GameFAQs Commandos 2 Men of Courage (PC) FAQ_Walkthrough by NVarkovsky

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    *Commandos 2: Men of Courage: FAQ/Walkthrough* by *NVarkovsky**Version:* Final | *Last Updated:* 2001-10-17 | *View/Download OriginalFile*

    Hosted by GameFAQs Return to *Commandos 2: Men of Courage (PC) FAQs & Guides*

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    -----------------------------------------------------------------------Commandos 2: Men of Courage FAQ/walkthroughWritten by Nadia Varkovsky ([email protected])Last updated October 17, 2001 (Final Version)

    First of all, I would like to proudly dedicate this FAQ to Grace Yeo. Ilove you :)Secondly, this FAQ is also dedicated to the soldiers who hadcourageously fought and sacrificed their lives during World War II as

    well as Field-Marshal Erwin Rommel a.k.a. the Desert Fox, whoparticipated in the bomb plot designed to assassinate Hitler on July20, 1944.

    Contents:

    1. Updates2. Introduction3. Game Overview4. General5. Weapons6. Equipment7. Commando Techniques

    8. Special Terms9. 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

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    10. Credits

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    1. Updates

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

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

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

    October 9, 2001: Finished mission eight plus its bonus mission as wellas the commando technique section at 1:30 am in the morning... (Version1.3)

    October 11, 2001: Finished the walkthrough for both training missionsas 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 afterSaving Private Smith... Tomorrow Yuri's Revenge will be released sothis walkthrough's progress might be a bit slowed especially afterconsidering the load of work that I have to do from school as well asthe sheer size of missions nine and ten... (Version 1.4)

    October 17, 2001: Sorry for the lack of update. Been busy playingYuri's Revenge as well as working on the walkthrough. Finished missionsnine and ten today including the bonus missions plus bonus mission fourwhich pretty much concludes the FAQ... (Final Version)

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    2. Introduction

    Finally!!! After waiting forever for this game to be released, it isfinally here. Oh well, what is there to say anymore? Since I wrote thewalkthrough for Commandos: Beyond the Call of Duty and I have beengetting many emails thanking me for my effort, I decided to write thewalkthrough for Commandos 2: Men of Courage as well to help thosepeople out there. So I hope my effort will be able to help anyone outthere 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 hopeyou will forgive me on any mistakes and errors. If you have anycritics, suggestions, comments and things to add, don't hesitate toemail me at [email protected] more thing, this FAQ is protected by the international CopyrightLaw 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 peopleplagiarizing other people's FAQ to make money and believe me, writingFAQ is not easy and to you know how it feels if your hard work is usedby other people. So for all plagiarizers out there, be warned that if

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    you do anything to my FAQ, I SWEAR THAT I WON'T LET YOU OFF THATEASILY!!!

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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 haveto try to hamper the German war efforts like before but they also getto travel to Asian Pacific to fight the Japanese.The game is consisted of 10 missions in total. Not only that, eachmission also have a bonus mission which will prolong the playing hours.The two training missions also proved to be quite a challenge forbeginners as well as some refreshment for those who played the originalCommandos before. What else can I say? Enjoy!!! :)

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    4. General

    CamerasUsing the different camera distribution modes will make the missioneasier to complete. You can select the various different camera modesusing 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 UpThe best way to move around undetected is by crawling. Press the'SPACEBAR' to make your commandos crawl or stand up again. When yourmen are crawling on the ground, they will only be visible in theenemy's short-range view.

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

    Tracking CameraAllow you to center the screen on a scenario spot or element and keepit focused there. Your hot key is 'F12'. You can also zoom in and outand use the multi-screen mode when the camera is assigned to an enemysoldier.

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

    ExamineObtain information about any item or character in the scenario. Hit key'W'. You can examine practically everything: dead bodies, windows,

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    boxes. You can also access the item exchange menu.

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

    InventoryIndicates the distribution of the items contained by the scenario

    elements. Displayed when you click RMB on the face of the commando orwhen you examine boxes, soldiers, cupboards, etc. It is divided intocells. Each item occupies a specific number of cells. Press on an itemto move it to another inventory or to another spot in the scenario.

    MapKeep the enemy controlled by using the map. The map shows the positionof enemy forces. Press the 'MAP' icon on the upper right hand side ofthe screen to open the map. Press on the icon again to exit.

    Multi-SelectionYou can select several of your commandos at the same time. Press theRMB 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 ofthe commando. Alternatively you can press CTRL and the face of thecommando on the screen. To de-select all the commandos press '0'.

    DoorA door closed in time can be the key to solving a mission. Keep SHIFTpressed and click LMB on the door to open or close it. You can hidebehind an open door. Some doors may be closed. In cases like this, usethe THIEF to pick the lock of the door. Just like your men, the enemyis also able to open and close doors.

    Selecting a CommandoSelect the most appropriate commando for each occasion. To select one

    of your men, press the key that corresponds to his number on thekeypad. You can also click LMB on the face of the chosen commando onscreen or use the selection box. Click RMB and drag the cursor untilyou create a selection rectangle. If you press '0' on the keypad, youwill de-select the active commando.

    View MarkerUse the marker to discover whether an area is covered by the enemy'sfield of vision. To use the marker, keep the ENTER or TAB keys pressedand click LMB on the spot you want to investigate. If a view sweeps

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    over the marker, the enemy's field of vision will activate. The fieldsof vision of all enemies who can see that spot will light up in turn.

