no less. The laser isnt effective against anything in particular, just use
it when you feel like it.
Power-5
Accuracy-9
Rate of Fire-6
Heat-9
Effectiveness-2
Overall-6.2
3.4 PPC (Particle Projection Cannon)
The PPC is a very effective weapon and one of my favorites. It has a large homing
ability, but it has limited turning, and also, the more powered up it gets, the
slower it goes. This is also a charged weapon (to charge, press and hold the right
trigger or A and release to fire), the more you charge, the stronger it gets. Mechs
are only allowed to have 2 of these.
Power-9
Accuracy-10
Rate of Fire-1
Heat-2
Effectiveness-7
Overall-5.8
3.5 Machinegun
This is much like the pulse laser, but its weaker and creates no heat to speak of.
Thats all I have to say, about this pathetic weapon.
Power-1
Accuracy-5
Rate of Fire-10
Heat-10
Effectiveness-2
Overall-5.6
3.6 Autocannon
This is a powerful weapon that I use mostly to knock over enemies. Fully powered, it
can knock over smaller mechs and occasionally medium and large mechs. This doesnt
knock over elementals however, theyre weak enough without being immobile. You are
only allowed to have 4 of these, and powered up once, it fires two times the shots
as normal, and powered up twice, it fires three times as normal.
Power-8
Accuracy-6
Rate of Fire-5
Heat-3
Effectiveness-7
Overall-5.8
3.7 Gauss Rifle
2 of these equal the power of 4 autocannons, too bad youre only allowed to have 2
of these. Like the autocannon, this can easily knock over light mechs and sometimes
medium and heavy mechs. Powered up, its just more powerful.
Power-9
Accuracy-6
Rate of Fire-4
Heat-5
Effectiveness-8
Overall-6.4
3.8 Crossbow
These are, in my opinion, the weakest missiles of the three. A mech can have, at
most, 4 of these, and powered up, these follow the same logic as autocannons. The
only time I suggest using these are against vehicles and elementals.
Power-3
Accuracy-10
Rate of Fire-8
Heat-9
Effectiveness-2
Overall-6.4
3.9 Warhammer
Another of my favorite weapons, these are very powerful weapons, you can attach
these to mechs, structures, and the ground. You dont have to attach these to an
opponent to work, I ,for example, can charge the timing just right so that they blow
up in the air right next to your target. Increasing the charge of this not only
increases their power, but also the time until they blow. Your mech can have 2 of
these equipped, and the level of charge are blue, yellow, and red, respectively. By
the way, my friend likes to call these RPGs (Rocket Propelled Grenades) and that is
an accurate description of them.
Power-10
Accuracy-3
Rate of Fire-1
Heat-1
Effectiveness-9
Overall-4.8
3.10 Javelin
Yet another of my favorites, this is good against all vehicles and turrets. When
fully powered up, it can help you take down small mechs, and of course elementals.
The power levels are the same as the warhammers. And, you can have 4 of these.
Power-5
Accuracy-10
Rate of Fire-5
Heat-6
Effectiveness-6
Overall-6.4
3.11 Lava Gun
Ah, the legendary lava gun, it has massive destructive power and can sometimes knock
over mechs. This fires 3 gigantic balls of napalm; this is excellent for destroying
buildings and, of course, mechs. This cant be powered or charged up, but it doesnt
need to. And, I dont think I need to mention this, but I will anyway, your ragnarok
or ymir can only have one of these.
Power-10
Accuracy-5
Rate of Fire-4
Heat-1
Effectiveness-9
Overall-5.8
3.12 Introduction to Defenses
Now, lets get to the defenses, the jump jets use the left control stick, and the
rest use the right control stick. Effectiveness is how well I think they work. I
also give hints of how I prefer to use them, that is all.
3.13 Jump Jets
These are basically rockets attached to your mech to make them flight capable. Only
some mechs have jump jets, and only jump capable mechs are able to get to some
areas. To activate jump jets, press down on the control left control stick and
release to deactivate them. The time jump jets last vary with the mech, but on all
mechs they recharge fairly quickly. You can also do damage to some mechs by landing
on them, but the damage also varies with the size of the mech jumping, the size of
the mech being landed on, and the falling distance.
Effectiveness-9
3.14 Null Signature
This makes you invisible and takes you off radars for long periods of time. Get this
on a fast mech, and you can go in and out of an enemy base quickly and stealthily.
