O%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%O %#########################################KK##################################% %###########################################RRRR##############################% %######################################Q#R##KSQKKK############################% %##############################NNMMMNNNMN##NMNHH#MMN##N#######################% %###############################////OMNMMN////////"8##M#NN####N###############% %############################/////// V / % ///8VvO7vM####NNN################% %############################^C?/7$?O@V / ?:%$OS/gM??@QH#NN##NN###############% %######################M8^O#$V#V88v/:|/ ^@"HQv%@@vvSSVVSQHNN#################% %###KQQ#S#RKSQ@##BNNHg7CGSVOVVV8$ /: ^v/7SSGGS8V%O$C%OVQ@OC8NMMN@#RRKQQQQ#R##% %###R@@@B@#@@@#@RG##N/:?"vVVv%%v Cg8#M@/^//"C%G7%CGC%vQV%GHNM@@HNH@@@@@@@@@##% %###K~^////C7( ^// # 3t/ C( ^t 7~ S^ Q/6t/(/ ^ / /^~sB@Q ((/(/ /((tt~/@##% %####@C\\___ ___ __ __ __ __ _ _ _ ___ ___ ___ ___ ___ ___ /S@###% %###Q@@ / __/ _ \| \/ | \/ | /_\ | \| | \ / _ \/ __| |_ _|_ _|_ _|@@####% %###R#Q| (_| (_) | |\/| | |\/| |/ _ \| .` | |) | (_) \__ \ | | | | | | R#S###% %###RSQ \___\___/|_| |_|_| |_/_/ \_\_|\_|___/ \___/|___/ |___|___|___|#K####% %###############RRR#Kt (7G@Q@Q/St / ( ^/// (@#SG7% /OB@@###############% %##############K###RRR7(%7R^ 7KGG#t6GC(% ~eS#eO@QC6sQRRB@###############% %####################Re(7 ^Os3@%~@@eR#KCQOK% SQBSG( /~tR##Q#B###############% %###################K#KB#RK#@QR@t%@7/@3/ @@ s C#K#@% @@@#####################% %##########################@#R S G@/ O7 6@O ^@ %#C #KR#####################% %##########################Q@/GCt%Q OC/( %7~(6( ^ @@##Q######################% %##########################BR /3O e/CG~% ~^~ / @R##QK#####################% %##########################BS@/ ^@7 (S#@3G s @C ^@###########################% %###########################Q@@ s#S(#7/( @ G@# @@###########################% %###########################R#@G6 B@#BBSK@#@K@ 6GR############################% %###########################Q@#t#Gt^#@SS#R@S (R/Q@###########################% %###########################KR#SK%G ^ ^(/ t@SKR###########################% %##########################KKRR#RGKRSS@R####RRRB#QK###########################% %###############################R#G##R#BR#K#R#RRR@R###########################% %##############################RR##KR#@#######K#B#############################% O%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%O % Commandos 3: Destination Berlin (PC) % % A FAQ/Walkthrough by Super Nova % % supernova54321@hotmail.com % % Version Final - Last Updated 13/5/04 % O%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%O [o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o] NOTE: This FAQ contains the Upperscore (―――――) and the Bullet Point (•••••). Neither are ASCII characters, and so may display wrongly on a few very old or incompatible computers. If this is the case, I apologise, but it is for the greater good of this walkthrough, both for maps and aesthetic appeal. [o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― COMMANDOS 3:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ~~~ Section 1 - Table of Contents ~~~ :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::DESTINATION BERLIN _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Section 1 - Table of Contents Section 2 - Introduction 2a. Version History...................................................... #2A 2b. Introduction......................................................... #2B 2c. Legal Disclaimer..................................................... #2C 2d. Contacting Me........................................................ #2D 2e. Credits.............................................................. #2E Section 3 - Game Basics 3a. Controlling Your Team................................................ #3A 3b. Character Profiles................................................... #3B 3c. Vital Strategies..................................................... #3C 3d. Frequently Asked Questions........................................... #3D Section 4 - Tutorial Walkthrough 4a. Basic Training....................................................... #4A 4b. Advanced Training.................................................... #4B Section 5 - Stalingrad Walkthrough 5a. Eliminate the Sniper................................................. #5A 5b. Protect General O'Donnell............................................ #5B 5c. Kill the Traitor..................................................... #5C Section 6 - Central Europe Walkthrough 6a. Infiltrate the Station............................................... #6A 6b. Board the Train...................................................... #6B 6c. Stop Bomb Deployment................................................. #6C 6d. Get to the Engine.................................................... #6D 6e. Take Control of the Town............................................. #6E 6f. Ambush the Convoy.................................................... #6F Section 7 - Normandy Walkthrough 7a. Cripple Nazi Support................................................. #7A 7b. Destroy the Warships................................................. #7B 7c. Storm the Beach...................................................... #7C Section 8 - Appendices 8a. Weapons.............................................................. #8A 8b. Items................................................................ #8B 8c. Cheats............................................................... #8C 8d. Closing Notes........................................................ #8D _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― COMMANDOS 3:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ~~~ Section 2 - Introduction ~~~ :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::DESTINATION BERLIN _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [2a. Version History-------------------------------------------------------#2A] /////////////////////////////////////////////////////////////////////////////// VERSION 1.0 (FINAL) - SUBMITTED 13/5/04 ======================================= That's it for this guide, it's all done. The entire single-player mode is covered, and I added an FAQ for all those emails that I've received. A couple of major corrections have been made, including the location of the sniper rifle in Berlin. Hopefully there will be no more updates after this, so unless it's of vital importance I'd appreciate it if you didn't email me regarding the guide. VERSION 0.9 - SUBMITTED 29/4/04 =============================== We're getting there! Sorry about the big delay between updates, life hasn't allowed me as much FAQing time as I would like. Anyway, the walkthrough is nearly complete, and will be next update. I've covered the giant Central Europe campaign with in-depth walkthroughs, plus added some corrections. VERSION 0.6 - SUBMITTED 12/2/04 =============================== This time I have some in-depth walkthroughs added - the Tutorial and Stalingrad campaigns have been added. Also made some minor additions to the items section. Soon I hope to get this FAQ completed. VERSION 0.4 - SUBMITTED 17/1/04 =============================== This is a very incomplete FAQ, and I am the first to admit it. I only have basic strategies down for each level, plus a complete Basics section and appendices. I would never normally release a guide so far from completion, but I know that many people are desperate for a walkthrough, so I want to provide some help as early as possible. The detailed walkthroughs for each level will be up soon, I promise! \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [2b. Introduction----------------------------------------------------------#2B] /////////////////////////////////////////////////////////////////////////////// After classic series such as Tomb Raider, TimeSplitters and Hitman, Eidos presents another great Commandos title, courtesy of the talented Pyro Studios. Commandos 3 has been the target of much criticism from fans such as myself who thought Commandos 2 had the best balance of difficulty and strategy. However, it is still a really good game, not to mention a very tough one. Many people on forums on most gaming sites have complained of the need for help, and while I wasn't able to write this guide as fast as I would have liked, it's finally finished now, and hopefully it will answer all your questions. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [2c. Legal Disclaimer------------------------------------------------------#2C] /////////////////////////////////////////////////////////////////////////////// This file is Copyright (c)2003 Duncan Hardy. It is for personal use only, and the only places in the public domain at which it may be found are listed below: GameFAQs IGN DLH.net Gamespot.GR No other web sites currently have permission to use it. Violation of the above terms might result in legal action, but probably won't. However, I will do all I can to prevent you from using my guide if you steal it. So save me the hassle of chasing after you and leave it alone. Although the file isn't very big, I spent a long time researching the information inside it. If you wish to post this walkthrough on your site, just ask, and I will almost certainly agree. Commandos and all related media is the property of Eidos and Pyro Studios. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [2d. Contacting Me---------------------------------------------------------#2D] /////////////////////////////////////////////////////////////////////////////// I've written a few guides now and I know that you need to be explicit to avoid stupid questions. Here is my list of golden rules for email writing: 1: Never, ever send me spam. Any kind of inappropriate or junk mail will go straight to the trash can, your address will be filtered and if I deem it necessary, further action will be taken. 2: I always write correctly and politely, with few grammar or spelling mistakes. I expect the same from you. I'm fed up with seeing this: "omg gimme any chets 4 [insert badly spelt game name here] thx!!!11!" or "liek wtf, i cant fnish lvl 7 tel me how plz :))))" I'm going to disregard this kind of mail in future, so please make an effort. 3: If you can, check that what you need to know is in the FAQ. I'll probably help you even if it is, but it saves me time if you find what you need to know in the guide before emailing me. READ THE FAQ BEFORE ASKING A QUESTION! 4: Watch your size. I have a Hotmail account, and the limit is 2 MB for my inbox. Don't clog it up, please. Between 1 and 20k is fine, but no higher if possible. 5: Finally, please put the subject as "Commandos 3" so I can check at a glance what your e-mail’s about. If you follow these guidelines I will happily reply. Oh, if you want to speak to me over AIM my screen name is SpNov3. Don't speak to me over MSN - I use that privately. If you add me, I'll probably block you. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [2e. Credits---------------------------------------------------------------#2E] /////////////////////////////////////////////////////////////////////////////// I'm hoping this list will grow with time as more people contribute information or correct mistakes they may have spotted. • Jeff "CJayC" Veasey, for single-handedly keeping GameFAQs alive and posting this guide. • The great guys at Eidos for continually producing high quality games - Tomb Raider, TimeSplitters, Commandos, Hitman, we owe it all to them. • Josh, who emailed me with an alternative method for killing the traitor in mission 3 of Stalingrad. • Mehal Shah, who also provided a method for the "Kill the Traitor" mission. • Creep Morris, who emailed me about the Sniper rifle - it's finally been found! He also included detailed instructions about its whereabouts and a save state file that enabled me to find it. Thanks a bunch! • The Eidos Commandos 3 web site, since I used some of the data about the Commandos located there (see "character profiles"). • Pyro Studios' Commandos 3 web site, for the same reasons as above. • All the great guys at the GameFAQs message boards; FCB, FCSB, Castlevania boards and all the other places. My online life would be very dull without you! • Myself, because I am a bloated egoist who enjoys praise. I noticed that a lot of guides are dedicated to people. I thought I'd do this too, starting now. OK, here goes... *clears throat* This guide is dedicated to Crazyreyn (Matt Reynolds) off GameFAQs, for no particular reason, other than that he is a great author (read his Super Mario World FAQ if you don't believe me!), and started the ill-fated "Crazy FAQers" group of which I was a member. _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― COMMANDOS 3:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ~~~ Section 3 - Game Basics ~~~ :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::DESTINATION BERLIN _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [3a. Controlling Your Team-------------------------------------------------#3A] /////////////////////////////////////////////////////////////////////////////// OVERVIEW ======== Your most important tool when playing Commandos 3: Destination Berlin will be the mouse. You'll use it to perform all actions and to move the camera. In fact, you can play the game without ever using your keyboard (not including naming files) though I recommend using hotkeys - they save a tremendous amount of time. THE GAME SCREEN =============== Just so that you know where everything is, here is a crude diagram in ASCII of the game screen. _____________________________________________________________________________ |Map button /Objectives\ | | _____\button / | | /Camera――――\――――― | | __\button ___/ | |__/V. Range――\ | | \button / | | ―――――――――― | | | | | | | | | | [Game Screen] | | | | | | | | | | | | | |//////////// ///////////| |//Selected// ///////////| |/Commando's/ ______ ///////////| |////Face//// ______ ______/ \______ ______ ///////////| |////////////[=HP Meter=]/ \ / \Cover / \ / \ //Backpack/| |////////////------------\Weapon/-\Crawl /------\Exmn. /-\Item /--///////////| |//////////// ―――――― ―――――― ―――――― ―――――― ///////////| ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― THE CAMERA ========== As you will be told when you do the tutorial, there are various functions that the mouse serves when you play. It is very helpful to have a mouse wheel; it allows you to rotate the camera and, when pushed in, zoom in and out. Otherwise you have to use Alt + Arrow keys and +/- for those functions. Inside buildings camera rotation can occur around 360 degrees, whilst outdoors rotating the camera changes to one of four possible viewpoints, in the north, south, east or west. I recommend that you stay fully zoomed out at all times to see as much of what is going on as possible. You can also fix the camera in a certain position with F3. Do not underestimate your point of view; getting the best angle can mean the difference between avoiding a sniper's eye or getting a bullet in the skull. CHARACTER SELECTION =================== To select a character on screen, right click on him. You can also use the hotkey assigned to that character (1-6; see "HOTKEYS" for more details). To select more than one character, press and hold the right mouse button then drag a box around the desired men. MOVEMENT ======== You can move to a location with your selected character(s) by left clicking at the desired spot. They will automatically take the shortest route to that point. You can make them run by double-left clicking at a point on the map. Note that if the character is in crawl mode, they will commando-crawl instead of walking. If there is an item where you click (it will be highlighted when you hover the cursor over it) the character will pick it up or observe it when he gets there. WEAPON USE ========== To select a weapon, click in the little hexagon in the bottom left half of the screen showing your currently assigned armament or item. You will then move into aiming mode, and the cursor will change depending upon the weapon in use. If it is a gun a crosshair appears below the pointer, if it is a grenade, a grenade appears below the pointer and so on. To use the weapon, left click. Note that if your choice of target is out of range the icon will be crossed out; you cannot fire here. To change weapon, you simply have to right click on the weapon icon at the bottom of the screen and choose from any available alternatives. CRAWLING ======== The crawl command is an integral part of basic gameplay in Commandos 3. It is activated by left clicking the left of the pyramid of little icons at the middle of the toolbar at the bottom of the screen (the one showing a commando with an arrow next to him pointing either up or down) or pressing the space bar. Crawling makes you lie flat on the floor, and movement becomes much slower. However, you are now much less susceptible to being spotted by enemies and aiming becomes more accurate. COVER MODE ========== By pressing A on the keyboard or clicking on the middle of the aforementioned buttons on the toolbar your character enters into cover mode. This means that, if they have a gun out as the selected weapon, they will automatically fire on any enemy within range (which is indicated by an orange wedge). You can make them look elsewhere by hold Ctrl and right clicking in a new direction. EXAMINING ========= Another useful tool, located at the bottom of the screen to the right of the pyramid of buttons on the toolbar (the eye icon) allows you to check in boxes, on bodies, and through doors. You simply have to press Z or click the icon mentioned then click on the target. If the selected item is a door or hatch, your character will observe the other side without walking through, and if it is a box or a body, your inventory and the target's contents will appear and you can select what you need. ITEM USE ======== The last button on the toolbar is for your items. Some things in your inventory, usually character-specific items, such as the anti-personnel mines, are accessible via this. To utilise these, click on the icon and use as appropriate. Note that sometimes to trigger these items (for example, to detonate a bomb) you must click on the icon that appears at the top of your backpack. THE MAP AND INVENTORY ===================== You can display the map by pressing F4 or the relevant button at the top left of the screen. It will display enemies as purple arrows, characters and allies as blue arrows and doors as green boxes, as well as the outline of the roads, buildings and so on. The inventory is accessible by clicking on the backpack in the bottom right hand corner of the screen. Inside you will find all your items displayed in a 6 x 4 grid. The amount of space an item takes up can vary, but when you have no room for a new object, you must drop other ones in its favour. OBJECTIVES ========== To display your objectives, you can press either F8 or click the button to the right of the map notebook. They will give you a basic idea of what your goal in the current mission is. ENEMY VISION RANGE ================== You can display enemy vision range by either holding Tab and left clicking an enemy or clicking the button below the map notebook and pressing on the desired target. Their vision range will appear, wedged shape, in green if they are relaxed or red if they are alert (in which case it will be longer). The opaque section of the wedge, nearest to them, is where they will spot you regardless of whether you are standing or crawling. However, if you are in the transluscent outer rim, you can crawl along while remaining invisible. If you hold Tab and left click on a point on the ground, the game will alternate between the vision ranges of all enemies who can see that spot. Hopefully you now have a basic idea of normal gameplay in Commandos 3, and are ready to read on about the individual characters and important strategies that are applied throughout. GROUP COMMANDS ============== If you have several commandos selected, and some are in different states from others (e.g. five are selected, of which two are crouching and three are standing), if you issue a command the minority will change to the state of the majority (so the two crouching commandos will stand up if you press Space). This is important to remember in the heat of battle, particularly where cover mode is concerned. If you need to act quickly, you need to know how your men will respond to your commands. HOTKEYS ======= +--------------------+------------------------------------+ | Hotkey | Effect | +--------------------+------------------------------------+ | Arrow Keys | Move camera | | Alt + Arrow Keys | Change camera angle | | Q/W | Cycle weapons | | Z | Examine | | A | Turn on cover mode | | Space bar | Crawl/Dive (Diver only) | | 1 | Select Green Beret | | 2 | Select Sniper | | 3 | Select Diver | | 4 | Select Sapper | | 5 | Select Spy | | 6 | Select Thief | | 7 | Select Ally (if available) | | 8 | Select all characters | | \ | Turn off interface | | Esc | Bring up menu | | F3 | Fix camera | | F4 | Display map | | F5 | Display enemies | | F6 | Display allies | | F7 | Display objects | | F8 | Display objectives | | F9 | Quick save | | F11 | Quick load | | Ctrl + Right click | Change aim direction in cover mode | | Tab + Left click | Check enemy vision ranges | +--------------------+------------------------------------+ \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [3b. Character Profiles----------------------------------------------------#3B] /////////////////////////////////////////////////////////////////////////////// NOTE: The "Personal Information" found in this section was derived from the Eidos Commandos 3 web site and from Pyro Studios' web site . It is therefore copyrighted to them. Only the "Special Abilities" are written by me. THE GREEN BERET =============== Personal Information - Name: Jack "Butcher" O'Hara Date of Birth: October 10th 1909 Place of Birth: Dublin Country: Ireland Current Graduation: Sergeant Height: 6 feet 5 inches Weight: 220 pounds Background - Enlists in 1929. 1934-37-- Boxing champion in the British Army . 1938-- Condemned to 14 years of forced labour in a military prison for hitting a senior officer. 1940-- His sentence is commuted when he joins the Commando Corps. Military Record - ----Operation on the island of Vaagso.......................................... Promoted to sergeant for his heroic deeds. Cut off from his unit and without ammunition, he infiltrated a bunker and eliminated 16 enemy soldiers before returning to the Allied lines. ----Incursion at Tmimi Air Field............................................... Given a Distinguished Service Medal after attacking one the airfield’s watchtowers with a bayonet while under enemy fire. Despite receiving light wounds in one arm, he eliminated 15 enemy soldiers before being assisted by his mates. Additional Information - Extremely violent character. Serious disciplinary problems. Great initiative and independence, his behaviour in combat is outstanding. Expert in close combat and in handling bladed weapons. Special Abilities - Can wield a knife and is more effective in hand-to-hand combat than other characters. Can pick up turret machine-guns. THE SNIPER ========== Personal Information - Name: Sir Francis T. Woolridge Alias "Duke" Date of Birth: March 21st 1909 Place of Birth: Sheffield Country: England Current Graduation: Soldier Height: 6 feet 2 inches Weight: 180 pounds Background - Descends from a noble family, and is famous for his steady pulse. 1936-- Gold Medal in shooting at the Munich Olympics. 1937-- 39- Stationed in India, where he is marked out as an excellent marksman. 