    WindowsYou can look through the windows of a building to find out whether itis safe to enter. Select EXAMINE and click LMB on a window. A smallscreen will appear that will show you the interior. Moving the mousewill allow you to move the image. If the THIEF is looking through thewindow, click the LMB and he will climb in.

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

    Extreme ColdKeep your men safe in the harsh weather. The low temperatures of theArctic missions can kill all of your men. If any of your commandos areoutside then their STAMINA BAR will begin to go down. If it reacheszero then their LIFE BAR will begin to decrease. It can be avoidedusing an allied ARTIC SUIT or stealing one of them from an enemysoldier. Remember that the enemy suits can only be used for a limited

    period of time. Be careful.

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    5. Weapons

    PistolHot key 'G'. Point with the cursor and shoot with the LMB. When thetarget is out of range, the weapon's gun sight will be red. When youuse an allied pistol, you need not worry about ammunition. You can pickup and use enemy weapons although they will have a limited amount ofammunition.Allied Pistol: Colt 1911A.

    German Pistol: Luger P 08.Japanese Pistol: Type 94.

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

    Remote Control BombHigh power explosives that can be detonated by remote control. Hot key

    'S'. Can be selected in the 'Weapons' section. Click on the spot youwish to place the bomb. Head for cover. Press the detonator in theinterface function section or use the - key to detonate the bomb. It isused by the SAPPER. The number of available bombs is displayed in theicon.

    Fairburn Commando KnifeDouble-edged assault knife with a combat handle. Hot key 'A'. Can beselected in the 'Weapons' section. Point with the cursor and click LMBto attack. Click the RMB to cancel the action. It is used by the GREEN

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    BERET and MARINE. Be careful and ensure you are not seen or you may bein for an unpleasant surprise.

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

    RifleHot key 'F'. Select it in the 'Weapons' section. Point the cursor andfire with the LMB. When the target is out of range, the guns sight willbe shown in red. Remember, if you manage to steal an enemy rifle itwill have limited ammo.Allied Rifle: Lee-Enfield No4 MK1German Rifle: Karabiner 98KJapanese Rifle: Type 38.

    Sniper RifleHot key 'A'. Select the rifle in the 'Weapons' section. Stow the rifleby pressing the RMB. Available ammunition is scarce. You may find ammoon 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 SpringfieldGerman Rifle: Gewehr 43.Japanese Rifle: Type 97.

    Sub-Machine Gun MP40The Sub-Machine Gun is a light automatic weapon with a high rate offire. Hot key 'M'. Select it in the 'Weapons' section. Point with thecursor and fire with the LMB. It fires in short bursts and has limitedammo. You can reload it by taking weapons from the enemy. Its longrange makes it a very dangerous weapon.

    Anti-Personnel MineVery efficient when used for traps and ambushes. Hot key 'O'. Select

    them in the 'Items' section. They are sufficiently powerful to destroyany enemies close to the explosion. Click LMB on the spot you wish toplace a mine. When you plant it, don't worry about your own men, theywill know where you have placed it and will avoid blowing themselvesup. The Anti-Personnel Mines are used by the SAPPER.

    Antitank Tellermine 35 MinePowerful explosive mine. Hot key 'P'. Select them in the 'Items'section. Click LMB on the spot you wish to place a mine. They will onlyexplode when a vehicle passes over them. Keep this in mind when theyare 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 youwish to plant it. The bomb will explode after a few seconds. If youdecide that you no longer wish to use the bomb you can retrieve it foruse at another time. But be sure you need it back as you will have verylittle time and a mistake could prove fatal.

    Trip WireUse the DRIVER's reel to prepare an ambush. Hot key 'D'. Select it inthe 'Items' section. Select the DRIVER's reel and click LMB twice in

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    two places in the scenery to set the trap between those points. Anysoldier that walks or runs past will trip on the rope and be knockedunconscious.

    Harpoon Gun M1922A quick and deadly underwater weapon. Hot key 'L'. Select Harpoon Gunin the 'Weapons' section. The compressed air contained in the HarpoonGun propels the harpoon at great speed and can cover a distance of 15meters in a split second. This weapon makes the DIVER a lethal killerunderwater. That said, the Harpoon Gun has a long reload time and manydangers can come to pass in a short period of time.

    Personal Flame-Thrower M2-2Designed 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 enemyambush. The fuel reserve has a limit so try not to waste any of it.

    Smoke Bomb MKIIHide 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 theenemy's ability to locate your position. You can also use the SmokeBomb to hide behind or alternatively confuse the enemy throwing into agroup of soldiers. The gas will stop enemy view and hearing ability.

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

    Molotov Cocktail M1934Really useful against patrols and in ambushes. Hot key 'S'. Can beselected in the 'Weapons' section. The fireball they create willeliminate any enemy soldiers who are in the area. They can be found incrates and cupboards. Use them carefully because their number is

    limited.

    CS GrenadeNeutralize enemy soldiers without killing them. Hot key 'O'. Throw theCS 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 theeffect doesn't last long.

    MantrapDRIVER'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 walksover it, the mantrap will close and the soldier will die. Don't beafraid about your allied soldiers because they will avoid the trap.

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

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    6. Equipment

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    WirecuttersWirecutters are used to cut through barbed wire and wire fencing. Hotkey 'I'. To use the Wirecutters select them in the 'Items' section andclick on a wire fence. You can alternatively keep SHIFT pressed whileclicking on the wire fence. Some wire fences may be electrified. Inwhich case you have to disconnect the power source.

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

    CupboardsCupboards may contain interesting and useful items or can be used tostore items you do not wish to carry around. You can see insidecupboards by selecting 'EXAMINE' and clicking on the cupboard you wishto search.

