Frequently Asked Questions/Walkthrough List V.0.2 - Guide for Deadly Dozen

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Frequently Asked Questions/Walkthrough list v.0.2

by Vic ([email protected])

I - Introductory notes
II - Basic Game info
III - General Hints/tips/observations
IV - Walkthroughs
   A. Mission 1
   B. Mission 2
   C. Mission 3
   D. Mission 4
   E. Mission 5
   F. Mission 6
V - Cheats
VI - Disclaimer/Credits

--- I - Introductory Notes ---

This is my first attempt at a FAQ after being quite impressed with the many
FAQs I've seen here at (and the general idea behind the site as
well).  I've been looking for help on this game while banging away at it, and
since nobody's done a FAQ for Deadly Dozen I figured I'd step up to the plate
and create one.  Maybe it will inspire someone else to create a better one,
since I think this one will be rudimentary at best.

--- II - Basic Game Info ---

Deadly Dozen is a game designed by N-Fusion that is (roughly) a first-person
shooter based on infantry combat in WWII's European theater.  It's a
single-player-only game in which the player must work through a series of
missions.  The player can choose four squad members from a pool of 12 and then
go through and accomplish his mission, blasting Nazis along the way.  Each
character has his own strengths/weaknesses and can be equipped with a variety
of weapons and special equipment.  The play is semi-squad based: You play only
one of the four people at any given time, and have keyboard commands that
control the AI of your other characters, but you can switch between characters
at any time.  If a character dies you can continue the mission with your
surviving members, but of course the dead character is out of the selection for
future missions.  It behooves you to preserve all of your character's lives at
all costs because one may have the strengths you need to complete a future

--- III - General Hints/Tips/Observations ---

- I've seen a lot of review sites complain that the gameplay 'sucks' because
the damage isn't realistic - they have stepped up to right beside an enemy
troop, unloaded a full clip into him, and still been killed by the same troop
because he didn't die.  Well, I find that to be an exaggeration, and sometimes
I've seen headshots that didn't kill their targets, but it does seem to fit the
general unpredictability of war.  It keeps the player on his toes, anyway. 
This is on the 'realistic' damage setting.  On this setting single bullets can
be deadly - pretty much like real war (and this goes for the enemy as well...
so it encourages careful gameplay instead of the typical 'walk into the room,
take fifty rounds, and still kill everyone in it' of more arcade-type FPS's). 
You can try the 'arcade' damage setting to see if it fits your idea of what an
FPS should be like, but I like the atmosphere and fear that such a 'dangerous'
game creates.  If you really can be killed by a single bullet, you're going to
sneak around, move slowly, and be ultra-observant, right?

- As touched on above, the realism of this game is quite high, so think like a
real soldier: stay crouched.  Stay behind cover.  Look for the enemy before
darting.  Have people in a position to cover you.  TAKE YOUR TIME!

- Save often.  In any game that offers incremental saves, this is a given, but
given the difficulty of this game for new players, it bears repeating.

- Wandering around in a big group of four people is just begging to be noticed.
 So far, I've gotten most of my work done by ordering the squad to hold and
having one member do reconaissance/sorties/snipe missions, clearing an area for
the rest of the group to catch up to.  If one person gets hurt, have him stay
behind and rotate another to 'point man'.  Until you find some healing first
aid kits, anyway.

- Always take a sniper with each group.  Two if you can afford it.  Even if you
take only one, equip two with sniper rifles.  There are PLENTY of times when
you can avoid a potentially damaging firefight/charge situation by having a
sniper rifle handy and picking the enemy off from a great distance.

- You can run out of ammo quite fast, so be sure to pick up the enemy weapons. 
Maybe not all of them - the single-shot KAR-98 rifles are worse than the
Allies' M1 Garand and sniper rifle (bolt-action, five shot clip, no scope), but
the MP40 SMGs are very good weapons.  If you have a sniper with no SMG, give
him the SMG so he can support in more traditional firefights.

- On a related note, spread out the ammo you pick up from dead soldiers.  You
don't need anyone to run dry in the middle of a firefight.

- Even if you have one person moving on an advance sortie, see if you can
position the rest of your squad in a place where they can crouch behind cover
and provide covering fire.  On a related note, you can advance using the
'leapfrog' method - have one person move forward, find a position to cover,
then move the rear position character forward ahead of the point man, again
finding cover for the next advance....

- An observation about healing/medics: the amount of health regained by a first
aid kit is directly related to the "Medical" skill of the person using it. 
Unless it's an emergency or you have health kits to burn, always bring your
wounded men back to your squad's medic and have him do the healing (to use a
health kit on someone else, 'aim' at the person in question so that their name
appears above your cursor/gunsight, then press the appropriate function key to
use the health kit).

- Finally (though I guess this should have gone first... :)  ), about key
mapping: the game is roughly designed like most FPSs today, with the mouse
providing the steering/trigger functions and the keyboard doing the driving. 
However, whereas most other games use "WASD" keys for movement, this game uses
the actual arrow keys as the default, as the letters W, A, S, D, etc. are
reserved for other functions (mainly different group formations).  I found it
most useful to re-map to WASD, as I was used to playing MOH:AA and RTCW, and I
didn't need all those different formations anyway.  If you decide you need
"Echelon Right", for example, just map it to another key.

--- IV - Mission Walkthroughs ---


A German officer has battle orders with him that would be invaluable to the
Allies.  He is entrenched in a Chateau with plenty of guards.  Your orders are
to find the orders, kill the officer if possible (though not necessary), and
then, because of the time factor, proceed immediately to a German communication
post in the vicinity to transmit the information to the Allied command.  Then,
after communicating the orders, exit the area.

