Commandos Behind Enemy Lines Prima Official Eguide PDF
Commandos Behind Enemy Lines Prima Official Eguide PDF
Commandos Behind Enemy Lines Prima Official Eguide PDF
PRIMA’SOFFICIAL
OFFICIALSTRATEGY
STRATEGYGUIDE
GUIDE
™™
Michael
MichaelKnight
Knight
COMMANDOS ™
Michael Knight
PRIMA GAMES
A Division of Random House, Inc.
3000 Lava Ridge Court
Roseville, CA 95661
1-800-733-3000
www.primagames.com
The Prima logo and Prima Publishing® are registered trademarks Prima
Communications, Inc.
©1998 by Prima Publishing. All rights reserved. No part of this book may be reproduced
or transmitted in any form or by any means, electronic or mechanical, including
photocopying, recording, or by any information storage or retrieval system without written
permission from Prima Publishing, except for the inclusion of quotations in a review.
The game COMMANDOS: Behind Enemy Lines and Eidos Interactive are trademarks of
EIDOS plc. ©1997-1998 Eidos. All Rights Reserved.
All products and characters mentioned in this book are trademarks of their respective
companies.
Important:
Prima Publishing has made every effort to determine that the information contained in
this book is accurate. However, the publisher makes no warranty, either expressed or
implied, as to the accuracy, effectiveness, or completeness of the material in this book; nor
does the publisher assume liability for damages, either incidental or consequential, that
may result from using the information in this book. The publisher cannot provide
information regarding game play, hints and strategies, or problems with hardware or
software. Questions should be directed to the support numbers provided by the game and
device manufacturers in their documentation. Some game tricks require precise timing and
may require repeated attempts before the desired result is achieved.
ISBN: 7615-1745-6
Library of Congress Catalog Card Number: 98-66748
Contents
V
VI CONTENTS
The Sniper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Vital Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Military Record . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Additional Info . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Skills and Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Tutorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
The Marine. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Vital Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Military Record . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Additional Into . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Skills and Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Tutorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
The Sapper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Vital Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Military Record . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Additional Info . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Skills and Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Tutorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
The Driver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Vital statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Military Record . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Additional Info . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Skills and Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Tutorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
The Spy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Vital Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Military Record . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
CONTENTS VII
Additional Info . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Skills and Equipment
Tutorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 239
Introduction
The smaller the unit, the better its performance.
—T.E. Lawrence (a.k.a. “Lawrence of Arabia”)
During World War II, millions of men and women took an active role in the fight-
ing. Armies comprising tens of thousands of soldiers battled across the European
continent. Their might and firepower changed the landscape and devastated entire
cities. Never before had human hands wrought such destruction.
The warring powers also employed small units that could accomplish what
entire armies could not. During the war, the British Army created the “Comman-
dos” units to take the war to the Germans while the British recovered from the evac-
uation at Dunkirk. Their missions consisted primarily of infiltration and sabotage.
The Commandos didn’t win the war for the Allies, but they greatly improved British
morale during desperate times. In many cases, the Commandos preceded the regu-
lar army, sowing chaos and confusion among the enemy before an Allied attack.
In COMMANDOS™: Behind Enemy Lines, you take command of such a unit.
However, although some of your missions are based on historical actions, most have
a cinematic flair. This isn’t surprising. Like myself, the game developers grew up
watching war movies, and you’ll detect this Hollywood influence throughout the
game. Several missions resemble movies such as The Dirty Dozen, Force 10 from
Navarone, and Where Eagles Dare, among others. Your missions take you from Nor-
way to North Africa and then back to Europe.
XI
XII INTRODUCTION
something like, “One, Smith takes out the gun. Two, Jones pulls the fuse. . . .”
COMMANDOS is similar in that you must perform certain tasks in a specific order.
In missions with many guards in the same area, you must determine which you can
kill without alarming the others. The walkthrough chapters include maps showing
the order in which you must eliminate enemies.
Your Commandos must work closely together. Each has special skills and abili-
ties. For example, only the Green Beret can move barrels, only the Marine can oper-
ate water craft, and only the Sapper can handle explosives. Each is essential, so you
must watch over them carefully and keep them safe. If any die, you must start the
mission over. You’ll need certain Commandos in each mission, and all of them for
the final mission.
This strategy guide will help make you a master Commando. The first chapter cov-
ers the game interface, as well as the types of enemies you’ll face. Chapter 2 intro-
duces you to each Commando and explains how best to use him. It includes
interactive training, using the game’s tutorials. Next, in Chapter 3, we cover the
strategies and tactics you must know to complete the missions. We refer to many of
these in the mission walkthroughs in chapters 4 through 6. Each walkthrough cov-
ers one of the three campaigns, taking you step by step through each mission so you
can play with the guide open. Finally, you’ll find strategies and tactics for multiplayer
games in Chapter 7.
We don’t mean for the strategies and tactics in this guide to be all-inclusive.
Those we present are proven and known to work well. However, you can complete
many missions doing things in a different order or by other means. We encourage
you to develop a style of your own.
Well, don’t just sit there, daylight’s burning and the Nazis are taking over the
world. Get going!
FOREWORD
When Pyro Studios developed Commandos™: Behind Enemy Lines, it was driven by
an admiration for the heroic exploits of these special soldiers in one of the world’s
darkest hours. Designer Ignacio Perez spent weeks researching the history of the
commando ranks of World War II. He also viewed classic WWII films, including
The Dirty Dozen and Where Eagles Dare. His research inspired this loving, painstak-
ing creation, a game based on a glorious history, in a colorful, yet realistic, Holly-
wood-style portrayal.
COMMANDOS ’ established international success shows that gamers have
embraced this “new, yet old” game: new, because it marries real-time tactical and
strategic combat genres with tantalizing puzzle and RPG elements; old, because
although it incorporates superb graphics, audio, and multiplayer features, Pyro Stu-
dios remembered what’s most essential—enjoyable gameplay.
As producer, I had the good fortune to assist the Pyro team in creating this clas-
sic. I appreciate their support, and that of my Eidos coworkers and our fans. I can
say with confidence that you’ll soon see our “Dirty Half-Dozen” again in action
behind enemy lines. Thanks for buying the game and this strategy guide. Now go
save the world!
— Eric Adams, Producer
XIII
CHAPTER 1
Basic
Training
Before exploring the deep, insightful strategies and tactics it takes to complete the
three campaigns’ 20 missions, let’s go over some basics. First, you’ll learn how to con-
trol your Commandos. Then you’ll get a briefing on the enemy with whom you
C O M M A N D O S : P R I M A’ S O F F I C I A L S T R AT E G Y G U I D E
Each Commando has unique weapons and abilities, but in this section we discuss
only the aspects of control common to all six Commandos. Chapter 2 provides
specifics for individual Commandos.
Movement
You can control each Commando using the mouse alone. Time can be a matter of
life and death, however, and adding a few hotkeys can increase your Commandos’
speed and efficiency.
But first, let’s learn how to move your men. To select a Commando to control,
either click on his portrait or press the hotkey corresponding with his name.
COMMANDO HOTKEYS
COMMANDO HOTKEY
Green Beret 1
Sniper 2
Marine 3
Sapper 4
Driver 5
Spy 6
CHAPTER 1: BASIC TRAINING 3
Figure 1-1. B
This Commando won’t know where A
to go unless you give him orders.
S
I
C
After selecting a Commando, give him movement orders by placing the cursor
over his destination and clicking the mouse. The Commando will walk to the des-
tination, taking the shortest route and moving around obstacles on his own. To pick T
up the pace, double-click on the destination to make the Commando double-time R
it to that spot. During many missions, you will want to move around unseen by the
enemy. Press C to order the Commando to go prone. Then, when you click on a
A
destination, he’ll crawl. To stand up again, press S. I
There may be times when you’ll want to move more than one Commando. To N
form a group, click on each Commando’s portrait while holding down ∏. Or hold I
down the right mouse button and drag a box around the Commandos you wish to
group. Then you can order them all to crawl, run, walk, and even shoot. Because all N
G
Figure 1-2.
To make your Commando hit
the dirt, press C or click
on the prone soldier at the
top of the screen.
Figure 1-3.
To select a group of
Commandos, hold down the
right mouse button and
drag a box around them.
4
Commandos carry a pistol, you can order all selected Commandos to fire at the same
target—a quick way to kill enemy soldiers.
Actions
Moving is only one of the things you can have your Commandos do. They can per-
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
form many other actions, including picking things up, operating or manipulating
items, and firing weapons.
Figure 1-4.
Select the hand symbol or press
C to order your Commando to
pick something up.
Each Commando’s knapsack bears a hand symbol. When you click on this, or
press H, the cursor becomes a hand within a “prohibited” icon. When you place it
over something the Commando can pick up, the prohibited icon vanishes. Not all
Commandos can pick up the same things. As a rule, a Commando can pick up only
what he can carry and/or operate. For example, the Green Beret can pick up his
decoy, dead bodies, and barrels, but not explosives. Only the Sapper can do that.
Manipulating many items you find in the missions requires no skill or ability of
your Commandos. If an item can be manipulated, the cursor changes to a hand-
pulling-a-lever icon when placed over that item. These include crossing gates, elec-
tric power switches, and so forth. This symbol will also appear over ladders. Clicking
on a ladder with the lever icon orders your Commando to climb the ladder. Your
Commandos may enter and hide in some buildings on the map. If a building is
vacant, the lever icon appears over the door when you move the cursor there. To have
him leave, click on the Commando’s picture on his knapsack.
Each Commando carries different weapons and equipment, but the way you
order him to use them is basically the same for all Commandos. Select the item you
wish to use by clicking on it in the knapsack or by pressing its hotkey. If that alone
doesn’t use the item, the cursor will change, waiting for you to designate a target. If
CHAPTER 1: BASIC TRAINING 5
B
Figure 1-5. A
This Commando is
targeting the enemy with S
the pistol. Place the I
cursor over the enemy
and click to fire. C
T
R
A
the item is a gun, the cursor turns into crosshairs or a symbol of the weapon, and I
you’ll place it over the target and click to fire. Once he’s pulled out a gun (including
the grenade), you can no longer give your Commando movement orders. You must
N
first put the weapon away (right-click the mouse), and then give the order to move. I
Other items, and even abilities, require the Commando to move closer to the N
target to use them. You needn’t click on a target. If you click on a nontarget, the
G
Commando will only walk to that location and await further orders. (Double-click-
ing orders the Commando run there, instead.)
TIP
Although you can’t follow movement orders when
you have a gun or grenade in your hand, this
doesn’t mean you can’t move. For instance, you may
want to run after a soldier and shoot him. Place the
movement cursor on the target—or past him, if he’s
moving—and send your Commando to him. While the
Commando is moving, you can pull out the weapon
and place it over the target. Fire when the target
is in range, or at your discretion.
6
Health
Your Commandos are flesh-and-blood beings who don’t react well to being struck
by high-velocity pieces of metal. In other words, bullets hurt. Next to each Com-
mando’s portrait at the top of the screen is a vertical red bar. When a Commando is
shot or otherwise wounded, the bar lowers, reflecting his declining health. When the
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
bar shows no red whatsoever, the Commando is dead, and a skull replaces his por-
trait. This isn’t good: you can’t complete a mission unless all your Commandos sur-
vive. Now you must play the mission again. That is, you could continue, but when
you reach the end, the game won’t let you advance to the next mission. One of your
Commandos will be designated team medic. He can use the first aid kit on wound-
ed Commandos, including himself, to heal wounds and restore health.
Vehicles
Many missions feature vehicles of some type. Although only the Driver can operate
land vehicles, such as trucks and tanks, the Marine is the only Commando who can
row boats or sail other water craft. The other Commandos can climb into and ride
in these vehicles, but only the correct operator can make it go.
Your men can’t hide in vehicles. When it comes to being spotted, a Commando
in a vehicle might as well be out in the open. However, a tank or other armored vehi-
cle will offer your men some protection from enemy fire.
Figure 1-6.
The tank will become your
favorite vehicle. All your
Commandos can ride in it,
protected from your enemies’
small arms fire while the
Driver guns down them down.
CHAPTER 1: BASIC TRAINING 7
Vehicles move a little differently from Commandos. To drive a vehicle, the oper-
ator clicks on a destination. (Double-click to have land vehicles drive fast.) The vehi- B
cle will drive directly to the targeted location. If obstacles lie in its path, it will run
into them and stop, so steer your vehicles by providing waypoints. A
Some vehicles, such as tanks, carry weapons. The operator can fire these by S
holding down ∏ so the cursor turns into crosshairs and then clicking on a target I
to fire at it. Turreted vehicles must wait for their turret to turn and point at the tar-
get before firing.
C
T
THE ENEMIES R
You’ve learned how to use your Commandos, so let’s discuss your opposition and
A
how they operate. You must know your enemy to defeat him. I
N
Types of Enemy Units I
COMMANDOS contains a number of different types of enemy units. Each carries N
out his duty in his own way. G
Sentries
These soldiers are posted at a specific spot. Although they don’t move, they look
around and may even turn in place to increase their line of sight. Depending on the
importance of what they guard, they may either leave their post if they see or hear
your Commandos or just turn in that direction.
Figure 1-7.
Sentries stay in a single spot,
but they do look around.
8
Figure 1-8.
This soldier walks a set
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Patrols
Patrols comprise two to five soldiers. The leader is usually armed with a pistol, and
the men who follow carry machine guns or rifles. These units are among the game’s
deadliest, because they’re so difficult to take out—especially if you must do it silent-
ly. Therefore, find ways to avoid patrols or work around them. If you must elimi-
Figure 1-9.
Patrols can be difficult
to kill and carry a lot of
firepower.
CHAPTER 1: BASIC TRAINING 9
nate them, kill the soldiers first and leave the leader for last. Your Commandos will
fare far better against a pistol than a machine gun. B
Gun Positions A
These include everything from machine-gun nests to artillery posts. Any can quick- S
ly kill your Commandos unless you avoid them or take them out. You can kill I
machine-gunners as you do regular soldiers; however, some occupied artillery posts
must be blown up. Gun positions can’t move, but they can aim in all directions to
C
fire at you.
T
R
Figure 1-10.
A
If a machine-gun nest I
spots one of your men, it
won’t take long for it to
N
kill your Commando. I
N
G
Vehicles
Most scenarios contain vehicles that move around. Not all are enemy controlled, but
if your Commandos get in their way, some vehicles—trains and boats, for exam-
ple — can be deadly, nevertheless. Enemy-controlled vehicles can spot just like a sol-
dier and have set routes, like soldiers on watch rounds. They’re usually armed with
heavy weapons ranging from machine guns to cannons. All are extremely deadly to
your men. Because these vehicles are usually armored, you can destroy them only
with explosives or grenades.
The enemies in COMMANDOS aren’t dumb. Neither are they blind or deaf. Each
soldier can look around and hear things within a certain radius. To see what a given
soldier sees, shift-click on him. Notice that the arc that appears is two shades of
green. The soldier will see everything within the closer, brighter area. Within
the darker, more distant area, the soldier can see only standing Commandos.
10
Figure 1-11.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Your men who are prone or crawling will remain undetected in this zone.
The key to most missions is to keep very quiet. When you use pistols or explo-
sives, the sound carries a certain distance. Soldiers in range of the sound will hear and
come looking for you. This isn’t always a bad thing. For example, you can use sound
to lure a soldier into a trap or away from the watchful eyes of his companions.
The enemy can speak, as well. If he sees you, he’ll demand you halt, or just shoot
you. If other soldiers can hear this, they may come to investigate. When a soldier
sees or hears something that really concerns him, he’ll cry out, “Alarm.” If he’s near
a barracks, this will set off an alarm and reinforcements will pour out of the build-
ing, ready to kill your men.
The rule of thumb for nearly every mission is to stay quiet and out of sight. Save
the explosions and gunplay for the end.
ADVANCEMENT
To complete a mission, you must achieve all its objectives, such as blowing up a radar
installation or rescuing a pilot, and then get all your Commandos to safety. Yes, all
CHAPTER 1: BASIC TRAINING 11
B
A
S
I
C
Figure 1-12.
So how did you do
during the mission? T
R
A
I
N
I
N
G
of them! In many games, your units are expendable. Not so here. All must make it
through all 20 missions. Any Commando you lose will be needed in at least the final
mission, if not several others. There’s no time to train replacements. You’ll just have
to be careful.
At the end of each mission, a debriefing screen will display how many soldiers you
killed and how many buildings and vehicles you destroyed. This is just for your infor-
mation. You receive no points for kills. Whether you killed two soldiers or a hundred,
it doesn’t affect your award. What matters is the time it took you to complete the mis-
sion and the wounds your men sustained. The more quickly you complete the mis-
sion, the more points you receive. You’re rewarded, as well, for keeping your men
healthy: they have little time to recover before going on to the next mission.
During the campaigns, your point totals for each mission accumulate. These
points determine your advancement in rank. You begin as a Corporal, but you can
become a Field Marshall by the end of the game if you keep your Commandos
healthy and complete the missions quickly. Remember, your military career
depends on how well you do, and so does your retirement pay.
CHAPTER 2
The
Commandos
In COMMANDOS, you control a team of handpicked combat veterans specially
trained in small-unit tactics, demolitions, sabotage, and unconventional warfare. As
their leader, you must get to know each one well—his strengths, weaknesses, and
C O M M A N D O S : P R I M A’ S O F F I C I A L S T R AT E G Y G U I D E
abilities. Each Commando has a specialty. Only certain Commandos can use some
types of weapons or equipment. This chapter acquaints you with the six team mem-
bers, and includes dossiers, basic tactics, weapons, skills and abilities, and tutorial
walkthroughs for each.
The tutorial walkthroughs will help you develop the skills you’ll need to com-
plete the missions, and illustrate how to use the mission walkthroughs in chapters 4,
5, and 6. Screenshots show where to find numbered enemy soldiers on the map.
You’ll use the Green Beret more than any other Commando. He’s an expert in hand-
to-hand combat and can kill more enemies than any other team member. The Green
Beret uses brute strength and deception to carry out his assignments.
Vital Statistics
Name: Jerry “Tiny” McHale
Date of Birth: Sept. 17, 1909
Place of Birth: Chicago
Country: USA
Rank: Sergeant
Height: 6 ft. 5 in.
Weight: 220 lbs.
CHAPTER 2: THE COMMANDOS 15
Background
1934–37: U.S. Judo champion
1937: Enlists in U.S. Marines
1938: Receives commendation for close-combat skills T
1938: Reprimanded for severely beating four men in a New York bar H
1939: Condemned to 15 years’ hard labor for knocking out superior during E
training exercise
1940: Sentence commuted for enlisting with Commando Corps
C
O
Military Record
M
Operation on the Island of Vaagso
M
The Green Beret was promoted to sergeant for his heroism: cut off from his unit and
without ammunition, he infiltrated a bunker and eliminated 16 enemy soldiers A
before returning to the Allied lines. N
Incursion at Tmimi Airfield
D
He received the Distinguished Service medal for attacking a watchtower with a bay-
O
onet while under enemy fire. Despite receiving light wounds in one arm, he elimi- S
nated 15 enemy soldiers before his mates could assist him.
Combat Knife
The Green Beret’s weapon of choice is the Commandos’
official knife, the Wilkinson Sword combat knife. It is
177 mm long and made of carbon steel. Press X to have
him pull it out of his scabbard. Place the “knife” cursor over the enemy you wish to
kill, and click. The Green Beret will walk or crawl to the target and take the enemy
out. To run to a target, double-click on the target soldier.
Pistol
The pistol, a Smith and Wesson W9 9mm pistol with a
10-round clip, is the least-used Commando weapon. To
pull the pistol from its holster, press G; the cursor will
16
change to a pistol. Click on the target to fire. It takes three shots to kill an enemy
soldier. The pistol never runs out of ammo and you can use it to detonate explosive
barrels. The concussion can alert other soldiers to your presence and even cause
them to sound an alarm, so use the pistol sparingly.
Pick
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
The Green Beret’s climbing pick allows him to climb cliffs, ridges, and
even smooth walls. If a surface is climbable, the cursor will become a
pick. Click on the surface to have the Green Beret move over to it and
climb. Use the same procedure to descend.
Decoy
This is one of the Green Beret’s favorite toys. The decoy is a small
acoustical transmitter that makes an unusual noise. Nearby
enemy soldiers will hear it and turn toward the decoy, or even
walk to it. To place the decoy, press Q, position the Green Beret
behind cover, and press I to activate the decoy by remote con-
trol. The decoy is a great way to lure enemy soldiers into traps and
ambushes. To retrieve a decoy, press H and place the cursor over
the decoy to pick it up.
Shovel
The Green Beret can use the shovel to dig himself into sand or
snow to hide. To use the shovel, position the Green Beret on sand
or snow, press F, and he’ll camouflage himself. Enemy soldiers
can walk right over him and not notice. However, if the enemy
sees you digging, they’ll know where you are even after you’re in
the hole. To rise up out of the hole, right-click the mouse. When
you’re hidden, you can’t activate or deactivate the decoy.
CHAPTER 2: THE COMMANDOS 17
TIP
A good Green Beret tactic is to lure an enemy to his
position with the decoy. Before the enemy arrives,
the Green Beret will hide. The enemy will see T
nothing and maybe even walk right over the hidden H
Commando. When the enemy looks away, the Green
E
Beret can jump up and knife him.
C
O
Moving Barrels
M
The Green Beret is the only Commando strong enough to lift and carry barrels
around the map. To do this, place the cursor over a barrel until it becomes a lever. M
Click and the Green Beret will go over to and pick up the barrel. Right-click the A
mouse to have him move it and put it down. The barrels are heavy, so the Green N
Beret can’t run while he carries them. Because shooting at these barrels detonates the
explosive substances they contain, you can use them as impromptu bombs for blow-
D
ing up things, including nearby enemies. O
S
Carrying Bodies
The Green Beret also can pick up bodies of dead soldiers. Press H to change the cur-
sor to “pick-up” mode; then click on the body. The Green Beret will walk the body
to another place and drop it (right-click). The Spy can carry bodies, as well.
Tutorial
The Green Beret begins in the southwest corner of the map. His objective is to
kill all six soldiers, blow up the two building mock-ups, and then get to the flag
in the northwest corner. s-click on Soldier 1. The green arc indicates what the
18
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Figure 2-1.
The Green Beret
must kill all
enemies and
destroy the two
building mock-ups.
soldier is looking at. When he reaches the south end of his route, run after him,
carefully staying out of his line of sight, and hide in the snow behind him. To dig
a hole to hide in, press F and the Green Beret will use the shovel.
The soldier will come back and may look around because he sees the footprints
you left in the snow. Take care when walking across snow or sand, because your Com-
mandos will leave footprints behind and alert the enemy to your presence. (You can
also use this to lure a guard into a trap or ambush.) The soldier will give up looking
for you and continue south. After he passes, right-click to raise the Green Beret from
the snow and press X to bring out his knife. Place it over the enemy and double-click
to order the Green Beret to run after and knife Soldier 1. Although no one can see
the body, press H and click on the soldier to pick up the body; then carry it behind
the rocks where you began the training session. Drop the body with a right-click.
Soldier 2 is patrolling near the wall. We’ll use the decoy, now. Place it along the
north side of the rock, near where you hid from Soldier 1, by pressing Q. Then move
around to the south side of the rock. Press I to activate the decoy. It will make an
CHAPTER 2: THE COMMANDOS 19
unusual sound. When 2 hears it, he’ll come to investigate. Sneak around the east side
of the rock, approach 2 from behind, and give him the blade. Turn off the decoy
(press I again), and then pick it up by pressing H and then clicking on it.
The concrete wall blocks your path to the rest of the training area. Move to the
wall, directly behind Soldier 3. When Patrol 4 walks past him and heads east, place T
the cursor on the wall until it turns into a pick. Click and the Green Beret will climb H
the wall. Place the pick on the other side of the wall to climb down. Bring out the
knife and kill 3. Then pick up the nearest explosive barrel (press H), move the cur- E
sor over 3’s body, and drop the barrel on the soldier to hide his body. Pick up the
barrel again and move it to the south corner of the eastern mock building. Then C
move back a bit from it and pull out the pistol (G). Place the pistol-cursor over the
barrel. When the patrol walks near it, click to fire. Each click fires a single bullet.