But, I dont suggest firing or getting hit while this is on, being damaged or
creating heat reveals you, not completely, but enough for you enemies to get a lock
on you.
Effectiveness-8
3.15 Target Jamming
This is probably my favorite of the defenses, it works for a decent amount of time,
and nothing at all can hit you unless you walk in front of it. Target jamming
prevents locks of any kind on your mech, no missiles, no PPCs, not even pulse
lasers or autocannons can hit you. This is great for going in and out of somewhere
quickly; after you complete your objective, then you can deal with the annoying
mechs, tanks, or helicopters following you.
Effectiveness-10
3.16 Chaff
This doesnt last very long, but it attracts most missile weapons to it instead of
you. But, even though it lasts a short time, it recharges quickly, so you can use it
over and over again. Heres a strategy for you: try attaching the chaff to an
opponent, so when other enemies fire missiles, not only will they be drawn away from
you, but they will also be drawn to your opponent.
Effectiveness-7
3.17 Shield
This is only available to the ragnarok and ymir, so you can only use it after you
beat the game. It can block any attack, but it lasts a small amount of time and can
be broken after several attempts. But dont worry, it recharges quickly; I suggest
using it to block massive attacks like PPCs, warhammers, and lava guns, the
ragnarok and ymir can handle smaller ones.
Effectiveness-9
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4.1 Introduction to Multiplayer Levels
These are the multiplayer levels, I've rated them on a scale of 1 to 10, told you
what mechs are good there, and given you a brief description of each. And, if there
is a grinder available here, I've also given you the mechs you will be fighting, and
in what order.
4.2 Colosseum
This barren landscape has a giant trench in the center of the arena. A bridge hangs
over it, but it can be destroyed. On one side of the trench is a magma pool, on the
other, a small lake. Standing next to a furnace raises the heat of your mech, so
dont stand next to them. This level is well suited for heavy mechs, but jump
capable mechs do have some advantages here. The colosseum receives a 5 out of 10
from me.
Grinder
Uller
Owens
Cougar
Uziel
Vulture
Catapult
Thor
Mad Cat
Atlas
Ragnarok
4.3 Frosty
A frozen area where mechs cool down quickly, so you can unload more ammo. Larger
mechs cant fit under the three landbridges here, so theyll have to go around or
take them down. There are mists all over the place here, white mechs can sometimes
use these to their advantage. I give frosty a 7 out of 10.
4.4 Icepack
This is an icy level where weapons cool down faster than usual. Although other mechs
can find other ways up, jump capable mechs can easily claim the high-ground around
the outer-rim of the level. This level is well suited for all kinds of mechs, except
of course, elementals. Out of 10, icepack gets an 8, its a good level if you know
your way around.
4.5 Junkyard
The junkyard is, well, a junkyard, theres trash all over the place and some of its
explosive (yes, explosive trash), this doesnt hurt mechs much, but it does a lot to
power-suits. The lights here can be destroyed, but they dont do much in the first
place, whats the point? This is very well suited for heavy mechs, light mechs have
no chance, speed and jumping dont help here. The junkyard receives a 9 of 10,
because I like heavy mechs.
4.6 Number 51
This is a fiery battleground that has a volcano in the center of it. There are large
magma pools all over this WOB base, but none as deadly as the volcano, just being
around this does you damage, and once a mech falls in, only a jump capable mech can
get out. There are also buildings scattered all over the base, and a large land
bridge near the volcano. All mechs can find advantages here, even elementals can
find cover here. This is an excellent level and gets a 10 out of 10.
4.7 River City
This is another level suited for every mech, its mostly flat with a lot of
obstacles, mostly buildings. Fast mechs can go around buildings, jump capable mechs
can go over them, and heavy mechs can just knock them over. The two sides of River
City are separated by a large river with two large bridges hanging across it, fast
or jump capable mechs can destroy these bridges to slow down heavy mechs. Even
elementals can do well here, they can hide on the larger buildings and shoot down at
mechs, the mechs can destroy the building, but the elementals would have still done
better than if they have done otherwise. For being, in my opinion, the best level
you can get without Xbox Live, River City gets a 10 out of 10.