1940-- Joins the Commandos. Military Record - ----Auchinleck Offensive....................................................... Is awarded a military medal when he kills the Commandant of the German garrison in Narvik with a single shot at a distance of more than a kilometre, while the officer was inspecting the position of his troops. Additional Information - Very stand-offish in his relationship with the remainder of his companions. Cold and very calculating character. He is an expert marksman, who is extremely effective even in situations of great tension. Special Abilities - Can use a sniper rifle, and has a better aim and range than the others with all weapons. THE DIVER ========= Personal Information - Name: James Blackwood a.k.a. "Fins" Date of Birth: August 3rd 1911 Place of Birth: Melbourne Country: Australia Current Graduation: Soldier Height: 6 feet 1 inches Weight: 181 pounds Background - Naval Engineer, studied at Oxford. Very interested in rowing, member for three consecutive years of the team that won the world renowned regatta between Oxford and Cambridge. Great swimmer, he was the first person to cross the English Channel (on a bet). 1935-- Enlists in the Navy 1936-- Promoted to Captain. 1938-- Degraded to sergeant due to an “incident” during a stopover in Hawaii. 1941-- Further problems of conduct make the General Staff give him the option of being expelled from the Armed Forces or enter the Commandos as an ordinary soldier. Military Record - ----Dunkirk.................................................................... Obtains the Military Cross for his heroic behaviour, rescuing 45 soldiers who were surrounded on a beach and about to be captured. Additional Information - Dissolute character, loves having a good time. Great better, his alcohol problems are “apparently” under control. His skills as a sailor make him invaluable in any mission that involves naval operations. His mates say he could probably sail even in a shoebox. Special Abilities - Can swim and dive in the water, and use a throwing knife. To stay underwater for extended periods of time, he is able to use a wet suit and diving equipment. He can also pilot his inflateable dinghy. THE SAPPER ========== Personal Information - Name: Thomas Hancock a.k.a. "Fireman" Date of Birth: January 14th 1911 Place of Birth: Liverpool Country: England Current Graduation: Soldier Height: 6 feet Weight: 175 pounds Background - 1933-- Joined the Fire Department in his home town (Liverpool). 1934-- Joined the high-risk Explosives Dept. 1939-- Joined the Army. 1940-- Volunteers for the Commandos. Military Record - ----Operation Chariot.......................................................... During the assault on St. Nazaire, he is responsible for the explosions that caused a great number of casualties in the German garrison and rendered the installations in the port useless for many months. Captured during this operation by the Germans and after 4 escape attempts in just 2 months, he managed to escape and return to England. Additional Information - Character: Outstanding valour and daring, his behaviour can even get to be rash. Has wide knowledge of explosives and a long experience in explosions. His special skill is the manufacture of explosives using almost any kind of material. Special Abilities - Is proficient with all explosives. Can place bombs and anti-vehicle/personnel mines, throw molotov cocktails and use gas grenades. THE SPY ======= Personal Information - Name: Renι Duchamp a.k.a. "Frenchy" Date of Birth: November 20th 1911 Place of Birth: Lyon Country: France Current Graduation: Soldier Height: 6 feet 4 inches Weight: 179 pounds Background - 1934-- Joins the French Secret Service. 1935-38-- Chief of Security at the French Embassy in Berlin. 1939-- Enlists in the French Army at the start of the war. 1940-- After the German invasion joins the resistance. Contacted by Commando corps he collaborates occasionally with the British commandos in special operations. Military Record - Has participated in numerous sabotages, being responsible for the destructions of at least three trains, fourteen tanks and over thirty land vehicles. His information about the position and movement of the German troops is very valuable to the British secret service. Additional Information - Amiable character, great at conversation. Feels absolute hatred for the Nazi Germans. The skills he learned while he was in the Secret service have made him an expert in communications and techniques of infiltration and sabotage. Speaks French, German, English, Russian and Italian fluently. Special Abilities - Is able to take enemy clothes and distract some German soldiers, depending upon the rank of the uniform. Can also use hypodermic syringes to knock out or even kill people unnoticed. THE THIEF ========= Personal Information - Name: Paul Toledo a.k.a. "Lupin" Date of Birth: March 1st 1916 Place of Birth: Paris Country: France Current Graduation: Soldier Height: 5 feet 2 inches Weight: 107 pounds Background - 1916-28-- Brought up in a Paris suburb orphanage, he runs away at the age of 10 and joins up with an infant pickpocket gang. He is arrested at the age 12 and locked away in a remand home. 1928-34-- he takes part in multiple far-reaching robberies where he is shut away. 1935-39-- He becomes a Parisian underworld legend and renowned as a thief, he is given the nickname “Lupin”. 1940-- Betrayed by one of his accomplices he was caught in the act of selling a 6 million francs loot to a Dutch receiver. Sentenced to 15 years in jail he was confined in a maximum security prison. 1940-- The jail in which Lupin was imprisoned was bombed by the Germans during the invasion and he escaped. Military Record - 1940-410-- He joins up with the French resistance. His mission; remove important works of art before German officials could get out from the country. Besides he contributes with big amounts of money to finance resistance activities. 1941-- April. His stroke of luck: a Louvre assault in which he steals 37 paintings. He was recruited by the Gestapo, and had to leave France in order to shelter in England where he tried to join up with De Gaulle’s France Free Army, being rejected on his criminal past. 1941-- May. He comes into contact with Paddy Maine who signs him up for the Commandos. Additional Information - Small and silent, his agility and speed are exceptional. He is not very fond of guns and he only makes use of them if he is driven to extremes. Reserved but loyal, he soon gained the Commandos' friendship. Special Abilities - Is very small and nimble, which means that even when crawling he is quick. He can climb walls and enter buildings through windows, and use a rope ladder to access new areas. He can also steal from guards unnoticed, and pick locks. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [3c. Vital Strategies------------------------------------------------------#3C] /////////////////////////////////////////////////////////////////////////////// SAVE OFTEN ========== The fundamental key to Commandos 3 is regular saving. Untoward things will happen all the time, and it will usually take several tries before you are successful in dispatching even a single enemy. Save all the time, so you only have to load a recent event. Of course, there are times when saving is a bad idea. If you are about to be shot by Nazi soldiers, saving will make you restart in this unavoidable situation again. I therefore recommend that you ensure that all is clear before saving. USE THE MAP =========== This is another strategy that I cannot stress enough. The map (hotkey F4) will show you all the vital information you need - target locations, objects, enemies, and distances. Keep it on whenever you are not in the thick of the action. CHECK ENEMY VISION RANGE ======================== If you're crawling around, desperate not to sound the alarm, you need to know whether you can slip past unnoticed. Using the tab shortcut means that you can quickly find out where an enemy is looking and what their level of alertness is (see the relevant section under "Controlling Your Team"). ASK QUESTIONS FIRST, SHOOT LATER ================================ I'd say at a guess that 50% of your time playing Commandos 3 will be when attracting attention is unwanted. Firing a gun, whichever it may be, will cause most enemies in a wide radius to rush to see what's going on. It's useful if you want to set ambushes, or need to dispatch guards quickly, but often will result in failure when silence is the key. Also, it's easy to lose even one-on-one gunfights because for some reason the enemy always has a better range than you. Bear this in mind before rushing in guns blazing. DISPOSE OF BODIES ================= When you've killed an enemy, or knocked them out and tied them up, you need to move their body whenever possible, and put it in a secure location in which it will not be found. If an enemy spots a body, he will raise the alarm, which could be bad news in some scenarios. So, if possible, pick up bodies and keep them away from prying eyes. Oh, and don't forget to search every body for items, not least because removing an enemy's weapon renders them useless should they wake up. PICK PEOPLE OFF - ONE BY ONE ============================ The way to complete the levels without time limits (the ones which resemble those in Commandos 2) is to silently pick off each Nazi soldier one by one, without alerting the others, until the area is clear. This is of course a fine art. Most of the time enemies will be in the vision range of others, making approaching and incapacitating them difficult. Fortunately there are a variety of ways of going about this. LURE YOUR ENEMIES TOWARDS YOU ============================= If there are lots of soldiers on the map, it's easier to find a quiet corner in which to dispose of them individually (see above). However, they might not walk around in your area, but there is a way around this in some places. You could use a bait such as a cigarette packet; throw it and if the enemy spots it he may (depending on his type and rank) come to pick it up. This is your chance to get him down unnoticed. See below for other bait and ambushing possibilities. SILENT KILLS ============ The Thief is particularly suited to this tactic, due to his speed. You can silently dispose of enemies with your fists (which are available to most characters) by sneaking up behind them and punching; this assumes that no other enemies are watching, obviously, or carrying the corpse away could prove difficult. You can always steal their weapon while they are K.O., or lure them to a safer spot (see above). The Thief can also use piano wire (which kills as opposed to stuns) and the Green Beret can use a knife (same again). However, in both cases the victim screams, which is not preferable if there is a Gestapo Sergeant to your immediate left. AMBUSHING ========= One of my favourite ways of disposing of enemies, which works on most missions, is to set up an ambush. You'll need at least two team members, one of whom is capable of using a gun (preferably a rifle or submachine gun). You'll also need to have cleared out a room, somewhere, with a door through which enemies will enter. Set your gunner in cover mode facing the door, so that any enemies coming in will be instantly nailed. Use your other guy to attract attention outside (go out and fire a few shots if there are no alarm restrictions) then quickly retreat inside the building before befalling any harm. Any pursuing soldiers will be shot by your covering commando. This is an example of... TEAM CO-ORDINATION ================== This is a strategy game. Don't forget that you have, in most cases, a team of men at your disposal. You can use them in co-ordination (i.e. one does one thing while another does something else) to make the job easier. It's all too easy to play one-vs.-all Solid Snake style, but that's just making life harder. Use tactics such as the ambushing mentioned above to facilitate things. USE EVERYTHING AT YOUR DISPOSAL =============================== You have more than just guns and your fists. Often you'll have grenades, so take advantage of groups of enemies to make multiple kills. All characters have special abilities and weapons which make life easier. Don't forget these; they are part of Commandos too. HAVE FUN ======== Above all, you're out to enjoy yourself. Don't allow frustration to get the better of you - if you can't win, stop for a while, you'll feel better when you come back. Pyro Studios made an incredibly enjoyable and rewarding as well as challenging game with this little gem, so get the most out of using it. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [3d. Frequently Asked Questions--------------------------------------------#3D] /////////////////////////////////////////////////////////////////////////////// I try to list the most common questions people might have about this game in this section, based on emails I have received and information that seems important. Look here before writing to me! Question: What is Commandos 3? Answer: It's the latest in the famed stealth based real time strategy action games by Pyro Studios, who have worked in collaboration with Eidos on four Commandos titles in the past (to my knowledge). Q: What features does this game offer? A: It has multiple characters, each with unique abilities, beautiful rendered backdrops, great (if a little daunting) missions and cunning AI. It may be somewhat lacking in some areas, but it really depends what you're after. If you think you'd appreciate a solid World War II team-based strategy game then this should appeal to you. Q: Is it better than previous Commandos titles? A: I think that Commandos 3 is not as fun as Commandos 2, but better than the two non-numbered originals. It's definitely worth buying (a snip at about $20 in most stores) if you liked the others. Q: Is there any multiplayer? A: Yes, you can play a deathmatch mode over GameSpy arcade (comes on on the game disc). Q: Can you provide me with multiplayer help/tips? A: This guide does not cover multiplayer, and I've barely played it as I don't find it to be much fun. I'm afraid that I cannot therefore answer multiplayer related questions, and must ask that you do not email me regarding it. Q: The cheats don't work. A: I've tested the invisibility cheat, and it worked fine for me. Keep trying! I think you have to be pretty fast at inputting the word SOYINCAPAZ. Q: Help me on the Berlin mission. Where is the traitor? A: This is the mission people most need help with. I have a full walkthrough up and ready for you to use, so consult it if you're stuck. Q: Where is the Sniper rifle in Berlin? A: This problem has now been solved, thanks to Creep Morris! See the end of the Berlin mission walkthrough for details. _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― COMMANDOS 3:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ~~~ Section 4 - Tutorial Walkthrough ~~~ :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::DESTINATION BERLIN _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [4a. Basic Training--------------------------------------------------------#4A] /////////////////////////////////////////////////////////////////////////////// OVERVIEW ======== The purpose of this mission and the next is simply to make it clear what the gameplay engine is on Commandos 3, and how you're expected to use the tools at your disposal. This level familiarises you with movement, fighting, examining and item use (all detailed in my own words in the above section). You start off indoors and have to work your way outside to your ultimate objective - the vehicle you must destroy. You'll need to save regularly, even here. QUICK WALKTHROUGH ================= • Listen to the instructions and collect the gun, the leave the room. • Silently take out both guards and follow any other instructions given. • Walk outside and watch the cutscene. With the sniper, look in the direction indicated by the Green Beret and use your rifle to kill the handful of enemies quickly and silently. • When you get control of the Sapper, use your bomb to blow up the vehicle (move your characters a suitable distance away before detonating). IN-DEPTH WALKTHROUGH ==================== You will be introduced to what this mission is about by a faked upper-class English accent. The basic idea behind the level as a whole is to get to grips with the controls and to learn how to play effectively. The first task you will be asked to perform is to rotate the camera. Simply move the mouse wheel up and down or, if you have a two-button mouse, hold down Alt and use the cursor keys. Then move the camera by pushing in the mouse wheel and moving the mouse, or pressing the cursor keys in the desired direction. Finally, press + and - to zoom in and out or hold down the mouse wheel and scroll up and down with it. You will then be asked to select the Green Beret; press 1 or right click him. Now make him crawl then stand up again with the space bar. Press and hold F7 to display the gun and the door in fluorescent orange. Click on the gun to pick it up, then double-click the top of the stairs to run up them. Click on the door to proceed to the next room. Now you need to display the Nazi's (who is highlighted in red when you enter) view area. Press and hold Tab then left click him. Pick up the knife opposite you on the floor (highlight it if you can't see it) and quick save with F9. Now you must select your fist. You can use Q and W to cycle through your weapons until you select it, or right click the weapons icon on the interface and left click the fist. You are then vaguely told to hit the enemy. Doing so in the wrong manner will result in detection, so here's how to do it silently: crawl, then click on the soldier. You will sneak up behind him and knock him out. If it goes wrong, press F11 to load and start again. When he's down, right click to deselect the fist and left click the soldier to tie him up. Stand up, then press Z to enter examine mode. Left click the body and you will enter the inventory exchange mode. Left click his items and left click in a space in your inventory to take them. Exit when done, then click on the door at the top of the stairs to leave the room. Immediately enter crawl mode upon arrival, and examine the box on the right (Z and left click it). Take the rifle ammo and put it on the rifle in your inventory. Press and hold F5 to highlight the two enemies present in red. Quick save, then get ready to take them down. It's up to you how you do it; I suggest crawling up to the first and stabbing him from behind with your knife, then taking his stuff. Now open the door to where the other one is and select the cigarettes from the items icon. Throw them through the door into the vision range of the enemy to get him to pick them up. Now crawl up behind him and stab him in the back. Stand up, take everything, save and run out of the room. You will get a short cutscene in which the Sniper and the Green Beret converse, saying that the Green Beret should run ahead with the Sniper providing cover fire. Then you'll be instructed on how to rotate the camera out of doors; there are four views, facing north, south east and west. You will always be changing viewpoint to whatever suits you best throughout Commandos. You can also zoom in and out, but I suggest staying zoomed out as far as possible so as to incorporate as much of the screen as you can. Now select the Sniper by right clicking him, and ready the sniper rifle. Aim down at the soldier under the tree and kill him before the Green Beret gets anywhere near. Follow the Green Beret until you're between two broken walls then aim at the guy smoking under the cover of more trees (press F5 to highlight). Turn and face the soldier standing by the telegraph pole and snipe him too. Run over to his body, crawl and whip out your rifle to kill the final soldier in the bottom right corner of the screen. Run over to the edge of the field to meet up with the Sapper and select him. Place the remote bomb by the tank, and move everyone several feet away. Detonate the bomb with the detonator icon on top of the backpack to finish the mission. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [4b. Advanced Training-----------------------------------------------------#4B] /////////////////////////////////////////////////////////////////////////////// OVERVIEW ======== Now you are introduced to the Thief and the Spy, as well as requiring you to use some of the more complex elements of gameplay. It's still easy though, and should not present much of a challenge. You have to first enter the grounds of the embassy and silently dispose of all enemies with the Thief, then take the uniform off the officer. Using the Thief you can then distract people inside and access the target officers upstairs before escaping. QUICK WALKTHROUGH ================= • Use the Thief to take out the guards in the front garden of the building. Ignore the one by the gates, and punch then tie up the officer by the pond, the soldier on the left and the one on the balcony (climb up). • Take the officer's uniform with the Spy and enter the building. Distract the guard and make him look away while the Thief enters and disposes of him. Clear out the neighbouring rooms, then head upstairs with the Thief. • Punch the officers in here and descend with both characters. Head outside and into the road and meet with the MI5 agent to complete the mission. IN-DEPTH WALKTHROUGH ==================== You will see a video sequence in which the Thief and the Spy talk about the operation which you are about to orchestrate, the infiltration of the German embassy in London. The MI5 officer standing nearby cannot become involved, so you can only use the two soldiers at your command, assigned to numbers 5 and 6. First select the Thief and enter examine mode. Left click on the Spy and move the syringes into his inventory. Now show the soldier at the gates' view area and save. Crawl up to the guard with the Thief and punch him. Tie him up then carry his body behind the hedge on the left where it will remain hidden. Take the rifle then knock out the soldier cleaning the car and carry his body to the hiding place too. The path is clear to the wall - climb up it and onto the balcony, then knock out and tie up the sentry stationed there. Save and climb down on the other side when the officer by the fountain isn't looking. Sneak up on him and punch then tie him up. It's time to send the Spy in. Go over to the Officer's body and take his uniform and Luger, then dress up in his clothes. Save and enter the embassy via the front door. Distract the guard using the buttons on the interface and make him face the wall. Enter with the Thief and knock the guard out. Go upstairs and through the door on the left. Crawl and wait until the officer goes into the bathroom. Now sneak up on him and take him down. Open the safe and take the documents inside it. You can now finish the mission, if you wish, by sending both the Thief and Spy outside to the MI5 agent. It is more fun and instructive, however, to try to clear the place out. Save in the lobby. All the remaining enemies are in the room on right. Go inside with the Spy, in uniform, and wait until the officer goes next door (he recognises you whether you aren disguised or not). Walk up to him as he chats to the lieutenant behind the desk, but don't let him see you. Now use all three hypodermic syringes on him to kill him outright. The lieutenant will be suspicious, but does not suspect you. As long as you don't touch the body, or draw a weapon, you will be fine. Go back to the right side of the room and go over to the middle window looking out. Face the clerk nearest to the door and distract him; this causes him to look at you. Use the "go to" command to make him stand in front of the door (you must do this step by step, as you can't make enemies travel long distances in one go). Make him face away from the door and use the Thief to KO him from behind. Distract the other clerk so that he faces the lieutenant and take him down too. Finally, distract the lieutenant and punch him. Tie everyone up and meet up with MI5 outside to win. _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― COMMANDOS 3:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ~~~ Section 5 - Stalingrad Walkthrough ~~~ :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::DESTINATION BERLIN _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― NOTE: Now that the tutorial is over, I won't be as explicit as before, covering every little detail. I expect you to use your judgement and save regularly, for example, so I shall not be addressing this issue any longer. BRIEFING ======== Stalingrad, Northern Sector. A vast Nazi Army has amassed on the outskirts of the city and attack seems imminent. However, a very important meeting must take place here between a senior Russian officer and allied general Franklin O'Donnell. This meeting is crucial and the information exchanged could change the course of the war on the Russian front. We have been informed of the presence of the Nazis' best marksman. He is here to ensure that the meeting does not take place. Do not underestimate him. He will kill you as soon as he sets his evil eye on you. So for God's sake man, keep your head down. Good luck Officer, the lives of many are in your hands. