Commandos 2

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"FAQ/Walkthrough" Guide for Commandos 2

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Commandos 2: Men of Courage FAQ/walkthrough
Written by Nadia Varkovsky (varkovsky@hotmail.com)
Last updated October 17, 2001 (Final Version) 

First of all, I would like to proudly dedicate this FAQ to Grace Yeo. I love you :)
Secondly, this FAQ is also dedicated to the soldiers who had courageously fought and 
sacrificed their lives during World War II as well as Field-Marshal Erwin Rommel 
a.k.a. the Desert Fox, who participated in the bomb plot designed to assassinate 
Hitler on July 20, 1944.   

Contents:

1. Updates
2. Introduction
3. Game Overview
4. General
5. Weapons
6. Equipment
7. Commando Techniques
8. Special Terms
9. Walkthrough
    Training Mission 1
    Training Mission 2    
    Mission 1: The Night of The Wolves
    Bonus Mission 1
    Mission 2: Das Boot, Silent Killers
    Bonus Mission 2
    Mission 3: White Death
    Bonus Mission 3
    Mission 4: Target: Burma
    Bonus Mission 4
    Mission 5: Bridge Over the River Kwai
    Bonus Mission 5
    Mission 6: The Guns of Savo Island
    Bonus Mission 6
    Mission 7: The Giant in Haiphong
    Bonus Mission 7
    Mission 8: Saving Private Smith + Bonus Mission 8
    Mission 9: Castle Colditz
    Bonus Mission 9
    Mission 10: Is Paris Burning? 
    Bonus Mission 10
10. Credits 

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1. Updates

September 30, 2001: Started the FAQ two days ago and managed to finish the single 
player missions up to mission two as well as their bonus missions. (Version 1.0) 

October 7, 2001: Finished every section in the FAQ excluding the introduction, game 
overview, commando technique and the walkthrough itself. I have currently finish 
missions 1 to 6. More will be coming soon... (Version 1.1)

October 7, 2001: Just finished the walkthrough for mission seven shortly before 
midnight... (Version 1.2)

October 9, 2001: Finished mission eight plus its bonus mission as well as the 
commando technique section at 1:30 am in the morning... (Version 1.3)

October 11, 2001: Finished the walkthrough for both training missions as well as 
bonus missions three to seven excluding the fourth one at ten minutes to two in the 
morning. I’ve had enough of invasion after Saving Private Smith... Tomorrow Yuri’s 
Revenge will be released so this walkthrough’s progress might be a bit slowed 
especially after considering the load of work that I have to do from school as well 
as the sheer size of missions nine and ten... (Version 1.4)

October 17, 2001: Sorry for the lack of update. Been busy playing Yuri’s Revenge as 
well as working on the walkthrough. Finished missions nine and ten today including 
the bonus missions plus bonus mission four which pretty much concludes the FAQ... 
(Final Version)

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2. Introduction

Finally!!! After waiting forever for this game to be released, it is finally here. 
Oh well, what is there to say anymore? Since I wrote the walkthrough for Commandos: 
Beyond the Call of Duty and I have been getting many emails thanking me for my 
effort, I decided to write the walkthrough for Commandos 2: Men of Courage as well 
to help those people out there. So I hope my effort will be able to help anyone out 
there who finds difficulties in this game. Believe me, it is not easy, so prepare 
for a long journey through the night... 

Please note that I’m very busy with schoolwork (I’m a grade 11 student) and updates 
may be very slow. I will try to update as often as I can but they will only come 
during weekends. This is my first FAQ so I hope you will forgive me on any mistakes 
and errors. If you have any critics, suggestions, comments and things to add, don’t 
hesitate to email me at varkovsky@hotmail.com.
One more thing, this FAQ is protected by the international Copyright Law so if 
there’s anyone who wants to post this FAQ in his or her site, YOU HAVE TO LET ME 
KNOW FIRST!!! I’ve heard many stories about people plagiarizing other people’s FAQ 
to make money and believe me, writing FAQ is not easy and to you know how it feels 
if your hard work is used by other people. So for all plagiarizers out there, be 
warned that if you do anything to my FAQ, I SWEAR THAT I WON’T LET YOU OFF THAT 
EASILY!!!

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3. Game Overview

Basically, Commandos 2: Men of Courage is the sequel to the best-selling Commandos: 
Behind Enemy Lines and its expansion pack, Commandos: Beyond the Call of Duty. 
The commandos are back again with three new members who are the thief, the 
seductress and the dog. What’s even more is that they not only have to try to hamper 
the German war efforts like before but they also get to travel to Asian Pacific to 
fight the Japanese. 
The game is consisted of 10 missions in total. Not only that, each mission also have 
a bonus mission which will prolong the playing hours. The two training missions also 
proved to be quite a challenge for beginners as well as some refreshment for those 
who played the original Commandos before. What else can I say? Enjoy!!! :)  

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4. General

Cameras
Using the different camera distribution modes will make the mission easier to 
complete. You can select the various different camera modes using keys F2 to F7. 
Click on each camera to make it the active camera. Each camera mode lets you use 
zoom, use the tracking camera, etc. Access the default mode by using F2. 

Crawl/Get Up
The best way to move around undetected is by crawling. Press the ‘SPACEBAR’ to make 
your commandos crawl or stand up again. When your men are crawling on the ground, 
they will only be visible in the enemy’s short-range view. 

The Enemy
They will try, by all available means, to prevent you from completing your mission 
objectives. Enemy soldiers can see and hear you. Their vision and hearing is divided 
into two areas. In the furthest areas, your men will be discovered unless they are 
lying flat on the ground or protected by a wall. In the nearest area, they will 
always be located. If they discover any of your commandos, they will shoot him. 

Tracking Camera
Allow you to center the screen on a scenario spot or element and keep it focused 
there. Your hot key is ‘F12’. You can also zoom in and out and use the multi-screen 
mode when the camera is assigned to an enemy soldier.

Ladders
Moving around the map using ladders. With the SHIFT button pressed, click the LMB on 
the ladder. You can change direction up or down or even stop when climbing a ladder 
by clicking the RMB. Be careful though, you can’t defend yourself while on a ladder. 

Examine
Obtain information about any item or character in the scenario. Hit key ‘W’. You can 
examine practically everything: dead bodies, windows, boxes. You can also access the 
item exchange menu.   

Interface
Consists of:
-Health bar
-Stamina bar
-List of actions:
 -Functions
 -Items
 -Actions
 -Weapons
RMB expanded menus. Moreover, if you can find:
-Marker/field of view
-Map
-Tracking camera
-Notepad
-Examine
-Lay down/get up
-Attack mode
Remember you can interact with the scenery holding SHIFT and placing the cursor on 
the area where you want to do it. 

Inventory
Indicates the distribution of the items contained by the scenario elements. 
Displayed when you click RMB on the face of the commando or when you examine boxes, 
soldiers, cupboards, etc. It is divided into cells. Each item occupies a specific 
number of cells. Press on an item to move it to another inventory or to another spot 
in the scenario. 

Map
Keep the enemy controlled by using the map. The map shows the position of enemy 
forces. Press the ‘MAP’ icon on the upper right hand side of the screen to open the 
map. Press on the icon again to exit. 

Multi-Selection
You can select several of your commandos at the same time. Press the RMB and drag an 
area around your chosen commandos. You can also select a single commando and then 
add more by pressing CTRL and the number of the commando. Alternatively you can 
press CTRL and the face of the commando on the screen. To de-select all the 
commandos press ‘0’.  

Door
A door closed in time can be the key to solving a mission. Keep SHIFT pressed and 
click LMB on the door to open or close it. You can hide behind an open door. Some 
doors may be closed. In cases like this, use the THIEF to pick the lock of the door. 
Just like your men, the enemy is also able to open and close doors. 

Selecting a Commando
Select the most appropriate commando for each occasion. To select one of your men, 
press the key that corresponds to his number on the keypad. You can also click LMB 
on the face of the chosen commando on screen or use the selection box. Click RMB and 
drag the cursor until you create a selection rectangle. If you press ‘0’ on the 
keypad, you will de-select the active commando. 

View Marker
Use the marker to discover whether an area is covered by the enemy’s field of 
vision. To use the marker, keep the ENTER or TAB keys pressed and click LMB on the 
spot you want to investigate. If a view sweeps over the marker, the enemy’s field of 
vision will activate. The fields of vision of all enemies who can see that spot will 
light up in turn. 

Windows
You can look through the windows of a building to find out whether it is safe to 
enter. Select EXAMINE and click LMB on a window. A small screen will appear that 
will show you the interior. Moving the mouse will allow you to move the image. If 
the THIEF is looking through the window, click the LMB and he will climb in. 

Explosive Barrels
Shoot at barrels and you will experience a real explosion. Pick up a barrel using 
the GREEN BERET and place it next to the object you wish to blow up. Shoot at the 
barrel with any firearm and it will explode. It should destroy most objects and any 
soldiers nearby. Be careful though as this includes your men. 

Extreme Cold
Keep your men safe in the harsh weather. The low temperatures of the Arctic missions 
can kill all of your men. If any of your commandos are outside then their STAMINA 
BAR will begin to go down. If it reaches zero then their LIFE BAR will begin to 
decrease. It can be avoided using an allied ARTIC SUIT or stealing one of them from 
an enemy soldier. Remember that the enemy suits can only be used for a limited 
period of time. Be careful.    

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5. Weapons

Pistol
Hot key ‘G’. Point with the cursor and shoot with the LMB. When the target is out of 
range, the weapon’s gun sight will be red. When you use an allied pistol, you need 
not worry about ammunition. You can pick up and use enemy weapons although they will 
have a limited amount of ammunition. 
Allied Pistol: Colt 1911A.
German Pistol: Luger P 08. 
Japanese Pistol: Type 94. 

Piat Bazooka
Hot key ‘K’. Select it in the ‘Weapons’ section. The bazooka is an anti-tank weapon 
used mainly to combat enemy armored troops. It is a light weapon with massive 
firepower. Point with the mouse and FIRE with the LMB. To cancel the shot, press the 
RMB. The bazooka is to be used by the SAPPER. Some Allied soldiers may also have one 
of their own. The number on the icon indicates the amount of ammo left.

Remote Control Bomb
High power explosives that can be detonated by remote control. Hot key ‘S’. Can be 
selected in the ‘Weapons’ section. Click on the spot you wish to place the bomb. 
Head for cover. Press the detonator in the interface function section or use the – 
key to detonate the bomb. It is used by the SAPPER. The number of available bombs is 
displayed in the icon. 

Fairburn Commando Knife
Double-edged assault knife with a combat handle. Hot key ‘A’. Can be selected in 
the ‘Weapons’ section. Point with the cursor and click LMB to attack. Click the RMB 
to cancel the action. It is used by the GREEN BERET and MARINE. Be careful and 
ensure you are not seen or you may be in for an unpleasant surprise. 

Hand Grenade N36M, MK1 ‘Mills Bomb’
Explosive grenade. Hot key ‘A’. Select it in the ‘Weapons’ section. To throw, press 
the LMB when over the chosen spot. You can throw grenades through doors, trap doors 
and windows, from both inside and outside buildings. The SAPPER is in charge of 
handling the grenades. An expeditious weapon, but very noisy and likely to attract 
attention.    

Rifle
Hot key ‘F’. Select it in the ‘Weapons’ section. Point the cursor and fire with the 
LMB. When the target is out of range, the guns sight will be shown in red. Remember, 
if you manage to steal an enemy rifle it will have limited ammo. 
Allied Rifle: Lee-Enfield No4 MK1
German Rifle: Karabiner 98K
Japanese Rifle: Type 38. 

Sniper Rifle
Hot key ‘A’. Select the rifle in the ‘Weapons’ section. Stow the rifle by pressing 
the RMB. Available ammunition is scarce. You may find ammo on enemy Snipers. To 
shoot from a window look through it using hot key ‘W’ and select the rifle. To go 
back inside, click the RMB. 
Allied Rifle: M1903 .30 Springfield
German Rifle: Gewehr 43. 
Japanese Rifle: Type 97.

Sub-Machine Gun MP40
The Sub-Machine Gun is a light automatic weapon with a high rate of fire. Hot 
key ‘M’. Select it in the ‘Weapons’ section. Point with the cursor and fire with the 
LMB. It fires in short bursts and has limited ammo. You can reload it by taking 
weapons from the enemy. Its long range makes it a very dangerous weapon.

Anti-Personnel Mine
Very efficient when used for traps and ambushes. Hot key ‘O’. Select them in 
the ‘Items’ section. They are sufficiently powerful to destroy any enemies close to 
the explosion. Click LMB on the spot you wish to place a mine. When you plant it, 
don’t worry about your own men, they will know where you have placed it and will 
avoid blowing themselves up. The Anti-Personnel Mines are used by the SAPPER.

Antitank Tellermine 35 Mine
Powerful explosive mine. Hot key ‘P’. Select them in the ‘Items’ section. Click LMB 
on the spot you wish to place a mine. They will only explode when a vehicle passes 
over them. Keep this in mind when they are placed. They are used by the SAPPER.

Timed Bomb
Plastic explosive detonated after a short period of time. Hot key ‘Y’. Select it in 
the ‘Items’ section. Once selected, click on the point you wish to plant it. The 
bomb will explode after a few seconds. If you decide that you no longer wish to use 
the bomb you can retrieve it for use at another time. But be sure you need it back 
as you will have very little time and a mistake could prove fatal.

Trip Wire
Use the DRIVER’s reel to prepare an ambush. Hot key ‘D’. Select it in the ‘Items’ 
section. Select the DRIVER’s reel and click LMB twice in two places in the scenery 
to set the trap between those points. Any soldier that walks or runs past will trip 
on the rope and be knocked unconscious. 

Harpoon Gun M1922
A quick and deadly underwater weapon. Hot key ‘L’. Select Harpoon Gun in 
the ‘Weapons’ section. The compressed air contained in the Harpoon Gun propels the 
harpoon at great speed and can cover a distance of 15 meters in a split second. This 
weapon makes the DIVER a lethal killer underwater. That said, the Harpoon Gun has a 
long reload time and many dangers can come to pass in a short period of time. 

Personal Flame-Thrower M2-2      
Designed for use on bunkers and foxholes. Hot key ‘Z’. Select it in the ‘Weapons’ 
section. The SAPPER is required to operate the Flame-Thrower. The extremely 
destructive power is ideal for use against an enemy ambush. The fuel reserve has a 
limit so try not to waste any of it. 

Smoke Bomb MKII
Hide your men behind a curtain of smoke. Hot key ‘K’. Select it in the ‘Weapons’ 
section. The cloud of smoke created by the bomb impedes the enemy’s ability to 
locate your position. You can also use the Smoke Bomb to hide behind or 
alternatively confuse the enemy throwing into a group of soldiers. The gas will stop 
enemy view and hearing ability. 

Booby Trap
Explosive device which is ideal for preparing ambushes. When the DRIVER’s trip wire 
has been set, use the SAPPER to select a remote control bomb or a grenade and 
install it in the trap. When an enemy soldier walks or runs across the trip wire, 
the explosive will blow up. Don’t forget to take cover.   

Molotov Cocktail M1934
Really useful against patrols and in ambushes. Hot key ‘S’. Can be selected in 
the ‘Weapons’ section. The fireball they create will eliminate any enemy soldiers 
who are in the area. They can be found in crates and cupboards. Use them carefully 
because their number is limited. 

CS Grenade
Neutralize enemy soldiers without killing them. Hot key ‘O’. Throw the CS Grenade 
into a group of enemy soldiers and they will be knocked out. They can be tied up and 
be examined. You should act quickly because the effect doesn’t last long. 

Mantrap
DRIVER’s lethal trap. Hot key ‘P’. Select it in the ‘Items’ section. Click the LMB 
on the spot you want to set it. If an enemy soldier walks over it, the mantrap will 
close and the soldier will die. Don’t be afraid about your allied soldiers because 
they will avoid the trap.

Grappling Hook Trap
Construct a simple but effective trap using the Grappling Hook. Attach the hook to 
the low part of a wall and select a point across from the hook and stand there with 
the rope in your hand. If an enemy soldier walks or runs past he will trip on the 
rope and be knocked unconscious.       

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6. Equipment

Wirecutters
Wirecutters are used to cut through barbed wire and wire fencing. Hot key ‘I’. To 
use the Wirecutters select them in the ‘Items’ section and click on a wire fence. 
You can alternatively keep SHIFT pressed while clicking on the wire fence. Some wire 
fences may be electrified. In which case you have to disconnect the power source. 

First Aid Kit
Heals injured commandos. Hot key ‘C’. You can select it in the ‘Items’ section. 
Click on one of your men to heal him (including the commando carrying the first aid 
kit). You can heal the commando carry the first aid kit too, pressing the USE icon 
in their inventory and clicking on the first aid kit. You can see how many doses are 
left on the first aid kit icon. 

Cupboards
Cupboards may contain interesting and useful items or can be used to store items you 
do not wish to carry around. You can see inside cupboards by selecting ‘EXAMINE’ and 
clicking on the cupboard you wish to search. 

Boxes
These are scattered around the scenario. They may contain weapons, ammunition, 
items, etc. Metal boxes are locked in which case you must use the THIEF to open it 
to allow examination. Wooden boxes can be examined by any of your men. If you shoot 
at boxes, its contents may explode. The GREEN BERET is the only commando that can 
move them.    

Mine Detector
Hot key ‘D’. It detects buried mines. Select the detector in Functions and click LMB 
to direct the search. Stop and stow by pressing the RMB. This item is used by the 
SAPPER. To deactivate a live mine, place the cursor on the mine and click LMB when 
the ‘DEACTIVATE’ cursor appears. Be careful, your SAPPER will not stop when a mine 
is discovered and may blow himself up. Patience is important. 

Rope Ladder
The Rope Ladder allows your commandos to reach otherwise inaccessible areas. Hot 
key ‘E’. Select it in the ‘Items’ section. To place it, click on a wall or a window. 
The ladder cannot be placed from below. To use it, press SHIFT and click on the 
ladder. You can retrieve the Rope Ladder by using SHIFT and clicking LMB on its top 
area. Remember, you can only retrieve it from above.  

Lockpicks
Apparently a useless bunch of wires bent in every direction. Hot key ‘S’. Select it 
in the ‘Items’ section. Click the LMB on a closed door and it will open. From then 
on, any commando can use that door to enter or exit the house. The Lockpicks can 
also open supply boxes and safes, allowing you to examine the contents. 

Leica SLC 8x56 binoculars
They are an excellent way to spy inside buildings without putting your men in 
danger. Hot key ‘B’. Select them in the ‘Actions’ section in the interface. Place 
the cursor on a window and click LMB to see through the window. You can use them 
from indoors and outdoors. If you click on an enemy soldier, you will get detailed 
information about him. 

Radio Unix 38
Long-range field radio. Has a manual dynamo so it can be utilized without connecting 
to a power source. Keep SHIFT pressed and click on the radio to use it. It can be 
used by any of your commandos and by allies. In some cases you may need to find 
cipher codes to use it. 

Spike
THIEF’s mascot. Hot key ‘A’. Select it in the ‘Items’ section. Click the LMB on the 
spot you want to send SPIKE to. He will go to the spot and jump around, distracting 
all enemies who hear or see him. He will then go directly back to the THIEF.

Philips L12 Decoy
Radio-controlled decoy. Hot key ‘R’. Select it in the ‘Items’ section. Click LMB on 
a given spot on the map and you will drop the decoy on the ground. Activate the 
decoy with the ‘R’ key. The decoy will make noises to attract any enemy soldiers 
within its range. To turn it off, press the ‘R’ key again. Don’t forget to pick up 
the decoy after you have used it. You only have one decoy.

Portable Acetylene Blowtorch
Very useful for field engineering tasks. Hot key ‘L’. Select it in the ‘Actions’ 
section. Click LMB on the spot at which you want to use it; it will penetrate some 
closed metal doors. The blowtorch is not a weapon, but can be used as such in an 
emergency.

Cigarettes
Imported cigarettes. Hot key ‘T’. Select them in the ‘Items’ section. Click on the 
spot you wish to throw the cigarettes to. When an enemy soldier sees the cigarettes, 
he will go and pick them up. You can find cigarette packs on some enemy soldiers.   

Diving Equipment
You can stay underwater for long periods of time. Hot key ‘D’. Select them in 
the ‘Items’ section. The oxygen supply allows the DIVER to stay underwater for very 
long periods of time. 

Canned Food
An individual ration of concentrated food. Hot key ‘V’. Select them in the ‘Items’ 
section. Replenishes your commando’s health bar. Utilize the tin when one of your 
commandos has been injured. Remember, there is a limited number of tins, don’t waste 
them.
        
Keys
Set of security keys. Hot key ‘K’. Select them in the ‘Items’ section. Some doors 
closed due to security and need to be opened using the correct key. Look for keys in 
enemy clothing, cupboards and boxes. You can use them by pressing SHIFT and clicking 
on the locked door. 

Lipstick
Distraction with seduction. Hot key ‘S’. Select it in the ‘Actions’ section. Keep 
enemy soldiers busy using Natasha and her charms. Whilst they are distracted by her, 
your other commandos can sneak past or even sneak up on the enemy and take care of 
business. 

Whistle
Ultrasonic whistle. Hot key ‘H’. Select it in the ‘Actions’ section. Use the dog 
whistle to call Whiskey to you. He will come to you from anywhere on the map if he 
is able. 

Grappling Hook – Assault and Infiltration
An indispensable tool for subtle attacks on enemy strongholds. Hot key ‘S’. Select 
it in the ‘Functions’ section. Place the cursor over the wall you wish to climb and 
click the LMB. To retrieve the hook hold down the SHIFT and click on the top part of 
the rope. You can only retrieve the hook once you have scaled the wall. 

Enemy Uniform
Hot key ‘U’. To put the uniform on, click on the uniform icon in the ‘Functions’ 
section. To change back into normal clothes, click again on the UNIFORM icon or 
press the hot key. The uniform will permit you to pass unseen in the long-range 
enemy view. If you do anything suspicious while an enemy is looking at you, you will 
be unmasked. You can only use infantry soldiers’ uniforms. Each uniform you acquire 
has a time limit. The amount of time left is displayed in the inventory. This figure 
will only decrease when the uniform is worn. 

Narcotic Compound MKIV-R
Fast effect and powerful narcotic. Hot key ‘N’. Can be selected in the ‘Actions’ 
section. It can be used on wine bottles or meat pieces. If an enemy soldier drinks 
it or an animal eats it then they will be knocked out.     

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7. Commando Techniques

Stalk and rob an enemy soldier 
The THIEF can use his skill to get close to the enemies and steal item from them. 
Hot key ‘D’. When you click on an enemy soldier, the THIEF will go and stand behind 
him. Wherever the enemy moves, he will follow. He can also steal from the enemy he 
is stalking. To do so, place the cursor on the soldier he is following. Click LMB 
and you will be able to see his inventory. You can then steal his belongings. But be 
careful, you can be seen by other soldiers. 

Hit, tie and gag
Select the hit icon in the weapons section. Hot key ‘Q’. Click on the enemy you wish 
to stun and your commandos will hit him. Once he is on the ground, press the SHIFT 
key and click on him to tie him up and prevent him from moving. With the exception 
of the THIEF and NATASHA, all your commandos may tie up enemy soldiers.

Hit with a bottle
Despite her appearance, Natasha can leave enemies in a crumpled heap on the floor 
with the minimum of effort. Hot key ‘Q’. Select Hit with Bottle in the ‘Weapons’ 
section. Click LMB on the enemy you wish to knockout. The soldier will remain 
unconscious for a short while. He won’t be very pleased when he wakes up!      

Knocking on a wall
Distract the enemy by knocking on the walls. Hot key ‘Q’. Select the action in 
the ‘Weapons’ section. Click on an inside wall and the commando will knock on that 
wall. Enemies within hearing distance will turn to see where the sound came from and 
may even investigate.