Grinder
Uller
Uziel
Vulture
Thor
Mad Cat
Atlas
Ragnarok
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5.1 Introduction to My Walkthrough
This is where I tell you how I play the game. I'm not telling you to do it this way,
but this is the way I find easiest. I try to be as specific as possible without
giving you an hour's worth of reading. If you choose to play the game my way, great,
if you don't, whatever.
5.2 Level 1-Going Down Hard
>>Recon Area
Mechs Available-
Cougar
So, youve landed, well, take the only available mech and prepare to mow down some
infantry and tanks. Head strait across the river and step on the infantry; now jump
jet over the ridge. Whats this? A base, destroy it, one shot to each building with
a javelin should do it, watch out for the infantry on top of the towers. Oh, more
infantry, step on em and move on. Look at this, a convoy, there should be 4 trucks
and 7 tanks, destroy em all. After youre done torturing the convoy, follow the
road to another base. There should be 5 turrets in this clearing, destroy them and
any remaining tanks and infantry, then move on. Oh no, power-armor, Ill bet youre
ready to piss your pants; there should be 4 of these midgets, waste em and destroy
the HQ building to complete the first level.
5.3 Level 2-Suffer the Silence
>>Destroy the Comm Tower
>>Rout Defending Forces
Mechs Available-
Cougar
Puma
First off, I would take the puma, it has null sig and a PPC. Anyway, down to
business, follow the road to the first cluster of buildings you see. Hows it been
so far? A few tanks and a ton of infantry, yeah, Im sure thats gonna stop a 40-ton
mech. Oh, right, the buildings, level the whole base, destroy the tunnel, and look
for any salvage. 3 suits of power-armor, oh no; squash em and move on. Now go up
the hill, watch out, theres laser turrets, those might actually do something. See
the 3 smaller buildings as soon as you come up? The middle one has a health in it,
take it when you need it. After you leave this base, notice the ship in the water
below? It has a health on it, dont take it yet, you might need it later. Enter the
next base and destroy all tanks and infantry; theres more health than normal in
this base, I wonder why... Your first mech battle, hes supported by numerous tanks,
infantry, and 2 turrets, lose them by wading into the water. By the way, briefing
boy was right, its an owens. Now that its just you and the owens, nuke him, then
deal with the rest. The last base and the comm tower, destroy the 3 turrets
defending it, and then the comm tower.
5.4 Level 3-Friends Indeed
>>Save the Resistance
Mechs Available
Cougar
Puma
I suggest taking the puma, its null sig will come in handy. Start off across the
bridge to find members of the WOB terrorizing civilians, toast em. Now follow the
road and go onto the bridge, but dont cross, were gonna flank em. Jump over the
left side of the bridge and walk until you find a chain of small islands. Now go
backwards and hit the uller with a few PPCs. If you get the uller down before you
get to the area with the elementals, they will be immobile; if you want, you can get
in a free shot, but after that shot hits, the elementals will wake up. Look around
the area for salvage and destroy any battleships. Follow the road to another bridge,
weaken the bridge but dont destroy it, well use it later. Cross the bridge and
youll find an owens, hes why we weakened the bridge. Lure him onto the bridge and
destroy it under him, make sure youre not on it too or youll be destroyed as well.
There should be some tanks remaining, finish them off and continue. Up ahead theres
a few tanks, 2 elementals, and another uller and owens; use null sig and the trees
for cover. Destroy all of them and youve completed the level.
5.5 Level 4-Dry Me Out
>>Secure Your Flank
>>Cripple WOB Air Forces
>>Destroy Key Structures
Mechs Available-
Cougar
Puma
Uziel
I usually take the uziel for this mission, its firepower comes in handy sometimes.
Start by taking out all the turrets, theres 4 on the mountains and 3 near the
entrance to the tank depot. Now destroy the tank depot and the tanks, then look for
salvage. Its time to head for the air base, theyll be sending helicopters to meet
you, destroy them and the jets; the jumbo-jet has salvage in it. Now the drawbridge,
destroy the tower next to it to open it up. Theres a lot of enemies on the other
side, destroy the 2 turrets first, then go for the uziel. After flattening him, sink
the docked ships. Now head up the hill and waste the helicopters, then destroy those
2 annoying turrets. After leveling the helicopter depot, destroy the hanger. What?
Theres 2 ullers in there, show em what youre made of.