    BoxesThese are scattered around the scenario. They may contain weapons,

    ammunition, items, etc. Metal boxes are locked in which case you mustuse the THIEF to open it to allow examination. Wooden boxes can beexamined by any of your men. If you shoot at boxes, its contents mayexplode. The GREEN BERET is the only commando that can move them.

    Mine DetectorHot key 'D'. It detects buried mines. Select the detector in Functionsand 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 thecursor on the mine and click LMB when the 'DEACTIVATE' cursor appears.Be careful, your SAPPER will not stop when a mine is discovered and mayblow himself up. Patience is important.

    Rope LadderThe Rope Ladder allows your commandos to reach otherwise inaccessibleareas. 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. Touse it, press SHIFT and click on the ladder. You can retrieve the RopeLadder by using SHIFT and clicking LMB on its top area. Remember, youcan only retrieve it from above.

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

    allowing you to examine the contents.

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

    Radio Unix 38

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    Long-range field radio. Has a manual dynamo so it can be utilizedwithout connecting to a power source. Keep SHIFT pressed and click onthe radio to use it. It can be used by any of your commandos and byallies. In some cases you may need to find cipher codes to use it.

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

    Philips L12 DecoyRadio-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 theground. Activate the decoy with the 'R' key. The decoy will make noisesto attract any enemy soldiers within its range. To turn it off, pressthe 'R' key again. Don't forget to pick up the decoy after you haveused it. You only have one decoy.

    Portable Acetylene BlowtorchVery 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 aweapon, but can be used as such in an emergency.

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

    Diving EquipmentYou can stay underwater for long periods of time. Hot key 'D'. Selectthem in the 'Items' section. The oxygen supply allows the DIVER to stayunderwater for very long periods of time.

    Canned Food

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

    LipstickDistraction with seduction. Hot key 'S'. Select it in the 'Actions'

    section. Keep enemy soldiers busy using Natasha and her charms. Whilstthey are distracted by her, your other commandos can sneak past or evensneak up on the enemy and take care of business.

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

    Grappling Hook - Assault and Infiltration

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

    Enemy UniformHot key 'U'. To put the uniform on, click on the uniform icon in the'Functions' section. To change back into normal clothes, click again onthe UNIFORM icon or press the hot key. The uniform will permit you topass unseen in the long-range enemy view. If you do anything suspiciouswhile an enemy is looking at you, you will be unmasked. You can onlyuse infantry soldiers' uniforms. Each uniform you acquire has a timelimit. The amount of time left is displayed in the inventory. Thisfigure will only decrease when the uniform is worn.

    Narcotic Compound MKIV-RFast 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 anenemy soldier drinks it or an animal eats it then they will be knockedout.

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    7. Commando Techniques

    Stalk and rob an enemy soldierThe THIEF can use his skill to get close to the enemies and steal itemfrom them. Hot key 'D'. When you click on an enemy soldier, the THIEFwill 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 thecursor on the soldier he is following. Click LMB and you will be ableto see his inventory. You can then steal his belongings. But becareful, you can be seen by other soldiers.

    Hit, tie and gagSelect 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 onthe ground, press the SHIFT key and click on him to tie him up andprevent him from moving. With the exception of the THIEF and NATASHA,all your commandos may tie up enemy soldiers.

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

    Knocking on a wall

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

    Pick up/dropUse this option to move large items. Press the SHIFT key and click onthe item you wish to pick up. Click LMB on the spot you want to dropthe item. Press the RMB when you have reached the target location. Inthis way you can move barrels, boxes and dead enemy soldiers around the

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    map. The commandos cannot run if they are carrying an item. Make surethat you take this into account, as this will greatly increase the timetaken to move.

    The alliesSeek their help to fulfill your mission. They are not part of yourunit, but that does not mean you should send them out to beslaughtered. Use them wisely. Allied soldiers can be used in a varietyof ways and can take cover in three different positions: standing,kneeling and laying down. Their ability to resist enemy attack isdependant on their position. They can operate heavy weapons such as thebazooka.

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

    Telephone poleGive your SNIPER the maximum advantage by placing him on top of atelephone pole and shooting from there. Climb the pole by keeping theSHIFT 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 andTHIEF are also able to climb poles and swing around cables.

    Slip through a holeThe THIEF may access areas that are inaccessible to the rest of yourmen. 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 crawlthrough.

    Bury oneselfThe GREEN BERET can bury himself in some types of terrain to evadeenemy 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. Tosurface, click any mouse button.

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

    ClimbUse the THIEF to climb walls. While keeping SHIFT pressed, click theLMB on the chosen wall. Some walls will allow sideways movement. While

    climbing, a stamina bar is displayed. The bar slowly decreases overtime. If the bar reaches zero, the thief will fall to the ground. Thiswill cause injury is the fall is from a substantial height.

    HidingThe 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

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    Take advantage of the fact that your commandos can swim across riversand canals. To make one of your commandos enter the water, click LMB onthe water. With a single click, your commando will swim at a normalspeed. With a double click, he will swim faster, but also make morenoise and will be easily detected.

    Stick to a wallHide from the enemy by sticking close to a wall. If you place acommando next to a wall, he will stick to it. While he is sticking tothe wall, he will only be visible in the enemy's short-range view eventhough 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 SpyKeep the enemy distracted while the rest of your men complete theobjectives. Hot key 'S'. Select it in the 'Functions' section. Leftclick on an enemy you wish to distract. If you distract a soldier at aclose range, you can order him to look and walk further away. Rememberthat you can only do this if you are wearing an enemy uniform.