- Find the briefcase of documents in the Chateau at the north of the map
- (secondary) Kill the commanding officer
- Transmit the information in the briefcase at the radio installation at the
west end of the map
- Exit all your men off the east end of the map

Enemy strength assessment: quite a few infantry, both posted and patrolling. 
There are two MG42 sandbagged positions that can be troublesome, but one can be
circumvented.  There are no tanks so heavy weapons aren't necessary.  A sniper
makes things easy, but otherwise just standard small-arms squad armament will
serve you well.  Make sure at least two men have SMGs, or that you grab an MP40
or two from the enemies you eliminate.

Your men start off in the middle of the southern border of the map.  Take your
point man solo and move to the fence at your left, crouch, then move forward. 
Over the top of the hill you'll see a farmhouse in the distance.  As you move
closer you'll see its guards: one dog, one man stationed behind the sandbags
out front, and another man patrolling.  Sniping is an option, but if you can
follow the fence and move to where the sandbag man can't see you, you can
advance directly up to the building and take the guards out one-by-one.  Odds
are the dog will notice you on your approach, but he will charge, so shoot him
quickly then get ready to kill the guards as they come to investigate.  Once
all the guards are clear go into the farmhouse.

There are some first aid kits here to save for later, but almost as soon as you
move in you will see through the window in the north of the house another
patrolling guard advancing on the house.  You should be able to take him easily
from the cover inside the house.  Once he is dead, advance the rest of your
squad and station them all inside the farmhouse.  Distribute the
guns/ammo/first aid kits as you see fit.

Now that you have a starting base of operations the next part of your mission
is fairly straightforward - you are to follow the road north through all
opposition to get to the chateau on the north end of the map.  The road
immediately north of the farmhouse has trees on both sides and two guards
patrolling it up and down.  Sniping from behind a tree is a good way to take
this portion.  North of this stretch is the first four-way intersection, with
two houses and a guard inbetween.  Again, kill the guard from a distance.  (If
you're good, you can sneak to the right and come up from behind the house, then
kill him up close with an SMG...)  To the northwest, across the crossing road,
is another house with an officer out front.  There is also a patrolling guard
on each side of this intersection on the east-west road, so watch out for them.

Once you get this area clear, bring up your crew, then advance a sniper again
to take the next four-way intersection - again, with houses and a guard or two
around.  Just do it like last time, again watching out for patrolling guards on
the crossroads.

From the second intersection, the map shows you can turn right to head east,
then follow a curve to come at the front of the Chateau - DON'T!! There is an
MG42 gunner behind sandbags on the front porch, so you must take this building
from the side/rear.  Again, take one point man from the second intersection and
head NORTH - after you pass a minefield on the left, there will be open fields
on both sides of the road.  There is a patrolling guard in the field to the
left, and he may or may not be there, so watch out.  There is another guard
patrolling north-south on this segment of road, so stick to the cover and watch
for him, taking him out as soon as possible.  After this, go to the right
(East), and you'll be in a field to the side of and below the Chateau.  Watch
for any patrolling guards and move your pointman up to the rear of the house. 
Have him hold, then bring the rest of your team.

On the East side of the house is an exterior entrance to the cellar, so you can
take two men through that, then up to the main floor and out the front door to
take the MG42 guard there from behind.  Another option is to take two men and
just circle the house outside, taking him from the side.  If you stick to the
house he won't be able to bring the MG42 to bear on you.  IMMEDIATELY after
taking him out, have your men both take cover behind the sandbags and have one
take the MG42 - there are two guards patrolling the north-south road in front
of the chateau, and they will come running when they hear you shoot the gunner.
 Take them out with the MG42, then move all of your men inside to the ground
floor near the stairs.

The only enemies upstairs are the captain and one guard in a back room.  Go
upstairs with your chosen strike team, have them go through the door right
beside the top of the stairs, through that room into a larger room with a
crate, and then prepare for the attack on the room to the right, which is where
the captain and his guard are.  The method of attack is wide open, but remember
that they are ready for you - you can have one man get behind the crate and
shoot from cover.  You can storm it and take your chances.  You might enjoy
throwing in a grenade, then rushing the room when it explodes.  The last option
is probably best, but don't use more than two men to do this, otherwise they
will get in each other's way.  Kill both men quickly, then grab the briefcase. 
First two objectives completed.

Gather your men on the ground floor, then move en masse back across that field
to the road north of the second intersection.  If you didn't kill the guard in
the field west of this road already you will need to do that here.  There is
tree cover right beside the road, so this shouldn't be too hard.  Then, head
west across this field, either sticking to the trees on the south side or to
the ditch on the north.  At the southwest end of this field is where the road
curves up from the south then goes up the hill to the west to the radio
installation.  This installation is well-guarded: there are two guards and a
dog behind some trees right as the road goes through the barbed wire, then
farther up the hill is a gunner at an MG42 behind some sandbags, and there are
at least two more guards and an officer in the radio shack or patrolling at the
top of the hill.  Also, there is another patrolling guard on the north-south
portion of the road just before it curves to the west.

A two-prong approach is best for taking out the guards going up the hill. 
Split into two two-man teams, and position two of them beside the west edge of
the minefield, in cover and as far away from the guards as possible while
keeping them in sight - order them to hold fire for the moment.  Take the other
team and send them to the north side of the field, behind cover, and bring them
around the fence until they are just to the north of the trees on the north
side of the hill guards.  Have one of these men hold position with an SMG, and
have the other snipe at the guards through the trees.  Once the shooting
starts, order 'fire at will' and the other team will open up on the hill guards
as well.  The crossfire should take them all out without too much damage.  The
only glitch might be if you don't time it right to avoid the road-patrol guard.

Once the hill guards are dead, put one sniper on the right side of the road
going up the hill and the rest of your team with SMGs on the left.  You should
be able to move the three forward a bit without getting noticed.  Next, take
the sniper forward and snipe the MG42 gunner there.  Once he shoots, the rest
of the hilltop guards will immediately rush you, so be sure to order the other
three men to fire at will.  Once they're taken out, just go into the shack and
transmit the information.  Objective three completed.

