Games Microsoft XBOX MECH ASSAULT User Manual

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0103 Part No. X09-46559
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o n l i n e e n a b l e d
Controller
Jump
Back
Select
Energy
Move
Pause
Fire Weapon
Select Ballistic
Select Missile
Fire Weapon
Scoreboard (Multiplayer)
Rotate Torso
Global/Team Chat (Multiplayer)
Defensive Weapon
n o
t
e
The button layout on your controller may differ slightly from the one shown here. Gameplay is exactly the same.
Cycle
Weapon
Groups
To learn m ore a bout MechA ssaul t or ot her F ASA St udio™ game s, visit http ://www.fas astud io.co m
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1
SAFETY INFORMATION
About Photosensitive Seizures
A very small percentage of people may experience a seizure when exposed to certain visual images, including  ashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching video games.
These seizures may have a variety of symptoms, including lighthead­edness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of aware­ness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects.
Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents should watch for or ask their children about the above symptoms—children and teenagers are more likely than adults to experience these seizures.
The risk of photosensitive epileptic seizures may be reduced by sitting farther from the television screen, using a smaller televi­sion screen, playing in a well-lit room, and not playing when you are drowsy or fatigued.
If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before playing.
Other Important Health and Safety Information The Xbox Instruction Manual contains important health and safety information that you should read and understand before using this software.
Avoid Damage to Your Television Do not use with certain televisions. Some televisions, especially
front- or rear-projection types, can be damaged if any video games, including Xbox games, are played on them. Static images presented during the normal course of game play may “burn in” to the screen, causing a permanent shadow of the static image to appear at all times, even when video games are not being played. Similar damage may occur from static images created when placing a video game on hold or pause. Consult your television owner’s manual to determine if video games can be played safely on your set. If you are unable to  nd this information in the owner’s manual, contact your television dealer or the manufacturer to determine if video games can be played safely on your set.
Unauthorized copying, reverse engineering, transmission, public performance, rental, pay for play, or circumvention of copy protection is strictly prohibited.
Contents
Contract Memorandum 2
Main Interface 2
Heads-Up 3
The ’Mechs 4   5   6
Weapons 6   7   8
Salvage 8
Intel Data 9
Multiple ’Mechs 10
Xbox
Live
11  12  13  14  15
Your Support Team 16
Warranty 16
Customer Support 17
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2
Contract Memorandum
WOLFNET Transmission Code:
1018NJ-3, GG2-3334-
A-Alpha Data. Clearance Code Charlie One.
HIGHLY CLASSIFIED
Of cial Contract:
7th Kommando, Merc Company, Wolf’s
Dragoons. FOR YOUR EYES ONLY.
As an elite member of Wolf’s Dragoons, you’ve been contracted to land on planet Helios ahead of a Dragoon regimental strike force. The task is highly challenging, but we will make it very rewarding for you.
Helios is under the control of technological zealots known as the Word of Blake. We need you to do what you do best—create confusion and disrupt their defense systems, particularly the orbital defense cannons. Keep your WOLFNET comm interface open with encryption turned on, because additional communiqués will follow. Take a minute to carefully read through them before each mission. They will contain up-to-date classi ed information. This is only the beginning.
<END Encryption>
Main Interface
We’ve con gured your tactical interface unit to give you the necessary information in the simplest, most direct form to use in the  eld. Protect this unit at all costs or you’ll be on your own without the appropriate technical and intel data you need to survive. The following information describes the Main interface.
CAMPAIGN
This is how you earn your paycheck—  ghting your way through mission assignments.
MULTIPLAYER
Just what it says—multiple ’Mech mercenaries in icting multiple wounds.
PLAYER SETUP
Get yourself a catchy nickname, con gure your ’Mech’s controls and get to work raining mayhem and chaos on the enemy.
OPTIONS
This is where you adjust the volume levels in the ’Mech’s sound system or view information about the engineers and military personnel who made it possible for you to be here.
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3
Heads-Up
We know you’ve used the Heads-Up Tactical Display (HUD) for your ’Mech many times before, but we must make sure you have this information when you need it. Brief yourself on each component of the HUD so that when the heat is on you won’t need to refer to it again. It could mean the difference between getting out alive and not getting out at all.
WEAPONS DISPLAY
An icon in the center of the dynamic Weapons Display provides the status of the current selected weapon; only fully functioning weapons are available. The display shows how many rounds remain as well as the weapon’s power level (from level 1 to level 3). Level 1 is the default power and provides unlimited ammunition and  ring capability. The recycle time for the weapon you’re  ring is shown between 3 and 6 o’clock on your weapons display. When the bar  lls with red, it’s ready to  re again.
HEAT INDICATOR
The Heat Indicator is at top center (12 o’clock) on your weapons display. Using the color yellow and then red, it shows the current heat status of your ’Mech in terms of current heat level as well as heat dissipation. Red means heat is at a critical level, which may cause your weapons to malfunction.