5.6 Level 5-Sailing Away
>>Destroy All Barges
>>Destroy Escort Vessels
Available Mechs-
Belial
Cougar
Puma
Uziel
I recommend the puma for this, yes, the puma, its speed and null sig is what were
looking for. Follow the river, as soon as you pass the waterfall, go onto the land
to your left, get back in the water once it ends. After you pass the overhanging
structure, go onto the land to your left, jump jet over the rocks. And remember,
sink all the boats you see on your way. Once you see a second overhanging structure,
destroy it, dont aim for the turrets, destroying the structure will destroy them
both, one PPC should do it. When you see land on your right, go onto it and activate
null sig. Ignore all mechs you see, theyre not your target. When you get to the
fork in the river, go left, thatll lead you to the rest of the ships.
5.7 Level 6-Catnap
>>Defend the Icarus
>>Secure Mad Cat
Mechs Available-
Belial
Cougar
Puma
Uziel
Take the uziel, it has the most firepower of any mech you have, for now. First off,
youre got a ton of tanks, a few helicopter, and an uziel incoming, dont let them
get to the Icarus. Now the best directions I can give you are stay to the right side
of the valley and follow the nav point. Youll find tanks, turrets, infantry, and
another uziel, Ill give you more once you reach the city. Now find the convoy,
dont shoot at the mad cat, but destroy the tanks around it; if all else fails, cave
in the tunnel on the north side of the city. After youve captured the mad cat,
destroy all incoming enemies, mostly tanks and 2 uziels, and, dont mistake the
techs car for a tank. Now look for salvage, theres a small base at the south side
of the city. After youre done looting the small base, go to the real one at the
north side. Level every building there, start with the turrets and the tank and
helicopter depots.
5.8 Level 7-Catnap II
>>Defend the Icarus
Mechs Available-
Mad Cat
Not much to do here, just defend the Icarus. It doesnt matter if Foster blows up,
you can repair the cougar hes using, and he lives (too bad). Theres salvage
scattered around the Icarus, but you probably wont need it, given how pathetic the
enemies are, briefing boy fighting with you, and, of course, youre using the mad
cat. Oh, youve got tanks, helicopters, and 2 uziels coming.
5.9 Level 8-Bright Lights, Dark City
>>Stop Reinforcements
>>Clear Your Approach
>>Gain Access
>>Shut Off the Power
Mechs Available-
Mad Cat
First, destroy all tanks and turrets, thatll release the 2 pumas. Then destroy the
bridges under the pumas, easy. Look around for salvage, then fight the catapult and
his turret and helicopter support; I suggest dropping the bridge on or under him.
Now mop up the remaining enemies and head through the door. That was a short
mission, wasnt it? Sorry, its not over yet.
5.10 Level 9-Bright Lights, Dark City II
>>Stop Reinforcements
>>Clear Your Approach
>>Gain Access
>>Shut Off the Power
Mechs Available-
Mad Cat
Start by destroying the 4 turrets and 4 elementals, then head in. Now destroy the
tank and helicopter depots and the belial. After youre done, wipe out any remaining
tanks, helicopters, and turrets, then hit the generator. Theres a lot of salvage
around, pick some up before taking out the uller. Now head into the power district,
ignore the mechs until you destroy the mech depot in the back. After youre done
with the enemies that may have escaped your wrath, nuke the nuke plant (sorry about
the pun).
5.11 Level 10-Not Again!
>>Locate the Icarus
Mechs Available-
Mad Cat
Well, they are a pretty big target arent they? But how many times are they gonna
get shot down? Anyway, start up the hill to find a small base complete with turrets,
tanks, infantry, a helicopter, and an uller, nothing new. There are three
landbridges ahead, defended by tanks, turrets, and an uziel. I suggest moving across
the bridges quickly, in case your enemies decide to destroy them under you. On the
other side youll encounter tanks, a kit fox, and an uller. After you find the
Icarus, youll have to protect it from 2 tanks, a belial, and an uller; by the way,
theres salvage all over the place, health and ammo should be no problem. After
youre done with your 4 little buddies, youll get 2 new ones, a mad cat and an
uziel, there are the best mechs youve fought so far, but they shouldnt be a
problem.