The extraction is made easy by a Kubelwagen that the Germans have conveniently
left by the radio shack.  Pile your men in and rush the road.  Be sure to run
over any guards you encounter, but escape is the priority - so if they're not
directly in your way avoidance is the better option.  Actually, the first time
I ran this, I stuck directly to the roads and had the wagon destroyed within
sight of the extraction zone.  It might do well to run off-road, driving across
the north field and around the chateau, since you have already cleared that
area of guards.  If the wagon IS destroyed, just travel en masse, all men with
SMGs and order them to fire at will.  Mission completed.


After hiding out with the French Resistance for a while waiting for the heat
from the first mission to die down, safe passage has been arranged for you from
a covert airfield.  However, on the way to the airfield is a regional
communication post hidden in an abandoned church.  Destroying this post would
be invaluable to disrupting German operations in this area of France.  Your
orders are to find and destroy this communication post, then exit to the south
towards the airfield where you will be extracted from France.

- Destroy the communications station in the Church at the top of the hill
- Exit all your men off the southeastern end of the map

Enemy strength assessment: many infantry, both posted in hidden/defended spots
and patrolling, make a sniper essential.  Two might serve you even better. 
Make sure everyone else carries SMGs.  There are a couple of tanks in this
mission, but both can be circumvented without combat so heavy weapons aren't a
necessity.  Since you have to destroy a communication setup, you do need
someone competent with explosives and one order of dynamite.

This mission is a nighttime rainstorm, so visibility is reduced, which works
both for and against you.  What you basically have is a large walled area in
the middle of the map which you approach from the west.  The interior is formed
into quadrants by walls and gates, and thanks to judicious use of roadblocks
the path you must follow forces you to go through each quadrant in order to get
to the church - hence this mission is pretty long.  Fortunately, one section is
heavily wooded and there are graveyards and crypts throughout so there is a lot
of cover.

You start on the west end of an east-west road, with a destroyed house to your
northeast.  HURRY all of your men to that house as soon as the mission starts,
as two patrolling guards will come west towards your position.  Get your sniper
to the top floor, and have the others attack the guards from the windows and
doorway.  Once those guards are dead, you are ready to send forth your first
sniper sortie.

Send the sniper east, along the north side of the road, preferably outside the
roadway and in the trees.  Edge forward until you see the main wall and the
sandbag pile near the entrance.  There is one guard here along with a dog, plus
one guard patrolling the north-south road north of the gate and another south
of the gate.  You'll have to time your attack just right to take these guards
one-at-a-time.  You might do well to have a second man with you, behind you,
with an SMG - when you snipe the guard, the dog will charge, but your second
man will take him out when he gets closer to you, and your man won't arouse the
guard's notice before you snipe.  Once all four of these guards are taken care
of, move your men to the sandbag area right outside the main entrance.

The first quadrant to take is the northwest one, which is to the left of the
road as you first enter the main wall.  At the end of the road here, though, is
a sniper behind sandbags, so snipe him first, then move a man through the gate
on the north side of the road into the graveyard.  At the north end of this
quadrant is a guard at the top of the hill near some cairns, so sneak forward
from cover and take him out.  At the north end of this section is an opening to
more mausoleums that fill out the NW Quad.  There are two or three guards
patrolling around this area, so have one man hold at the top of the hill by the
cairns, then move the rest of your squad to the dividing wall, crouching and
ready to fire, then send the man by the cairns to clear out all the men around
the mausoleums.  South of the mausoleums is an entrance to the road, and again
there is a patrolling guard - snipe him from behind the wall.

The north-south road dividing the NW and NE quadrants is open at the north end,
and outside of it are two guards facing outward.  Send one man with an SMG to
creep up near the outside wall and take them out.  From cover, he should be
able to kill one, and then simply stay put and let the other come to him to get
killed.  Once the north-south road is clear, move all four men into the road,
crouching behind the wall to the NE quadrant.

The NE quadrant is tough, as there is a large hill with a lot of shrubs with
two guards at the top.  You won't be able to see them from where you are, so
sniping isn't an option.  However, they apparently patrol, as I took them out
by accident.  I left three men behind the wall and moved one south, to the
opening into the NE quad.  I then moved him north, sticking to the wall by the
road, until he was on the north end of the hill - from this angle you have a
better approach and can come up the SIDE of the hill, behind the vegetation,
and get a clear shot at the guards.  However, when I played this way, just as I
was heading up the hill I heard gunfire - apparently the two guards moved
forward and my men shot them from their cover.  Nice. :)  Anyway, there are
more guards on the far side of the hill as it goes down, so go take them out as
well, then move the rest of the squad to the chapel at the top of the hill. 
The NE quad is yours.

Again, take one man and take out the guards outside the main wall exit that is
to the east just like you did for the guys on the north.  There is also another
guard patrolling the east-west road, so watch for him as well.  After you take
him out, move back east, towards the four-way intersection.  There will be a
guard there on the south road, semi-hidden and not where you can walk to him
(yet), but it would behoove you to go ahead and snipe him as well.  Then, move
your squad to the entrance of the SE quad, which is right near the four-way

Stay to the north side of this quad and move all the way east, towards the
outer wall.  From there, advance a man in the bushes on the east slowly and
watch for a guard patrolling north.  Take him out.  Then, move forward past the
bushes and you will see some more crypts ahead, with a dog outside.  You know
what to do.  The crypt closest to the east wall is open and has two first aid
kits and an MP40 - and a guard.  Advance a man forward and take him as you see
fit, either with a grenade or some quick shooting.  At this point you'll be in
the SE corner of the SE quad, so move west and again, when you get to the
opening in the main wall, take out the guard outside there.  He patrols, so you
may have to wait.  By now you've noticed that you circled the middle portion of
this quadrant, and the reason is evident - there is a small walled graveyard in
the middle with two guards in it.  There is also another guard in the entrance
to the SW quadrant who can see you if you try to take them from the high ground
in the middle of the map, so you will have to either circle BACK and get them
from the east side (hard, since the guards are protected that way by the bulk
of the graveyard statuary) or just take them by sniping from the south. 
Sniping will be tough, since there are two, but one of the AI holes can be
used.  Use the scope, and you will see that you can see farther into the mist
than if you don't - but you can still get to a point where only one guard is
visible - and if you shoot him then, the other guard won't react at all.  Any
way you want to do it, take these two men out.  Then, move the sniper up the
hill to the west, behind the wall, and snipe the guard just inside the SW quad
entrance from there.  Then, move your entire squad into the entrance of the SW

