Author Topic:  Darkest Hours - Original Campaign Merge  (Read 2858 times)

16 Jun 17

Reply #15

Offline RizZen

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Operation 5, Mission 12 - Briefing
Exodus Mission 05/03

Operation 5, Mission 13 - Briefing
Xenocide Mission 05/02

HELP! Mission is not ending - Killing Wirth objective doesn´t work!
I made a hotfix that makes objective working. You need to kill all enemies on map. Objective description like before - killing Wirth... KILL ´HEM ALL!
>>> Klick here to download hotfix <<<

Operation 5, Mission 14 - Briefing
X-Ray Mission 05/04

Operation 5, Mission 15 - Briefing
Exodus Mission 05/04

Operation 5, Mission 16 - The final
Original Mission 05/06

Mission Objectives:
+ Destroy the Orbital Cannons (33.000 RP)
+ Destroy the Orbital Cannons (33.000 RP)
+ Destroy the Orbital Cannons (33.000 RP)
* Capture or destroy the perimeter turrets (5.000 RP)

TIME LIMIT: 35 minutes
Maximum Tonnage: 600 tons
Maximum Units: 12 (4/4/4)
Artillery: 3 Small, 3 Large
Probes: 2

Logistic Phase: Assault and heavy 'Mechs only, with a good mix of long and short range weapons. There aren't many vehicles are, but the Clan has a full Trinary inside the base, and it is a assault one.
This mission is set on the starport, the final objective of the whole campaign, so this will be your last mission. The starport occupies two thirds of the map, leaving only a small part of the south-west covered by an hill and some trees. The external perimeter is protected by a double hardened wall with LRM turrets, and inside other heavy walls divide the starport into several sub-sections.

Combat Phase: You'll start on a small hill: proceed on its top and this will reveal 4 Thors W going to the base, to reinforce it. They won't pose a problem, so do not waste ammunition or artillery strikes on them.
After the Thors passed, proceed toward north, nside the small forest: you'll encounter a Loki J patrolling the perimeter, and a second Loki will come to help its mate. After you destroyed the 'Mechs, approach the light wall, but DO NOT step in the area between the light and the heavy wall: it is mined. Destroy the mines and the hardened wall sections, enter the base and destroy all LRM turrets firing at you.
On the left side of your map there is a small hill, inside the base: use one of your jump-capable 'Mechs (you have at least one Masakari J to do this) to proceed on its top: this will make 5 Vultures J to activate, and they'll begin to follow your scout: make him return on its path and prepare to fend off this attack; it is possible that 2 or 3 Vultures will stop in the base or on the hill: place on big artillery strike on them and if necessary, finish them with your 'Mechs.
Now proceed north, to circle the inner perimeter protecting the third (as mission objective number) Orbital Cannon: you'l eventually find the LRM turret control tower and it spower generator: take out both of them, enter the second perimeter and destroy the Cannons: 5 Hunchback IICs w, a Mad Cat A and a Masakari A will move to destroy you; after this battle, explore this sub-section and use the reapir base in it. If you procees east, you'll find one Von Lucker protecting an other repair base, but this is useless for the mission.
Now proceed toward the second Cannon emplacement: you'll find four Cougars W patrolling a second sub-section, and the four Thors W standing still in a column: destroy the Cougars and place one or two artillery strikes on the Thors, but ignore them for now: they won't fire; a Masakari W will attack you: if you can, capture the turret control tower befoe engaging the Masakari, the several LRM turrets in the area will give you a significant help. Now move south, and explore this sub-section: 2 Vultures, one Mad Cat and one Thor (all J variant) will jump in it from the south, but the LRM turrets will take care of them, though they'll may need an hand in destroying the Mad Cat and the Thor. After you destroyed these 'Mechs, destroy the Orbital Guns and dock with the nearby repair base (on the east); all warehouses in the starport are empty.
Now it is time to move toward the final Orbital Cannon: proceed along the small peninsula you'll find two Masakaris A guardind the only gate to it, and 5 Hunchback IICs J will jump near you to support them: it is nearly impossible to destroy all 'Mech, and it's better to order to your 'Mechs to run toward the last Cannon, and destroy it: be careful, an other Masakari (this time a J variant) is guarding it; ignore all enemies, and destroy the Cannon ASAP.
After all Cannons have been destroyed, sit back and enjoying the (short) ending movie.


Original Mission Walk-Through-Descriptions where made by Briareos Kerensky (c)2001 - i hope he sees his mission reviews here as a compliment. If he feels offended i will replace the information with other walkthrough files i have but this was the most entertaining one for me and i would like to give it a tribute by showing it in my Remastered MCG-Version-Guide.
« Last Edit: 7 Jul 17 by RizZen »

25 Oct 17

Reply #16

Offline wherewulf

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So I've played through a couple of times now and if there's no objections I'm going to start adding some walkthroughs as I can. Please feel free to add any comments as I know there are probably better ways to complete these missions. Also sorry if these are kinda out of order as some missions don't stick out in my memory as well as others.