    Whiskey's barkDue to his extensive training, Whiskey is able to run to enemy soldiersand bark in an attempt to attract their attention. Hot key 'A'. Selectit in the 'Actions' section in the interface. Whiskey's bark distracts

    enemies for a short period of time at which point they resume theiractions.

    Hiding enemy bodiesEliminate all indication of your presence behind enemy lines. You canhide the bodies of fallen enemies in tall grass and plants and evendispose of them at sea. Pick up the body by pressing SHIFT and clickingLMB on the enemy. Walk to a shore or to a patch of tall grass and clickLMB holding SHIFT to drop the body.

    Driving vehiclesAll the commandos are able to drive vehicles. Press SHIFT and click LMBon the vehicle to enter. Once inside, the cursor keys control

    direction. Alternatively you can also click LMB to the targetdestination. Holding don the SHIFT key will cause the vehicle toaccelerate. Specialized vehicles can only be driven by the DRIVER. Inarmed vehicles, you can use the Ctrl key to shoot using the vehicle'sweapon, but only if the SAPPER is also inside the vehicle.

    Attack modePlace commandos in auto-fire positions. Commandos will automaticallyfire on enemy soldiers if set on attack mode. By holding down Ctrl andclicking with the RMB, the field of view will move to the desiredposition. You can set commandos to attack mode in either crawling orstanding positions. This is by no means an easy path to victory as yoursoldiers can also be shot in this mode.

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

    Throw a bottleEmpting distraction. Hot key -. Can be selected in the 'Items' section.Enemy soldiers can refuse a good wine. When they drink it, they will be

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    stunned for a while during which they can't see or hear alliedsoldiers. If narcotics have been used on the bottle, enemy soldierswill 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 theirnicknames:

    Green Beret: Tiny

    Sniper: Duke

    Marine: Fins

    Sapper: Inferno

    Driver: Tread

    Spy: Spooky

    Thief: Lupin

    Seductress: Natasha

    Dog: Whiskey

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

    9. Walkthrough

    ATTENTION!!!->This walkthrough is written in the normal difficulty

    Training Mission 1

    Location: UnknownPersonnel: 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 otherside.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 thestarting position then hide the body behind the small trees. Check theguard's body for a cigarette pack. Throw the cigarette pack to the roadto lure the patrolling soldier when he comes back. Take him out when he

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    does followed by the worker near the barricade and the crouchingsoldier to the east.

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

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

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

    Training Mission 2Location: UnknownPersonnel: 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 thestationary soldier who constantly look to the left and right (next tothe wall slightly to the east) will come to pick it up. Take him outwhen he does followed by the crouching soldier south of his positionearlier.Tiny should crawl to the east and take out the crouching soldier who islooking at the staircase then hide the body the brick wall nearby.Crawl further east and hide next to the wall and the small trees (inthe 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 thestaircase. Take out the lieutenant next followed by the soldier who isshooting at the allied soldiers then hide all three bodies somewheresafe.

    -GAINING ACCESS TO THE RADIO-

    Crawl up the staircase and look to the west. There is a soldier whocrawls back and forth from the telephone pole to the crate at thenorth. Take out the patrolling soldier when he stops next to the pole

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    followed by the soldier who is shooting at the allied soldiers. Head tothe 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 tocome back and shoot at the allied soldiers from the left side of thehouse then lob a Molotov cocktail to take him out along with thestationary soldier there.Tiny should head around the back of the house and take out the soldierat the right side (next to the drums). Carry the barrel from the leftside of the house and put it near the soldiers to the east. Shoot tobarrel to take out two of three soldiers then use the pistol to killthe last one.Check the crate here to find some grenades, some Molotov cocktails andsome smoke grenades.

    Tiny should then take out the last remaining enemy soldier outside thehouse. Get Inferno to lob a grenade inside through the window to killthe two soldiers inside. The door should be blasted open so get Infernoto head inside and open the chest to find some anti-tank mines and aremote 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 thewest of the map in crawling positions (outside the house). Infernoshould then place an anti-tank mine at the end of the road (near thewestern edge of the map).Place the remote control bomb further down the road and then he shouldhide near the behind brick wall where the allied soldiers were pinneddown before. Press the "launch invasion" button at the bottom right ofthe screenWait a while and German soldiers will begin to appear from the road.Detonate the remote control bomb to kill some of them and Infernoshould also help with his two remaining grenades. The allied soldierscovering the road will take care of the rest. When the tank finallyappears, it will be destroyed by the anti-tank mine. Mission

    accomplished!!!

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

    Mission 1: The Night of The WolvesLocation: La Pallice, FrancePersonnel: Natasha, Lupin, 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, thelast bastion against the expansion of the Third Reich. Having failed on

    their invasion of the island nation due to the superior power of theBritish Navy, the Germans are now concentrating on a war of attrition.England, isolated from the continent, depends on supplies, especiallyweapons and fuel that arrive from the other side of the Atlantic. Thesesupplies 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 mostimportant German submarine base. Constructed like a bunker, it is animpregnable fortress. Its piers built under tons of reinforced concreteare invulnerable to aerial attacks. It is the perfect base from where

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    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 toascend the staircase to the left and enter the steel door leading intothe 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 Lupinto knock him out. He should proceed to the right and take out the otherguard 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 downand hide behind the table. The two guards who were knocked out earlierwill wake up and look around. Lupin should wait until after they hadfinished their search before talking to Natasha.