Pick up/drop
Use this option to move large items. Press the SHIFT key and click on the item you 
wish to pick up. Click LMB on the spot you want to drop the item. Press the RMB when 
you have reached the target location. In this way you can move barrels, boxes and 
dead enemy soldiers around the map. The commandos cannot run if they are carrying an 
item. Make sure that you take this into account, as this will greatly increase the 
time taken to move. 

The allies
Seek their help to fulfill your mission. They are not part of your unit, but that 
does not mean you should send them out to be slaughtered. Use them wisely. Allied 
soldiers can be used in a variety of ways and can take cover in three different 
positions: standing, kneeling and laying down. Their ability to resist enemy attack 
is dependant on their position. They can operate heavy weapons such as the 
bazooka.    

Dive
Your men may swim underwater. Hot key ‘B’ to dive or return to the surface. When one 
of your men is swimming, select DIVE to submerge. When underwater, an oxygen bar 
will be displayed. If the bar reaches zero, your commando will drown. Control your 
commando by using the LMB. To return to the surface, select ‘B’.

Telephone pole
Give your SNIPER the maximum advantage by placing him on top of a telephone pole and 
shooting from there. Climb the pole by keeping the SHIFT key pressed and clicking on 
the pole. You can stop climbing the pole and drop down at any time by pressing the 
RMB. The GREEN BERET and THIEF are also able to climb poles and swing around cables. 

Slip through a hole
The THIEF may access areas that are inaccessible to the rest of your men. The THIEF 
must be in the crawl position to pass through the hole. While pressing the SHIFT, 
click the LMB on the hole you wish to crawl through.

Bury oneself
The GREEN BERET can bury himself in some types of terrain to evade enemy detection. 
Hot key ‘A’. Select the shovel in the ‘Actions’ section. Press the LMB on a surface 
in which it is possible to bury him. The buried commando remains invisible to enemy 
soldiers. To surface, click any mouse button.

Climb out of a window
Flee from inside a building by jumping through the window. Only the THIEF and the 
GREEN BERET can perform the feat of agility. To exit via a window, hold down SHIFT 
ad click on the desired window. The commando will either land on the floor, cling to 
the windowsill or hang from a telephone wire, depending on which window you have 
clicked on. 

Climb
Use the THIEF to climb walls. While keeping SHIFT pressed, click the LMB on the 
chosen wall. Some walls will allow sideways movement. While climbing, a stamina bar 
is displayed. The bar slowly decreases over time. If the bar reaches zero, the thief 
will fall to the ground. This will cause injury is the fall is from a substantial 
height. 

Hiding
The THIEF can hide almost everywhere. With the SHIFT button pressed, click on the 
desired hiding place with the LMB. To come back into play, click any mouse button. 

Swim
Take advantage of the fact that your commandos can swim across rivers and canals. To 
make one of your commandos enter the water, click LMB on the water. With a single 
click, your commando will swim at a normal speed. With a double click, he will swim 
faster, but also make more noise and will be easily detected. 

Stick to a wall
Hide from the enemy by sticking close to a wall. If you place a commando next to a 
wall, he will stick to it. While he is sticking to the wall, he will only be visible 
in the enemy’s short-range view even though he is standing up. He can move along the 
wall and remain hidden. To move him away from the wall, press the LMB. 

Distract with Spy
Keep the enemy distracted while the rest of your men complete the objectives. Hot 
key ‘S’. Select it in the ‘Functions’ section. Left click on an enemy you wish to 
distract. If you distract a soldier at a close range, you can order him to look and 
walk further away. Remember that you can only do this if you are wearing an enemy 
uniform.           

Whiskey’s bark
Due to his extensive training, Whiskey is able to run to enemy soldiers and bark in 
an attempt to attract their attention. Hot key ‘A’. Select it in the ‘Actions’ 
section in the interface. Whiskey’s bark distracts enemies for a short period of 
time at which point they resume their actions. 

Hiding enemy bodies
Eliminate all indication of your presence behind enemy lines. You can hide the 
bodies of fallen enemies in tall grass and plants and even dispose of them at sea. 
Pick up the body by pressing SHIFT and clicking LMB on the enemy. Walk to a shore or 
to a patch of tall grass and click LMB holding SHIFT to drop the body. 

Driving vehicles
All the commandos are able to drive vehicles. Press SHIFT and click LMB on the 
vehicle to enter. Once inside, the cursor keys control direction. Alternatively you 
can also click LMB to the target destination. Holding don the SHIFT key will cause 
the vehicle to accelerate. Specialized vehicles can only be driven by the DRIVER. In 
armed vehicles, you can use the Ctrl key to shoot using the vehicle’s weapon, but 
only if the SAPPER is also inside the vehicle.   

Attack mode
Place commandos in auto-fire positions. Commandos will automatically fire on enemy 
soldiers if set on attack mode. By holding down Ctrl and clicking with the RMB, the 
field of view will move to the desired position. You can set commandos to attack 
mode in either crawling or standing positions. This is by no means an easy path to 
victory as your soldiers can also be shot in this mode. 

Seduction
Exploit Natasha’s natural charms. Hot key ‘U’. Select it in the ‘Functions’ section. 
Natasha won’t be discovered by the enemy. Dressed in sexy clothes and using her 
lipstick, she can distract enemy soldiers so that her comrades can avoid detection. 

Throw a bottle
Empting distraction. Hot key -. Can be selected in the ‘Items’ section. Enemy 
soldiers can refuse a good wine. When they drink it, they will be stunned for a 
while during which they can’t see or hear allied soldiers. If narcotics have been 
used on the bottle, enemy soldiers will be sent to sleep until they are woken up by 
a comrade.    

-----------------------------------------------------------------------

8. Special Terms

To make everything easier, I’ll address each of the commandos by their nicknames:

Green Beret: Tiny

Sniper: Duke

Marine: Fins

Sapper: Inferno

Driver: Tread

Spy: Spooky 

Thief: Lupin

Seductress: Natasha

Dog: Whiskey

-----------------------------------------------------------------------

9. Walkthrough

ATTENTION!!!
->This walkthrough is written in the normal difficulty

Training Mission 1
Location: Unknown
Personnel: Inferno, Lupin

Objectives:
-Neutralize all the enemies at the border gate. To do this you should: 1) Get to the 
guard post.
2) Take the wirecutters from the metal box.
3) Cut through the barbed wire and deactivate the mines on the other side.
4) Fight the officer’s group.  

Secondary objectives:
-Obtain the contents of the wooden box.

Clues:
-Be careful of enemies that appear non-threatening.

Walkthrough:

First of all, get Inferno to get rid of the smoking soldier near the starting 
position then hide the body behind the small trees. Check the guard’s body for a 
cigarette pack. Throw the cigarette pack to the road to lure the patrolling soldier 
when he comes back. Take him out when he does followed by the worker near the 
barricade and the crouching soldier to the east.  

Get Lupin to climb the pole and climb down at the second one. Open the crate near 
the guard post to find some first aid kit. Climb the pole again and climb down at 
the other side of the barricade. Go round the stationary soldier to the north and 
unlock the metal box to find some grenades and a wirecutter. 

Climb the pole again and go back to Inferno; pass the grenades and wirecutter to 
him. Cut the barbed wires and scour the area for mines. There should be seven in 
total. Crawl towards the officer group and lob a grenade to take them all out. The 
stationary soldier to the north will come to investigate. Lob the second grenade to 
kill him. Mission accomplished!!! 

***********************************************************************

Training Mission 2
Location: Unknown
Personnel: Tiny, Inferno, Tread

Objectives:
-Rescue the allied soldiers who have split from their unit. You have to: 1) Obtain 
the key to the house.
    2) Contact your allies.
    3) Use the enemy radio to inform HQ.
    4) Defend against the enemy attack.
-Destroy the enemy tank.

Secondary objectives: none

Clues:
-Obtain the contents of the boxes.
-Position the allied soldiers. 

Walkthrough:

-OBTAINING THE KEY TO THE HOUSE-

Get Inferno to throw a cigarette pack slightly to the southeast so the stationary 
soldier who constantly look to the left and right (next to the wall slightly to the 
east) will come to pick it up. Take him out when he does followed by the crouching 
soldier south of his position earlier. 
Tiny should crawl to the east and take out the crouching soldier who is looking at 
the staircase then hide the body the brick wall nearby. Crawl further east and hide 
next to the wall and the small trees (in the shadows). 
Take out the officer then hide his body in the shadows. Check his body for the keys 
and take out the soldier who crawls up and down the staircase. Take out the 
lieutenant next followed by the soldier who is shooting at the allied soldiers then 
hide all three bodies somewhere safe. 

-GAINING ACCESS TO THE RADIO-

Crawl up the staircase and look to the west. There is a soldier who crawls back and 
forth from the telephone pole to the crate at the north. Take out the patrolling 
soldier when he stops next to the pole followed by the soldier who is shooting at 
the allied soldiers. Head to the north and take out the soldier next to the crate. 
Open the crate here to find some canned food and some first aid kit. 

Now get Tread to ascend the staircase and wait for the lieutenant to come back and 
shoot at the allied soldiers from the left side of the house then lob a Molotov 
cocktail to take him out along with the stationary soldier there. 
Tiny should head around the back of the house and take out the soldier at the right 
side (next to the drums). Carry the barrel from the left side of the house and put 
it near the soldiers to the east. Shoot to barrel to take out two of three soldiers 
then use the pistol to kill the last one.       
Check the crate here to find some grenades, some Molotov cocktails and some smoke 
grenades. 

Tiny should then take out the last remaining enemy soldier outside the house. Get 
Inferno to lob a grenade inside through the window to kill the two soldiers inside. 
The door should be blasted open so get Inferno to head inside and open the chest to 
find some anti-tank mines and a remote control bomb before using the radio to 
contact headquarters. 

-REPELLING THE GERMAN INVASION-

Group all six allied soldiers and get them to cover the road to the west of the map 
in crawling positions (outside the house). Inferno should then place an anti-tank 
mine at the end of the road (near the western edge of the map). 
Place the remote control bomb further down the road and then he should hide near the 
behind brick wall where the allied soldiers were pinned down before. Press 
the “launch invasion” button at the bottom right of the screen
Wait a while and German soldiers will begin to appear from the road. Detonate the 
remote control bomb to kill some of them and Inferno should also help with his two 
remaining grenades. The allied soldiers covering the road will take care of the 
rest. When the tank finally appears, it will be destroyed by the anti-tank mine. 
Mission accomplished!!!   

***********************************************************************

Mission 1: The Night of The Wolves
Location: La Pallice, France
Personnel: Natasha, Lupin, Whiskey

Introduction:

	In May 1941, after having subdued the whole of Western Europe, the German 
army concentrates all its efforts in the war on England, the last bastion against 
the expansion of the Third Reich. Having failed on their invasion of the island 
nation due to the superior power of the British Navy, the Germans are now 
concentrating on a war of attrition. England, isolated from the continent, depends 
on supplies, especially weapons and fuel that arrive from the other side of the 
Atlantic. These supplies are growing ever more scarce. The German submarine fleet, 
the “wolfpacks”, hound on the allied convoys, which suffer enormous losses. La 
Pallice located on the French coast, near La Rochelle, is the most important German 
submarine base. Constructed like a bunker, it is an impregnable fortress. Its piers 
built under tons of reinforced concrete are invulnerable to aerial attacks. It is 
the perfect base from where to carry out the deadly patrols. It is the U-boats’ 
lair.     

Objectives:
-Contact the wounded ally. 
-Steal the office key from the General’s assistant.
-Steal the Enigma’s machine from the General’s safe. 
-Decipher the message using the Enigma machine. 
-Use the radio.
-The thief must hide under a bed.

Secondary objectives: 
-Steal the security papers.

Clues:
-Contact Natasha. 
-Disconnect the power to the electric fence.
-Use the sleeping pills to knock out the assistant. 
-Natasha can call the general on the phone. 
	
Walkthrough:

-CLANDESTINE MEETING LATE IN THE NIGHT-

Get Lupin to dive into the water and swim to the north. There should be two guards 
standing under spotlight next to the pier. Get Lupin to ascend the staircase to the 
left and enter the steel door leading into the building just to the north. 
Natasha is the woman who is standing at the adjacent room to the right. Wait until 
the patrolling guard to turn his back first, then get Lupin to knock him out. He 
should proceed to the right and take out the other guard who is busy writing notes 
wile pacing around. 
Enter Natasha’s room and open the wardrobe there. Take the cigarette, first aid kit 
and a piece of the bonus mission. Get Lupin to lie down and hide behind the table. 
The two guards who were knocked out earlier will wake up and look around. Lupin 
should wait until after they had finished their search before talking to Natasha. 

After the conversation has ended, get Lupin to hide behind the table again and stay 
low for the time being. Natasha should head out and open the cabinet to the north of 
her room to take some sleeping pills. Grab the chest in the same room as well to get 
some dog food. 
Go out from the building and Natasha should be back at the pier. Get Lupin to join 
her outside and simply walk to the west and enter the building there to find the 
wounded man and his dog. Let Lupin talk to him for now. 

-STEALING THE ENIGMA MACHINE-

Leave Lupin there for now after talking to the wounded man. Natasha should now enter 
the office where she came from in the first place and go to the room at the other 
end. Flick the lever on the two machines inside this room to shut off power to the 
electric fence as well as the spotlights. 
Get Natasha to go to the mess hall where the general’s assistant is eating. Do this 
by going outside the building to the pier again and take a rounding route to the 
west to avoid being detected by the lieutenant that is standing near the wall just 
outside the building (at the left side). 

Once Natasha is inside, check the left locker to find another bonus mission piece 
then grab the food and wine bottles inside. Open the right locker next to find some 
more food and win bottles. Check the wine racks to the right and put the sleeping 
pills, the wine bottles will be depicted as being green instead of red when this is 
done. 
Now wait for one of the eating guards to stand up and grab a bottle of wine. 
Everyone on the table will fell to the floor after drinking the wine. Scrutinize the 
general’s assistant and get the keys to his quarters. 
Exit the canteen and enter the building right in front. Open the right locker to 
fins some sleeping pills, another piece of the bonus mission and a pack of 
cigarette. The left locker only contains a wine bottle and a cigarette. 
Natasha should head to the general’s quarters and unlock the door. Check the drawers 
to the left to find a binocular, a cigarette and two wine bottles. 

Natasha should head to the barracks located to the east of the general’s quarters. 
Check the large cabinet located next to the telephone and grab the canned food, 
first aid kit, wine bottle and cigarette. 
Check the left locker in the barracks to find a binocular, some sleeping pills; 
three wine bottles, a cigarette, a canned food as well as another piece of the bonus 
mission. The right locker will reveal a cigarette, a shears, two wine bottles, some 
canned food and the final piece of the bonus mission. 
Get Lupin to sneak his way over to the general’s quarter and wait at just at the 
left side of the door. Natasha should now call the general with telephone in the 
barracks. 
Wait for the general to leave his quarters first then use Lupin to sneak inside. 
Knock out the officer inside and crack the safe. Quickly get the Enigma machine as 
well as the security papers inside and a cut scene will kick in.   
After the cut scene, Lupin can check the general’s desk as well as the bookrack to 
find some wine bottle and cigarette. Quickly get out of there and hide nearby before 
the general returned.       

-FROM DUSK TILL DAWN-

Get Natasha to access the guard shack near the gate leading outside the compound. 
Use the radio here to contact HQ. 
After the conversation, get Lupin to head into the building where the beds are 
located. Head inside the room at the far right when the patrolling guard is facing 
the other way and close the door. Now crawl under the bed and wait for dawn to 
arrive... Mission accomplished!!! 

Locations of the bonus missions (5 in total):
-One piece found in cabinet inside Natasha’s office.
-Two pieces found in the lockers inside the mess hall.
-Two pieces found in the lockers inside the barracks. 

***********************************************************************        

Bonus Mission 1
Location: Training Mission 1
Personnel: Inferno, Lupin

Objectives:
-Neutralize the soldiers at the guard post. 
-Get the mine detector. 
-Deactivate all of the mines on the track. 
-Escape using the enemy vehicle. 

Secondary objectives:
-Neutralize the enemy patrol. 

Clues:
-Find some grenades. 

Walkthrough:

Use Inferno to take out the stationary guard nearby then hide the body behind the 
bushes. Wait for the patrolling guard to return and as soon as he turned his back, 
take him out and hide the body behind the bushes as well. 
Now get Lupin to crawl to the telephone wires and climb the pole. Head to the 
northeast and take out the soldier there. Lupin should then open the box with his 
lockpick and find some grenades and a time bomb. Quickly climb up the pole again and 
take out the mechanic near the vehicle next. Open the box with the lock pick to find 
a mine detector and a wirecutter. Go back to Inferno and give everything to him. 
Now get Inferno to crawl near the patrols and lob a grenade to kill all of them. The 
three remaining soldiers will come to investigate. Lob a second grenade to take them 
out. Inferno should now detect the mines and deactivate them; there are five in 
total. The box near the patrols contain some first aid kit, some canned food and a 
wine bottle. Simply get Inferno and Lupin to enter the vehicle and drive it along 
the road. Mission accomplished!!!  

***********************************************************************

Mission 2: Das Boot, Silent Killers
Location: La Pallice, France
Personnel: Fins, Inferno, Spooky, Lupin, Whiskey

Objectives:
-Deactivate the underwater mines. 
-Find the prison key.
-Rescue all the allied sailors. 
-Call the Green Beret using the radio.
-Open the hangar door. 
-Get the Enigma codes.
-Rescue the Captain.

Secondary objectives:
-Destroy the torpedo.
-Destroy the AA guns.
-Destroy the fuel tanks. 

Clues:
-Cut the barbed wire and deactivate the landmines. 
-Pass the security papers to the Spy using the Dog. 
-Steal a vehicle. 
-Enter the base disguised as an official. 

Walkthrough:

-ARRANGING A COVERT AIRBORNE OPERATION-

Get Fins to dive into the water and deactivate the mines one by one. When this is 
accomplished, Inferno should swim to the south and head to the coast at the west. 
Cut the barbed wire with the shears and clear the minefield with the mine detector. 
Inferno should be able to defuse a total of eighteen mines. Don’t forget to grab ten 
for Inferno himself. Inferno should then cut the second barbed wire leading inside 
the knock out the patrolling guard nearby. Tie him up and carry him to the wall and 
stay there for now. 

Now get Spooky to swim over to Inferno’s position. Lupin should transfer the 
security papers to Whiskey. Get Spooky to blow the whistle and Whiskey will run out 
to him. Get Spooky to take the papers from Whiskey and change uniform from the tied 
up guard earlier.
Sneak up on the officer who is standing next to the Kubelwagen near the entrance to 
the compound. Stab the officer with the hypodermic syringe three times to kill him 
then change into his uniform. Hide the body near the trees to the right and drive 
the car into the compound. 
Spooky should head to the barracks and open the large cabinet next to the phone that 
Natasha used the night before. Grab the binocular, the poison syringes, cigarette 
and the remote control bomb.     
Head outside again and go into the general’s quarters. The general’s assistant will 
be sitting next to the drawer to the left. Open it to find first aid kit, a knife, a 
cigarette, a wine bottle and the first piece of the bonus mission. 

Spooky should go to the canteen now and open the lockers here to find some dog food, 
some canned food and three wine bottles. Head to the bathing area, which is the 
building across from the mess hall, and open the lockers here to find some sleeping 
pills, syringe hypodermics, cigarette pack, first aid kit, canned food, a knife, a 
binocular, a shears and the second piece of the bonus mission.  
Exit again and head inside the bunker beneath the compound’s wall just located to 
the northeast of the bathing area (north of the anti-aircraft gun). 
There are three crates in here, but the left one is locked so leave it for now. Open 
the middle crate to find a canned food and hypodermic syringe. Enter to the room at 
the right and kill the officer here with the hypodermic syringe. 

Additional note: The soldier sitting at the desk will hear the officer’s death 
scream when Spooky inject him for the third time. However, the alarm won’t be raised 
and Spooky can just proceed to check the desk. 

Open the desk drawer to find a cigarette pack, some sleeping pills, a binocular, 
three hand grenades, a time bomb and the third part of the bonus mission.
Go outside and climb the ladder to the west (just north of the bathing area) then go 
into the small guard shack here to find a bazooka. Call Whiskey over with the 
whistle then transfer the time bomb, the remote control bomb, grenades and the 
bazooka to the dog. Send Whiskey back to Inferno and transfer all the heavy 
equipment to him. 
Spooky should now head to the radio station to contact the Green Beret. Open the 
crate at the left side of the building to find a time bomb, a remote control bomb 
and some grenades. Get Whiskey over and ferry the explosives back to Inferno. Spooky 
should now use the radio to contact Tiny. 

-SNEAKING INTO ZONE D-  

Spooky should head to the east by following the railway leading to the gate. Enter 
the guard tower to the right and climb to the second level there and open the crate 
there to find a flamethrower. Head outside the gate and let Spooky wait there for 
now. 
Get Inferno to swim to the astern side of the map and deactivate the minefield 
there. There should be fifteen mines in total. 
Click on the parachute symbol at the bottom right hand of the screen and click again 
near the gate to land Tiny there (make sure that no one is looking). 

Tiny should tie up the patrolling officer near the gate and dump the body there. 
Tiny should then knock out the patrolling soldier near the truck as well as the 
mechanic next to the truck. Tie them both up and carry the bodies to the officer 
earlier just next to the gate.
Spooky should distract the soldier overlooking the gate on top of the big yellow 
fuel tanks. Tiny should go inside and tie up the soldier patrolling the platform 
near the gate (just across the fuel tanks). Quickly carry the body and hide it 
outside the compound.  
Now Tiny should take out the mechanic on top of the fuel tanks and then followed by 
the soldier who Spooky was talking to. Tie them both and hide the bodies outside. 
Tiny should now head to the gate leading inside Zone D and tie up the guard there. 
Dump him somewhere out of sight, preferably with the others as before. Now Spooky 
should head outside and distract the patrolling guard north of the base and Tiny 
should sneak up on the sniper overlooking the power generators in the same zone. 
Dump the body with the others and take out the patrolling guard who Spooky is 
distracting and do the same thing with the other patrolling guard as well. 

-ENTERING THE SUBMARINE PEN-

Now get Fins and Whiskey to join Inferno outside Zone C. Fins should carry Whiskey 
on the back and swim cross the water. When Fins get ashore, throw his knife to take 
out the two guards standing guard outside the submarine hangar door then hide the 
bodies at the corner.
Spooky should poison some dog food and feed it to the dogs next to the submarine pen 
in Zone E so they get knocked out. Spooky should then ascend the fire escape 
staircase and distract the patrolling guard by asking him to look away towards the 
sea. Tiny should follow from behind and tie up the guard on top of the fire escape 
staircase. Tie up the guard that Spooky was distracting just now and hide both 
bodies near the small corner facing the sea. 

Now Spooky should head to the second level of the rooftop by climbing the short 
ladder leading there. There are two guards here; one is looking inside the compound 
while the other one is looking at the ladder that Spooky just climbed. Distract the 
latter guard and Tiny should crawl his way there. Climb the ladder and take the 
guard out then hide the body somewhere on the roof where no one is looking. Now use 
Spooky to distract the other guard by asking him to walk towards the other end and 
simply use Tiny to take him out as well.   
Spooky should now distract the jailer so he is looking to the west. Tiny should 
climb back down and crawl across the rooftop (be careful of the smoking officer) and 
take out the jailer then grab the prison keys. Spooky should go down all the way and 
distract the guard sitting outside the communications center just across the railway 
from the sub pen. Tint should wait awhile until the officer’s sight becomes fixed 
first before moving in to take him out. Carry to the body to the middle of the roof 
where it is safe from any prying eyes.  
Now Spooky and Tint should enter the door on the roof together and they will be 
inside a small room with two mechanics. Tie them both up and leave them there. 