Operation 1, Mission 13 - Briefing
X-Ray Mission 01/04

There are two ways to beat this mission. You can either do a quick smash and grab and avoid engaging most of the 'mechs (and also missing out on salvage) or you can take your time and slug it out. If you want to do smash and grab, you really only need a couple of heavies. Run down close to the South Depot and find a nice little hill overlooking it. Destroy any of the perimeter alarms you see and draw out the defenders. Destroy them and then slowly approach the base, taking out turrets and perimeter alarms as you go. Also be aware that the area between the turrets is mined. Enter the depot, finish off any more defenders you find, and capture all the resource buildings. Then capture the repair bay and barracks and escort them back to the extraction zone. If you've made sure to take out all the perimeter alarms along the way you'll have a nice, 'mech free stroll back to the EZ.

If you want more opportunities for salvage you'll want a Heavy, a light (preferably with JJ's) and a mine layer for this mission. Yes, I said mine layer. Proceed pretty much as before taking your heavy and the mine layer towards the South Outpost. Have your light mech swing to the southeast, towards the "Small Outpost". There's a resource crate with a bunch of Clan LRMs in it and at this point in the game those things are worth their weight in gold. Make sure you use your 'mechs' jumpjets to come in on the north side of the outpost to avoid getting blasted by turrets. When you're done there bring your light back up to the South Depot. Clear out the depot as you would before but DO NOT capture the objectives yet. Take your heavy and mine layer and start following the road that heads northwest away from the base. Use the heavy to take out the pop-up turrets along the way and once they're cleared out mine the every living crap out of the entire roadway from the front of the depot north to where the road turns to the northeast. Once you've done that trigger one of the remaining perimeter alarms and watch as the enemy 'mechs stumble through your minefield. Once they've blown their legs off take your heavy and your light and head up to the North Depot. If you're quick you can take out the 'mech barracks and avoid having to tangle with the two light clan 'mechs there. Capture the resource buildings but be careful of the Long Tom turret. Once you've capture everything you can head back down to the South Depot and capture the objectives. Escort them back to the EZ and you're done.

Note: There are a couple of Warhawks defending the "High Security Depot" to the north. If you're suicidal or a glutton for punishment you can go after them otherwise just leave them alone.

Operation 1, Mission 14 - Briefing
X-Ray Mission 01/05

You want a decent mix of speed and firepower for this one. You'll be given a Firestarter and a repair truck on this mission. Leave the repair truck by Objective 2 and send the Firestarter down towards Objective 3. Use it to attack the hovercraft and keep them busy until the rest of your units arrive. Grab the rest of your 'mechs and head southeast to the bridge towards Objective 3. Along the way you'll see some tanks. Try and take them out while still heading towards the objective. Also, take out the bridge after you cross it as it will buy you some time later.  Once you've dealt with all the crawlers bring your units south of Objective 2. Take the time to repair them if possible before a whole mess of light 'mechs make an appearance. Take them all out and refit again. Then rush every northwest of Objective 1. They'll be a mixed group of tanks and 'mechs approaching. Take them out with the help of your allies and that's it. If you want you can run the Firestarter down and capture the base in the south (pretty sure it has some crates in it), otherwise head southwest to the Extraction Marker.

19 Feb 18

Reply #17

Offline Black_ravenlord

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Operation 2, Mission 10 - Briefing
X-Ray Mission 02/02

I cannot seem to finnish this mission. Im supposed to shoot the fueltanks but i dont get it to work even if i shoot them and the radio tower

update: for some reason it worked as it should do after trying it over and over. it took 7 tries. then it worked
« Last Edit: 19 Feb 18 by Black_ravenlord »

19 Feb 18

Reply #18

Offline Black_ravenlord

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Operation 1, Mission 3

If you get yourself a raven and bring it to this mission, the other raven that you are supposed to escort will fail to start up.

28 Feb 18

Reply #19

Offline RizZen

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Yeah. My project stucked due to RL reasons. But i´ll be back with an update. This problem may only be solved by not using a Raven in this mission. When i can find possibilities in source code of that mission i may find a solution.

7 Mar 18

Reply #20

Offline Gunner

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The original version of the game does this too. (I was using a cheat to get a Raven early). When I got to the hidden Raven, it did nothing, because I already had a Raven in-mission.

Also, I know that when I use the "Madcat start" patch and start this mission with a Madcat, no matter how careful I am, I never get to salvage the Madcat from this mission (maybe also because I already have one in this mission?).

I am talking about the original game version here. It does this in that version too. This is not limited to the MC-DH version.

I have not tried it, but I would almost bet the same thing will happen in any mission where you are supposed to get a "free" mech.

For instance, the "Rescue Gilligan"... I mean, "Rescue Falcon" (free Hunchback IIC) mission. If you start that one and use a Hunchback IIC to rescue her ...?
« Last Edit: 7 Mar 18 by Gunner »
There are two rules for success:
1.  Never tell everything you know.

8 Mar 18

Reply #21

Offline RizZen

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The Mad-Cat patch shouldn´t work cause my campaigns have individual master purchase files stored in savegame data - it should crash then... most likely due to a logistic or warrior error.

Edit: What is posssible to do is... - making alternative starting conditions. I could create any mech // pilot starting formation - only except are some possible problems with warriors who will be available in shop later. You can not own them twice - when you for example have Sean_Lang from the beginning you will crash the game when you buy him later when he is available in shop. Same with warriors you gain during missions - those will simply crash when you have them twice - only way to avoid game from crashing is selling thos pilots BEFORE mission starts where you get them - that negates all skill level changes then.
« Last Edit: 8 Mar 18 by RizZen »