    After the conversation has ended, get Lupin to hide behind the tableagain and stay low for the time being. Natasha should head out and openthe cabinet to the north of her room to take some sleeping pills. Grabthe 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. GetLupin to join her outside and simply walk to the west and enter thebuilding there to find the wounded man and his dog. Let Lupin talk tohim for now.

    -STEALING THE ENIGMA MACHINE-

    Leave Lupin there for now after talking to the wounded man. Natashashould 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 machinesinside this room to shut off power to the electric fence as well as thespotlights.Get Natasha to go to the mess hall where the general's assistant iseating. Do this by going outside the building to the pier again andtake a rounding route to the west to avoid being detected by thelieutenant that is standing near the wall just outside the building (atthe left side).

    Once Natasha is inside, check the left locker to find another bonus

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    mission piece then grab the food and wine bottles inside. Open theright locker next to find some more food and win bottles. Check thewine racks to the right and put the sleeping pills, the wine bottleswill 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 ofwine. Everyone on the table will fell to the floor after drinking thewine. Scrutinize the general's assistant and get the keys to hisquarters.Exit the canteen and enter the building right in front. Open the rightlocker to fins some sleeping pills, another piece of the bonus missionand a pack of cigarette. The left locker only contains a wine bottleand 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 twowine bottles.

    Natasha should head to the barracks located to the east of thegeneral's quarters. Check the large cabinet located next to thetelephone and grab the canned food, first aid kit, wine bottle andcigarette.Check the left locker in the barracks to find a binocular, somesleeping pills; three wine bottles, a cigarette, a canned food as wellas another piece of the bonus mission. The right locker will reveal acigarette, 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 atjust at the left side of the door. Natasha should now call the generalwith telephone in the barracks.Wait for the general to leave his quarters first then use Lupin tosneak inside. Knock out the officer inside and crack the safe. Quicklyget the Enigma machine as well as the security papers inside and a cutscene will kick in.After the cut scene, Lupin can check the general's desk as well as thebookrack to find some wine bottle and cigarette. Quickly get out ofthere and hide nearby before the general returned.

    -FROM DUSK TILL DAWN-

    Get Natasha to access the guard shack near the gate leading outside thecompound. Use the radio here to contact HQ.After the conversation, get Lupin to head into the building where thebeds are located. Head inside the room at the far right when thepatrolling guard is facing the other way and close the door. Now crawlunder 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 1Location: Training Mission 1Personnel: Inferno, Lupin

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

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    -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 bodybehind the bushes. Wait for the patrolling guard to return and as soonas he turned his back, take him out and hide the body behind the bushesas well.Now get Lupin to crawl to the telephone wires and climb the pole. Headto the northeast and take out the soldier there. Lupin should then openthe box with his lockpick and find some grenades and a time bomb.Quickly climb up the pole again and take out the mechanic near thevehicle next. Open the box with the lock pick to find a mine detectorand 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 allof them. The three remaining soldiers will come to investigate. Lob asecond grenade to take them out. Inferno should now detect the minesand deactivate them; there are five in total. The box near the patrols

    contain some first aid kit, some canned food and a wine bottle. Simplyget Inferno and Lupin to enter the vehicle and drive it along the road.Mission accomplished!!!

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

    Mission 2: Das Boot, Silent KillersLocation: La Pallice, FrancePersonnel: 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

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    the coast at the west. Cut the barbed wire with the shears and clearthe minefield with the mine detector. Inferno should be able to defusea total of eighteen mines. Don't forget to grab ten for Infernohimself. Inferno should then cut the second barbed wire leading insidethe knock out the patrolling guard nearby. Tie him up and carry him tothe wall and stay there for now.

    Now get Spooky to swim over to Inferno's position. Lupin shouldtransfer the security papers to Whiskey. Get Spooky to blow the whistleand Whiskey will run out to him. Get Spooky to take the papers fromWhiskey and change uniform from the tied up guard earlier.Sneak up on the officer who is standing next to the Kubelwagen near theentrance to the compound. Stab the officer with the hypodermic syringethree times to kill him then change into his uniform. Hide the bodynear the trees to the right and drive the car into the compound.Spooky should head to the barracks and open the large cabinet next tothe phone that Natasha used the night before. Grab the binocular, thepoison syringes, cigarette and the remote control bomb.Head outside again and go into the general's quarters. The general'sassistant will be sitting next to the drawer to the left. Open it tofind first aid kit, a knife, a cigarette, a wine bottle and the firstpiece 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 thebathing area, which is the building across from the mess hall, and openthe lockers here to find some sleeping pills, syringe hypodermics,cigarette pack, first aid kit, canned food, a knife, a binocular, ashears and the second piece of the bonus mission.Exit again and head inside the bunker beneath the compound's wall justlocated 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 itfor now. Open the middle crate to find a canned food and hypodermicsyringe. Enter to the room at the right and kill the officer here withthe hypodermic syringe.

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

    Open the desk drawer to find a cigarette pack, some sleeping pills, abinocular, three hand grenades, a time bomb and the third part of thebonus mission.Go outside and climb the ladder to the west (just north of the bathingarea) then go into the small guard shack here to find a bazooka. CallWhiskey over with the whistle then transfer the time bomb, the remotecontrol bomb, grenades and the bazooka to the dog. Send Whiskey back toInferno 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, aremote control bomb and some grenades. Get Whiskey over and ferry theexplosives back to Inferno. Spooky should now use the radio to contactTiny.