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [5a. Eliminate the Sniper--------------------------------------------------#5A] /////////////////////////////////////////////////////////////////////////////// OVERVIEW ======== You only have the services of the Sniper for this level. Stealth is certainly the only option, as the map is swarming with enemies and there is an enemy sniper (the one you're supposed to kill) who can outrange you and is deadly accurate. Reveal yourself for a split second and you're dead. To make matters worse, you have a time limit. You'll see how many of your allied Russian soldiers are still alive. If the sniper takes them all out, it's mission over, so in effect there is a time limit. You therefore have to make your way to the sniper, killing anyone blocking your path, and shoot him when he's vulnerable. QUICK WALKTHROUGH ================= • Sneak out from behind the wall on the north-west side and shoot some of the enemies in the square blocking your path. • When the coast is clear, go out of your hiding place and crawl beyond the fence on the opposite side of the road, out of view, to the west of the church. • Distract and kill the guard facing out from the church's south wall. The sniper will run as you approach his original position on the east church wall. • Run to the left of the church and face north with your sniper rifle ready. As he goes past, take down your target. IN-DEPTH WALKTHROUGH ==================== The mission starts with a Russian soldier telling you that the Nazi sniper you have been dispatched to eliminate killed eight of his soldiers this very morning, and that you are going to have trouble getting him. This is indeed a difficult first mission, but you are a member of the Commandos Corps. This is what you were trained for... Select the Sniper and run over to the left side of the wall, by the hut. Crawl over to the back of the house with the path running through the middle (change the view if it helps). All the while you see cutscenes of your allies being shot in the top right hand corner. Crawl behind the soldier standing in the entrance to the path leading through the house and knock him out (he has his back to you). Tie his body up and a snow trooper will run up from below. Use your sniper rifle to kill him and both the soldier by the fountain and the one by the lamp post. Change the viewpoint so that you have the cathedral at the bottom of the screen. You should be able to see the doorway and the house clearly now, and you will be standing roughly in the middle of it. Crawl round the right side of the house, just beyond the street lamp, so that you would be out of the vision range of anybody in the doorway. Two more soldiers will enter the square, and crouch by the fountain. The one nearer to the church will notice the body of the first guy you punched; wait for him to go up and investigate, then he will go down to the fountain again, where his friend will have also crawled. You must act quickly; crawl down to them unnoticed then punch them both out and tie them up. Now face the left side of the cathedral in sniper mode; shoot the snow trooper manning the big machine gun, and the sniper behind the barbed wire, a little further down. You should now have two sniper bullets left; don't worry since your next target is the enemy sniper himself, and you'll only get one shot at him anyway. This part assumes that you haven't changed camera angle other than when I instructed you to do so. You should see the enemy sniper south-east of the fountain, highlighted by a large crest over his head. Move round the border of the fountain, so that you are directly south of the telegraph pole by the wall that you started off next to. The Sniper should get up and move forward a little then get down again, facing the house containing the Russian officer. You cannot currently aim at him, but if you crawl south just a touch he will be withing range. Ready your sniper and send him to the next life. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [5b. Protect General O'Donnell---------------------------------------------#5B] /////////////////////////////////////////////////////////////////////////////// OVERVIEW ======== This is a very difficult mission, the first that puts forth the realities of Commandos 3 and indeed of World War II (all the debris and corpses might give you a tiny window into the horrors suffered by the Axis and the Allies). You need to first fight off the waves of enemies who parachute into the level on the southern side of the map then make your way to the aeroplane where General O'Donnell awaits. Obviously, if he dies it's all over. QUICK WALKTHROUGH ================= • Position your men at vantage points; the Sniper in the destroyed building by the road to the south west of the square, the Sapper in the archway beneath it and the Green Beret covering him. • Use grenades and shooting ambushes to take out the waves of enemies who come at you at regular intervals. Try not to get hurt too badly, though this is definitely the most difficult part of the mission. • Head for the bridge on the west side of the map, sniping the guards in the way then enter the enemy-infested area. • Clear out the eastern side and go down to the runway. Snipe the guards around the aeroplane and board it with all three characters. IN-DEPTH WALKTHROUGH ==================== After your first solo mission, you are now given your whole team in a more strategy based assignment, reminiscent of the glory days of Commandos 2. The main thing to remember is that the enemy army is not limitless; eventually you will kill everyone. Since at first the onslaught is tough, don't expect to gain any ground; instead, concentrate on fending off the enemy troops until the offensive forces are destroyed, at which point you can storm the German base. You will see the whole map getting trashed by what I assume are Stukka dive-bombers, followed by the arrival of several dozen paratroopers. They will keep raining down throughout the mission. Start by sending the Sapper to the shed east of the house where O'Donnell is having the meeting, and collect the molotovs, medkits and sniper ammo, then return to your comrades and give the ammo to the Sniper. The first contingent of Nazis will arrive soon. There is little you can do to stop them from butchering your Russian allies, unless you want to join them. They will kill some soldiers, but are too stupid to survive long. Your best course of action is to change the camera view so that the shed is in the bottom left corner of the screen, then to run to the ruins of the house with the doorway through the middle. You'll see that there is a path running in front of it, amongst the rubble left by the factory. Position all three Commandos in the room on the left and put cover mode on. Make it so that they are aiming slightly to the right. Three soldiers will run along this path, and all three will be killed by you without your having to lift a finger. Soon four soldiers will run up to the other side of the ruined house (the side that looks onto the road leading to the fountain square). Send the Sapper to crawl round just far enough to be able to throw a molotov at the lieutenant. This will kill him and the two adjacent men. Run back to your comrades and set up cover mode again while you wait for more patrols. Within a few seconds there should be seven men blocking the road leading to the square. Change the viewpoint so that you can see the inside of the house overlooking the square with the fountain. However, don't move any Commandos, even though you can't actually see them. A further four Nazis should move into their range, all being gunned down in the process. Don't worry if one of your men gets hurt a little. You will be able to see from the map that only four soldiers remain in the square, by the cathedral. They will advance towards the building where O'Donnell is, killing a couple more Russians on the way, but losing one of their men. The remaining three will crouch by the fountain; select the Green Beret, equip the knife and attack the one on the left (he is facing the house, and as you will automatically run from behind, by the time he turns you will have stabbed him). Now quickly stab the guy who was next to him before he can react, and run and attack the lieutenant. If you do this quickly enough, none of them should have time to shoot at you. Now set about looting all the dead bodies in the area, so that each Commando has a rifle or assault rifle with a decent amount of ammo equipped. Also collect the contents of the boxes hidden in the pathway through the destroyed house and by the cathedral, near the heavy machine gun. Change the view so that you can see the inside of the destroyed house, with the fountain below it and the cathedral in the bottom right hand corner. Set up the Sapper and the Green Beret in cover mode with rifles (any type), and have the Sniper ready his Sniper rifle. Soon you will see a cutscene in the box in the top left corner of the screen showing more paratroopers landing in the enemy base. Soon afterwards a battalion of four enemy troops will enter the square, stopping in the room left of where you are hiding. They will then run out, into your range. The first should be shot down by the Green Beret and the Sapper, so use the Sniper to take down the second. The third should also be shot by the other two, so quickly take down the fourth to triumph unscathed. You now have a minute or so to scavenge some ammo off their bodies then set your men up as before. Another patrol will arrive, stopping first in the roadside near the house, then coming into range again. Use the same sniping tactic to take them all down before they can react. Bear in mind that as long as you have half a dozen medkits or so between you, taking some damage doesn't matter. The main body of the attack force has been taken down, so things are looking up a bit from here on. You can see in the south of the map that another four troops are preparing to come forth. Soon afterwards, more will be seen parachuting in. Equip the Sapper with a normal rifle (if he doesn't already have one), and have him crawl along the road to the box amongst the ruins of the factory. Change the view so that the bridge across the frozen river is in front of you, and crawl to the far right so that the soldier near to the small tower is within shooting range (but not so close that he sees you). You'll need at least two bullets left; shoot the first guard, and immediately take down the one who was standing nearby and comes to investigate. At least one of the bodies should be out of the dark green area of the vision range of the guard on the bridge. Take some more rifle ammo then shoot him too, from a safe distance. Loot the remaining body then check your inventory; you should have six anti-personnel mines, assuming you didn't place any. Take the stuff in the box on the bridge, then get your mines out. Place them as shown below, starting in with the southernmost one: Road To fountain square ---> P KEY ――――――\X /――――――――――― | X X | X = Mine | | P = Position after placing | X | ( X) <--- "Bump" | X | | | |Bridge | ______/ \_____________ Enemy camp When you're done, position yourself at point P on the map. An enemy will spot the body in the east "bump" of the bridge, and blow himself up on the mine there. Ensure you are crawling, so that enemies don't see your head and fill it with a bullet. The next enemy will spot the body in the north western corner of the bridge, and blow himself up on it. Many more soldiers will come onto the bridge and trigger the two mines north and south of the eastern "bump". The last two, nearest to you, ought to be left alone (though if they blow it doesn't matter). How the next part turns out is different each time, but you should be able to handle it. There will be a high concentration of enemies on the bridge, despite the fact that some were killed by the mines. Now use your molotov cocktails and grenades (NOTE: save at least two grenades) to kill tight groups of them. More will come, including another battalion of four who were headed for the square. Ready a grenade and throw it so that it will land as they are running past, killing them all. At one point a cannon manned by two soldiers will cross the bridge, flanked by more troops. Kill soldiers who see you with molotovs before they shout, and let the cannon trip the remaining mines, adding to the explosion with a molotov (this destroys it completely). Once the onslaught, the magnitude of which can vary, is over, gather the Commandos together in crawl mode on the bridge and fill your inventory with all the guns you can carry. Roughly at this point three men should parachute into the map, and an armoured vehicle should drive into the camp and park on the eastern side. More troops will come onto the bridge; you can either go back to the hiding place and use explosives if you have some left, or use cover mode and the Sniper to shoot down all the enemies. When you are sure that no more people will go onto the bridge (i.e. all the assault teams of four have been eliminated, and guards who patrol near the bridge are dead), you can begin your insertion into the camp. You will know if all offensive batallions are dead as a short cutscene will show General O'Donnell going to the Nazi plane, where you must now join him. Have the camera set so that the aeroplane on the iced runway is on the bottom of the screen, then send the Green Beret down to the left of the house opposite the bridge. There may or may not be a liutenant crouching by the door, just round the corner. If there is, wait for him to leave before entering the house. Wait once inside, wait in the corner right of the door for a guard to enter and go into the kitchen. Sneak up on him and stab him to make your base here. Now examine the door to see what's going on outside without actually leaving. When the officer comes and crouches by the door, crawl out and stab him in the back the go back in again. Carefully send the Sniper and Sapper to join the Green Beret one by one. Now send the Sniper out alone. Hopefully you have fifteen bullets or more; this will be enough to clear out enemies in your way. Start by shooting anyone within range of the doorway, and those who investigate the bodies. Then look to the compound to the east; kill the two soldiers there. The path to the armoured vehicle is now clear; send the Sniper back into the house and get the Sapper out. You should have picked up a time bomb in the box in the ruined factory. Sneak up to the vehicle, place the bomb next to it then crawl back to the house. Send the Sniper to the doorway just in time to see it blow (if you're too late it doesn't matter). Some more soldiers may gather around the vehicle to see what happened; pick them off with your sniper rifle. Now move all three men to the destroyed mini tank and crawl down the path leading south to the aeroplane. Use the Sniper to kill the guard(s) next to it. If you're feeling bloodthirsty you can finish everyone off; whatever happens, climb through the hatch on the southern side to trigger a cutscene in which you realise that O'Donnell is a spy working for the Nazis. It's mission complete, but things aren't looking up for you... \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [5c. Kill the Traitor------------------------------------------------------#5C] /////////////////////////////////////////////////////////////////////////////// OVERVIEW ======== Another hard mission, this time in the sense that discovery is fatal in the streets, you now have to assassinate the treacherous O'Donnell, and are given a time limit in which to do it. You must first clear out the sewers near the prison in which you start, then carefully secure the meeting point at which the General will arrive in time to kill him (using my method, that is). Then you have to escape alive! Tricky but fun. QUICK WALKTHROUGH ================= • When the guard enters your cell, kick his sorry ass for his imprudence. • Leave and crawl over to the small office area. Using the cigarettes, distract and punch both the guards in here. Collect your pistol from the box then go into the corridor again. • Open the other cell door to meet your team again. Now head out of the back door and eliminate the enemies in this cluster of rooms. Collect all your guns back then head down the ladder. • Clear out the long corridors of the sewers using all the methods of ambush, sneaking up, distraction and so on. At the first ladder you will meet your comrade the Spy. Make sure that as you explore the sewers you don't climb any of the ladders to avoid detection above ground. Also, don't be too slow, as you are under a time limit. • Send your men back to the ladder where you first met the spy. Send the Green Beret out first to silently kill the patrolling guard above the manhole then enter the house and dispose of the soldier. Send the others out to join him, one by one. • Now set about emptying the house. It shouldn't prove too hard, with ambushes and stealth on your side. Don't forget to take one officer uniform for the Spy. • Exit the front way and kill the two Gestapo guys. Send the Green Beret underground again (the same manhole you came out of) and surface opposite the central building where you saw the troops assemble in the cut scene. Carefully kill and drag the patrolling SS Agent behind the walls of the podium and, while avoiding the patrols, incapacitate both enemies standing opposite the entrance to the house. Now return indoors. • With the Spy, head out of the back entrance disguised as an officer. Avoid the eyes of all Gestapo and other officers, and go to the work site in the south west corner of the map. When you get the opportunity, as the officer here is looking the other way, take the bomb from the box and return home. • Get the Sapper to place the bomb in the middle of the staircase room (which leads outside to the front garden) then hide in the little space under the stairs. With the others, clear out any bodies and get behind the door leading into the room from the back. Cover the door with your best guns. • By now General O'Donnell's escort will have arrived. The first few guards will check the room where your men await to gun them down. As soon as the man himself enters the main room (you'll know because the Sapper is hiding there) detonate the bomb to kill him and nearby guards. The time limit is over. • With the disguised spy, leave the back way and head for the German car on the east side of the map. Stealthily kill any guards on the roof of the building next to it. • Send your other men to take out all everyone in your way as silently as possible then put everyone in the car. Phew! It's over. IN-DEPTH WALKTHROUGH ==================== Now you find yourself locked up in a cold cell in the sewers in Berlin. How are you going to escape? Well, you get to do just like they do in all the war movies; when the guy comes in to give you your food, punch the living daylights out of him and tie up his body then nick his gun. Don't do anything too suspect though, as he won't hesitate to shoot you. Now that you are free to leave the room, go into the corridor and hide by the wall separating you and the medical guy sitting in the office next door. The one who was standing in front of the desk will leave and go over to a cell opposite the room you just left. Crawl up behind him and punch then tie him up. Return to the corner that you were just in and wait until the soldier behind the desk moves over to observe the lockers. Quickly crawl round and punch the man who was sitting down (he will see you, but you'll punch him before he can react), then immediately draw your Luger and fire all three bullets at the other guard, killing him. Tie everyone up and check the box by the desk to retrieve your standard pistol with inifinite ammo. Now go back into the corridor and check the cell next to yours. In a short cutscene you will be reunited with your fellows once again. Crawl and go through the only door you can, opposite the office. In the next room is an unarmed guard with his back to you. Use the Green Beret to punch him out then tie him up, and go through the door he was guarding. Take the pistol, cigarettes, two gas masks and gas grenades from the boxes and return to the other room. Give one gun to the Sniper and one mask and the grenades to the Sapper. Also take the stuff in the box in the room where the guy you just knocked out was; give the knife and medkits and the radio and receiver to the Green Beret and the pistol to the Sapper. Now go through to the next room and punch out the guy looking down the trapdoor. Descend yourselves to enter the sewer network. There is a soldier leaning over the railings and another a little furter down the tunnel. When he goes in the opposite direction from your location, sneak up behind the leaning man and punch him then tie him up and carry his body to the inlet below the ladder. Let the other one see you briefly then run back to the others and ready your gun. Shoot the soldier as he climbs the stepladder leading to the platform you're standing on. Equip the Green Beret and the Sapper with guns taken from the fallen guards. Now leave the tunnel through the exit on the right. You are treated to a long cutscene in which the Spy, who has apparently infiltrated Berlin and obtained a load of top secret intelligence, tells you that you must eliminate O'Donnell by one of three methods. This walkthrough only covers one at present, but maybe when the whole game is done I will include the alternate ways of doing the level. You are also treated to a well-made movie of an armoured vehicle escort travelling through the streets of Berlin. The guys at Pyro Studios sure know how to make movies. First, however, you will need to clear out the labyrinth network of sewers, as navigating the heavily guarded streets of Berlin is at this stage out of the question. Have the Green Beret and the Sniper equip their pistols and cover the door leading onwards through the tunnel, and have the Sapper walk through and get noticed by the guard on the other side. Retreat immediately and watch him get gunned down when he follows. Have the Sniper take the SMG then return to his original position. Repeat the excercise with both other guards in the next corridor, always running as soon as you are spotted in order to avoid being shot (with the unarmed guy you could always just punch him). Give the Spy and SMG as well then move all four men into the next tunnel. Send the Green Beret to crawl through the doorway opposite the ladder. There is only one guard in this tunnel; when he faces away from you, knife him from behind. Send the other three men to join the Green Beret, and have them cover the doorway leading to the unexplored room next door with SMGs. Send the Green Beret in there, to attract attention, then run back. Lure both guards into the fire of your comrades in this manner. Now set the Sapper, Sniper and Spy up defending the next doorway, in the room you just emptied. Have the Green Beret ready his knife and stab the two unarmed soldiers after running up to them. As soon as the armed guard spots you, run back to your friends. That's another tunnel emptied. Repeat the excercise again for the three guards in the tunnel on the right (you must be getting good at this by now). You have now made a full circle back to the second tunnel you cleared, and you can travel freely in the sewers. Return to the room where you first met the Spy, two tunnels down from where you are now. Put the Green Beret in examine mode and click the ladder, in order to climb up below a manhole and see what's going on above without actually climbing out at the wrong moment and being seen. Change the