-FREEING THE ALLIED PRISONERS-

Tiny should climb down the ladder to the submarine pen below and take out the guard 
right at the bottom then leave the body there. Spooky should climb down as well to 
join Tiny. Look to the west and there should be two patrolling guards near a door. 
Use Spooky to distract the left guard while take out the right one and hide the body 
at the bottom of the ladder. 
Enter the door where the guard was before and take a peek. Wait until the guard 
inside is walking away from the door then Tiny should go in and tie him up. Check 
the crate here to find a cigarette pack, a time bomb, a rope ladder and some 
grenades. Pull the lever in here to close the gate leading into Zones C, D and E. 
Exit the room and take out the guard that Spooky is distracting then hide the body 
inside the room.

Spooky should now order the soldier overlooking the empty hangar from the lower 
platform to walk up the staircase and go near the room Tiny is hiding in. Tiny 
should come, take out the guard and hide the body inside. 
Spooky should then distract the patrolling guard at the top western side of the sub 
pen so he will be looking south. Tiny should crawl to the northwestern side and tie 
up the guard looking over the railing there. Tie up the guard at the left side who 
is standing next to the boxes then take out the guard that Spooky is distracting 
then hide all three bodies near the boxes at the northwest corner. 
Tiny should proceed south along the west wall and take out the sitting guard there 
then carry the body to be hidden inside the room. Take out the patrolling guard here 
and hide the body near the door. Get Spooky inside and wait for Tiny to take out the 
smoking admiral in the adjacent room. Use Spooky to distract the lieutenant here 
while Tiny tie up the soldier then followed by the lieutenant as well. 

Go outside to the sub pen and take out the guard next to the crate to the left then 
hide the body inside the room. Tiny should keep heading south along the west wall 
and get Spooky to distract the guard on the southern platform. Tiny should then take 
out the mechanic at the bottom of the ladder and hide the body in the room as before 
(beware of the patrolling guard on the platform). 
Tiny should climb the ladder to the platform when the patrolling guard starts 
walking the other way and stand behind the mechanic Spooky is distracting. Spooky 
should now go distract the patrolling soldier before he can turn around to keep him 
looking to the east. 
Tiny should tie up the mechanic and hide him at the dark corner for now. Tie up the 
guard that Spooky is distracting then carry the body into the dark corner for now. 
Head to the east along the platform and take out the guard leaning across the 
railing here.

Additional note: As soon as Tiny punched the guard, a guard from ground level will 
see it and run up to investigate. Quickly tie up the guard on the platform and wait 
at the ladder for the guard to come, and then tie him up as well. 

Tiny should take out the guard in the room then hide all four bodies inside. Pull 
the lever inside to open the western hangar door.
Spooky should now distract the sailors at the bottom of the ladder so they won’t be 
looking when Tiny climb down. Tie them both and leave the bodies there. Head to the 
north and take out the patrolling sailor near the crates. Climb the ladder near the 
guard that leads to a room, simply take out the guard inside. Make sure that the 
sailor at the bottom of the waterless sub hangar to be looking away first while Tiny 
climb the ladder or alternatively, use Spooky as a distraction.  
Get Tiny to come back down and take out the guard that Spooky is distracting. Now 
take out the sitting guard outside the small room between the submarine and the 
waterless hangar. Head inside and untie one of the prisoners that were lying on the 
floor. 

After the cut scene, get Spooky to distract the guard patrolling on the submarine 
while Tiny dispose of the two guards outside the building where the Captain is 
imprisoned. Take out the guard Spooky is distracting afterwards and hide all three 
bodies next to the building, probably near the ladder. 
Enter the building and open the lockers to the left to find a hypodermic syringe, 
first aid kit and some canned food. Now wait for the lieutenant to walk towards the 
soldier who was cleaning his rifle then Tiny should go inside and stop at the bottom 
of the staircase. Knock out the lieutenant while he is walking back and QUICKLY take 
out the sitting sailor afterwards then tie them both up. Simply repeat the same 
process with the guard who is cleaning his rifle. Open the locker nearest the door 
to find a first aid kit, a cigarette pack, a binocular, some grenades and the fourth 
piece of the bonus mission. Open the lockers on the other end of the room to find 
some sleeping pills, a knife, some grenades, a cigarette pack, a wine bottle and 
hypodermic syringe. 
Spooky should ascend the staircase and distract the soldier to look the other way so 
Tiny can take out the sailor at the desk then tie them both up afterwards. Open the 
lockers here to find three wine bottles, a cigarette pack, a binocular, a rope 
ladder and the fifth piece of the bonus mission. Enter the captain’s cell and 
release him. 

-SECURING THE SUBMARINE-

Get Inferno to get to Tiny’s position by entering the sub pen from the western 
hangar door that has been opened earlier. When he arrived, open the door and throw a 
grenade inside to kill all three enemies. Tiny should go inside and open the crate 
to find a wine bottle, first aid kit and the Enigma codes. Flick the lever here as 
well to open the east hangar door. 
     
Everyone should head outside again into the sub pen. Use Spooky to distract the 
patrolling guard near the northeast corner. Tiny should then take out the immobile 
guards at the bottom followed by the soldier that Spooky is distracting then leave 
them both there. 
Spooky should now head to the south and distract the guard on the platform there. 
Tiny should climb down and proceed to the lone sitting sailor there. Punch him and 
quickly tie him up. The two sailors on the second level nearby will come to 
investigate. Quickly use Tiny to punch and tie them both up. Climb the ladder to the 
upper platform next and take the guard that Spooky is distracting. Send Tiny to wait 
by the ladder leading inside the sub, which is located next to the submarine’s AA 
gun facing to the north. 
Meanwhile send Inferno to the room at the northwest side of the sub pen and throw a 
grenade inside to kill the remaining people there (where Tiny tied up the admiral 
earlier). 

Send Spooky to climb the ladder into the submarine and distract lone guard in here. 
Wait for the patrolling guard to walk back to the stern first then send Tiny to tie 
up the guard that Spooky is distracting. QUICKLY send Spooky to distract the 
patrolling guard in the next room before he comes back.
Send Tiny inside to tie up the guard and the sailor inside. Open the lockers here to 
find the sixth part of the bonus mission. Go back to the previous room and open the 
lockers to find the seventh part of the bonus mission. 
Send Spooky to the opposite door towards the bow and distract the guard here. Tiny 
should go and tie up both the guard and the sailor. 
Tiny should climb the ladder here then take out the patrolling guard in the next 
room. Proceed to take out the officer who is jotting down some notes in the same 
room and tie them both up. 
There are two ladders here: one will lead outside while the other one will lead to a 
second room. Proceed to the second ladder and take out the worker here then climb 
back down to Spooky. 
Spooky should open the door leading to the bow and distract the patrolling guard 
here. Tiny should simply come in and tie him up. Proceed to tie up the patrolling 
soldier at the adjacent room. 
Tiny and Spooky should now climb the ladder and they will be back outside. Go 
collect the Captain and the submarine crews then send them inside the 
submarine.       

-SETTING UP THE FIREWORKS-

Tiny, Inferno and Spooky should jump into the water near the western hangar door but 
don’t go outside. Spooky should go out and swim to Natasha’s office. Go inside and 
take out the patrolling guard near the entrance with the poison syringe. Just inject 
him twice then tie him up to save the syringe. 
Head to Natasha’s office and inject the lieutenant here twice as well the tie him up 
and hide the body behind the table. Open the cabinet here to find some grenades, a 
time bomb, a binocular and the eighth part of the bonus mission. Open the crate just 
across from Natasha’s office to find a poison syringe, a rope ladder and a wine 
bottle. 
Now check the cabinet to the left of the dismantled torpedo to find a canned food, a 
grenade, a poison syringe and a wine bottle. Inject the patrolling sailor twice then 
tie him up and hide the body with the lieutenant. Spooky should now get out from 
Natasha’s office. 

Inject the patrolling guard to the left outside the office when no one is looking 
then quickly hide the body inside. Repeat the same process with the patrolling guard 
to the right. 
Now get Inferno to go inside the office building and get Spooky to distract the 
right mechanic who is dismantling the torpedo. Inferno should place a remote control 
bomb there. Get both of them out of the building for now. 
Spooky should now distract the guard who is looking at the AA gun to the southwest. 
Inferno should now take out the soldier near the AA gun itself then head inside the 
building nearby to take out a guard and a sailor. Head back out and take out the 
guard looking towards the sea at the other side of the building. Position all four 
tied up guards near the AA gun and drop another remote control bomb there.
Spooky should head into the building marked A-2 nearby and get a remote control bomb 
from the crate there. Go back outside and pass it to Inferno. 

Now use Spooky to distract the guards and Inferno should make his way to the 
barracks area. Spooky should now distract the guard near the guard shack in front of 
the general’s office. Inferno should take out the guard who is patrolling nearby 
then hide the body nearby. The next one to go is the guard Spooky is distracting 
then hide the body together. 
Go inside the barracks with Spooky and take out the guard near the telephone with 2 
syringe injections then tie him up. Get Inferno there and lob a grenade into the 
next room to take all the patrol guards there but the one at the far end of the room 
will survive. Simply wait until he is looking at his dead comrades then whip out a 
gun and shoot him to death. Now open the other leading outside at the other end of 
the barracks and take out the guard standing there then drag the body inside. Check 
the two lockers inside the barracks to find a time bomb, a remote control bomb, some 
sleeping pills, two wine bottles, a cigarette pack, a binocular, some grenades, some 
hypodermic syringes, some canned food and the ninth part of the bonus 
mission.        
Head to the general’s office now and use Spooky to distract the general’s assistant 
while Inferno tie him up. Open the door leading to the general’s office and Inferno 
should lob a grenade inside. When the room is cleared, check the general’s desk and 
bookrack to find some sleeping pills, some first aid kits, some hypodermic syringes, 
a wine bottle, a cigarette pack and the tenth part of the bonus mission. Go outside 
and get Lupin to join them by climbing out of the window. 

Now head to the north and Spooky should take out the guard next to the anti-aircraft 
gun on top of the bunker with two syringe injections then hide the body inside the 
guard shack nearby. Take out the patrolling guard injections on top of the bunker 
next with two injections as well and hide the body there. Get Inferno over and plant 
a remote control bomb next to the anti-aircraft gun there. Now Inferno should crawl 
to the last anti-aircraft gun at the raised wooden hexagon. Take out the mechanic 
there and plant another remote control bomb there. 
Use Spooky to take out the guard patrolling to the east and hide the body somewhere 
nearby. Spooky should then take out the guard standing guard in front of the door 
leading to the power generators then hide the body at the same place as before. 
There should be a clear way to access the submarine pen without being detected now 
although the commandos can only access it from the submarine hangar because the 
gates have been closed earlier. 

-BLOWING UP THE EXPLOSIVES AND ESCAPE!!!-

Now get Tiny, Fins, Lupin and Whiskey to wait in the submarine. Position Inferno 
next to the fuel tanks with a time bomb. Now get Spooky to enter the northern guard 
tower at Zone D (where the fuel tanks are located) and check the drawer here to find 
a cigarette pack, a binocular, a wine bottle, some grenades and the eleventh and 
final piece of the bonus mission. Go back out and wait by Inferno’s side while he 
plant the time bomb next to the fuel tanks. A twenty-seconds timer will start so get 
Spooky and Inferno to go into the submarine through the eastern hangar door. After 
the fuel tanks get blown up, simply get Inferno to detonate the other four remote 
control bombs. Mission accomplished!!!      

Locations of the bonus missions (11 in total):
-One piece found in the general’s office.
-One piece found in the bathing area.
-Two pieces found in the barracks. 
-One piece found in Natasha’s office. 
-One piece found in the office located inside of the bunker. 
-One piece found in the northern guard tower in Zone D. 
-Two pieces found in the submarine. 
-One piece found in the first floor of the building where the captain is imprisoned. 
-One piece found in the second floor of the building where the captain is imprisoned.

***********************************************************************            

Bonus Mission 2
Location: Unknown waters
Personnel: Fins

Objectives:
-Complete the circuit before time runs out.

Secondary objectives:
-Complete the circuit in the quickest time possible. 

Clues:
-Your boat can be destroyed by the mines.
-Avoid the buoys or they will slow your boat down. 

Walkthrough:

Select Fins and begin to steer the boat. A three-minutes timer will start and Fins 
have to complete the circuit before the timer expires. Good luck and be careful with 
the mines. :)

***********************************************************************

Mission 3: White Death
Location: North Sea 
Personnel: Tiny, Fins, Inferno, Spooky, Lupin

Introduction:

	May 1941. The rise in the sinking of allied ships by the hand of the German 
submarine continues to increase, reaching the record number of 700,000 tons.
	The frigid waters of the North Sea are the most dangerous for the allied 
vessels. The area is under a constant patrol of German destroyers and submarines, 
which also count on the aerial support of units stationed in Norway, Denmark and 
Northern Germany. The Reich zealously protects these waters, the doorway to their 
most important shipyards, ports and industrial installations in northern Germany. 
The British Navy imposing its superiority in the Atlantic and other European seas at 
the cost of the loss of hundreds of ships dares not venture into this deadly area. 
The enormous blocks of ice, and the minefields, as well as the continuous patrols by 
the German U-boats and destroyers make this are a nightmare of British seamen. 

Objectives:
-Contact the Sapper. 
-Rescue the Green Beret.
-Recover the three parts of the Enigma machine. 
-Rescue the Spy, the Thief and the allied sailors.
-Rescue the Captain.
-Use the radio in the camp.
-Destroy the engine.
-The Green Beret and the Spy must use the plane to take the Enigma machine to the HQ.
-All the others must escape in the sub. 

Secondary objectives:
-Disable the bow gun.
-Disable the central gun.
-Disable the stern gun.

Clues:
-Use the balloon to obtain the explosives. 

Walkthrough:

-GETTING OUT OF THE SUBMARINE-

Check the drawer next to Fins to find three wine bottles and a poison syringe. Open 
the door and take out the patrolling guard outside. Check the locker in this room to 
find a pistol, a canned food, an arctic clothing and the first part of the bonus 
mission. 

Take a peek through the door to see a mechanic and a patrolling soldier. Wait for 
the soldier to begin walking back to the other end of the room then Fins should 
enter and punch the mechanic. Quickly punch the patrolling guard before he can turn 
around and tie them both up. Check all the lockers in this area to find Tiny’s 
decoy, some first aid kit, a grappling hook, a harpoon gun, an oxygen tube for 
diving, a cigarette pack, a canned food and the second part of the bonus mission. 
Go through the next door and take out both the admiral and the mechanic here. Climb 
the ladder and take out the lone patrolling soldier here. Climb the ladder again 
(not the one that leads outside) and take out both the lieutenant and mechanic in 
here. Check the crate to find a poison syringe and some grenades. 

Climb back down and peek through the other door. Wait for the patrolling lieutenant 
to stop by the mechanic then take them both out quickly. Go to the adjacent room and 
take out the lone stationary guard there then climb the ladder. 

-ESTABLISHING CONTACT WITH INFERNO-

As soon as Fins climbed out of the submarine, take out the nearby patrolling 
lieutenant. Proceed to the stern and take out the guard there then dump the body 
into the submarine (be careful of the soldier patrolling the plank leading to the 
submarine). Take out the patrolling guard when he boards the submarine again and 
dump the body inside as well.
Now get Fins to put on his diving gear and jump into the icy cold water (beware of 
the walrus). Climb back up at the small piece of land at the southern edge of the 
map. Take out the lieutenant and soldier here then leave the body there.

Now Fins should head west and take out the stationary guard next to the submarine’s 
bow. Head further west to take out the patrolling guard here and hide the body next 
to the submarine’s bow as before. 
Fins should be able to sneak into the tent where Inferno is hiding without getting 
seen (might need a few tries) and talk to him then transfer the grenades to him.  

-RESCUING THE GREEN BERET-

Fins should take a peek out of the tent and wait until the coast is clear before 
taking out the lone stationary guard outside the radio station (the one with the 
antenna). QUICKLY carry the body inside the tent before anybody sees it.  
Fins should head outside and take out the patrolling guard to the east. Carry the 
body into the tent southeast of the radio station and hide it there. Once inside, 
get Fins to take out the patrol leader near the entrance. Whip out the knife and 
kill on of the patrolmen near the fireplace. QUICKLY take out the pistol and kill 
the other patrolmen before he can fire his machinegun. 

Go outside again and stop outside the radio station. Peek through the door and wait 
for the soldier to walk towards the lieutenant first then quickly open the door and 
come in. Walk to the left of the table and take out the lieutenant first then 
quickly punch the patrolling soldier before tying them both up. Open the other door 
in the station to take out the guard outside and drag the body inside. Check the 
cupboard in here to find some sleeping pills, two wine bottles, some first aid kit, 
a canned food and the third part of the bonus mission. 
Go outside again and head inside the tent to the east (surrounded by crates). Punch 
the sleeping lieutenant in here and tie him up. 
Head outside again and take out the patrolling guard north of the radio station then 
hide the body somewhere safe. Take out the stationary guard next to the tent 
surrounded by the crates then hide the body as before. 

Now throw a cigarette pack to the ground to lure the lieutenant patrolling near the 
building where Tiny is held. Take out the lieutenant when he comes close then hide 
the body inside the tent. 
Go to the building where Tiny is held and hide next to the wall. Quickly come out 
from the wall and throw the knife to kill the soldier behind the building while 
QUICKLY taking out to pistol to kill the officer. Examine the officer’s body for the 
keys and open the door leading to the building. 
Go inside and take out the sergeant and soldier here. Ascend the staircase and climb 
the ladder at the top. Take out the lone soldier here and open the crate to find a 
knife, a pistol, a wine bottle, a remote control for Tiny’s decoy, some first aid 
kit and an arctic clothing. Go talk to Tiny then transfer all his possessions to him 
including the arctic clothing. 

-AQCUIRING THE EXPLOSIVES-

Tiny and Fins should go out from the building and head to the east. Take out the 
lone patrolling guard here (near the balloon) and hide the body somewhere safe. Grab 
the rifle from the guard and use it to kill the four remaining soldiers around the 
balloon’s vicinity then collect their rifle ammo afterwards. 
Go to the north of the balloon and take out the enemy sniper at the bow of the 
destroyer with the rifle. Tiny should now head to the north of the destroyer and 
kill off the guards there with the rifle. There should be four kills in total: a 
guard from the destroyer deck, a guard just right next to the destroyer, a soldier 
and a lieutenant further to the west who are also patrolling near the destroyer. 

Head west again and Tiny should be able to get a lieutenant and four soldiers 
between the plateau where the explosives are located and the destroyer. Shoot the 
soldier on the destroyer’s deck as well who is walking near the guards that Tiny 
just shot. Head west again towards the destroyer’s bow and Tiny should be able to 
take out another three patrolling soldiers with the rifle.
Head north now and take out all the guards around the small plane as well as the 
plateau where the explosives are located. Open all three crates and Tiny should find 
two wine bottles, two remote control bombs, four time bombs and some grenades. Get 
Fins to come over with the balloon and transfer some of the explosives to his 
inventory. Fins should stock up on rifle ammos as well.
Now simply mop up by taking out the soldier at the front edge of the destroyer as 
well as the two remaining guards around there. Get Tiny to head to the enemy camp 
again and kill the two remaining soldiers near the tent area. After the area is 
clear, get Inferno to enter the tent and open the crate here to find a wine bottle, 
some grenades, some first aid kit, a canned food and an arctic clothing.      

-SURPRISE ATTACK IN THE DESTROYER-

Now get Tiny, Fins and Inferno to board the destroyer by climbing the anchor located 
at the bow. Head to the central part of the ship and take out the two lieutenants 
manning the machineguns at the tower. 
Head all the way to the stern and enter the door next to the huge gun at the back. 
Take out the sailor inside and head inside the door between the two guns. Climb down 
the ladder and take out the two guards here as well as the mechanic. 
Enter the only door in here to gain access to the engine room. Take out the guard 
just outside the door and carry his body back to the previous room. Go back inside 
and wait for the patrolling soldier to walk up the ramp to the engine first then 
Tiny should climb down and take him out. Simply take care of the remaining sailor 
and three mechanics here then tie them up. 
Get Fins and Inferno to come over. Inferno should then plant a remote control bomb 
at the engine. 

Peek through the door leading to the destroyer’s bow and there should be a 
patrolling guard here. Use Tiny to take him out then plant the decoy there to lure 
one of the guards from the adjacent room. Take out the guard then go into the 
adjacent room to take out the other one (check his body for keys). Open the crate 
here to find a lockpick, a pistol, a wine bottle, some hypodermic syringes and some 
first aid kit. 
Open the door at the other end of the room then untie Lupin and all the allied 
prisoners here. Talk to Spooky and he will update the mission objectives. Transfer 
Lupin and Spooky’s stuff to them. 

Go back to the previous room and climb the ladder here. Take out the lone patrolling 
guard as well as the two chatting mechanics in the small room. Open the crate here 
to find a poison syringe, some grenades, a time bomb and a remote control bomb. 
Peek through the door leading to the destroyer’s stern and wait for the patrolling 
guard to walk back. Tiny should go in to punch him followed by the mechanic then tie 
them both up. 
Go out through the door at the other end of the room to access the destroyer’s deck. 
Go back all the way to the stern and flick the switch in here to lower the staircase 
at the southern side of the destroyer. Go back to the radio station at the camp and 
radio headquarters then go back to join the other commandos.     

Peek through the door leading to the bow and take out the mechanic at the corridor. 
Get Fins over to kill the lone stationary guard at the corridor with his knife 
throwing. Tiny should then take out the guard who is bathing. Get Inferno inside and 
plant two time bombs in front of the rooms where there are two soldiers chatting.   
After the bombs exploded, check the lockers in here to find some sleeping pills, 
some canned food, some first aid kit, some grenades, three wine bottles, two arctic 
clothing, a poison syringe, a machinegun, a cigarette pack, two time bombs and the 
fourth part of the bonus mission. Give the arctic clothing to Lupin and Spooky. 
Release the submarine captain here and he will give you a next objective.
Peek through the door at the other end of the corridor and go in to take out the 
lone patrolling guard here. Check the lockers to find some canned food, some 
sleeping pills, some first aid kit, some grenades, a rifle, a cigarette pack, a wine 
bottle, a poison syringe and the fifth part of the bonus mission.     

Now go back to the room before the corridor and climb the ladder here. Take out the 
lone mechanic and the soldier here. Head to the bow direction and enter the door 
here. Operate the switch in here to activate the gas that will kill the patrol 
leader then simply take care of the patrolman before he can do anything. 
Go back to the previous room and open the door at the central southern edge of the 
room. Wait for the lone patrolling guard to turn its back first then get Tiny to 
take him out including the sailor and the mechanic. Check the drawer at the wall in 
the room to find some first aid kit, an arctic clothing and the sixth and final part 
of the bonus mission.
Ascend the staircase in this room and peek through the door. Wait for the patrolling 
guard to turn its back first then Tiny should go in and take him down. Ascend the 
staircase and take out the admiral standing by the table and hide the body at the 
bottom of the staircase. Tie up the patrolling admiral next followed by the sailor 
sitting at the desk. Check the desk to find some first aid kit, the Enigma codes, 
the Enigma cylinders and the Enigma machine.     

-DISABLING THE DESTROYER GUNS AND ESCAPE!!!-

Go back outside and go to the destroyer deck. Inferno should access the bow gun by 
going into the door beneath it. Plant a time bomb there and go to the deck again. 
Head to the stern and go to the engine room. Get Inferno to pick up the allied 
prisoners and send everyone to the submarine including the captain. The two 
remaining generators are located just before the engine room. Place two more time 
bombs there and get out of there.
Send everyone else into the submarine excluding Tiny and Spooky. Get Inferno to 
detonate the bomb for the engine room. Tiny and Spooky should go into the plane 
(make sure that the Enigma equipment are either with Tiny or Spooky). Mission 
accomplished!!!   