    -SNEAKING INTO ZONE D-

    Spooky should head to the east by following the railway leading to thegate. Enter the guard tower to the right and climb to the second level

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    there and open the crate there to find a flamethrower. Head outside thegate and let Spooky wait there for now.Get Inferno to swim to the astern side of the map and deactivate theminefield there. There should be fifteen mines in total.Click on the parachute symbol at the bottom right hand of the screenand click again near the gate to land Tiny there (make sure that no oneis looking).

    Tiny should tie up the patrolling officer near the gate and dump thebody there. Tiny should then knock out the patrolling soldier near thetruck as well as the mechanic next to the truck. Tie them both up andcarry the bodies to the officer earlier just next to the gate.Spooky should distract the soldier overlooking the gate on top of thebig yellow fuel tanks. Tiny should go inside and tie up the soldierpatrolling 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 thenfollowed by the soldier who Spooky was talking to. Tie them both andhide the bodies outside.Tiny should now head to the gate leading inside Zone D and tie up theguard there. Dump him somewhere out of sight, preferably with theothers as before. Now Spooky should head outside and distract thepatrolling guard north of the base and Tiny should sneak up on thesniper overlooking the power generators in the same zone. Dump the body

    with the others and take out the patrolling guard who Spooky isdistracting and do the same thing with the other patrolling guard aswell.

    -ENTERING THE SUBMARINE PEN-

    Now get Fins and Whiskey to join Inferno outside Zone C. Fins shouldcarry Whiskey on the back and swim cross the water. When Fins getashore, throw his knife to take out the two guards standing guardoutside 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 thesubmarine pen in Zone E so they get knocked out. Spooky should thenascend the fire escape staircase and distract the patrolling guard by

    asking him to look away towards the sea. Tiny should follow from behindand tie up the guard on top of the fire escape staircase. Tie up theguard that Spooky was distracting just now and hide both bodies nearthe small corner facing the sea.

    Now Spooky should head to the second level of the rooftop by climbingthe short ladder leading there. There are two guards here; one islooking inside the compound while the other one is looking at theladder that Spooky just climbed. Distract the latter guard and Tinyshould crawl his way there. Climb the ladder and take the guard outthen hide the body somewhere on the roof where no one is looking. Nowuse Spooky to distract the other guard by asking him to walk towardsthe 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 ofthe smoking officer) and take out the jailer then grab the prison keys.Spooky should go down all the way and distract the guard sittingoutside the communications center just across the railway from the subpen. Tint should wait awhile until the officer's sight becomes fixedfirst before moving in to take him out. Carry to the body to the middleof the roof where it is safe from any prying eyes.Now Spooky and Tint should enter the door on the roof together and theywill be inside a small room with two mechanics. Tie them both up and

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    leave them there.

    -FREEING THE ALLIED PRISONERS-

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

    Spooky should now order the soldier overlooking the empty hangar fromthe lower platform to walk up the staircase and go near the room Tinyis hiding in. Tiny should come, take out the guard and hide the bodyinside.Spooky should then distract the patrolling guard at the top westernside of the sub pen so he will be looking south. Tiny should crawl tothe 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 theboxes then take out the guard that Spooky is distracting then hide allthree bodies near the boxes at the northwest corner.Tiny should proceed south along the west wall and take out the sittingguard there then carry the body to be hidden inside the room. Take outthe patrolling guard here and hide the body near the door. Get Spookyinside and wait for Tiny to take out the smoking admiral in theadjacent room. Use Spooky to distract the lieutenant here while Tinytie 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 tothe left then hide the body inside the room. Tiny should keep headingsouth along the west wall and get Spooky to distract the guard on the

    southern platform. Tiny should then take out the mechanic at the bottomof the ladder and hide the body in the room as before (beware of thepatrolling guard on the platform).Tiny should climb the ladder to the platform when the patrolling guardstarts walking the other way and stand behind the mechanic Spooky isdistracting. Spooky should now go distract the patrolling soldierbefore he can turn around to keep him looking to the east.Tiny should tie up the mechanic and hide him at the dark corner fornow. Tie up the guard that Spooky is distracting then carry the bodyinto the dark corner for now. Head to the east along the platform andtake 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 guardon the platform and wait at the ladder for the guard to come, and thentie him up as well.

    Tiny should take out the guard in the room then hide all four bodiesinside. Pull the lever inside to open the western hangar door.Spooky should now distract the sailors at the bottom of the ladder sothey won't be looking when Tiny climb down. Tie them both and leave thebodies there. Head to the north and take out the patrolling sailor nearthe crates. Climb the ladder near the guard that leads to a room,

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    simply take out the guard inside. Make sure that the sailor at thebottom of the waterless sub hangar to be looking away first while Tinyclimb the ladder or alternatively, use Spooky as a distraction.Get Tiny to come back down and take out the guard that Spooky isdistracting. Now take out the sitting guard outside the small roombetween the submarine and the waterless hangar. Head inside and untieone of the prisoners that were lying on the floor.