viewpoint so that you see the house in front of the manhole (not below it). You'll see a soldier patrolling the stretch of road to the left of the barbed wire; wait until he is at the lowest point of his patrol, facing the house, then exit the manhole and crawl up to him from behind in order to stab him in the back. (NOTE: If you are not in crawl mode when you exit the manhole, another soldier will see you and shoot). Ensure that the soldier patrolling to the right of the barbed wire is further up the road before picking up the body and running into the house through the door near the barbed wire. Once inside, drop the body and crawl immediately. There is an unarmed guard in here, but he shouldn't notice you. Stab him one and take the ammo from the body of the other guy. Now send your other men out to join you in this secure room, one by one, making sure that they don't come into the vision range of the patrolling guard outside. When everyone is safely in the house, select the Green Beret and rotate the camera until you can see the guard in the hallway. When he goes into the bedroom, follow him the crawl up to him and stab him. Go to the entrance of the room next to the one the others are standing in and check that the officer is facing the window. When he is, crawl up behind him and knife him too. Give the Spy the uniform. Now set the Sapper and Sniper up covering the door in the narrow corridor leading to the next room (the camera angles can be a little awkward, so make sure everything is as it should be). Now send the Green Beret through. The room has a soldier and an officer in it. Walk into their vision range then run back and let them be cut down by your frieds. You may have to do two trips, one for the soldier and one for the officer. Gather your men together in the side room leading on from the living room you just emptied, and get them to cover the door. Send the Green Beret through, have him attract the Gestapo agent's attention then run back and watch him die, followed by the Officer who was on the landing. Be sure to save beforehand, as it can take several tries to complete without any health loss. Send the Green Beret into the hallway you just cleared out and go up the stairs and right up to the far door near a bench. Go inside and run up to the unarmed guard in order to stab him. Now go back and go to the door opposite it, leading to a room with two soldiers in it. Examine it to look inside this room, and wait until you see an officer sit down in the armchair facing at right angles to the door you're looking through. At this point you should crawl in and sneak up to him then stab him. Get up and run over to the other guard, a medic, and knife him before he can punch back. Go through to the next room and wait crouching until the standing officer is in alone in the left room. Stab him silently and crawl up on the officer sitting on the bed then kill him with your knife too. Go back downstairs and into the final room in the house, through the door opposite where your friends are guarding the doorway. Go inside and knife the soldier inside (he's unarmed). You now have complete control over the house. Crawl out through the double-door in the stair room leading onto the front garden. Crawl then stab the Gestapo agent on the right in the back, then the one on the left (in that order, to avoid being seen). Carry the bodies back inside, dropping them off in the room where your friends are (not in the stair room, for reasons you will understand later). Send out the Sapper to examine the contents of the box and take the grenade, gas grenades and molotov. Then send him back to the position he was in before. It's time to put the Spy into action; send him outside and have him cross the road to the side of the large building with Nazi flags at the front. Obviously, disguise yourself in the officer uniform, and avoid the vision ranges of other officers and Gestapo soldiers (make sure that you do not go out into the open when the Gestapo patrol is nearby). Go over to the sidecar parked on the left side of the building and go behind the officer and in front of the stairs leading into the building, avoiding the Gestapo officer in front of it. Wait until he moves away from your side, so that you can climb the stairs then climb down again and inject him with three syringes to kill him from behind. Pick up the body and carry it up to the podium with the swastika on the front, where it will not be seen. Select the Green Beret and have him crawl up to the edge of the garden path, which leads onto the road. Change the viewpoint so that you can see the front door of the house, and move behind the fence on the right side. Throw a packet of cigarettes into the middle of the path, nearer to the house than you, but not too far. The guard standing near the sidecar by the Nazi building should come to pick them up. As he bends down he will have his back to you, so crawl up behind him and stab him. Take the cigarettes back off his body and carry it into the usual room. Use the Green Beret to crawl up to the sidecar, then stab the officer looking outwards in the back. Carry the body up to the podium and put it next to the Gestapo sergeant's. Now select the Sapper and take the gas mask that the Sniper is carrying. That should give you two in your inventory. You should also now have four gas grenades. Crawl over to join the Green Beret (who should be in crawl mode on the podium) and the Spy (who can stand up if he wants). Send the Green Beret through the left door and into the large building. Most people in here are unarmed; so that you can get a rough idea of where everyone is, here is an overhead view of the room made from ASCII: _____________________________________ | B | | G | |________________________|G|__________| KEY | U | | ####################### ######### | U = Unarmed Guard | | G = Gestapo Sergeant | ______ U _____ | O = Officer | ~~~~ |O O| ~~~~ | B = Box |_____~~~~ | | ~~~~______| ~ = Stairs | U ――――― | - = Door | | # = Wall | U| | U | | G | | U U | |____________----_____----____________| Now punch the unarmed guard who walks up to you from the top left staircase, and punch the two guards to your right (as long as you click, you get the first punch and so remain unharmed). All the while staying in crawl mode, stab these bodies to kill without making a sound. Now get the Sapper to enter crawling, and once the guard on the platform behind the wall is not facing towards your side of the room, put a gas mask on each man then throw a gas grenade at the stage (where the officers are) and the group of men on the right. This knocks them out. Immediately send the Green Beret up on stage to stab the bodies up there before they wake up, and use the Sapper to tie up and carry the two bodies on the right out of the potential vision range of the guard on the bridge before he looks your way. Now stab both the remaining unarmed guards (on the right, and behind the wall on the stage), then send the Sapper to go behind the wall on the left (where the unarmed guard's body is). Throw a gas grenade at the guard on the platform, then crawl forward and throw your last remaining one at the guard in the trench below him. Use the Green Beret to run up to their bodies and stab them both, then take the syringes and the Gestapo Sergeant's uniform. A timer of fifteen minutes will now start counting down. This is the time until the arrival of General O'Donnell at the house. Send the Sapper, the Spy and the Green Beret crawling back to the house then discard the earlier officer's uniform and put on the one found in the crate with the Spy. Take the syringes also. Set up the Green Beret, the Sniper and the Sapper with submachine guns covering the door leading into the stair room (i.e. where you have always left the Sniper up until now). Have the Spy cover too, for now. So begins a long wait. After the timer reaches zero, you will see O'Donnell's car enter the map. It will be doing the tour of the map, so there is still time to wait. However, in the meantime, some Gestapo Sergeants will enter the house from a secret passage below the stairs in the stair room. You will mow them down, but inevitably take damage. Heal up quickly if you have any first-aid kits, then wait until you see a cutscene of O'Donnell leaving his car and entering the house in the top right corner. One more Gestapo sergeant will run into the room, but you will kill him. Now select the Green Beret, Sniper and Sapper and hide them all in the bathroom just behind the living room (you don't have to go through any doors to get to it). Have the Spy put away his gun. O'Donnell will then enter the living room (had there been bodies in the stair room he would have been suspicious). He will not see through your disguise; inject him three times with your syringes and he's dead! Collect your men together and put cover mode on. Run back into the stair room and change the aiming directions to quickly take down the two Gestapo Sergeants lurking in here. You should take minimal damage. Now your priority is reaching the car in the bottom left corner of the map. Have the Spy get a fair amount of ammo from all the dead bodies now littering the house, and put on the uniform. You should also have 18 syringes. Leaving by the front door is far too dangerous, as there are six Gestapo agents lying in wait. Go back to the door by which you first entered, and go down the manhole. Go to the tunnel on the left, and keep going left to the tunnel with two ladders. Climb up the one nearest to where you emerge, just in front of the large Nazi building that you emptied earlier. Now to use your syringes up in the area. First, go into the square, avoiding the officer by the guardpost on the corner. Near the tank is a truck, bordering the road leading to the car in which you must make your escape (change the camera view until you can see all of this). Now kill the solder patrolling below the truck (3 syringes) and the guy standing still on the right part of the large monument made of pillars. Their bodies will immediately attract attention; the alarm will be sounded, so move over to the courtyard where the car is parked and wait for everything to calm down. There is another soldier looking onto the road, just outside the courtyard; kill him too. Do the same to the blue uniform soldier standing by the chain looking onto the road from the square. Approach the officer by the guardhouse on the corner from behind and take him down too. Now return to the courtyard with the car and the ladder leading up to the rooftops and kill the guard standing next to it. You've made all the silent kills that you can; you have to get loud now. All while staying in uniform, shoot the guard on the lower roof with the crate on it from behind with your SMG. This attracts the attention of the guard above, and one from the ground, both of whom come to investigate. Shoot the former from behind when he examines the body, and the latter as he climbs the ladder. Do this right, or you will be killed, as the Spy is weak. Take the assault rifles from the bodies, and check the crate for a grenade, six more syringes and two now useless gas grenades. Go back down the ladder and use the assault rifle to take out the nearest patrolling guard, near the pillars. Then put away your gun, put the uniform back on, and go into the square. Use three syringes on the patrolling guard who circles the tank and stops between the chains. Then move swiftly away from the scene of the crime, as an officer comes to investigate, and he can see through your disguise. When all is calm again, go back and use your remaining syringes to kill the guard who patrols back and forth below the tank. Make sure that you do it when he's in the upper part of his patrol, to give you the time you need to get away. It's time to get your men into the car and away. Select the other three, who are still in the building, and head out of the back door. Immediately go back inside when you are spotted by the soldier outside. Cover the door and gun him down when he enters. The way is now clear to the manhole. Go down it and take the same route as the Spy took, coming out in fron of the Nazi building. All threatening guards should be dead, but crawl to be on the safe side. Check the road in front of you before moving on, and use this method to carefully make your way round the corner and to the courtyard where the Spy and the car are waiting. Load all your men into the Kubelwagen, watch it drive away and you're home free! Thank goodness! And yes, that was the longest mission. [o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o] NOTE: I have yet to discover the Sniper Rifle anywhere on the map, so I would be grateful to anyone who has located and who could email me regarding its location. I have my suspicions that it might not exist (***NOTE: It has been found!!! See below.***). Thanks to Josh, who emailed me regarding the mission. He says that he searched the whole map, killing every enemy, and he couldn't find it either. He does, however, have an alternative method for completing this mission: "I got all my men into the big hall where the officer's uniform that starts the timer is. I killed everyone in and on top of this building. Then I put the Sapper on the top of the building at the very back with a molotov coktail and a grenade. Then I stopped the timer. When the car came around the back of the building I got my Sapper to throw a molotov coktail at it. This blew it up. When the traitor got out of the burnt out car I threw the grenade at him. This killed him." Creep Morris recently emailed me concerning the infamous sniper rifle location. He kindly provided a save state indicating its location, and I can confirm that it does exist. His words best describe how to get there, and I have edited them and added notes so that hopefully you too can locate it. You must go into the large house with the double doors that lead into a small passage with several doors and a staircase leading up. It's the northernmost building. I'll leave it up to you to kill all the required enemies on the way. Go inside using the Spy in a Gestapo officer uniform and use him in combination with the Green Beret to kill the enemy on the ground floor and the three enemies on the first floor. On this floor there are many doors. The wall opposite the staircase from which you arrived has two doors in it. The two adjacent walls have one and two doors in them respectively. Go through the single door. There are a further two enemies to contend with in this room, but they can't see you when you enter, and as such shouldn't pose too much of a threat. Eliminate them and go into the bathroom area between the two rooms that form this visible indoor place. It is hard to see because of the walls, but there is a crate in here. Bring in the Sniper and you'll be able to pick up the sniper rifle held within it (it contains five bullets). The timer to the arrival of the general automatically starts at this point. Good luck! Also, thanks go to Mehal Shah, who has another method that you might like to consider: "I have an alternate walkthrough for "Kill the Traitor" and thought you might like to include it in future versions. Your method was using the spy to kill the General, I use the sapper and here's how: Basically, clear out the sewers, make your way through the house and kill the Gestapo in the entrance, then take out the guards around the front of the fancy building, then collect the remote bombs from the construction site. Once you've done that, place one bomb where the car will park and another slightly in front of it. Once you've done that, crawl into the sewer in front of the fancy building and wait. Then when General O'Donnel gets out of the car, detonate both bombs quickly. Wait a while in the sewer, then send the spy out. Distract one of the guards patrolling the tank. Give all your guys soldiers' uniforms now. Send your green beret out and stab the guard patrolling around the truck. If you do this at the right time, no one will see the body (check field of vision to see). One by one, have your guys make there way to the Kublerwagen, then send the spy over. Piece of cake!" [o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o]-[o] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― COMMANDOS 3:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ~~~ Section 6 - Central Europe Walkthrough ~~~ :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::DESTINATION BERLIN _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― BRIEFING ======== We have received intelligence that the Nazis are attempting to move priceless works of art from occupied France to Germany ahead of the imminent Allied invasion. Once great museums in Paris and other capital cities are now empty. This valuable cargo is being moved to a small town from where it will be transferred to Berlin. If the Nazis manage to cross the border, these treasures will undoubtedly be lost forever. Saint Avold, an insignificant train station a few days ago. Yet today it is one of the most heavily defended places in the Reich. Units from the Wehrmacht are protecting the area, but it is also being defended by elements of the 1st Division of the Waffen SS and by the Gestapo. They've set up a security perimeter and hundreds of troops are guarding the area. The final shipments of merchandise are now arriving at the station, and yesterday an armoured train appeared. We therefore believe the convoy will leave the station within the next few hours. Clearly we can't attack the convoy from the air so we have had to come up with an audacious plan. Your mission will be to get some men into the station and onto the train undetected, ready to take control once it leaves the station. You will join up with the resistance a few miles further on to transfer the cargo to a collection point on the beach. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [6a. Infiltrate the Station------------------------------------------------#6A] /////////////////////////////////////////////////////////////////////////////// OVERVIEW ======== Here we have it, the first true stealth mission. First off, setting the alarm off in this mission will cause the train to leave, so it'll be mission failed. You need to proceed with the utmost care, picking guards off one by one with the combined skills of the Thief and the Spy. From your base behind some crates in the south-eastern corner of the map you must make your way west then north until you reach a hut, then get safely across the courtyard to the station. QUICK WALKTHROUGH ================= • With the Thief, using your fists, your speed and cigarette packets, distract and incapacitate all the guards in the area, bringing them back to the cover of your base and nicking their weapons. • With the Thief, take the Lieutenant's uniform from the man in the small tent halfway up the road. You can use this and the Thief to distract the people there, taking them all out and reaching the house the other side of the wall from the station. • With the help of the prisoners, crawl across the yard and into the station doors. Inside, hide in the hole in the floor in the second room to finish the mission. IN-DEPTH WALKTHROUGH ==================== This is the most fun of all the stealth missions, but that doesn't make it any less difficult. Keep saving, as it will take several tries to kill each enemy. Start by selecting both characters and moving them well into the semicircle of crates. Using the Thief, throw a packet of cigarettes just below the southernmost crate, at the left entrance to your little compound. The nearest guard, as he returns from his patrol point to the west, will come to pick them up. Make sure you're out of his vision range when he comes. He will bend down; crawl up and punch him at this moment. Take back your cigarettes and his machine gun after tying up his body and hiding it deeper in the circle of crates. Now throw the cigarettes just above and a little to the right of the oil barrels by the crates you're hiding behind. The guard below the watch tower to the north will spot them. Come out and punch his as he bends down to pick them up. Tie his body up then quickly retreat to the hiding place. The guard on the tower will soon spot the body, and come down. Stay hidden until he is next to the body then quickly crawl out and punch him and the groggy guard that he just released. Tie them both up and carry them into your retreat. Give the Thief the SMG ammo and cigarettes, and the Spy the rifle. Send the Thief to the right side of the road at the bottom of the screen, just out of the vision range of the guard opposite. Drop your cigarettes next to you then, when he sees them, crawl round behind the barbed wire, round the crate and up behind the guard who is bending over the packet. Punch him then, when the guard by the hut is facing north, tie him up and carry him back to the hiding place. Retrieve your cigarettes then give the rifle to the Spy. Still using the Thief, crawl round the fence to the right and go along the ditch to the guard tower. Hide by the side of the tent and when the guard stands by the doorway at the nearest point to you, then come out and punch him out. Quickly tie up his body and carry it back to your retreat via the ditch to avoid detection. Now select both Commandos and crawl along the ditch and enter the tent itself. Use the Thief to punch the Lieutenant writing at the desk. Tie him up and have the Spy take his uniform. Put it on then go outside. Go down to the south-western corner of the map, below some barbed wire. When the guard patrolling here reaches the westernmost point of his route, distract him and make him face west into the distance. Crawl out with the Thief and, while avoiding enemy vision ranges, head over to the distracted guard and punch him from behind. Tie up the body. The guard on the tower to the north should soon see it; he will come down to untie it. Hide the Thief behind the crate nearby while he passes, then return and punch him as he unties the other guard. Punch him as he gets up again then tie them both up. You can leave the bodies here after taking the ammo, as they won't be seen by other guards. Send the Spy north across the ditch to the guard on the right. When he is at the southernmost point in his patrol, use two hypodermic syringes to knock him out. Another guard will stop at the corner of the ruined house to the east and will look in your direction. However, he will not notice the body. When he moves on and so is looking away, tie up the body and carry it back to where the other two are. Rotate the camera so that you are standing in the top right corner of the screen. Send the Spy up to the ruined house where the Lieutenant is standing and knock him out with two hypodermic syringes but don't tie him up. The last patrolling guard will not notice the body, so when he comes nearest to the house, knock him out too. Tie up both bodies and put them out of sight at the back of the house. Rotate the camera back to the original viewpoint. All remaining soldiers on the map are Lieutenants and Gestapo, so your uniform is now useless. Leave the Spy in the house and send the Thief to crawl over to him. Have both men crawl into the ditch and into the small opening in the tunnel on the left. Follow this pipe to a room with a ladder and climb up it. You will emerge in a small room and a cut-scene will reveal that you have discovered some French resistance fighters who were kept prisoner here. They will suggest distracting the Gestapo guarding the entrance to give you a chance to sneak into the station. Follow them through the hole in the wall and into the courtyard outside the station doors. One will distract a Lieutenant and a guard by the door while another knifes the nearby Gestapo sergeant. Start by crawling up to the guard on the left and punching him then tying him up. Now crawl up behind the Lieutenant talking to your ally by the door and punch the guard to his right. Immediately punch the Lieutenant himself and tie both up. None of the enemies further east will notice anything. Have the Spy join the Thief and send both into the station. Once inside you need to locate the hiding place. In the first room, go through the only door (on the right). In the next room go straight down the corridor you emerge in to the hole in the ground. Click on it with both men to hide and complete the mission. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [6b. Board the Train-------------------------------------------------------#6B] /////////////////////////////////////////////////////////////////////////////// OVERVIEW ======== From your hiding place you now have to get outside and onto the train. Stealth is still important, but at least this level isn't as long or as difficult as the previous one. QUICK WALKTHROUGH ================= • Clear out any guards inside the station building and take their guns. • Step outside and carefully take out the nearby guards on the station platform, one by one. Carry the bodies back indoors. • Go round to the left wall of the station building with the Thief and climb up it. Knock out the two guards up here, leaving their bodies (you can't take them down with you). • Head over to the obsolete wagon on the east side of the track. Use it as your base to incapacitate all guards between you and the train, then go on board the passenger carriage to end the level. IN-DEPTH WALKTHROUGH ==================== Start by selecting the Thief (hotkey 6) and exiting the hiding place (x). Immediately crawl up to the side of wall so that anyone standing in the doorway leading to the main room couldn't see you. Throw a packet of cigarettes into the other half of the corridor. A guard has materialised since the end of the last level, and he will soon come to stand in the doorway. He will therefore notice the cigarettes and go to pick them up. Crawl up behind him and punch him out. Tie him up, take his submachine gun and your cigarettes. You can leave the body here, as no more guards will be passing through this room. The same applies to any more bodies you carry into here. Have the Spy come out of the hole too. Send the Thief up the steps on the other side of the room and examine the doorway at the top. If you see a guard on the other side, wait until he moves up the steps into the room above then go through the door. Crawl up behind him and knock him out. Do the same to his unarmed friend examining the machine. Tie them both up and relieve them of their weapons. Return to the large room again. Enter crawl mode and examine the door leading out. You'll see that a guard is standing by the entrance to your room, and another guard may be looking in the direction of this door. When he turns away, click on the ground behind the guard by the door to crawl out. Punch him, tie him up and slip back inside with his body over your shoulder. Take the ammo and quicksave. Now crawl outside again. You need to take down the guard in blue, but this can be tricky, so I've attempted to illustrate it for you. _________~~~~~~ | X | KEY ________________| | X = Hide here O = Throw cigarettes here O ~ = Door to large room + = Railway +++++++++++++++++++++++++++++++++ Unless you hide at the point marked X, in the cover of the wall, he will see you. Crawl into this corner then throw cigarettes to the point marked O. When he goes to get them, do the usual procedure (punch, tie, get cigs, carry body back to room). Crawl outside and rotate the camera so that the right hand side of the station is below you. You should see a small iron cabin with a guard standing next to it, and, in the clearing full of crates beyond the station building, another patrolling soldier. When he is far away from the first guard, and facing away from him, crawl up behind the stationary soldier and punch him, tie him up and return him to base. Go back outside and, as long as the patrolling guard is still looking away, crawl down to the pile of rubbish at the easternmost tip of the station building. When he comes near you, he will be facing up towards the entrance. Throw the cigarettes next to the iron cabin, by the railway tracks, and take him down when he goes to pick them up. Carry back this body too and loot it for ammo. Leave the building again and this time go left (rotate the camera so that you can see the bare left wall of the station). Crawl to the leftmost window and climb onto the strip of wall next to it. Turn the corner onto the bare wall leading up to the parapet of the station roof. Climb just below the parapet then make sure that the patrolling guard is facing the other way. Climb right over the top and crawl up behind him in order to knock him out, tie him up and take his gun. Now crawl up behind the Sniper and KO/tie him up too. Sadly you can't use his gun, so leave it. Leave both bodies alone (you can't move them from the roof) and return to the station (be sure to crawl when on ground level!) Now crawl back outside and head right towards the overgrown wagon near the buffers at the edge of the track (rotate the camera if it helps). Enter through the door by the platform. You'll be on the other side of some shelves, and standing behind them is a patrolling soldier. Take him down from behind, tie him up and nick his stuff. Send the Spy to join you in the carriage. It's about time he did something. Get him to take the fallen guard's uniform and put it on. Walk out of the door opposite where you entered, and distract the regular soldier while keeping out of the Officer's vision range (rotate the camera to make seeing things easier). Leave the Spy in that position and send the Thief round the left side of the wagon to behind the officer, leaving by the back door. Make sure that the guard patrolling the centre of the platform is walking away then punch the Officer and the soldier from behind. Have the Thief tie one up and the Spy the other and carry both in at the same time. Be quick or you'll be caught. After dropping the bodies off in your new base, send the Thief out and wait on the track. When the patrolling guard stops nearby, sneak around his vision range and punch him from behind. Take his body back to base and strip it of all useful stuff. Repeat the process with the soldier on the other side of the second track; wait until he's walked behind those cogs and is facing away from you. Don't bother carrying the body back. Now dress the Spy in the Officer who you recently took out's uniform. Move down the platform to a small shack. Distract the soldier just behind it, so that he is facing the station. Now send the Thief crawling over to the far side of the second track, and stand on the small platform between the armoured carriage and the passenger wagon in the eastern side of the map. Co-ordinate this movement so that the guard on the armoured carriage doesn't see you. Climb up the ladder onto the passenger carriage when the guard on top of it is on the side nearest to you, facing outwards. Punch him and tie him up but DON'T STAND UP! A mechanic on the scaffolding the other side of the track will come and investigate, so punch him as soon as he gets onto the roof. Tie him up and leave the bodies here. Now climb stand when the soldier on the opposite wagon is facing away, and jump across to it. Crawl up behind him and punch him. Tie him up, and leave the body. Return the long way you came from to your original wagon base. Send the Thief out again and walk west down the platform to the small shack. You'll see that a mechanic is facing the shack, and the soldier a little further down has his back to you. Carefully punch the technician out, carry his body a little further down the platform, drop it and return to repeat the process with the soldier. There is no need to carry the bodies back to your wagon now, as that whole area is fully clear of enemy presence. The guard the Spy was distracting is now down, and he can now get rid of the last potential threat. Change the camera view so that the western side of the central platform is on the right. At the far end of it is a lone guard, near a conversing Gestapo agent facing the other way. Walk up to the aforementioned soldier and inject him three times with your syringes. A guard inside the train will come out and investigate; calmly walk round to the other side of the passenger wagon and enter. Send the Thief to join the Spy. When both are on the train, it's mission complete. In a short cutscene you'll find all your efforts wasted as they are caught by a Gestapo officer. Oh well... \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [6c. Stop Bomb Deployment--------------------------------------------------#6C] /////////////////////////////////////////////////////////////////////////////// OVERVIEW ======== Now you play as the Green Beret further down the line. Your goal is to stop a bomb that the Nazis here are using to stop the train. You must hurry, as there is a tight time limit that may render speed a priority and stealth a secondary consideration. QUICK WALKTHROUGH ================= • You have a 15 minute time limit, so dilly-dallying is fatal. You must make every second count. • Run out from your hiding place behind the car, allow the enemies to see you, then run back. Use cover mode to ambush them when they follow. Once you acquire a submachine gun, this will be even easier. Use this method to clear out all nearby Nazis. • Venture further north and gain access to the buildings on the left. When they are secure you can take the ammunition inside them. • Use hit and run tactics on the enemies in the north-eastern corner of the map. They are numerous, and sometimes grenades make the task a lot easier. Try crouching behind the long wall that runs north-south in the top half of the map then popping out to dispatch opponents. When everyone is dead, kill the tank with some grenades. • Head over to the lorry blocking the track in the west and destroy it from a safe distance to eliminate the bomb. IN-DEPTH WALKTHROUGH ==================== You play as the Green Beret now, who, as you learn from the video sequence before the mission, has to stop the train from being derailed. You are unfortunately under time limit, and a tight one at that: 15 minutes. Don't waste time here, but don't hurry so much that you risk getting killed. Start by running out from behind the truck and hiding behind the corner of the fence bordering a path leaving the map. Crouch here out of sight and wait for a patrolling guard to come and stand next to the corner. Knife him in the back then get up and run far enough north for the patrol of Gestapo to see you. Immediately run back behind the fence and get your gun out in cover mode, and crouch. One soldier will go round to investigate, and you'll kill him. Take the weapons of these two characters then ready your knife and run up to and stab the unarmed soldier south of the communications tower. Immediately run back and crouch again. A tank will drive past towards the truck, but will not notice you. A Lieutenant will come and stand by the tank; run out and stab him, then return. An unarmed soldier will have spotted you and will start running towards you, then walk away as the tank reverses and pulls out of the road. When you can get past, run out to the unarmed guard who's walking away and cut his throat. If you haven't yet rotated the camera so you can see the whole courtyard, do so. How the next part works out is fairly random, so improvise and see what you can do. If you take a little damage it doesn't matter: the main thing is that you manage to take down all the guards. Run out to the south side of the tower and crawl round and stab the crouching guard. Crawl out towards the rails, headed for the stack of crates with a Gestapo standing behind them. Another Gestapo will come near and may see you, in which case don't crawl there but run. Stab the standing Gestapo Sgt. then crawl out towards the three mechanics supervised by a sergeant. Two should see you and run towards you, but instead of raising the alarm will run up to you. Stab them both but stay crawling. Stab the officer in the back and the last guy laying dynamite. Go round to the last officer leaning by a stone wall a little further south. Now run back to the tower and stab the guard facing the level crossing in the back. Run south then crouch by the small path that you used to hide in earlier on. Follow this path until you see a gate in the fence (rotate camera). Stand a good way away and wait until the guard having a conversation with an unarmed soldier walks to the other side of the fence, while the other runs away. When the coast is clear, sneak past and walk across the broken part of the fence and stab the Gestapo soldier in the back. Turn and sneak up on the guard standing by the fence then stab him too. Time to see just how courageous you are. Crawl further east and go round the oil tower to the guard standing in the gateway facing the rails. Stab him in the back then get up and run round the brick wall and crouch amongst the sacking and whip out your submachine gun. Five soldiers who will have seen you will come round the corner all at once, so you use your quick trigger finger skills to mow them all down at once. This is very hard to do without taking some damage, so if you do, don't worry too much. Restock your ammo from the corpses. If you wait a few seconds more, another guard will spot the bodies and come round to be killed. Crawl out and head for the gateway and make a noise; an unarmed guard will come and be bait for you to kill. Whip out a rifle (you should have one by now) and wait for the officer to come running down to stand opposite the gate then shoot him. Start crawling towards the crouching guard in blue and shoot him with your rifle as soon as he comes into range. Crawl back to behind the gateway for cover. When the coast is clear, head out across the railway and past the turret machine gun (it's tempting to use it, but don't... if you don't want to die). Crawl round the corner of the wall and stab the soldier facing outwards who won't even notice you. You can kill both soldiers further along this wall (rotate the camera so the wall is above you) in the same way. When you reach the other end of the wall, crawl out to the crates and stab the guy with his back to you there. Then go back round the crates and head for the Lieutenant facing the railway. Stab him then take cover behind the crates he was crouching next to. Take out your rifle and shoot the regular guard further along the compound. There will be a soldier, a Gestapo sergeant and a mechanic standing on the railway. After getting over the surprise of what happened to their comrades they will turn their backs on you. Start by crawling out to the right and stabbing the blue guard in the back. Then return to the crates and crawl out to the left, readying your SMG so that you can shoot the Gestapo officer and the mechanic as soon as they're in range. Then stand up and run back behind the crates to avoid being taken down by the Sniper. Head over to the truck to the left and wait until the last nearby blue guard crouches on the other side of the track, facing opposite you. When he does, creep up behind him and stab. Run up underneath the sniper tower and take out your SMG and take down the guy atop of it. That clears this area too. You should have about five minutes left; if not, you may find that you're going to struggle. Now to eliminate the tank. Go to the wooden box near where you killed the second last guard (before the sniper). Examine it to find two grenades and ammo. Collect this then go on into the compound area behind sniper tower and collect the assault rifle and two more grenades from the box here. Head over to the bit of fence by the level crossing, where the tank has been parked for a while now, and throw three grenades at it to blow it up. That leaves about four minutes and a quarter of the map left. There is one guard prowling around in the courtyard outside the large house. Crawl up to the gate and wait until you're in a position to take him down with your assault rifle. Make sure he sees you then fire away. Four guards from the field behind will come running round. Go into the bottom door of the house and immediately spray both guards inside with SMG bullets to prevent them from killing you first. Step out, with grenades ready, and throw one at the group of soldiers who will have assembled, confused at your apparent disappearance, in the courtyard. This kills them all at once. Run up the steps to the upper door of the house and immediately kill the guard with your SMG. There may be one more stray Gestapo agent, who will come running if you make a bit of noise or if he spots you. Make sure you take him down first then head over to the east side of the screen, where a truck is blocking the road, having picked two more grenades from the box outside the house. Stand back and throw a grenade at the truck to blow it up and make a safe passage through which the train can pass. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [6d. Get to the Engine-----------------------------------------------------#6D] /////////////////////////////////////////////////////////////////////////////// OVERVIEW ======== You have three commandos ready for action - the Thief and the Spy in their carriage, and the Green Beret on the armoured wagon. You have to slowly take each carriage individually, methodically removing all enemies, until you reach the engine. I found this to be the second longest mission in the game, but also the most enjoyable. QUICK WALKTHROUGH ================= • Use the Green Beret to clear out the rooftops of the two passenger carriages in front of the armoured vehicle you start on. • Use the Thief to clear out the passenger wagon he starts in, making use of climbing in and out of windows to avoid detection. Collect your men together in this carriage when the coast is clear. • Clear out the carriage to the left then use stealth and ambushes to kill the soldiers on the open wagon covered in sacks. When all (including the Lieutenant) are dead, run up to the rooftop nearest to the armoured vehicle. • Wait a while and you'll see several contingents of Gestapo soldiers leave the armoured carriage and take up position in and on the wagons you've cleared out. Have your men cover the stairs leading up to the rooftop they're on, as two soldiers climb up there and you need to be ready. • Now continue on to the further carriages. Use all of your available skills with each character to clear out the rooftops and interiors of the next two closed wagons. Be wary; once both are empty, more reserves will come to fill them, so quickly hide then finish off the new arrivals. • The next carriage is the most difficult, as it contains Gestapo, SS, officers and a dog. Use ambushes from both sides to be successful. • This only leaves the two armoured carriages and the coal truck. These should be easy enough to dispose of, and once you've killed all enemies the level ends. IN-DEPTH WALKTHROUGH ==================== In a nice short cutscene you'll see the Green Beret get on a sidecar and drive after the train, getting on just as his vehicle crashes into a hut. That leaves you with a painstakingly fun (you know what I mean) task ahead of you. There is no time limit, so take it easy. Start by selecting the Thief or Spy. They are in a carriage compartment two wagons ahead of the Green Beret, held prisoner. If you leave the compartment you will be shot, which immobilises the Spy. The Thief, however, can climb in and out of windows and on the walls of the wagons. Climb out of the window of you compartment. Leave him hanging there for now. Using the Green Beret, move to the edge of the armoured wagon on which you started off. When the guard two wagons down turns away from looking in your direction double click on the carriage next to you to jump onto it. Run halfway up then crawl up behind the guard who is facing the other way and stab him. Get his rifle out then shoot the guard on the next carriage with it. When the second guard on that rooftop comes to see what's going on, kill him too. It's now safe for the Thief to get onto the roof of the carriage. Climb up then descend onto the space between the two carriages via the ladder. Crouch then crawl through the door to go back inside. Crawl up behind the Officer leaning out of the window and punch then tie him up. When the guard at the other end of the corridor isn't looking your way send the Spy to join the Thief and put on the Officer's uniform. Go down to the edge of train and distract the guard by the door on the right, sending him to stand inside of the now empty compartment where you were before. Use the Thief to knock him out and tie him up. Still using the Thief, crawl up to the guard by the window near to where the one you just dispatched was standing. Punch and tie him up too. Send the Spy to the compartment next to where he is standing, in which a lone guard is sitting. Have him stand up and face the window then put him out of action with the Thief's fists and ropes. Get the dead Officer's body from the other end of the train and put it here, out of sight. Get the Spy to send the sitting soldier in the last occupied compartment to look out of the window where the Officer's body was just now. Take him down with the Thief, followed by the last guard looking out of the window in that same compartment (just crawl up behind him). Take all of the ammunition, so that the Thief has a full rifle, then throw all the bodies out of a window to remove them from the map (otherwise they could be freed when more soldiers come into this carriage later). Now exit and go onto the roof of the green passenger wagon. Climb down onto the right hand side and enter the first window. You are right behind a guard, but he is too stupid to notice you, so punch him and tie him up. Go out through the same window and climb across to the window on the far right. Here again is another guard in the same position, and he won't notice you either. Do the same to him. Then it's time to send in the Spy, still dressed as an officer. Distract the lone guard standing in the central compartment. Have him walk across to the compartment opposite, out of the vision range of the two conversing soldiers. With the Thief knock out, tie up and carry the guard to the next compartment down. Using the Spy, distract the medic and send him to stand where the soldier just was, looking out of the window. With the Thief you should crawl round and knock him out and tie him up, leaving the Lieutenant as the only able-bodied man in the wagon. Use the Spy to distract him so that the Thief can punch him without being seen. Tie him up too then send in the Green Beret. Collect all the ammo off the bodies (make sure that the Thief and Green Beret are prioritized, but give the Spy a rifle with at least one bullet) then throw them out of the window. Select both the Spy and the Green Beret and go back into the red wagon. Leave the Green Beret in crouch mode just behind the door leading out onto the open wagons and walk out with the Spy (in uniform, obviously). Walk straight down to the only soldier looking towards the door, using Tab to make sure you get the right one. Distract him and make him look towards the Lieutenant in the other direction. Creep out with the Green Beret and knock out and tie up every single one of the soldiers. I'm not kidding, you can do them all in one go, as they're all sufficiently far apart not to hear the noise of the punch, and are all facing away from where you come from. Now loot the bodies, so that the Green Beret has full SMG ammo and the Spy has nearly full ammo. Make sure that up to this point you haven't touched the Lieutenant, as incapacitating him causes a load of Gestapo reinforcements to come pouring out of the armoured wagon towards you. When you've finished with the soldiers, stab every one so that they won't be woken up by the Gestapo. Send the Spy and the Thief onto the roof of the first passenger wagon, in crouch mode. That leaves only the Green Beret on the open wagons; creep up to the Lieutenant and stab him then get up and RUN back to the roof where your friends are waiting. Now all hell will break loose. At intervals of about a minute battalions of Gestapo troops will be dispatched from the armoured wagon to fill up both carriages and the open wagons. You're going to have to clear them out all over again! Only this it's more difficult, as they're Gestapo, and won't be tricked into thinking the Spy is an Officer. Anyway, while this is going on, set up your three men with a rifle ready, covering the