O
The shot will detonate the barrel, killing the patrol and destroying the building. M
Use the pistol sparingly during a mission. Its sound gives away your presence to M
the enemy, and it can be difficult to kill more than one soldier with it because you A
must fire three times to kill each enemy. Because enemy soldiers usually are armed
with rifles or machine guns, usually they will kill you first. Now pick up the other N
barrel and move it near the next mock building. Shoot it with the pistol and then D
run to the flag to end the session. Good job! O
S
THE SNIPER
The Sniper is available in over half the missions. His usefulness is limited, but if he’s
assigned to a mission, you’ll know he is needed to take out enemies from a distance.
Vital Statistics
Name: Sir Francis T. Woolridge, a.k.a. “Duke”
Date of Birth: March 21, 1909
Place of Birth: Sheffield
Country: England
Rank: Soldier
Height: 6 ft. 2 in.
Weight: 180 lbs.
20
Background
1936: Gold Medal in shooting, Munich Olympics
1937: Enlists in the army
1937–39: Stationed in India, stands out as excellent marksman
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Military Record
Auchinleck Offensive
Receives a military medal after killing the commandant of the German garrison in
Narvik. He did so with a single shot at a distance of more than a mile, as the officer
inspected his troops’ positions.
Additional Info
Descends from a noble family; famous for his steady pulse
Moody; comrades resent his good looks and charm with ladies
Hates alcohol
Deeply resents the Germans for killing his sister in a bomb raid
Cold and calculating
Expert marksman, extremely effective even in situations of great tension
The Sniper’s rifle is silent, as well, so you can fire it unnoticed near enemy sol-
diers. The downside to the precision rifle is its limited ammunition. The Sniper
receives only a limited number of bullets for each mission. Some missions allow him
only three! Use your ammunition wisely.
T
H
TIP E
After the Sniper fires the rifle, he stands up.
Often he may be visible to the enemy. Therefore, try
always to fire from a prone position. After taking C
the shot, quickly press C to drop prone. If you must O
shoot again, press R to bring the rifle back up.
M
M
A
Pistol
N
The sniper, too, carries the Smith and Wesson W9 9mm pistol.
However, he’s usually too far from the action to use it.
D
O
First Aid Kit
S
When the Driver and Spy aren’t assigned to a mission, the Sniper will
act as the team’s medic. Press K to open the first aid kit. The cursor
will change to a syringe. Place it over a wounded Commando and
click to restore some of his health. The first aid kit contains a limited
number of doses, so use it only when absolutely necessary.
TIP
You’ll rarely use the first aid kit. When your men
are shot at, they usually die. If a Commando is
wounded, it’s because you made a mistake. Learn
from it. Also, if you’re near the end of a mission,
use any remaining treatments on wounded
Commandos to bring them back to full health. This
will give you more points for the mission total.
22
Tutorial
The Sniper begins in the southwest corner. He must take out the six guards careful-
ly. You have only six bullets, so make them count. Soldier 1 patrols near your start
position. Put your Sniper into a crawl (C). When Soldier 1 heads away from you,
quickly crawl east toward the tree near the flag. Every time the Sniper fires, he’ll
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
stand. Therefore, in a situation where other enemies may see you, press C to have
the Sniper quickly drop prone after firing. Now bring up the precision rifle (R). Tar-
get Soldier 1. You want to kill him out of sight of other guards. Wait until he nears
the rock; then click to fire. Drop prone immediately and target Soldier 2. When he’s
at the southern end of his route, fire again and drop prone. Kill Soldier 3 when he’s
near the corner of the fence.
Crawl west a bit so you can target Soldier 4 when he nears the door of the mock
building. Place the crosshairs near the door and fire when 4 walks into the center.
Stand up and run toward the northeast corner. s-click on Soldier 5 to see what
he sees. Before you come into his line of sight, drop prone and crawl the rest of the
Figure 2-2.
Six soldiers
patrol the area.
It’s a good thing
the Sniper has
six bullets.
Remember—one
shot, one kill.
CHAPTER 2: THE COMMANDOS 23
way. Bring up the rifle and shoot 5. Soldier 6 will see the body and run to take a
look. Take him out, as well, with your last bullet. Then make your way to the flag
to end the training session. Nice shooting!
T
THE MARINE H
E
The Marine is another silent killer. Instead of hiding in a hole like the Green Beret,
he can hide underwater and pop up to kill unsuspecting enemies. The Marine is
available in most missions, except for those in North Africa (for obvious reasons). C
His ability to move undetected underwater means you can send him behind enemy O
lines to attack from a different angle from the rest of your Commando team.
M
Vital Statistics
M
Name: James Blackwood, a.k.a. “Fins”
A
Date of Birth: August 11, 1911
N
Place of Birth: Melbourne D
Country: Australia O
Rank: Soldier S
Height: 6 ft. 1 in.
Weight: 181 lbs.
Background
1935: Enlists in the Royal Navy
1936: Promoted to captain
1938: Demoted to sergeant after an “incident” during a stopover in Hawaii
1940: Due to further conduct problems, the General Staff gives him a choice of
expulsion from the armed forces or joining the Commandos as an ordinary
soldier.
24
Military Record
Dunkirk
Receives the Military Cross for heroism after rescuing 45 soldiers who were sur-
rounded on the beach and about to be captured.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Additional Info
Dissolute character, loves a good time
Great gambler
Problems with alcohol apparently under control
Naval Engineer, studied at Oxford
Member for three years of the rowing team that won the regatta between Oxford
and Cambridge
Great swimmer; first to swim cross the English Channel (on a bet)
Sailing skills make him invaluable in missions involving naval operations
Speargun
Because there are no underwater enemies, the Marine uses the speargun
much like a silenced gun. Its drawbacks are its short range and slow rate
of fire. Reloading takes a few seconds between each shot. To bring up the
spear gun, press J.
The Marine uses the speargun effectively by swimming up to a target,
popping out of the water, firing the speargun, and then dropping back
into the water. He can take out a patrol one soldier at a time this way.
CHAPTER 2: THE COMMANDOS 25
TIP
The Marine can single-handedly (and silently) take
out a two-man patrol. While the soldiers are turned
away from you, run after the rearmost soldier and T
kill him with the knife. Then quickly bring up the H
speargun and shoot the other enemy. To speed up your
rate of fire, put the speargun away after every shot.
E
Fire, right-click, press J, and fire again.
C
O
Diving Gear M
Diving gear allows the Marine to travel underwater. When the Marine enters shal- M
low water, diving gear appears in his knapsack. Press D to put it on and submerge. A
Press D when he’s in shallow water to have him pop out. During a mission, always
consider ways you might use the Marine’s diving capability to your advantage.
N
If the Marine is spotted diving by the enemy, sometimes he will be shot at while D
underwater. Therefore, make sure he is out of enemy sight when submerging. O
Pistol S
The Marine also carries the Smith and Wesson W9 9mm pistol. Use it when
noise doesn’t matter.
Inflatable Boat
Although the Marine has no trouble crossing water, the other Commandos
can’t do so by themselves. However, they can ride across on the Marine’s
inflatable boat. Press B at the water’s edge to pull it out of the knapsack. It
inflates automatically when it hits the water. To climb in, move the cursor
over the boat until it becomes a lever and click. The Marine will deflate the
boat and put it back in his pack when you press H and click on the boat.
The boat is heavy, so the Marine can’t run as fast when he carries it. If he
must move quickly, hide the boat somewhere and come back for it when you need
it. Finally, the Marine can use the diving gear to enter and exit the boat while it’s
in the middle of the water.
When deploying the boat, make sure you do it in shallow water. Inflating it
close to the water will not work.
26
Tutorial
The Marine begins in the northeast. To get to the water, he must kill two soldiers
right at the start. Move near Soldier 1 and pull out the knife (X). As 2 walks away,
knife 1, and then run after 2. Place the cursor ahead of 2, along his path. Then,
while running, press J to bring up the speargun and place the cursor over 2. When
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
you’re in range, the red circle-and-slash will disappear from the targeting cursor and
you can click to fire. Now head for the water. When you’re in shallow water, the div-
ing gear appears in your knapsack. Put it on (D).
Swim to the steps near Soldier 3 until the diving gear reappears. Look around
to make sure 4 and 5 can’t see you; then pop out of the water by pressing D, bring
up the speargun (J), fire at 3, lower the gun (right-click) and then move onto the
steps until the diving gear appears. Put it on and re-enter the water. Stay by the steps.
Soldiers 4 and 5 eventually will see the body and come to investigate one at a time.
Kill each as you did 3.
Figure 2-3.
The Marine uses
the water to move
unseen around
the map and
easily can kill
enemies
wandering too
close to shore.
CHAPTER 2: THE COMMANDOS 27
This tactic of popping up out of the water, firing, and then jumping back in is
particularly effective for taking out patrols of more than one soldier.
Now swim toward Soldier 6. He won’t get close enough to the water to use the
foregoing tactic, so position the Marine east of Soldier 6’s route. When he turns and
heads west, leave the water and run after him. Kill him with either the knife or the T
speargun— it’s your choice. H
Let’s try out the boat. Walk over to the water and press B to bring out the boat.
It will self-inflate in the water. To climb aboard, move the cursor over it until it turns
E
into a hand and lever. The Marine is the only Commando who can operate water
craft. Row out to the middle of the lake. Boats aren’t as smart as Commandos: if you C
give a boat a destination, it moves toward it in a straight line. If it meets an obsta- O
cle, it just gets stuck, where a Commando will walk around.
The Marine can don his diving gear while he’s in the boat. Put it on, swim around M
the boat, and then hop back in. Row to Soldier 7, landing east of him. To leave the M
boat, click on the picture of the Marine in the knapsack. Then press H to bring up A
the pick-up cursor, and click on the boat to put it back in your pack. While keeping
an eye on Soldier 7’s view, sneak up on him and kill him with the knife. Finally, walk
N
over to 8 and shoot him in the back with the pistol (G). Why not? No one’s around D
to hear. Walk over to the flag to end the session. Now put on some dry clothes. O
S
THE SAPPER
Many missions require your Commandos to destroy objectives. The Sapper usually
is the one to do it. But blowing things up isn’t his only skill. He also can kill silent-
ly and provide access to fenced-off areas.
Vital Statistics
Name: Russell Hancock, a.k.a. “Inferno”
Date of Birth: January 14, 1911
Place of Birth: Liverpool
Country: England
Rank: Soldier
Height: 6 ft.
Weight: 175 lbs.
28
Background
1933: Joins Liverpool Fire Department
1934: Joins high-risk Explosives Department
1939: Joins the army
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Military Record
Operation Chariot
During the assault on St. Nazaire, he’s responsible for explosions that caused many
casualties in the German garrison and rendered port installations useless for many
months. The Germans captured him during this operation. After two months, he
escaped prison camp (on his fifth attempt) and returned to England.
Additional Info
Outstanding valor and daring, even rashness
Wide knowledge of explosives and extensive experience using explosions
Skilled in explosives manufacture from almost any material
Pistol
The Sapper also carries the Smith and Wesson W9 9mm pistol.
Grenades
The Sapper is the only Commando who can handle grenades. T
He can throw these fragmentation grenades about the same distance H
a pistol can shoot, but grenades can go over obstacles. The resulting E
explosion takes out all enemies (or friends) within the blast radius.
To use a grenade, press E and then click on the target. Grenades
also can destroy tanks and other armored vehicles. Its explosion will attract atten- C
tion, and could even set off an alarm, so use the grenade carefully, or when sound O
doesn’t matter.
M
M
A
TIP N
Grenades are great for taking out an entire patrol
at once. When using one, try to kill as many D
soldiers as possible. For instance, wait until a O
patrol passes near another soldier and kill them
S
all with a single grenade.
Time Bomb
The time bomb consists of explosives detonated by a timer. To
place the time bomb, move the Sapper to the target location
and press B. You’ll have approximately 10 seconds to get
away before the bomb explodes. Although the time bomb will take out most struc-
tures and vehicles, it won’t destroy concrete or fortified buildings.
Pressing it again detonates the second bomb you placed, and so forth. The Sapper
can detonate bombs from anywhere on the map. He needn’t be within a certain
radius of the bomb.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
TIP
When placing a bomb, make sure you position it so it
will destroy the target. If sand bags or concrete
cover part of the target, place the bomb near the
unprotected side; otherwise, the target may not be
destroyed. If possible, place and detonate bombs for
secondary damage, such as killing a passing patrol.
Wire Cutters
In some missions, you must get past a wire fence. The Sapper can carry
a pair of wire cutters that will get you through. But don’t use them on
an electric fence unless the power is off. Also, the cutters can’t cut
barbed wire.
Tutorial
Although the Sapper usually blows things up, he also can kill silently
using the trap. He begins in the southwest. When Soldier 1 moves
north, run to the wall and place the trap in his path (J). Then move quickly behind
the rock, careful to not be seen by Soldier 2. Soldier 1 will walk into the trap and be
killed. To retrieve the trap, press H and click on it.
Move toward the opening in the wall. When Soldier 3 heads away, sneak
through, and then toward 2. Drop prone and crawl to the east side of the woods to
stay out of view. When 2 heads away, stand (S), and run to place the trap in 2’s
path in the snow. Then run back to your hiding spot and drop prone. Soldier 2 will
see your footprints and come after you, but the trap will stop him. Crawl over and
retrieve the trap, as well as grenades from the crate near the parachute.
CHAPTER 2: THE COMMANDOS 31
T
Figure 2-4. H
The Sapper must kill
all the guards, blow E
up the two mock
buildings, and
destroy the tank. C
O
M
M
A
N
Next, crawl toward Soldier 3. Press E to bring out a grenade and throw it at 3. D
Crouch and hide, because Patrol 4 will hear the explosion and come running. Throw O
another grenade at the patrol to kill them all. Walk near each building and plant
S
explosives by pressing B. Now take out the tank. Crawl toward it and hide by the
large rock in the north. When the tank approaches, get close to its path and throw
a grenade when it’s in range.
Having eliminated the soldiers and tank, all that’s left is to blow the buildings.
Press A to set off the first explosive, and again to detonate the second. During this
training session, you used remote control bombs. In some missions, you’ll have
time bombs that will explode about 10 seconds after you place them. Way to blow
things up!
THE DRIVER
The Driver is probably the least used of all the Commandos. During multiplayer
games, you do not want to be the Driver unless you like watching the others play.
However, when it comes time to use him, it’s usually a lot of fun. He’s the only
Commando who can operate vehicles.
32
Vital Statistics
Name: Sid Perkins
Date of Birth: April 4, 1910
Place of Birth: Brooklyn
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Country: USA
Rank: Soldier
Height: 6 ft. 2 in.
Weight: 183 lbs.
Background
1934–37: Car mechanic by day, thief by night
1937: Leaves for England, fleeing a prison sentence
1938: Sought by American authorities, enlists in the British Army
1938–40: Collaborates with the Foreign Office in testing vehicles and arms stolen
from the enemy
1941: Meets Paddy Maine, who recruits him for the Commandos
Military Record
Tamet Airfield
Together with the Long Range Desert Group (LRDG), after destroying eight Ger-
man fighters with his jeep’s machine gun and with no ammunition left, the Driver
eliminated four more by smashing his vehicle into them. He suffered severe burns.
Oran Beach
Decorated for holding off a company of Italian regulars in a captured German tank,
enabling the extraction of a squad of collaborators.
CHAPTER 2: THE COMMANDOS 33
Additional Info
Mistrustful; relates poorly to teammates
Long criminal career in the USA (car theft, armed robbery, and so on)
Wide knowledge of mechanics; can drive and repair any land vehicle T
During time in the Foreign Office, acquired skill in handling all types of arms H
Loves to gamble and smoke cigars E
Fluent in Spanish
C
Skills and Equipment O
Pistol M
The Sapper, too, carries the Smith and Wesson W9 9mm pistol. M
Machine Gun A
During some missions, the Driver may be assigned a N
machine gun or pick one up from an aerial drop. To pull D
out the machine gun, press M. The cursor will become a
reticle. Click on a target to fire a burst. The machine gun
O
isn’t silent and will attract attention, but a single burst can S
take out an entire patrol. It never runs out of ammunition.
Vehicles
The Driver is the only Commando who
can drive land vehicles. Place the cursor
over an unoccupied vehicle until it
becomes a lever; then click to enter. Vehi-
cles can carry other team members, but
only the Driver can operate them.
To drive, move the cursor to a desti-
nation and click. The vehicle will move to
34
the destination in a straight line. If it encounters an obstacle, it will run into it and
stop. Therefore, you must steer the vehicle by giving it a series of waypoints. Some
vehicles, such as tanks and half-tracks, are armed. The Driver can fire at enemies by
∏-clicking. You also can run over soldiers by driving fast when you hit them. To
drive fast, double-click on the destination.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Gun Positions
The Driver also can take control of unoccupied gun positions, such as machine guns
nests or artillery posts. Place the cursor over the gun until it becomes a lever and then
click to take control. The cursor will become a targeting reticle. Just place it over a
target and click to fire.
Tutorial
The Driver begins in the southwest. Notice that he’s armed only with a pistol. When
Soldier 1 walks away, run out behind him, bring up the pistol (G), and shoot three
times to kill him. Soldier 2 will hear the shots and come to investigate. Right-click
to lower the gun and run behind a rock. When Soldier 2 turns to leave, run out and
shoot him, as well.
One of the soldiers may have shot you. Even though you take no damage in
training, let’s practice using the first aid kit. Press K; the cursor becomes a syringe.
Click on the Driver (or, during the missions, another Commando) to administer
healing.
Next, crawl around the wall toward the air-dropped crate, where you can pick
up a machine gun. Approach Soldier 3 from the south and pull out the machine gun
(M). Soldiers 4 and 5 probably won’t react. If they do, drop prone and let them have
it with the machine gun, as well. Otherwise, walk up behind them and hose them
down with hot lead. With no one guarding the tank, place the cursor over it until it
becomes a hand-and-lever and click to hop in. To drive the tank, click in the direc-
tion you want to move in and establish waypoints. Double-click to drive fast. A fast-
moving vehicle can run over enemy troops and kill them. A slow vehicle will only
push them out of the way. If the vehicle, such as a tank, has a form of armament,
∏-click will fire the weapon—in this case, the machine gun. Drive the tank east,
CHAPTER 2: THE COMMANDOS 35
T
Figure 2-5.
The Driver will use H
firearms for killing E
all the soldiers in
this training session,
because he has no way C
to kill silently.
O
M
M
A
N
D
taking out Patrol 6 with the tank’s machine guns. Finally, steer over to the flag to end
the training session. Good driving! O
S
THE SPY
Although you’ll get the Spy in only nine of your 20 missions, you can use him
more — and definitely need him for those nine. The Spy can wear disguises and walk
among the enemy. He’s also a very serious silent killer.
Vital Statistics
Name: Rene Duchamp, a.k.a. “Spooky”
Date of Birth: November 20, 1911
Place of Birth: Lyons
Country: France
Rank: Soldier
Height: 6 ft. 4 in.
Weight: 179 lbs.
36
Background
1934: Joins French Secret Service
1935–38: Chief of Security at the French Embassy in Berlin
1939: Enlists in the French Army
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Military Record
The Spy has participated in a number of sabotages, and is responsible for destroying
at least three trains, 14 tanks, and more than 30 land vehicles. His information
about the position and movement of the German troops is invaluable to the British
Secret Service.
He infiltrated the Italian Command Center and eliminated the commander of
the Turin Garrison, stole the defensive layout of the Anzio region, and evaded cap-
ture for two days.
Additional Info
Amiable character, great conversationalist
Feels absolute hatred for the Germans
Time in the Secret Service made him expert in communications, infiltration, and
sabotage
Speaks French, German, English, Italian, and Russian fluently
Pistol
The Spy carries a standard-issue Smith and Wesson W9 9mm
pistol.
German Uniform T
The Spy can walk among the enemy only H
when he wears an SS general’s uniform. He E
begins some missions equipped with such a
uniform; in others, he must acquire one from
a clothesline. In those cases, place the cursor C
over the clothesline until it becomes a lever. O
Click and the Spy will walk to the clothesline
M
and don the uniform. He’ll maintain his dis-
guise until he’s spotted killing or carrying a M
body. To put the disguise on again after losing A
it, move out of the enemy’s sight and press U. N
First Aid Kit D
When the Driver is absent from a mission, the Spy fulfills the role of O
medic. He administers first aid when you press K and then click on S
a wounded Commando.
Distract
One of the Spy’s most useful skills is his ability to distract enemy sol-
diers. With his fluent German, he can carry on a conversation and
keep the enemy’s view locked in one direction for as long as you
want. This allows other Commandos to sneak past a guard or kill
enemy soldiers undetected. To distract enemies, approach from the
direction toward which you want them to look and press D to
change the cursor to an officer’s hat. Then click on the enemy you
wish to distract. When distracted soldiers hear gunfire, explosions, or an alarm, they
immediately return to duty.
Carry Bodies
Like the Green Beret, the Spy can carry bodies. This is useful for removing the poi-
soned corpses before enemy soldiers spot them.
38
Tutorial
The Spy begins the session in the west. Watch Soldier 4 as he walks his route. When
he turns and heads away from Soldier 1, pull out the syringe of poison (L) and click
on Soldier 1. He’ll die instantly and silently. Right-click to put the poison away. Press
H to pick up the body; then move it toward the rock. Drop it by right-clicking.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Soldier 2 is your next target. When he reaches the southern limit of his walk and
turns around, run after him and give him a lethal injection, as well. Do the same
with Soldier 3.
Now you must get the German uniform from the clothesline. Wait until Soldier
5 walks west and 6 begins to look west. Place the cursor over the uniform. When the
cursor turns into a lever, double-click to run quickly to the uniform and put it on.
By the time 6 looks at the clothesline, he’ll see a German officer.
Figure 2-6.
The Spy, in his
German officer’s
uniform, can walk
among the enemy
and even talk to
them.
CHAPTER 2: THE COMMANDOS 39
Walk over near the building where Soldier 4 is patrolling. When he turns
around, kill him with the pistol. If he looks at you, you’ll lose your disguise. Press U
to put it on again before the other guards can see you. They’ll come to see what hap-
pened, but they won’t suspect you. After all, you’re one of them. Eventually they’ll
return to their posts. Walk to one of the soldiers and strike up a conversation using T
the Distract command (press D and click on the target). The attention of the sol- H
dier you’re distracting will lock on you. (To have a soldier look in the opposite direc-
tion, approach from behind.) Poison Soldier 5 when he begins walking east. Finally,
E
kill Soldier 6 any way you want and walk to the flag to end the training. Sehr gut!*
C
O
M
M
A
N
D
O
S
Advanced
School
Now that you’re proficient with game basics and skilled at controlling your Com-
mandos, it’s time to discuss strategy and tactics. Strategy is the overall plan for com-
pleting a mission—determining what you must do to achieve the objective. Tactics
C O M M A N D O S : P R I M A’ S O F F I C I A L S T R AT E G Y G U I D E
are the steps your Commandos take to accomplish the goals, such as how you’ll kill
a certain soldier or how you’ll sneak into an enemy base. You must first form a strat-
egy for a mission, and then choose tactics for making the strategy a success.
TIP
Because the missions are timed for points, it’s a
good idea to save the mission right at the start.
Determine your strategy. Then, when you’re ready,
restart the mission at the beginning. The time you
take working on your strategy won’t accrue to your
mission time.
FORMING A STRATEGY
A
D
V
A
N
C
Figure 3-1. E
Printing a copy of the
mission map makes D
planning strategy
easier. Mark the
locations and routes of S
the enemy soldiers C
using colored pens.
H
O
O
L
44
TIP
In COMMANDOS it’s a good idea to print out a copy of
the mission map, locate all the enemy soldiers on it,
and mark their locations and routes (if moving).
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
or you lose your luggage, you must change your plans accordingly, so you can still
reach your destination and do what you planned when you get there.
Objective
The most important part of planning a strategy is determining your objectives.