ARMOR STATUS INDICATOR
At 1 o’clock on your Weapons Display, the Armor Status meter indicates your armor’s health in green. Each time you take a hit from an enemy weapon, it degrades your armor. Once your armor is completely destroyed, you’re dead.
SENSOR SCREEN
The Sensor screen is your on-board radar for tracking enemies and objectives. Enemies on the ground except foot soldiers are red dots; enemy ’Mechs are red squares; airborne enemies are red triangles; a mission objective is a yellow arrow on the outer ring of the sensor if outside of range or a yellow triangle when within range.
Reticle
Objective
Heat
Armor Status
Weapon Level
Recycle Offensive
Ammo
Jump Jet Fuel
Jump Jet Indicator
Target Jamming
AMS (Anti-Missile System)
Null Signature
Sensor Screen
= Objective
= Ground Threat
= ’Mech
= Airborne Threat
Recycle Defensive
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4
The ’Mechs
MechWarrior, these are the ’Mechs we’ve provided for you. We’ve supplied you with a selection of the best possible ’Mechs we could get our hands on for each of your mission assignments.
For reference, the ’Mechs are organized from the light ’Mechs to the slower but very powerful assault ’Mechs. The ’Mechs all have different weapons loadouts, so when offered a choice you should pay attention to the type of mission it is and make your selection accordingly.
For example, when it’s not necessary to  ght in close, don’t compromise your equipment. Instead, remain at a distance and punish the enemy with your missiles. This might be a case where choosing the ’Mech with Javelins over the ’Mech with Crossbows could bene t you. In other cases, a ’Mech with jump jets is your best choice.
Uller
The Uller is extremely versatile and touts a potent arsenal of weapons that provide striking power at all ranges. It is fast, very well armored, and makes a great reconnaissance ’Mech.
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Class: Light BattleMech
Tonnage: 30 Speed: 40 mph Offensive Weapons: Pulse Laser,
Crossbow Missiles
Defensive/Special: Jump Jets, AMS
Owens
The Owens has become a staple for front-line regiments. It’s lightly armed, but fast, and can carry all Inner Sphere electronic components. It rarely engages an enemy directly but uses its superior electronics and LRMs to provide support for heavier ’Mechs.
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Class: Light BattleMech
Tonnage: 35 Speed: 45 mph Offensive Weapons: Machine Gun,
Crossbow Missiles
Defensive/Special: Target Jamming
Cougar
Ton for ton, the Cougar is probably the best ’Mech out there. With its low pro le and high speed, it’s very hard to hit and has a powerful weapons package for its size.
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Class: Light BattleMech
Tonnage: 35 Speed: 40 mph Offensive Weapons: Pulse Laser,
Autocannon, Javelin Missiles Defensive/Special: Jump Jets
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5
Uziel
The Uziel combines maneuverability with  repower and decent armor; it is a good performer in any role. With its speed and jump jets, it’s ideal for hit-and-hide tactics.
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Class: Medium BattleMech Tonnage: 50 Speed: 35 mph Offensive Weapons: PPC,
Machine Gun, Crossbow Missiles
Defensive/Special: Jump Jets, AMS
Vulture
The Vulture is aptly named for its hunched shoulders, protruding head, and bird-like legs. Its lower-torso Omni slot add to its versatility, and its huge twin missile racks can carry more missiles than any other ’Mech. It is very good in a  re support role.
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Class: Medium BattleMech Tonnage: 60 Speed: 30 mph Offensive Weapons: Laser,
Machine Gun, Javelin Missiles
Defensive/Special: AMS
Catapult
Slow but extremely rugged, the Catapult is best used as a standoff threat where it can use its long-range missile racks. It is designed for second-line defense but with strong offensive capabilities.
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Class: Medium BattleMech Tonnage: 65 Speed: 25 mph Offensive Weapons: Pulse Laser,
Javelin Missiles Defensive/Special: Jump Jets,
Target Jamming
Thor
The Thor offers mobility and short- to medium-range capability. It successfully blends  repower and maneuverability, and it can dish out a lot of damage in any terrain.
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Class: Medium BattleMech Tonnage: 70 Speed: 30 mph Offensive Weapons: Laser, Machine Gun,
Crossbow Missiles Defensive/Special: Jump Jets,
Target Jamming
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6
Weapons
We’ve provided you with a number of stock weapons per our contract. Most of the ’Mechs are out tted with offensive and defensive weapons systems, and many of them feature jump jets.
OFFENSIVE WEAPONS
The weapons listed here are the best we have to offer. Most are standard battle technology with a few new additions. No customizations have occurred.
ENERGY WEAPONS
As you are aware, these weapons require stored energy and take time to charge before  ring. They also produce a fair amount of heat you’ll need to manage.
Pulse Laser
The pulse laser is rapid- re and particularly useful against vehicles. It is possible to  re off a new burst every fraction of a second. Accuracy depends on how well you can track the target.