5.12 Level 11-Thor on the Rocks
>>Raze Sensor Nets
>>Destroy Enemy Mechs
>>Protect the Icarus
Mechs Available-
Belial
Cougar
Mad Cat
Puma
Timber Wolf
Uziel
Take any mech you want, this shouldnt be a hard mission. Youve got 3 heavy assault
helicopters incoming, shoot em down, after that head after the first tower. Nothing
big defending the tower, just a few tanks and turrets. After youve downed the
tower, head back to the Icarus, its under attack by 3 helicopters, is that all
theyve got? Defending the second tower are turrets (including a mortar), tanks, and
a vulture. By the way, near the entrance to the area did you notice the large block
of ice behind the trees and the turret? Well, destroy it to find some salvage, an
energy power-up and a health. Nothing very heavy guarding the next tower, a few
tanks, a few turrets, the usual. Youve got a vulture with light tank support in the
next area, nothing to worry about. Do not go in this tunnel, if you do, youre gonna
be crushed, it collapses, I suggest destroying it from outside. After the tunnel
youve got a cougar and a vulture, where are the good mechs? After youve nuked the
mechs, break through or jump over the ice ledge the cougar came from, thats where
the next tower is. Like Foster said, to your west are the helicopters, destroy em,
and dont waste ammo, you can actually step on them. Now head for the last tower,
its protected by a mortar turret and 2 vultures. A thor? Straiders campion is a
thor? Well, I guess it could pose a small threat, its weapons are fully powered-up,
anyway, waste him. Hey, the thor didnt blow up, I wonder why...
5.13 Level 12-Wolf in Sheeps...
>>Enter Base
>>Intercept Comms
>>Reach Extraction
Mechs Available-
Thor
Dont fire at any enemies or step on any infantry, if you do, youll blow your
cover. Now that youre in the base, you need to go to the comm center, dont shoot
at anything, yet. Ah, this is what youve been waiting for since you saw those 2
atlases at the gate, isnt it? Well save it. Just destroy the generator and leave
through the back door. Youre gonna be followed by tons of ullers, atlases, tanks,
and helicopters, run for your life. Luckily, theres health everywhere, in hangers
and trucks. After you reach the giant land bridge, collapse it after you reach the
other side, then youll be home free.
5.14 Level 13-Under the Guns
>>Locate Gun Batteries
>>Destroy the Guns
Mechs Available-
Belial
Cougar
Mad Cat
Puma
Summoner
Thor
Timber Wolf
Uziel
Take the mad cat for this one, its fire power will help a lot. Destroy the ice
block to the left of where you came from, this will let you into the base. Inside
the base, youll meet a mad cat and an uziel; theres salvage all over the place
inside the base, mostly health and energy. After you go deeper into the base, youll
encounter an uziel on the ridge, he has the high-ground, and hes not leaving it.
After you get inside the actual base, meaning walls on all sides, Strader will send
you a new friend to play with, its a mad cat, have fun with him. Therell be a lot
of salvage around, I dont think they think you can handle yourself. After you get
to the closed door, find and destroy the nearby generator to open it. I think
Strader is starting to get a little peeved at you, hes sending out 3 of his
minions, 2 vultures and a mad cat. Once youre done dominating them, head for the
orbital guns, you should still have plenty of time left. Now that youve taken out
the orbital guns, youre not the only mechwarrior Strader will have to worry about.
By the way, you couldve taken the path around the base for this mission, but Im
not gonna go into that one since its the cowards way to beat this level.
5.15 Level 14-Size Matters
>>Locate Mech Base
>>Destroy Defenses
>>Destroy Mansion
Mechs Available-
Elemental
Great, you get to be an elemental, you should have fun with this one. Jump over the
magma rivers, you dont want to fall in. Luckily, even with your minimal size, you
can still step on infantry, so, step on the idiots. Now find a metal gate, these
look so much smaller as a mech, dont they? Well, jump over it; soon youll find a
weakened wall structure, go through it. By this time you should have some pumas
chasing you, dont stop to fight them or youre gonna get dominated. Soon you should
find a large hangar, jump onto it, then jump over the large wall. After youve
vaulted the wall youll have to fight 2 power-armors, and, dont fall into the lava.
