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Frequently Asked Questions/Walkthrough List V.0.2
DEADLY DOZEN Frequently Asked Questions/Walkthrough list v.0.2 by Vic (email@example.com) ---CONTENTS--- 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 Gamefaqs.com (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 mission. --- 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 --- MISSION 1 - FRANCE 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. OBJECTIVES: - 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. MISSION 2 - FRANCE 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. OBJECTIVES: - 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 intersection. 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 quad. 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. MISSION 3 - NORTH AFRICA 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 Germans. OBJECTIVES: - 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 valley. 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 completed. 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! MISSION 4 - NORTH AFRICA 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. OBJECTIVES: - 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. ;) MISSION 5 - NORWAY 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. OBJECTIVES: - 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 shack. 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 guards. 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. MISSION 6 - NORMANDY 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. OBJECTIVES: - 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 prizes. 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 1-4) v0.2 - added walkthroughs for Mission 5, beginning of Mission 6 (2/11/03) Copyright 2002-2003 Mark Vignati (aka 'Vic' or 'Lord Vic')