Laser
This is the standard beam laser. It  res a single long beam of energy with a tracking ability that continues to do damage even if the target moves.
PPC
The Particle Projection Cannon (PPC) is a ball of energy with a trail effect and slight seeking capability. Charge the PPC by pulling and holding the Right trigger until fully charged, and then releasing the trigger to unleash the bolt of energy.
Mad Cat
The Mad Cat was the  rst to appear in the Inner Sphere. It also has been the most used. It offers an array of weapons but is particularly lethal with its missile packs.
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Class: Assault BattleMech Tonnage: 100 Speed: 20 mph Offensive Weapons: PPC, Machine Gun,
Javelin Missiles
Defensive/Special: Target Jamming
Atlas
The sight of an Atlas still makes even the most experienced MechWarrior break out in hives. The head, torso, and weaponry create a perfect combination of function and fear factor. It is built to in ict a lot of damage on its enemies.
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Class: Assault BattleMech Tonnage: 100 Speed: 20 mph Offensive Weapons: Pulse Laser,
Autocannon, Javelin Missiles Defensive/Special: AMS
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7
BALLISTIC WEAPONS
Here are the details on the ballistic weapons you’ll have at your disposal. We assume you’re already familiar with these.
Machine Gun
The machine gun is your rapid- re, short­range weapon of choice for ballistics. It is very accurate at close range. Damage is light to heavy, depending on range. No heat is generated by this weapon.
Autocannon
The autocannon is a high-velocity, direct- re ballistic weapon. Potential damage impact is moderate to heavy, depending on range. Heat generation is moderate. The rate of  re is fairly slow, and accuracy is moderate.
Gauss Ri e
The Gauss ri e uses a series of magnets to propel a very heavy metal projectile at high velocity over a great distance. Impact is moderate to very heavy. The Gauss ri e has the potential to knock another ’Mech off its feet. The rate of  re is very slow, but it is accurate to a great distance. It generates very little heat.
MISSILE WEAPONS
We’ve also out tted your ’Mechs with missiles. You achieve target lock by holding the targeting reticle over an enemy for a few seconds. When you see the reticle change to the red crosshairs, you’ve achieved target lock. Target lock is lost if the reticle is moved off the target for more than a few seconds.
Crossbow
Crossbows are short-range missiles that feature heat-seeking but limited turn and splash capability. Heat-seeking is a recent improvement to short-range missile weapons you might not be aware of. Note that seeking is only possible once target lock has been achieved.
Hammer
Hammer missiles are medium range, medium speed, and dumb- re (no seeking capability). They have a heavy impact on the target and a large splash radius. There are never more than two included on a single ’Mech because of ordnance load-out considerations.
Javelin
Javelin missiles are high impact and long range. After launching, they begin to accelerate toward and seek the target if target lock is achieved. There are never more than four included on a ’Mech. Splash damage is moderate.
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DEFENSIVE AND SPECIAL WEAPONS
Depending on the mission, we’ll make sure your ’Mech is out tted with jump jets and/or defensive weapons systems.
JUMP JETS
With jump jets you can launch your ’Mech into the air as a defensive tactic in order to avoid missiles and other incoming hits on your ’Mech. You can also use jump jets as an offensive tactic to  re beyond objects that obstruct your view. They’ll also help you move to strategic positions in an environment that you might not have gotten to otherwise. To use jump jets, click and hold the Left thumbstick button for as long as jump jet fuel remains.
NULL SIGNATURE
Null signature masks you from enemy radar when you click the Right thumbstick button and for as long as you have power remaining. As you build up heat or use your weapons, the ’Mech becomes increasingly visible.
TARGET JAMMING
Target jamming enables you to jam enemy radar within a given range when you click the Right thumbstick button. It also causes enemies to lose target lock-on.
CHAFF
Chaff attracts all missiles launched at your ’Mech for a limited period of time. Click the Right thumbstick button to deploy it. Be aware that limited power makes chaff unusable.
Salvage
MechWarrior, in addition to the stock weaponry you’re provided with, you can salvage weapons and armor during missions. This turns you into a bit of a scavenger, but you should be used to it by now. Find salvage by destroying certain buildings, enemy vehicles, or even ’Mechs.
Each weapon salvage you perform increases the level for that particular weapon. There are three levels, and with each additional level the weapon’s  repower increases until the weapons of that particular level are depleted. The basic level 1 weapons always provide unlimited ammunition, but not as much  repower. A selected weapon’s power level is indicated in the HUD’s Weapons Display.
Armor
Armor salvage increases your health in a mission. Each time you salvage armor, a green shield with a white cross appears momentarily on the HUD.
Missiles
Missile salvage increases the number of missiles you  re at one time, shortens the recharge rate, and increases the damage.
Energy
Energy salvage increases the power of your energy weapon, shortens the recharge rate, and increases the impact on the enemy.
Ballistic
Ballistic salvage increases the number of rounds you can  re in a short amount of time and increases the damage in icted on the enemy.