Many a battle has been lost by a failure to identify quantifiable objectives. In all of
your missions, you will receive your objective during the pre-mission briefing. Look
over the written orders during the game. Sometimes further objectives show up after
the briefing. For example, your mission may be to assassinate a German general offi-
cer. However, by the time you begin the mission, Command also may have ordered
you to destroy enemy headquarters while you’re in the area. Always check your
objectives both before and during a mission. Just think of how frustrating it would
be to complete a mission, with all the hard work that entails, only to realize you can’t
go on to the next mission because you failed to achieve an objective left unmen-
tioned during the pre-mission briefing!
Zoom out the map and locate your objectives. Take time to look over the oppo-
sition. In the first mission, your objective is to blow up the relay station. You’ll see
that water separates your Commandos from the objective. Keeping all this in mind,
go on to the next stage of planning.
CHAPTER 3: ADVANCED SCHOOL 45
Figure 3-2.
Check the map. Check
your printed orders
during the mission, A
as well. Objectives
may have been added D
since the pre- V
mission briefing.
You might also find A
a few hints on how to N
succeed.
C
E
D
S
C
Phases
H
After determining your objectives, you must form a plan for achieving them. First,
decide how you can accomplish the objective. Many missions require you to destroy O
a building or installation. How will it be destroyed? What equipment will you use? O
Do you have the equipment you need? If not, how can you get it? In the Mission 1 L
example, none of your men carry explosives, so they must find another way to blow
up the relay station. As you look around, you notice several explosive barrels on the
island with the target. The Green Beret can move these next to the relay station and
shoot them to destroy it.
You must determine what steps to take in order to achieve your objective. How
will your men reach the objective area? What paths or transportation will they use?
This is the first, “maneuver,” phase.
Next, if they need additional equipment, locate it and determine how you’ll
acquire it. For instance, if you need explosives, are they available to steal from the
enemy? Or have your allies dropped supplies by parachute somewhere on
the map?
46
The third phase is taking care of business once you reach the objective. Once
you accomplish that, you must get your men to safety. Escape is the final phase.
In the Mission 1 example, we solved the equipment problem: the Commandos
will use the barrels on the relay station island. This tells you you must get the Green
Beret, the only one who can lift barrels, to the northern island. However, he’s sepa-
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
rated from the objective by water. There’s a boat on the island with the Marine. The
boat is the equipment necessary to transport the Green Beret to the objective island.
Then, as part of your planning, you must figure out how to get the Green Beret and
boat together. The Marine must kill all the soldiers on his island to get to the boat;
the Green Beret, with the help of the Driver, must eliminate all soldiers on their
island so they can get to the dock. Then you must row all Commandos across the
water. For the Green Beret to move the barrels safely, you must deal with the enemy
guards. With the coast clear, you can destroy the rely station. For this mission, you
don’t need an escape, so you can skip this phase.
Figure 3-3.
When your
Commandos begin a
mission lacking
some vital
equipment, they
must get it from
air drops or steal
it from the enemy.
CHAPTER 3: ADVANCED SCHOOL 47
A
D
V
A
N
C
E
D
Figure 3-4.
Mission 1 breaks down
into three phases. S
C
H
O
O
L
48
TIP
For some missions, it’s easier to plan your strategy
in reverse. For example, find a way of escape, and
then figure out how to get there from the objective.
Continue backward from the objective to the equip-
ment, and then from the equipment to the Comman-
dos’ start position. As you’re setting up your route,
look and see what opposition you’ll face along the
way and try to find the path of least resistance.
Implementation
Now that you’ve divided your mission into phases, it’s time to implement them. This
is where you put your strategy into practice, using tactics to complete each phase.
Flexibility
In war, a plan rarely survives the first shot intact. Therefore, it behooves a good com-
mander to be flexible. If you can’t complete one of your phases for some reason,
modify your strategy to reach its goal. No matter how good your initial strategy,
you’ll probably have to make minor adjustments to factors you hadn’t considered
would begin causing problems.
CHAPTER 3: ADVANCED SCHOOL 49
Tactics fit under the “implementation” strategy area. A phase may call for you to
clear an area of enemy soldiers; you’ll use tactics during the mission to carry out the
orders for the phase.
In a way, COMMANDOS is like a puzzle game: you must determine an order
in which to eliminate enemies. These “kill orders” make up a big part of tactics. You A
also can break tactics down into parts. You’ll use all of this to achieve your goals for D
a phase. Completed phases in turn lead to a successful mission, and advancement to
the next mission. Now let’s take a look at some good tactics to learn and use.
V
A
Patience N
Although you receive points for completing a mission quickly, COMMANDOS does C
not reward rushing into things. At the start of each phase, study the enemies in the E
area. Observe not only their locations and patrol routes, but also what they can see. D
In many missions, enemies are positioned to keep an eye on one another. Watch
their actions to find the weak link in their defense, such as which soldier you can kill
first; this allows you to kill a second soldier, and so on. If time is a concern, save the S
C
H
O
O
L
Figure 3-5.
Check out what enemy
soldiers can and can’t see
before rushing in to kill.
50
mission at the beginning of a phase. Then, after studying the enemy, restart the mis-
sion at your save and continue, with no penalty for your planning time.
The other reason patience is important is timing. Many times you must wait to
kill a soldier until another soldier or soldiers look or walk away from you. When
multiple soldiers are involved, you may have to wait for them to make several rounds
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
before all enemies are looking away from your target at the same time.
Stealth
You command a team of two to six men, not an armored division. Therefore, your
team can’t go barreling in with guns blazing. Stealth and surprise are your greatest
allies. If you think there are a lot of enemy soldiers, just wait until an alarm sounds
and reinforcements pour out of the barracks. The key to success is to stay hidden,
out of sight, and operate silently. As we pointed out in Chapter 1, your enemies can
not only see, but can hear and yell out warnings and alarms, as well. You want to
Figure 3-6.
The Sapper’s trap
kills silently.
However, you must
position it so
other enemy
soldiers won’t see
the body.
CHAPTER 3: ADVANCED SCHOOL 51
move across the map unobserved. Many times, enemy soldiers present obstacles to
your movement. Then you must kill them unnoticed before you can continue.
Killing silently isn’t always enough. A dead soldier is a dead body: if other enemy
soldiers see it, they’ll come to investigate and may catch you. They may also sound
an alarm and ruin your advantage of surprise. If there are other soldiers in the area,
you must either kill enemies where their bodies will fall unseen or physically hide
the bodies afterward. Because only the Green Beret and the Spy can move bodies,
the other Commandos must kill with care.
A
D
Killing the Enemy V
No matter how carefully you crawl around the map, you’ll have to kill enemy sol- A
diers to reach your objectives. This is war, and war isn’t pretty. However, you’re seri- N
ously — and literally — outgunned. A shooting match easily can leave your men the C
losers. Enemy rifles and machine guns can kill a lot quicker than your pistol.
Besides, gunfire makes noise, alerting other enemy soldiers to your presence, and E
before long you’ll be outgunned and outnumbered. Therefore, kill silently. Don’t D
let the target know what’s happening until it’s too late. Not every Commando can
kill silently: only a few weapons are quiet. These include the knife, trap, speargun,
S
C
H
O
O
L
Figure 3-7.
The Green Beret is an
expert at killing
silently with the knife.
He also can move the body
out of sight afterward.
52
precision rifle, and syringe of poison. Silence is supreme, and these will become
your weapons of choice.
However, there are times when you must use a noisy weapon, such as a pistol,
machine gun, or grenades. Doing so is fine if no one except the target will hear, or
if you’re prepared for the enemy to come looking. You can kill soldiers as a result of
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
another action, as well. For example, if you plant explosives near an objective, try to
position them and time the explosion to kill a passing patrol or soldier. You also may
want to use the sound to cause a reaction.
Deception
Deception is a great tool for getting out of tight spots. There are two main ways to
deceive the enemy. The first is to distract their attention. The Spy can do this when
he wears the German officer’s uniform. Using the Distract command, he walks up
Figure 3-8.
The Spy, once in
uniform, can
distract an entire
enemy patrol with
his great
conversational
ability and fluent
German.
CHAPTER 3: ADVANCED SCHOOL 53
to an enemy soldier or patrol and addresses them, focusing their attention in one
direction. The Green Beret’s decoy can do the same. The Spy can distract until
something else, such as a gunshot or alarm, attracts the enemy’s attention, but the
decoy works for only a limited time. After the enemy loses interest in it, they’ll usu-
ally sound an alarm instead of just walking back to their post. Distraction allows
other Commandos to sneak past the enemy or perform other actions unseen by the
distracted party.
Another form of deception is luring soldiers away from their posts to kill them
A
out of sight of other enemies. The decoy is good for this, as are footprints in snow D
or sand. When the enemy sees footprints, they go to investigate and either walk into V
the Sapper’s trap or into an ambush. If neither sand nor snow are present, you can A
have a Commando briefly move into an enemy’s field of view. Leaving a soldier’s
body where he died or moving the body into an enemy’s view also works. N
The Green Beret is the master of deception. Not only does he use the decoy C
effectively, but he also can dig himself into sand or snow to hide from the enemy. E
The Spy also is skilled at camouflage, but in a different way: his fluency in foreign
languages and his stolen uniform allow him to walk among the enemy unnoticed.
D
S
C
H
O
O
L
Figure 3-9.
The Green Beret
leaves footprints
in the snow to lure
a soldier around
the corner.
54
Teamwork
I often refer to your group of Commandos as a team. This is not a hastily chosen
term. Your Commandos, with their individually unique skills and abilities, must
work together as a team to carry out their missions. In our example from Mission 1,
all three Commandos must work together. Only the Green Beret can lift the barrels
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
and carry them to the relay station. But he can’t cross the water alone. The Marine
must provide a boat and row him to the island.
Often two Commandos must work together to kill a single soldier. For exam-
ple, the Spy may distract a soldier while the Green Beret sneaks up to knife the
unsuspecting enemy. The Green Beret also can use his decoy to lure an enemy sol-
dier into a trap the Sapper sets. Notice that there are no missions with only one
Commando. This is because each mission requires skills and abilities not available in
a single man. During multiplayer games, there are no missions pitting one player
against another. Instead, players must work together and communicate to complete
each mission.
CHAPTER 4
The Norwegian
Campaign
You must complete each of COMMANDOS’ 20 linked missions before you can
move on to the next. And “complete” means not only achieving your objective, but
also keeping all your Commandos alive. If just one dies, you fail and must play the
C O M M A N D O S : P R I M A’ S O F F I C I A L S T R AT E G Y G U I D E
mission again.
In this chapter we provide strategy and tactics for completing the first seven mis-
sions—the Norwegian Campaign. Chapters 5 and 6 cover North African and Euro-
pean campaigns, respectively. The walkthrough format makes it easy for you to play
with the book open nearby, and we go through each mission in steps, or “phases.”
Often in COMMANDOS you must perform tasks in sequence to reach an objective.
And often you must finish one phase before moving to the next. Because some mis-
sions have many phases, it’s a good idea to save your game as you complete each phase
so you won’t have to return to the mission’s start if one of your Commandos dies.
Norway was one of the first areas where the newly formed Commandos were
tested successfully. Most missions in the Norwegian campaign feature snow, and so
your Commandos will leave footprints wherever they walk. If German guards spot
these, they may follow. This can be a bad thing, but you can also use it to your
advantage, luring enemies into traps and ambushes. The Green Beret can dig into
and hide himself in the snow. A good commander will use this knowledge to give his
or her Commandos an edge.
TIP
Most missions have several phases. Remember to save
your game after completing each phase. That way, if
a Commando dies, you need return only to the
beginning of the phase, not the mission.
CHAPTER 4: THE NORWEGIAN CAMPAIGN 57
Figure 4-1.
Baptism of Fire
CHAPTER 4: THE NORWEGIAN CAMPAIGN 59
Figure 4-2.
The Marine must kill all
three guards.
N
O
R
W
A
Y
facing away from the action as long as you keep things quiet. Dispatch him with
the speargun or knife, as well, and the boat is yours. Instead of boarding it and row-
ing, deflate it and store it in your pack by pressing H and selecting the boat.
Next, send the Marine to the north-central map area. There he’ll find a couple
of soldiers on patrol. Go for Soldier 4 first by swimming to a point west of his patrol
and popping up, when he turns around, to take him out with the speargun. Then
turn around and do the same for Soldier 5.
Finally, have the Marine swim to the southern island, to a point near the dock.
For now, just keep him in the water. Save your game here.
Figure 4-3.
The Green Beret
and Driver must
kill all four
soldiers on this
island.
by moving the cursor onto it (the cursor becomes a pick). Descend the other side of
the wall and run to the north side of the building to conceal the Green Beret from
patrolling guards. Again, wait until they come close to the building and turn. Quick-
ly run to Soldier 7, kill him with the knife, pick up the body by pressing H, and carry
it behind the building, where you can dump it out of sight with a right-click.
Now you must take out the remaining two soldiers. You could do it by sending
the Green Beret with the Marine to gun them down, but that can be risky. So try
something clever: By now you’re used to waiting for the guards to head south. When
they do again, send the Green Beret out along the road, drop off the decoy, and then
run back behind the building. As the enemy comes near the decoy, activate it. The
two soldiers will walk over to the device and stare at it for a while.
Remember the Driver? It’s time for some action on his part: Order him to climb
into the truck. He’ll start it automatically. Next, get the truck moving at high speed
by double-clicking on the far side of the enemy. When the truck hits them, it kills
both guards instantly. If you single-click, the truck will move slowly and won’t kill
CHAPTER 4: THE NORWEGIAN CAMPAIGN 61
Figure 4-4.
The Driver runs over the
unsuspecting guards with
the truck while the decoy
distracts them. N
O
R
W
A
Y
the Germans. Instead, they’ll turn and shoot at the Driver, often killing him—and
losing the mission for you.
Now that the area is secure, the Driver can climb out of the truck and head to
the dock with the Green Beret. The Marine should surface and inflate the boat.
When everybody’s aboard, select the Marine (he’s the only one who can row the
boat) and head north.
Figure 4-5.
The northern island
contains several
guards and a
machine-gun nest.
Figure 4-6.
The Driver
commandeers the
machine gun and
pours hot lead
into the
distracted patrol.
CHAPTER 4: THE NORWEGIAN CAMPAIGN 63
enemy soldier with the speargun, the Driver can fire the machine gun at the mes-
merized German patrol.
Now that all the Germans are dead, the Green Beret must move a fuel barrel next
to the relay station. Shoot at it with your choice of weapon to complete the mission.
Figure 4-7.
A Quiet Blow-Up
64
Mission Summary
Objective: Blow up the fuel depot within the walled camp.
Team: Green Beret, Sniper, Marine, Sapper, Driver
This mission is a little tougher than the first. Remember, secrecy is the key. If a guard
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
sounds the alarm, you’ll have an extremely difficult time achieving your objective.
The Commandos begin in the map’s southwest corner. They must clear this area first
and then make their way across the river. Beware! An enemy patrol boat motors up
and down the river with a dual machine-gun mount that will seriously damage any
Commando caught in its sights. Once across, you must make your way into the
camp, plant the explosives near the fuel depot, and then make your escape in a com-
mandeered truck.
Figure 4-8.
You must eliminate
the three guards in
the west before you
can cross the river.
CHAPTER 4: THE NORWEGIAN CAMPAIGN 65
so use caution. If they discover your men, they’ll raise an alarm at the walled camp,
so you may use your firearms if necessary.
Rather than just blast away the three soldiers, use this opportunity to fine-tune
skills you’ll need in later missions. All your Commandos begin near the southern-
most building. The fence provides cover. Send the Green Beret and the Sapper to a
point near the western opening in the fence. As Soldier 1 walks toward the river,
send the Sapper to place the mantrap near the corner of the other building and hide
around the corner. The enemy soldier will spot the Sapper’s footprints in the snow
and run to investigate. If the trap is in the correct position, the German will walk
right into it and die. Then the Green Beret must rush in, grab the body, and hide it N
behind the fence before the other two enemy soldiers discover it. If, for some reason, O
the enemy misses the trap and discovers the Sapper, the Green Beret must act quick-
ly and knife the enemy soldier as he trains his rifle on the Sapper. R
Now to take out Soldier 2: The Sapper will need the trap again, so he must pick W
up the sprung trap and return to his hiding place. Observe Soldier 2’s path. When A
he moves around the corner, place the trap in his path so Soldier 3 won’t notice the
body after the trap springs. After eliminating Soldier 2, recover the trap and move
Y
the Sapper back with the other Commandos.
Only one enemy soldier left. For this one you have a couple of options. Send the
Green Beret out to knife Soldier 3 when he turns and walks away, and then carry the
Figure 4-9.
After the Sapper
places the trap, he
runs behind the
building. When the
soldier sees the
footprints, he’ll
come running—
right into the
trap.
66
Figure 4-10.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
body back behind the fence. Or use the Marine: Move him out a bit past the east-
ern opening in the fence so he leaves some footprints in the snow. Then run him
back behind the fence. When the soldier sees the prints, he’ll come running. As he
moves through the opening, take him out with the speargun.
Figure 4-11.
This phase is easy.
The key is to stay
out of sight.
N
O
R
W
A
Y
Now you’re ready to cross the river. If the patrol boat hasn’t come by lately, wait
until it passes. Then move the Marine to the water’s edge and inflate the raft. Row
two Commandos across and go back for the other two. When everyone’s on the
opposite bank, deflate the raft (so the patrol boat won’t spot it) and order all your
men to lie prone behind the rock near the ladder where Soldier 5 died.
The ladder is your ticket into the camp, but the enemy’s left it in the up posi-
tion. The Green Beret can scale walls, however. Have him climb to the top, and then
lower the ladder by clicking on it. Rush all your team members up the ladder and
into the camp. Hide near the truck.
NOTE
Don’t worry about the two machine-gun nests
along the camp’s northern walls. They face
out, and can’t fire into the camp. Avoid the
temptation to take them out with your Sniper.
Patrols outside camp will discover the
gunners’ dead bodies and sound the alarm.
68
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Figure 4-12.
The Sniper takes out
the guard on the
camp wall from
across the river.
TIP
Prepare your escape route before you place any
explosives: the timers give you only 10 seconds.
Also, watch the patrol along the eastern map edge.
Don’t start placing explosives until they’re
halfway along their northern march. When the
explosives go off, they should be as far from the
road as possible.
CHAPTER 4: THE NORWEGIAN CAMPAIGN 69
Figure 4-13.
Your men need to take
out only two guards in
this phase, unless an
alarm sounds. Take
care where you place N
the explosives.
O
R
W
A
Y
easier. Now load all the Commandos, except the Sapper, aboard the truck. The Dri-
ver should move the truck to a position near the gate, but still within the camp walls.
When all is ready, send the Sapper to place the first explosive near the fuel depot.
Set the second explosive near the camp wall’s east corner. A guard barracks lies on the
other side. The explosive will blast through the wall and destroy the barracks and the
reinforcements within. Finally, get your Sapper onto the truck. Don’t dawdle or the
explosives will go off and take out the truck and all your Commandos. Once the Sap-
per is aboard, get the truck rolling. Double-click on your destination at the end of the
road to order your Driver to drive fast. If all goes according to plan, you should be
halfway down the road on your way to safety when the first explosion goes off.
TIP
Keep the truck moving right off the map. If
you stop, the patrol along the eastern map
edge will open fire and could kill all your
Commandos before they can get away.
70
tion army and force Hitler to send troops to the zone, diverting them from the
Mediterranean scenario. These incursions must meet minimum materiel needs and
achieve maximum results.
This operation’s objective is to demolish the large dam at Sysendam, near the
Sima hydroelectric plant, in Eidfjord. This will take out several bridges and knock
out electrical power to the whole area.
Mission Summary
Objective: Blow up the large dam.
Team: Green Beret, Marine, Sapper, Spy
Your team of four Commandos begins in the map’s northeast corner. Your objective
is straightforward, but achieving it is a little more complex. You must acquire explo-
sives from a power station bounded by an electric fence, so you must find a German
uniform for your Spy. You’ll find one in the German camp on the east side of the
river. After you destroy the dam, a truck will pick up your men east of the dam site.
Figure 4-15.
In this phase,
your men must
kill six enemy
soldiers on
the way to the
river.
72
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Figure 4-16.
Place the decoy and
trap carefully for
maximum effect.
over the river, this is an easy kill. Send the Marine down to take him out with either
knife or speargun. Phase complete.
Figure 4-17.
Several enemy
soldiers guard the
uniform, located in
the camp. N
O
R
W
A
Y
Return to the water, swim downstream to the other side of the rolls of cable, jump
out, and run along the wall to knife Soldier 12. Follow the wall and knife 13. If
you’ve avoided setting off an alarm, there’s only one more German left. Soldier 14 is
looking out over the river, so sneak up behind him and take him out.
Figure 4-18.
The Spy finds a German
uniform on the clothesline
and puts it on.
74
Because the Marine can’t pick up the uniform, he’ll have to swim upstream to
meet the Spy by the river’s edge. Inflate the boat and row the Spy to the camp. Send
the Spy to the clothesline, put on the uniform, and then row him back to the north
coast. Drop off the Spy and pick up the Green Beret and Sapper. Row them back to
the camp where you picked up the uniform and hide them in a building.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Figure 4-19.
The power station
is full of soldiers.
Be careful: if the
alarm sounds, even
more will appear.
CHAPTER 4: THE NORWEGIAN CAMPAIGN 75
end of his patrol. Swim back to pick up the Green Beret and Sapper and row them
across the river to a position near where you killed Soldier 15.
With the exterior guards dispatched, end the Spy’s conversation and walk behind
17. Use the poison to keep Soldier 17 quiet—permanently. After the boat reaches
shore, the Sapper must jump out and use the wire cutters to make an entrance in the
fence. Then rush all the Commandos to hide behind the building near 18. Send the
Spy to distract 18 while the Green Beret sneaks up behind and cuts his throat. The
Green Beret must carry the body back behind the building so the other guards won’t
spot it. Now the Spy must go distract Soldier 23, near the main gate. Keep him look-
ing at the gate so the Green Beret can knife 19 and dump the body behind the build- N
ing. Now the Sapper can run and grab the first set of explosives. O
Move the Sapper, Green Beret, and Marine along the bottom of the map toward
the fence, and then up along the fence to hide behind the building near soldiers 20 R
and 21. Send the Spy to distract Soldier 22 while the Green Beret knifes 20 and 21 W
and hides their bodies behind the building. Now the Sapper can grab the second A
explosive and head back to the boat, along with the Marine.
You have both explosives now, but you still must clear out the remaining power
Y
station guards. Send the Spy back to talk to Soldier 23 while the Green Beret silent-
ly kills 22. Next, the Spy must distract Soldier 26. Keep an eye on 27: when he’s not
looking, the Green Beret can run in, kill Soldier 24, and remove the body. Repeat
for 25.
Figure 4-20.
The Spy
distracts enemy
soldiers while
the Green Beret
sneaks around
killing them.
76
Warning
A patrol of four soldiers walks around the
northwest map area. Keep an eye on them
when killing guards near the front gate,
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Now send the Spy to distract the patrol in the northwest part of the map. Keep
the guards facing away from the main gate while the Green Beret kills soldiers 26
and 27. Conceal their bodies and head down to the boat, where the Marine and Sap-
per are waiting.
Figure 4-21.
The Sapper places
the explosive next
to the bunker
guarding the dam.
N
O
R
W
A
Y
Mission Summary
Objective: Blow up the German headquarters building.
Team: Green Beret, Sniper, Marine, Sapper, Driver
And you thought the last mission had a lot of enemy troops! More than 50 enemy
soldiers, not counting reinforcements, stand ready to stop you in this mission. Your
78
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
team of five Commandos begins in the southwest map corner. You must first clear
out the western area before crossing the railroad bridge over the fjord. Capturing the
tank, if you can do it, will make your job much easier.
Once across the bridge, you must get to the supplies that were air-dropped in
the woods to the northeast. With these supplies, you’ll be ready to approach the
headquarters behind the double walls. After you destroy it, all your Commandos
must make it to the patrol boat at the dock, which will take them to safety.
Figure 4-23.
You must kill 11
individual soldiers
and a patrol to
capture the tank.