Locations of the bonus missions (6 in total):
-Two pieces found in lockers inside the submarine. 
-One piece found in cupboard inside the radio station.
-One piece found in lockers at the sleeping quarters inside the destroyer (where the 
Captain is imprisoned).
-One piece found in lockers at the forward part of the destroyer (just after the 
sleeping quarters). 
-One piece found in a drawer on a wall at the room before the bridge in the 
destroyer. 

***********************************************************************

Bonus Mission 3
Location: Unknown
Personnel: Tiny, Duke, Fins, Inferno, Tread 

Objectives:
-Escape with all of your men in the vehicle via the track.   

Secondary objectives:
-Neutralize the enemy sniper.
-Neutralize the grenadiers. 

Clues:
-Neutralize the squad of workers.
-Hide your commandos in the thicket. 
-Steal the amphibious vehicle. 

Walkthrough:

-GETTING THE AMPHIBIOUS VEHICLE BY FORCE-

Get Tiny to place the decoy slightly to the west. Now two of the commandos should be 
put in attack mode facing to one side of the logs. The other two should be put in 
attack mode as well but they have to face the other side of the logs to cover both 
sides.   
Tiny should then activate the decoy to lure the soldier and worker from the other 
side of the logs. The rest of the enemies will be alerted when the shooting begins; 
they should be easily disposed of without the commandos suffering too much damage. 

-CROSSING THE RIVER-

Open the crate next to the amphibious vehicle to find some first aid kit, some 
Molotov cocktails and some gas grenades. 
Get Duke to snipe the enemy sniper next to the riverbank just north of the 
amphibious vehicle. 
Everyone should board the amphibious transport and get Tread to drive it into the 
middle of the river. Duke should disembark and crawl to the other side of the 
riverbank at the western side (near the plants at the western edge of the map). 
Snipe the enemy sniper and grenadier who are crouching near the pile of logs. A 
second grenadier will come to investigate; drop him before he can sound the alarm. 
Now Duke should also have a clear shot at the grenadier behind the bushes to the 
east; snipe him with the last bullet. Don’t forget to grab the dead sniper’s ammo. 

Now get Tread to swim over and hide the behind the pile of logs east of the ramp 
leading inland. Throw a Molotov cocktail to take out the patrol and use the 
remaining two to take out as many soldiers as possible. Duke should be able to mop 
up with the sniper rifle ammo from the dead enemy sniper.
Get everyone back into the amphibious vehicle and get Inferno to check one of the 
crates in the area for some grenades then throw it towards the truck to clear the 
road. Tread should then drive the vehicle to the end of the road. Mission 
accomplished!!!  

***********************************************************************

Mission 4: Target: Burma 
Location: Burma
Personnel: Tiny, Duke, Tread, Lupin

Introduction:

	May 1942. After conquering Singapore, Hong Kong and the Philippines, Japan 
overcomes Thailand and Burma in a few weeks. Its next objective: India. 
	The plan consists in launching a powerful offensive through the borders of 
Burma, advancing to Calcutta, there joining its forces landed on the southern Indian 
coast, thus trapping the allies in a deadly pincer move. 
	The Allied High Command settled on the plains of Imphal, knows the key to 
preserve India consists in stopping the Japanese offensive at the border. This is a 
heroic task as the allied troops are outnumbered and exhausted from months of defeat 
and withdrawals in the Asian continent. 
	Cut off and with no hope for reinforcements in weeks, the only hope lies on 
a single battalion of the British Army, a group of mercenary fighters of Indian 
origins, fearful warriors known for their ferocity and courage in battle. The 
Ghurkas 1st Battalion.  

Objectives:
-Rescue the spiritual leader. 
-Rescue the Ghurkas.
-Order the Ghurka to operate the radio.
-Eliminate the tyrant.
-Escape on the barge with the spiritual leader. 

Secondary objectives: none

Clues:
-Contact the fat man and arm the Ghurkas.

Walkthrough:

-CONTACTING THE SPIRITUAL LEADER-

Tiny should drop the decoy near the trees to the east (just next to the bridge) then 
go back into hiding. Activate the decoy and the Japanese soldier to the north of the 
decoy will come to investigate. Take him out from behind and grab the decoy. 
Now head to the northeast of the starting point and take out the lone stationary 
guard here, who is standing next to the canal. Hide his body in the same place as 
before. 

Now head further west and take out the lone patrolling guard there when he stops 
next to the canal. Carry and hide his body somewhere safe. Go to the southwestern 
edge of the map and take out the stationary guard here (near the lamp post) then 
hide his body as well. 
Now go take out the guard patrolling the western edge of the map just slightly to 
the north then hide the body somewhere safe. 
Keep going north and stop to hide at the statue next to the bridge leading to the 
temple. Take out the Japanese officer who is patrolling back and forth here then 
hide his body somewhere safe. Check his body to grab a cigarette pack.

Get Duke to snipe the patrolling guard just north of the starting point (on the 
balcony of the building across the canal). 
Tiny should then cross the river and take out the stationary guard to the west of 
the building (the one turning its back to the canal) then hide the body. 
Now slowly head to temple where the spiritual leader is but beware of the officer at 
the bottom of the staircase leading there, only move when his sight are moving to 
the right. Tiny should take him out when can get close enough and hide the body. 
Ascend the staircase now and go inside the temple to talk to the spiritual leader. 

-CONTACTING AND ARMING THE GHURKAS-

Get Lupin to cross the canal and climb the wall onto the balcony of the building to 
the north. Use the rope ladder and get Tiny to climb up. Take a peek through the 
door here to see a lone Japanese soldier in here. Wait until he turn his back to the 
door then go in and dispose of him. 
Now get Tiny to climb the ladder next to the temple where the spiritual leader is. 
Go down the ladder on the roof and take out the lone patrolling guard here. Open the 
door to access the adjacent and QUICKLY use the pistol to kill the officer and 
soldier in here. Climb down the ladder in this room to find the Ghurkas and bring 
them along with Tiny now. 

Leave the Ghurkas with Lupin for now and get Tiny to put the decoy at the gate just 
to the west of the large Buddha statue. Activate it and the guard should come to 
investigate. Get Tiny to take him out and retrieve the decoy. 
Now get Tiny to creep along the wall to the northern wall from the Buddha statue. 
Take out the guard next to the gate north of the Buddha statue and hide the body at 
the corner. Take out the patrolling officer to the north of the gate and hide the 
body at the corner. 

Enter the opening to the east of the gate north of the Buddha statue. Open the door 
right at the front and take out the patrolling soldier. Enter the library to the 
left and take out the stationary guard here. Enter the last room in this area and 
take out the two soldiers as well as the officer here. Check the desk and 
bookshelves in this area to find some sleeping pills, some first aid kit, some smoke 
and gas grenades, five wine bottles, a binocular, a cigarette pack and the first two 
pieces of the bonus mission. 
Climb the ladder here and QUICKLY take care of the soldier before he can do anything 
then knock out all the workers as well and tie them all up.    
Go back out again and enter the building where the fat man is located. Take out all 
three workers inside with Tiny’s fist then go talk to the fat man. The crates 
contain two Japanese rifles, some sniper rifle ammos; some smoke and gas grenades 
and some Molotov cocktails.

Now go back out and head to the back of the temple where the spiritual leader is. 
Take out the guard standing next to the canal who is looking at the back door and 
hide body at the corner. Enter through the back door and take out the lone 
patrolling guard here and hide him at a corner. Now Tiny have to QUICKLY use his gun 
to kill the remaining officer and three soldiers here before they can do much damage 
to him. When everyone is dead, check the drawer here to find a canned food, three 
wine bottles, some first aid kit, a rope ladder and the third part of the bonus 
mission.  

Go back to the Ghurkas and give the Japanese rifles to them (also equip them with 
rifles from the enemies that have been tied up earlier). Get Duke and Tread to cross 
the canal and join the rest of the team. 
Tiny should now head to the Buddha statue and enter it. Take out the sitting soldier 
to the left. Now wait for the other guard at the bottom to see him then quickly take 
him out before he can untie his friend. Climb down the ladder next and take out the 
worker. 
Enter the opening at the other end of the room and take out the two workers here. Go 
back to the previous room and climb the wooden ladder then take out the soldier 
standing by the crates. Now simply whip out a gun and shoot the ground. Wait for the 
two soldiers from above to climb down the ladder first then shoot them to death. 

-GAINING ACCESS TO THE RADIO-

Go back out of the Buddha statue then head south and sneak along the railings there. 
Head to the east and take out the soldier in front of the left guard tower then drag 
the body inside. Simply head to the basement to take out the worker then use any 
available means to kill the soldiers on the second floor. 

Go back out again and enter the building north of the left guard tower through the 
side entrance by sticking to the wall really closely (beware of the sniper on the 
roof). 
Quickly take out the patrolling guard here and the other one in the corridor. Ascend 
the staircase to the second floor and take out the officer who is leaning out of the 
window. Now dispose of the sleeping soldier and the lone patrolling officer at the 
adjacent room but leave the two soldiers who are sitting at the table. 
Climb the ladder to the third floor and climb the ladder again to get to the fourth 
floor. Take out the two snipers here and grab their guns. 
Go back down to the first floor and get Tread to come over. Open the door leading to 
the room with the three guards inside and lob a gas grenade to knock them out then 
tie them up. Check the drawers here to find some first aid kit, some canned food, 
some smoke and gas grenades, some Molotov cocktails, a pistol, a binocular, a wine 
bottle and the fourth piece of the bonus mission.  

Now get Duke over and snipe the two guards next to the gate located to the north of 
the building Tiny is in now. Crawl around the building to the right side and take 
out the lone stationary guard at the courtyard there. The guard standing in front of 
the door will come to investigate, take him out as well. Now Duke should aim at the 
roof of the right guard tower and take out the sniper there. Tiny should head back 
to the second floor and go out to the balcony. Tie up the two Japanese snipers there 
and grab their rifles. 

Now get Tiny to head to the right guard tower and take out the soldier at the 
basement level. Don’t forget to grab the dead sniper’s ammo on the third floor. 
Enter the radio tower located north of the guard tower that Tiny just entered (the 
one next to compound’s wall). Take out the worker here and bang on the wall to lure 
the soldier who is cleaning his rifle. Quickly take him out before he can untie his 
friend. The cupboard here contains some first aid kit and the fifth part of the 
bonus mission. 
Stand near the ladder and fire a shot. Kill the three soldiers as they climb down 
the ladder and get one of the Ghurkas over to stand by next to the radio. 

Now send Duke to kill everyone on the map (excluding the sniper on top of the 
building to the west of the radio tower) and he should be left with exactly 
seventeen bullets. 
Send Tiny to enter the small towers north of the radio tower through the orange door 
at the side. Go to the adjacent room first and take out the lone patrolling guard 
there but leave the two guards who are cleaning their rifles. Tiny should then climb 
the ladder at the other end of the room and take out the lone soldier there.   
Get Duke to come in and shoot the two soldiers at the ground floor. Check the 
cupboards here to find some fish food, four wine bottles, three shovels, two 
Japanese rifles and the sixth part of the bonus mission. 
Get Duke to climb the other ladder and snipe the patrolling soldier. Take out the 
stationary guard here and check the cupboard to find some sleeping pills, some first 
aid kit and the seventh piece of the bonus mission. 

Send Tiny to the large house next to the place where the fat man is (enter through 
the back door). Take out the three patrolling guards here and ascend the staircase 
(need some patience). 
Take out the lone patrolling guard here followed by the officer lying on the bed. 
Get Tread to enter through the back door like Tiny then lob a gas grenade at the 
group of soldiers near the front door then quickly tie them up. Ascend the main 
staircase to the second floor and tie up the soldier who is in the room with the 
bookshelves. Check them to find some canned food, some smoke grenades, some Molotov 
cocktails, some sleeping pills, three wine bottles, a gas grenade, two rope ladders, 
three shovels and the eighth part of the bonus mission. 

-ASSASSINATING THE JAPANESE TYRANT AND ESCAPE!!!-

Now get one of the commandos to fetch the spiritual leader and everyone should 
crouch near the barge. Get Tread to enter the last building that has not been 
explored in the map, which is the one to the right of the guard towers. 
Throw two gas grenades to take out the two soldiers near the entrance then tie them 
both up. Check the furniture here to find some first aid kit, some Molotov 
cocktails, some smoke and gas grenades, three wine bottles as well as the ninth and 
final part of the bonus mission. 

Get the Ghurka to use the radio. Quickly get Duke to climb the lamp post near the 
barge and wait for the tyrant to come. The tyrant will be wearing a blue uniform. 
Don’t let the mass of soldiers become a distraction; let Duke take his time and aim 
carefully then squeeze the trigger. When the shot has been commenced, quickly climb 
back down. Get all your commandos to enter the barge with the spiritual leader. 
Mission accomplished!!!

Locations of the bonus missions (9 in total):
-Two pieces found in a desk and a bookshelf located in the building just behind the 
fat man’s place (across the Buddha statue).
-One piece found in drawers located at the ground level of the temple where the 
spiritual leader is.          
-One piece found in drawers located at the first floor of the building to the east 
of the Buddha statue. 
-One piece found in cupboard located at the first floor of the radio tower. 
-Two pieces found in cupboards located at the small towers north of the radio tower. 
-One piece found in bookshelf located at the second floor of the building to the 
west of the radio tower. 
-One piece found in cupboard located at the first floor of the building to the east 
of the right guard tower. 

***********************************************************************

Bonus Mission 4
Location: Unknown
Personnel: Tiny, Duke, Inferno, Tread

Objectives:
-Resist the invasion.

Secondary objectives: none

Clues:
-Prepare your men to resist an infantry attack.
-Hide the allied soldiers to set up ambushes.
-The enemy will have reinforcements nearby. 

Walkthrough:

There is no real strategy in this mission. Luck also plays quite an important factor 
here. Setup the allied soldiers behind the walls supported by some of the commandos. 
Place the anti-personnel mines on the road to try to take out as many enemy soldiers 
as possible. 
Get Inferno to crawl to the south and stop behind the wall nearest to the bunch of 
soldiers. He has to stick as close as possible to the eastern edge of the map to 
avoid getting seen by the patrolling soldier nearby.  

From there Inferno should be able to lob a grenade towards the soldiers’ formation. 
The explosion (if done properly) should be able to take out the whole formation on 
the right thus reducing the number of enemy by almost half.
The invasion will automatically begin and the enemy soldiers will start to advance 
on the other commandos’ positions. Inferno should QUICKLY fall back while trying to 
kill more soldiers with his remaining grenades and flamethrower. 
Use Duke to snipe a few if possible but control Inferno for this mission and rely 
heavily on the flamethrower. 
When the first wave has been defeated, the enemy reinforcement will appear. Use any 
surviving commandos and allied soldiers to put up an even fiercer fight and use any 
remaining ammunitions e.g. Inferno’s grenades and Duke’s sniper rifle ammo or 
Tread’s Molotov cocktails. Mission accomplished!!! 

***********************************************************************

Mission 5: Bridge Over the River Kwai
Location: River Kwai, Thailand
Personnel: Tiny, Fins, Tread, Lupin

Introduction:

	June 1942. The Japanese expansion in the Pacific continues. The allied 
prisoners numbering tens of thousands are directed to prisoner camps where they are 
forced into slave labor in the most inhumane of conditions. Many perish, victims of 
beatings, starvation and epidemics. 
	In Thailand, the prisoners from one of these camps are pressed in to the 
construction of the Tamarkan bridge, which will complete the vital railway link to 
Burma, allowing for the movement of men and supplies to the interior of the 
continent.
	Its opening is readied for the 17th of June with a special train of the 
Japanese high command running the whole railway line ending with the crossing of the 
Tamarkan bridge, the bridge over the River Kwai.   

Objectives:
-Rescue Guinness.
-Obtain the explosives.
-Find the bridge’s weak spot by taking Guinness to the model.
-Plant the explosive trap.
-Summon the train by sending a telegraph.

Secondary objectives:
-Rescue the prisoners.

Clues:
-Cross the river on an elephant.

Walkthrough:

-SECURING THE ELEPHANT CAGE-

Tiny should first of all take out the two soldiers near the commandos starting 
position then hide the body beneath the cliff to the north. 
Tiny should then go around the elephant cage and stop at the southern side (near the 
entrance). Take out the soldier near the entrance when he come to end of his patrol 
then hide the body like before. 
Now Tiny should disguise himself as an enemy soldier by stealing a uniform so the 
enemy would not be suspicious of him if he enters their long-range view. Go to the 
east and take out the officer who is writing some notes near the car (beware of the 
guards on the guard tower) then hide his body with the others. 
Come back and hide besides the building west of the guard tower and wait for one of 
the guards to come down then take him out. Climb the guard tower next then take out 
the remaining guard here. Get Lupin over to unlock the box and he will find a 
machinegun, some Molotov cocktails and some smoke grenades.   

Tiny should head into the building to the west of the guard tower. Take out the 
soldier here followed by the patrolling worker. Lastly, take out the worker writing 
notes near the boat. Open the box here to find a cigarette pack, a wirecutter and 
the first piece of the bonus mission.
Head back outside and go inside the elephant cage by crawling along the northern 
wall all the way to the back. Simply take out the lone stationary guard here and tie 
him up then hide the body at the back of the cage. 
Position the decoy at the corner located at the north side of the cage and go to 
hide. Activate it to lure the lone guard at the road leading to the bridge just 
north of the elephant cage. When he turns around to enter the cage, follow closely 
from behind to take him out and leave the body there. 

Now get Tread to join Tiny and lob a Molotov cocktail at the officer and soldier who 
is chatting to each other to the east of the elephant cage. 

Additional note: Make sure that only the patrolling soldier to the northeast are 
alarmed by the Molotov (the one near the house to the west of the pier). The only 
way to make this happen is to let him walk back towards the river first before 
throwing the bomb. By the time he turn his back, the fire would have die down and he 
will run over to investigate. Get Tread to lob a second Molotov cocktail...

After the fire have die down, get Tiny to hide all three charred bodies inside the 
elephant cage. Lupin should come over to unlock the box located south of the house-
pier. Inside he will find a cigarette pack, a wine bottle, a canned food and some 
first aid kit. 
Get Tiny to enter the house-pier and take out the worker in the first room. Open the 
drawer here to find some smoke grenades, some Molotov cocktails, a wine bottle, a 
binocular, a grappling hook and the second piece of the bonus mission. 
Open the door to the corridor and take out the patrolling soldier here. Get Tread to 
come inside and lob a Molotov cocktail to take out the two guards sitting at the 
bench. Throw a second Molotov out of the window to burn the guard standing outside. 
Tiny should now go out and drag the charred remains inside the building. Go back out 
of the house and take out the guard crouching by the boat and hide the body inside 
the house. 
Tiny should head to the north and take out the patrolling soldier underneath the 
bridge then hide the body somewhere safe.    
Head further north and take out the guard at the bottom of the cliff to the 
northwest followed by the stationary soldier who is looking at the river to the east 
of the guard that Tiny just took out. 

-PROCURING THE EXPLOSIVES-

Have Tread craw along the path north of the elephant cage that is leading to the 
bridge. He should then throw a Molotov cocktail at the lone stationary soldier near 
the railway. Four guards will be alerted to the explosion: the officer, the 
patrolling soldier, the stationary soldier far to the west and the smoking soldier 
right at the western edge of the railway. These four people will come to investigate 
the remains of the unlucky soldier; Tread should lob a second Molotov cocktail to 
take care of them... 

Get all of the commandos to regroup at the area to the west of the bridge. Now get 
Fins to crawl along the railway to the east without getting seen by the lone 
stationary guard along the way. Fins should then throw the knife to take him out 
then hide the body with the pile of ashes to the west. 
Stop at the middle of the bridge and examine the stack of barrels here to find the 
third piece of the bonus mission. 
Head further east and take out the Japanese sniper that is looking to the south then 
hide the body in the same place as before.  
Tiny should head east again and stop next to the box of coal at the eastern edge of 
the railway. Take out the worker who is crouching near the locked box further to the 
east (south of the railway near the two small hut with the crane). QUICKLY hide the 
body inside the hut with the small crane before anybody can see him. 

Tiny should come back out and lie down next to the box of coal again. Get Lupin to 
come over and unlock the box to find a canned food, a knife, a wirecutter, some 
smoke grenades and some first aid kit. 
Get Tiny to crawl further east and head to the back of the prisoner camp to the 
north. Use the wirecutter to cut through the wire fence and go inside (beware of the 
patrolling soldier here). 
Head into the largest building when no one is looking and check the cupboard to find 
the explosives, some Molotov cocktails, a wine bottle and the fourth piece of the 
bonus mission.
Go back outside and hide beside the house. Wait for the patrolling soldier from the 
northwest to come to the back of the house to smoke first then Tiny should take him 
out then hide his body inside. 
Wait by the side again for the second patrolling soldier from the northwest to stop 
next to the door leading to the house that Tiny just entered. Take him out and hide 
the body inside as well. 
Cut the wire fence to the northwest of the camp and take out the lone patrolling 
soldier outside then leave the body there. 
Get Tiny to take out the two remaining soldiers near the entrance to the prisoner 
camp by taking out the inner one first followed by the one near the box of coal. 
Now Tiny should enter the northwestern house of the prisoner camp. Take out the 
officer to the right as well as the patrolling soldier then throw both bodies out of 
the window. Get Tread to come in and check the cupboard to find a canned food, a 
cigarette pack, a knife, some fish food and the fifth part of the bonus mission. 
Lob a smoke grenade at the two soldiers in the adjacent room then quickly tie them 
up before the gas dissipates. Get all of the commandos to regroup near the box of 
coal. 

-RESCUING GUINNESS-

Tiny should to the east and take out the stationary guard at the far end near the 
edge of the map the hide the body in the prisoner camp just be safe. 
Fins should go down the footpath leading to the base of the bridge located to the 
north of the coal box. Hide at the bottom of the footpath and wait for the 
patrolling soldier from the south to turn his back before taking him out by throwing 
the knife then hide the body at the bottom of the bridge. 
Fins should go to the south and take out the soldier at the bottom of the cliff 
(near the footpath south of the bridge) by throwing his knife then quickly hide the 
body beneath the bridge. 

Additional note: Make sure that Fins has a wirecutter in his inventory before he 
goes down to save time later. 

Tiny should now go down the footpath south of the bridge and stop at the bottom. As 
soon as the soldier to the east (near the small house) turn his eyes to the other 
way, Tiny have to quickly make his move and walk to the side of the house (requires 
very precise timing). Wait again for the soldier to look away then quickly cut the 
corner to take him out. 
Get Tread and Lupin to join Tiny beside the small house. Tread should lob a Molotov 
cocktail through the window to kill the soldier sitting inside. Get Tiny to enter 
the door and quickly shoot the officer to death. Open the small cupboard here to 
find some sleeping pills, some first aid kit and the sixth part of the bonus 
mission. 
Lupin should unlock the metal box in here to find a binocular and three shovels.    

Tiny should head to the telegraph station to the south and take out the lone 
stationary soldier at the balcony who is looking over Guinness’ prison. Enter the 
telegraph station through the side door and take out the soldier here. Go to the 
adjacent room and QUICKLY shoot the two soldiers by the telegraph machine before 
they can do anything. 
Now peek through the door and wait for the patrolling guard outside to return. Take 
him out then quickly hide the body inside the station.  
The patrolling officer will return and go back down again; he will ask the lone 
soldier next to the door of the house at the bottom to go up. Wait for the soldier 
to stop in front of the door then Tiny should take him out and drag the body inside. 
Peek through the door and wait for the officer to return then take him out and drag 
the body inside. 
Now Fins should crawl along the riverbank to the south and stop behind the bathing 
soldier. Wait for the jailer in Guinness’ prison to walk away and start punching the 
pole next to the entrance the Fins should quickly take out the bathing soldier and 
throw the body into the river. 
Now simply sneak up on the jailer from behind, cut the fence with the wirecutter 
then throw the knife to kill him. Check the body for some keys and go talk to 
Guinness. 