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9
Intel Data
In this display you’ll  nd the latest intelligence data we have from the  eld. It’s not much, so you’ll be on your own most of the time. We trust you’ll know what to do—that’s why we hired you for the job. Complete these missions, and we’ll see about that bonus we talked about.
MISSION BRIEFING
We don’t have a lot of brie ng material for your missions this time around. What we do know is we’re having trouble with Word of Blake extremists on Helios. They seem to have overrun many of the planet-side military installations and, we suspect, most of the cities. The citizens on Helios could be in serious trouble.
We haven’t had reliable communications, so we fear that comm sats and land-based towers are under the Word of Blake’s control. Communications may have been completely cut off. We need you to go in and do what you can to assess the situation and then change it in our favor, if you can.
Helios features diverse terrain, from snowy mountains to desert and everything in between. There are numerous rivers and lakes as well. It is a fertile environment that is rich in resources, resulting in a thriving population that occupies the city centers. Helios also has several airstrips and military installations. We have not been able to assess the status of these facilities.
ENEMY RECON
The Word of Blake are known to have a large tech cache and a  ghting force that knows how to use it. Though details are scant, the information below is what we know of the enemy vehicles we’ve detected with remote reconnaissance satellites. Our techs have computer-enhanced the images so they’ll appear as true-to-life as possible.
The biggest signatures on satellite infrared seem to match the pro les of attack aircraft such as the Nightshade. There are also a number of hot spots showing up on the waterways, most likely naval warships of some kind. The enemy appears to be patrolling both the air and the water— therefore, we must conclude that they have the land very much in their grip as well.
The next biggest signatures on our satellite images are the most obvious— tanks, and lots of them. We couldn’t obtain additional detail due to atmospheric and particulate interference and problems with weather conditions planet-side. It is safe
to assume you’ll encounter numerous land vehicles, especially heavily armed Word of Blake tank and infantry regiments.
We’ve also detected a number of turret installations. Captured time-release sequences seem to indicate there are ’Mechs about, or what we conclude must be ’Mechs due to their movement patterns on the ground and their size.
We know this isn’t exhaustive intelligence data, but it should give you an idea of what you could be up against. Your previous experience in the  eld is your most valuable asset as you prepare for this campaign. As always, we’re counting on you.
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LOCAL XBOX
On your local Xbox you can battle head-to-head with another MechWarrior. Connect an Xbox controller for your opponent, strap yourself  rmly into the cockpit, and initiate countdown to battle stations.
To set up a local Xbox encounter
1
Select Multiplayer on the Main interface.
2
Select Local Xbox on the Multiplayer screen.
3
Each player must press to activate a player pro le in the Select Pro le screen. Press START after each player selects a pro le.
4
On the New Game screen, use the D-pad to scroll up, down and sideways to con gure your game options. Press to con rm the game options.
5
Scroll with the D-pad to choose your ’Mech type
and color on the Staging screen. Each player must press when ready. Press again to change your selection.
6
Press to launch the game.
Multiple ’Mechs
As part of your training and preparation, we recommend you battle head-to-head or in teams with other ’Mechs. Here we’ve included details for a number of different scenarios and arenas in which to perform battle training.
When you select Multiplayer on the Main interface, you’ll be able to battle other ’Mechs on your local Xbox console, through a System Link connection between one or more systems, or through Xbox™
Live
in which you can play
against anyone in the world via your broadband connection.
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SYSTEM LINK
With system link play you can connect two Xbox consoles that are physically linked with an Xbox System Link Cable, or up to eight Xbox consoles using an Ethernet hub and standard Ethernet cables plugged into a 10Base-T or 100Base-TX network. Refer to your Xbox instruction manual for more information and instructions on how to do this.
To set up a system link encounter
1
Select Multiplayer on the Main interface.
2
Select System Link on the Multiplayer screen.
3
In the Select Pro le screen, press to select a pro le.
There can be two players on each Xbox console up to four Xbox consoles total, or 8 players in all. Press START to go to the Games List.
4
Press to select a game to join or press to start a game of your own.
5
Once the game is con gured, the host presses to con rm the game options.
6
Scroll with the D-pad to choose your ’Mech type
and color on the Staging screen. Each player must press when ready. Press again to change your selection.
7
The host presses to launch the game.
Xbox
Live
Xbox™
Live
is a high-speed internet gaming community where you can create a permanent gamer identity, set up a Friends List to see who’s online and invite them to play, and talk to them in real time. To determine if Xbox
Live
is available in
your region, go to http://www.xbox.com/live/.
Before you can play
MechAssault
online, you need to connect your Xbox console to a direct or shared broadband connection and sign up for the Xbox
Live
service. For
details, see the Xbox
Live
Quick Start card included with
MechAssault
, or go to http://www.xbox.com/live/. If you
need more help, call 1-800-4MY-XBOX.