After that, this N
phase is a breeze.
O
R
W
A
Y
The Green Beret will be the main man for the first part of this phase, and he’ll
do a lot of crawling. Three soldiers patrol the area immediately east of your start
position. The Green Beret must crawl toward the building carefully—approaching
from the west and out of Soldier 1’s line of vision. When Soldier 3 begins walking
east, take Soldier 1 out with the knife and move the body to the west side of the
building, out of sight. Wait for Soldier 3 to finish his round and, when he turns away
again, run up and knife Soldier 2, and then 3, quickly, the same way. Crawl back to
where Soldier 1 stood and watch Soldier 4. You must kill him with the knife, as well,
and remove the body. Use caution, however. Patrol 7 walks in a figure eight and at
times has a good view of this area. Wait until they pass by before making your move.
TIP
The Sapper has only three grenades. You can
use two during this phase, but save the third
for the final phase.
80
Figure 4-24.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Continue, dispatching soldiers 5 and 6 the same way and moving their bodies
behind the rock near where 6 stood.
By now the Green Beret’s knife may need sharpening (and cleaning!). Keep him
behind the rock with the bodies and have the Sapper crawl to this location. No,
you’re not going to have him set his trap. Instead, wait for Patrol 7 to come around.
Lob a grenade at them (where you see the ‘7’ on the map) to take out all three sol-
diers quickly. Other guards will hear the explosion and come to investigate. Don’t
worry, it’s all part of the plan.
Soldiers 8, 9, and 10 should all leave their posts. When they walk close togeth-
er, throw a second grenade in their midst. If you get only two with the grenade, that’s
fine. Take out the third with a pistol. Now the Green Beret can head east to take out
soldiers 11, 12, and 13 silently. It’s time to bring the Driver forward—but you
might as well bring along the Marine and Sniper.
The Driver is the only team member who can drive the tank. To fire the tank’s
machine guns, control-click with the mouse. Drive toward Soldier 14 to kill him and
CHAPTER 4: THE NORWEGIAN CAMPAIGN 81
Figure 4-25.
Use the tank to clear
out the rest of the
enemy in Phase 1’s
area of operations. N
O
R
W
A
Y
15. Then move along the barbed-wire barrier, taking out soldiers 16 through 18 and
Patrol 19. With the west side of the fjord clear, you’re ready for Phase 2.
TIP
The Marine should dump the boat before
moving. You won’t need it and it will only
slow this Commando down.
82
Figure 4-26.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Figure 4-27.
Kill four more soldiers
to clear the southeast
section of the map.
CHAPTER 4: THE NORWEGIAN CAMPAIGN 83
It’s time to move your team across the fjord. Have your Commandos gather near
the opening in the barbed wire. Wait for the train to barrel over the bridge before
quickly running your men across. If you hear the train coming, the ladder on the
right-hand side of the bridge will keep a Commando from getting run over. (If you
get caught on the tracks, your mission will come to a quick and unpleasant end.)
Move the Commandos to a position south of the grove of trees near the body of Sol-
dier 20 and his compatriots. Go prone. The Sniper must crawl to where he can take
out the machine-gun nest (27) with the precision rifle. Then return him to the
group. Next, the Green Beret must crawl southeast along the fjord to a point west
of Soldier 28. Hide behind the rubble until he turns around; then knife him and sol- N
diers 29 and 30. O
Have the Green Beret crawl behind the building near the railroad crossing and
wait. Make sure Patrol 33 is going away from the area and Soldier 32 is marching R
toward the eastern map edge before running to 31 and knifing him. Carry the body W
behind the grove of trees and quickly use the shovel to hide your Green Beret in the A
snow. Soldier 32 will come looking for you. When his back is turned, pop up out of
the snow and take him out with the pistol.
Y
Figure 4-28.
You need
eliminate only
five more
soldiers and a
patrol to
complete Phase 2.
84
TIP
In Phase 3, you’ll need a truck. From time to time
one comes down the road and stops at the shack near
the railroad crossing, where the driver gets out.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
The coast is clear, so move the Sapper, Sniper, and Driver to where the Green
Beret is waiting. Keep watch for Patrol 33. When it passes by and heads toward the
air-dropped supplies, the three Commandos should follow. When they reach the
supplies, the Driver must grab the machine gun quickly and run after the patrol. A
quick burst takes out all three without alarming anyone. Now make sure the Sapper
grabs the explosives and the Sniper the extra ammunition. The Sniper must carry
this ammo along the railroad tracks toward the bridge. However, instead of crossing
it, crawl toward the wall of the compound. Quickly take out soldiers 34 through 36
with the precision rifle to complete the phase.
Figure 4-29.
Phase 3 is easier than
it seems. The trickiest
part is getting the
truck into the right
position. N
O
R
W
A
Y
grenade at the truck. When it blows up, the flaming wreck will seal the interior gate
and prevent reinforcements from getting into the main yard of the headquarters.
When the truck blows, soldiers 38 through 41 may come to investigate. The
Driver should have no trouble taking them out with the machine gun. Move the
Sniper along the wall toward Soldier 42 and drop him with the precision rifle; then
take out the machine-gun nest (43). Mop up any remaining soldiers, including 44
by the boat, using the Driver’s machine gun. Once it’s clear, begin moving your team
toward the patrol boat while the Sapper places explosives on the headquarters steps.
Then get the Sapper to the patrol boat. Within 10 seconds, the mission objective
will be in ruins. When all Commandos are on the patrol boat, it launches and car-
ries your men to safety.
Your mission is to destroy a radar station near Herdla airfield. This will blind
coastal defenses and give the occupation army a good reason to worry.
Mission Summary
Objective: Blow up the radar station in the mountaintop base.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Figure 4-31.
You must clear the
town to gain access
to the cable car.
88
the snow. Soldier 5 will come to investigate. When his back is turned, pop up and
kill him with the knife. Now you can go after Soldier 6. Soldier 7 is next. His path
takes him around the corner of a building. Take him out as far west as possible so
no one will see.
Now the Green Beret must crawl south to the tree line, and then to the build-
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
ing near the telephone. Hide him in the building as you prepare for the next step.
Move the Spy to a position near the grove of trees north of Soldier 8. Then press
# to split the screen. Center the left side on the telephone near the Green Beret
and the right on the phone near Soldier 8. When the patrol along the south map
edge heads east, move the Green Beret out of the building and over to the telephone.
He must wait until Patrol 19 begins walking toward Soldier 8 before calling. As soon
as Soldier 8 heads for the phone, the Spy must run as fast as possible, grab the uni-
form, and put it on. Now the Green Beret can hang up and return to the safety of
the building. Soldier 8 will return to his post. This allows the Spy to move behind
him. When Patrol 19 heads southeast, use the lethal injection on Soldier 8 and carry
his body behind the crates, out of the patrol’s view.
Figure 4-32.
Split the screen
to monitor both
telephones.
CHAPTER 4: THE NORWEGIAN CAMPAIGN 89
Figure 4-33.
You must eliminate all three
guards around the cable car.
N
O
R
W
A
Y
In the uniform, the Spy can walk all over the camp without arousing suspicion.
Move toward Soldier 10 and distract him so he faces north. This permits the Green
Beret to sneak up on Soldier 9 and knife him. Move the body behind the building
to the south. Repeat with Soldier 10.
The Spy must distract Soldier 12 while the Green Beret kills Soldier 11. Then
the Spy must distract Soldier 13 so the Green Beret can knife Soldier 12. Finally, the
Spy can give Soldier 13 a lethal injection. To prepare for the next phase, the Green
Beret should hide himself in the snow near where Soldier 11 was killed. The Spy can
hop aboard the cable car and ride to the mountaintop.
Figure 4-34.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
The mountaintop
base isn’t heavily
guarded, but an
alarm will bring
several more
soldiers out of
the barracks.
As the cable car moves, split the screen again. Keep the right side on Patrol 19
and the left on the cable car at the bottom of its line. When Patrol 19 heads toward
the mountain, rush the Green Beret into the cable car and move it back up to the
top. Patrol 19 can see the Green Beret at the top station, so act quickly: The Spy
must run up to Patrol 18 and distract them so the Green Beret can crawl over near
the explosive barrels and hide himself in the snow. The Spy must continue distract-
ing the patrol until the Green Beret’s footprints disappear.
The next part is tricky, so save your game here.
The Spy must walk over to Soldier 17. Wait until Patrol 18 reaches the north-
ernmost point of its route and turns south. Quickly poison 17 and then run down
to distract Patrol 18. Keep them south of the barrels, looking south. This allows the
Green Beret to pop up and move the barrels around unnoticed. Place one barrel a
little closer to the front of the barracks and another barrel next to the radar dish.
Place the third barrel anywhere you wish. After he positions all the barrels, move the
Green Beret north and dig him into the snow a little south of the autogyro.
CHAPTER 4: THE NORWEGIAN CAMPAIGN 91
Figure 4-35.
The Spy distracts the
patrol while the Green
Beret moves the
explosive barrels
around the base. N
O
R
W
A
Y
NOTE
To give the Green Beret a real workout, or if the Spy
doesn’t feel like taking another cable car ride, the Green
Beret can use his muscles to scale the mountainside. The
base of the mountain is mined in some areas, so move
cautiously. Wait until the southern patrol heads east and
run after them, careful to stay in their footprints. Before
they reach the place where they turn around, dig the Green
Beret into the snow to hide. Continue paying close
attention to the patrol. At the point where they end their
eastward march, they make a wide turn. A mine lies within
that arc. By the time they pass over the hidden Green
Beret, their footprints probably will have disappeared, so
you must remember where they walked and follow their
path. Also, make sure the Spy has eliminated Soldier 16
before you begin your climb, or the Green Beret won’t have
a lot of fun at the top. The Spy also must distract Patrol
18 until the Green Beret can find a hiding spot at the top.
92
Now the Spy can end his conversation with the patrol and stand so he can shoot
the pistol at the barrel next to the barracks. Don’t bring up the gun until he’s ready
to fire. If you wait until the patrol is next to the barrel before firing, you can take
them out at the same time. Put the gun away immediately after firing in case rein-
forcements make it out of the barracks. Kill those who do by shooting barrels as they
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
pass by. Be sure to shoot the barrel next to the radar dish. Then get both Comman-
dos to the autogyro, which flies them to safety.
Mission Summary
Objective: Destroy the Leopold cannon.
Team: Green Beret, Sniper, Sapper
Your three-Commando team begins in the northwest. Because of the map’s size and
enemy’s numbers (this mission is crawling with Germans), the mission has five phas-
es. First, you must enter the compound through the bombed-out structure near your
starting position. Once inside, you must make your way through the German base
to the Leopold cannon. However, before blowing it up, you should clear an avenue
of escape. German headquarters lie south of the cannon. Avoid it, and the soldiers
near it, or an alarm will sound and ruin the mission. Until you destroy the cannon,
you don’t want the enemy to know you’re there.
CHAPTER 4: THE NORWEGIAN CAMPAIGN 93
N
O
R
W
A
Figure 4-36. Menace of the Leopold Y
Figure 4-37.
Your team enters the
German base through
this building filled
with enemy soldiers.
and 10 will come to investigate, allowing you to take them both out while their
backs are turned.
Figure 4-38.
There aren’t many
enemies to kill in this
phase, but you must
cross a lot of open
ground and deal with N
an armed half-track.
O
R
W
A
Y
However, soldiers from the inner compound, usually 14 and 15, come to look. Take
control of your Sniper and bring up the scope on the precision rifle. Wait until both
guards cross the road and then take them out. You’ve just made Phase 3 a little eas-
ier. If more guards come to investigate, you can take out one more, but you must
save two bullets for later in the mission.
Figure 4-39.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Figure 4-40.
Before you blow up
the Leopold cannon,
make sure you can
escape. N
O
R
W
A
Y
Figure 4-41.
You must clear one
more building before
the fireworks start.
With the decoy in place, the Green Beret can crawl over to the ladder leading
into the structure. But before climbing it, watch Soldier 29. At times he can see the
platform, so you must time it just right. Once you’re up the ladder, crawl to the
right side of the platform. When Soldier 27 walks away, move quickly to the
98
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Figure 4-42.
Place the decoy
near the turret to
distract soldiers
28 and 29.
southeast corner. Then, while 29 looks away, move northeast to hide behind the
wall. Now activate the decoy. Wait until both 28 and 29 look away to sneak up on
27 and knife him. Take out 28 and 29 in quick succession before they lose interest
in the decoy. Now the Green Beret can shut it off before it drives you crazy. Descend
the ladder and run to the machine gun (30) and take it out. Move the Green Beret
and Sniper to a position on the railroad tracks east of the machine gun. Staying near
the machine gun may get your Commandos run over by their ride out of here.
It’s time: have the Sapper place the last explosive next to the Leopold cannon
and then run to join the rest of the team. With all three Commandos down on the
ground, detonate the explosives and watch the fireworks. Quickly drag a box around
your team as you hold down the right mouse button to group them and wait for the
getaway truck. When it arrives, move your Commandos to it as quickly as they can
run. The truck will take some fire, so the faster you get it out of range, the better.
Now take a break. After all this, you probably need one.
CHAPTER 4: THE NORWEGIAN CAMPAIGN 99
As you begin, your force comprises two groups. The Sapper, Driver, and Spy, in
the west, have managed to infiltrate the base. Their job is to sabotage the two U-
boats at dock. The Green Beret and Marine, in the northeast, outside the German
base, must provide a means of escape for the first group. The village marina in the
southeast has a small rowboat.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
The mission takes place in four phases: First, the Green Beret and Marine must
clear the area where they begin so they can advance to the second phase—taking out
all opposition in and around the village and grabbing the boat. In Phase 3, the other
group of Commandos must obtain the air-dropped explosives. Finally, they infiltrate
and clear the dockyard before sabotaging the U-boats.
The mission is daunting, but take it one step at a time and you’ll do fine. Save
your game often. Some steps involve a lot of waiting and walking.
Figure 4-44.
The Green Beret
and Marine work
together to take
out the four
soldiers blocking
access to the
village.
CHAPTER 4: THE NORWEGIAN CAMPAIGN 101
guards’ locations and paths. When Patrol 3 and Soldier 1 both head west, send the
Marine running north. Drop prone just as Soldier 1 begins turning; then crawl west
as far as possible.
Have the Green Beret use the shovel to hide himself in the snow while the
Marine makes tracks. Soldier 1 will see the Marine’s footprints in the snow and go
to investigate. When he passes the Green Beret, send your man after him and take
the German out with the blade as the enemy heads west. Bring the Green Beret back
to the rock and wait for soldiers 2 and 3 to turn west again. Then order your man
to run south to the gap between the rocks and the building and hide in the snow
there. Soldier 2 will see the footprints and come to investigate. When he gives up N
and begins to leave, pop up and knife him. Move the body farther south if it lies O
where Patrol 3 can spot it.
Now carefully bring the Marine back down to where he started the mission. The R
Green Beret must place the decoy near the snowy slope east of where Soldier 1 W
patrolled— without the patrol spotting him. Then have him run back south to the A
gap. Don’t hide him in the snow or he won’t be able to activate the decoy. When the
patrol approaches the decoy, start it singing. When both guards are staring at it,
Y
move the Marine in for the kill.
This requires a quick hand and some practice, so it’s a good idea to save the mis-
TIP
Of all the Commandos, the Marine has the best chance of killing a
two-guard patrol quickly and silently. But this takes practice. The
key is to approach the patrol from the rear and use the knife on
the closest soldier. No matter how well you do, the other soldier
will turn around. Immediately after using the knife, then, the
Marine must bring up the speargun. Press J for this and fire at the
second enemy. If you don’t use the hotkey, the second enemy will
sound an alarm and probably start shooting. If you shoot the first
and try to knife the second, you must close on the second enemy,
giving him plenty of time to respond to the cry of his compatriot,
turn, and kill you instead. Master this skill and you can use it in
other missions, including multiplayer.
102
sion here with a quicksave (∏ +S). You must move over to knife the rear enemy,
quickly bring up the speargun (J), and then shoot the second enemy before he can
turn and shoot you.
Move the Marine down to the gap with the Green Beret. Then send the Green Beret
around the west side of the building. When Soldier 4 turns away, run south a bit, to
leave some tracks, and then a bit north, to hide in the snow. Soldier 4 will come to
see who made the tracks. When he heads back toward his post, pop up and knife
him. Carry the body back slightly, out of sight of other soldiers. Next, keep an eye
on Patrol 8 as you take out Soldier 5 as he and the patrol walk east. Remove the body
to where you dropped 4. Just so the Marine doesn’t get bored, send him first to kill
6 with his choice of silent weapons, and then to hide in the building near where 4
patrolled.
The next step is tricky. When no one is looking, move the Green Beret into the
building near Soldier 5’s post. Then, when Patrol 8 moves east and Soldier 7 is walk-
Figure 4-45.
The village
contains several
German soldiers
and a barracks.
Taking out the
barracks prevents
reinforcements
from causing more
trouble.
CHAPTER 4: THE NORWEGIAN CAMPAIGN 103
Figure 4-46.
Soldier 9 and Patrol 10
will come to the aid of
the exploded barracks.
Try to kill the patrol
while they’re in the
village. Otherwise,
you’ll have to take out
all four soldiers at
N
the marina, where they O
can support one
another.
R
W
A
Y
ing northeast, quickly jump out, run after 7, and knife him. Immediately, grab the
body and carry it north to the barrels. Drop the body, pick up a barrel, and hide the
body under it. Then dig a hole in the snow for cover before the patrol can spot you.
When the patrol again heads east, move the Marine into the building where the
Green Beret was and order the Green Beret to carry the barrel down to the barracks’
west corner. Drop the barrel. Then move back a bit so the patrol can’t see you, but
you have a clean shot at the barrel with the pistol. When the patrol walks next to the
barracks, shoot the barrel. It will explode, taking out both the barracks and the
patrol. A single soldier may come out of the barracks, so hide in the snow or move
the Green Beret around the building and out of sight.
In response to the explosion, Soldier 9 and Patrol 10 may come to assist. Watch
them carefully. Take out the patrol, at least, with the Marine’s silent double-kill skill.
If you can, though, get Soldier 9 while he’s in the area. Otherwise, take him out at
his post on the pier. Now, to get to the rowboat, you need only sneak up on Soldier
11 and take him out silently. Send the Marine down to the rowboat. The Green
Beret still has a patrol to kill—Patrol 12, near the lighthouse.
Carry the second explosive barrel southwest along the wall to the German base;
then hide behind the corner of the wall until the patrol heads back toward the light-
house. Move the barrel to a point along their route and then hide in the snow.
You may have to move the barrel a bit and then hide more than once so you
104
aren’t caught. Position the Green Beret so he can pop up and shoot the barrel as the
patrol walks near it. They won’t hear the explosion in the base if the patrol isn’t near
the wall. Finally, position the Green Beret on the other side of the wall from Soldier
17 (see figure 4-48).
This is a short and easy phase. The Spy begins by crawling around the building
toward the gate into the dockyard. Keep an eye on Patrol 13, to the east. When Sol-
dier 15 heads away from you, and the patrol in the yard isn’t looking, quickly run
and grab a German uniform. When the guard turns around, he’ll see a German offi-
cer instead of a Spy.
Have the Spy approach Patrol 14 and distract them with conversation of his
choice while the Sapper crawls to the air-dropped crate and retrieves the explosives.
Keep the Spy talking until the Sapper’s footprints disappear. While the Sapper and
Driver wait by the building where they began the mission, the Spy can move back
over to the dockyard gate, ready for the next phase.
Figure 4-47.
You needn’t kill
a single enemy
soldier in Phase 3.
Don’t worry, Phase
4 makes up for it.
CHAPTER 4: THE NORWEGIAN CAMPAIGN 105
Figure 4-48.
A lot of soldiers
mill about this
small area. To clear
out the dockyard,
you must have
patience and
tenacity.
106
kills 16 quietly and takes care of the body. Shut off the decoy once the Spy is safe.
Repeat with soldiers 17, 18, and 19, in that order.
Now comes the hard part, so save the mission here. The Spy must walk over to
Soldier 20 and wait for Patrol 21 to pass, headed east. Quickly kill Soldier 20, and
then run after the patrol. You must reach the end of their march before they do and
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
distract them as close as possible to Gun 23. You want the patrol next to the gun,
with the Spy a bit farther off.
You finally get to use the Driver. While Patrol 21 is distracted by the Spy, do the
following: Make the Sapper and the Driver crawl into the dock facility. Send the
Driver to the half-track and the Sapper down to Gun 22. Drive the half-track just
west of the dock structure so it’s out of the sight of Gun 23, but still has a clear shot
at the barracks. Have the Sapper place a time bomb at Gun 22, then run to the half-
track for cover. As soon as the bomb explodes, troops will pour out of the barracks.
Mow them down with the half-track’s machine guns. After all the troops in the bar-
racks have been killed, move the half-track near the wall where Soldier 17 patrolled.
Figure 4-49.
The Driver in the
half-track mows
down the
reinforcements
coming from the
barracks.
CHAPTER 4: THE NORWEGIAN CAMPAIGN 107
Figure 4-50.
Place the
explosives on
the stern of the
U-boats near the
torpedoes. N
O
R
W
A
Y
Have your Spy end the conversation and allow the patrol to return. As they come
within sight of the bodies they will go on alert, but not for long. As they become vis-
ible, take them out with the half-track. Once the coast is clear, have the Sapper exit
the half-track and blow up Gun 23.
After the reinforcements stop coming, unload the Driver and Sapper and send
them and the Spy to the ramp near Soldier 20’s body. The Marine must row over to
them (don’t forget the Green Beret), pick them up, and then row to the platform at
the east end of the dock, between the two U-boats. Here the Sapper can disembark
and climb the ladder. Run to either U-boat and plant an explosive at the stern, near
the waiting torpedoes. Repeat on the remaining U-boat. If you fail to plant the explo-
sives next to the torpedoes, no chain reaction will take place and the damage will be
superficial. After placing the explosives, run back to the boat. The mission ends once
the Marine rows all Commandos to the red buoy in the map’s southeast corner.
CHAPTER 5
The North
African
Campaign
With the British now fighting Axis forces in North Africa, your team has been
called from Norway to assist in driving the Germans and Italians out. The Com-
mandos must trade their warm clothing for something much cooler. Gone is the
C O M M A N D O S : P R I M A’ S O F F I C I A L S T R AT E G Y G U I D E
snow, replaced by sand. As with snow, walking across sand leaves tracks. It’s also easy
for the Green Beret to hide in the sand.
This campaign’s five missions are more difficult than those you faced in Norway.
Except for Mission 9, the maps crawl with enemy soldiers. You must take special care
and use the skills you honed in the previous seven missions. Good luck.
MISSION 8: PYROTECHNICS
Mission Summary
Objective: Blow up the water tower and fuel storage tanks at the German supply
depot.
Team: Green Beret, Sniper
This is another tough mission. The small map is crawling with enemy soldiers and you
have only two Commandos. But they’re all you need to complete the mission.
Your team begins in the northwest, in the ruins on the plateau overlooking the
German supply depot. The mission has four phases. The first requires you to clear the
plateau of enemy troops. Next, infiltrate the enemy base. Once you’re in, you must
clear out the defenders and prepare to destroy the objectives as part of Phase 3. Final-
ly, your team must prepare their escape route and blow up the water and fuel supply.
CHAPTER 5: THE NORTH AFRICAN CAMPAIGN 111
Figure 5-1.
Pyrotechnics
N
O
R
T
H
A
F
Stay alert during this mission. Before you kill a guard, make sure no one can see
you. As usual, save the mission often: it doesn’t take much for these veteran soldiers
R
to sound the alarm. I
C
Phase 1: Clear the Plateau
A
Your team begins surrounded by the enemy. Order the Sniper to lay prone while the
Green Beret crawls and places the decoy behind the wall to the north. Crawl back
to the corner where you started and activate the decoy. Soldier 1 will walk toward it.
After he passes the prone Green Beret, take him out with the knife and put the body
next to the decoy. Now move the decoy to the south side of the same wall and return
to the hiding spot. Activate the decoy to lure Soldier 2 away from his post so you
can knife him, as well. Then pick up the decoy and place it near 2’s post and acti-
vate it. Soldier 3 will come to investigate. Kill him silently and take the body out
of the area.