ladder leading up from the end of the carriage joined to the armoured wagon. Eventually two soldiers will be dispatched and will climb up to the same roof using this ladder. You will immediately take them down this way. Wait a little while longer so that the last detachment of troops can leave the wagon then climb down the ladder with the Thief. Crawl into the carriage and you'll see that you're in the perfect position: there are four soldiers in a line, each facing towards the opposite door. Creep up behind them and punch them one by one, then tie them up and take their SMG ammunition before throwing them out of the window. The next carriage is more difficult. Climb onto its roof then get down onto the left side. Clamber in through the second window from the right and you'll find yourself in a compartment outside of which there are two Gestapo facing either way - perfect! Punch them both then tie them up. Take their ammo (if it isn't already maxed out by now) and throw them out of the window. OK, enough stealth - time to get gangsta on the other two! Get out your submachine gun and run up to the far right compartment in which one of the guards is kneeling. Take him down STRAIGHT AWAY then turn and shoot the other guard, distracted by the noise. Dispose of the bodies and return to your comrades. The next part is the most audacious yet. Distribute what rifle ammo you have equally (preferably so that each commando has at least five bullets). Go onto the roof of the wagon looking onto the open wagons, and have all three men crouch at the same level rifles out. Advance as far forward along the roof as you can without being seen by the guards below, then set your men on cover mode. They will immediatley take down the two soldiers within range, and will kill the others who come to help their fallen friends. Because your rifle range is better than the enemies' SMG range you should be able to do this without taking any damage. There will only be one more enemy left, facing the other way, who you can easily kill with the Green Beret. Now you need to clear the roofs of the next lot of carriages. Still using the Green Beret, climb up onto the first one when the soldier is at the other end, and sneak up behind him and knife him. Get out your rifle and advance a little more, then shoot the soldier on the next roof as soon as he gets into range. Jump across to that roof and repeat for the soldier on top of the roof of the wagon with windows. Position yourself so you can aim at the window on the right and kill the Officer leaning out of it. Top up your supply of rifle ammunition from the corpses and return to the first carriage in this series. Go down the ladder so that you are between the two windowless wagons and crawl into the one nearest to the open wagons. There are two guards, both facing away from you. Punch them both then knife them. Select the Spy, put on his Officer uniform, and send him into the carriage via the other door. Distract the soldier standing between two crates and send him out, making sure he doesn't look in the Green Beret's direction. KO him and knife him in the back and dispose of the last guard in the same manner. Give all the ammo to the Spy, then send the Thief to join you in the now empty carriage. Immediately send all three men onto the roof of the carriage, as four fresh Gestapo soldiers will be sent as reinforcements. The next part is tricky: position the Spy and Green Beret at the edge of the roof of the second (not yet cleared) boarded wagon, so that they are looking down at the door of the one just filled with Gestapo. Have them take out SMGs and cover the door. Save and run into the carriage through this door with the Thief, then immediately run out. The two guards inside are facing the door, and will immediately shoot. However, their vision range fluctuates from side to side, so if you're lucky you might get in and out while they are not looking, so by the time they react you'll be safe. This is very hard to pull off, and you'll probably have to do it the normal way (in which case you'll lose almost all of the Thief's life and medkits). The two guards will follow him out, and be shot down by your other two men. Wait a while then send the Thief back in. The remaining two guards are facing the other way, so crawl up behind them and punch them, then send in the Green Beret to knife them. Refill your ammo if you need to. Now for the next carriage (come on, not many more now!) Send the Spy in through the nearest entrance, with his uniform on. Have the Thief crawl just outside the entrance. The carriage is full of unarmed guards, and you'll need to co-ordinate your strike so as not to lose any health. With the Spy, quickly use one syringe on each of the guards by the door, and the last one on the guard opposite who is looking at the door. Immediately after clicking on this guard, send in the Thief and punch both drowsy guards. The last guard who was just syringed will recover and come and attack you, but as he's the only one you have to deal with, KOing him is easy. Get out your SMG and hide behind the crates that cover half the width of the wagon, then send the Spy round to join the Thief. Have him get out his SMG too, and fire a few rounds to attract the remaining guards' attention. They will all rush to you and be mown down by your SMG fire. That clears out the carriage, so bring in the Green Beret and set up all three men covering the door through which you came in with SMGs. Eventually, after a long wait, four Gestapo guards will come in and be killed, leaving this carriage clear as well. Have the Thief leave the carriage and go onto the roof of the last wagon. Climb onto the left side (from the direction you came from) and examine the tiny window on the edge of the carriage. Look through and when you see a lieutenant come near, go through the window. Being an AI, he won't see you if you're crouching, even though you're right in front of him. Punch him and tie him up then leave from the same window and go back onto the roof. Now comes the hardest bit in the level. If you do it right, you'll get away with minimum damage. Send the Thief through the little window on the other side of the carriage, at the end nearest to the next armoured wagon. The guards will not see him standing here, but if he moves the dog will wake up and the guards will shoot straight away. Just leave him here. Get the Spy and Green Beret to come in through the lieutenant's entrance, and get out their rifles. Set them up so that they are facing down the corridor with the two Gestapo in range. You will have to use hotkeys for this bit. Press 6 to select the Thief and get out your machine gun. Use it to shoot the guard facing out of the window. IMMEDIATELY as you do this press 8 and then A, to set all Commandos to auto fire. The two Gestapo will be taken down by the Spy and Green Beret, and the officers in the small room will rush out to fire on the Thief. Hopefully, he has just enough health for you to have time to press 6 and rush him to safety behind the wall while the Spy and Green Beret take down the Officers. Send the Thief into the office to shoot the Dobereiner. That clears this wagon too. Send the Green Beret out of the wagon and onto the end of the armoured wagon. Climb onto the first turret and crouch with your rifle out (you'll need at least three rounds). Shoot the guard facing away from you on the next turret, and both other guards who climb up onto it afterwards. Meanwhile, set up the Thief and Spy so that they are covering the rear entrance to the last wagon you just emptied. After a few minutes, a lone Gestapo will come to investigate it and be mown down. With the Green Beret, climb up onto the next turret (where the bodies are) and shoot the guard on the back of the coal truck. The two riflemen at the far end will be distracted by the noise, but will not come to investigate. Climb onto the back of the coal, and shoot both guards as quickly as possible with your rifle. If you're not quick enough, the other will turn around and kill you. Return to the central turret of the armoured wagon and descend through the hole. Straight away you need to shoot the guard on the bottom left with your rifle. The other will climb up to your little ledge, but if you're quick you can kill him. You might take some damage, but it doesn't matter; there's only one enemy left on the train now! Still with the Green Beret, run all the way back to the armoured wagon at the start of the train. Have the rifle out, on autofire, and go through the door into the armoured wagon. You will shoot the last remaining Gestapo officer and finish the mission. (NOTE: If the mission doesn't end, check back on anyone you tied up. They might have liberated themselves, and so will be needing killing). \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [6e. Take Control of the Town----------------------------------------------#6E] /////////////////////////////////////////////////////////////////////////////// OVERVIEW ======== You now have to use your remaining men - the Sniper and the Sapper - to clear out the small town and ready it for the convoy. That basically means killing everyone. You'll need to utilise all your equipment, and any extra stuff you might find in crates. This is similar to the previous mission, only in a much larger map. You can really tackle this in a multitude of ways - my tips are only one method. Just remember that raising the alarm means mission failure. QUICK WALKTHROUGH ================= • Knock out the nearest worker and carefully drag his body behind the low wall in the field in the south-western corner of the map. Crouch with both characters to avoid detection. • Using both your fists and means of distraction (cigarette packets, gunshots), incapacitate as many of the guards between you and the house on the other side of the field as possible. Avoid causing the sidecar parked on the road to drive away (this fails the level). • Send both companions into the house via the side door accessible from the stairway. Clear it out fully. • Send the Sapper onto the balcony looking onto the courtyard while the Sniper has a rifle in cover mode aiming at the door leading there. Kill the sniper on the balcony before he sees you, and (if they didn't already notice) attract the attention of the guards below by chucking a molotov cocktail onto the sidecar. This may kill some of the men, and send others running up to you. Return to where the Sniper awaits and combine your efforts to mow these down. • If this went as planned, several more soldiers should have filled the courtyard. Throw grenades at them from the balcony and kill any more that come up to investigate. • Make your way to the town square (the large place in the centre of the map) with both men, and use a molotov/grenade to kill the patrol standing behind a wall in the north west on your way there. • In the town square, use explosives to deal with the first cluster of enemies, and crouch behind the statue to avoid becoming prey to the sniper on the balcony. Many more reinforcements will arrive to the same area, but you can use molotovs and grenades to dispose of these, and SMGs for any who come to check behind the statue. • Now you only have to pick off the odd trooper who might be hiding in the west side of the map, until the area is cleared. IN-DEPTH WALKTHROUGH ==================== You start off with the Sapper and Sniper in what is fortunately an area of excellent strategic interest; behind a house with access to fields below and a courtyard above. This is what you need to clear out first. Start by getting the Sapper to walk in front of the bales of hay on the right, and get your fist out so that you can punch the unarmed guard who, upon seeing you, will rush round to attack. Tie him up and dump his body behind the house, then crawl back into the courtyard, this time heading towards the well. A guard is looking down it with his back to you. There is another guard further up. Do not approach too much, but wait for this second guard to spot you and punch him when he does. Tie up and carry his body behind the house (a guard in the distance may see you for a split second, but hopefully not long enough to raise suspicion). Wait until the unarmed guard who patrols the petrol tank is looking away and sneak out to the guard by the well. KO and tie him up then carry his body back to base. Again making sure that the last unarmed guard is looking down by the tanker, go round the other side of the wall and knock him out. Do the same to the armed guard facing the wall. When the officer patrolling the road is not looking, tie up and carry them back to your base behind the house (one by one, obviously). Now wait until the officer is a long way up the road and go over to the box by the left entrance to the courtyard. Take the gas grenades and molotov cocktails inside it. Retreat from view when the officer comes round to your area, then when he passes sneak out onto the road behind him. Knock him out, tie him up and take him back to the pile, as quickly as possible to avoid detection by the guard up the road. Collect any ammo there is (most were unarmed, of course). Now it's time to turn your attention to the fields below you. Have both Commandos crawl over to the small walled off field with a cow by the left entrance. The field next to it contains a scarecrow and a guy patrolling. Get the Sapper by the entrance with his pistol drawn and fire a couple of times when the guard comes nearby. He will rush into the entrance, but if you get in the first shot you can finish him off undetected. Take his rifle ammo. Now is the hard part: use TAB to see the vision range of the guard sitting on the steps of the house to the north-east. Crawl all the way round the field, hugging the edges, until you are by the wall of the house just a corner away from the aforementioned guard. It's tricky to do this, but it is possible if you're quick and careful. Now get out your cigarettes, and wait for the standing guard to move over to the roadside. You need to act quickly: throw the bait just in front of the guard, but so he won't see you when he picks it up. Punch him when he does, and tie up his body and carry it behind the house. Repeat with the other guard when he returns. Hide his body too. Climb up the steps to the lieutenant with his back to you and finish him off with a punch, tie and hide job. You should obviously be doing this anyway, but as it's now essential, I'll point out that you must save now. Climb back up the steps again, and this time enter the house. If the guard standing in the kitchen is facing your way, reload the game and wait a while before entering. When you enter and he is facing the other way, sneak up behind him, punch him and tie him up. Climb upstairs and sneak into the room by the stairs. Take out this officer with your fists too. Finally, climb up the ladder to the attic and sneak behind and knock out the smoking officer. They're not very clever are they? Go back to the middle floor and save. Examine the door leading left from the top of the stairs and you'll see that it leads onto a parapet overlooking a courtyard with a sidecar and some soldiers in it. On this parapet is a sniper who is patrolling back and forth. When he is at the opposite end from you, facing away, step out from behind the door. Take a couple of steps and instantly some people in the courtyard will see you. Run back in, get out your rifle and set it to autofire aimed down the stairs. Four guards will rush in within the space of about 30 seconds, and you will take them all down. Collect the ammo and examine the door again, fist ready. This time, when the sniper is in the facing away part of his patrol, sneak out and KO him. All the people who could see you are now dead, so tie him up and carry him back indoors. Time to get nasty. Go back into the room by the stairs and exit through the other door leading out. You'll appear on a small balcony overlooking the door through which you originally entered the building. The crowd and the sidecar are still below. Ready your grenades and throw one just to the upper side of the vehicle, destroying it and taking down the two guards by its side and one at the front. All hell breaks loose, and it becomes molotov heaven down below. The guards will mill about, stopping in clumps. Using three molotovs at the right time, you should be able to take out about eight guards. Wait for things to calm down again (i.e. no guards have a red vision range) then go down and collect the spoils. Don't forget to give the sniper some ammo, including five bullets off the enemy sniper you incapacitated earlier, giving you a tasty full clip. If anyone disturbs your forage, use a well aimed rifle shot to finish them off. The Sapper now has some work to do. Send the Sniper back to the house (which can act as your new base) and have the Sapper crawl up through the square you just emptied and along the road. Crawl under the archway then stop and check the vision range of the guard on the left of the row of four. Hug the right wall and when you're just outside of the inner part of his vision, chuck a gas grenade. All four will go down. Ready your fist then crawl up to the last guard who is facing away. Punch him then tie them up, starting with the ones you FIRST incapacitated so they don't wake up. Send the Sniper round to join the Sapper on this small bridge. Look over to the group of different soldiers conversing to the left of the monument in the middle of the square and get out your sniper. Shoot every one of them, and all the soldiers who come to investigate. This should leave you with 17-18 bullets for your sniper. Turn to the large house behind the monument, in front of which are assembled a multitude of soldiers and a sidecar. Start by taking down the sniper on the balcony of the house, then pick off the two soldiers on the steps and the ones to the right of the sidecar. Select the Sapper again and creep up to the bottom side of the monument. Throw a grenade at the sidecar, blowing it up and killing the soldiers to the left of it. The alarm will be raised, and a ton of soldiers will rush around the area. How they behave is pretty random, but with careful use and timing of molotov cocktails aimed at groups and use of your rifle to pick off survivors you should be able to eliminate everyone who comes. This empties the square entirely. Send both men into the large house and climb up to the first floor. Check the box in the small side room for grenades and molotovs for the Sapper and ammo for the Sniper. Go back out again and go through the arch leading out of the square and down the last populated road. Use the Sniper to shoot the soldiers down the road around the final sidecar, and don't forget to take down the sniper on the alley between two roofs overlooking the road. Use a molotov with the Sapper to dispatch the last sidecar then use the Sniper to pick off the last four or five soldiers left on the map to win. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [6f. Ambush the Convoy-----------------------------------------------------#6F] /////////////////////////////////////////////////////////////////////////////// OVERVIEW ======== You now have a small army at your command, but your task is daunting; you must stop a guarded convoy of lorries, flanked by not only foot soldiers but armoured vehicles and tanks. At first you do not have command of the Thief, the Spy or the Green Beret, who are all in trucks. Neither can you destroy any of the trucks, because they carry priceless works of art. You therefore must prepare the battle ground (the central square) and ambush all the enemies that come your way. Remember that the allied soldiers can be killed without penalty, but that it is best to keep them alive. NOTE: There are three entrances to the square - one to the north and two to the west, one at the bottom of the map and one a little higher. I will name the northernmost one the North Entrance, the south-western one the South Entrance and the north-western one the West Entrance. QUICK WALKTHROUGH ================= • Use the Sapper to place seven anti-personnel mines in the West Entrance, along with an anti-tank mine. Place a further three in the South Entrance, then hide all your men on the steps by the North Entrance, in crouch and cover modes, aiming outwards. • Wait as the first few soldiers arrive. Some will be killed by the mines, and the survivors will take up positions in the square. More reinforcements will arrive. Wait until the square fills up. • Use the Sapper's explosives and the Sniper's rifle to kill some of the nearby groups, but avoid letting either get hurt. Anyone who comes near should be taken down by the cover fire of the allies (provided you keep both men within their firing range). • Soon the tank will begin to enter the square, flanked by more troops. You'll want the Sniper and Sapper crouching behind the statue and facing west by this point. The tank will take some damage from the mine, but will continue its advance. Let the Sniper shoot any soldiers that see you. The tank will bombard the North and South Entrances, and that should give you time to throw enough grenades onto it to destroy it. • Now clear out the square and lie in wait for the first part of the convoy on the steps with your allies. It is led by an armoured car, followed by a truck that you mustn’t destroy. Use the Sapper's rocket launcher for a quick kill on the small tank. • Quickly crawl over to the middle steps leading into the small garden in the south-eastern corner of the square with all of your troops. Send the Sapper out, rocket launcher ready, so that he can shoot at any vehicle crossing the bridge leading south out of the map. Wait patiently until the armoured convoy arrives and destroy the small tank. Both trucks are now immobilised. You now can select the Green Beret, Thief and Spy if you want. • Your remaining task is to clear the square of the last few contingents of enemies, best done with the Sapper's remaining explosives and any ammo the Sniper has left. IN-DEPTH WALKTHROUGH ==================== At the start you have a generous eight allied soldiers, all of whom have infinite rifle ammo, plus ten anti-personnel mines which have appeared seemingly from nowhere into the Sapper's rucksack. You'll need to place them in a particular way, and I have provided another of those crappy maps for your viewing pleasure: House _________________ KEY ~ X X Starting position ~ X # X for Sniper & Sapper X = Anti-personnel mine ~ X X |/_ = Buildings | [ ] ~ = Archway leading onto | [Monument] square | [ ] # = Anti-tank mine | (see walkthrough | further down) | |________________ | | | / / / / X ~ X ~ X ~ X Collect all of your men together and send them down the steps to the lower area at the far right of the screen near the top arch. Send one soldier to lie by the crates by the monument, autofire aimed upwards. Put another behind the sandbags on the left side of the arch. The last one should lie down behind the bags to the right of the first one, aiming northwest. The first patrols will try to enter the square, and about three soldiers will be killed on the 3x3 minefield. More will come forward, and your soldiers will many of them. Both the one behind the monument and the one aiming diagonally will eventually be killed, but will hopefully take many soldiers with them. Meanwhile, an enemy sniper attempting to enter by stealth from the bottom arch should be killed on your minefield down there. Send out four more men to backup the last remaining one. Set three of them lying down and covering the way in from the north arch. Set the other two down by the sandbags where the last one was, covering the way in from the west. You are trying to protect this little turf around the alley where the Sapper and Sniper are hiding. A group of enemy soldiers will come from the north and be shot down by your men while more will come from the west afterwards. In order to maximise your mens' efficiency, immediately after the northern threat has been eliminated turn these soldiers south so they too cover this entrance. Leave one facing north to take out the sniper who will creep in. By the time you've fought off this next wave, you'll probably have lost two more men. Retreat all men back to the sunken alley