Because of fences, you have to spiral around the entire outside of this
quadrant.  You start at the midpoint of the east end and you have to go north,
west, then south to get to the fence opening to the church.  There is no
opposition until you get to the north-south road on the west end - there is a
guard behind sandbags right at the fence opening.  Snipe him, then bring a man
up the hill.  There is a guard at the top of the hill with a dog, and another
guard or two roams the woods to the south of the road up to the church.  Stay
sharp and take them all out, then move your men to the church steps, beside
either side of the steps going up.  At this point you can storm the front door
or circle to a hole in the back of the church and take the two guards on the
ground floor by surprise.  However, circling either way around will arouse
other guards - on the north side is the church steeple which has a guard inside
ready to snipe from above, and on the south side is a small hole where one of
the inside guards can shoot out.  Any way you want to take it, take the men on
the ground floor and move all your men in.  At the back of the church is the
doorway to the stairs going up - be careful if you didn't already take out the
guard at the top.  Once the top is taken send up your demolition man and blow
up the radio installation.  Objective completed (Finally.....*whew*....  :)

Gather at the bottom of the church, head out, then head south of the church to
the opening to the road that runs along the south of the main wall.  Take that
road back towards the middle of the map, to the entrance that was closed off
earlier.  There is a motorcycle there, but that does you no good if there are
four men still alive in your squad.  Head south, then follow the curve east
(taking out the guard near one of the roads many dog-legs).  Head for the
higher ground and cover to the south of this road.  You'll get to a point where
you see a tank stationary as the road turns south.  You can take it out if you
have a bazooka, but it's not necessary.  Stay high and in cover, though,
because just past the tank is a Kubelwagen with a guard and a dog nearby.  Take
them out, and then you can short-cut to the mission end.  If you see on the
map, the fence you are near has an opening through which you can pass to cut
off the horseshoe of the road (which has some HEAVY opposition).  Get all your
men in the wagon, head offroad to go south from your position across the field,
then when you get to the road again turn left to head west and to the exit
zone.  There are some men with small arms and even a patrolling tank, but if
you drive fast and are a little lucky you should be able to completely drive to
the exit.


The German Afrika Korps, with the help of an Italian archaeologist, have been
plundering a tomb near one of their North African command posts for artifacts
to steal for the German war effort.  Your orders are to find the truck loaded
with stolen artifacts and escape to the south where you can be extracted.  If
possible, find and eliminate the archaeologist who has been helping the

- Steal the Opel truck with the stolen artifacts
- (Secondary) Kill the archaeologist
- Escape to the exit zone at the southeast

Enemy strength assessment: fairly strong.  Along with a lot of infantry, there
are a few sandbagged MG42 positions and at least two tanks that you have to
face directly.  A sniper and a heavy weapons expert armed with a bazooka are
essential to this mission.  I suppose that if you're brave you could try it
with AT mines, but bazookas are so much more satisfying. :)

Okay, enough of gloomy, rainy France: it's on to the sunny shores of North
Africa!  In this mission you start at the northeast corner of the map.  Your
target is at the northwest corner, and the exit is through a long north-south
valley to the bottom of the map and off to the southeast.  Pretty
straightforward, but with a few twists.

At the start, take one sniper forward to the ridge ahead and just to your left,
then creep rock-by-rock until you can see a guardhouse with a guard out front. 
Snipe him, then move to the shack.  There is a patrolling tank and a two-man
patrol squad that both have loops taking them to this shack, so you can either
take it fast and wait them out, taking them from behind, or wait ahead of them
and take them out on the front end.  In any case, when all of the above are
eliminated it's time to move on.  As you continue west, there will be another
patrolling man on the right side of the road, but his patrol arc doesn't go as
far.  Try to take him from behind a tree.  Proceed to the first north-south

As you come to this valley, move to the south/left side of the road.  There is
a convenient cover rock at the corner where the road goes south.  From behind
here you can see (and snipe) the guard that's standing guard to the south of
this intersection.  South of his position is a minefield, so you don't need to
go any farther in that direction.  (My guess is that, if you don't want to 'run
the gauntlet' at the end of this mission, you can take your chances in the
minefield....)  After you take this guard, move all the rest of your squad to
this intersection if you haven't already.

Move another sniper to the north/right side of the road and proceed from cover
to cover until you see a guard tent on the left.  There are two guards here, so
be careful when sniping, or take them with an SMG if you can get close enough
without being spotted.  There is some health here if you're hurt.  You can move
your men to this tent if you want.  Then, send another man west from here
(staying on the south/left side of the road) - there is another guard behind a
big boulder on this side of the road, and just past his position is a crook in
the road (south for a few meters, then continuing west) with a sandbagged
sniper on the other side.  Inch forward and snipe him.

Just past this crook the road turns and continues south to an intersection with
two shacks and barbed wire guarding it.  There are two guards here, both
begging to be taken out.  The best thing to do is to take them from behind the
boulder just to the northeast of the intersection, with at least two men using
SMGs.  After securing the intersection move your men into the larger of the two
houses, and have them wait for a two-man patrol that guards the road that
continues west from this intersection.  If you time it to when the patrol is at
the other end of their sweep, you can get all your men into the big shack and
have them shoot from kneeling cover.