As you advance, the puma that was following you will jump over the mountain, again,
dont fight him, instead duck into the tunnel. When youre in the tunnel, use the
pillars for cover but dont stop moving down the tunnel. After you get out of the
tunnel, turn right, youll see a pile of trash with a health in it, you should need
it by now. Now that youre back to full health again, turn right, youll see an
archway, go through it, the puma wont be able to follow you. Now there should be
some tanks and 3 elementals. After youre done with them, you should be home free,
destroy the building next to the mech base and go in. Inside the base, theres a
cougar, an uziel, a thor, and an atlas, you choose the latter.
5.16 Level 15-Size Matters II
>>Locate Mech Base
>>Destroy Defenses
>>Destroy Mansion
Mechs Available-
Atlas
From an elemental to an atlas, and this is no pushover either, all its weapons are
fully powered-up. After you cross the first small landbridge, that puma that was
chasing you as an elemental will show up. After you punch through the weakened wall
section, youll find a cougar, a cougar on an atlas... Right. After you travel
through the valley a little, youll find a belial and a mortar tank, destroy the
tank first, it poses a bigger threat. Soon youll come up on the regional palace,
before the palace, the party goers are gonna try to fly away in 4 transport
helicopters, take down as many as possible. Once you start to approach the palace,
youll be ambushed by 4 mechs, 2 kit foxes, a thor, and an atlas. After youre done
with these idiots, head for the palace, after you destroy part of the palace, youll
be ambushed by another mech, watch out, its a prometheus, and its no pushover,
flatten him and then the palace.
5.17 Level 16-Not on my Watch
>>Destroy Local Forces
>>Secure Escape Route
>>Liberate Prisoners
Mechs Available-
Atlas
Belial
Cougar
Mad Cat
Prometheus
Puma
Summoner
Thor
Timber Wolf
Uziel
I usually take an assault mech for this one, like a mad cat or prometheus. To start
off, youll be fighting a uziel supported by several tanks, nothing to worry about.
After a while youll come up on another uziel supported by 2 turrets and a tank.
Around the bend, youll find a base; in the base, therell be a ton of tanks and an
uziel, not very powerful, but not to be underestimated. In a small base up ahead,
therell be several tanks and an uziel, there are a lot of these around, arent
there? Up ahead, theres a repair yard with 2 mad cats and 2 uziels which are
slightly damaged, theres also salvage all over the place. After you leave the
repair yard, youll find tanks and turrets, wheres the challenge? After you cross
under a landbridge, youll have incoming bombers, you probably wont be able to
destroy all of them, but you can use the landbridge as cover, dont worry, it
shouldnt break unless you weakened it, and by the way, they only make one pass. The
second comm tower is in the next base, its protected by helicopters, tanks, and
turrets. Following the base, therell be a huge valley with about a hundred turrets
in it. Destroy all the turrets and head to the camp, the guard force is a single
infantry soldier. After you head into the camp, a dropship will drop a prometheus on
you, destroy him and it will come back to drop 2 more.
5.18 Level 17-Payback
>>Prevent Escape
Mechs Available-
Atlas
Belial
Cougar
Mad Cat
Prometheus
Puma
Summoner
Thor
Timber Wolf
Uziel
For this mission youre gonna need whatever mech youre best in, this level requires
efficiency. First off, theres a cougar trying to distract you from your main goal,
after youre done with him, follow the convoy. The convoy is made up of heavy tanks
and catapults, try destroying the lead catapults to start a chain reaction. After
youre done with the first convoy, Foster informs you he missed a convoy of
catapults and heavy tanks, what an idiot. Destroy the convoy and take down Strader.
5.19 Level 18-Worst Day Since...
>>Assault the Space Port
>>Stop the WOB Retreat
Mechs Available-
Atlas
Belial
Cougar
Mad Cat
Prometheus
Puma
Summoner
Thor
Timber Wolf
Uziel
Although there are areas that only jump capable mechs can reach, I suggest using an
assault mech, like a prometheus or mad cat. There are gonna be some mortar tanks
trying to blow out bridges under you, dont let em or, well, think about what
happens when a bridge gets blown out under a mech. Up ahead is a mech depot, destroy
it and any mechs it may have released. Following the inside path to the space port,
there are 2 owenses, theyre trying to delay you, but they shouldnt be a problem.
After youre done messing with and finally finishing off the owenses, youll be
close to the space port. Make no mistake, the guard force here is not light, you
didnt think theyd let you just walk in and waste Strader did you? Soon therell be
a helicopter depot, destroy it or these stupid things will be all over the place.