To play
MechAssault
on Xbox
Live
1
On the Multiplayer screen, select Xbox
Live
.
2
In the Select Pro le screen press to choose your Xbox
Live
account or select <Create Account> if you
don’t have one already.
Selecting <Create Account> takes you to the Xbox Dashboard where you can create an Xbox
Live
account. For information about creating your account, see the Xbox
Live
Quick Start card included with
MechAssault
.
3
Press to select your Xbox
Live
account, and then enter the pass code you created when you signed up. Two players can play online from a single Xbox console. If the second player doesn’t have an Xbox
Live
account,
they are considered a Guest.
n o
t
e
Guests do not have the ability to use voice communication or nicknames while online.
4
Press the START button to display the Con rmation
screen and press to sign in to Xbox
Live
.
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12
THE XBOX
LIVE
LOBBY
The Xbox
Live
Lobby presents several options for online play.
QUICK MATCH
Get right into the action and  nd an online session of
MechAssault
.
OPTIMATCH
Find an online session of
MechAssault
that matches
speci c criteria.
HOST GAME
Create and host an online session of
MechAssault
for other
players to join.
FRIENDS
View your personalized list of Friends with whom you like to do battle. Use the Friends List to check the online status of Friends and invite Friends to play.
STATS
Take a look at how you’re doing, as well as how your friends or enemies are doing against you.
DOWNLOAD CONTENT
Download the latest
MechAssault
content to your Xbox console. This may include new ’Mechs and weapons, as well as additional multiplayer game types and maps.
QUICK MATCH
The fastest way to  nd an online session of
MechAssault
, Quick Match allows you to search for a session quickly, specifying minimal criteria.
To play a Quick Match session of
MechAssault
1
Select Quick Match in the Xbox
Live
Lobby.
2
Use the D-pad to scroll through game types and
press to select one.
3
On the Staging screen, scroll with the D-pad to
choose your ’Mech type and color. Each player must press when ready. Press again to change your selection. You can also change the voice masking if you have the voice communicator connected.
4
The host presses to begin the game and wreak havoc.
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OPTIMATCH
For players who want to join a speci c type of online session of
MechAssault
hosted by another player, OptiMatch™ allows
you to specify the criteria for the session you want to join.
To play an OptiMatch session of
MechAssault
1
Select OptiMatch in the Xbox
Live
Lobby.
2
Select the speci c parameters for your game, and then
press .
The OptiMatch screen displays the closest matches for the criteria you selected.
3
Select the session you want to join and then press .
You can also use the Black button to change your  lter options and search again.
4
After entering a game, scroll with the D-pad to choose
your ’Mech type and color on the Staging screen. Each player must press when ready. Press again to change your selection. You can also change the voice masking if you have the voice communicator connected.
5
The host presses to begin the game and
cause mayhem.
THE STAGING SCREEN
The Staging screen is where the players in a session can hang out between games and see the status of other players in the session such as what ’Mechs they’re using. It is also where each player chooses ’Mech and voice communicator options.
HOST GAME
This option allows you to create and host an online session of
MechAssault
. Once you de ne all the characteristics of a game, you can even invite other players from your Friends List or leave slots open for any online player to join the battle.
To create a session of
MechAssault
1
Select Host Game from the Xbox
Live
Lobby.
2
On the New Game screen from the Xbox
Live
Lobby,
de ne the characteristics of the game you want to play.
3
Press to con rm the game options you selected and
continue to the Staging screen.
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14
STARTING A GAME
Once everything is set on the Staging screen, the host presses to launch the game. At the end of a game, you’re returned to the Xbox
Live
Lobby.
FRIENDS LIST
Your Friends List can contain up to 100 other gamers whom you’ve designated as Friends. Not only does the list make it possible for you to send invitations or be invited to a game with your Friends, it lets you check on your Friends as well. You can see if they are signed on, currently playing, and more.
To add a player to your Friends List
1
In the Xbox
Live
Lobby, select Friends and then press . You can also select Friend from the Staging screen to display the Friends List.
2
Use the D-pad to move to the Players List.
3
Select a name from the Players List and press . The
Player is added to the Friends List with a Pending Invite icon until they accept or decline the invitation.
n o t e
You can also add Friends to your Friends List by entering their gamertags in your Xbox Dashboard Online options, which can be accessed by ejecting your MechAssault disc.
PLAYERS LIST
The Players List displays all active players and up to 10 of the most recent players you’ve battled with or against. The following scenarios illustrate just some of the handy uses for the Players List:
Let’s say you want to  le a complaint with Xbox
Live
about a foul-mouthed mercenary who shouted insults at you during a recent online session. Or let’s say you want to  le a compliment with Xbox
Live
about a MechWarrior whose skills astounded you just a few games ago. Locate the player in the Players List and let your thoughts be known!
What if you play a game against a player who is not on your Friends List, and you enjoyed the battle immensely, and thought the player to be the epitome of what you seek in an opponent. Simply  nd the player in the Players List and send the player a Friend Request! You can also use the Players List to see if anyone has sent a Friend Request to you.