and send the Sapper out. Place the anti-tank mine as indicated on the map a couple of paragraphs up. Hide the Sapper again in the usual place, collect three allied soldiers, then run out to the monument. Crouch on the right hand side with all three men so they are hidden from view for all who come from the west. Have one aim north west, another north, another west (from the lower side) and the Sapper ready with molotovs in hand next to the aforementioned soldier. The tank will drive in and get hit by the anti-tank mine, but this will not be enough, so throw molotovs at it for all you're worth when it comes into range in order to blow it up. Your allies will cover you and ultimately kill all the invading soldiers, at the cost of one friendly death. Immediately select the Sniper (do nothing with the others yet) and run out so that you can see the enemy sniper who has just crept into the square. Take him down with your sniper rifle then select everyone and return them to base. Get the Sapper ready with a grenade in hand. An armoured vehicle will soon drive in down through the northern arch, easily within range, and it will go down with a couple of well-aimed grenades. This halts the van it was escorting, which contains the Spy and Thief. Quickly select them and run out of the van. Loot the dozens of bodies with the two of them for a fair amount of assault rifle ammo then collect your troops together and run to the bridge leading south off the map (located not far from the south western arch). Let more enemy troops flood the square while you set up your men evenly along the bridge, all autoaiming northwards so as to take down anyone who comes. Ready the Sapper with his grenades again and wait until there are about six enemies assembled around the sandbags to the right of the monument, north east from you. Crawl forward towards them and as soon as the central soldier is within throwing range chuck a grenade to take down the whole battalion. Get out your rifle and wait for a further two soldiers (who shouldn't see you) to settle either side of the sandbags. Shoot the one nearest to you then crawl back to your friends on the bridge. Time to dig out the Green Beret too. He is in the same truck that the Thief and Spy were in. Ready his knife and run south into the square. Stab the northern guard (last remaining guard of the two mentioned in the last paragraph) not regarding any damage you might take. Hopefully between them your troops can take the onslaught which is about to take place. Quickly equip the Green Beret with some assault rifle ammo and run to join the others. Have all the men aim north as they should be doing anyway, and ready the Sapper with a grenade in hand. The last armoured vehicle will enter through the south western archway, exploding on the anti-personnel mines you placed there right at the start. This halts the last convoy lorry. About a dozen soldiers will rush forth from all directions, towards your men assembled on the bridge. You should take them all down, but heavy losses in terms of health and allied troops are inevitable (but luckily irrelevant at this point). One last battalion of four soldiers will remain in the arcade area of the square to the north west. Send out the Sniper to pick all four off out of shooting range and finish the mission (not to mention the campaign!) Now, wasn't that fun? _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― COMMANDOS 3:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ~~~ Section 7 - Normandy Walkthrough ~~~ :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::DESTINATION BERLIN _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― BRIEFING ======== This is the situation: an enourmous Allied force has gathered for the final push into France. Over 7000 ships and more than 150,000 men await off the coast of England for the order to initiate Operation Overlord. The destination of this assault is the beaches of Normandy, codenamed: Utah, Omaha, Gold, Juno and Sword. Alright, you must take your team behind enemy lines and eliminate Nazi support encampments within the area. One of these encampments is located close to the town of Caen, the other in the port of Le Havre. Your mission Officer, is to destroy the potency of these bases. It is imperative to the Allied cause that the troops stationed there are in no position to reinforce the Nazis' defence of the beaches. This is D-day and may signal the end of this damned war. The language in which this part of history is written depends on you, Officer. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [7a. Cripple Nazi Support--------------------------------------------------#7A] /////////////////////////////////////////////////////////////////////////////// OVERVIEW ======== This is the last real stealth mission as such, so I hope you enjoy it - it's certainly challenging enough. You must hurry, as after a while the Nazi support vehicles will leave. But if you try to imagine that the fate of the world really rests upon your shoulders - as was the case for the heroes of World War II - you might get it done in time. QUICK WALKTHROUGH ================= • Use the Thief to mix dog food and poison then throw the green bone into the middle of the road. Crawl forward and throw the packet of cigarettes just between the gates of the encampment across the road. When the guard goes to pick them up, punch and tie him up. • Sneak up on the Officer and incapacitate him, then use cigarettes to KO the last guard in this area. Send the Sapper to crawl along to where you are and hide, loot then strangle all three bodies behind the crates between the two doorways. • Put a gas mask on the Sapper and throw a gas bomb through the right door. Enter and tie up the fainted soldiers. Clear out the rest of the room and send the Thief in too. Collect all the grenades, bombs and other stuff in the crates. Leave two bombs for later. Clear out the office next door. • You should have time to head across the road and hide behind the first hut. Throw a grenade through the window with the Thief and nick the stuff on the soldiers' bodies. • Make the area safe enough for the Sapper to place bombs at intervals along the road. By now the vehicles will have started moving; detonate the bombs as they are driven over. • In the interlude before the next load of tanks comes out, place any remaining bombs you might have. Use your rocket launcher and grenades to do any extra damage required. You should have enough explosives to last you, but look out for renegade guards. • Go back to the storage building. Pick up both bombs and place one in the middle of the large chamber. Run back to your base in the cleared out barracks and detonate the building. • Clear a path of any remaining soldiers and place a bomb by the fuel dump in the north east. Get back and detonate to win. IN-DEPTH WALKTHROUGH ==================== The cut-scene makes it pretty clear that this mission is going to be a tough nut to crack, for as the Thief aptly puts it there's nobody to "ease the way" for you. You start off hidden, but there is a patrol that will pass eventually, so you need to move the Thief at some point. There is also a time limit which, although not visible, is in effect until the vehicles start moving. At this point you need to be ready to destroy them; if not, you've failed. So, start by clicking on the Thief's backpack and combining the sleeping pills with the dog food to make poisoned dog food. Now check across to the right to see an officer standing in a doorway and another two soldiers further down. When neither of these are looking left in your direction, throw some cigarettes just below the entrance to that compound, by the fence. The officer will come to pick them up, and you should already start moving towards him to knock him out. Do so, tie him up, collect your cigarettes and pick up his body. Quickly run into the first building in whose doorway he was standing. Drop the body and crawl over to the wardrobe from which you can see the other half of the room, which curves up in an "L" shape. There is a lieutenant sitting at a desk; use TAB to check his vision cone and you'll see that he only looks straight ahead. There is another patrolling guard in the room. Throw the cigarettes onto the floor just to the right of the lieutenant's vision range, by his desk. Stay out of view of the other guard, by the wall. He will go to pick up the cigarettes. Punch him from behind then tie up his body, take back the packet and carry him over to the body of the other officer. Amazingly, the lieutenant will not notice all these occurences, so you can use the gun you'll find on the first officer's body to dispose of him. Loot all the bodies, and kill the former two soldiers with your piano wire. Have the Sapper creep into the building to join the Thief. Now leave the building with the Thief and get your cigarettes ready. Wait until the moving guard is standing by the immobile one and looking to the east. Throw the cigarettes over his head so he goes to pick them up. As this happens, punch out the other guard from the side, then the one picking up the packet. Take it back, then tie them both up. Take them back to the building one by one and strangle them. Loot their bodies. Get the Sapper and put on his gas mask. You'll only be able to walk, but that doesn't matter. Crawl through the other door, into a vast chamber. Get out your gas grenades and start crawling towards the pair of conversing unarmed guards. Throw the grenade in their vicinity, so that a gas cloud forms and knocks them out. Tie them up then walk over to the other pair. Throw a grenade to knock them out then get out your gun. Aim at and shoot down the guard on top of the platform. Kill all the other guards on the floor with your gun. Now, there are some very tasty crates in here. Rearrange the Sapper's backpack so he has three lots of 4x4 spaces in his inventory. Loot all the boxes and give him three remote bombs as well as as many grenades as he can carry and the gas grenade. Have the Thief come in and throw away the Luger. Rearrange his inventory so he can hold three remote bombs as well. Give him the remaining two grenades. You now need to rid yourself of the patrol, who are the biggest threat. Start by going outside to the compound with the Thief. Hide behind the crates in the inlet between the entrance to the office and the door to the munitions depot. Crouch and throw the poisoned bone outside the crates. Have the Sapper come and join you, gun ready (but not auto-aiming). Wait until the patrol comes (could be a while) and watch as the dog eats the poisoned food and faints. With the Doberman out of the way, throw the cigarettes to the right of the crates, within your inlet. The officer at the front of the other two soldiers will come over to pick them up. Creep out and knock him out with the Thief and get out your submachine gun and auto-aim over the crates. With the Sapper, shoot the body of the Officer to death. The other two will rush over; hopefully they'll be within range of the Thief. Keep shooting at them with the Sapper too. Depending on how you handled that, you'll either have come out unscathed or lost most life and all medkits with the Sapper. Either way doesn't matter, as you won't be losing any more health. Kill the Doberman with your pistol. You now need to hurry. With the Sapper, examine the Thief to open the trading menu. Give him your rocket launcher and gas mask, and take two remote bombs off him, giving you a total of five in his inventory. Run out onto the road and place a bomb level with the mechanic fiddling with the radiator of a truck. Place the other four at intervals of about three metres along down the road (the last should be about level with the entrance to your little compound). Remember the order in which the detonators appeared above your rucksack so you know which one corresponds to which bomb. You need to have done that very quickly; if correctly performed, only one guard should have spotted you at the very end, and will give up chase when you run back to the compound. Crouch at the peak of the two staircases leading up to the office door and have the Thief come over and trade again. Take back your rocket launcher. The vehicles will soon start moving down the path. Three armoured vehicles in a row pull out and drive down towards your bombs. When the first one's back wheels have trundled over the LOWEST bomb, detonate it. This will set off a chain reaction detonating all the bombs you set out, destroying all three armoured vehicles and the trucks by the roadside. Now ready your rocket launcher and laugh at the soldiers milling around aimlessly. As much as you'd like to blow their asses off, you need to show restraint. Two more armoured vehicles will pass by within the next couple of minutes, and a rocket each will dispose of them. You now need to crawl out a little, into the fenced area by the side of the office building on the right of the road (there's a narrow alley there where you can hide). The tanks will now start revving up and leaving. One will go off north, but that doesn't matter; you only need to destroy six vehicles, and you'll easily manage that. The first tank that passes can be destroyed with your three remaining rockets. The next two can be killed with your grenades; they take four each, and you should have ten. Make sure that you throw at them as soon as they're within range, to give you time to throw all four before they roll past. Now you'll see some soldiers clustered together opposite. Get out your molotovs and get close enough to throw one at them and kill a couple (or more, if possible). Then retreat back to the office building. Leave again with the Thief, and crawl over to the bottom side of the first hut. Throw cigarettes (taken off the body of the patrol officer) into the vision range of the soldier guarding the door then punch him and take his body back to the office. Take his rifle. Go back out, and crawl up to the side of the second hut. Stand up and suddenly run into the hut itself, being noticed by the guard at the door in the process. As soon as you're in the empty hut, immediately run to one side and get your rifle out. The guard will rush in looking dead ahead, giving you a split second to shoot him. Now auto-aim at the door from this position, and your remaining two bullets will go to taking down the next two guards. When they're down, get close enough to the door for your limited SMG range to cover it and auto-aim with that. Two more guards will enter and be killed. Now send the Sapper to join the Thief. Send the Thief out again and throw the cigarettes slightly to the left of the crates (have your camera set with the west at the top) to the right of which is an officer. One other soldier has a vision cone in this area. A soldier will spot the cigarettes, and as he collects them you should knock him out and tie him up. As the vision cone of the one person who can see this position passes, move out of the way. Then quickly return and pick up the body and take it back to the hut. Using the Sapper, exit, get your gun out and fire, then run back in. Hide both men to one side and aim at the doorway with the Sapper's pistol to take down the soldier who runs in. The main road is still unsafe to walk across, so you'll have to take out more people. Creep out with the Thief and hide just behind the officer by the fence. Shoot him with your rifle and run back into the building. Wait until things calm down then Go out again and throw some cigarettes into the tip of the vision cone of the soldier standing by the two officers in the compound across the road. Crawl round and punch him from behind as he picks them up. A lieutenant will spot the body for a split second but will do nothing. Strangle the soldier with piano wire and take his rifle ammo and your cigarettes. Head around the vision cone of the lieutenant who saw the body while he is looking the other way then punch him from behind and strangle him. Go into the compound on the right and punch the guard facing inwards and the officer next to him then strangle them both. Crawl right over to the far side and check the vision range of the unarmed guard. Wait until he looks south and then crawl past the point where he would see you when he looks up. Now strangle him from behind. Head out to the road again. Now for the "funny" part. Crawl north towards the row of sidecars, and punch the soldier facing north (he is the easternmost soldier in the area). Now punch the soldier on the other side of the sidecar, and the Gestapo officer next to him. Go round the Kubelwagen and punch the officer there, and the unarmed guard by him. Go south and let the unarmed guard kneeling here spot you and punch him. Now go back round all the people, punching them down as they start to wake up. Keep doing this, each time strangling as many of them as possible until they are all dead. Rotate the camera so that the fuel dump is in the bottom right hand corner of the map. Crawl down the right side of the fence and throw a grenade between the guard and the soldier holding the torch to kill them both. The other two will run towards you, so quickly throw a grenade at the fuel cans to kill the southernmost one then run behind the Kubelwagens higher up the map. The final guard (and the last one remaining on the map) will go to look at a body by the roadside. Select the Sapper and ready a grenade. Run out towards the aforementioned guard and throw the grenade at him. The coast is now clear. Go south back to the enormous warehouse. There is one crate on the right which still contains two remote bombs. Take them both into your inventory and place one in the middle of the room. Go all the way to the fuel dump at the other end of the map and place a remote bomb here. Now take cover with both men in the middle compound and detonate both bombs. Watch the munitions depot and the fuel dump blow sky high as you complete your mission. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [7b. Destroy the Warships--------------------------------------------------#7B] /////////////////////////////////////////////////////////////////////////////// OVERVIEW ======== Your only mission with the Diver is a short one, but also allows you to use his unique skills, which provides a welcome break from the usual style of warfare waging in Commandos 3. I thought that this mission was very well done, as the objective is one of the most believable goals for a lone soldier to have, and enhanced realism means enhanced fun. You must obtain mines from the buildings in the dock and blow up the ships in the harbour. QUICK WALKTHROUGH ================= • Get into your diving gear and get off the boat. Dive (space) and cut the net to access the other side and the steps leading onto the jetty. • Use every means at your disposal (throwing knife, cigarettes, grappling hook) to SILENTLY clear out every enemy on this side of the outpost on which the door switch is located (i.e. leave the big group of enemies). Hide the bodies up on the raised enclave with the aforementioned switch. • From here, throw a grenade onto the cluster of enemies below it. Many enemies will rush out to confront you; any who come up to investigate the dead bodies should be silently disposed of. • Now press the switch to open the doors to the boats. Head south east to a fenced off semi-circular house. Enter, kill any enemies and get the mine from the box inside. • Enter the larger building and carefully kill the inmates. Head up to the small office, quickly kill the guard inside (I mean quickly) and take the mine from here. • Go outside and dive into the water. Swim to where the boats are stationed and place a mine on each. When they blow it's over. IN-DEPTH WALKTHROUGH ==================== The mission starts off with a quaint conversation between Colonel Smith and your Diver. You'll soon realise that your goal is to blow up the two ships to the north. Start by putting on your diving gear then jumping off the boat (X). Swim over to the ladder by the side of the shore and climb up it. Crawl over to the part of the fence through which you can shoot. When the guard comes over to stand here, kill him. Auto-fire over the narrow strip leading to your position so when an unarmed sailor spots the body he gets killed as he tries to punch you. An officer will walk past further up and will also come down to investigate. Crawl back a bit then come forward and shoot him when he examines the body of the first soldier. Another soldier patrolling the dome-roofed building will stop by the corner of the fence surrounding it. Crawl around his vision cone and shoot him when he's in range. Take his rifle ammo and that of the soldier who you killed first. Crawl round the building and get your cigarettes out when the northern guard is in the top left corner of the compound. Throw them at the T-junction in the fence and shoot the guard as he goes to pick them up. Retrieve them and some rifle ammo off him. Head back to the entrance of the semicircular building and examine the door. When you can see that there is only one sailor doing sit-ups, and not another standing by him, go inside. Throw your throwing knife at him and go round and punch the one by the crates. Do the same with the one leaning out of the window. Shoot the bodies of the latter two. Retrieve your knife and examine the crate. Collect the spare knife and the magnetic mine then leave. Now wait until the lieutenant on the steps of the raised outpost is facing west then creep up to him and kill him with a well-aimed throwing knife. Take down the officer on the parapet with your remaining knife and collect them both. Crawl round the side of the crates at the corner of the large building and wait here, out of sight from the steps to the parapet. A soldier will come over and examine the body of the lieutenant; as he bends over, crawl out and knife him from a distance too. Now, enough sneaking around - time to stir things up. Crawl onto the parapet, and throw a grenade down onto the group of seven men below it to kill them all. All hell breaks loose as all the enemies from inside the building flood outside. Go over to the right of your little walled off area and ready your other grenade. Three unarmed soldiers and a guard will congregate on the steps leading up to it and another will run into the vicinity. Time your throw so that it kills all five. Get out your rifle and manually aim over the passage leading up to your hiding place. Three guards will come up, so gun them down. If you take any damage is doesn't matter, since you've nearly emptied the map. Get out your throwing knife and run over to the last unarmed guard, who will be examining a body somewhere. Kill him then enter the large building. Enter the office on the raised part within this warehouse and take the magnetic mine from the crate inside it. Go outside and onto the parapet, and press the switch to open the doors leading to the dock. Walk onto the steps leading into the water (after making sure your diving gear is on) and swim in. Press space to dive and swim through the large open doors to the ship area. Place a mine on the furthest one first then the near one then leave again. Press space to rise to the surface again and swim onto the steps and run a fair distance east. Press the detonator above your rucksack to blow up the ships and finish the level. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [7c. Storm the Beach-------------------------------------------------------#7C] /////////////////////////////////////////////////////////////////////////////// OVERVIEW ======== Straight out of Saving Private Ryan, Pyro Studios were kind enough to include the Omaha beach assault. You command the Green Beret and a surprisingly large force of allied soldiers. At first the mayhem seems overwhelming, but it is possible to navigate the beach, and it all gets easier from there. This is actually and action mission, with little stealth involved. There are a variety of approaches, so I have been fairly vague in the quick walkthrough, allowing you to proceed as you see fit. Good luck; the end is in sight! QUICK WALKTHROUGH ================= • Using the boxes as cover, crawl across the beach to the centre right path up through the barbed wire. Leave your allies in the safety of the shores. • Get a grenade from the munitions box and throw it up at the soldiers on the parapet. It should kill most of them. Start to crawl up the path and stop short of enemy vision range. Allowing for small loss of health, kill all enemies in your way then clear out all of the soldiers guarding the beach. • Gather your forces and enter the second line of fortified defenses through the small hole in the ground in the side of the building. You must cut through the barbed wire to access it. • Crawl through with the Green Beret and dispose of any resistance on the other side. Send your forces through and methodically eliminate all the threats in the trench and on the surrounding rooftops. You may not be able to kill everyone, but you can clear the rest later. You just need a safe path to the fortified gun posts. • Climb onto the roof of the building to the left of the trench and kill all enemies. Go down into the building itself and carefully dispose of all opposing troops. Go out into the trench and climb the ladder at the far end into the tower. Kill the gunners manning the heavy cannon. • Use all the means at your disposal to clear the bunker, which can be accessed from the other end of the trench. Now use explosives and troops to kill the enemies on the other side. • Go back through the bunker and go right up the steps. This last corner of the map still contains a few enemies, and leads to another building. Pick everyone off, and when the map is clear you will succeed! IN-DEPTH WALKTHROUGH ==================== Despite the mayhem that surrounds you, you can as always leave your men in their starting positions and they will remain unharmed. Select only the Green Beret and creep north east to the pile of crates below the bank. Take the grenades and medkits in the box to the right of this (stay crawling at all times) then ready your grenades. Crawl from the crates towards the right parapet with all the men and the mounted machine gun on it and throw the grenade at the soldier to the right of the one manning the machine gun to kill all of the men but two in that area. Now get out your rifle and return on your belly to the crates. Start crawling up the bank on the left side of the path leading up, towards the far right soldier in this part. As soon as he is in range, fire (he will only spot you too late). Now turn towards the path leading up. The western of the two soldiers who survived the grenade blast will have moved over and will be covering the way up. Only when he turns should you venture up it. You should get close enough to shoot before he turns back and sees you. Climb up to where he was and fire on the last remaining soldier up here, located to the right. Search the crate for an assault rifle with ten ammo and a medkit (which you shouldn't need, since you already have ten - be sure to return here if at any point you are badly wounded though). Crawl west along the bank top, shooting the first soldier who is separated from the larger unit on another machine gun parapet. Get out your remaining grenade and approach them until you can throw it and take them all out. One last soldier will have crept away due west, so follow him and shoot him with your rifle. STAY DOWN still, as there are snipers on the building behind you. Loot all the bodies so you have full rifle ammo, and rearrange your backpack to make room for a submachine gun. Bring all your allied men to you (it's all been solo up till now, but that will change). First you need to disarm the near end of a giant minefield. You'll see that in front of you is a huge concrete building with a platform on which German snipers are looking down. On the right is a door which you cannot enter, as it is covered by three enemy soldiers. On the other side of the narrow map is a hole under which you must crawl. Between them is a grassy patch littered with mines which, while hidden, are conveniently labelled when you hover your mouse over them. Shoot with your pistol the ones which pose a threat to anyone crawling past (remember, on no account stand up) then gather all of your men together and crawl through the narrow passage (use F7 to reveal it). Send one allied soldier out the other side, and rotate the camera so that you are at the top of the screen. One Gestapo sergeant is standing out on this side of the trench, sealed off by all but a narrow passage passing by the heavy artillery gun. Crawl up behind this guy and shoot him. Stand in the narrow passage just in front of the gun after a soldier runs into the building opposite it. A couple more soldiers will come towards you, but you should be able to take them both down. Send the Green Beret to join your man, followed by the others, who should wait a little further back. A guard will rush out of the building opposite, and see the Green Beret and soldier. The latter will be sacrificed, but he was probably injured already. This will give the Green Beret time to run back to the others, which will attract this soldier towards them, where you can shoot him down. Go back to where the soldier was just killed with the Green Beret and you'll see that another soldier is crouching round behind the gun. When his vision cone goes down enough for you to sneak out and face him, do so with your pistol and gun him down as soon as you can to kill him without being touched then return to the others. Save then go back again, just on the corner where the dead guy's body is, and get out your assault rifle. You should be able to advance far enough to have all three enemies on the higher opposite end of the trench within range without actually being spotted. Use six of your assault rifles' bullets to take them all down. This part requires some careful manoeuvreing on your part. If you check the vision cones of the soldier and officer on top of the round building you'll notice that with the corner of the artillery entrenchment clear you can nip past the soldiers' vision range and lie just in front of the plank across the trench due right so that only the officer can see you. Carefully make your way to the aforementioned spot and use your assault rifle to take down the officer as soon as he raises his head over the sandbags to shoot at you. Turn upwards and cover the trench leading from the building above you so that when a soldier runs through it he will be taken down by your last two assault rifle bullets. Whip out your rifle and check the vision cone of the lone guard across the plank from where you're lying. Wait until his vision starts to sweep down and move forward enough to be able to aim at him. By the time his eyes wheel north again, you'll have shot him before he can see you. The coast is clear for you to crawl up the steps onto the roof of the round building and shoot the soldier looking down off it. You now have a valuable vantage point in your possession. Select all your allied units, who are still back near the hole. Get them to crawl onto the corner area over which the soldier and officer were looking a minute ago. Have one check the vision range of the soldier crouching at the foot of the east-west trench and, in keeping with the left oscillation of his vision range, crawl onto the plank far enough to be able to kill him before he can do so to you. Then crawl onto the roof with the Green Beret with all of them. Now set one soldier in cover mode over the eastern side of the trench network, and set up another covering the steps. The first will kill four of the soldiers below on his side, taking a little damage, while the latter will kill the two lieutenants who charge you and remain unscathed. With the first one, go across the to southern end of the roof and peep over the edge so you can shoot and kill the soldier crawling below. With this same soldier, crawl down the steps and round the fencing to the last remaining soldier at the bottom of the map (from your viewpoint). If for some reason another remains, you'll need to contend with him too. As they both have their backs turned to you, you merely have to shoot them from behind. With a fresh soldier, crawl to the right edge of the map then go up behind the fencing so that all four soldiers at the edge of the trench by the concrete building (on the other side of which you were hiding earlier) are within range. You can then pick them off one by one, and because you're crawling they won't be able to see you. Then you need to move a little so that the soldier in the inlet by the door is within firing range so you can take him down too. The whole of the back area you're in is now free of enemy presence, so you can run around at will. There is a crate lying by the shack where the two lieutenants were sitting. Examine it with the Green Beret and take the grenades (chances are you don't need the ammo/medkits). Run up to the building on which there are four guards facing the beach (the snipers from before). One grenade on the three foot soldiers will take them out, while the one on the turret will not see you. Climb up behind him and shoot him then go back down and into the trench behind the building. Run along it and into the door at the base of the tall concrete tower. Inside is a guard facing left (shoot him) and a guard at the top of the ladder. If he isn't there, wait a while for him to wander over then stand below and shoot him. Climb up the ladder and take down the guard looking out of the window then take the grenades from the box before climbing back down. Go next door and stab the guy crouching by the crates in the back with your knife. If he isn't there, run back out and keep coming back in until he is (you cannot wait in the room itself or he will spot you). Then go over to behind the turret and the lying rifleman. Punch him and the turret guard THEN stab them both (avoiding the alarm being raised by the other). Send in your other troops quickly and together shoot the three soldiers in the passage below before they can react. This should be possible with no casualties. Go outside again with the Green Beret and climb the ladder on the back of the tower in order to stab the guard manning the machine gun turret in the back. Then go back down into the trench and follow it to the door leading into the bunker. Examine it and look right; when there is no guard standing here, enter. Knife the guard right in front of you in the back then get out a grenade and throw it at the Gestapo officer in the middle, killing all other enemies in the room. Now for the part where you waste almost all of the Green Beret's life. Run through the bunker and along to the eastern bunker. Enter with cover mode on and a rifle out, so that when you enter you'll take one shot from the officer inside before killing him and turning to kill the next soldier. Wait until a soldier positions himself in front of the door leading further into the complex then open it. You'll take one shot but then you can kill the soldier and turn to kill the other one standing the other side of the corridor. A Gestapo officer will come to harrass you, but shoot on sight when he turns the corner and he'll go down. Get out your knife and run at and knife both the unarmed soldiers in the area. Knife vs. Fist = You win. This is the funny part. Run up the steps to the last door, leading to the window through which all the soldiers are firing. With a grenade ready, open the door. One officer will turn, and you should instantly throw the grenade at him. He'll get one shot in, but then the grenade will explode, killing all the enemies. Leave the Green Beret here and select all your allied soldiers. With them, run over to the last remaining bunker, in the northwest corner of the map. The way to the door is clear. Run in and immediately shoot at all five enemies; from the middle of the room you can reach all of them. You'll take heavy losses, but your superior numbers will secure you a win. When all the enemies are dead, you finish the mission. Congratulations! You completed Commandos 3! _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― COMMANDOS 3:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ~~~ Section 8 - Appendices ~~~ :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::DESTINATION BERLIN _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― In this section I will give details on all of the weapons and items in the game, using this format: ----[Weapon Name].............................................................. Used by: <-- Which Commandos can use the weapon Clip size: <-- The size of a standard magazine found on an enemy Maximum ammunition: <-- The maximum number of bullets one can carry Space in inventory: <-- The number of squares taken up in the inventory Description: <-- Some general notes about the weapon in question ----[Item Name]................................................................ Used by: <-- Which Commandos can use the item Maximum number: <-- The greatest number of the item that you can carry Space in inventory: <-- The number of squares taken up in the inventory Description: <-- Some general notes about the item in question \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [8a. Weapons---------------------------------------------------------------#8A] /////////////////////////////////////////////////////////////////////////////// ----[Fist]..................................................................... Used by: The Green Beret, The Sniper, The Sapper, The Thief, The Diver Clip size: Infinite Maximum ammunition: Infinite Space in inventory: N/A Description: Used to punch and thus incapacitate enemies silently. Beware, as they wake up after a short time. You must also tie them up to take any items they own. ----[Hypodermic Syringe]....................................................... Used by: The Thief Clip size: 1 Maximum ammunition: 10 Space in inventory: 1x1 Description: These are the most silent weapons in the game. The Thief can approach someone and use them to produce different effects: one syringe causes grogginess; two knock the enemy out; three kill the enemy. ----[Piano Wire]............................................................... Used by: The Spy Clip size: Infinite Maximum ammunition: Infinite Space in inventory: 1x1 Description: Another silent weapon, you can use the piano wire after silently approaching an enemy from behind. It strangles them, but it is slow, so be sure that nobody is watching nearby. ----[Knife].................................................................... Used by: The Green Beret Clip size: Infinite Maximum ammunition: Infinite Space in inventory: 1x1 Description: Can be used when next to a soldier to kill instantly (though not silently) without any loss of ammunition. ----[Throwing Knife]........................................................... Used by: The Diver Clip size: 1 Maximum ammunition: 1 Space in inventory: 1x1 Description: Like the normal knife, this can kill in one hit. However, it can also be thrown over short range. The disadvantage is that one must then retrieve it from the body. ----[Pistol]................................................................... Used by: Every Commando Clip size: Infinite Maximum ammunition: Infinite Space in inventory: 1x1 Description: The standard gun carried by all of your men. It has a short range and does little damage, but has infinite bullets. ----[Luger Pistol]............................................................. Used by: Every Commando Clip size: 3 Maximum ammunition: 120 Space in inventory: 1x1 Description: Usually found on Nazi officers, these guns can replace the standard pistol as a limited alternative. Its attributes are the same as the pistols'. ----[Submachine Gun]........................................................... Used by: Every Commando Clip size: 30 Maximum ammunition: 150 Space in inventory: 2x2 Description: This is the best close range weapon, and all Gestapo soldiers use them. A round of SMG will kill instantly, but is useless at long range. ----[Rifle].................................................................... Used by: Every Commando Clip size: 3 Maximum ammunition: 15 Space in inventory: 4x1 Description: The best long range weapon useable by all, the rifle kills in one shot and has a range of roughly 20m/60 feet (by my estimation). Because it is slow to reload (one shot at a time) I don't recommend using it at close quarters. ----[Assault Rifle]............................................................ Used by: Every Commando Clip size: 3 Maximum ammunition: 15 Space in inventory: 4x1 Description: This has a longer range than a submachine gun, but a much shorter range than the standard rifle. It takes a couple of shots to kill an enemy, but this has a fairly high fire rate and is automatic (unlike the rifle). ----[Sniper Rifle]............................................................. Used by: The Sniper Clip size: 1 Maximum ammunition: 25 Space in inventory: 4x1 Description: The single most accurate and deadly gun available is only useable by the Sniper. You can shoot over an incredible distance, and one shot equals one kill. The drawback is that reloading and focusing takes time. ----[Bazooka].................................................................. Used by: The Sapper Clip size: 1 Maximum ammunition: 6 Space in inventory: 4x1 Description: The most powerful gun in the game, and not to be wasted on normal soldiers. When tanks and armoured vehicles are trundling past, this is the ideal way to dispose of them. ----[Flamethrower]............................................................. Used by: The Sapper Clip size: N/A Maximum ammunition: 500 Space in inventory: 2x2 Description: This is what Commandos is about: frying people with a flamethrower. It has a short range, but incinerates all targets. It also shoots a constant stream of fire, so your ammo gradually reduces as you fire at your enemies. ----[Grenade].................................................................. Used by: Every Commando Clip size: 1 Maximum ammunition: 10 Space in inventory: 1x1 Description: The classic hand-held explosive device, the grenade will be one of your best friends. Available to all, it can be thrown a good distance, exploding on impact and killing all enemies within a good radius. ----[Gas Grenade].............................................................. Used by: The Sapper Clip size: 1 Maximum ammunition: 10 Space in inventory: 1x1 Description: This is the same as a grenade in every way, except that instead of killing enemies caught in the blast it knocks them out, giving you time to tie them up. ----[Molotov Cocktail]......................................................... Used by: The Sapper Clip size: 1 Maximum ammunition: 10 Space in inventory: 1x1 Description: The classic petrol bomb existed in World War II as well. And it's available for use. These have a smaller blast radius than grenades, but set the targets on fire. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [8b. Weapons---------------------------------------------------------------#8B] /////////////////////////////////////////////////////////////////////////////// ----[Cigarettes]............................................................... Used by: Every Commando Maximum number: 10 Space in inventory: 1x1 Description: These are thrown into the vision range of an enemy in an attempt to distract them. It does not work on everyone, however. ----[Anti-Personnel Mine]...................................................... Used by: The Sapper Maximum number: 10 Space in inventory: 1x1 Description: Place these on the ground in strategic positions to kill any enemy who has the misfortune to step on one. ----[Anti-Tank Mine]........................................................... Used by: The Sapper Maximum number: 10 Space in inventory: 1x1 Description: These are like anti-personnel mines, only they are made to damage vehicles. ----[Lockpick]................................................................. Used by: The Thief Maximum number: Infinite Space in inventory: 1x1 Description: This is a handy item which allows you to open locked doors. ----[Gas Mask]................................................................. Used by: Every Commando Maximum number: Infinite Space in inventory: 1x1 Description: You can equip a gas mask if you are going to go through an area containing poisonous gas from a gas grenade. However, it makes your characters' movement slow down to walking pace. ----[Dog Food & Sleeping Pills]................................................ Used by: The Thief Maximum number: Infinite Space in inventory: 1x1 & 1x1 Description: These two one-use items can be combined to create poisoned dog food, to knock out patrolling Dobereiners. ----[Rope Ladder].............................................................. Used by: The Thief Maximum number: Infinite Space in inventory: 2x2 Description: An item which allows the Thief to climb up certain walls in specific levels. ----[Radio & Receiver]......................................................... Used by: The Green Beret Maximum number: Infinite Space in inventory: 1x2 & 1x1 Description: You can place the radio, move out of the way, then use the receiver to switch it on. This attracts neighbouring guards to investigate the source of the disturbance. ----[First-Aid Kit]............................................................ Used by: Every Commando Maximum number: 10 Space in inventory: 2x1 Description: These medicinal items are used automatically when a Commando is wounded, restoring some health. They can also be administered manually, if a situation arises in which that becomes necessary. ----[Remote Bomb].............................................................. Used by: The Sapper Maximum number: As many as the inventory can hold Space in inventory: 2x2 Description: These infernal machines can be placed in a designated position then, when the Sapper has retreated to a safe place, can be detonated remotely, killing anything nearby. ----[Uniform].................................................................. Used by: The Spy (for any length of time), Every Commando (for a short time) Maximum number: 10 Space in inventory: 2x2 Description: These can be worn by any Commando, but only the Spy can keep them on forever; others will be noticed after a certain amount of time. The time allowed is represented by the little red coat icon and the number beside it. Also, only the Spy can distract. This is only available if he is wearing an Officer/Lieutenant's uniform, and if the target soldier is lower in rank. Gestapo/SS/other officers will always see through a disguise. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [8c. Cheats----------------------------------------------------------------#8C] /////////////////////////////////////////////////////////////////////////////// Yes, there are cheats for Commandos 3 (for those who were asking on the Message Board). Here's how to use them: • Right click a Commando then type (quickly, restart if you make a mistake) the keys SOYINCAPAZ. • Press one of the following combinations to get the desired effect. +-------------------+-----------------------------------------------------+ | Combination | Effect | +-------------------+-----------------------------------------------------+ | Ctrl + Shift + N | Complete current mission | | Ctrl + I | Invincibility | | Ctrl + V | Invisibility | | Ctrl + Shift + X | Kill all remaining enemies | | Ctrl + - | Show the frame rate on-screen | | Shift + X | Teleport selected character to where the pointer is | +-------------------+-----------------------------------------------------+ \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [8d. Closing Notes---------------------------------------------------------#8D] /////////////////////////////////////////////////////////////////////////////// Well, that just about sums it up for this guide. I hope you enjoyed this game as much as I did, and that my walkthrough enhanced this enjoyment. If you ever need to contact me you can do so at supernova54321@hotmail.com, and don't forget to visit my web site at http://www.cvcentral.tk if you're into Castlevania. Thanks, and until next time, goodbye! =*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*= ~~~ E N D O F D O C U M E N T ~~~ =*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=