After you enter the space port, turn right and destroy the tank depot and 2
generators there, thatll open the door. As you near the door, youll find a mech
depot, destroy it and, of course, any mechs that wandered out of it. Once in the
inner space port, destroy the plane first, then the mech depot, and I dont think I
have to repeat myself; by the way, the plane has tons of salvage in it. Now destroy
the generator behind the mech depot, that should let you into the area where the
dropship is, and Strader. Now that youre in, start to destroy the dropship, but
before youre able to, you have to fight Strader in his ragnarok, and its weapons
are powered up, I thought this would be a harder battle, but the rag is a slow, easy
target. Now that youve defeated Strader, its time to try out your doomsday present.
5.20 Level 19-Ready to Rok!
>>Stop the Drill
Mechs Available-
Ragnarok
First of all destroy the tunnel behind you, you dont want enemies streaming in
behind you. Then, which enemy do you want to fight? Behind door #1 on the left, a
thor, and behind door #2 on the right, a timber wolf. After you go into the city,
youll find some tanks and a mad cat, waste em. In the next area, youll meet
tanks, a mad cat, a thor, and 2 mech depots, destroy the depots first and then the
mechs. Before you enter the next area youll run into 3 assault tanks, destroy em
and then take down the atlas in the next area. Now youre leaving the city into the
magma fields, youll be welcomed by 2 thors, take em down. After you go even
further you find a mad cat, destroy it before advancing. Now youll find a mad cat,
an atlas, and a timber wolf, not a team to mess with too often. It might take a
little work to destroy these three, but after that, youll be at the drill approach.
5.21 Level 20-Ready to Rok! II
>>Stop the Drill
Mechs Available-
Ragnarok
On the drill approach, youll find a number of tanks, turrets, and helicopters, you
have 8 minutes, should be plenty of time. Now that youre at the drill, youll find
its guards, atlases, a prometheus, and a thor. After youre done with the read
guards, youll be swarmed by elementals, ignore them, theyre endless. When you
start to attack the drill, Foster will give you some bad news, the drill isnt
taking any damage and his only idea is to self-destruct. Step into the drill and
press A to save the world.
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6.1 Introduction to Stories
This is where I write stories of skillful happenings of MechAssault, if you have an
entry you would like to make, e-mail me via web form. I will not accept something
that enemies or techs did. If I don't accept your entry, please don't send it again.
By the way, don't forget to tell me what your nickname for this site is so I can
give you credit.
6.2 Entry by Coolguy63
Once I was playing a grinder at River City with my friend, and we were at the point
where we were fighting against 3 ragnaroks. I was an atlas and I attached a chaff to
one of them, they were all at pretty low healths so all of them were limping, they
couldn't get away. Anyway, I attached a chaff to one of them and one of the others
fired javelins, they were drawn to the other ragnarok and it was the finishing blow.
All of the rags were standing next to each other so it started a chain reaction and,
like I mentioned, they were limping so they couldn't get away. All that was left
when the smoke cleared were three, gigantic, purple shields.
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7.1 Introduction to Hints
I write hints here, things that may be helpful to you. If you have an entry you
would like to make, e-mail me via web form. If I think the hint is helpful, I'll
probably enter it, but if I don't accept your entry, please don't send it again. By
the way, don't forget to tell me what your nickname for this site is so I can give
you credit.
7.2 Entry by Coolguy63
Almost all of the scenery in MechAssault is destructible, and most of it can destroy
or badly injure mechs and enemies. There are two kinds of buildings and scenery:
falling objects, and explosive objects. Falling objects that can hurt enemies are
usually tall buildings and bridges, destroy these above or under enemies to do
massive damage, if not kill them. Destroy an explosive object anywhere near an enemy
to take them with it. Explosive objects are usually pumps that send out an
electrical explosion, propane tanks that burn enemies to death, or bubbles of dried
lava that sends out a spray of molten lava.
7.3 Entry by Coolguy63
Trees are one of the only things that are rarely destructible and shots cant go
through them. If youre under heavy fire, about the only safe place is a cluster of
trees. Hide in trees and you cant be touched, its safe to hide in trees until you
think of a way to get away from enemy fire.
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8.1 Introduction to my FAQ
This is where you ask me questions about my walktrough or the game. Send your
questions to me via web form and ask them clearly, and, don't ask me any questions
you know are stupid ones.