-SETTING THE EXPLOSIVES AT THE BRIDGE-

After the conversation, get Tiny to descend the staircase and circle the house at 
the bottom while keeping close to the wall in order to avoid being seen by the 
sniper at the window. Enter the door next to the window and take out the officer 
followed by the soldier cleaning his rifle. Fire a shot from the pistol to lure the 
last soldier in this room to stand up then quickly gun him down. 
Get Lupin to come inside and unlock the metal box here to find a wine bottle, a 
mantrap, a wirecutter, some sleeping pills, some first aid kit and some smoke 
grenades. 

Go inside the door to the adjacent room and take out the sniper here then hide the 
body near the door. Simply get Tiny to fire a shot and kill all three guards at the 
second floor as they climb down the ladder. Tiny should now climb the ladder and 
examine the small drawer here to find three shovels, a wine bottle and the seventh 
part of the bonus mission. 
Get Fins to escort Guinness and enter the building from the locked door at the 
staircase mid-landing using the key that was taken from the dead jailer earlier. 
Guinness should go to the bridge’s scale model and a conversation will ensue. 
After the conversation, get one of the commandos to go to the railway and examine 
the row of barrels near the center. Put the explosive inside and climb back down to 
join the others. 

-SENDING THE MESSAGE OF DEATH-

Regroup everyone at the bottom of the bridge and let Tiny head north to take out the 
lone stationary guard there (at the bottom of the cliff near the cage where the 
prisoners are) then dump his body into the river. Wait for the patrolling guard from 
the north to come back then take him out as well and dump him into the river.  

Get Fins over and put on his diving suit. He should then shoot the rope hanging the 
prisoners’ cage mid-air then quickly jump into the river. Go underwater and release 
the prisoners from the cage. 
Now simply send someone to go to the telegraph station and send the message to 
summon the train. Mission accomplished!!!

Locations of the bonus missions (7 in total):
-One piece found in box located inside the building to the west of the guard tower.
-One piece found in a drawer located inside the house-pier.
-One piece found in the southern row of barrels near the center of the bridge.
-One piece found in the cupboard inside the largest building at the prisoner camp 
(where the explosives are). 
-One piece found in the cupboard inside the northwestern building of the prisoner 
camp. 
-One piece found in the small cupboard inside the small house south of the bridge 
(at the bottom of the southern footpath of the bridge). 
-One piece found in a small drawer next to the bridge’s scale model.

***********************************************************************

Bonus Mission 5
Location: Training Mission 1 
Personnel: Inferno, Lupin

Objectives:
-Neutralize all of your enemies.

Secondary objectives:
-Switch off the spotlights. 

Clues:
-Use the telephone wires to move around the scenery without being seen. 
-Get the flamethrower.
-Neutralize the soldiers at the border post.

Walkthrough:

First of all, take out stationary soldier standing next to the bushes near the 
starting position then hide the body. Wait for the lieutenant with the flashlight to 
come back the Inferno should follow him then take him out and hide the body behind 
the bushes.
Get Lupin to climb the telephone pole and swing towards third pole. Climb back down 
and flick the switch here to turn off the spotlights (beware of the patrolling 
soldier while climbing down the pole).
Now crawl to the northern edge of the map and head to the west then south to access 
the metal box. Unlock it to find some grenades, a wirecutter and a flamethrower. 

Climb the telephone pole again and swing back towards Inferno and give all the 
equipment that Lupin just got. Inferno should then crawl towards the officer group 
and lob a grenade there. The surrounding soldier should come running to investigate; 
take them out with the second grenade. Simply mop up any remaining enemy soldier 
with the flamethrower. Mission accomplished!!!      

***********************************************************************

Mission 6: The Guns of Savo Island
Location: Savo Island, north of Guadalcanal, Solomon Islands
Personnel: Tiny, Fins, Inferno, Tread

Introduction:

On the 28th of May the allies achieve a very important victory in Midway, breaking 
the Japanese advance in the South Pacific as well as equalizing their naval forces 
with the destruction of four Japanese aircraft carriers. 
But in July of 1942 Allied Naval Intelligence sounds the alarm. The Japanese have 
constructed an airfield on the largest of the Solomon Islands, Guadalcanal, from 
where they could continue their offensive. 
The Allied High Commands draws up a plan to take the island, code named 
Operation “Watchtower”, the largest amphibious assault since the beginning of the 
conflict. But there is an important obstacle in their way, the island of Savo, 
located north of Guadalcanal. Strongly fortified, the island is bristling with large 
artillery, protected in underground tunnels, safe from the attack of bombers. In 
these conditions any landing attempt at Guadalcanal would be a massacre. The island 
of Savo is the key to Guadalcanal. 

Objectives:
-Rescue the Allied pilot. 
-Get explosives.
-Destroy the guns.
-Escape in the seaplane. 

Secondary objectives:
-Steal the golden monkey.
-Blow up the wall behind the golden monkey.

Clues:
-Contact the shipwrecked sailor.
-Steal the key to the tunnels. 
-Find the blowtorch in the sunken ship, in order to open the bunker door.

Walkthrough:

-ACQUIRING THE BLOWTORCH-

Get Fins to row the inflatable raft towards the shipwrecked sailor. Let Fins 
disembark from the raft and talk to the sailor. After the conversation, the mission 
objective will be updated. 
Get Fins to don his diving suit then dive underwater. Kill the shark in here and 
head to the next screen by going to the east. Kill the shark here as well and head 
north to reach the next screen.
Take out the shark first then shoot the enemy diver with the harpoon and proceed to 
the next area. 

Fins will see the sunken ship here. Kill the three enemy divers first then enter the 
ship’s bow. Grab the blowtorch here and go back out. Swim to the place where Fins 
first came and go to the west to get to the next screen. Kill the shark in here then 
proceed forward and take out the two enemy divers up ahead. 

-ESTABLISHING AN INITIAL LANDING ON THE SAVO ISLAND-

Proceed to the next screen and kill the shark here. Go into the seaplane here by the 
hole at the bottom. Take out the worker near the ladder then just fire a shot to the 
ground. The three guards on the second level will come rushing to the ladder. Simply 
shoot them to death as they climb down. Dive into the water again and re-surface 
next to the plane.  
   
Head to the right side of the plane and hide near the cliff there. Wait for the 
patrolling soldier to stop nearby first then quickly take him out then dump the body 
in the ocean. Take out the stationary guard crouching to the north (at the bottom of 
the cliff) and dump him into the ocean as well. 
Now cross the beach and crawl along the small river further inland and take out the 
stationary soldier underneath the bridge. 
Jump back to the ocean and swim to the left side of the plane. Swim to the western 
coast area and take out the soldier on the wooden staircase by throwing the knife 
then dump the body inside the ocean. 

Now take out the patrolling soldier on the beach by hiding behind the stack of 
crates. Throw the knife to take him out when he come close. Retrieve the knife then 
take out the smoking soldier at the coast and dump both bodies into the ocean. 
Crawl along the plank towards the plane and quickly whip out the gun and shoot both 
of the guards near the plane then dump the bodies into the ocean.  
Fins should now head to the wooden staircase to the west. Stop midway and throw a 
cigarette pack on the top landing to lure the patrolling guard nearby. Throw the 
knife to take him out then dump the body inside the ocean. 
Head further inland by ascending the wooden staircase then go into the house. Take 
out the patrolling soldier near the window to the left then leave him there. Now 
whip out the pistol and QUICKLY shoot the four remaining guards in here. 
Go back out, tie up the two officers there then drag them inside. Head back outside 
and kill the lone soldier who is overlooking the ocean to the west then hide the 
body inside.   

Now wait for the officer from the cannon to the northwest to walk towards the cannon 
at the west then QUICKLY take him out. Proceed to take out the two soldiers manning 
the cannon to the west then hide all three bodies in the house like before.
Fins should now take out the guard outside the building to between the two cannons 
then hide the body like before. Peek through the door and wait for the patrolling 
guard inside to look away first before going in. Take out the patrolling guard then 
simply mop up by taking out the remaining two guards here. 
Go out from the building by using the other door. Fins should take out the 
stationary officer followed by the soldier patrolling near the anti-aircraft gun 
then dump both bodies inside. 
Fin should now head inside the small green building at the area, but enter the right 
door because the left one leads into the heavily guarded bunker. Take out the two 
soldiers who are looking down the ladder then fire a shot to lure the worker at the 
bottom. Simply shoot him to death when he is climbing the ladder.
Fins should now climb down and open the crate here to find two remote control 
bombs.   
Head back outside and jump into the ocean. Swim back to the others and pass the 
bombs to Inferno. 

-CLEARING THE EASTERN PART OF THE ISLAND-

Group all the commandos together including Wilson then jump into the ocean. Swim to 
the western edge of the map then swim all the way to the north without stopping. 
Halfway through the map, there is a boat with a machinegun onboard. Some of the 
commandos may get shot along the way but as long as they keep moving, the damage 
will be very small. When they are safe from the gunboat, get everyone to land on the 
shore near the plane and take a rest for a while... 

Get everyone to head to the area that Fins had cleared earlier. Tread should throw a 
smoke grenade at the officer and soldier who is chatting just to the east of the 
wooden bridge that connects the western and eastern area of the island. Quickly move 
in before the gas dissipates to take them both out then hide the bodies in one of 
the houses.   
Get Tiny to cross the bridge to the west and take out the soldier leaning on it 
along the way. Carry the body and hide it in one of the buildings to the east. 

Get Tread to enter the left door of the small green building. Descend the staircase 
and open the door into a corridor. Roll a smoke grenade on the floor towards the two 
chatting soldiers. Take them both out followed by the lone stationary guard standing 
outside a door. 
Regroup everyone in the corridor and send Inferno to enter the door at the other end 
of the corridor and put a remote control bomb next to the wall in the golden monkey 
room. Go back into the corridor and detonate the bomb. Tiny should now get inside 
and grab the golden monkey then go out from the large hole in the wall. Carry the 
golden monkey along the coast and put it inside the plane. Tiny should head back 
inside the corridor and join the others. 

Inferno should enter the remaining door in the corridor to access the command room 
(make sure it’s not the door near the golden monkey room but the other one). Take 
out the stationary soldier at the staircase then carry the body to the corridor. 
Go back inside and lob a grenade to take out the sailors and the patrolling soldier 
at the bottom of the staircase. There should be three enemies left in the command 
room: an admiral (the one with the white uniform), an officer and a sailor. Wait 
until they return to their posts then Inferno should move in and take the officer 
out followed by the admiral then the sailor. Check the admiral’s body for the bunker 
keys. 
Examine all the furniture in the command room to find a knife, some first aid kit, 
some canned food, some sleeping pills, some Molotov cocktails, eight wine bottles 
and the first three pieces of the bonus mission. 

-RESCUING THE ALLIED PILOT-

Get everyone back outside and Tread should cross the bridge to the western side of 
the island. Stop near the two chatting soldiers and throw a Molotov cocktail at the 
two guards slightly to the southwest (next to imprisoned allied pilot) but make sure 
that no one is alerted. 
Get Wilson to stand to the west of the two chatting soldiers and sound his trumpet. 
Tread should tie them both up and hide the bodies in one of the houses in the 
eastern part of the island (get one of the commandos to help so it will be faster 
therefore less risk of being seen).   

-CLEANING UP THE WESTERN SIDE OF THE ISLAND-

Get Fins to climb down the short ladder from where the allied pilot is imprisoned. 
Throw the knife to take out the soldier near the ladder. Kill the officer near the 
small green building to the west followed by the soldier next to the cannon slightly 
to the east then leave the bodies there. 
Tiny should now enter the door at the right side of the green building and take out 
all the four workers at the upper level. Head to the mid-level and take out the 
worker here then check the crate to find a rope ladder and a remote control bomb. 
Fire a shot to the ground to lure the two guards at the bottom to come investigate 
then QUICKLY shoot to kill them both. 

Go back up then open the door to the left this time with the key from the admiral in 
the command room earlier. Descend the staircase and open the door to enter a room 
with two exits. Take out the stationary guard and the worker first then enter the 
door that the guard was facing.
Take out the stationary guard in this room followed by the four workers at the lower 
level who is hacking away at the wall. Open the crate here to find some grenades. 
Go back to the previous room and enter the other door. Take out the worker here and 
enter the only door here. 
Tiny should enter the door to the right and crouch immediately. Crawl around the 
barrels and boxes until Tiny can get close to the lone stationary guard across the 
room. Take him out when he is not looking and get tread to join Tiny. Tread should 
then throw a Molotov cocktail to take out the two workers here. 

Get Tiny to climb the ladder in here and exit through the opening. Ascend the ladder 
here and unlock the bunker door leading outside. 

Additional note: Make sure that the patrolling officer is not outside when Tiny go 
out otherwise the alarm will sound. 

Take out the stationary soldier outside followed by the one with the binocular and 
the guard standing next to the cannon then hide all three bodies inside the bunker 
entrance. 
Wait for the patrolling officer to return then take him out as soon as he turn his 
back then hide the body with the previous three victims. 
Get Tread to come out from the bunker and lob a Molotov cocktail to take out the 
officer and two sailors behind the bunker entrance (make sure that the stationary 
soldier is not alerted). Simply get Fins to join Tiny and Tread outside then throw 
the knife to take out the stationary soldier near the recent burn victims. Open the 
crate here to find a flamethrower and a binocular.      

Now get Fins to climb the ladder to the circular platform slightly to the east of 
the bunker entrance (next to the AA gun). Get Tread to lob a Molotov cocktail from 
the bottom of the ladder to kill the guard next to the anti-aircraft gun while Fins 
have to QUICKLY throw his knife at the soldier standing on the circular platform 
before he can sound the alarm. Enter the hut on the platform and take out the 
soldier here then drag the dead body on the platform inside. Head back outside and 
take out the guard at the adjacent platform by throwing the knife.   
Tiny should head along the footpath to the north of the bunker entrance and take out 
the stationary guard here. 

Get Tread to peek through the door of the house to the east of Tiny. Time it really 
carefully so when the patrolling officer and soldier walks through the door into the 
adjacent room, QUICKLY get Tread to go inside and lob a Molotov cocktail at the door 
which should take out the two of them plus an admiral standing nearby.   

Additional note: Make sure that none of the other soldiers inside the house are 
alerted. 

Now Tread can take out the two soldiers who are leaning out of the windows as well 
as the sailor next to the bookshelf. Check the cupboard and bookshelf here to find 
some first aid kit, some canned food, three wine bottles and the fourth piece of the 
bonus mission. 

Inferno should head to the small hut just south of the larger bunker entrance to the 
north. Lob a grenade inside through the door to take out all the patrolmen inside. 
Now get Tread over and lob a Molotov cocktail at the guard on top of the bunker 
entrance to the north. Tiny should then take out the guard to the right of the 
bunker door. He should then take out the soldier leaning on the window of the house 
north of the anti-aircraft gun (the building where Tread lob a Molotov cocktail 
earlier which killed an admiral, an officer and a soldier) then dump the body inside 
the house.

Now get Tiny to crawl his way to the northernmost building and enter it. Take out 
the lone officer in here and check the cupboard to find a rope ladder, a Japanese 
rifle and the fifth piece of the bonus mission. Go back outside and take out the 
patrolling soldier next to the house then dump the body inside.    
Tiny should now enter the building just to the south. Whip out the pistol and shoot 
QUICKLY to take out the two soldiers here. 
Get Tiny to climb the telephone pole and glide towards the building with the sniper 
on the roof then simply wait there until his energy bar runs out. Tiny will fall 
down to the side of the house; heal him with a first aid kit then enter the house. 
Take out the patrolling soldier at the ground level then open the cupboard to find a 
wine bottle, some Molotov cocktails and the sixth piece of the bonus mission. Climb 
up the ladder and take out the sniper then head back outside through the back door.  

Grab Fins’ knife and carry the soldier that he killed earlier into the house. Come 
out again and drop the decoy there. Activate the decoy to lure the guard from the 
front to come investigate. Take him out then hide the body inside as well. 
Now get Inferno to take out the stationary guard outside the small hut in front of 
the bunker entrance then drag the body inside. Peek outside and wait for the 
remaining patrolling soldier outside to appear then simply approach him from behind 
and take him out then dump his body inside one of the houses. 
Inferno should then lob a grenade through the window of the house just next to the 
bamboo bridge to the east. The resulting explosion should be able to take out all 
the patrolmen inside. 
Get Tiny to enter the last small hut in this area (next to the building with the 
sniper on the roof) and take out the lone soldier inside. Open the crate inside to 
find some first aid kit and a rope ladder.  
Get Inferno to head to the northernmost building and lob a grenade here to take out 
the group of soldiers near the barrels. The explosion should be able to kill all but 
one of them who can be easily disposed off with several well-placed shots from a 
gun.  

-DESTROYING THE GUNS AND ESCAPE!!!-

Now get Tread to go to small bunker entrance to the south and lob a Molotov cocktail 
at the soldiers on the beach who are looking at the crate. Wait for the soldier with 
the binocular on the beach to notice the dead bodes first then Inferno should come 
down and shoot him to death. Go a bit further to the east and shoot the soldier next 
to the cannon. Open the crate here to find some mines.

Head further east and lob a grenade to take out the two soldiers near the ammunition 
storage room and enter it. Throw another grenade here to take out all three guards 
inside the ammunition storage room and open the cupboard to find two remote control 
bombs, some Molotov cocktails and the seventh piece of the bonus mission. 

Regroup everyone including Wilson and the allied pilot at the small bunker entrance 
to the south of the island’s western area. Inferno should go in and head back to the 
corridor where there are two stationary soldiers looking at each other plus a 
patrolling guard nearby. 
Wait for the patrolling guard to come close to one of the stationary guards before 
throwing a grenade to take them both out. The alarm will sound and five more 
soldiers will come bursting though the door at the other end of the room, throw a 
second grenade to kill them all. 
Now Inferno should fire a sot to lure the remaining stationary guard to come, kill 
him when he does. Another guard will the come running through the door at the far 
end, kill him with the pistol then enter the door where the reinforcements come 
from. 

Tread should come to join Inferno here and enter the door on the right when the 
three guards inside are chatting. QUICKLY lob a Molotov cocktail to take them all 
out. Check the cupboard to find some sleeping pills, some first aid kit, a canned 
food, a wine bottle, a knife and some Molotov cocktails.
Inferno should throw grenade towards the door that he is facing to kill all the 
occupants inside. Go inside the room and check the cupboard and drawer to find some 
first aid kit, some Molotov cocktails, some grenades, some sleeping pills, a wine 
bottle, two knives, a canned food and the eighth part of the bonus mission. Head 
back outside and get Tread to take out the lone soldier here with a Molotov 
cocktail.         

Enter the last door in this area to gain access to the guns. Take out the patrolling 
soldier right in front of the door and simply lob a grenade to take out the 
remaining two. Check the cupboards here to find a wine bottle, some Molotov 
cocktails, some grenades, some canned food, some first aid kit and the last two 
pieces of the bonus mission.
Place three remote control bombs next to each of the guns then take the elevator to 
the first floor and exit through the main bunker entrance. 
Regroup everyone outside and run to the seaplane. Detonate the bombs then get 
everyone to enter the plane. Mission accomplished!!!

Locations of the bonus missions (10 in total):   
-Three pieces found in furniture located inside the bunker’s command room.
-One piece found in cupboard located inside the building north of the anti-aircraft 
gun at the western side of the island.
-One piece found in cupboard located inside the northernmost building at the western 
side of the island.
-One piece found in cupboard inside the building with the sniper on the roof at the 
western side of the island.
-One piece found in cupboard inside the ammunition storage room.
-One piece found in drawer inside the room located at the bunker where Inferno throw 
grenade through the door to kill everyone inside (the room before blowing up the 
guns). 
-Two pieces found in cupboards at the same room where the guns are places inside the 
bunker.

***********************************************************************

Bonus Mission 6
Location: Unknown
Personnel: Tiny, Tread, Spooky

Objectives:
-Cut the fence.
-Deactivate the mines.
-Neutralize the enemy forces.
-Get all of your men into the truck. 

Secondary objectives:
-Get the enemy codebook.

Clues:
-Get the wirecutters.
-Look for a mine detector. 

Walkthrough:

As soon as the mission starts, get Tread to lob Molotov cocktails at the officer who 
is interrogating Inferno to the east. The explosion should be able to take out the 
officer, the lieutenant and the soldier slightly to the west. Wait for the other 
soldiers to notice then lob the remaining Molotov cocktails to burn them all. 
Get all your commandos to go to the jeep and release Inferno. 

Tiny should now climb the pole to the north and swing towards the northern area. 
Climb back down then take out all four workers here.  
Check the crates located to the south of the truck to find a wirecutter, a mine 
detector, two rope ladders, two wine bottles, some canned food, some grenades and 
some first aid kit. 
Climb the pole again but this time drop down on the wall then lower the two rope 
ladders on both sides. Get the other commandos to climb the adder and stand near the 
barbed wires. 

Inferno should cut the barbed wire and scour the area for mines. There are 15 mines 
in total. Inferno should hide next to the truck and lob a grenade at the group of 
enemies to the north. One grenade should be enough to take out all the enemies at 
the vicinity without destroying the truck in the process. Check the officer’s body 
for the code book and get everyone to board the truck then drive it towards the 
road. Mission accomplished!!! 

***********************************************************************

Mission 7: The Giant in Haiphong
Location: Haiphong, Indochina
Personnel: Tiny, Inferno, Lupin

Introduction:

	Spring of 1944. Indochina remains a French colony but is actually under 
Japanese control. 
	The Japanese have established important garrisons in the area. Indochina is 
an extremely important base as it supplies provisions to the Japanese Navy, who are 
in turn protected by crushing aerial defense. They have also built military port 
installations of which Haiphong is the most important. 
	The nearby town has also been converted to serve as diversion to the 
Japanese sailors.

Objectives:
-Contact the Sapper and the Thief.
-Find the explosives.
-Destroy the large fuel tanks.
-Destroy the small fuel tanks.
-Infiltrate the aircraft carrier.

Secondary objectives: none

Clues:
-Talk with the shopkeeper. 
-Rescue Natasha.
-Hide inside the truck.

Walkthrough:

-ESTABLISHING CONTACT WITH THE SHOPKEEPER-

Go inside the small house next to Tiny and take out the first guard next to the 
cupboard. Whip out the pistol and take out the second guard then check the cupboard 
to find a wine bottle and a canned food.
Go back outside then take out the guard next to the house just to the west. Hide the 
body beside the house and go inside then take out the patrolling soldier here 
followed by the one at the back of the room. Check the crate and cupboard to find a 
cigarette pack, a binocular and the first part of the bonus mission. 

Go back outside and take out the patrolling guard near the eastern edge of the map. 
Crouch behind the wall and wait until he reached the end of his patrol route. As 
soon as he turn around to walk back to the west, approach him from behind and take 
him out. Now circle around the house nearby and take out the guard to the left (in 
the shadows).
Enter the house itself and take out the patrolling guard here when he stops at the 
southwest corner. Go to the worker doing sit-ups and take him out followed by the 
soldier sitting near the table to the right. Check the crates here to find some 
first aid kit, two wine bottles, a canned food and a machinegun.

Now head to the west again and take out the soldier who is standing to the right of 
the small temple here. Creep long the wall to the north to do this then put the body 
next to the temple for now. Take out the grenadier who patrols in front of the 
temple followed by the soldier to the left then hide all three bodies in the 
building. 
Enter the red-roof building west of the temple and take out the stationary guard at 
the corridor. Go into the next room and take out the patrolling soldier followed by 
the grenadier sitting at the table. Check the hanging cupboard here to find four 
wine bottles.
Go through the door leading to the back and kill the lone guard in the storage room 
then open the crate to find some sleeping pills, a binocular and a canned food. 
Ascend the staircase here and take out the patrolling soldier followed by his 
comrade who is sitting at the desk. Check the lockers, drawers and crate here to 
find a time bomb, a wine bottle, a canned food, some first aid kit, some sleeping 
pills, some grenades and the second and third pieces of the bonus mission.