    After the cut scene, get Spooky to distract the guard patrolling on thesubmarine while Tiny dispose of the two guards outside the buildingwhere the Captain is imprisoned. Take out the guard Spooky isdistracting 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 ahypodermic syringe, first aid kit and some canned food. Now wait forthe lieutenant to walk towards the soldier who was cleaning his riflethen Tiny should go inside and stop at the bottom of the staircase.Knock out the lieutenant while he is walking back and QUICKLY take outthe sitting sailor afterwards then tie them both up. Simply repeat thesame process with the guard who is cleaning his rifle. Open the lockernearest the door to find a first aid kit, a cigarette pack, abinocular, some grenades and the fourth piece of the bonus mission.Open the lockers on the other end of the room to find some sleepingpills, a knife, some grenades, a cigarette pack, a wine bottle and

    hypodermic syringe.Spooky should ascend the staircase and distract the soldier to look theother way so Tiny can take out the sailor at the desk then tie themboth up afterwards. Open the lockers here to find three wine bottles, acigarette pack, a binocular, a rope ladder and the fifth piece of thebonus 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 thewestern hangar door that has been opened earlier. When he arrived, openthe door and throw a grenade inside to kill all three enemies. Tinyshould 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 easthangar door.

    Everyone should head outside again into the sub pen. Use Spooky todistract the patrolling guard near the northeast corner. Tiny shouldthen take out the immobile guards at the bottom followed by the soldierthat Spooky is distracting then leave them both there.Spooky should now head to the south and distract the guard on theplatform there. Tiny should climb down and proceed to the lone sittingsailor there. Punch him and quickly tie him up. The two sailors on thesecond level nearby will come to investigate. Quickly use Tiny to punchand tie them both up. Climb the ladder to the upper platform next andtake the guard that Spooky is distracting. Send Tiny to wait by the

    ladder leading inside the sub, which is located next to the submarine'sAA gun facing to the north.Meanwhile send Inferno to the room at the northwest side of the sub penand throw a grenade inside to kill the remaining people there (whereTiny tied up the admiral earlier).

    Send Spooky to climb the ladder into the submarine and distract loneguard in here. Wait for the patrolling guard to walk back to the sternfirst then send Tiny to tie up the guard that Spooky is distracting.QUICKLY send Spooky to distract the patrolling guard in the next room

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    before he comes back.Send Tiny inside to tie up the guard and the sailor inside. Open thelockers here to find the sixth part of the bonus mission. Go back tothe previous room and open the lockers to find the seventh part of thebonus mission.Send Spooky to the opposite door towards the bow and distract the guardhere. Tiny should go and tie up both the guard and the sailor.Tiny should climb the ladder here then take out the patrolling guard inthe next room. Proceed to take out the officer who is jotting down somenotes in the same room and tie them both up.There are two ladders here: one will lead outside while the other onewill lead to a second room. Proceed to the second ladder and take outthe worker here then climb back down to Spooky.Spooky should open the door leading to the bow and distract thepatrolling 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 backoutside. Go collect the Captain and the submarine crews then send theminside the submarine.

    -SETTING UP THE FIREWORKS-

    Tiny, Inferno and Spooky should jump into the water near the westernhangar 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 theentrance with the poison syringe. Just inject him twice then tie him upto save the syringe.Head to Natasha's office and inject the lieutenant here twice as wellthe tie him up and hide the body behind the table. Open the cabinethere to find some grenades, a time bomb, a binocular and the eighthpart of the bonus mission. Open the crate just across from Natasha'soffice 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 acanned food, a grenade, a poison syringe and a wine bottle. Inject thepatrolling sailor twice then tie him up and hide the body with thelieutenant. Spooky should now get out from Natasha's office.

    Inject the patrolling guard to the left outside the office when no oneis looking then quickly hide the body inside. Repeat the same processwith the patrolling guard to the right.Now get Inferno to go inside the office building and get Spooky todistract the right mechanic who is dismantling the torpedo. Infernoshould place a remote control bomb there. Get both of them out of thebuilding for now.Spooky should now distract the guard who is looking at the AA gun tothe southwest. Inferno should now take out the soldier near the AA gunitself then head inside the building nearby to take out a guard and asailor. Head back out and take out the guard looking towards the sea atthe other side of the building. Position all four tied up guards nearthe AA gun and drop another remote control bomb there.

    Spooky should head into the building marked A-2 nearby and get a remotecontrol bomb from the crate there. Go back outside and pass it toInferno.

    Now use Spooky to distract the guards and Inferno should make his wayto the barracks area. Spooky should now distract the guard near theguard shack in front of the general's office. Inferno should take outthe guard who is patrolling nearby then hide the body nearby. The nextone to go is the guard Spooky is distracting then hide the bodytogether.

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    Go inside the barracks with Spooky and take out the guard near thetelephone with 2 syringe injections then tie him up. Get Inferno thereand lob a grenade into the next room to take all the patrol guardsthere but the one at the far end of the room will survive. Simply waituntil he is looking at his dead comrades then whip out a gun and shoothim to death. Now open the other leading outside at the other end ofthe barracks and take out the guard standing there then drag the bodyinside. Check the two lockers inside the barracks to find a time bomb,a remote control bomb, some sleeping pills, two wine bottles, acigarette 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 thegeneral's assistant while Inferno tie him up. Open the door leading tothe general's office and Inferno should lob a grenade inside. When theroom is cleared, check the general's desk and bookrack to find somesleeping pills, some first aid kits, some hypodermic syringes, a winebottle, a cigarette pack and the tenth part of the bonus mission. Gooutside 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 theanti-aircraft gun on top of the bunker with two syringe injections thenhide the body inside the guard shack nearby. Take out the patrollingguard injections on top of the bunker next with two injections as welland hide the body there. Get Inferno over and plant a remote control

    bomb next to the anti-aircraft gun there. Now Inferno should crawl tothe last anti-aircraft gun at the raised wooden hexagon. Take out themechanic there and plant another remote control bomb there.Use Spooky to take out the guard patrolling to the east and hide thebody somewhere nearby. Spooky should then take out the guard standingguard in front of the door leading to the power generators then hidethe body at the same place as before. There should be a clear way toaccess the submarine pen without being detected now although thecommandos can only access it from the submarine hangar because thegates 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 getSpooky to enter the northern guard tower at Zone D (where the fueltanks are located) and check the drawer here to find a cigarette pack,a binocular, a wine bottle, some grenades and the eleventh and finalpiece of the bonus mission. Go back out and wait by Inferno's sidewhile he plant the time bomb next to the fuel tanks. A twenty-secondstimer will start so get Spooky and Inferno to go into the submarinethrough 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 captainis imprisoned.-One piece found in the second floor of the building where the captain

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    is imprisoned.