Now the Sniper can crawl to where Soldier 3 stood while the Green Beret
returns to the starting area. With the precision rifle, the Sniper can take out
112
Figure 5-2.
Because many of
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Soldier 4, which allows the Green Beret to sneak up behind 5 and use his knife.
Move all the bodies out of sight.
Carefully crawl the Green Beret to the gap just north of Soldier 12. Soldier 6 is
your next target. Wait until he turns around, and then run after him with the knife.
(Time your approach for when 7 isn’t watching.) Move the body into the alcove
north of Soldier 6’s post. Take a breather, wipe off the blade and get ready for the
next part of the phase.
Keeping an eye on 8 and 13, move in behind Soldier 7, knife him, and quickly
carry the body out of sight. When 8 turns his back, run after him and stick a blade
in him. Again, dispose of the body accordingly. When Soldier 10 turns away, run
and kill him. After killing 10, place the decoy next to the barrel. Hide. Turn on the
decoy and wait for soldiers 9 and 11 to investigate. Knife them when they have their
backs turned. Hide their bodies. Do the same with 11, and then move the body
before the other soldiers spot it.
CHAPTER 5: THE NORTH AFRICAN CAMPAIGN 113
Figure 5-3.
The enemies are spread
out a bit in the second
half of Phase 1.
N
O
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T
H
Now move the Green Beret back toward the Sniper. Place the decoy west of
Soldier 13, and then crawl so the Green Beret is right behind 12. Split the screen A
to keep an eye on Soldier 14 at the base of the plateau (see figure 5-4). Activate the F
decoy, and when 13 turns to look at it, kill 12 and remove the body. Shut off the
R
decoy, move in behind 13, take him down, and carry the body out of sight.
I
Phase 2: Infiltrate the German Supply Base C
Time to wake up the Sniper. Move him west to the map edge, and then south to the A
edge of the plateau. Target Soldier 14 and drop him at the western end of his route
so no one can see the body. Quickly put the Sniper back on the ground while the
Green Beret crawls down the slope to 14’s body. When 15 heads east, move into the
gap in the oil drums, keeping a close eye on 16 as you go. After 15 passes you going
the other direction, run after him, take him out with the knife, and carry the body
over to the tent where 18 stands guard.
Crawl back toward the plateau and place the decoy in the middle of the road
near the base of the ascending slope. Hide in the gap in the oil drums and activate
the decoy. Soldier 16 will leave his post. When his back is turned, kill him and drag
the body to the drums.
114
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Figure 5-4.
Be careful in this
base. Everybody
can see just about
everybody else.
The Green Beret must not move into the open. Crawl so you’re positioned just
north of Soldier 17; watch soldiers 23, 24, and 28. When all march away from you,
knife 17 and quickly carry his body around to the tent where you dropped off 14’s
remains. Then approach and kill 18 and move the body, watching for 20 the entire
time. Crawl over near 20 and, when he turns, hide in the westernmost little building.
Move the Sniper to the oil tanks and take aim at Soldier 19, on the barracks
roof. When 26 isn’t watching, take out 19.
Back to the Green Beret. When 21 and 22 both walk away, knife 20 and hide
the body west of the building. The Green Beret must now make his way carefully to
the northwestern building of the two near 21. You may have to hide in buildings
along the way to avoid being spotted.
Bring the Sniper crawling down the slope, and then toward the southwest bar-
racks. Position him so he can take a shot at Soldier 22 at the south end of his patrol.
The Green Beret must wait until 21 passes by his door, moving southeast. Jump out
CHAPTER 5: THE NORTH AFRICAN CAMPAIGN 115
and knife him. Then hit the dirt. The Sniper can then drop 22 as he rounds the cor-
ner; the Green Beret must quickly move the body over near 21’s. Move the Sniper to
the oil drums near 14. Have the Green Beret place the decoy west of bodies 21 and
22, but just out of sight of 24. Activate it and hide in the nearby building. Soldier 23
will come to investigate. Knife him when his back is turned, and then hide the body.
Figure 5-6.
Placing the
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
explosive barrels
correctly is
important. You
get only one
chance to set off
the chain
reaction.
at the base of the fuel tanks. Wait until he moves north again; then climb the ladder
quickly and take him down with the knife. Climb down and do the same with 27
when 28 isn’t looking. Finally, kill 28 as he walks away from you. Move his body in
among the fuel barrels to hide it from other guards.
TIP
To wipe out some of the enemy’s reinforcements at
the same time you take out the rest of the supply
base, carry the two explosive barrels at the top of
the slope down to the white barracks. Place one at
the east corner of the building and the other near
the racks of barrels to the east. This just adds a
few more dominoes to the line.
CHAPTER 5: THE NORTH AFRICAN CAMPAIGN 117
Now comes the fun part. Although you could blow all the objectives now, you’d
still have to escape through the base —not a good idea: reinforcements will pour out
of the barracks after the first explosion. Instead, you must set up a chain of explo-
sions you can detonate from outside the base. Position the barrels as in figure 5-6.
Then you need only fire a pistol (from the other side of the barbed wire) at the bar-
rel near the water tank. When the barrels are set to go, send both Commandos to
meet at the white barracks.
Now one of your Commandos can go over by the barbed wire and shoot the
barrel next to the water tower. Before firing, zoom out the view so you can witness
the chain in all its glory. Better, save the mission at this point so you can show your
friends your handiwork later on. When everything is burning, a jeep arrives at the
bridge to pick you up. Get both Commandos aboard and away before enemy rein-
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Mission summary
Objective: Destroy the communications control building, the antenna, the
weapons store, the command post, and the bunker.
Team: Green Beret, Sniper, Sapper, Driver, Spy
After the last mission, this one is a welcome relief. It’s quick, on a small map
with few guards. You also have five Commandos, so each can exercise his specialty.
Begin by infiltrating the base; then clear it of guards and blow up the objectives. The
Sapper carries only two explosives, but explosive barrels are available in the base.
Three tanks parked in the northwest corner of the base pose a major threat. You
must eliminate them.
CHAPTER 5: THE NORTH AFRICAN CAMPAIGN 119
Figure 5-8.
A Courtesy
Call
N
O
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T
H
A
F
Phase 1: Infiltrate and Secure the Base
R
A short mission where you get to blow up a lot of buildings—what more could you
ask for? The Green Beret, Sniper, and Sapper begin in the south, the Driver and Spy I
in the north. As if the small number of guards weren’t enough, your Spy saved his C
German officer’s uniform from his last mission. No robbing the laundry this time A
around.
Get the Spy moving right at the start. Walk through the east gate, across the
yard, and out the west gate. Move next to Soldier 1 and keep an eye on 2. When he
walks past you going north, quickly take out 1 with the lethal injection and carry
the body behind the containers to the south. Next, kill Soldier 2 at the south end of
his route, just as he turns north. Again, move the body behind the containers.
Finally, just walk over to Soldier 3 and poison him, careful to move the body out
of sight.
120
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Figure 5-9.
The Spy can make
short work of the
three guards at
the western gate.
Figure 5-10.
There are only
four guards in the
north part of the
base.
CHAPTER 5: THE NORTH AFRICAN CAMPAIGN 121
Have the Spy walk over toward the bunker and stand right behind Soldier 4.
When 5 and 8 aren’t looking, kill 4 and move the body behind the bunker. Then
walk over to where Soldier 5 turns around near the bunker. When 8 isn’t looking,
kill 5 and carry the body out of sight. Now walk over to the eastern gate.
Standing right behind Soldier 6, wait until 7 passes you heading north and
Patrol 10 is moving away. Then take out 6 and move his body through the gate and
a little east and out of sight. Next, kill Soldier 7 and remove his body. Take a break
from killing for a bit, walk over to Patrol 10, and strike up a conversation. Make sure
they’re looking away from the west gate. Now bring in the three Commandos wait-
ing in the south. They must run quickly to the weapons store and hide inside. Now
walk the Spy over to Soldier 9 and distract him while the Green Beret sneaks out of
the weapons store and knifes Soldier 8. (Make sure Patrol 10 isn’t looking.) Hide the
body in a barrel and then kill 9. Hide the body behind a building and then hide the N
Green Beret, as well. O
Time for another conversation with the patrol. The Spy must keep them look- R
ing southwest so all the objectives are out of their view. Now for the fun part: Bring
the Driver onto the base and into the fuel truck. Drive to and park in front of the
T
tank bay. Then run into one of the buildings by the other truck. The Sapper must H
place his explosives next to the bunker and the barracks. Taking out the latter
A
F
R
I
C
A
Figure 5-11.
The Spy must clear
the guards from
around the base’s
east gate.
122
Figure 5-12.
The Driver parks
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
prevents reinforcements from pouring into the base. When the explosives go off,
the two patrols outside the base walls will run in. Therefore, place the trap in the
middle of the eastern gate. You’ll at least take out one of the patrol soldiers. The
Green Beret has the heavy work. He must move barrels next to the east and west
warehouses, the antenna (within the sand bags), and the communications control
building (at the west corner). Hide the Green Beret and Driver in one of the build-
ings near the truck. The Sniper and Sapper should go prone behind those build-
ings. You’re ready for the next phase.
Phase 2: Fireworks
Everything’s ready, so let the show begin. The Spy can break off his conversation
with the patrol and move toward the south corner of the base. When the patrol isn’t
looking and walks by the communications control building, whip out the pistol and
shoot the barrel. Quickly put the pistol away and switch to the Sapper. Detonate
both explosives by pressing A twice; then run into a building to hide.
CHAPTER 5: THE NORTH AFRICAN CAMPAIGN 123
Have the Sniper crawl to where he has a good shot at the east gate. Stay prone.
When the first patrol walks through the gate, the trap will kill one soldier. Only five
more to go. And the Sniper just happens to have five bullets. Drop the other two
soldiers in the patrol, go prone again, and wait for the other patrol. Zoom out the
map to see which gate they’re approaching. If they’re headed for the east gate, stay
put. Otherwise, move the Sniper so he has a good view of the west gate. Take out
the last patrol and you’re almost done.
The Spy, while waiting for the patrols, can shoot the other barrels if he has time,
but don’t let anyone see him do it. Once all the objective buildings are burning and
the area is clear of enemies, load all your Commandos into the truck and drive out
the west gate, along the road, and off the map to safety.
N
NOTE O
When the barracks explodes, a soldier or two R
may run out. You can kill them with the Spy, T
but don’t waste the Sniper’s precious
ammunition on them. These Germans are in H
shock and will only run out the east gate
and off the map.
A
F
R
MISSION 10: OPERATION ICARUS
I
North Africa, November 14, 1942 C
Ten days have passed since the battle of El Alamein, which brought a dramatic A
change of roles in North Africa. Rommel’s troops have retreated to the Libyan city
of Agheila after a long, hard-fought withdrawal.
Captain George McRae of the Royal Air Force was shot down during a recon-
naissance flight over German positions and taken prisoner near the El Agheila air-
field. You must infiltrate the camp and rescue him.
Mission Summary
Objective: Rescue the downed pilot, destroy the weapons store, and blow up the
two Ju-87 Stuka dive-bombers.
Team: Green Beret, Sniper, Sapper, Driver
124
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
This basic rescue mission includes orders to demolish some targets while you’re
in the area. It looks very tough, but it won’t be so bad if you tackle the mission
methodically. The Spy would make this mission a lot easier, but you can accomplish
CHAPTER 5: THE NORTH AFRICAN CAMPAIGN 125
it without him. Your Commandos begin in the west-central part of the map. They
must clear the area first, and then make their way into the base. Inside, the team
must release the prisoner and clear the interior of guards. You must remain silent and
out of sight: an alarm will summon not only all the soldiers in the barracks, but four
tanks (and a failed mission), as well. Commandeer the vacant tank, however, and
you’ll have a chance. Before leaving the base, blow up the weapons store and head
for the transport waiting on the runway. Destroy the two dive-bombers on your way,
and then head for home.
NOTE
You can also use firearms freely in this
phase.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
all out. Soldier 5 will respond to the explosion. Keep all of your Commandos prone
and when 5 heads away, the Green Beret can knife him. With the area clear, you
can run all your Commandos down toward the base. Hide them on the north side
of the wall’s west corner.
Figure 5-15.
Getting into the
base is tough, but
the Green Beret
will clear the
way on his own.
CHAPTER 5: THE NORTH AFRICAN CAMPAIGN 127
him— but don’t knife him until he passes the gate. Next, place the decoy toward the
south corner of the wall, near where Soldier 8 ends his patrol. Run back north to the
other side of the gate and climb the wall with the pick. Scale down the other side
and hide behind the boxes.
When 8 nears the decoy, activate it; then knife Soldier 7 when he walks south.
Quickly run south and take out 8 while he’s still distracted. Hide the body near the
weapons store so Soldier 9 won’t see it, and then knife 9 when he turns and heads
east. Move the body back by 8’s. Finally, sneak up behind Soldier 10, give him the
blade, and move the body. You’ll need the decoy later, so retrieve it now.
Bring all your Commandos into the base and hide them in the weapons store.
heads south, and Soldier 14 is moving north, run after 14 and knife him. Leave the
body and drop prone.
After killing the guards in this area, send a Commando to the detention pen and
let the pilot out. Then return both to hide in the weapons store.
Position the Green Beret over by the shed at 24. Wait until Patrol 20 heads away,
and then approach Soldier 15. You must time this exactly, so 15 won’t cry out before
you can kill him. Carry the body to the other side of 24; then crawl over behind the
tank under repair. Place the decoy there, and then hide behind the boxes to the west.
Activate the decoy and Soldier 16 will come over to have a look. As he walks away,
run and stab him with your knife. Move the body behind cover. Recover the decoy
and crawl over behind 17 after Patrol 20 heads south again. Move the body out of
sight, and then crawl over by the disassembled tank.
Figure 5-17.
The tank’s in the
southeast, but to
get to it, you
must kill a few
more soldiers.
CHAPTER 5: THE NORTH AFRICAN CAMPAIGN 129
While the Green Beret gets the job done, the Sniper must move into position
for another two kills—out the west gate and around, so he’s directly behind Soldier
18. Keep down on the ground or 19 will see you. Wait until Patrol 20 heads south
and has just passed 19. Then, when 19 turns east, quickly take out 18 and 19 with
the precision rifle. Have the Sniper run back and hide in the weapons store, because
he’s out of bullets now. Before Patrol 20 can find Body 19, the Green Beret must
move it around to the west side of the wall, out of sight.
Move all Commandos into the weapons store, except the Sapper and the Dri-
ver. Run them over to the wall near 16’s post. Move the Sapper between 21 and 22
while the Driver heads toward the wall west of 21. Save the mission here: the next
part moves very quickly.
When Patrol 20 heads away from the Driver’s position, send him running to the
tank. When he hops in, the alarm will go off. Because there’s no longer any need for N
subtlety, the Sapper can throw a grenade at Tank 21 and then another quickly at 22. O
Before the enemy can get the Sapper, move him over to where the Driver’s been hid- R
ing. With the Driver in the tank, move it forward a bit. Take out Patrol 20, and then
wait to see what Tank 23 will do. Tank 24 will head out the north gate toward the
T
airfield. Because only other tanks can take out your tank, keep a close eye on them. H
For safety, the Sapper should climb aboard the tank as well. When Tank 23 heads
away from you, the Driver must dart out from behind the wall and blow it up with A
the main gun.
F
R
TIP I
∏-click to fire either of a tank’s two weapons. C
The machine gun shoots at nearby targets, but the
A
main gun requires a greater range. To take out
enemy tanks, then, don’t get too close, or you won’t
destroy them.
Soldiers will pour out of the barracks in the northeast corner of the base. Move
over and keep killing them until the building is empty. Next, move over to the
weapons store and pick up the other Commandos. When the building is empty,
send the Sapper to place the time bomb next to it. Then reboard the tank.
130
Figure 5-18.
The Driver, who is
in a captured tank,
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
blasts Tank 23 in a
duel. The turret
must move before it
can fire, so make
sure the enemy’s
turret is turned
away from you
before you
approach.
Mission Summary N
Objective: To destroy all four oil rigs on the map. O
Team: Green Beret, Sniper, Sapper, Driver, Spy R
T
H
A
F
R
I
C
Figure 5-19. A
Into the Soup
132
This is another large mission, but the hardest part takes place at the beginning.
Your Commandos start in the middle of the western map edge. They must clear the
German camp of opposition, and then infiltrate the drilling sites. All team members
must work together to complete the mission. Capturing the vacant half-track pro-
vides a means of escape, but its machine gun also helps you accomplish your objec-
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
tives. You must destroy all four oil rigs before you leave the map.
Figure 5-20.
The German camp
is crawling with
enemies. Once you
clear them out,
the rest of the
mission is a
breeze.
CHAPTER 5: THE NORTH AFRICAN CAMPAIGN 133
That conversation is dead, so send the Spy to distract Patrol 13 so they face
south. This allows the Green Beret to kill Soldier 5. After dumping his body behind
the building, watch 6. As he moves south, the Green Beret should make tracks in the
sand in his field of view and then use the shovel to hide. Soldier 6 will see the tracks
and come to investigate. Wait until his back is turned or he heads away before pop-
ping up and taking him down. As usual, hide the body.
The Spy should break away from the patrol and go talk to Soldier 7, keeping
him faced south and away from the Green Beret as he approaches for the kill. The
body can stay behind the tent, because no one can see it there. Next, have the Spy
distract Soldier 8 at the south end of his route. Keep him looking north and the
Green Beret will have little trouble taking him out. When no one’s looking, dump
the body back by 7’s. Now send the Spy to divert Soldier 10’s attention to the south.
This gives the Green Beret the opportunity to sneak up on 9 and knife him.. Now N
send the Spy to distract Soldier 11 so the Green Beret can kill 10. Soldier 12 is next O
on the Spy’s list. This time the Green Beret should follow Patrol 13 on the south leg R
of their walk, take out Soldier 11, and move his body over by 7’s, behind the tent.
On Patrol 13’s next lap, the Green Beret can kill Soldier 12 and remove the body.
T
Now things get tricky: the Spy must divert Patrol 13’s attention from the Green H
Beret. He must carry a barrel of explosives and place it next to the west part of the
barracks displaying the German flag. Then position him so he can follow the patrol A
as it moves south. When they move near the barrel, whip out the pistol and watch
both barracks and patrol go up in flames. F
Quickly hide the Green Beret in the sand, because reinforcements from the east R
will come to investigate. The Spy can play dumb, but he must keep Patrol 14 in the I
area using his Distract skill. After the other soldiers return to their posts, the Green
Beret can come up out of the sand, grab another explosive barrel, and move it over
C
by Patrol 14. Before detonating it, bring the rest of the team forward. Position the A
Sapper behind the building adjacent to the barracks. The Driver can hide by Soldier
7’s tent while the Sniper moves over by the water tower. The rest occurs in Phase 2.
Figure 5-21.
Your team must
eliminate these
guards to reach
the drilling rigs.
other Commandos, for the other German soldiers to come and see what all the noise
was about.
Usually four soldiers will make their way to you—16, 18, 19, and 27. One will
walk into the trap. The other three walk around near the water tower before leaving.
The Sapper must throw the grenade before they leave. Try to get all three at once. If
you can’t, then take out at least two. The Green Beret or Spy can take out the last one.
The explosions took place far enough from the barracks in the middle of the
map that the alarm there didn’t sound. It’s time to continue the advance: move the
Spy into the lead while the rest of the team joins the Sniper in the little building.
The Spy must distract Soldier 17 at the gate so he faces north. Then the Green Beret
can cut his throat and haul the body out of sight.
Figure 5-22.
Several soldiers,
including a machine-
gun nest, guard the
vacant half-track.
But the Spy and Green
Beret will clear out
all the enemies
easily.
N
O
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T
H
Soldier 20. The Green Beret can use the pick to scale the ridge south of 20 and then
crawl over to kill him with the knife. Move the body over by 15’s. Then climb down
the ladder, kill 21, and move the body behind the rock.
A
Now the Spy must distract 23 while the Green Beret knifes machine-gunner 22 F
and removes the body. Have the Green Beret crawl along the eastern map edge and R
then west so he’s directly behind 23. While the Spy distracts 24 outside the gate, take
I
out 23 and move the body.
After this is done, the Green Beret should crawl over to the corner of the wall C
and ridge, west of the building. Make a lot of footprints in the sand and then dig a A
hole to hide in. The Spy should break off the conversation and walk back through
the gate. Soldier 24 will see the footprints and come to investigate. Use the Spy to
divert 24’s attention from the Green Beret’s hiding place so he can pop up and silent-
ly kill 24. Move the body into the corner and take a quick break before going on to
the next phase.
Figure 5-23.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Soldier 29 is moving south, and then shoot 25, quickly followed by 26. Although
no one can see their dead bodies on the roof, if another soldier sees them shot, an
alarm will sound.
The Sniper can now take cover in a building, along with the Sapper, while the
Driver heads for the vacant half-track. Hop aboard and drive it through the gate.
The Spy should run for cover as the Driver mows down Patrol 28, Soldier 29, and
any Germans coming out of the barracks. The half-track is armored, but enough
enemy fire can destroy it.
Figure 5-24.
The Sapper can
detonate an explosive
in the tunnel to cut
off reinforcements
from the north —
including the other
half-track.
N
O
R
T
H
TIP
To destroy the northern half-track, don’t detonate A
the explosive in the tunnel until the alarm sounds
in the north. Wait until you can see the half-track
F
just about to exit the tunnel, and then order the R
Sapper to blow the charges. The tunnel will come I
crashing down and you’ll take out the half-track.
C
A
and all your Commandos are a safe distance from the explosives. Detonate all three
by pressing A three times.
Get the Sapper on the half-track and drive out the west gate. Follow the road
around to the north. Take out Patrol 30 and continue east to take out 31. As you
drive the half-track along the ridge to the east, you’ll be able to fire at the rein-
forcements coming out of the barracks to the north.
The final two oil rigs are your main concern, however. Wait until a fuel truck
drives between the two rigs and then blast it with the machine guns. The truck will
blow up, taking the rigs with it. Finally, back up along the ridge and follow the
road west to safety.
138
Figure 5-25.
The half-track
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Mission Summary
Objective: To release the Informer from confinement and then get him and all
the Commandos to the Kubelwagen, which will drive them to safety.
Team: Green Beret, Sniper, Spy, Informer
CHAPTER 5: THE NORTH AFRICAN CAMPAIGN 139
Figure 5-26. N
Up on the Roof O
R
T
H
A
F
R
I
C
A
The city is swarming with German soldiers looking for your men. As if that weren’t
enough, your three Commandos are separated. First, you must make your way to the
rooftops in the north and clear them of all opposition. This done, you must release
the Informer. Finally, you must eliminate all the soldiers in the south so your team
can escape. This mission requires clever strategy—and skill—at killing the enemy
quickly and efficiently.
140
run, kill him, and quickly carry the body around the corner. During this, watch out
for Soldier 3, on the roof.
With the Green Beret hiding behind the corner of the row of buildings, the Spy
can finish his conversation with the patrol and make his way over to the ladder in
the west. Climb it and wait for Soldier 2. When 3 and 4 look the other way, give 2
a lethal injection and then carry the body to the door in the stairs and drop it there.
Next, the Spy climbs the stairs and distracts Soldier 5 on the balcony so the Green
Beret can kill 3 when 4 moves away, and move the body down the stairs.
Figure 5-27.
The Green Beret,
hiding at ground
level in a
building, must
make his way to
the rooftops with
the Spy’s help.
CHAPTER 5: THE NORTH AFRICAN CAMPAIGN 141
TIP
With all the soldiers in this mission, it’s easy to be
caught in the act of killing by a soldier you didn’t
think could see you. We recommend saving the mission
at least once per phase and quicksaving after every
kill, unless you must kill several enemies in rapid
succession. Some of the steps in this mission are very
difficult, and you won’t want to have to repeat them
after you’ve already succeeded.