Your objective is west from here, along a road that goes through some Egyptian
ruins.  Going down this west road you'll pass under two big stone arches, with
plenty of cover on both sides.  There are no patrols here, but after the second
arch you'll want to take cover on the north/right side of the road, as you'll
be close to the enemy camp.  There is a large boulder that makes a prime
sniping starting point.  From there you can take out the sandbagged MG42 gunner
guarding the entrance to the camp.  After taking him out, advance with two men
- the sniper and an SMG-toting guard for him.  There is a patrolling officer
here and at least one guard in the tents to the northwest of the entrance that
will come to investigate any gunfire.  Once you take these two out, take your
SMG-man and sneak to beside the first tent, and then creep around to take out
the guard(s) in the other tents.  There is also another shack to the south of
the tents that has a guard inside.  Sniping from the tent area is your best
bet, as there is another patrolling tank that may be near you at this point -
but you can take the shack when the tank is at the other end of its patrol
loop.  Once both buildings are empty you can advance your full squad to the
tent or shack (or both).

Once your entire squad is at the entrance to the camp, take your bazooka man
north, beside the tents, and have him take out the patrolling tank without
going too far west, north, or south.  If you move him straight west from the
westernmost tent and wait you can take the armor when it comes into sight. 
Then, move a sniper beside him, and aim south - there is a guard hiding in the
ruins there who can't see you from sniper range.  Then, just a bit farther west
there is another tent with a guard in it, just across the road from some more
ruins north of it.  Beside these ruins is the truck, which is being guarded by
one man.  You can snipe him from the tent to the south or sneak through the
ruins.  Take the guard out and then move a man to beside the truck.  Objective

Once the truck is secure you can, if you choose, ignore the archaeologist, take
the truck, and escape, but let's have some fun... :)  The rocks bottleneck to
the west of the truck and just past this is the entrance to a temple.  There
are two guards who patrol from inside the temple to the bottleneck.  You can
take them however you wish, but the easiest is to sneak two men with SMGs to
the rocks on the south of the bottleneck and wait for the patrol to come
forward to their deaths.  Once these two are dead, take one man with an SMG and
grenades inside.  Go straight until you must go either left or right, then go
left.  The room is a deathtrap for some reason I can't figure - even if you
kill the doctor and his guard in this room, if you're standing in a certain
line of fire something shoots and kills you, and after about ten reloads I gave
up trying to find it.  You can bounce a grenade into the room to kill him, and
just check your objective screen to see when it marks him off as dead. 
Objective completed.

Once the doctor is dead, get all your men back to the truck and get in.  Drive
past all the guards you just killed to the two-shack intersection past the
arches, then turn south.  This road goes almost the entire north-south length
of the map, guarded heavily by infantry and MG42 gunners and panzerschrek teams
behind sandbags, and there are even a couple of tanks and a halftrack here. 
The road twists and turns but basically goes south, then goes east towards the
exit zone.  It seems tough, but if you just stay sharp and drive fast WITHOUT
STOPPING, turning occasionally to avoid fire, you can run the entire gauntlet
without taking a single hit.  You'll know you're at the end when the road
chokes down to go between two barbed-wire sawhorses and there are three
infantry and a panzerschrek team in the road.  Just run them down and you're
free!  Objective completed!


The Allies have developed a new variant on the B25 Mitchell bomber - one that
is loaded with heavy machine guns in the nose and used to strafe enemy truck
convoys.  By mistake, one of these modified B25s landed at a German airfield in
North Africa and was captured.  Your mission is to go to this airfield,
recapture the bomber, and then rescue the crew who will then fly you all to
safety.  Since this is one of the only airfields in the area, destroying the
control tower would render the airfield basically useless to the Germans, which
would help greatly in the war effort.

- Rescue the three captive crewmen (will show as three separate objectives in
your orders)
- Secure the captured B25 at the airfield
- (Secondary) Destroy the airfield's tower controls
- Get all of your men to the exit zone (i.e. the plane)

Enemy strength assessment: quite strong.  Plenty of patrolling troops, guards
posted in watchtowers, and two patrolling tanks make this mission the most
dangerous so far.  What's worse is the controlled access to the airfield -
there are only two fence openings, and both are heavily guarded.  Again, a
sniper and a heavy weapons expert with a bazooka are essential.  Some of the
clustered enemies also lend themselves well to SMG use...  Fortunately, there's
only one sandbagged MG42, but he is strategically located, and while he could
be avoided, it might be best to be a bit more pro-active in your own defense.

The airfield occupies the bulk of the map, and is circled outside with a fence.
 In addition, the road going around the outside of the fence from the south
entrance (middle of the south border of the airfield) to the east entrance
(middle of the east border of the airfield) is fenced off with barbed wire,
thus limiting your access to the road system of the airfield.  The area outside
of all of these fences is depressed, but loaded with mines.  And, finally, you
start on an east-west road that runs south of the airfield, with a north-south
road intersecting this to go to the south entrance of the airfield.  This
entrance is guarded by one watchtower, a shack, and one guard in each, plus the
regular patrols: one tank circling outside the fence and one circling inside,
along with at least two guards walking patrol on the perimeter and more walking
smaller beats around the hangars and cargo stockpiles inside the main fence. 
And not only is the east entrance cut off by barbed wire, it's got one guard
tower overlooking it, a shack with a guard, and a sandbagged MG42 position.

Sounds tough.  But here's what you can do:

At the start, forget about staying on the road - that's asking to be killed. 
Head northeast towards a large rock for cover, hide your men there, then start
leapfrogging up the trench, hiding behind cover and watching out for that tank
on the outside of the fence.  If you stay on the slope you'll be more visible
but you will avoid the mines.  Keep your bazooka-man handy and when the tank
comes around, nail it.  Also, it helps if he's a sniper, but if not have him
leapfrog with a sniper, and use the sniper to pick off the men in the
guardtowers as you traverse the perimeter.  While taking out all opposition,
stick to the north face of the trench and proceed directly east towards the
main road entrance of the airfield.  Right as the trench starts to curve off to
the south you'll see the guard tower and shack at the entrance.  Using the
sniper, take out both people.  You can do it from behind the cover rock, but
watch for mines on the south of it.  Once those two guards are done, get two
men (one sniper, one SMG) to that shack, guarding the windows, and watch for
the patrols inside the main fence.  You can then leapfrog the rest of your team
to the shack, with the goal being to take control of the two hangars just
inside and to the west.