Go back to the storage room and exit through the door there. Take out the guard next 
to the building to the left and drag the body back to the storage room. Now take out 
the patrolling guard to the south (near the children playing near the road) and hide 
the body next to the shopkeeper’s house. Go back south again and take out the 
stationary guard near the southern edge of the map then dump his body near the 
previous guard. 
Now circle the shopkeeper’s house and take out the patrolling soldier at the other 
side (beware of the Japanese patrol) then dump his body with the two previous 
guards. 
Enter the shopkeeper’s house and take out the lone patrolling soldier in the back 
room but leave his comrades at the other end of the room. Go talk to shopkeeper and 
he will update the mission objective. Check the hanging bookshelves and the crate 
here to find a wine bottle, a canned food, some first aid kit, some sleeping pills, 
a sniper rifle, an oriental clothing for Natasha and the fourth piece of the bonus 
mission. Climb the ladder to the roof and kill the lone soldier here then check the 
metal box to find a canned food, some first aid kit and the fifth piece of the bonus 
mission.

-RESCUING NATASHA-

Go back outside to the back of the shopkeeper’s house. Head to the west and enter 
the building to the west through the back door. Open the crate in the back room to 
find a cigarette pack, a canned food, a wine bottle and some first aid kit. Open the 
door to the next room and quickly whip out the gun to kill the soldier ahead as well 
as the officers and soldiers who will come running from the next room. 
Heal Tiny with the first aid kit then check the chest and shelves in this building 
to find a wine bottle, three time bombs, some grenades, some first aid kit, some 
canned food and the sixth piece of the bonus mission.         

Go back out through the back door and take out the lone patrolling guard to the 
building’s southern wall. 
Tiny should head to the place where Natasha is by crossing the street. He should be 
able to get there without raising the alarm. Take out the officer reading the 
newspaper followed by the smoking admiral and lastly the sitting officer near the 
cupboard. Check the cupboard to find a wine bottle, a canned food, a time bomb, some 
first aid kit, some grenades and the seventh piece of the bonus mission.   
Ascend the staircase and talk to Natasha. Give her the oriental clothing afterwards 
and get her to help carry items so Tiny would not be overloaded. Tiny should climb 
the ladder next and take out the lone grenadier who is leaning out of the window 
followed by his two comrades in the other side (get Natasha to help Tiny by 
distracting the sitting guard).   

-CONTACTING INFERNO AND LUPIN-

Exit to the roof through the only door here and climb down the ladder to street 
level. Get Natasha to enter the green-roof building just next door and distract the 
patrolling guard here. Send Tiny after her to take out the guard then check the 
chest to find a grenade, a canned food, three wine bottles and some first aid kit. 
Natasha should head into the adjacent room and distract the patrolling soldier here. 
Get Tiny to follow and take out the officer sitting next to the table as well as the 
guard that Natasha is distracting.   
Ascend the staircase to the second level and head out of the door to the balcony 
then take out the patrolling soldier here. Drag his body inside and take out the 
officer who is sitting next to the metal box. 

Go down to street level and take out the sailor standing outside the building where 
Natasha is earlier then drag the body inside without getting seen. 
Come back out again and take out the patrolling soldier near the southwestern edge 
of the map and drag the body into the building nearby (the brown-roof building). Get 
Natasha to follow and distract the stationary guard inside then Tiny should take him 
out. 
Natasha should head inside the adjacent room to distract the patrolling guard here 
while Tiny will follow and take him out from behind.   

Go back outside and enter the building next door (the one with the green roof). Take 
out the stationary soldier at the corridor then head into the bedroom to take care 
of the patrolling officer. Natasha should then distract the patrolling guard while 
Tiny take care of the one standing near the drawer. Simply get rid of the soldier 
Natasha is distracting and head into the next room to take care to the patrolling 
soldier there. Check the drawer here to find a wine bottle, some grenades, some 
sleeping pills and some first aid kit. 
Ascend the staircase and take out the soldier who is about to take a hot bath 
followed by the patrolling soldier in the adjacent room. Check the cupboards here to 
find a rope ladder, a wine bottle, some canned food, some sleeping pills, some 
grenades, some first aid kit and the eighth piece of the bonus mission.   
Go out to the balcony from here and take out the patrolling soldier then drag the 
body inside. Head out to the balcony from the bathroom and take out the stationary 
guard here as well then drag the body into the bathroom. Go back outside and take 
out the sitting guard underneath balcony (near the truck) and leave the body there.
Get Natasha to distract the guard next to the wooden fence to the east while Tiny 
follow from behind to take him out then leave the body there.

Now get Tiny to enter the small warehouse north of the ammunition depot where 
Inferno and Lupin are located. Take out the lone worker inside and head back out 
again. 
Natasha should distract the lone patrolling soldier to the west of the ammunition 
depot. Tiny should then take out both soldiers standing to the west of the small 
warehouse (beware of the guard at the roof of the ammunition depot) then dump both 
bodies inside through the window. 
Take out the guard that Natasha is distracting followed by the patrolling guard 
further to the north (near the city wall).    
Natasha should now enter the tall warehouse to the northwest of the ammunition depot 
and distract the guard who is inspecting the crates inside. Send Tiny after Natasha 
and take out the stationary soldier followed by the guard that Natasha is 
distracting.  

Tiny should climb the ladder to the roof of the ammunition depot and take out the 
patrolling soldier here then climb back down again. 
Get Natasha to enter the depot and distract the soldiers inside while Tiny followed 
behind, taking them out one by one then place all the bodies inside the small room 
where Inferno and Lupin are. Talk to both inferno and Lupin to complete the 
objective. Check the shelves here to find a binocular, a grenade, a rope ladder, a 
canned food, three wine bottles, some first aid kit, some sleeping pills as well as 
the ninth and tenth pieces of the bonus mission.

-INFILTRATING THE JAPANESE NAVAL BASE-

Group all of the commandos together and head to the southwestern edge of the map. 
Get Natasha to go into the driver seat while the others go behind. But before that, 
get Lupin to head to the second floor of the house next to the building where 
Natasha is initially. Open the metal box here to fins some grenades and a time bomb 
then get Lupin to join the others in the truck. 
Drive the truck slowly into the Japanese base and turn left just past the gate. Turn 
right at when the road bends then stop in front of the big warehouse. 

Everyone should disembark and enter the warehouse. Get Tiny to take out the soldier 
who is cleaning his rifle then simply shoot the two workers by the crate to take 
them out. Get Natasha to look out of the window and use the sniper rifle to take out 
the lone soldier on the guard tower to the south. A sailor next to the gate will see 
it and come to investigate. Wait until after he climb the ladder then drop him as 
well. 
Get Tiny to jump out of the window then take out the guard outside the warehouse at 
the northwestern edge of the map. Inferno should come over and wait until the 
patrolling soldier inside is standing near the before lobbing a grenade to take out 
everyone inside. Lupin should enter the now empty warehouse and unlock the metal box 
to find two remote control bombs and a time bomb. 

Natasha should head outside and distract the lone guard that is looking at the two 
warehouses to the northwest of the base. Get Tiny to come out from the other door of 
the northwestern warehouse to take out the stationary soldier standing outside then 
dump the body inside through the window.      
Take out the guard that Natasha is distracting then dump the body in one of the 
warehouses that has been secured. 
Get Natasha to distract the sailor outside the northern entrance of the largest 
warehouse in the western part of the base who is looking at the aircraft carrier. 
Tiny should then take out the patrolling guard at the northwestern edge of the base 
(near the group of sailors sitting near the large boxes); proceed to dump the body 
in one of the warehouses. Take out the sailor that Natasha is distracting then hide 
the body like before. 

Tiny should now head to the other side of the largest warehouse in the base and take 
out the soldier next to the southern entrance; dump the body in one of the 
warehouses like before. 
Get Natasha to enter the largest warehouse at he western side of the base and 
distract the one of the guards so Tiny can enter and start taking them down one by 
one. This should be very easy to accomplish due to the large maneuvering space 
inside; there are two stationary workers, two stationary guards and two patrolling 
ones. When they all have been taken care of, Tiny should peek through one of the 
eastern entrance. Wait for the patrolling soldier outside to walk by firs then Tiny 
should quickly take him out then carry the body inside.
Come out again and crawl to the large open container east of the largest warehouse 
(next to the railway). Go inside and take out the two workers here. Go back outside 
and kill the stationary guard next to the container then hide the body inside. 
Natasha should now distract the guard next to the wall who is looking towards the 
container. Tiny should then take out the soldier patrolling near the close southern 
container then hide the body inside the open northern container or the largest 
warehouse at the western side of the base. 

Tiny should head back to the northwestern edge of the map and throw cigarette pack 
slightly next to the largest warehouse at the western side of the base. The soldier 
working at the truck to the east will come to get the cigarette; take him out when 
he come close and hide the body inside one of the warehouses.     
Send Natasha to distract the soldier north of truck while Tiny followed behind to 
kill the stationary one to the south as well as the one that Natasha is distracting 
then dump both bodies in of the secure warehouses. Head further east and take out 
stationary soldier next to the crates (near the large crane) and hide the body in 
one of the secure warehouses.  

-SECURING THE NAVAL BASE ENTRANCE-

Now get Natasha to drive the truck while all the other commandos should sit at the 
back. She should drive the truck outside the base back to the ammunition depot to 
accomplish some unfinished business. 
Inferno should disembark and climb to the roof of the ammunition depot. Lob a 
grenade to the street to take out the patrolling soldier near the city wall as well 
as the guard on the right entrance of the ammunition depot. The stationary guard at 
the other side of the city wall in the base will hear the noise and come to 
investigate; lob a second grenade to take him out.  
Now wait for the patrol to make its round near the ammunition depot then lob a third 
grenade to take them all out. Inferno should the climb down and head to the roof of 
the buildings next door to where Natasha starts earlier. Lob the fourth grenade from 
there to take out the two stationary soldiers at the street who are looking towards 
the naval base entrance. 
Lob the fifth grenade at the stationary soldier standing to the right of the base 
entrance. The soldier patrolling behind the left base entrance should come out to 
investigate followed by the patrolling soldier near the large fuel tanks. Lob a 
sixth grenade to take out the stationary soldier at the left base entrance then wait 
for the two previous soldiers to come investigate. Lob the seventh grenade to the 
middle of the entrance to take out the two investigating soldiers as well as the 
patrolling soldier on the platform above the gate. 

Now get Natasha to enter the building two doors away from the one where she started 
earlier. Distract the patrolling guard near the staircase and send Tiny inside to 
finish him off. Open the door to the adjacent room and send Natasha to distract the 
patrolling guard while Tiny take out the stationary one followed by the one that 
Natasha is distracting. 
Check the cupboards here to find a wine bottle, some canned food, some sleeping 
pills, some first aid kit and the eleventh piece of the bonus mission. 
Ascend the staircase to the second floor. Kill the officer lying on the mattress 
here and check the drawer to find three wine bottles and the twelfth piece of the 
bonus mission. 

Go back outside and then enter the building to the right (nearest to the base 
entrance). Natasha should distract the guard at the corridor while tiny followed 
behind to take him out. Tiny should head to the adjacent room and take out the 
sitting soldier here. Check the shelves to find three wine bottles, some canned 
food, some sleeping pills, some first aid kit and the thirteenth piece of the bonus 
mission.  
Head back outside and get all the commandos to regroup here. Inferno should lob a 
grenade to take out the lone patrolling soldier at the platform above the gate to 
clear the place from any enemies. 

Tiny should now crawl and enter the building behind the left base entrance and head 
straight to the guard leaning out of the window. Take him out and get Inferno to 
come in as well. Lob a grenade to take out the soldier at the desk plus the officer 
and stationary soldier to the right. Check the drawers here to find some first aid 
kit, some sleeping pills, a binocular, a grenade, a time bomb, a wine bottle and a 
canned food.   
Ascend the staircase to the second level and lob another grenade to take out the two 
soldiers here. Check all the bookshelves and drawers to find some sleeping pills, 
five wine bottles, some canned food, some first aid kit, a grenade and a time bomb. 
Go down to the first floor and throw grenade through the only door here to kill the 
stationary guard right at the front. Take a peek and wait for the dead guard’s 
comrades to come investigate then lob a second grenade to take them all out. Go 
through the door and mop up with the pistol then check the lockers for some grenades 
as well as the fourteenth and final piece of the bonus mission. 

-INFILTRATING THE JAPANESE AIRCRAFT CARRIER-

By this moment, the rest of the mission is very easy. There is no need for a 
walkthrough anymore. Basically, use the grenades that Inferno has to take out every 
single soldier in the base. 
Just be careful with the tank, as long as the commandos stay crouched and out of it 
short-range view, it should not be any problem to them. Wait until it had finished 
making its round everytime Inferno lob a grenade, then simply plant a time bomb next 
to it. 

All that is left to do will be to place the two remote control bombs near the large 
and small fuel tanks. Get Lupin to climb the crane and glide towards the aircraft 
carrier. He should then lower a rope ladder so the other commandos can climb on it. 
Once everyone is onboard, detonate the bombs and hide inside the container located 
on the carrier’s deck. Mission accomplished!!!

Locations of the bonus missions (14 in total):        
-One piece found in cupboard inside the small house to the west of Tiny’s starting 
position. 
-Two pieces found in crate located at the second floor of the red-roof building west 
of the temple.
-One piece found in hanging bookshelf located at the first floor of the shopkeeper’s 
place. 
-One piece found in metal box located at the second level of the shopkeeper’s place. 
-One piece found in shelf located inside the building to the west of the 
shopkeeper’s place.
-One piece found in cupboard located at the first floor of the building where 
Natasha initially starts. 
-One piece found in cupboard located at the second floor of the brown-roof building 
located at the southwestern edge of the map. 
-Two pieces found in shelves located inside the ammunition depot. 
-One piece found in cupboard located at the first floor of the building two doors 
away from where Natasha initially starts. 
-One piece found in drawers located at the second floor of the building two doors 
away from where Natasha initially starts.   
-One piece found in shelf located inside the building three doors away from where 
Natasha initially starts. 
-One piece found in lockers located inside the building behind the entrance to the 
Japanese naval base. 

***********************************************************************

Bonus Mission 7
Location: Japanese aircraft carrier
Personnel: Tiny, Inferno, Tread, Lupin 

Objectives:
-Sabotage the rudder of the Zeros.
-Call by radio to notify the position of the carrier. 
-Leave the two white prototypes undamaged and pilot them to escape. 

Secondary objectives: none

Clues:
-Get a pair of shears to sabotage the planes. 

Walkthrough:

-OBTAINING THE WIRECUTTERS-

Get Tiny to climb the ladder and head to the stern part of the carrier. Take out the 
patrolling sailor nearby and dump the body at the side of the carrier. Head to the 
stern end of the ship and take out the blue-uniformed sailor here and leave the body 
there. Go to the southwest corner and take out the crouching sailor here as well. 
Go back to the starting position and take out the pilot standing in front of the 
Zero nearby then QUICKLY hide the body behind the plane before anyone can see it. 

Tread should climb the ladder now and wait for the patrolling pilot who always walk 
from the center of the runway towards one of the white prototypes. Throw a Molotov 
cocktail when the pilot is standing close to his comrade to kill them both. 
Get Tiny to run to the other side of the carrier and take out the sailor who always 
patrols from the spotlight to one of the white prototypes. 
Climb down the ladder at the other side and take out the blue-uniformed sailor who 
is looking over the railing towards the ocean. 
Climb back up again and go slightly to the south then climb back down again through 
another ladder to take out the patrolling blue-uniformed sailor there. Leave the 
body there and climb back up again. 

Tread should throw another Molotov cocktail at the three sailors who are chatting in 
the middle of the runway. Crawl further south and take out the two pilots who are 
lying down near one of the white prototypes.  
Tiny should no climb down the ladder leading to the lower deck between the third and 
fourth Zeros to take out the patrolling sailor here. 
Head further south and wait for another patrolling sailor to stop and look over the 
railing towards the sea (near the sixth Zero); Tiny should come and take him out 
then leave the body there. 
Now climb the ladder near the sixth Zero and take out the patrolling admiral when he 
is near the plane’s cockpit followed by the workers and pilot nearby. Check the 
crate here to find a wirecutter plus some gas and smoke grenades.
Climb back down the ladder and head back all the way o the north then climb the 
ladder near the third and fourth Zeros. Take out the worker working on the rudder of 
the fifth Zero followed by the admiral nearby. 

-SABOTAGING THE ZEROS-

Tiny should now head to the north and head to the back of the main building to take 
out the patrolling blue-uniformed sailor here. Get Lupin over to unlock the metal 
box nearby to find a rifle and a machinegun.
Get Tread over and he should head to the destroyer’s bow. Stop near the end of the 
main building and throw gas grenade to knock out the two workers sitting behind the 
container. Wait for the patrolling admiral on the metal platform to see it and then 
Tiny should take him out and leave all three bodies there. Check the crate here to 
find some canned food and four wine bottles. 
Go around the container and take out the worker there then dump the body with the 
three previous victims. Get Lupin over and unlock the metal box near the container 
to find a Japanese rifle. 

Lupin should now crawl further west and check the crate near the sailor formation to 
find a wirecutter, some gas and smoke grenades. Crawl further west and disable the 
rudder of the Zero. Knock out the enemy pilot near the second Zero and sabotage the 
rudder as well then quickly crawl back to the carrier’s stern. 
Tiny should now start to sabotage the Zeros’ rudder from the destroyer’s stern all 
the way to the bow. However, when he is about to disable the last two Zeros, get 
Tread to come over and throw a gas grenade at the sailor and pilot who is talking to 
each other in the middle of the runway. Wait for the sailor inspecting the cargoes 
to the north to see the bodies then throw another gas grenade to take him out as 
well.    
Tiny should use this opportunity to disable the two Zeros (take out the blue-
uniformed sailor near the last Zero).   

-STEALING THE PROTOTYPES AND ESCAPE!!!-

Now get Tiny to head to the back of the main building and climb the ladder to the 
second level. Take out the worker as well as the sailor sweeping the floor and hide 
the bodies next to the ladder. 
Wait for the patrolling soldier to come back then take him out as well. 
Tiny should then take out the sailor sweeping the floor at the other end of the 
platform and enter the door leading to the radio room. 
Get Tiny to fire shot to the ground and lure all the enemies to come. Kill them all 
get Tread to join Tiny. 

Shoot the soldier guarding the only exit in this room and get Tread to peek through 
the door. Wait for the worker to walk away from the admiral then Tread should go in 
and crouch immediately next to the desk.  
Tiny should come in next and take out the guard inside the small room to the side. 
Get Lupin to unlock the metal box and he will find a smoke grenade, some Molotov 
cocktails, some gas grenades and some first aid kit. Tiny should take out the sailor 
at the desk then drag the body inside the small room. Get Tread to come in and throw 
a gas grenade at the admiral and pilot when they are chatting then send Tiny to take 
them out permanently.  

Take out the remaining sailor and pilot in this room and then peek through the door 
leading to the radio room. Get Tread to help Tiny here by going into the bridge with 
guns blazing to kill the three admirals and two sailors inside. Use the radio to 
contact headquarters. 
Go back outside and get all the commandos to board the white prototypes. Mission 
accomplished!!!   

***********************************************************************

Mission 8: Saving Private Smith + Bonus Mission 8
Location: Cherbourg, France
Personnel: Tiny, Duke, Inferno, Lupin

Introduction:

	6th of June has come. With the landings at Normandy a third front is created 
and the European war of liberation is commenced. The beaches of Juno, Omaha, Sword, 
Utah and Gold are witness to the disembarking of hundreds of thousands of men who 
form the first beach heads. The next key objective is the taking of Cherbourg, which 
would allow the establishment of a permanent port to receive the necessary supplies 
and reinforcements to fortify the allied positions and continue their advance on the 
continent. 
	But the troops of the Wehrmacht at the command of Erwin Rommel initially 
disconcerted by the surprise are re-organizing to launch a decisive counter-attack 
and push the allied troops back to the sea. During the week of the 19th of June, 
violent storms hit the Channel which renders useless the ports of Mulberry Harbors 
established at the beaches of Normandy. The taking of Cherbourg is vital for the 
receipt of reinforcements and above all the armored units with which to confront the 
German panzer divisions. At the bocages of Normandy the most desperate struggle of 
the Second World War is about to break loose.    

Objectives:
-Heal Smith.
-Steal the radio codes from the safe. 
-Smith must radio HQ.
-Resist the invasion (bonus). 
-Destroy the tanks (bonus).

Secondary objectives:
-Free the Green Beret. 
-Save the Sapper.
-Rescue the Sniper.
-Prepare your men for the incoming invasion (bonus).

Clues:
-You need a first-aid kit to heal Smith. 
-Find the wirecutters. 

Walkthrough:

-FREEING THE GREEN BERET-

Get Lupin to crawl towards the building where Tiny is captured and stand by next to 
the door just underneath the balcony. Wait for the officer on the balcony to start 
walking to the west then Lupin should quickly climb the wall. Knock the officer 
unconscious and peek through the door leading inside. 

Additional note: If the commandos hit a person more than once, there will be a 
longer tome period before they wake up. 

Wait for the patrolling guard to stop right in front of the door then quickly go in 
and take him out. Enter the bathroom and close the door. Wait until the two guards 
outside the bathroom are looking the other way then Lupin should quickly come out 
and climb the ladder to the third floor. 
Throw a cigarette pack here to lure the stationary soldier outside the room where 
Tiny is captured. Take out the soldier then go inside and take out the lieutenant 
there before quickly releasing Tiny. Tiny should then tie up the lieutenant followed 
by the guard outside.    
Check the crate here to find Tiny’s equipment, which is consisted of a knife, a 
cigarette pack, a pistol, a decoy and the remote control. 

Climb the ladder to the attic and take out both the soldier and officer here. Climb 
back down and fire a shot near the ladder leading to the second floor. Wait there 
for the four soldiers at the second floor to climb up then QUICKLY shoot to kill all 
of them. 
Climb down the ladder then check all the cupboards, drawers and chest to find a 
cigarette pack, a binocular, some canned food, some first aid kit, some sniper rifle 
ammo, a rope ladder and the first two pieces of the bonus mission. 
Stand at the top of the staircase leading to the first floor and fire shot to lure 
the three guards at the first floor. Kill them all with the pistol then check the 
worker’s body for a blowtorch. Descend the staircase to the first floor and check 
the cupboards to find a cigarette pack, two wirecutters, some canned food and some 
first aid kit. Get Lupin to unlock all the doors at the first floor and exit through 
the door beneath the balcony. 
Take out the patrolling guard to the west of the house then dump the body inside.  

-SAVING THE SAPPER-

Now Tiny should crawl his way to the western edge of the map and head north. Stop 
behind the worker who is standing near the pile of sandbags then knife him. The 
officer to the east will come to investigate. Simply whip out the pistol and kill 
him. The patrolling soldier to the north will come to investigate as well; kill him 
with the pistol and leave all three bodies there. 
Tiny should now climb the pole next to the sandbags and swing towards the building 
where Inferno is captured (be careful of the machinegun-wielding soldier who 
occasionally peeks out of the window).

Go inside the building and wait at the attic. When the machinegun-wielding soldier 
is peeking through the window on the first floor, Tiny should climb down and take 
out the worker next to the ladder. Carry the body to the small room where Inferno is 
tied to a chair and release him. Inferno should check the worker’s body for a mine 
detector and an anti-tank mine.  
Wait for the machinegun-wielding soldier to return to the second floor then Tiny 
should take him out ad hide the body with the worker. Descend the staircase to the 
first floor and take out the stationary soldier standing next to the door as well as 
the one peeking out of the window. Get Lupin to come in the same Tiny did earlier 
and unlock all the doors at the first floor. Check the cupboards and crate to find a 
cigarette pack, a rope ladder, a canned food, a wirecutter, a pistol, some grenades, 
some first aid kit and the third piece of the bonus mission.  