Page 16
15
XBOX
LIVE
PLAYER OPTIONS
The Friends/Players dialog box allows you to perform such actions as removing a friend from your Friends List, sending a Friend Request to a new player, and sending feedback on a player to Xbox
Live
.
You can access the Friends/Players dialog box by selecting Friends from the Xbox Live Lobby, or from the
MechAssault
Staging screen by pressing .
THE XBOX
LIVE
SERVICE ICONS
The following status icons appear in the Friends List, Players List, and on the
MechAssault
Staging screen.
Game Invitation sent
Friend Request sent
Voice on
Friend is online
Game Invitation received
Friend Request received
Voice muted
MULTIPLAYER BATTLE TYPES
There are a number of multiplayer battle scenarios available for you and your lancemates-in-training, regardless of the multiplayer connection you choose. The following details will help you decide which multiplayer game you want to play.
GRINDER (LOCAL XBOX ONLY)
See how long you can survive as more and more ’Mechs are spawned into the battle. Play on your own or team up with a friend.
DESTRUCTION
Choose your ’Mech and  ght to the death! The player or team with the most kills wins. Play for yourself or in teams.
LAST MAN STANDING
This is a free-for-all with no respawning. Once you’re dead, you’re dead. Play for yourself or in teams.
NOT IT!
This is a free-for-all game in which one player is “it.” Points are awarded for killing “it” but once you do, the tables are turned and now you’re “it”!
Page 17
16
Your Support Team
FASA Studio
Lead Designer/ BattleTech Line Producer
tj “PAINGOD” wagner
Designers
David “Wicced” Abzug, Chris “bamm” Blohm, Derek “mantis” Carroll, Sage “Arioch” Merrill
Test Lead
Aaron “Flash” Ueland
Testers
Brad “Too Much Fun” Catlin, Michelle “Chief” Gamboa, Kevin Fetters, Sean “Kazmeyer” Willmore
Additional Testers
Greg “Slacker” Almgren
, Brandon “Max Power” Baker
, Erik “edotdj”
Davis
, Joe “Paradox”
Ezell
, John “Thumper”
Foster
, Steve
“A.Square” Schaeffer
, Patrick “King PatPat” Hui
, Michael “TheMog”
Osgood-Graver
, Daniel “Hugh Jazz” Winston Smith
, Jay “Fantus”
Embry
, Jeremiah
“Deckstarr” Pieschl
Strike Team Testers
Mathew “Cityelf” Coyne
, Stephen
“Rusty” Simpson
, Harry “Blindri eman” Stahelin
, Joseph
“Wraith” Vincenzi
, Wade
“Hardjive” McNutt
,
James “Pixcited” Gagnon
User Testing
Bruce “Bloodberry” Phillips, Jun “Ghost Dog” Kim, Mark Burdick, Jerome “Geronimo” Hagen
Recon Test Lead
Jason “Lizardking” Mangold
Recon Team Lead
Tim “Negabyte” Williams
Recon Testers
Chris “Powerslave” Green
, Jordan
“Dash” Gray
, David
“FROEBOT” Green
,
Jeremy “007” Morgan
, Benjamin “Cow” Schiendelman
, Karla
“Dharma” Margeson
,
Josh “Elias” Colas
Multiplayer Lab
Lead: TJ Duez Patrick Ascolese, Chris “BATMAN” Robinson
,
Lyle “LTRAIN” Rich
Sound Design
Peter “Catbarf” Comley, Tawm Perkowski
Voiceover Engineer & Post-Production
Ben Decker
Voice Talent
Natalia: Shelley Reynolds Foster: Troy Lund Strader: Ken Boynton
Music Score & Audio Post-Production
Duane Decker
“Battle” Music (Grasslands and Wastelands)
Composers/Players
Michael Cozzi, Dario “Dman” Watts
Players
Chase (Drums), Rie in (Drums/Programming), Mike Davidson (Engineer/ Bass)
“Battle” Music (Arctic) Producer
Duane Buford
Composer/Engineer
Jason Novak
Audio Line Producer
Tobin Buttram
Attract Cinema Guitar
Clifford Allen Garrett
Program Manager
Mitch “badTouch” Gitelman, Andrew Brown
Associate Program Manager
Chris “Comanche” Klimecky
Studio Manager
Dave “Paladin” Luehmann
Art Director
Heinz “tryptic” Schuller
Development Manager
John “Undead” Yovin
Test Manager
James “Hammur” Mayo
Original ’Mech Models
Lex “BooYah” Story
Original ’Mech Animation
Duane “Artist X” Molitor, Mary Kay “Bloody Mary” Omelina
Network Programmers
Daniel “Wizard” Weisman, Gabe “Blackbird” Mares, Jonathan “Red” Haas
Product Planning
Jon “Gothmog” Kimmich
Day 1 Studios
Executive Producer
Denny “The Suit” Thorley
Producer/Studio Director
Mike McDonald
Lead Designer
Tom “Sabre” Dowd
Designers
Brad “Big Boy” Delaney, Rob “Shadowhawk” Nicholls, Allen Turner
Technical Art Director
Shane Grif th
Art Director
Tim Zwica, Tim “Monkeytrigger” Coman
Artists
Joel Dang, Alan “Mr. Mantastic” Denham, Kurt Mitchell, Jeremy “[Liquid_sMoKe]” Pierce, Frank “Biznatchio” Pusateri, Michael Vanaselja, Ken Whitman, John Ybarra, Christopher “baatZ” Zalek
Engineers