N
Now move the Spy over to distract Soldier 14 (see figure 5-28). To get there, he O
must climb the ladder by 13, and then walk across to the ladder behind 14. Good
timing is crucial for this kill. Both the patrol and Soldier 5 must be walking away
R
from 4. When the coast is clear, have the Green Beret knife 4, and then quickly drop T
to the prone position and crawl back down the stairs. Leave the body where it lies. H
No one can see it.
When the patrol moves southeast, run after Soldier 5 when he heads away and
give him the blade. Quickly move the body into the corner of the balcony and out A
of sight. Finally, the Green Beret must crawl over to the ladder near 13 and wait for F
the next phase. R
Phase 2: Clearing out the Northern Rooftops I
Phase 2 is this mission’s most difficult. It requires impeccable timing and teamwork. C
Get the Spy up the ladder and over to Soldier 13. Divert his attention from the near- A
by ladder, as well as the house, so the Green Beret can climb up and then crawl over
there to hide. Keep an eye on 6 and 7: they can spot the Green Beret at his most vul-
nerable moments —when he stands after climbing the ladder and when he enters the
house. Once you get the Green Beret into the house, the Spy must divert Soldier 12’s
attention from the ladder.
It’s time for the Sniper to leave the house. Again, make sure the coast is clear,
and then crawl west and hide under the ledge. From there, make sure you can tar-
get Soldier 6 when he’s near the crates and Soldier 7 at the west end of his walk.
When you’re in position, take out 6 when 7 walks west, and then drop 7, as well.
142
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Figure 5-28.
The northern area
is full of soldiers
close enough
together to watch
over each other.
Hit C to quickly drop prone again. Soldier 8 will see 6’s body and come to take a
look. When he’s behind the crates, take him out, as well.
Now crawl over toward the edge of the roof east of 13. Find a single position
where the Sniper can target soldiers 9, 10, and 11. You must take out all three with-
out any of them sounding an alarm. Wait until 10 walks over to 9 and turns around.
Then, as quickly as possible, shoot 9 and 10, and then 11. One of the guards may
see the others die. Just shoot him before he can sound the alarm. If the alarm does
go off, begin at your last quicksave and try again. While the Spy is still talking to
Soldier 13, the Green Beret can knife him. Send the Spy to poison 12, and the phase
is complete.
and climb back up to the roof. The Green Beret must make his way over to 16 and
kill him, careful to move the body out of sight and always keeping an eye on the
patrol down in the courtyard. With 16 dead, the Spy must climb down to the court-
yard and distract the patrol east of the jail so they face south or west. This allows the
Green Beret to release the Informer and get both back up on the roof. Then the Spy
can end his conversation with the patrol and join his teammates.
Take him out quickly, followed by 22. Leave the bodies while the Green Beret sneaks
behind 23 and kills him.
Drop the Green Beret prone so the other soldiers in the area won’t spot him, and
bring the Sniper and Informer to hide behind the building near 17.
The success of this whole phase hinges on the Spy’s skills. He begins by walking over
to Soldier 24 and quietly poisoning him. Then make your way over to 25 and kill
him. You want to be seen by 26; however, after he cries out, go prone and put the
uniform back on. If he sounds the alarm, you’ll have to try this step again. Other-
wise, 26 will come to investigate and 27 and 28 will usually join him. Kill each indi-
vidually when the others aren’t looking.
Killing four soldiers in this spot clears out a good portion of the southern area,
making the rest of the mission easier. Now walk behind 29 and kill him when no
one’s looking. Soldier 30 is your next target. Poison him when 33 looks away. Now
Figure 5-30.
The Mosque must
be cleared of
enemy soldiers
before your
Commandos can
escape.
CHAPTER 5: THE NORTH AFRICAN CAMPAIGN 145
the Spy can walk over and kill 31 and 32, but make sure no one’s watching, espe-
cially the patrol below.
A
Figure 5-31.
F
Once you kill the R
soldiers, hide their
bodies next to the
I
Mosque. C
A
CHAPTER 6
The European
Campaign
The Allies have driven Axis forces from North Africa, and your successful missions
contributed to this outcome. But the war isn’t over yet. The Allies are planning their
return to France. You must help prepare the way for the landings on the beaches of
C O M M A N D O S : P R I M A’ S O F F I C I A L S T R AT E G Y G U I D E
Normandy, and then the advance on Germany. This campaign’s eight missions will
require all the skills you learned in Norway and North Africa. Let’s get started.
Mission Summary
Objective: Sink the Bismarck II and destroy the fuel tanks.
Team: Green Beret, Sniper, Marine, Sapper, Driver
Your first mission in the European theater is explosive. It’s not all that difficult, but a
few steps are extremely challenging and will require all the skills you’ve learned so far.
Your team of five Commandos begins in the southeast. You really could use the
Spy in this mission, but he’s assigned elsewhere. The Commandos first must clear
out the southern jetties, and then the docks in the center of the map. This will allow
you to get your entire team into the base. Then you must eliminate all enemy sol-
diers without setting off the alarm. Once the base is clear, your team can prepare to
destroy the objectives and formulate an escape plan. The escape is one of the mis-
sion’s toughest aspects.
CHAPTER 6: THE EUROPEAN CAMPAIGN 149
E
U
R
O
P
E
gate shuts.
While the Marine is waiting to enter, the Green Beret can pull out his trusty
pick and climb the wall of the jetty in the east. Hide behind the large crate and wait
for Soldier 2 to walk west. Then quickly knife 1, run after and kill 2, and then 3.
Hide behind the crate near 3 until Soldier 4 approaches. When he turns around,
take him out.
By now the Marine should be in the base. Swim to the ramp near Soldier 5.
When he looks away, jump out of the water, run to 5 and kill him silently with either
the knife or the speargun. Finally, walk into the control shack and open the gate.
Figure 6-2.
Your team must
clear this jetty
and open the
gates to get into
the base.
CHAPTER 6: THE EUROPEAN CAMPAIGN 151
Figure 6-3.
Because the Marine can’t
carry bodies, you must
take care to kill these
two soldiers out of sight
of other guards.
152
Figure 6-4.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
because Soldier 10 hears the shots and comes running. He may walk near the ramp,
where you can kill him with the speargun. But if he doesn’t get that close, use the
pistol on him when he turns his back.
Now return to the water and swim over to pick up the boat. Take it to pick up
the Sniper, Sapper, and Driver, and then row them to the ramp where the Green
Beret is waiting. Tie up the boat east of the ramp.
Figure 6-5.
The Sniper must kill
all three soldiers in
Patrol 11 without
triggering an alarm.
E
U
R
press R to bring the precision rifle up again. Fire at the second soldier, repeat the O
two-key process, and then kill the third soldier.
Drop to the ground again and quickly crawl east. Practice the timing of this step
P
so you can kill all of the soldiers before they see you, cry out, and set off the alarm. E
Soldier 12 will see the bodies of the patrol and go to investigate. When his back is
turned, the Green Beret must take him out with the knife before he sounds the
alarm. The alarm must not sound, or you’ll have to restart at your last save.
TIP
Whenever the Sniper fires the precision rifle, he
finishes in an upright position. It’s a good practice
to drop him prone after every shot to prevent
surviving soldiers from spotting him. If you must
kill a number of soldiers in sequence, drop after
shooting one (C); then bring up the rifle again
(R). After a little practice, you’ll be able to do
this without hesitation.
154
of the water quickly, run after 14, and kill him with the speargun. Move the Green
Beret north and hide him south of the crates near 15. Wait until 15 turns north and
then take him out with the blade. This clears the way for the Marine to sneak around
the crate to a position behind Soldier 16, kill him, and then move over to take out
17, as well. Take this opportunity to open the northern gate at the control shack next
to 13.
Only three more Germans to go. Walk down to stand behind Soldier 19. When
he’s not looking at 18, shoot 18 with the speargun, and then quickly knife 19. Climb
down the ladder and, finally, kill Soldier 20.
Figure 6-6.
The remaining
soldiers around
the base are easy
to kill.
CHAPTER 6: THE EUROPEAN CAMPAIGN 155
Figure 6-7.
Placing the truck is
critical.
156
If you positioned the truck improperly, the tank can fire its machine guns at
your boat and kill some, if not all, of your Commandos. Even one death means fail-
ure, and you must play again. Just restart where you saved after moving the truck
and try placing it again.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Mission Summary
Objective: Destroy all four coastal guns.
Team: Green Beret, Sniper, Marine, Sapper, Driver
This is a large mission involving more than fifty German soldiers, not counting rein-
forcements. Your team of Commandos must clear a landing area in the southwest.
Once all are ashore, you can clear out the area near each of the first three gun
emplacements. To reach the fourth emplacement, you must use stealth and cunning
to commandeer the tank and use it to clear out the rest of the map.
Several steps during this mission demand precise timing. Many enemy soldiers
are in view of three or four others at some point during their patrol. To complete
this mission, you also must use all your Commandos as a team. The alarm must not
sound until Phase 4, so stay quiet except when sound is necessary to lure or distract
the enemy. As always, save the mission often.
CHAPTER 6: THE EUROPEAN CAMPAIGN 157
E
U
R
O
P
E
Figure 6-9.
The Marine must clear
the beach so the other
Commandos can land
safely.
Quickly submerge. When they turn again, take out the second soldier with the
speargun and the third with the pistol; then return to the water and swim back to
the boat. Patrol 3 will spot the bodies and go to investigate; however, they simply
return to their patrol without sounding the alarm.
TIP
The Marine should practice swimming next to an
enemy positioned near the water, popping up and
killing the soldier with the speargun, and then
immediately returning to the water. This method is
especially useful for killing groups of soldiers
such as patrols.
CHAPTER 6: THE EUROPEAN CAMPAIGN 159
Now the Marine can row the boat to shore. Tie it up as far west as possible and
get the team out. While everyone else lies prone, send the Green Beret and Sapper
crawling to hide behind the rock to the north when the patrol isn’t looking. Then
have the Green Beret approach the ridge and climb up the side as the patrol heads
away. Knife Soldier 2 at the top and then go prone. The Sapper now can position
the trap along the patrol’s route north of his hiding place. After it kills one soldier,
reset it in the same place to kill a second. The Green Beret can kill the third if he
begins descending the ridge as the patrol of two approaches the trap. Finally, get all
the rest of the Commandos behind the rock as the Sapper recovers his trap.
Figure 6-10.
Your team must
clear all enemy
soldiers from the
area before the
Sapper can place an
explosive near the
gun emplacement.
160
The Green Beret now climbs over the wall and hides behind the small block-
house. Activate the decoy to lure Soldier 7 around the wall; then run after and knife
6, pick up the body, walk toward 7, drop the body past the wall and knife 7. Watch
out for Patrol 12 and Soldier 14 as you do this. The Green Beret must move quick-
ly to get to Soldier 7 before he loses interest in the decoy.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
The entrance is clear, so the Green Beret can crawl to the gun emplacement and
scale up the side while Patrol 12 and soldiers 13 and 14 aren’t looking. Stay prone at
the top and then knife 8 and 9. Make sure no soldiers are watching your targets as
you kill them or they’ll sound the alarm.
Climb down from the emplacement and crawl over to the block house to the
northwest. When 10 and 11 walk away from you, run after and knife 10; then carry
the body behind the barracks. Place the decoy west of the barracks hiding place and
lure Soldier 11 to where you can kill him. Hide the body.
The Green Beret now must move back out though the wall and place the decoy
near the southern part of the wall. Move the bodies of 6 and 7 out of sight. The Sap-
per must place the trap in the path to the decoy and then return to hiding. With the
Marine in the water nearby, activate the decoy and hide the Green Beret in the sand.
When Patrol 12 comes to see what’s happening, one of them walks into the trap.
The Marine and Green Beret can kill the rest. Use pistols on the last one to lure sol-
diers 13 and 14. Hide the Green Beret and Marine again and repeat the process with
these two curious Germans.
The Green Beret must crawl back into the base and place the decoy behind the
rock near Soldier 17 before crawling back to a position behind 15. Activate the
decoy to distract 16 and 17 so you can knife 15. Then run and kill 16 and 17. Move
all the bodies out of sight. Have the Marine swim near 18, pop out of the water, and
kill the machine-gunner with the speargun when he’s not looking.
Bring the rest of the Commando team up to the first gun emplacement. Be sure
the Sapper retrieves his trap. Then place the first explosive next to the gun at the
emplacement—but don’t detonate it yet. Save it for the grand finale. One down,
three to go.
CHAPTER 6: THE EUROPEAN CAMPAIGN 161
TIP
Usually, you want to avoid using the pistol during a
mission. Because you must fire three times to kill
an enemy, it can be dangerous, and the report often
alerts other enemies to your presence. They may
sound an alarm. Sometimes, however, you can use
gunshots to lure soldiers into traps and ambushes.
A good rule of thumb is to save the mission, and
then fire a pistol to test the enemy’s response.
Figure 6-11.
More than 20 soldiers
protect the two gun
emplacements in this
area. Work carefully!
162
Now send the Green Beret up the ridge near the barracks. Crawl over to Soldier
20 and knife him when 22 isn’t looking. Wait until 22, 23, and 27 look away before
descending the cliff near 21 to hide behind the rock. Knife 21 when 22 and 24 won’t
see, and then carry the body behind the rock. Bring out the Sniper and move him
around to the north side of the first gun emplacement. Have him shoot 22 when 24
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
isn’t looking. Drop prone and bring up the precision rifle again. Soldier 23 will spot
24’s body and go over to investigate. Shoot him when he’s right over the body.
NOTE
The rear of the second gun emplacement is
level with the ground, enabling a Commando
to walk to the top without climbing walls.
This also means enemy soldiers at ground
level behind the emplacement have a good
view of the entire roof.
The Green Beret now must crawl west and sneak up on 24. Kill him while 27
and 28 are turned away. Now crawl up onto the second gun emplacement and kill
25 and 26. Have the Marine swim over near Soldier 27 while the Green Beret hides
on the west side of the second gun emplacement. As he begins walking away, pop
out of the water, run after him, and take him out with the speargun. Drop prone.
Soldier 28 will see the body and walk over to it. This is the Green Beret’s chance
to run after and kill 28 with the knife. Next, crawl behind the rock near the
machine-gunner (29). Kill him and remove the body without 33 spotting you.
Again, bring all your Commandos forward and hide them near the second gun
emplacement. The Sapper should take this opportunity to set the second explosive
the same way he did the first.
Now the Green Beret must place the decoy south of Soldier 30 while the Sap-
per places the trap in the gap to the west. Lure 30 into the trap, then recover trap,
body, and decoy so all are out of sight. Position the Sniper east of the gun emplace-
CHAPTER 6: THE EUROPEAN CAMPAIGN 163
ment, behind the barbed wire, and shoot Soldier 31 when 32 and 34 look away.
Drop prone while Green Beret and Sapper place the trap and a body south of the
rock by 30 so that 32 can see it, but not 33 and 34. Soldier 32 will walk into the
trap and be killed.
Now the Sniper must take out 33 at the west end of his patrol. The Marine must
swim over near Soldier 34. After Patrol 37 passes heading north, rise from the water
and kill 34 with the speargun, and then 35, as well. While the Marine re-enters the
water, the Green Beret must move quickly to carry 34’s body, and then 35’s, behind
the dragon’s tooth near 35 so Patrol 37 won’t see them and raise an alarm.
Have the Green Beret crawl over behind the wall near 36. Wait until Patrol 37
passes by heading south, and then kill 36 at the east end of his walk. Carry the body
to the ladder at the third gun emplacement. Finally, order the Marine to swim
around the north shore and wait just off the beach in the northwest.
the Sapper climb up the third gun emplacement and set his last explosive next to the
gun. Then send the Sapper, the Driver, and the Sniper to hide with the Green Beret.
For the next few steps, the Marine will work alone. Wait until Patrol 43 heads
east and 42 passes by moving southwest. Jump out of the water at the far west end
of the beach and make tracks in the sand. Hop back into the water and swim east a
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
bit so you have a straight shot to the grass. Soldier 42 will see your footprints and
go take a look. As he moves past your position, crawl out of the water toward the
rock by 41 as quickly as you can. You want to end up along the western map edge.
When 40 isn’t looking, sneak behind the building near the tank into the little
alcove where you can hide from 40. Stand up, wait for Soldier 40 to approach, and
then turn around. Quickly run after and knife him. Next, kill Soldier 41, and then
crawl over near the rock. Soldier 42 will see the body and go to investigate. Shoot him
with the speargun as he walks past the rock. Now the Marine must crawl back behind
the building and along the ridge to position himself behind the crates near 44.
This next step is very difficult, so save the mission here. The Sniper now must
crawl to position ‘X’ in figure 6-12. He must be able to target 44 unseen by the sol-
diers patrolling the beach. When Patrol 43 has passed the fourth gun emplacement
heading west, 45 is moving west, and 46 isn’t looking, the Marine must shoot 44
with the speargun, and then crawl back behind the crates. Quickly switch to the
Sniper and target the area around 44. Shoot 45 and 46 before they can sound the
alarm, dropping prone after each shot. Then crawl back to the hiding place as fast
as you can. Patrol 43 will spot the bodies in a few seconds and sound the alarm. The
Sapper can now detonate all three explosives and then drop back down to the
ground.
Reinforcements now pour out of the barracks. If all your Commandos remain
hidden, no one will spot them. After the new patrols pass your location, the Driver
must crawl around the barracks and along the ridge to the tank.
Figure 6-13.
The Driver, at the
tank’s controls,
clears the rest of the
map for you.
E
U
R
When the area is clear, get all the Commandos onto the tank, except the Green O
Beret. He must move one of the barrels over to the fourth gun emplacement and det-
onate it with a pistol shot. Then get him aboard the tank. Drive the tank back to P
where you left the boat, taking out all German soldiers along the way. Once the E
entire map is clear, get your Commandos to the boat and the Marine will row it to
the safety of the buoy in the southeast.
Mission Summary
Objective: Kill the SS Grupenfuhrer and destroy the headquarters building.
Team: Sniper, Marine, Driver, Spy
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Figure 6-14.
The city is full of
soldiers. You must
remain unnoticed
because the guards
sound the alarm
with little
provocation.
CHAPTER 6: THE EUROPEAN CAMPAIGN 167
This mission is basically an assassination. Command also orders you to blow up the
headquarters building while you’re in the area. Your Commandos begin along the
southern map edge. They first must get across the river and acquire a German uni-
form for the Spy. Then they must get to the northern part of the map unseen and
find a way to blow up the headquarters and kill the SS officer. Finally, they must
escape in the truck.
Figure 6-15.
The streets are
full of guards —
and there are few
places to hide.
168
TIP
There are many soldiers in the southern area, and a lot of
open space. Before you take any actions, save the mission,
and then take time to observe what each enemy can see and
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
the routes they walk. When you have a good feel for their
actions and the timing necessary to get by them, restart
the mission from your save. This way, you avoid wasting
time looking around, and will receive more points for
completing the mission faster.
After Patrol 7 passes again, the Spy must head east. He can move in behind Sol-
dier 3 and poison him when soldiers 8 and 9 and Patrol 10 look the other way. Carry
the body to the southeast corner and hide it there. Stay prone with the body until
Patrol 7 makes another round. Then head back to the other Commandos.
Figure 6-16.
Several soldiers
patrol the
southeastern
section of the map,
but you must kill
only one.
CHAPTER 6: THE EUROPEAN CAMPAIGN 169
While the Spy is returning, send the Marine crawling across the eastern bridge
and down the stairs to the river, unnoticed by soldiers in the area. Don the diving
gear and swim to the western stairs. Wait until Soldier 4 comes down and then
begins going back up before you pop out of the water and shoot him with the spear-
gun. You must kill 4 as close to the water as you can so his body won’t be visible to
other soldiers.
Now the Spy can crawl west and hide by the river’s south shore, along the west-
ern map edge. Wait for Soldier 5 to move south past you; then sneak up behind him
and kill him while he pauses at the end of his route. Quickly carry the body into the
building and hide it in the corner with the other two bodies before Patrol 7 spots
you. After the patrol passes, crawl to a position near Soldier 6. Wait until no one is
looking, and then kill 7 and carry the body down the steps to where the Marine
killed Soldier 4. Keep the Spy on the ground.
Figure 6-17.
You’ll find the
Uniform on the
second-floor landing.
Once you have it on,
use it to clear off the
soldiers on the
buildings in this
block.
170
end of his route, and then 15. Leave the bodies where they lie. As long as no one saw
you kill them, they won’t be visible from street level. Next, climb the ladder to the
next building and give 16 a lethal injection. You must time this carefully, so the sol-
dier in the headquarters yard doesn’t see.
Climb back down to the street and use the Spy to distract Patrol 7 so the rest of
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
the Commandos can crawl over and hide behind the fence on the north side of the
river in the west. When soldiers 9 and 12 walk away, get the Commandos into the
building near the half-track, below where you killed 14.
You got the whole team across the river. Take a deep breath and get ready for
the next phase.
Figure 6-18.
There aren’t as
many soldiers in
the north.
However, there
are few places for
your Commandos
to hide, and
almost none for
concealing enemy
bodies.
CHAPTER 6: THE EUROPEAN CAMPAIGN 171
When soldiers 9, 12, and Patrol 7 are walking away, the three hidden Commandos
can exit the building and crawl west, and then north. Keep an eye on Soldier 20.
When he begins walking east, you can crawl and hide behind the west side of the
building, near the red fuel truck. Now watch Soldier 21. Rush into the building as
20 walks away and 21 looks away.
Then the Spy can leave Patrol 17 and walk north past the headquarters and then
east, to the rear of the building. Walk to Soldier 23 and kill him while Patrol 25
heads south. Time is short, so you must move fast, carry the body out the gate, and
drop it west of the gate. Next, walk into the cemetery and stand behind Soldier 24.
Poison him as Patrol 22 heads west and carry the body a bit north to hide it behind
the sepulchres, near the eastern map edge. When you’re done, walk over and talk to
Soldier 21. Keep his attention to the east.
Work quickly during this next step, or the entire mission could end in failure.
Wait for Patrol 17 to come north. When it turns and heads back south, the Marine
must move out of the building when Soldier 20 turns east. Run after 20 and kill him E
with the speargun. Then kill 21 as the Spy talks to him. The soldier that passes the
headquarters gates can see the body, so you must time it just right, allowing the Spy
U
enough time to move the body west and out of sight. Then, while the Marine R
returns to the building, the Spy must run south to meet Patrol 17 near the fountain O
and continue his conversation where he left off. P
E
Figure 6-19.
The Spy and the
Sniper must clear
the area behind the
headquarters.
172
Take another deep breath. It’s the Sniper’s turn. Exit the building and have the
Sniper crawl all the way to the eastern map edge, along the sidewalk on the north
side of the road. Patrol 22 is the only threat to watch for. Position the Sniper so he
has a good view of the headquarters parking area. When Patrol 25 heads south in a
straight line, bring up the precision rifle and kill all three soldiers in sequence, begin-
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
ning with the one at the rear. You must shoot quickly to kill them all before they can
TIP
When the Sniper takes out Patrol 25, he needn’t go
prone between each shot. No one can see him where
he is, and he must shoot all three soldiers very
quickly.
Figure 6-20.
You must park the
fuel truck just
inside the gate,
next to the
headquarters. When
it blows up, it will
block the SS
officers’ primary
evacuation route.
CHAPTER 6: THE EUROPEAN CAMPAIGN 173
sound the alarm. And make every shot count. The Sniper has only four bullets, and
he needs the last bullet to assassinate the SS officer. After eliminating the patrol,
crawl back to the building.
Now the Driver can leave his hiding place and crawl to the fuel truck. Wait until
Patrol 22 turns away, and then hop in. Back it out onto the road; then drive it east
to the parking lot. Try to drive alongside the trolley as it heads east to conceal the
truck from soldiers near the half-track. Park just inside the gate, next to the head-
quarters, as shown in figure 6-20. Leave the truck and crawl over to the German
army truck in the cemetery.
As German forces retreat behind the Siegfried Line, they’ll try to demolish the
bridge over the Maas River, north of Liege, to thwart Allied troops. Your mission is
to prevent them from doing so.
Mission Summary
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Objective: Kill all the German sappers before they can blow the bridge over the
Maas.