Ascend the staircase to the second floor again and fire a shot to lure the officer 
and soldier peeking out through the window to come then kill them both with the 
pistol. The soldier at the attic will climb don to investigate, kill him also. Climb 
the ladder to the attic and shoot the German sniper then grab his sniper rifle.
Group all the commandos together and head outside through the back door (the one 
facing the western side of the map).
Tiny should drop the decoy near the metal fence to lure the soldier patrolling 
nearby. Take him out when he come to investigate then hide the body inside. 

-RESCUING THE SNIPER-

Tiny should head back to the staircase near the commandos’ starting position and 
crawl to the east. Take out the stationary soldier looking to the river then quickly 
hide the body slightly to the west to avoid being seen by the patrolling guard 
nearby. Fire a shot to the ground to lure the patrolling soldier, the stationary 
guard looking towards the street and the guard at the staircase behind the building 
where Duke is captured. Kill the three soldiers as they come round the corner then 
leave the bodies there. 

Now Inferno should come over and hug the wall along the building to the northern 
side (beware of the enemy soldier peeking out of the attic window). Lob a grenade to 
the side of the building to take out the four soldiers near the barbed wire as well 
as the one peeking out from the house.  
Send Lupin to peek through the window and when it is safe, climb inside and unlock 
the front door then quickly go out again. Tiny should peek through the door and wait 
for the patrolling soldier from the second floor to come down; quickly go inside and 
take him out. Check the drawers here to find a cigarette pack, a binocular and the 
fourth piece of the bonus mission.

Ascend the staircase to the second floor and take out the soldier peeking out of the 
window towards the street. Get inferno to come in and lob a grenade into the 
adjacent room to take out the officer, soldier and the sniper peeking out through 
the window towards the river. Get Tiny to take out the soldier who is hitting Duke 
and release him. 
Check the cupboard and drawer in this room to find a pistol, a wirecutter, some 
first aid kit, some sniper rifle ammo and the fifth part of the bonus mission. Go 
back to the first floor but don’t forget to grab the dead sniper’s ammo.  
Position Tiny, Duke and Inferno on top of the ladder leading to the basement with 
their pistols drawn. Fire a shot to lure to the guards at the bottom to come, kill 
all three of them then get Tiny and Lupin to climb down the ladder. Dispose of the 
remaining guard here who is standing next to radio and get Lupin to unlock the safe. 
Grab the radio code inside and regroup all the commandos at the mission’s starting 
position.

-GETTING THE FIRST AID KIT TO SMITH-

Duke should be able to snipe the stationary soldier at the dock across the river 
followed by those near the railing and the staircase near the dock (5 kills in 
total). 
Inferno should then cut the barbed wire with the wirecutter and use the mine 
detector to scour the riverbank. Don’t forget to get some for Inferno as well.    
Tiny should then jump into the river near the crashed plane’s cockpit and dive 
underwater. Go inside the plane through the small hole and kill the lone soldier 
inside. Check the crates to find a cigarette pack, a binocular, a pistol, some 
canned food, some first aid kit as well as the sixth and final piece of the bonus 
mission.   
Go back outside and join the rest of the team by the riverbank. 

Now Tiny should climb the pole near the crashed plane’s cockpit and glide towards 
the other side of the river. Climb back down then ascend the ladder next to the 
church and take out the two stationary soldiers nearby. Leave both bodies there and 
then descend the staircase to the riverbank again. 
Tiny should now go all the way to the south and ascend the staircase here (near the 
5 dead soldiers that Duke sniped earlier). Take out the guard behind the sandbags 
followed by the one who is lying on the ground to the north. 
Lupin should cross the river and ascend the staircase to join Tiny. He should then 
unlock the metal box near the sandbags to find some sniper rifle ammo and two remote 
control bombs.

There is a rectangular hole south of the church. Tiny should head to the north and 
take out the stationary soldier south of the rectangular hole (next to the white 
wall). Turn around to take out the guard crouching behind (underneath the arc with 
the words “Hotch Kiss” on top) and drag the dump the body with the previous guard. 
Take some time to look around the battlefield and there will be two officers who 
keep running from places to places. Now one of the officers frequently stops near 
the stationary lieutenant southeast of the “Hotch Kiss” arc. Take out the lieutenant 
first then dump the body somewhere safe when the officer is away. Wait again and a 
machinegun-wielding soldier will come to replace the lieutenant, take him out and 
ump the body like before. Wait for the officer to come back then take him out as 
well. 
Go back to the same place then take out the crouching soldier to the north (near the 
lamp post and scattered sandbags). Hide the body somewhere safe and come aback again 
to wait for the second officer. Kill him when he does and get Duke to come over. 

Duke should snipe the enemy sniper at the southeastern edge of the map then grab his 
ammo. Tiny should then head to the building to the northwest of the sniper and take 
out everyone inside. There are four soldiers at the first floor and one at the 
second floor (next to the staircase). Get Lupin over to unlock the metal box here 
and he will find some grenades.  
Tiny should head north towards the huge chunk of wall and take out the lieutenant 
here followed by the soldier shooting towards the church and the enemy sniper then 
grab the sniper rifle ammo. 
Go behind the wall and take out the three soldiers shooting at the church. Head 
north again and take out the sniper who is leaning across the railing. Now get Tiny 
to take out the soldier to the southwest of the dead sniper who is shooting towards 
the church (next to the railing) followed by his comrade who is crouching at the 
staircase below him. Head towards the church and go the small guard post next to the 
concrete bridge and take out the stationary soldier there. 
Get Duke to come over and snipe the two soldiers at the bottom of the staircase to 
the north as well as the soldier standing near the German vehicle which is stuck on 
the barbed wire near the northeastern corner.      

Tiny should now take out the lone soldier at the right side of the church followed 
by the one in the rectangular hole by sneaking from behind. Get Lupin over to the 
hole and unlock the metal box to find a canned food, a binocular, a remote control 
bomb, a bazooka and some sniper rifle ammo. 
Now send Tiny to the northern part of the map and wipe out the two remaining 
soldiers here as well as the worker working on the stuck German vehicle. Get Lupin 
to enter the church from the small hole at the wall and unlock the main door from 
inside. Heal Smith with the first aid kit and escort him to radio. Smith should use 
the radio to contact headquarters.   

-PREPARING FOR THE INVASION- (BONUS MISSION)

This is a hard objective to accomplish. To begin with, altogether there are 11 
allied soldiers including Smith. However, Smith will not be taken into combat 
because the mission fails if he dies. That leaves ten. Of these ten soldiers, eight 
carries rifles and they are the ones from the church. The ninth soldier is the one 
next to Smith when he was injured and he carries a pistol and a bazooka. The last 
soldier is the one crouching near the northwestern edge of the map (next to the 
forests).
The initial thing to do before anything else is for Inferno to detect and disarm all 
the mines at the riverbanks. There are 48 mines in total. Distribute them into the 
commandos’ inventory then leave the remaining eight to be picked up later.    
The hard part is to position the soldiers and explosives so as to inflict the 
maximum casualties to the invading German forces while preserving the lives of the 
commandos and the allied soldiers. 

First of all, get Inferno to go the southwestern edge of the map. Place a remote 
control bomb on the narrow road near the eastern edge of the map. 
Head to the road northeast of the church that leads to the eastern edge of the map 
and place the anti-tank mine there. Now place another remote control bomb at the 
road to the right side of the church but the bomb has to be placed near the southern 
edge of the map (between the two lamp posts slightly south of the intersection). The 
last remote control bomb should be placed at the intersection itself.  
Next thing to do is to get Duke to collect every sniper rifle ammo that he can find 
from enemy snipers all over the map because he is going to need it later. 

The last thing to do is to plant mines around the church. The remaining mines should 
be scattered around the map preferably near staircases and the western side of 
concrete bridge because the soldiers tends to run around there. 
When it is done, get everyone to enter the church and hide there. Get Duke to lie 
down on the church’s roof. 
Launch the invasion and watch the German soldiers get blown to bits by the mines. 
Just remember to keep an eye on the first bomb, as soon as the first tank passed it, 
detonate it immediately.

Additional note: Get inferno to join Duke on the church’s roof and help to take out 
some soldiers with grenades. 

When the first wave is over, wait for a while and the second wave will come with the 
second tank. The anti-tank mine to the north will take care of the problem here.  
Wait for the third wave to come then detonate the second bomb to destroy the third 
tank. Wait again for the fourth wave to come then detonate the last bomb to take out 
the last tank. 

Duke should then sniper at the German soldiers who will be running around near the 
concrete bridge. Kill as many soldiers as possible and try not to miss. Hopefully 
the mines should have taken out most of the soldiers. If Duke ran out of ammo, 
simply get the allied soldiers to mop up any remaining enemies, which should be a 
very easy task to accomplish at this moment. Mission accomplished!!! 

Location of the bonus missions (6 in total):
-Two piece found in drawers located at the second floor of the building where Tiny 
is captured (in the bedroom and the bathroom).
-One piece found in cupboard located at the first floor of the building where 
Inferno is captured. 
-One piece found in drawers located at the first floor of the building where Duke is 
captured.
-One piece found in cupboard located inside the room where Duke is captured.
-One piece found in crate located inside the crashed plane.

***********************************************************************

Mission 9: Castle Colditz
Location: Castle Colditz, eastern Germany
Personnel: Tiny, Duke, Tread, Spooky, Lupin 

Introduction:

	In a small town in eastern Germany, on the top of a hill, surrounded by the 
river Mulde, rises the impregnable fortress of the Third Reich, Colditz Castle. Now 
converted into a prison, housing as well some high-ranking military personnel, those 
allied prisoners who have tried escaping from other camps. 
	Colditz is considered by the Germans as a “sonderlager”, a maximum-security 
prison. Colditz is the pride of the German penitentiary system, reputedly “escape-
proof”. For the allied prisoners the only way to exit Colditz is death.  

Objectives:
-Rescue the Thief from certain death without setting off the alarm. 
-The code template has been hidden by General Heinz.
-The code book is kept by Field Marshal Desfell.
-The encrypted plan is kept by Major-General Rudolf.
-Join the three parts of the secret plan and transmit via the allied radio.
-Escape in the balloon. 

Secondary objectives: 
-Distribute the enemy uniforms to the prisoners so they can escape (58).

Clues: none

Walkthrough:

-TINY IN ACTION-

Get Tiny to knife the patrolling near the greenhouses to the right then hide the 
body between the greenhouses. Drop a decoy there and hide beside the eastern 
greenhouse. Activate the decoy to lure the patrolling guard from the west then take 
him out from behind when he comes to investigate. 
Check one of the bodies for a cigarette pack and throw it to lure one of the 
lieutenants who are talking near the greenhouses. Take him out when he comes for the 
cigarette pack followed by the second lieutenant then hide both bodies between the 
greenhouses. 

Hide beside the house to the west and wait for the patrolling guard to come. Take 
him out when he turns his back and leave the body there for now.   
Circle behind the house and take out the stationary lieutenant standing by the river 
then dump the body with the previous guard. 
Enter the house west of the greenhouses through the door facing to the north and 
kill the lone officer in here. Check the cupboard here to find a binocular, a 
mantrap and a poison syringe. Climb the ladder to the attic and take out the lone 
patrolling soldier here.  
Climb back down and head into the bedroom to take out the lone patrolling soldier. 
Check the cupboard as well as the one in the bathroom to find a cigarette pack, a 
poison syringe and some first aid kit. 
Go into the kitchen and take out the two workers. Check the cupboards to find four 
wine bottles and some canned food. 
Open the door leading to the office and fire a shot to lure the officer and 
lieutenant who are chatting to each other. Kill them both then wait for a soldier 
and a worker to climb down from the attic, kill them as well. Check the cupboards 
and drawers in the office to find a binocular, a wine bottle, a pistol, a poison 
syringe, some first aid kit, some sleeping pills, some smoke grenades and some 
Molotov cocktails. Head back outside and drag the two bodies inside. 

Go out from the door Tiny first came in and enter the door of the house facing it. 
Fire a shot to lure the two lieutenants sitting at the table and kill them both 
followed by the soldier who will come running from the attic. 
Go back outside and enter the small greenhouse next to the house. Check the drawer 
to find a wine bottle, a poison syringe and a shovel. Head into the next room and 
check the cupboard to find three wine bottles, a gas grenade and some first aid 
kit.   
Go back outside and enter the building to the north then take out the lieutenant and 
worker. Check the shelf and counter to find a canned food, a wine bottle and some 
first aid kit. 

Go back outside and take out the patrolling guard outside the western gate leading 
to the brewery compound. Enter the compound and head inside the large building just 
south of the western gate. Take out the two workers and head into the small office 
room to kill the officer. Check the filing cabinet and the table to find a poison 
syringe, a smoke grenade, two cigarette packs, three wine bottles, some sleeping 
pills and the first two pieces of the bonus mission.
Head into the blue door and take out the five workers followed by the lieutenant. 
Check the crate to find a shovel, some gas grenades and some first aid kit.  
Go back outside then take out the two workers near the truck to the south. Head 
inside the building south of the eastern gate and kill everyone inside with the 
pistol. Go back outside and take out the patrolling guard near the eastern gate then 
hide his body inside.
Climb the ladder to the roof and take out the three soldiers here then leave the 
bodies there (make sure no one can see them).
Go back outside the brewery compound and take out the guard to the south of the 
compound (east of the farm where Tiny first starts). 
Head to the east and take out the patrolling guard to between the brewery compound’s 
wall and the river. 

-TINY AND DUKE’S COOPERATION-

Duke should now take out the stationary guard to the west and hide the body behind 
the trees. Wait for the patrolling guard at the road leading to the north to stop by 
the intersection first then tie him up and hide the body like before. 
Duke should now hide near the trees located next to the bridge and wait for the 
patrolling soldier to reach the end of his route. Take out the soldier then snipe 
the sniper on the balcony of Castle Colditz. Get Tiny to join Duke by going across 
the bridge. 
Tiny should now enter the house next to the bridge. Take out the lieutenant who is 
reading the newspaper followed by his comrade standing by the counter. Check the 
wine rack and counter to find a poison syringe, four wine bottles, some sleeping 
pills and some canned food. 

Get Duke to crawl along the northern road (not too close, near the eastern edge of 
the map) and snipe the sniper sticking his rifle out of one of the windows in 
Colditz’s circular tower (next to the river). 
Tiny should creep along the trees to the west of road leading to the north and take 
out the lone officer standing there then hide the body behind the brick wall to the 
east (beware of the patrolling lieutenant further north).
Take out the patrolling lieutenant to the north and just go straight. Throw a 
cigarette pack to lure the patrolling lieutenant then take him out. 
Tiny should crawl towards the stationary soldier who is looking at Colditz (near the 
wire fence around the factory compound) then hide his body at the dark corner next 
to the factory.
Get Duke over to the dead soldier’s position and aim towards Castle Colditz to take 
out the German sniper there. 
Tiny should no take out the soldier who patrols back and forth between the factory 
and the house to the north then hide the body like before.    

Tiny should enter the house to the north from the side entrance. Take out the 
soldier leaning our of the window then check the green cupboard to find a poison 
syringe, a smoke grenade, some gas grenades and the third piece of the bonus mission.
Fire a shot to lure the officer and lieutenant in the adjacent room to come then 
kill them both. Check the filing cabinet and the officer’s desk to find a canned 
food, a binocular, a wine bottle, some first aid kit as well as the fourth and fifth 
pieces of the bonus mission.  
Go back outside the factory compound and take out the lone stationary officer 
standing outside the two small houses south of the factory compound (watch out for 
the patrol) then hide the body in the corner. Take out the patrolling guard to the 
north of the factory compound followed by the two workers near the main gate (beware 
of the patrol) then hide the two workers’ bodies somewhere safe. 

Tiny should now enter the door leading to the blue-roofed house just across the road 
from the factory compound. Use the pistol to kill the lieutenant followed by the 
officer and worker. Another officer will climb down from the attic; simply shoot him 
to death. 
Check the two cupboards in the house to find a poison syringe, a sheet ladder, four 
wine bottles, some sleeping pills, some first aid kit as well as the sixth and 
seventh pieces of the bonus missions. 

Go back outside and take a peek through the door leading to the red-roofed building 
to the south. Wait for one of the lieutenants to walk away from the counter then 
take followed by his comrade. Examine the counter and shelves to find two poison 
syringes, six wine bottles, some canned food, some sleeping pills, some first aid 
kit as well as the eighth, ninth and tenth parts of the bonus mission.
Ascend the staircase to the second floor and take out the patrolling soldier. Go 
inside the bathroom and check the drawers to find a cigarette pack, a Molotov 
cocktail, a poison syringe, some first aid kit and the eleventh piece of the bonus 
mission. Get Duke to come over and fire a shot; kill everyone as they try to enter 
the bathroom then heal any injuries with canned food or fist aid kit. 
Check the drawer in the bedroom next to the bathroom to find a canned food, a poison 
syringe, three wine bottles, some sleeping pills and the twelfth piece of the bonus 
mission. 
Ascend the staircase to the third floor and check the cupboards and drawer to find a 
sheet ladder, a smoke grenade, a canned food, a wine bottle, a Molotov cocktail, a 
binocular, two poison syringes, some first aid kit as well as the thirteenth and 
fourteenth pieces of the bonus mission.  
Go back outside and have Duke snipe the patrol going around the place. Shoot the 
patrol leader first followed by the two patrolmen behind him then grab the patrol 
leader’s uniform; hide all three bodies inside one of the houses that are already 
secured.

-CONTACTING SPOOKY AND TREAD-

Take out the soldier looking at the Mulde River just to the west followed by the 
stationary guard to the east of the church where Spooky is. Get him to come out and 
wear the patrol leader’s uniform as disguise. Don’t forget to give all the poison 
syringes that had been collected earlier to Spooky.
Now enter the building to the east of the church. Take out the sitting lieutenant 
followed by the standing officer. Check the cupboard and drawer to find a poison 
syringe, four wine bottles and some first aid kit. Fire a shot to lure the soldier 
and worker in the bedroom; kill them both as they try to pass through the door. 
Check the cupboard in the bedroom to find a Molotov cocktail, a canned food, a 
poison syringe and some sleeping pills. 
Spooky should enter the building to the west of the red-roofed building (the one in 
the middle of the row of three houses) and check the cupboard to find a gas grenade, 
some Molotov cocktail and some smoke grenades. 
Go back outside and enter the building to the west. Examine the wine rack on the 
first floor to find five wine bottles. Ascend the staircase to the second floor and 
examine the cupboard to find a cigarette pack, a binocular, a smoke and a gas 
grenades as well was some first aid kit. 
Go back down and exit through the back door. Go into the small house behind the row 
of three houses and examine the cupboards and drawer to find a shovel, two wine 
bottles, some canned food, some first aid kit, some sleeping pills as well as the 
fifteenth, sixteenth and seventeenth pieces of the bonus mission.      

Get Spooky to distract the stationary soldier at the bottom of the ramp leading to 
Colditz. Tiny should then take out the soldier standing next to the house just north 
of the church followed by the guard that Spooky is distracting then dump both bodies 
next to the house. 
Get Spooky to enter the house and examine the cupboard on the first floor to find 
three wine bottles, some canned food and some sleeping pills. Ascend the staircase 
to the second floor and examine the drawer to find a poison syringe and some 
sleeping pills. 

Go back outside and Spooky should distract the lieutenant standing near the 
Kubelwagen to the northeast of the map (not the one reading the newspaper). Tiny 
should take out the two soldiers standing guard outside the small chapel nearby then 
hide the bodies near the trees. 
Tiny should then take out the lieutenant reading the newspaper followed by the one 
that Spooky is distracting then hide both bodies like before. 
Get Spooky to distract the patrolling guard near Tread’s position and Tread should 
take him out and hide the body near his starting position (watch out for the 
stationary soldier near the railing of Colditz’s main entrance). Regroup everyone 
near the ramp leading to the castle and give Tread all his equipment that had been 
collected earlier.

-GAINING ACCESS INTO THE ‘SONDERLAGER’-

Get Tiny to ascend the ramp and take out the soldier at the top then hide the body 
next to Colditz’s main gate. Spooky should then distract the guard in front of the 
house near the main gate. 
Get Tiny to take out the patrolling soldier near the main gate followed by the 
smoking lieutenant nearby and the one that Spooky is distracting as well as the lone 
remaining soldier near the railing who is looking to the west. 
Spooky should enter the house and check the table to find a wine bottle and some 
Molotov cocktails. Ascend the staircase to the second floor and check all the 
furniture to find a wine bottle, a mantrap, two poison syringes, two German rifles, 
some smoke and gas grenades, some Molotov cocktails, some canned food, some first 
aid kit and some sleeping pills.     

Spooky should enter the castle’s courtyard where Lupin is to be executed by going 
through the main gate. Distract the soldier at the top of the staircase who is 
looking at Lupin and the firing squad. Send Tiny in to take him out and hide the 
body near the corner. 
Tread should join in and lob two Molotov cocktails to burn the firing squad and its 
lieutenant to death. Talk to Lupin to release him and regroup the commandos at the 
castle’s courtyard. 

-FINDING THE THREE PARTS OF THE SECRET PLAN-

Additional note:
Due to complicated interior of Castle Colditz, select an objective and click 
the ‘target’ icon to know which way to go. 

First is the code template hidden by General Heinz. Follow the arrow into the door 
at the top of the staircase. Enter the second door here to reach a large dining 
room. 
Get Spooky to distract one of the lieutenants while Tiny take care of everyone 
silently. Tread should come in and lob a Molotov cocktail at General Heinz and the 
officer he is talking to. Check the coat hanger to find the code template then go 
out of the dining room. 

The arrow will point towards the staircase here for the code book, which is kept by 
Field Marshal Desfell. Ascend the staircase and use the arrow again to determine 
where to go; it will point towards a door.   
Tiny should head inside to find another dining room. Take out the patrolling soldier 
and get Tread to lob two Molotov cocktails to burn the others to death. Check the 
drawer to the left to find a wine bottle and some Molotov cocktails.  
Exit through the only door and get Spooky to distract the patrolling soldier. Tiny 
should take out the worker followed by the guard that Spooky is distracting. Follow 
the arrow again which leads into an area with a lot of staircases. 
Get Spooky to distract the guard on the upper level while Tiny take out the one at 
the middle level followed by the one that Spooky is distracting. 
Enter the door just at the other end and take out Field Marshal Desfell followed by 
the other soldiers in the room then check the coat hanger to find the code book. 
Examine the cupboards and gun rack as well to find some sleeping pills, some first 
aid kit and a German rifle.  

Exit through the only door and get Spooky to distract one of the patrolling soldiers 
here and let Tiny take everyone out. Examine the furniture to find a cigarette pack, 
a canned food, two poison syringes, some first aid kit and some sleeping pills.  
Exit through the only door to get back to the courtyard. Proceed into the next door 
and get Spooky to inject the patrolling officer here. Tiny should come in and take 
out the soldier followed by Major General Rudolf. 
Check the coat hanger for the encrypted plan. Examine all the bookshelves to find a 
gas grenade, a canned food, a poison syringe, three wine bottles and some sleeping 
pills.  

-RESCUING THE ALLIED PRISONERS-

Get Spooky to distract the guard at the bottom of the staircase while Tiny moved in 
for the kill. Enter the door and get Spooky to distract the patrolling soldier while 
Tiny clears the room as usual. Check the drawer to find a mantrap and some smoke 
grenades. 
Exit through the only door and get Spooky to distract the patrolling guard while 
Tiny take him out. 
Enter the door that is indicated by the arrow to reach another huge ‘courtyard’ 
area. Enter the building to the left as indicated by the arrow. 