The two hangars are basically identical - open face on the north, open door on
the west, and a small inside room in the SE corner - and a couple of guards in
and around each one.  Use one man with an SMG and good sneaking skills to sneak
inside the fence and take the first hangar - go to the door in the west, take
out the guard standing inside, then watch for someone to come in from the
smaller inside room.  There are also guards walking a beat around these two
hangars, so watch for them and be sure they don't get behind you.  After taking
the one closer to the entrance take the other.  And watch for the interior
tank.  If you time it right, the tank could be on the other end of the
airfield, and in this case you could just lay some AT mines right on the road,
but the bazooka is a more satisfying option. :)

At this point the mission plan is pretty wide open, but a quick review of the
tasks and the coming opposition points towards a highly-recommended order of
completion.  The B25 is in the middle of the western area of the airfield,
guarded outside by two men, not to mention the guards on the surrounding
buildings.  The three crewmen are in various buildings along the north edge of
the airfield - one near the plane, one in the middle of the north end, and one
in a barracks just south of a bunker/guardhouse on the east end.  When freed,
the pilots just run towards the plane, and I guess that the guards at the plane
will kill them if they're not being guarded by your own men.  It might be best
to secure the plane first, then worry about rescuing the pilots, but the heavy
opposition on the east end may make this tough.  So, rather than plot out your
moves I'll describe the opposition in general terms:

- Cargo boxes in the SE corner of the airfield: patrolled by two guards.  The
boxes are surrounded by a wooden fence with openings in the south and west. 
Take out both guards here without venturing north to alert the barracks-men
just north of here, then snipe the SE-corner guard tower.

- East-gate guards: there is one guard in a shack just on the north edge of the
road as it exits the east gate.  South of that road is an MG42 position,
pointing southwest, thus covering the southern approach.  Best to approach from
the south and snipe from an angle that puts the barbed wire between you and
him, then inch forward and snipe the shack guard.

- Barracks area in NE Corner: one guard patrols the road just north of the
southernmost shack.  Two guards and a prisoner are inside the open barracks
building on the north side of this road.  There is a window in the north side
of this building that is open to the stone bunker north of the barracks, and
there are two guards in here who will come to investigate noises, so be warned
when the shooting starts here...  There is an Opel truck outside this bunker,
and northeast of the truck is an open area with the NE corner guard tower at
the other end.

- SW Corner of airfield: a tent with a guard is at the base of the corner guard
tower here.  Snipe the tower from a distance that you can't see the tent, then
take the tent guard out.  As a reward, there's a motorcycle here that will help
you get around fast.

- NW Corner of airfield: a corner guard tower has one guard.  A bit east is an
electrical shack that has one guard patrolling outside it.  Farther east from
this shack is the tower complex: the tower is at the west of this complex, with
one guard patrolling around its base.  Two guards are in the top of the tower,
guarding some valuable equipment that's just begging to be destroyed (i.e. your
secondary objective).  South of the tower is the B25 with a guard and officer
standing outside it.  There are some boxes and jerry cans to use for cover once
this area is secure.  East of the tower is a large, closed building with a
Kubelwagen outside.  East of this building is a small shack with two guards
(one on the door, one inside) and one of the pilots.  You can take them easily
from behind the Kubelwagen - snipe the door guard then wait for the other to
come out to get sniped.

- North side of airfield:  In the middle of the north side of the airfield is a
small house with the last pilot, again guarded with two guards, one outside and
one inside.  Snipe as before.  East of this is the stone bunker and barracks
area of the NE corner.

A suggested course of action - two two-man teams, each with one sniper, start
at the hangars.  Send one west, clockwise around the airfield, exterminating
the opposition until they have cleared the tower area, secured the B25, and
rescued the one pilot there.  Send the other to secure the cargo boxes, then
the east gate then circle back to the inside.  They can take out the patrolling
guards near the barracks on the east end, but then just wait for one of the
other team to circle the long way with the Kubelwagen, pick them all up, then
circle back and hold the plane position.  Then, send a team east along the
northside to kill all opposition and free the pilots.

Another thing if you want to have some fun is to remember this: running over a
guard with the Kubelwagen will kill him, and a rumbling engine is just the sort
of noise that guards will rush outside to check. ;)


Allied Command wants to get its hands on an intact Enigma machine to be able to
intercept German intelligence.  Luckily, a U-Boat has stopped at a fjord in
Norway for repairs.  You are to take your men through the town near the fjord,
steal the enigma, then go to a camp nearby to steal a truck to make your
escape.  Also, since this fjord is important to the German war effort,
destroying the lighthouse in the town will hinder their use of the fjord as a
U-boat haven.

- Steal the Enigma machine
- Shoot out the Lighthouse light (Secondary)
- Steal a truck
- Get all your men to the exit zone

Enemy strength assessment: Very strong, probably some of the toughest
opposition yet.  Plenty of stationary guards and patrolling guards, and at
least three tanks you have to face directly.  More than a few guard dogs, which
are a pain to deal with as well.  Also several stragegically-placed MG42
positions make getting around difficult.  In addition, the placement of the
enemy in the level is pretty good, so you really have to watch out when you
take one out that the one covering him doesn't get you in retaliation.  Your
only advantages are the limited visibility and the wealth of cover in the town.
 Two snipers wouldn't be out of place, and be sure you have at least one heavy
weapons man with a bazooka (or some AT mines at least - there are some
panzerschreks in town - but good luck getting to town to get them :)  ).

The game's map is basically a horseshoe, open to the north: you start at the
north end of the west side of the shoe, and you have to go south to the town
(which bridges across to the other arm), through town, then north up the east
arm to make your escape.  Right at the start you are at the north end of a
north/south road.  Run your entire squad IMMEDIATELY to your right/west and
hide behind the house just southwest of your starting position.  You should get
there in time to hide from a two-man patrol walking a north-south beat.  You
can ambush them at your leisure.