Daniel Broder, Noel Llopis, David McKibbin, Scott Ramsay, Robert Riebau, Mike Springer, Ned Way, Brian Whooley
Associate Producer
Roscoe Possidente
Technical Support
Destin Strader, Chris “C-Dubya” Wilson Craig Stum
Human Resources
Laura Crowley
Finance Team
Lyn Soo-Hoo
Special Thanks
Spouses and loved ones for their support, Terry Conner, Jim Garbarini, Eddie Holahan, Bill Powers, Jill St. Clair­McCann
Additional Contributors
Brian Bell, Glen Hendrickson, John Hile, Jeannie Kim, Dave MacCarthy, Tom Peters, Mike Rea, Aleksey Zolotaryov
Marketing
Steve “Valiant” Fowler, Andrew “Road Kill” A. Jenkins
Localization, Redmond
PMs: Marco D’Amico, Lief “The Lucky” Thompson
Localization, Ireland
PM: Greg “Mellick” Ward Audio Lead: Steve Belton Engineers: John Twomey, Michael “Mickster” Ivory Test Lead: John O’Sullivan Testers: Lorraine Quain, Julien Chergui Documentation: Niamh Butler Packaging: David Hamilton
Administrative Assistant
Karin French
MechAsault Manual
Writer, Lead: Keith Cirillo Editor: Jason Groce Design: Chris Burns
Special Thanks
John “Mediacrity” Howard, Dave “PromKing” Berger, Jerry “Splotch” Edsall, Tom “Hardboiled” Burlington, Harold “Sripley” Ryan, Zach Russell, Roger Wolfson, Scott “Tenedor” Briggs, Sam “Null Pointer” Charchian, Matt “UncleDaddy” Gradwohl, Doug Martin, Frank “Wombat” Savage, Patrick Watje, Sean Jenkin, Christian “Squido” Owens, Greg “Psych” B. Jones, Dan “Dangre” Greenwalt, Michel Buch-Andersen, Robin Para and all at MS Studios, The [code name] Team (thanks for the PM), The Prime Team (thanks for the PM), Xbox ATG, Racing Studio Test Team (You Rock!!), Our friends in MGS
In Memory of John “Popa” Wagner
ArtSource
S&T Onsite
Volt
Weird Music
> > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > >
> > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > >
Limited Warranty For Your Copy of Xbox Game Software (“Game”) Acquired in the United States or Canada
WARRANTY
Microsoft Corporation (“Microsoft”) warrants to you, the original purchaser of the Game, that this Game will perform substantially as described in the accompanying manual for a period of 90 days from the date of  rst purchase. If you discover a problem with the Game covered by this warranty within the 90 day period, your retailer will repair or replace the Game at its option, free of charge, according to the process identi ed below. This limited warranty: (a) does not apply if the Game is used in a business or for a commercial purpose; and (b) is void if any dif culties with the Game are related to accident, abuse, virus or misapplication.
RETURNS WITHIN 90 DAY PERIOD
Warranty claims should be made to your retailer. Return the Game to your retailer along with a copy of the original sales receipt and an explanation of the dif culty you are experiencing with the Game. At its option, the retailer will either repair or replace the Game. Any replacement Game will be warranted for the remainder of the original warranty period or 30 days from receipt, whichever is longer. If for any reason the Game cannot be repaired or replaced, you will be entitled to receive your direct (but no other) damages incurred in reasonable reliance but only up to the amount of the price you paid for the Game. The foregoing (repair, replacement or limited damages) is your exclusive remedy.
LIMITATIONS
This limited warranty is in place of all other express or statutory warranties, conditions or duties and no others of any nature are made or shall be binding on Microsoft, its retailers or suppliers. Any implied warranties applicable to this Game or the media in which it is contained are limited to the 90 day period described above. TO THE FULL EXTENT ALLOWED BY LAW, NEITHER MICROSOFT, ITS RETAILERS OR SUPPLIERS ARE LIABLE FOR ANY SPECIAL, INCIDENTAL, PUNITIVE, INDIRECT OR CONSEQUENTIAL DAMAGES ARISING FROM THE POSSESSION, USE OR MALFUNCTION OF THIS GAME. THE FOREGOING APPLIES EVEN IF ANY REMEDY FAILS OF ITS ESSENTIAL PURPOSE. Some states/jurisdictions do not allow limitations as to how long an implied warranty lasts and/or exclusions or limitations of incidental or consequential damages so the above limitations and/or exclusions of liability may not apply to you. This limited warranty gives you speci c rights, and you may also have other rights that vary from state/jurisdiction to state/jurisdiction.