Team: Sniper, Marine, Spy
This mission may not be as difficult as some, it does require very precise timing.
Your Commandos begin in the northeast. They must make their way to the bridge
undetected, kill all four sappers before they can blow the bridge, and escape in the
army truck. The trick is that you must kill the sappers with a few seconds of each
other. If even one detonates his explosive, the mission fails. You also must use stealth.
It won’t take much to provoke the soldiers into sounding the alarm—and send the
Figure 6-21. Your Commandos must kill all four sappers near the bridge
simultaneously.
CHAPTER 6: THE EUROPEAN CAMPAIGN 175
sappers to their detonators. Notice that the map is full of enemy soldiers. However,
you needn’t kill them all to complete the mission.
E
CAUTION U
Your men must take care crossing the railroad
tracks, especially near the eastern map edge.
R
A train can appear at any moment, without O
warning. If it strikes a Commando, he dies. P
E
Figure 6-22.
Use the train for
cover while it’s
stopped at the
station.
176
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Figure 6-23.
Now you must kill
all the guards
around the
building near the
road, south of the
train station.
his next trip southwest and leave his body where it lies.
Now the Spy can make his way south to hide north of the building near the
road. Wait until both soldiers 5 and 7 head southwest, and then poison 5 and carry
his body around the corner of the building. Go around to the other side and kill Sol-
dier 6 when 7 again heads away from you. Move his body over near 5’s, and then
hide inside the building. Again, Soldier 7 will walk up to the building. As he turns
around, run out the door, poison him, and dispose of the body.
Figure 6-24.
The uniform hangs on
a clothesline near
the courtyard.
E
U
R
turns the corner and spots you. Now walk over to Soldier 9, near the barracks.
O
Approach him from behind and poison him. Leave the body and wait for Soldier 12,
(figure 6-25) to spot it and come to investigate. Poison him when he looks away. P
Leave both bodies and walk toward the wall along 10’s route. You must kill him so E
the body drops in the corner of the wall, out of sight of Patrol 11.
Figure 6-25.
The Sniper will
work the east side
of the bridge.
Figure 6-26.
Positioning your
Commandos is
critical. Once
the alarm goes
off, they must
kill the sappers
from these
positions: they
have no time to
move.
CHAPTER 6: THE EUROPEAN CAMPAIGN 179
After eliminating the patrol, crawl forward to target the space directly in front
of the pillbox near the bridge. Keeping the rifle sighted on this area, go to the
Marine. Position this Commando in the little inlet near the detonator on the island
under the bridge. Put him in a shallow area so the diving gear shows in his knapsack.
Finally, move the Spy directly behind Sapper 14. It’s a good idea to save the mission
here: the next step requires perfect timing.
With all three Commandos in position, it’s time to kill the sappers. When Sol-
dier 18 and the patrol on the west side of the river, as well as Sapper 17 on the island,
look away, the Spy must poison Sapper 14 quickly. One down. Put the syringe away
and switch to the Sniper (2). Drop Sapper 15 as he walks past the pillbox; then
drop prone. Quickly shift to the Marine (3). Pop out of the water and shoot sap-
pers 16 and 17 with the pistol before they can reach the detonator. Remember, it
takes three shots to kill each of them. With all four sappers dead, get back into the
water and swim to the southern map edge near the east shore of the river.
E
U
TIP R
Before killing the sappers, you may want to test
their response to an alarm. Save the mission, have a
O
Commando fire a pistol, and watch the fireworks P
start. Pay close attention to the order in which the E
sappers detonate their explosives. This illustrates
the importance of acting quickly, as well as the
order in which you must kill them.
Figure 6-27.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
With only the two patrols remaining near the bridge, the Spy now should walk
over and distract Patrol 25’s attention north and away from the truck. This will allow
the Sniper and the Marine to crawl over next to it. The Spy then can break off the
conversation and walk to the truck, as well. When patrols 25 and 26 both walk away
from the truck, get all three Commandos aboard. The truck will take them to safety.
Your mission is to free the prisoners and bring them to Allied lines safe and
sound.
Mission Summary
Objective: Free Claude Gilbert and his four collaborators and get them all to
safety.
Team: Green Beret, Marine, Spy
E
U
R
O
P
E
Figure 6-28.
Before Dawn
182
This mission isn’t difficult as long as you play carefully. Your Commandos begin
in the southwest. You must clear the area west of the prison before securing the prison
interior and releasing the Frenchmen. You also must clear the north side of the river
so you can bring your charges unharmed to the truck that will carry you all to safety.
The prisoners can’t crawl, so you’ll have to kill most of the Germans on the map.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Figure 6-29.
Four soldiers
guard the area
around the mobile
bridge.
CHAPTER 6: THE EUROPEAN CAMPAIGN 183
Watch for Soldier 3 during this. Then carry the body behind the rock near Soldier 2.
Next, kill 2 while the Spy distracts him, and remove the body. Now the Spy must dis-
tract Soldier 4 so the Green Beret can kill 3. Again, hide the body behind the rock.
Finally, have the Spy poison Soldier 4 unseen by patrols 16 and 17. Dispose of the
body and send the Marine across the bridge, as well. Hide the Green Beret and
Marine near the bodies as the Spy slides the bridge back so no one else can cross it.
Figure 6-30.
The prison yard is
full of soldiers.
The Spy must kill
them all—all by
himself.
184
Time to clear out the other side of the yard. Walk over to Soldier 10. When 11
isn’t looking, pull out the poison and give 10 a lethal injection. Soldier 11 will see
the body and walk to it, giving you a perfect opportunity to kill him. Now walk over
to Soldier 12, near the cell. When 13 is turned away, kill 12. Then maneuver behind
13 and kill him. All the guards are dead, but you have a few more things to do before
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Figure 6-31.
The Spy must kill
these two soldiers
so the prisoners
can leave their
cell unobserved.
CHAPTER 6: THE EUROPEAN CAMPAIGN 185
it a bit so he goes to check it out. Kill him and put both bodies into the river. This
helps ensure the next step will go unobserved. Walk back across the bridge and over
to Patrol 16.
The Spy must keep Patrol 16 east of the gate and looking east. This gives the
Green Beret a chance to crawl into the prison camp while Patrol 17 heads north
across the bridge. When the Green Beret is inside and out of sight, the Spy can break
off his conversation and let the patrol head west. Distract them again west of the gate
so they’re looking away from it. Now the Green Beret can release the prisoners.
March them carefully out the gate and along the wall to the east. Make sure no
one across the river is watching—namely, Patrol 17 and Soldier 18. Hide the pris-
oners along the east wall of the prison. The Green Beret now must use his strength
to pick up the explosive barrel near the cell gate and position it directly behind the
bunker. He must be very careful of Soldier 18. If he shoots at the Green Beret, the
barrel probably will be hit and your man will be toast—literally. After the barrel is
in place, move the Green Beret over near the prisoners. E
U
R
CAUTION O
You must be very careful moving the
prisoners. They can’t crawl (but they can P
run), and anyone looking in their direction E
will see them. Give orders to Claude. When he
moves, the other four will follow in a line.
They look a lot like a caterpillar moving
across the map.
Figure 6-32.
You must clear
both sides of the
river before you
can take the
prisoners across
the bridge.
Now the Green Beret can crawl around the corner of the prison wall and fire at
the explosive barrel. Drop prone and crawl back into hiding. The barrel will destroy
the bunker and alert those on the other side of the river to your presence. Not only
will Patrol 17 come to investigate, but so will soldiers 18, 19, 20, and 21. Run to
the bridge and poison the soldiers at the end of the line, one at a time. You should
TIP
The Marine really isn’t necessary for this mission,
but you can use him to fire the pistol from hiding
and keep the soldiers and the patrol from crossing
back over the bridge. He can even help gun down the
patrol.
CHAPTER 6: THE EUROPEAN CAMPAIGN 187
be able to get two as they move east and two more after they turn back around and
head west. All that should be left is the patrol. Hide the Spy behind the rock near
the bridge and lure the patrol to you with pistol shots. Position the Spy so he’s
around a corner and can fire at the patrol one soldier at a time. When the patrol is
dead, you can begin the mission’s final phase.
Figure 6-33.
Kill these two
soldiers and distract
the patrol to clear
the path to the truck.
188
defenses in the Ardennes region and soon takes Liege. The Battle of the Bulge has
begun.
To cut off the rapid advance of enemy reinforcements, a small Commando team
will infiltrate north of Liege and blow up the bridge over the Maas River. Coinci-
dentally, the men best-prepared to do the job are the ones who defended it back in
September—you.
Mission Summary
Objective: Destroy the bridge over the River Maas.
Team: Green Beret, Marine, Sapper, Driver
This long mission has your team traveling counterclockwise around the map.
Your Commandos begin hidden in the fields in the southeast, surrounded by enemy
soldiers.
The first phase is the most difficult: You must clear the area around the fields
and destroy the barracks there. Then you must head north to secure the area around
the train station and destroy that barracks, too. Next, you must secure the island in
the northern part of the river as a landing spot for the subsequent assault on the Ger-
man camp. There, steal a tank, and then clear the rest of the map. Finally, get the
explosives and blow up the bridge before making your getaway.
Figure 6-35.
The beginning of
the mission is the
most difficult
part: you’re
surrounded.
190
The Green Beret is next. After Soldier 3 comes toward him and turns around,
have him move in an arc, first north and then west to the wall near Soldier 2, care-
ful to stay out of his view. Before you get to the wall, move in, kill 2, carry the body
to the wall, and drop it in the corner. Wait for Soldier 3 to return and walk past you.
Quickly kill him and hide the body in the same place. Now, keeping an eye on
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
patrols 6 and 7, sneak up and kill Soldier 4 and drop the body in the corner of the
northern wall. As both patrols move away from you, run after and kill Soldier 5 in
the courtyard; quickly move the body to the corner where 4 lies.
TIP
The corner of a wall or building is the best place
to hide dead bodies and live Commandos. During this
mission and many others you’ll want to drop the
bodies as quickly as possible and hide. To save time
and place a body right in the corner, move your
Commando directly into the corner and press C to
drop prone. The Commando will drop the body
automatically as he falls prone, depositing it right
in the corner.
Flex those big muscles and send the Green Beret to pick up the explosive barrel
and place it next to the door of the barracks Patrol 6 is circling. Wait until the patrols
just turn away from you; this way you can position the barrel and have enough time
left to crawl behind the nearest wall. Send the other three Commandos to hide in
the building near 5. When Patrol 6 walks past the barrel, shoot it with the pistol and
it will blow up, taking patrol and barracks with it. A single soldier will come out of
the building. Shoot him quickly, and then crawl back to the hiding place.
Patrol 7 and others will come to examine the rubble from the explosion. Just
stay put and you’ll be fine. Patrol 7 will return to its route. As it walks past the
Commandos hidden in the courtyard, exit all three from the building, group them,
and pull out their pistols. Before firing, make sure all three of your Commandos are
CHAPTER 6: THE EUROPEAN CAMPAIGN 191
TIP
Grouping several Commandos can increase your
firepower: it takes one Commando three shots to
kill an enemy soldier, but three Commandos can kill
an enemy with a single shot, because each time the
group fires, they shoot three bullets—the minimum
to kill a soldier. This tactic gives you a good
chance to kill a patrol and take little or no
damage.
within pistol range. If they aren’t, close until all three can hit a given target. Fire
once at each of the soldiers in the patrol to kill them quickly. Then return to the E
hiding spot.
U
Phase 2: The Train Station R
After you kill Patrol 7, jump back into the building. Other soldiers, such as 8 and 9, O
may hear the shots and come to investigate. Take them out with pistols. While the
P
E
Figure 6-36.
After you clear the
east side of the
tracks, throw a
grenade at the train
station/barracks.
Now the Germans have
no more
reinforcements.
192
train is at the station, lure any remaining enemy soldiers on the east side of the tracks
to their deaths, and then hide all your Commandos in the building near 8.
You needn’t be quiet. In fact, fire shots to lure enemies to places where you can
easily kill them. Kill Patrol 15 when you have the opportunity. Reinforcements will
come out of the train station, which is also a barracks. Sneak the Sapper toward the
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
station, using the train for cover, and throw a grenade at Soldier 14. Then quickly
return to the building. This will kill 14 and 13, destroy the barracks, and kill any
reinforcements on the platform. The blast also damages the tracks so the next train
can’t pass through the station.
NOTE
Don’t worry if an alarm sends reinforce-
ments pouring out of the train station. The
grenade will kill them all. In fact, by the
time you’re ready to throw the grenade,
several soldiers probably will have been run
over by the train as they walked too close to
the tracks.
Shoot Soldier 16 with a pistol, and then hide until things settle down. After all
soldiers return to their posts, your Commandos must crawl up onto the platform via
the stairs near the building where they’re hiding. Watch for the half-track as you do
this. Send the Green Beret to knife Soldier 17, and then 18. Finally, move all the
Commandos to the river’s edge and take a quick break.
Figure 6-37.
Have the Marine
clear this island
of all enemies so
you can land the
rest of the team.
E
U
R
the other soldiers aren’t looking, pop out of the water, shoot him with the speargun,
O
and then drop back below the surface. The other soldiers will see the body and cry P
for an alarm, but no one can hear them. Next, swim over near the boat, carefully kill E
Soldier 20, and drop back into the water. Repeat with 21, and then run after Patrol
22. While their backs are to you, kill the rearmost with the speargun; then pull out
the pistol and shoot the next. Walk to the boat. Pick it up and put it in your knap-
sack; then run back into the water and swim to your waiting teammates.
Figure 6-38.
After you clear
out the camp, the
Driver can get to
the tank. Then
the fun begins.
prone and stay put. Several soldiers and patrols will come to investigate; however,
they won’t spot you behind the tent.
After the enemy returns to its normal activity, bring the Green Beret and Driver
forward to where the Sapper is hiding. Move the Green Beret closer to Soldier 25,
but out of sight of 26. When 26 turns away, run and kill 25 and carry the body back
out of sight. Knife 26 when he turns his back on you again; hide his body, also.
Approach Soldier 27 from the northwest and give him the blade. You can leave this
body where it falls. Soldier 28 is a little tougher to get. You must place the decoy a
little north of his tent and activate it. He’ll run over to it, giving the Green Beret the
opportunity for the kill. Hide the body and recover the decoy.
Now the Driver can crawl over to where the Green Beret waits. Before they con-
tinue, the Marine has a quick assignment: Swim upriver, even with and directly
behind Soldier 29. Crawl up the bank and shoot him with the speargun when no
one’s looking at him. Drop prone and crawl back into the river. Have the Green
Beret wait until the half-track drives west off the map. Then he must crawl up to
CHAPTER 6: THE EUROPEAN CAMPAIGN 195
Soldier 30 and knife him as Soldier 31 turns to head north. Drop prone and crawl
after 31. Kill him, and then bring the Driver up to climb aboard the tank along with
the Green Beret.
Figure 6-39.
The explosives lie on
the little island
below the bridge.
Place the charges at
A, B, and C, at the
little “explosive”
symbols.
196
is the next stop for the Red Army. Meanwhile, the Germans begin launching V2
missiles—last hope of the Führer—against London and other Allied targets.
Reconnaissance flights have spotted a V2 launch center in a small industrial set-
ting at Oldenburg, west of Bremen. You must destroy the launch pads before they
launch missiles against London.
Mission Summary
Objective: Destroy all three V2 rockets and their launch pads.
Team: Green Beret, Sniper, Marine, Sapper
This mission is fraught with danger for your Commandos. You must be skilled
in controlling your men. They begin along the northern map edge. First, they must
clear the area around the coal mine of enemy soldiers. Next, they must secure the
area down by the river.
Send the Marine across the river to take out the small group of soldiers in the
southwest and move all the Commandos across the bridge to the east side of the
river. You must find a way into the base and clear it out so you can prepare to blow
up the V2 missiles and their launchers, take out the barracks while you’re there, and
then make your way to the boat in the northeast and escape.
Figure 6-41.
The coal mine is
crawling with enemy
soldiers. You’ll have
to use cunning and
deception to kill
them all.
198
when no one’s looking in his direction. Drop prone and crawl back to the hiding
spot. Then the Green Beret can activate the decoy while he hides behind the rock
near 2. Wait until Soldier 5 is walking away to attract only 4. Kill him, hide the
body, and return to the rock. Activate the decoy again and 5 meets his death the
same way.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
NOTE
Beware of the tank in the shed. It looks shut
down, but the crew is paying attention. If
you move in front of it, prepare to die: it
will fire its machine gun at your
Commandos. The tank leaves the shed when
the alarm sounds.
Now the Green Beret can move the decoy north of Soldier 6. Hide behind the
rock, activate the decoy, and kill 6 when he comes to take a look. Move the Sapper
to the mining office and place the trap at the foot of the stairs. Hide behind the rock
while the Green Beret moves 6’s body northeast of the trap and into Soldier 7’s line
of sight. He’ll spot the body, come to investigate, and walk right into the trap and
die. The Green Beret must quickly move the body out of sight while the Sapper
recovers his trap.
Bring the Marine up to fight. Crawl to the coal cars near 8. Wait until 9 turns
away and kill 8 with the speargun. Quickly run after 9, but hide in the little gap in
the coal. As 9 passes on his way to 8’s body, shoot him with the speargun, as well.
Then have the Green Beret hide the bodies.
Figure 6-42.
You must kill a
patrol, a machine-
gunner, and a few
soldiers to clear a
path to the bridge.
E
U
R
the body in the coal. Now place the decoy in the coal, as well. Move your Com- O
mandos to the other side of the coal cars and activate the noisemaker. Soldier 11 will P
walk your way. When he’s past the spot where 8 stood guard, run after and kill the
curious enemy. Hide his body in the coal. Retrieve the decoy.
E
Carefully move all your Commandos to the western map edge and down to the
river. Leave the Sniper along the western edge. He must shoot all four soldiers in
Patrol 12 without allowing them to raise an alarm. Kill them as they begin walking
east so their bodies will fall out of view of 13. Because the Sniper must shoot as
quickly as he can, don’t bother dropping prone after each shot. You may have to
make several tries to time it right. Once the patrol is history, however, move the
Sniper down to join his friends.
The Green Beret can crawl over to the patrol’s bodies and move one into 13’s
field of view. Then run east to hide behind the rock. As 13 comes to see what’s hap-
pened, knife him and hide his body near the rock.
Now have the Marine don his diving gear and hop into the river. Swim down-
stream to the bank by Machine-gunner 14. When Soldier 17 looks away, get out
of the water and immediately hit the dirt. Crawl behind 14 and shoot him with
the speargun when 17 again looks elsewhere. Drop prone as fast as you can, and
then return to the river.
200
Figure 6-43.
Before your
Commandos can
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Figure 6-44.
Sneak your Commandos
into the base using
the conveyor belt.
E
U
R
ing, run after 20 and knife him. Carry the body around to the other side of the coal O
to hide it. Bring out the Sapper, now, and move him and the Green Beret to the edge P
of the conveyor belt, out of sight of soldiers 21 and 22. When both head away from E
you, the Green Beret must run after 21, kill him, and hide the body behind the rock.
The Sapper should join him when it’s safe to do so. Then, while 22 heads east,
the Sapper must place the trap in his path, behind the concrete wall. Return to the
rock and wait for 22 to die. While this is going on, move the Sniper to the rock.
After 22’s demise, the Sniper must crawl along the southern map edge until he has
a shot at the dog in the cage. Unless the dog dies, it will bark and alert the soldiers
to your presence.
Now the Green Beret is ready to scale the wall. Wait until both 25 and 29 walk
away from you before climbing. At the bottom, hide behind the rocks to the west.
Kill 24 with the knife (when 25 walks away again) and carry the body to the door
of the dog cage. Next, sneak up behind 25 and give him the cold, hard steel, as well.
Dump his body near 24’s.
Crawl over to the flashing switch and click on it once. The conveyor belt will
reverse directions. The other three Commandos need only crawl onto it to travel
into the base. Have the Green Beret pull out his decoy and place it northwest
of 26. Hide south of the wall and activate it. Soldier 26 will walk around so
202
you can kill him easily. Hide the body west of the wall, and then use the same pro-
cedure on 27.
Beret and Marine over behind 28. Knife this soldier, and then carry the body toward
the south corner of the building, so 32 won’t see it. Then the Marine must shoot 29
with the speargun as he comes around the corner. Move his body near 28’s and send
the Marine back to join the others.
Now the Green Beret can kill Soldier 30 when Patrol 36 heads north. Hide the
body behind the crates west of the gate.
Before moving into the northern part of the base, where you might be seen from
across the river, have the Sapper blow the bridge. This will set off an alarm—but the
alarm will be across the river. No one in the base will know what’s happened.
Move the Green Beret to the building north of 26 while the other three hide in
Figure 6-45.
Clear the area
around the
southern
barracks.
CHAPTER 6: THE EUROPEAN CAMPAIGN 203
Figure 6-46.
You must kill all the
soldiers on the base
before you can blow
up the missiles.
E
U
R
the tall, narrow building nearby. Place the decoy near the building’s door. Both sol-
diers 31 and 32 hear it and stop in their tracks. However, you won’t lure them. O
Instead, use this to alter the timing of their routes. Shut the decoy off, and then run P
after 31 to kill him when both turn back around. Carry the body to the western cor- E
ner of the building. Then, during 32’s next walk away from you, run after and knife
him. Hide the body behind the center V2.
Now the Sniper can leave cover and crawl north to the space between the west-
ern two missiles. He needs a shot to kill 33 near the eastern map edge. When this is
accomplished, the Sniper can return to join the other two Commandos.
TIP
You may be tempted to use the Sapper’s
second explosive on a barracks, but keep
it in his knapsack. You’ll need it for the
watchtower during your getaway.
204
Now hide the Green Beret behind the eastern V2. Wait until Patrol 36 heads
south, and then kill Soldier 34. Carry the body to the west side of the south bar-
racks. It’s also a good idea to kill 35 and hide his body when the patrol isn’t looking.
It’s time to set up the explosives. There are four barrels near the watchtower.
Place one next to each missile and near the west corner of the south barracks. Place
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
one barrel between the eastern V2 and the north barracks to take both out. Position
the Green Beret north of this barrel near the fence, and the Marine west of the
southern barracks.
The Marine can fire first. After the explosion, drop prone. A single soldier walks
out from the flames. Kill him, and then crawl to a building. The Green Beret must
shoot his barrel as quickly as you can switch over to him. By now, some troops may
have come out. When you hit the barrel, you’ll kill them all and take out the bar-
racks and the V2. Patrol 36 will run into the base. Just stay out of their sight and
destroy the other two V2s. When the patrol returns to its post, send all your Com-
mandos out of the base through the south gate.
Run west around the fence, and then head north. After passing the building,
drop prone and crawl. Send the Sapper ahead to plant the explosive under the watch
tower. He must move quickly and carefully so the guards above won’t spot him.
Move back from the tower and blow it up.
Now get all your Commandos into the boat. The Marine can row them down-
stream to safety. Mission accomplished.
is in the final stages of development. You must enter the castle and put an end to
this terrible threat.
Mission Summary
Objective: Blow up the headquarters in Gundelfingen Castle, as well as both V2
missiles.
Team: Green Beret, Sniper, Marine, Sapper, Driver, Spy
This is COMMANDOS ’ most difficult mission. The castle is filled to the brim with
enemy soldiers. Just getting all your Commandos into the fortress will be tough. The
Green Beret must lead the way and provide access for the Marine and the Spy. The
three will work together from there to get the other three in, as well. You must clear
a path to both the headquarters and the tank. Don’t waste time killing enemies who
are out of your way.
E
U
R
O
P
E
This mission is very picky about the order in which you kill the soldiers. Kill
some, and the alarm immediately goes off; kill others, and there’s no reaction what-
ever. Almost every soldier can be seen by one or more of the other soldiers. Always
make sure you’re in the clear before taking any action in this mission walkthrough.
Good luck.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Figure 6-48.
The Green Beret
must scale the
castle’s west wall
and kill all
soldiers along it.