It's a long trip down this road to the town, and one roaming tank and a
sandbagged guard position along with a couple more stationary guards, but there
is fairly decent cover with the boulders around.  It's best to take one man
with good sneaking and an SMG and sniper rifle and crawl south along the
westernmost border, right up against the rock wall there.  As you head south
you'll come across a big boulder with a guard on the other side, so be careful.
 Just beyond this rock you should see a small crook in the road where there is
the first sandbagged position.  The roaming tank's patrol also comes up to
about this boulder, so stay hidden well.  Once you take this first boulder,
snipe the guard when the tank isn't around, sneak up your bazooka man, and then
ambush the tank at first opportunity.  There is a panzerschrek at the sandbags
if you forgot to bring a bazooka of your own.

As you continue south from this position you get to an area where the rock wall
on the west opens up near a shack which is at the northwest corner of the town.
 Another roaming tank patrol circles this shack, so watch out for it and take
it out - but stick to the west, because just southeast of this shack there is a
split in the road guarded by a sandbagged MG42.  If you stay north to where you
can't see the shack, you can listen for the tank, back up when it comes, then
chase it as it passes (it comes up near the gunner, heads west, then back
south, so chasing it takes you away from the gunner).  Bring up a sniper and
take out the MG42 guard, then gather your squad at the north side of this

From here you have a couple of options.  To stay directly on task you can
ignore the road's fork and continue on the road south, through town.  If you
want more weapons from dead Nazis and a lot of first aid kits, though, you can
take the road that forks west - it goes down hill and towards an area of
waterfront barracks.  There are quite a few guards stationed and patrolling
down here, but you can get a couple of MP40s and Kar98s and at least six first
aid kits.  If you choose to claim this area, take one man all the way west and
south towards the westernmost barrack.  You'll effectively circle around a
guard near some boxes at a curve in the road and be able to snipe him from
behind.  East of this position at the waterfront are three more disconnected
barracks with semi-wide spaces between them, then three more close-packed
barracks east of that.  The road curves and goes east in front of all of these
barracks, and on the north side of the road there are a couple of houses
backing up to the big hill/plateau of the main town.  Bring the rest of your
team down and 'leapfrog' from barrack to barrack, watching for and taking out
the guards as they come.  It helps even more if you can get one man to the
north side of that road and have him cover your men leapfrogging the barracks
from there.  You've reached the end of this particular area when you pass the
close-packed barracks and come to a plain with a big boulder and a couple of
stationed guards.  Take the necessary supplies and gather your men back at the
first house on the north side of this road.

Just behind this house is a big hill which goes up to the plateau of the main
town.  Coming at the town from this angle is advantageous as it puts you right
in the middle of town but behind a big house, so you can gather your entire
team here.  However, there is a wandering dog who might get alerted, so take
one man with an SMG up first.  If he alerts the dog, take it out, then watch
for the guard that's in front of the house right next to the big one - he will
come running when he hears you fire.  Between these two houses you can see
across the road to the houses there and see another stationed guard.  You know
what to do...

Once your team is behind this house, you will notice that this main road into
town comes south then curves east in front of this big house.  On the south of
this road, to your east, are two more houses with a wandering guard around
them.  Proceed carefully, take him out, and move up.  Past these two houses the
road is empty with boulders on the south side - leapfrog up these boulders
until you can see the lighthouse to the east and south of you.  The last
boulder before it is fairly large and can hide your entire team.  A guard
patrols the east-west road just north of you, so you might want to set an
ambush for him, preferably close to town so you don't alert the lighthouse

The lighthouse has a shack next to it.  The buildings are guarded by one guard
stationed at the lighthouse door on the west side, a sandbagged MG42 gunner on
the east side, a dog, and a patrolling officer.  In addition, the east-west
road intersects with a north-south road north of the lighthouse, and there is a
guard at that intersection, so you can't stray too far north without alerting
him.  Also, because of the angle from the boulder, you are northwest of the
lighthouse, so the MG42 CAN get you if you don't watch it.  If you stick to the
barbed wire to the right/south side, you can get to a spot where the lighthouse
is between the MG42 and you, and you can take the door guard with impunity. 
Snipe him from a safe distance, and have an SMG man right beside your sniper so
he can cover you quickly while the sniper switches to an SMG - that way, if the
dog and/or officer come right away you can get them quickly.  Once they're
dead, circle the lighthouse to the south and attack the MG42 gunner from the
side where he can't bring his gun on you.  Again, the germans have conveniently
left you a Panzerschrek, so if your bazooka man is out of ammo pick it up and
then shoot the top of the lighthouse with it - Objective Completed.

At this point there is barbed wire and a cliff to your east, so you must follow
the road north and around to get down the hill to the U-boat area (which is
just east of where you are now).  As noted before, there is a guard at the
intersection with the east/west road going into the town, and north of this
intersection there is another guard where the road curves to the east.  East of
this guard is a guard patrolling east-west, a roaming dog, and another
stationary guard at the east end of this road (the top of the cliff going down
to the U-boat) so use cover and proceed carefully.

At the end of this road is a cliff with a plain below it to the southeast.  One
portion of the cliff is too steep to go down, so you must either go down to the
left or the right of it.  The left channel is deeper, providing cover, but
where it opens onto the plain is right within shooting distance of a stationed
guard.  The right channel is more isolated, but farther away from the boulders
on the plain which can provide cover.  There is one guard patrolling directly
south of your access point here, and the U-boat is directly to the east of your
access point and heavily guarded: one guard covering the left channel, two
guards on boulders just to the east of him, near the U-boat, and to the north
of those guards near the tail of the U-boat is a sandbagged MG42 position, an
officer, and another damn dog.  Take your squad en masse down the left channel,
away from the U-boat, stick to the west side of the plain, and proceed south,
killing all patrolling guards on the west side.  This will leave your back
clear as you proceed east/northeast and snipe each of the guards in turn.  As
you come from the west, the boulders in the plain will provide good cover, and
if you go slowly enough and are a good shot you can take out all of the sub
guards and the MG42-area guards with little trouble.  The Enigma machine is on
top of a box behind the MG42 position.  Objective Completed.