For questions regarding this warranty contact your retailer or Microsoft at:
Xbox Product Registration Microsoft Corporation One Microsoft Way Redmond, WA 98052-9953 USA
In the U.S. or Canada, call 1-800-4MY-XBOX. TTY users: 1-866-740-XBOX.
Page 18
17
GET AN EDGE ON THE GAME!
Xbox Game Tips (Automated): Available 7 days a week including holidays, 24 hours a day.
> In the U.S., call 1-900-933-TIPS. $.95 per minute.
> In Canada, call 1-900-561-HINT. $1.50 (Canadian) per minute.
Xbox Game Tips (Support Representative): Available 7 days a week including holidays, 6 A.M. to 10 P.M. Paci c time.
> In the U.S., call 1-900-933-TIPS. $1.40 per minute.
> In Canada, call 1-900-561-HINT. $1.50 (Canadian) per minute.
Important: Individuals under 18 years of age need a parent’s or guardian’s permission to call a pay-per-call number. Local and long distance telephone toll charges may apply. It is the customer’s responsibility to check with their telephone company to determine if additional telephone charges will apply. Permission required from the telephone bill payer. Prices subject to change without notice. May not be available in all areas. Requires a touch-tone telephone. Call length is determined by user. Messages subject to change without notice.
Games Technical Support: Available 7 days a week including holidays.
> In the U.S. or Canada, call 1-800-4MY-XBOX.
TTY users: 1-866-740-XBOX.
> In Mexico, call 001-866-745-83-12.
TTY users: 001-866-251-26-21.
Note: Xbox Game tips are not available from 1-800-4MY-XBOX. You must call Xbox Game Tips (Automated) or Xbox Game Tips (Support Representative) for tips, hints, or codes.
For more information, visit us on the Web at www.xbox.com
Information in this document, including URL and other Internet Web site references, is subject to change without notice. Unless otherwise noted, the example companies, organizations, products, people and events depicted herein are  ctitious and no association with any real company, organization, product, person or event is intended or should be inferred. Complying with all applicable copyright laws is the responsibility of the user. Without limiting the rights under copyright, no part of this document may be reproduced, stored in or introduced into a retrieval system, or transmitted in any form or by any means (electronic, mechanical, photocopying, recording, or otherwise), or for any purpose, without the express written permission of Microsoft Corporation.
Microsoft may have patents, patent applications, trademarks, copyrights, or other intellectual property rights covering subject matter in this document. Except as expressly provided in any written license agreement from Microsoft, the furnishing of this document does not give you any license to these patents, trademarks, copyrights, or other intellectual property.
© 2002 Microsoft Corporation. All rights reserved.
Manufactured under license from Dolby Laboratories.
Portions © 2002 Day 1 Studios, LLC. All rights reserved.
Day 1 Studios and the Day 1 logo are either registered trademarks or trademarks of Day 1 Studios.
BattleTech material © 2002 WizKids, LLC.
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/regions.
Microsoft, the Microsoft Game Studios logo, MechAssault, OptiMatch, Xbox, and the Xbox logos
are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries.
Uses Bink Video. © Copyright 1997–2002 by RAD Game Tools, Inc
M
ECH WARRIOR: DARKAGE PLACES YOU IN COMMAND OF MORE THAN
116
DIFFERENT INFANTRYPOWERED ARMOR, COMBAT VEHICLES AND
’M
ECHS. EACH UNIT IS HIGHLY DETAILED, ASSEMBLED, PAINTED AND READY TO
PLAY RIGHT OUT OF THE BOX!
THE FIRST SCIENCE FICTION COLLECTABLE MINIATURES GAME, MECHWARRIOR:
D
ARKAGE CAPTURES THE DEPTH OF THE BATTLETECH UNIVERSE IN A SOPHISTICATED FAST-PLAYING GAME SYSTEM THAT EMPHASIZES ARMY DESIGN AND COMBINED ARMS TACTICS.
HEAT D
IAL
PRIMARY D
AMAGE
SECONDARY
D
AMAGE
SPEED
ATTACK
DEFENSE
RANGE
©2002 WIZKIDS, LLC. ALL RIGHTS RESERVED. MECHWARRIOR, MECHWARRIOR: DARK AGE, BATTLETECH, BATTLEMECH, ’MECH, THE MECHWARRIOR LOGO,
AND THE WIZKIDS LOGO ARE TRADEMARKS AND/OR REGISTERED TRADEMARKS OF WIZKIDS, LLC IN THE UNITED STATES AND/OR OTHER COUNTRIES. PATENT PENDING.
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