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Commandos 2: Men of Courage FAQ/walkthrough
Written by Nadia Varkovsky (varkovsky@hotmail.com)
Last updated October 11, 2001 (Version 1.4) 

Contents:

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

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1. Updates

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

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

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

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

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

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2. Introduction

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

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

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3. Game Overview

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

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4. General

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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5. Weapons

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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6. Equipment

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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7. Commando Techniques

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

8. Special Terms

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

Green Beret: Tiny

Sniper: Duke

Marine: Fins

Sapper: Inferno

Driver: Tread

Spy: Spooky 

Thief: Lupin

Seductress: Natasha

Dog: Whiskey

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

9. Walkthrough

Training Mission 1
Location: Unknown
Personnel: Inferno, Lupin

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

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

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

Walkthrough:

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

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

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

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

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

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

Secondary objectives: none

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

Walkthrough:

-OBTAINING THE KEY TO THE HOUSE-

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

-GAINING ACCESS TO THE RADIO-

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

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

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

-REPELLING THE GERMAN INVASION-

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

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

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

Introduction:

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

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

Secondary objectives: 
-Steal the security papers.

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

-CLANDESTINE MEETING LATE IN THE NIGHT-

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

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

-STEALING THE ENIGMA MACHINE-

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

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

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

-FROM DUSK TILL DAWN-

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

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

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

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

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

Secondary objectives:
-Neutralize the enemy patrol. 

Clues:
-Find some grenades. 

Walkthrough:

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

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

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

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

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

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

Walkthrough:

-ARRANGING A COVERT AIRBORNE OPERATION-

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

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

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

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

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

-SNEAKING INTO ZONE D-  

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

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

-ENTERING THE SUBMARINE PEN-

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

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

-FREEING THE ALLIED PRISONERS-

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

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

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

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

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

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

-SECURING THE SUBMARINE-

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

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

-SETTING UP THE FIREWORKS-

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

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

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

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

-BLOWING UP THE EXPLOSIVES AND ESCAPE!!!-

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

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

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

Bonus Mission 2
Location: Unknown waters
Personnel: Fins

Objectives:
-Complete the circuit before time runs out.

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

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

Walkthrough:

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

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

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

Introduction:

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

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

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

Clues:
-Use the balloon to obtain the explosives. 

Walkthrough:

-GETTING OUT OF THE SUBMARINE-

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

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

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

-ESTABLISHING CONTACT WITH INFERNO-

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

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

-RESCUING THE GREEN BERET-

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

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

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

-AQCUIRING THE EXPLOSIVES-

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

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

-SURPRISE ATTACK IN THE DESTROYER-

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

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

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

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

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

-DISABLING THE DESTROYER GUNS AND ESCAPE!!!-

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

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

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

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

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

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

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

Walkthrough:

-GETTING THE AMPHIBIOUS VEHICLE BY FORCE-

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

-CROSSING THE RIVER-

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

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

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

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

Introduction:

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

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

Secondary objectives: none

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

Walkthrough:

-CONTACTING THE SPIRITUAL LEADER-

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

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

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

-CONTACTING AND ARMING THE GHURKAS-

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

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

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

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

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

-GAINING ACCESS TO THE RADIO-

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

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

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

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

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

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

-ASSASSINATING THE JAPANESE TYRANT AND ESCAPE!!!-

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

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

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

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

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

Objectives:
-Resist the invasion.

Secondary objectives: none

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

Walkthrough:

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

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

Introduction:

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

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

Secondary objectives:
-Rescue the prisoners.

Clues:
-Cross the river on an elephant.

Walkthrough:

-SECURING THE ELEPHANT CAGE-

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

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

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

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

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

-PROCURING THE EXPLOSIVES-

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

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

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

-RESCUING GUINNESS-

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

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

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

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

-SETTING THE EXPLOSIVES AT THE BRIDGE-

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

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

-SENDING THE MESSAGE OF DEATH-

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

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

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

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

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

Objectives:
-Neutralize all of your enemies.

Secondary objectives:
-Switch off the spotlights. 

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

Walkthrough:

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

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

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

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

Introduction:

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

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

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

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

Walkthrough:

-ACQUIRING THE BLOWTORCH-

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

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

-ESTABLISHING AN INITIAL LANDING ON THE SAVO ISLAND-

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

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

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

-CLEARING THE EASTERN PART OF THE ISLAND-

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

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

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

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

-RESCUING THE ALLIED PILOT-

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

-CLEANING UP THE WESTERN SIDE OF THE ISLAND-

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

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

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

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

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

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

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

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

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

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

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

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

-DESTROYING THE GUNS AND ESCAPE!!!-

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

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

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

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

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

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

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

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

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

Secondary objectives:
-Get the enemy codebook.

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

Walkthrough:

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

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

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

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

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

Introduction:

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

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

Secondary objectives: none

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

Walkthrough:

-ESTABLISHING CONTACT WITH THE SHOPKEEPER-

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

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

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

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

-RESCUING NATASHA-

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

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

-CONTACTING INFERNO AND LUPIN-

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

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

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

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

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

-INFILTRATING THE JAPANESE NAVAL BASE-

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

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

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

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

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

-SECURING THE NAVAL BASE ENTRANCE-

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

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

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

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

-INFILTRATING THE JAPANESE AIRCRAFT CARRIER-

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

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

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

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

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

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

Secondary objectives: none

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

Walkthrough:

-OBTAINING THE WIRECUTTERS-

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

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

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

-SABOTAGING THE ZEROS-

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

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

-STEALING THE PROTOTYPES AND ESCAPE!!!-

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

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

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

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

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

Introduction:

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

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

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

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

Walkthrough:

-FREEING THE GREEN BERET-

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

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

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

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

-SAVING THE SAPPER-

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

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

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

-RESCUING THE SNIPER-

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

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

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

-GETTING THE FIRST AID KIT TO SMITH-

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

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

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

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

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

-PREPARING FOR THE INVASION-

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

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

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

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

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

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

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

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

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

Introduction:

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

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

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

Clues: none

Walkthrough:

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

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

Introduction:

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

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

Secondary objectives: none

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

Walkthrough:

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

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

Objectives:
-Escape using the enemy car. 

Secondary objectives: none

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

Walkthrough:

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

10. Credits 

God - for giving me the ability to write.

Pyro Studios - for creating a game that's frustrating sometimes yet fun 
and addictive!!!

C Jay C - for posting this FAQ. ^_^

Me - for writing this FAQ. ^_^

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

This FAQ is Copyright of Varkovsky. 

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