CHAPTER 6: THE EUROPEAN CAMPAIGN 207
climb the ladders and take out 3 atop the tower. Some of the soldiers below can see
the tower, so make sure they’re looking away when you pop up and knife the guy.
Climb back down the ladders, and then scale the interior wall near 2. Wait until
4 walks away before going over the edge. Run after and knife Soldier 4; then do the
same to 5 and 6.
TIP
During this mission, crawl everywhere unless the
text specifically recommends you run. More than a
hundred eyes are looking for you, so take care.
E
U
Phase 2: A Stroll around the Outer Wall R
The Green Beret must now crawl down the stairs and begin his trip around the outer
O
wall. Crawl as close as possible to Soldier 7 without being seen; then, when he turns
P
E
Figure 6-49.
The Green Beret must
crawl all along the
outer wall to the
other side of the
castle. Take out only
those guards who
could cause problems
later.
208
around, pull out the knife and crawl after him as fast as your knees can go. If you
time it right, you should be able to kill him just before he turns and spots you. Leave
the body and continue.
Crawl behind the two soldiers at the south corner. If you try to kill them, you’ll
be spotted and probably killed. Either way, the alarm sounds and you’ll have to start
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
over at your last save. Kill Soldier 8 with the knife before you continue. Soldier 9 is
in view of several soldiers in the firing range below, so make sure no one’s looking
before you slit his throat. Creep on toward 10. Wait at the periphery of his view, and
then crawl quickly after him when he turns away. Finally, kill Soldier 11, and then
move over near the ladder down into the firing range.
TIP
While crawling around the walls, don’t move along
the interior of the wall or the soldiers below may
spot you. Instead, keep to the center of the path.
Figure 6-50.
The firing range is
the only area where
you can use pistols
without
automatically
setting off alarms.
E
U
R
Next, place the decoy behind Soldier 17. Activate it once the Green Beret is in
the corner near the ladder. When 17 looks toward the sound, the Marine can sneak O
behind and shoot him with the speargun. Quickly return to cover, because 18 and P
19 see the body and come to take a look. Depending on which soldier comes first E
and what path he takes, use the Green Beret and Marine as a team, with each killing
the soldier who walk into their sights. Avoid using the pistols unless absolutely nec-
essary. If one of your Commandos is caught, freeze and quickly send the other one
over to kill the enemy soldier before he can shoot or sound an alarm.
TIP
Although you can fire a pistol in the firing range
area without alerting the rest of the castle, the
soldiers in the area will notice that the shots
didn’t come from the right place and will come
looking for you, possibly even sounding the alarm.
Therefore, avoid using the pistol unless absolutely
necessary, or if the walkthrough recommends
otherwise.
210
You must kill one more soldier before moving on to the next phase. While lying
near 15’s post, the Marine should fire a shot into the air with his pistol. Quickly crawl
over to the spring and hide underwater. Soldier 20 will come to investigate the shot.
When he goes to return to his post, rise out of the water and go after him with the
speargun. Have the Green Beret hide the body in the usual spot. Next, carefully crawl
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
out onto the firing range and place the decoy behind Soldier 21 so the soldier across
the street from him won’t see your crawling Commando. Move the Green Beret along
the wall to the southeast gate. Activate the decoy and run across the road and hide
behind the building on the other side. You must act quickly: Soldier 21 won’t be dis-
tracted long. Also, this trick will only work once, so do it right the first time.
Figure 6-51.
Once the Spy gets
the uniform, he
can use it to clear
this area of enemy
soldiers.
CHAPTER 6: THE EUROPEAN CAMPAIGN 211
Hide in the building at the south corner until Patrol 26 with four soldiers enters
the southwest gate and goes down the road; then carefully crawl to hide near the next
building, just across the street from Soldier 22 and still out of his sight. When he
looks away from you, run across the street and into the gateway behind the rearmost
soldiers of Sentry 25. Wait until 22 and 23 look away again, then knife 22 and move
into the corner where 22 was standing before 23 sees you. Run after and kill 23 as
24 heads away from you. Hide the body in the alcove by the door. Knife 24 when
you can and carry his body, as well as 22’s, to join 23’s. By now, Patrol 26 should be
coming, so hide in the building until they pass. Then take out the gate guards one
at a time, starting with the rear ones. Knife each and hide the body before killing the
next to prevent a buildup of bodies you won’t have time to move before the patrol
comes around again. After you dispose of all the gate guards, and when none of the
outside patrols is watching, get the Spy into the castle to join the Green Beret.
The Spy must get a uniform. (Of all missions, he chooses this one to not bring
his!) You must time his movements perfectly to avoid being seen by soldiers 30 and E
31. Crawl until the clothesline covers you; then, when no one’s looking, run to the
uniform and put it on. If your timing is just a little off, you’ll be discovered.
U
Now send the Spy to distract the soldier across the street from 27 so the Green R
Beret can knife 27 and dispose of the body. Next, distract 31 so the Green Beret can O
kill 28. Move the Spy over to talk to 30 while the Green Beret knifes 29. Finally, the P
Spy can poison 30, 31, and 32 by himself. Leave the bodies where they lie. If you
try to move them, you risk being caught. E
Soldier 33, at the top of the castle, will spot 32’s body and come down to inves-
tigate. Keep the Green Beret hidden in the building with the alcove while the Spy
kills 33. Soldier 34 also comes down. Repeat the procedure on him, and then take a
quick break.
Figure 6-52.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
The Sapper is
still outside the
castle, so take
this opportunity
to clear a path
for him to the
headquarters.
the gate. Then the Green Beret can take out the gate guard and hide the bodies in
the corner of the nearby building. Wait for Patrol 26 to pass through before begin-
ning. You must kill both rear guards quickly before moving the bodies. You can take
out the front guards one at a time, as you did at the other gate. With the gate cleared,
bring in the remaining Commandos and move them all to hide near 15’s post with
the Marine.
Figure 6-53.
You must kill the
enemies surrounding
the tank in a certain
order to prevent an
alarm from sounding.
E
U
R
TIP O
This phase can be very frustrating. You’ll probably P
be caught several times while you’re in the process
of killing. We recommend quicksaving after each E
kill to avoid having to eliminate the same soldiers
again and again.
Now walk back down to ground level and poison soldiers 46, 47, and 48 when
the coast is clear. Soldier 49, above, spots one of the bodies and decides to come
down and have a look. Run over to the stairs by 32’s post and kill 49 before he can
cause trouble. While the Spy goes solo, the other Commandos should carefully
climb the ladder and crawl along the wall to hide in the door by 43’s post.
Send the Sapper along the top of the outer wall to plant his remote-control
explosive next to the headquarters door. As long as you crawl, you’ll be safe. Take
care when crawling past the two soldiers on the wall in the south. After complet-
ing this assignment, return to the hiding place with the rest of the team.
The Spy needs the Green Beret’s help in the next few killings. Knife 50
214
while the Spy distracts 51; then crawl over and kill 51, as well. Get both of them to
the top level. The Spy must distract 54 and keep him looking south. The Green
Beret must wait for 53 to walk north past 54 before killing 52. Then run after and
kill 53 before he can turn around. Finally, knife 54. Be sure to drop prone after each
kill, except when you have to run after 53.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
Send the Green Beret back to the hiding place while the Sapper walks over to
Soldier 56. Move the Sniper up the stairs to 44’s post and pull out the precision rifle.
Take aim at Gunner 55 with the antitank gun and shoot to kill. Quickly drop prone
after the shot and return to join the others in hiding. It’s finally time for the Driver
to earn his pay. Order him to crawl along the second level over to where the Spy is
waiting. When Patrol 57 heads south, poison Soldier 56 and get the Driver into the
tank.
Phase 7: Endgame
With the antitank gun out of action, nothing can stop the tank. Before moving (and
alerting the enemy), exit the Sapper from the building so he can detonate his explo-
sive and destroy the headquarters. Get him back inside so he doesn’t get hurt. It’s also
a good idea for the Spy to ride in the tank, safe from all the coming destruction. The
Driver should be sure to blow up both V2 missiles, and then shoot back at anything
that fires at you. If you take out the barracks early on, you’ll have fewer soldiers to
deal with. Clear the eastern part of the castle, and then get the remaining Com-
mandos aboard the tank. Drive out the southwest gate, down the road, and off the
map to safety.
Congratulations. You’ve completed this mission—and the game!
CHAPTER 7
Multiplayer
Missions
As with many of today’s games, Commandos includes multiplayer capability. While
most real-time strategy games pit players against each other, Commandos allows play-
ers to complete the missions cooperatively. Choose any of the 20 missions in the sin-
C O M M A N D O S : P R I M A’ S O F F I C I A L S T R AT E G Y G U I D E
gle-player campaign. Each player then receives one or more Commandos to control.
The keys to playing with other humans are communication and coordination.
Choose one player to lead. The leader must make sure that everyone understands his
or her responsibilities. At the beginning of a mission, the players should hold a brief
planning session. Divide the mission into phases and assign each player appropriate
roles. In several instances, players can complete tasks in different areas of the map at
the same time. They also may cooperate to set up an ambush.
The walkthroughs’ strategies and tactics apply to multiplayer missions as well.
Having more than one Commando in action at a time dictates a few modifications.
We include these here, as well as tables of suggested assignments, broken down by
mission. In some missions, a Commando such as the Driver may have nothing to
do until the end. The Sniper may play a limited role, because his ammunition is set
at that beginning and he can’t kill silently.
TIP
The host is responsible for saving the game. Save
after each phase. If the players are working inde-
pendently, they should notify the host when they
complete their assignments. When someone makes a
mistake, everyone must start over at the last save.
CHAPTER 7: MULTIPLAYER MISSIONS 217
SUGGESTED ASSIGNMENTS
NU M B E R GR E E N
O F PL A Y E R S BE R E T MA R I N E DR I V E R
This quick and easy mission is a good one for trying your hand at multiplayer.
While the Marine gets the boat, the Green Beret and Driver can be making their way
to the dock. Once on the northern island, the Marine can kill the machine-gunner,
while the Driver takes control of the machine gun to kill the patrol before they know
what’s happening.
M
U
Figure 7-1. L
Blow up the relay station
on the northern island. T
I
P
L
A
Y
MISSION 2: A QUIET BLOW-UP E
R
SUGGESTED ASSIGNMENTS
NU M B E R GR E E N
O F PL A Y E R S BE R E T SN I P E R MA R I N E SA P P E R DR I V E R
Figure 7-2.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
The Green Beret, the Marine, and the Sapper can all take part in clearing the
east side of the river. After the Marine takes them across the river and the Green
Beret lowers the ladder, each Commando has his own task. The Driver readies the
truck while the Green Beret and Sniper kill the two guards. Then the Sapper must
place the explosives. The Marine is just there for the ride home.
SUGGESTED ASSIGNMENTS
NU M B E R GR E E N
O F PL A Y E R S BE R E T MA R I N E SA P P E R SPY
Figure 7-3.
You must blow up the dam
and then escape.
The Marine does most of the killing in the camp, the Green Beret does it in the
power plant, and the Spy distracts soldiers. The Sapper cuts through the fence and
takes care of the explosives.
M
U
MISSION 4: RESTORE PRIDE L
T
SUGGESTED ASSIGNMENTS I
NU M B E R GR E E N P
O F PL A Y E R S BE R E T SN I P E R MA R I N E SA P P E R DR I V E R L
2 PLAYER 1 PLAYER 1 PLAYER 2 PLAYER 2 PLAYER 2 A
3 PLAYER 1 PLAYER 2 PLAYER 3 PLAYER 2 PLAYER 3 Y
4 PLAYER 1 PLAYER 2 PLAYER 2 PLAYER 3 PLAYER 4 E
R
The Green Beret and Sapper must work together to clear out the western part
of the map with a little help from the Marine. The Driver takes the tank and fin-
ishes up the area as well as clearing out a section across the fjord. Once across the
bridge, the Sniper can take out his targets while the Green Beret clears the southeast
and the Driver gets the machine gun and a truck. Once inside the yard of the head-
220
Figure 7-4.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
quarters, work as a team to kill all the soldiers there. Divide up your targets before
the shooting starts.
SUGGESTED ASSIGNMENTS
NU M B E R GR E E N
O F PL A Y E R S BE R E T SP Y
2 PLAYER 1 PLAYER 2
This is a great two-player mission because both must work together closely to
coordinate their actions and pull it off. Just follow the walkthrough.
CHAPTER 7: MULTIPLAYER MISSIONS 221
Figure 7-5.
Blow up the radar at the
mountaintop base and
escape in the autogyro.
SUGGESTED ASSIGNMENTS M
NU M B E R GR E E N U
O F PL A Y E R S BE R E T SN I P E R SA P P E R
L
2 PLAYER 1 PLAYER 2 PLAYER 2
T
I
The Green Beret does most of the killing while the Sniper and Sapper have only
limited roles. P
L
A
Y
E
Figure 7-6.
R
Blow up the Leopold
cannon.
222
SUGGESTED ASSIGNMENTS
NU M B E R GR E E N
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
O F PL A Y E R S BE R E T MA R I N E SA P P E R DR I V E R SP Y
This is an excellent mission for multiplayer. Because the Commandos are split
into two teams, they can carry out their assignments simultaneously. They don’t have
to coordinate until near the end of the mission.
Figure 7-7.
You must sabotage the two
U-boats while they’re in
dock.
CHAPTER 7: MULTIPLAYER MISSIONS 223
MISSION 8: PYROTECHNICS
SUGGESTED ASSIGNMENTS
NU M B E R GR E E N
O F PL A Y E R S BE R E T SN I P E R
2 PLAYER 1 PLAYER 2
This mission goes more smoothly with two players, but the Sniper has a very
limited role. However, he must be ready to act when the time comes.
Figure 7-8.
You must destroy all the
M
water and fuel at this U
depot.
L
T
I
P
L
A
MISSION 9: COURTESY CALL Y
E
SUGGESTED ASSIGNMENTS R
NU M B E R GR E E N
O F PL A Y E R S BE R E T SN I P E R SA P P E R DR I V E R SP Y
Figure 7-9.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
This is another good multiplayer mission. After the base is cleared, each Com-
mando plays a part in preparing to destroy the objectives. This mission is also short,
which makes for a quick game.
SUGGESTED ASSIGNMENTS
NU M B E R GR E E N
O F PL A Y E R S BE R E T SN I P E R SA P P E R DR I V E R
Assign the pilot to the player controlling the Sniper. At the final phase, the Sap-
per and Driver will have their hands full taking out enemy tanks as fast as they can.
Until then, however, the Green Beret does most of the killing.
CHAPTER 7: MULTIPLAYER MISSIONS 225
Figure 7-10.
You must rescue the
downed pilot and destroy
the weapons store.
SUGGESTED ASSIGNMENTS M
NU M B E R GR E E N
U
O F PL A Y E R S BE R E T SN I P E R SA P P E R DR I V E R SP Y L
2 PLAYER 1 PLAYER 1 PLAYER 2 PLAYER 1 PLAYER 2 T
3 PLAYER 1 PLAYER 2 PLAYER 2 PLAYER 2 PLAYER 3 I
4 PLAYER 1 PLAYER 2 PLAYER 3 PLAYER 2 PLAYER 4 P
L
A
Y
E
R
Figure 7-11.
You must destroy all four
oil rigs.
226
The Green Beret and the Spy must work closely. The other Commandos must
support these two during their assignments. The Sapper places explosives and traps
while the Driver takes control of a half-track and mows down enemy soldiers with
the machine gun.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
SUGGESTED ASSIGNMENTS
NU M B E R GR E E N
O F PL A Y E R S BE R E T SN I P E R SP Y
This mission requires a lot of coordination between the Spy and the Green
Beret. For two players, give the Informer to the Spy. Have the Sniper take care of
him when there are three players.
Figure 7-12.
You must rescue the
Informer and get all
your men out of town.
CHAPTER 7: MULTIPLAYER MISSIONS 227
SUGGESTED ASSIGNMENTS
NU M B E R GR E E N
O F PL A Y E R S BE R E T SN I P E R MA R I N E SA P P E R DR I V E R
Figure 7-13.
You must sink the
M
Bismarck II and blow up U
the fuel tanks.
L
T
I
P
L
The Green Beret and Marine can do much of their early killing simultaneously.
Toward the end, the Sniper and Marine must coordinate a shot at Soldier
A
13.Remember, the timing is critical. Y
E
R
228
SUGGESTED ASSIGNMENTS
NU M B E R GR E E N
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
O F PL A Y E R S BE R E T SN I P E R MA R I N E SA P P E R DR I V E R
This mission requires a lot of coordination between the Green Beret and the
other Commandos. The Driver does nothing until the end, when he drives the tank
and clears out the entire map.
Figure 7-14.
You must destroy the four
gun emplacements.
CHAPTER 7: MULTIPLAYER MISSIONS 229
SUGGESTED ASSIGNMENTS
NU M B E R
O F PL A Y E R S SN I P E R MA R I N E DR I V E R SP Y
Figure 7-15.
You must kill the SS
general and blow up the
headquarters building. M
U
L
T
I
The spy does most of the work during the first part of the mission. He only dis-
P
tracts patrols at the end. The Sniper actually plays a major role during the last few L
phases. A
Y
MISSION 16: STOP WILDFIRE
E
R
SUGGESTED ASSIGNMENTS
NU M B E R
O F PL A Y E R S SN I P E R MA R I N E SP Y
Figure 7-16.
Prevent the bridge from
being destroyed.
The phase where you kill all the Sappers at the same time makes this a great
three-player mission. However, because the Marine doesn’t do much, it’s also great
for two players.
SUGGESTED ASSIGNMENTS
NU M B E R GR E E N
O F PL A Y E R S BE R E T MA R I N E SP Y
The Spy does most of the killing in this mission, so let the Marine control the
prisoners. The Spy and the Green Beret must coordinate their actions, or the mis-
sion could end in disaster.
CHAPTER 7: MULTIPLAYER MISSIONS 231
Figure 7-17.
Rescue the imprisoned
French Resistance
soldiers.
Assign roles according to the groups you’ll need at the end, rather than the
beginning. The Green Beret does most of the early killing, while the Driver mops
up with the tank.
COMMANDOS: PRIMA’S OFFICIAL STRATEGY GUIDE
SUGGESTED ASSIGNMENTS
NU M B E R GR E E N
O F PL A Y E R S BE R E T SN I P E R MA R I N E SA P P E R
Both the Marine and the Green Beret do a lot of killing in this mission, but the
Sniper and Sapper are also busy. The Sapper should watch the bridge and detonate
the explosive just as enemy troops walk across. When it comes time to shoot the bar-
rels, having the Green Beret and Marine controlled separately is a big help.
Figure 7-19.
You must destroy all
three V2 missiles and
their launch pads.
CHAPTER 7: MULTIPLAYER MISSIONS 233
SUGGESTED ASSIGNMENTS
NU M B E R GR E E N
O F PL A Y E R S BE R E T SN I P E R MA R I N E SA P P E R DR I V E R SP Y
This monster mission is a great one for multiplayer. For most of the mission,
however, only the Green Beret, the Marine, and the Spy get to do anything. It’s
the only mission that allows for six players, which means a lot of coordinating and
communicating.
M
U
L
T
I
Figure 7-20.
You must destroy the P
depot inside the walled L
compound.
A
Y
E
R
APPENDIX
Interview
with Eidos
234
I had the terrific opportunity to work with COMMANDOS producer Eric Adams,
from Eidos, on the production of this strategy guide. He granted me an interview
about the game’s development and plans for the future. Eric even included a few tips
C O M M A N D O S : P R I M A’ S O F F I C I A L S T R AT E G Y G U I D E
1. Always conserve Duke’s ammo. Only use the precision rifle on distant
sentries overlooking strategic locations.
2. If Inferno (the Sapper) has extra time bombs, blow up a garrison to
eliminate the threat of reinforcements quickly.
3. Always heal your men before the mission ends. Wounded Commandos
count against your score.
Q: Will you release an editor so players can create their own missions?
A: There’s a lot of demand for an editor. At this time, however, the editor is designed
only as a development tool for Pyro designers. With the plan calling for so many
COMMANDOS products, it’s doubtful we’ll release one.
Index
A Boats. See Water craft
Bodies
Actions of Commandos, 4-5
Green Beret moving, 17
Adams, Eric, vii
hiding, 190
interview with, 235-238
Spy moving, 37
Advancement of Commandos, 10-11
stealth and moving, 51
Afrika Korps, 131-138
Bombs
Airfield, overtaking, 130
nuclear bomb, 204-205
Ardennes region, France, 188
remote control bomb, 29-30
time bomb, 29
B
Baptism of Fire mission, 57-63 C
capture the boat phase, 57-59
Cannon
as multiplayer game, 217
Leopold cannon, menace of, 92-98
relay station, destroying, 61-62
in Menace of the Leopold mission, 92-98
team to the boat phase, 59-61
Carpathian Mountains, 204-205
Barracks explosion, 123
Chase of the Wolves mission, 99-107
Barrels
explosives, retrieving, 104
explosive barrels, use of, 116
as multiplayer game, 222
Green Beret moving, 17
U-boats, sabotaging, 105-107
Battle of the Bulge, 188
village
Before Dawn mission, 180-187
clearing, 102-104
explosions and gunshots phase, 185-187
hiding outside, 100-102
mobile bridge phase, 182-183
Combat knife, Marine using, 24
as multiplayer game, 230-231
Compiengne, France, 165
old mill, securing, 184-185
Completing mission, 11
prison yard phase, 183-184
Corporal, 11
riverfront, securing, 187
Courtesy Call mission, 118-123
Bismarck II, 148
base, infiltrating/securing, 119-122
Blind Justice mission, 85-92
explosion, creating, 122-123
cable car, getting to, 87-89
as multiplayer game, 223-224
as multiplayer game, 220-221
Crawling Commando, 3
radar station, destroying, 89-92
Ctrl-click, firing with, 129
239 INDEX
D Enemies
killing the, 51-52
David and Goliath mission
split screen, monitoring with, 76
destruction and escape phase, 155-156
types of, 7-9
docks, getting to, 151-152
vehicles of, 9
enemy guards, killing, 154
Equipment
jetty, getting to, 150
of Driver, 33-34
as multiplayer game, 227
of Green Beret, 15-17
patrol, eliminating, 152-153
manipulating equipment, 4-5
D-Day Kick Off mission, 156-165
of Marine, 24-25
barracks, soldiers from, 164-165
phase of mission, 47-48
eastern sector, securing, 161-163
of Sniper, 20-21
gun emplacement, clearing, 159-160
Escape
landing phase, 157-159
phase of mission, 46, 47-48
as multiplayer game, 228
planning route, 68
northern sector, securing, 163-164
European Campaign, 148
Dead bodies. See Bodies
David and Goliath mission, 148-156
Dead Commandos, 6
Before Dawn mission, 180-187
Debriefing screen, 11
D-Day Kick Off mission, 156-165
Deception, 52-53
End of the Butcher mission, 165-173
Decoy of Green Beret, 16, 53
Force of Circumstance mission, 188-195
De Gaulle, General Charles, 165
Frustrate Retaliation mission, 196-204
Destination, moving to, 3
Operation Valhalla mission, 204-214
The Dirty Dozen, v, vi, 237
Train Station mission, 175-176
Distract command, 52-53
Execution phase of mission, 47-48
Distract skill of Spy, 37
Explosives
Diving gear, Marine using, 25
barrels, use of, 116
Driver, 31-35
escape route, planning, 68
hotkey for, 2
skills and equipment, 33-34
tutorial on, 34-35 F
vehicles operated by, 6 Fat Man, 204
Field Marshall, 11
E Firing range, 209
First aid kit
Eidos, interview with, 235-238
Driver using, 33
Eisenhower, General Dwight D., 156
Sniper using, 21
El Agheila, 131-138
Spy using, 37
End of the Butcher mission, 165-173, 238
Flexibility of mission plan, 48
attempting assassination, 173
Force of Circumstance mission, 188-195
German uniform, acquiring, 169-170
bridge, blowing up, 195
as multiplayer game, 229
fields phase of, 189-191
river, crossing the, 167-169
German camp, securing, 193-195
setting up assassination, 170-173
island beachhead phase, 192-193
as multiplayer game, 231-232
INDEX 240