Spooky should take out the guard at the top of the staircase then distract the 
lieutenant near the door while Tiny move in for the kill. Grab the lieutenant’s 
uniform and pass it to the allied prisoner. 
Head into the next room and get Spooky to take out the officer and lieutenant with 
injection while Tiny take care of the worker and soldier. Pass three uniforms to the 
allied prisoners here and ascend the staircase to the second floor. 
Get Spooky to distract the guard at the top of the staircase while Tint should head 
to the back and take out the lieutenant behind the staircase then pass the uniform 
to the nearby allied prisoner. 
Take out the patrolling guard in the adjacent room followed by the one that Spooky 
is distracting. Take out the officer and lieutenant near the allied prisoner here 
and pass a uniform to him. 
Spooky should distract the remaining soldier in this floor while Tiny take them out 
silently then pass two uniforms to the two remaining allied prisoners. Check the 
furniture here to find a smoke grenade, a canned food, a poison syringe, a cigarette 
pack, three wine bottles, some sheet ladders and some first aid kit.      
Ascend the staircase to the third floor and take out all the enemies with the same 
method as before (get Tread to help if necessary). Pass uniforms to the five allied 
prisoners here then stand by next to the ladder leading to the attic and fire s hot 
to lure the enemies to climb down, kill them all then pass a uniform to the lone 
allied prisoner in the attic. Check the furniture on the third floor to find a 
Molotov cocktail, a poison syringe, two cigarette packs, three wine bottles, some 
canned food, some sheet ladder, some sniper rifle ammo, some sleeping pills and some 
first aid kit.     

Go back outside to the ‘courtyard’ and enter the building, which is brown in color 
(the short one). 
Get Spooky to distract while Tiny cleared the first floor from enemy soldiers as 
usual then pass two uniforms to the two allied prisoners. Check the cupboards in the 
kitchen to find a poison syringe, three wine bottles, some canned food, some 
sleeping pills, some first aid kit and the eighteenth piece of the bonus mission.
Descend the staircase to the basement and clear the place of enemy soldiers then 
pass a uniform to the lone allied prisoner. Check the shelves to find three wine 
bottles, some canned food, some Molotov cocktail, some first aid kit as well as the 
nineteenth and twentieth pieces of the bonus mission. 

Go back outside to the ‘courtyard’ and enter the door leading to the building just 
to the right of the entrance where the commandos first came in. Use Tiny and Spooky 
as usual to clear the whole place then pass four uniforms to the allied prisoners. 
Go back outside and head into the next building. Take out the lone patrolling 
soldier and check the cupboards to find a poison syringe, some sheet ladder and some 
first aid kit. 
Ascend the staircase to the second floor and clear the whole place then pass some 
uniforms to the six allied prisoners. Descend the other staircase into a small room 
and take out the lone patrolling soldier then pass his uniform to the allied 
prisoner. 
Climb down the ladder and take out the soldier and lieutenant followed by the two 
officers in the adjacent room then pass some uniforms to the two allied prisoners. 
Go back to the second floor and ascend the three staircases to the third floor and 
clear every room of enemies. Pass some uniforms to the four allied prisoners on the 
third floor.     
Climb the ladders leading to the attics from the rooms on the third floor then clear 
the whole place from enemies. Pass some uniforms to the three allied prisoners then 
don’t forget to climb to the roof from one of the attics to reach the allied 
prisoner there. 

Go back all the way to the ‘courtyard’ and skip the radio tower. Head inside the 
building next to it, which contain a large theater. Clear the theater and pass a 
uniform to the lone allied prisoner. 
Exit through the door behind the stage and clear the place then pass some uniforms 
to the two allied prisoners. Check the hanging shelf to find a mantrap, a shovel, a 
poison syringe and the twenty-first piece of the bonus mission. 
Ascend the staircase to the second floor and kill the patrolling soldier and 
lieutenant then pass some uniforms to the three allied prisoners. Check the 
bookshelf to find a wine bottle, a canned food, some sheet ladder and some first aid 
kit. 
Ascend the staircase to the third floor and clear the place from enemies then pass 
some uniforms to the two allied prisoners. Check the furniture to find a cigarette 
pack, a poison syringe, a canned food, some sheet ladder, some first aid kit, some 
sleeping pills, as well as the twenty-second, twenty-third and twenty-fourth pieces 
of the bonus mission.    
Ascend the staircase to the fourth floor and take out all the enemy soldiers here 
then pass some uniforms to the two allied prisoners. Check the hanging shelves to 
find a poison syringe, a Molotov cocktail, three wine bottles, some sheet ladder, 
some sleeping pills, some canned food, some first aid kit as well as the twenty-
fifth, twenty-sixth, twenty-seventh and twenty-eighth pieces of the bonus mission. 
Enter the adjacent area through the only door and kill all the enemies then pass 
some uniforms to the six allied prisoners. Check the furniture to find a pistol, a 
wine bottle, some gas grenades, some sniper rifle ammo as well as the twenty-ninth 
and thirtieth pieces of the bonus mission. 
Climb the ladder to the attic and pass some uniforms to the two allied prisoners. 

-THE GREAT ESCAPE-

Now go back down to the ‘courtyard’ and head into the radio tower. Take out the lone 
patrolling soldier then check the crate to find a Molotov cocktail. 
Fire a shot to lure the enemies to come investigate, shoot them to death as they 
climb down the ladder. Climb to the second floor and check to crate to find some 
sniper rifle ammo then repeat the process to lure enemies from the third floor. 
Climb to the top of the radio tower and use the radio to contact headquarters then 
pass a uniform to the lone allied prisoner. 
Get all the commandos to regroup then go out from Colditz and head to Tiny’s 
starting position to board the balloon. Mission accomplished!!!

Locations of the bonus missions (30 in total):
-Two pieces found in furniture located inside the small office of the large building 
south of the western gate of the brewery compound. 
-Three pieces found in furniture located inside the northern house at the factory 
compound. 
-Two pieces found in cupboards located inside the blue-roofed building just across 
the road from the factory compound.
-Three pieces found in furniture located at the first floor of the red-roofed 
building just across the road from the factory compound.
-Two pieces found in drawers located at the second floor of the red-roofed building 
just across the road from the factory compound.
-Two pieces found in cupboards located at the third floor of the red-roofed building 
just across the road from the factory compound.
-Three pieces found in furniture located inside the small house behind the row of 
three houses (near the church).
-One piece found in cupboard located at the first floor of the brown building at the 
prisoner ‘courtyard’ area. 
-Two pieces found in shelves located at the basement of the brown building at the 
prisoner ‘courtyard’ area.
-One piece found in hanging shelf located at the first floor of the building next to 
the theater. 
-Three pieces found in furniture located at the third floor of the building next to 
the theater. 
-Four pieces found in hanging shelves located at the fourth floor of the building 
next to the theater.
-Two pieces found in furniture located in the adjacent area to the fourth floor of 
the building next to the theater. 

***********************************************************************

Bonus Mission 9
Location: Unknown
Personnel: Inferno, Tread

Objectives:
-Destroy all of the enemy vehicles. 

Secondary objectives: 
-Eliminate the enemy grenadiers. 

Clues:
-Use the bazooka.
-Get the anti-tank mines. 
-Get the smoke grenades.
-Use the grenades to distract the enemy. 

Walkthrough:

Get Inferno and Tread to board the tank then wait for the half-track to make its 
turn. As soon as Inferno has a clear shot, fire a shell to destroy the half-track. 
Maneuver slightly to the north and fire another shell to take out the patrolling 
tank. 
Go to the east and fire at the two grenadiers to kill them. Quickly fire again to 
kill the other grenadier who comes to investigate followed by the tank patrolling 
near the northeast corner of the map. 
Destroy the tank that patrols from west to east followed by the last tank that 
patrols near the northwest corner of the map. Mission accomplished!!! 

***********************************************************************

Mission 10: Is Paris Burning?
Location: Paris, France
Personnel: Tiny, Duke, Fins, Inferno, Tread, Spooky, Natasha, Lupin, Whiskey

Introduction:

	August 1944. Three months after the landings of Normandy more than half of 
France is under allied control. In the morning of August 19 General Eisenhower sends 
the French 2nd Armored Division, with the support of American troops, to liberate 
Paris. After four years of occupation the dream of millions of Frenchmen is about to 
become reality.
	But Hitler has different plans. His orders are clear “Paris must only fall 
into enemy hands as a heap of rubble”. General Dietrich von Choltitz commander of 
the occupation troops of Paris is in charge of the demolition of the city. From his 
headquarters in the Hotel Meurice he oversees the labor of the German 813th Engineer 
Corps that has planted tons of explosives in the city.  

Objectives:
-The Sapper must disconnect the detonation device in the general’s office.
-Contact Natasha.
-Use the radio at the top of the tower.

Secondary objectives: none

Clues:
-Obtain mines and grenades.
-Steal a tank.
-Obtain the key for the tower from the SS general.

Walkthrough:

-OBATINING THE EXPLOSIVES-

Get Tiny to climb up and hide next to the small booth. Wait for the patrolling 
soldier to walk away first then kill the sitting soldier. Drag the body inside the 
booth and kill the patrolling guard when he returns. 
Take out the sitting lieutenant next followed by the workers. Spooky should grab the 
lieutenant’s uniform as disguise. Check the trashcan next to the staircase to find 
the first piece of the bonus mission. 
Ascend the staircase and get Spooky to distract the patrolling guard while Tiny move 
in for the kill (beware of the patrolling lieutenant) then hide the body near the 
staircase. 
Get Spooky to kill the sitting soldier next to the booth with injection. Wait for 
the commotion to die down then get Spooky to distract the patrolling lieutenant 
while Tiny take him out followed by the soldier looking at the map. 
Spooky should now distract one of the guards standing near the exit while Tiny move 
in to take out both soldiers. 

Spooky should get out of the train station and distract the soldier who is talking 
to a lieutenant nearby. Tiny should come and take them both out then hide both 
bodies in the station. 
Get Spooky to distract the patrolling guard near the road to the left of the station 
that runs to the southeast while Tiny dispose of him from behind.  
Spooky should then head to the southwest corner of the map and distract the 
patrolling guard there. Get Tiny to take out the worker sitting under the shade just 
west of the train station followed by the soldier that Spooky is distracting. 
Spooky should now distract the patrolling soldier near the main road running from 
the southwest corner of the map towards the northeast while Tiny take him out and 
hide the body somewhere safe. 
Distract the patrolling lieutenant next and get Tiny to take him out as well but be 
careful of the stationary soldier to the north. 
Tint should take care of the patrolling guard to the east of the train station (near 
the road where the half-track occasionally pass by) then hide the body somewhere 
safe. 

Head to the southeast from the last soldier that Tiny took out and get Spooky to 
distract the guard here (near the intersection). Tiny should follow behind for the 
kill and hide the body somewhere to the southwest. 
Tiny should wait nearby for the officer patrolling near the trees to the northeast. 
Take him out and pass his uniform to Spooky then hide the body. 
Get Duke to crawl along the main road towards the northeast and sniper the German 
sniper who is well concealed by shadows next to the Eiffel Tower’s leg that is 
labeled ‘N’. A soldier from across the street will come to investigate; drop him 
with a well-placed bullet.  
Get Spooky to distract the patrolling soldier near Eiffel’s ‘N’ leg and Tiny should 
move in from behind to dispose of the guard. Hide the body in the shadows with his 
dead comrades then grab the dead sniper’s ammo. 
Get Spooky across the road and distract the patrolling soldier nearby. Tiny should 
then take out the stationary guard near the southern edge of the map (near the 
trees) followed by the guard that Spooky is distracting then dump both bodies in the 
shadows somewhere nearby. 
Get Duke over and sniper the SS general as well as the officer standing outside the 
small hut in the middle of the park to the east. Spooky should quickly move in and 
grab the set of keys from the SS general along with his uniform.  

Spooky should go back to the hut and distract one of the lieutenants while Tiny take 
out the other then hide the body inside (beware of patrolling soldiers nearby). Come 
back out and take care of the soldier patrolling around the hut and drag the body 
inside. 
Come out again and take out the lieutenant that Spooky is distracting followed by 
the patrolling guard on the part to the west of the small hut then hide both bodies 
inside.
Distract the patrolling guard to the north then get Tiny to take him out. Spooky 
should now distract the worker to the north of explosives and get Tiny to move in 
and take out the soldier near the metal boxes followed by the worker that Spooky is 
distracting and the soldier standing near the truck (check the bodies for cigarette 
packs). 
Get Lupin over to unlock the metal boxes, which contain four time bombs, four remote 
control bombs, some grenades and some anti-tank mines.   

Get Spooky to drive the truck nearby with Inferno and Tread behind. Drive towards 
the empty tank near the northern edge of the map (next to the Meurice Hotel). 
QUICKLY get Inferno and Tread to disembark from the truck and run towards the empty 
tank. 
Once inside go on a rampage across the map and kill everyone, including the half-
track and the tank. Kill the four German snipers on the western roof of Meurice 
Hotel as well. The soldiers and workers on the hotel roof should be lured to 
investigate except the one at the eastern roof. Kill everyone that comes down to 
investigate with the tank. 

-DISARMING THE EXPLOSIVE DEVICE-

Get the commandos to regroup outside the door leading to the western side of the 
Meurice Hotel. Send Tiny in and take out the two workers here. Spooky should then 
distract the lieutenant at the counter while Tiny take care of the two soldiers 
behind the counter followed by the lieutenant that Spooky is distracting. Check the 
furniture here to find a wine bottle, a shovel, a smoke grenade, a canned food, a 
poison syringe, some sleeping pills and some first aid kit. 

Ascend the staircase and get Spooky to distract the patrolling guard nearby while 
Tiny take him out from behind. 
Get Spooky to distract the guard to the right of the general’s office while Tiny 
take out the left one then dump the body out of the window. Tiny should then take 
out the guard that Spooky is distracting followed by the soldier who is sitting at a 
desk nearby who will be alerted; quickly dump both bodies out of the window before 
the patrolling lieutenant can see anything. Distract the lieutenant then get Tiny to 
take him out and throw him out of the window. 
Get Inferno to join Tiny and Spooky then get him to lob a grenade into the general’s 
office, killing the general along with the two officers. Head inside then disarm the 
explosive device. Check the general’s desk and cupboard to find a wine bottle, a 
poison syringe, a Molotov cocktail, some sniper rifle ammo, some sleeping pills and 
some first aid kit.     

Ascend the staircase to the third floor and get Tiny to dispose of the patrolling 
soldier nearby. Get Spooky to distract the lieutenant sitting at the desk located at 
the end of the room while Tiny take care of the patrolling soldier who occasionally 
look out of the window. Take care of the lieutenant next and check the small file 
cabinet to find a canned food and the second piece of the bonus mission. 
Head into the adjacent room and take out the soldier who is wiping the blackboard. 
Go back out and open the door to the last office that hasn’t been entered. Spooky 
should distract the guard by the door while Tiny move in to take care of the 
lieutenant followed by the two soldiers sitting at the desks who will be alerted to 
the noise. Take care of the soldier that Spooky is distracting and check the 
furniture to find a poison syringe, a smoke grenade, a canned food, a binocular, 
three wine bottles, some sleeping pills, some grenades, some first aid kit and the 
third piece of the bonus mission. 

Ascend the staircase to the fourth floor and take out the patrolling soldier nearby. 
Head into the next room and take care of the soldier and the worker. Place a remote 
control bomb near the door leading into the office and fire a shot. When the enemies 
come running out of the office, detonate the bomb to kill them all. 
Check the furniture to find a pistol, a binocular, a cigarette pack, some sleeping 
pills, some first aid kit and the fourth piece of the bonus mission. Go out through 
the door to reach the balcony then collect all the dead snipers’ ammo for Duke.

-CONTACTING NATASHA-

Enter Hotel Meurice’s eastern wing through the back door and get Spooky to distract 
the patrolling soldier while Tiny move into take care of the soldier sitting near 
the counter followed by the guard that Spooky is distracting.  
Head into the next room and distract the lieutenant reading the newspaper while Tiny 
sneak up from behind to take him out. Whip out a pistol then kill the officer and 
the lieutenant who are chatting to each other on the sofa. Check the furniture to 
find a canned food, a cigarette pack, a Molotov cocktail, a gas grenade, two wine 
bottles, some first aid kit and the fifth piece of the bonus mission. 

Ride the elevator to the second floor and get tiny to take out soldier next to it. 
Spooky should distract the patrolling soldier at the corridor while Tiny move in for 
the kill then dump the body out of the window. 
Go into the room at the center and take care of the soldier sweeping the floor 
there. Go back to the corridor and take care of the two guards outside the patrol 
leader’s room followed by the leader himself by using the pistol. 
Check all the drawers to find a poison syringe, a binocular, a smoke grenade, two 
wine bottles, some sheet ladder, some canned food, some sniper rifle ammo, some 
first aid kit as well as the sixth and seventh pieces of the bonus mission. 

Ride the elevator to the third floor and get Spooky to distract the soldier 
patrolling at the corridor. Fins should come out and take care of the lieutenant 
sitting on the sofa near the elevator by throwing his knife. 
Get Tread to crawl to the corridor then throw a gas grenade to take out the two 
soldiers talking to each other. Tiny should then take out the guard that Spooky is 
distracting then fire a shot to kill the officer inside one of the rooms. Check all 
the drawers to find a pistol, a smoke grenade, a canned food, a binocular, a poison 
syringe, two wine bottles, some sheet ladder, some Molotov cocktail, some sleeping 
pills, some first aid kit as well as the eighth and ninth piece of the bonus 
mission. 

Ride the elevator to the fourth floor and get two of the commandos to fire a shot. 
Kill all the enemies that come running to secure the fourth floor. Climb up the 
ladder to the roof and kill the lone patrolling soldier then climb back down again. 
Talk to Natasha and she will update the objective. Check all the furniture here to 
find a smoke grenade, a gas grenade, a Molotov cocktail, a cigarette pack, two wine 
bottles, two poison syringes, some sheet ladder, some canned food, some first aid 
kit and some sleeping pills.
Go back down with the elevator and regroup the commandos at the center of the Hotel 
Meurice. 

-GETTING TO THE TOP OF THE WORLD-

Inferno should lob a grenade through the door/window leading to the center of Hotel 
Meurice. Wait for everyone to gather around the explosion site then lob another 
grenade to take them all out. 
Check all the furniture in the bar to find nine wine bottles, some canned food, some 
Molotov cocktails, some first ad kit as well as the tenth and eleventh pieces of the 
bonus missions. 
Ascend the staircase to the second floor and take out everyone with Spooky 
distracting and Tiny killing from behind. Check all the furniture here to find a 
mantrap, two cigarette packs, two wine bottles, some canned food, some first aid 
kit, some sleeping pills and the twelfth piece of the bonus mission. 

Ascend the staircase to the third floor and get Tiny to kill the soldier reading the 
newspaper. Stand outside the door and fire a shot to lure the others to come out. 
Kill them all and examine the furniture to find a shovel, a mantrap, a pistol, a 
Molotov cocktail, a gas grenade, a smoke grenade, four wine bottles, three poison 
syringes, two binoculars, two cigarette packs, some sheet ladder, some canned food, 
some grenades, some sleeping pills, some first aid kit as well as the thirteenth, 
fourteenth, fifteenth and sixteenth pieces of the bonus mission.   
Ascend the staircase to the fourth floor and get Inferno to lob a grenade to kill 
the two soldiers lying down on the floor as well as the one who is leaning out of 
the window. QUICKLY lob a second grenade to kill the soldiers from the art room who 
come to investigate. Simply shoot any survivors and check the furniture to find a 
gas grenade, a poison syringe, a canned food, some sleeping pills, some first aid 
kit as well as the seventeenth and final piece of the bonus mission. 

Regroup the commandos at the Eiffel Tower’s leg labeled ‘E’. Open the door with the 
key obtained from the SS general earlier and get Spooky to distract the patrolling 
soldier while Tiny sneak from behind to take him out. Spooky should then distract 
the patrolling worker at the other end of the room while Tiny dispose of the 
stationary soldier outside the cable car. Take out the worker that Spooky is 
distracting and simply shoot the patrolling lieutenant below. 

-CONTACTING HEADQUARTERS AND ESCAPE!!!-

Get Tiny and Spooky to ride the cable car to the third level of the Eiffel Tower. 
Spooky should come out first and distract the worker who is looking at the cable 
car. 
Tiny should come out and head inside the opening to the right. Take out the 
patrolling soldier followed by the stationary soldier next to the elevator. Get 
Spooky and Tiny to ride the elevator to the top. 

Get Spooky to inject the patrolling soldier followed by the stationary soldier and 
the lieutenant reading newspaper. Get Tiny to climb the two sets of ladder and go 
out through the door. Take out the patrolling soldier and simply shoot the officer 
and soldier who are looking over the railing. Use the radio to contact headquarters. 
Mission accomplished!!!    

Locations of the bonus missions (17 in total):
-One piece found in trashcan located inside the train station (near starting 
position).  
-Two pieces found in furniture located at the third floor of Hotel Meurice’s west 
wing.
-One piece found in drawer located at the fourth floor of Hotel Meurice’s west wing. 
-One piece found in drawer located at the first floor of Hotel Meurice’s east wing. 
-Two pieces found in drawers located at the second floor of Hotel Meurice’s east 
wing.  
-Two pieces found in drawers located at the third floor of Hotel Meurice’s east wing.
-Two pieces found in furniture located at Hotel Meurice’s bar. 
-One piece found in desk located at the office one floor above Hotel Meurice’s bar. 
-Four pieces found in furniture located at the office two floors above Hotel 
Meurice’s bar.
-One piece found in shelf located inside the art room three floors above Hotel 
Meurice’s bar. 

Congratulations!!! You just finished Commandos 2: Men of Courage. Enjoy the ending! 
And don’t forget to play the last bonus mission. :)  

***********************************************************************

Bonus Mission 10
Location: Unknown
Personnel: Tiny, Duke, Tread, Lupin

Objectives:
-Escape using the enemy car. 

Secondary objectives: none

Clues:
-Neutralize the enemy snipers.
-Get the wirecutters.
-Cut the fence.
-Obtain some Molotov cocktails.
-Enter the bunker through the window.
-Unlock the door of the bunker from the inside. 

Walkthrough:

Get Duke to snipe the German sniper to the left. Lupin should then crawl underneath 
the barbed wire and unlock the metal box near the western edge of the map to find a 
shovel, a wirecutter and some Molotov cocktails. 

Head back again but cut a hole in the barbed wire this time. Pass the Molotov 
cocktails to Tread and get him to lob one at the officer and lieutenant who is 
chatting to each other to the left of the bunker (make sure that the soldier next to 
the large boxes see this). 
Wait for the worker near the metal box and the soldier next to the large boxes 
southwest of the car to come investigate the charred bodies then lob the last 
Molotov cocktail to take them out. 
Get all the commandos to go through the hole in the barbed wire and climb up at the 
other side of the trench. Get the commandos to run to the car and quickly drive it 
along the road to the north. Mission accomplished!!! 

-----------------------------------------------------------------------

10. Credits 

God – for giving me the ability to write.

Pyro Studios – for creating a game that’s frustrating sometimes yet fun and 
addictive!!!

C Jay C – for posting this FAQ. ^_^

Me – for writing this FAQ. ^_^

Grace Yeo – for being my girlfriend. ^_^

You – for reading this FAQ of mine. ^_^

This FAQ is Copyright 2001 of Varkovsky. 

This work is supposed to appear only on these following websites: 
1.  http://www.gamefaqs.com 
2.  http://www.orten.org 
3.  http://DLH.Net 
4.  http://vgstrategies.about.com 
5.  http://www.cheatcc.com 
6.  http://www.actiontrip.com 
7.  http://www.gamesover.com 
8.  http://www.gamespot.com 
9.  http://gameguru.box.sk 
10. http://www.trainerscity.com 
11. http://www.cheatcodes.com 
12. http://www.cheatplanet.com 
This FAQ is not supposed to appear in any other places or websites other than those 
listed above. This FAQ is not to be edited, altered or changed in any way without 
the author’s permission. 
Lastly, any further questions, comments, critics, suggestions and additional info 
should be forwarded to varkovsky@hotmail.com. 

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