Again, the Germans are nice enough to give you a lot of first aid kits and a
panzerschrek, so load up, because you'll be facing another tank shortly.  The
land you are on narrows at the MG42 area and curves to the northeast, then
east.  There are plenty of boulders, but watch out for a patrolling guard
coming down this path, and another one stationed at the end of it, where this
path opens up to a plain and a north-south road going up the hill to your
left/north.  Also on this road, patrolling north and south, is a tank just
begging to be destroyed.  Do it, of course, but be careful.

The hill is steep, and at the top is a fenced compound with a truck you must
steal.   The opening of the fence is on the east side of the perimeter, and
you'll be approaching it from the south.  There is a guard in a tower in the
southeast corner, an officer and a wandering guard inside.  Snipe the guard,
watch for the dog (ALWAYS have your sniper covered with an SMG man for
support), and then either snipe or storm in and kill the officer, then pile in
the truck.  Objective Completed.

From here, it's simple, head out of the gate, turn north, and follow the road -
the exit zone is a very short distance north, and all that stands between you
and freedom is two guards who are quite easy to run over.  Objective Completed.


It's the night before D-Day, and all on the beach... hehehe. Just kidding. 
Your team has been assigned to destroy four artillery bunkers atop the cliffs
overlooking Normandy beach to make the next day's landing easier.  Destroy each
of them, then get all of your men to the exit zone to meet up with paratroopers
who were dropped behind lines.

- Destroy the four artillery bunkers (will show as four separate objectives).
- Get all your men to the exit zone

Enemy strength assessment: Strong.  Remember, this was designed to repel mass
invasion: sandbagged guards, sandbagged MG42 gunners, MG42s in pillboxes and
concrete bunkers, plenty of barbed wire directing you into kill zones...  As
always, you'll need at least one sniper.  It's probably best to let everyone
else carry SMGs, though, as there will be plenty of infantry fighting and you
need to be able to take your opponents down fast.  One man with good sneaking
skills will help tremendously.  Also, keep in mind that because you'll be
destroying artillery that you'll have to have someone well-versed in
explosives.  Try to choose men who can wear two hats:  good small arms and
medic, good sniper and sneaking, good explosives and small arms, etc. - you
have a lot to accomplish and only four men to do it with, so any good
combinations you can make are better than having lone experts.  At least you're
in a small group, it's night time, and the guards are not at full-strength, so
you do have some advantages on your side.

If you've played through mission 3 of Medal of Honor: Allied Assaut, this
should look familiar, but much more calm. :)  You start at the east-most end of
the beach, just where the ground dips into the water.  Ahead of you and to your
west/right you should see the cliffs tiered up above you and the beach
obstacles on the flat lands in front.  Barbed wire is at the top of the first
tier, so you must go west towards an access opening - right beside a concrete
bunker.  Hm. Sounds like a job for a sniper....  Order all men to hold, then
take your sniper straight west, right beside the water, until you are just out
of sight of your squad.  Then turn south and creep towards the nearest
obstacle.  You should be able to barely see a large concrete bunker to your
southwest, but directly in front of you on the first tier is a sandbagged
guard.  Snipe him from behind the obstacle, then move straight towards the
barbed wire tier, then when you are at the tier creep west towards the bunker,
slowly.  Watch through your sniper scope and take out the MG42 gunner you can
see when you get there.  Gather the rest of your squad, catch up to your
sniper, then creep them all until they are right at the foot of the bunker but
ON THE SIDE - there is a second gunner up there facing northwest, so if you
stay on the east side of the bunker there's no chance he'll see you.  But
CREEP, because there is a guard at the back of this bunker who may be alerted
by your noise.

Take a man with good sneaking skill up the hill towards the top of the bunker,
and peer around the corner - there is a guard at the door in the middle of the
back of the bunker, so take him out as you see fit, then sneak inside the
bunker and kill the other MG42 gunner there.  If you look out the west side of
the bunker you can see another sandbagged guard up on the second tier, on the
same level as the top/entrance of the bunker.  He may be alerted by the noise
of you taking the bunker, so beware and prepare to take him out after you kill
the MG42 gunner.  Or, if you're lucky, you can snipe him quickly before he can
get close.  At this point the immediate area around the bunker is safe, so you
can move the rest of your squad in and claim the dynamite and first aid kits as

The artillery bunkers are up on the third tier, above and behind the bunker to
both sides....

--- V - Cheats ---

To enable cheat mode, hit the "PAUSE" key (just to the right of "Scroll Lock"
on most keyboards) and then type 'cheatcheat', then enter the desired code:

God mode: godmode
Unlimited ammunition: ammo
Flight mode: fly
God mod, unlimited ammunition, and flight mode:  ac919
Invisibility: invis
Win current mission: winmission
Lose current mission: losemission
Display debug information: stats
Invincible enemies: hitlermode

--- VI - Disclaimer/Credits/Ver. History ---

All of the walkthroughs above were done by me personally, so if they don't suit
your style of play or if you find other ways that work better please write them
up.  All copyrights/trademarks are held by the respective owners/developers of
the game, and any use of them here is not intended as infringement.  I also
mention the name of a couple of other games, and those are trademarks of the
respective designers.  No infringement is intended.

Thanks to N-Fusion for creating a great game and to Gamefaqs for serving as a
great resource to gamers online.

v0.1 - FAQ first created (11/4-18/02 all sections, walkthroughs for Missions
v0.2 - added walkthroughs for Mission 5, beginning of Mission 6 (2/11/03)

Copyright 2002-2003 Mark Vignati (aka 'Vic' or 'Lord Vic')

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