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    Bonus Mission 2Location: Unknown watersPersonnel: 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 willstart and Fins have to complete the circuit before the timer expires.Good luck and be careful with the mines. :)

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

    Mission 3: White DeathLocation: North SeaPersonnel: Tiny, Fins, Inferno, Spooky, Lupin

    Introduction:

    May 1941. The rise in the sinking of allied ships by the hand ofthe German submarine continues to increase, reaching the record numberof 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 Germandestroyers and submarines, which also count on the aerial support ofunits stationed in Norway, Denmark and Northern Germany. The Reichzealously protects these waters, the doorway to their most importantshipyards, ports and industrial installations in northern Germany. TheBritish Navy imposing its superiority in the Atlantic and otherEuropean seas at the cost of the loss of hundreds of ships dares notventure into this deadly area. The enormous blocks of ice, and theminefields, as well as the continuous patrols by the German U-boats anddestroyers 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 Enigmamachine to the HQ.-All the others must escape in the sub.

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    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 poisonsyringe. Open the door and take out the patrolling guard outside. Checkthe locker in this room to find a pistol, a canned food, an arcticclothing and the first part of the bonus mission.

    Take a peek through the door to see a mechanic and a patrollingsoldier. Wait for the soldier to begin walking back to the other end ofthe room then Fins should enter and punch the mechanic. Quickly punchthe 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 aidkit, a grappling hook, a harpoon gun, an oxygen tube for diving, acigarette 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 mechanichere. Climb the ladder and take out the lone patrolling soldier here.Climb the ladder again (not the one that leads outside) and take outboth the lieutenant and mechanic in here. Check the crate to find apoison syringe and some grenades.

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

    -ESTABLISHING CONTACT WITH INFERNO-

    As soon as Fins climbed out of the submarine, take out the nearbypatrolling lieutenant. Proceed to the stern and take out the guardthere then dump the body into the submarine (be careful of the soldierpatrolling the plank leading to the submarine). Take out the patrollingguard when he boards the submarine again and dump the body inside aswell.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 thesouthern edge of the map. Take out the lieutenant and soldier here thenleave the body there.

    Now Fins should head west and take out the stationary guard next to thesubmarine'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 hidingwithout getting seen (might need a few tries) and talk to him thentransfer the grenades to him.

    -RESCUING THE GREEN BERET-

    Fins should take a peek out of the tent and wait until the coast isclear before taking out the lone stationary guard outside the radiostation (the one with the antenna). QUICKLY carry the body inside the

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    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 itthere. Once inside, get Fins to take out the patrol leader near theentrance. Whip out the knife and kill on of the patrolmen near thefireplace. QUICKLY take out the pistol and kill the other patrolmenbefore he can fire his machinegun.

    Go outside again and stop outside the radio station. Peek through thedoor and wait for the soldier to walk towards the lieutenant first thenquickly open the door and come in. Walk to the left of the table andtake out the lieutenant first then quickly punch the patrolling soldierbefore tying them both up. Open the other door in the station to takeout the guard outside and drag the body inside. Check the cupboard inhere 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 bycrates). Punch the sleeping lieutenant in here and tie him up.Head outside again and take out the patrolling guard north of the radiostation then hide the body somewhere safe. Take out the stationaryguard next to the tent surrounded by the crates then hide the body asbefore.

    Now throw a cigarette pack to the ground to lure the lieutenant

    patrolling near the building where Tiny is held. Take out thelieutenant 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 soldierbehind the building while QUICKLY taking out to pistol to kill theofficer. Examine the officer's body for the keys and open the doorleading to the building.Go inside and take out the sergeant and soldier here. Ascend thestaircase and climb the ladder at the top. Take out the lone soldierhere and open the crate to find a knife, a pistol, a wine bottle, aremote control for Tiny's decoy, some first aid kit and an arcticclothing. Go talk to Tiny then transfer all his possessions to himincluding 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 thebody somewhere safe. Grab the rifle from the guard and use it to killthe four remaining soldiers around the balloon's vicinity then collecttheir rifle ammo afterwards.Go to the north of the balloon and take out the enemy sniper at the bowof the destroyer with the rifle. Tiny should now head to the north ofthe destroyer and kill off the guards there with the rifle. Thereshould be four kills in total: a guard from the destroyer deck, a guardjust 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 foursoldiers between the plateau where the explosives are located and thedestroyer. Shoot the soldier on the destroyer's deck as well who iswalking near the guards that Tiny just shot. Head west again towardsthe destroyer's bow and Tiny should be able to take out another threepatrolling soldiers with the rifle.Head north now and take out all the guards around the small plane aswell as the plateau where the explosives are located. Open all three

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    crates and Tiny should find two wine bottles, two remote control bombs,four time bombs and some grenades. Get Fins to come over with theballoon and transfer some of the explosives to his inventory. Finsshould stock up on rifle ammos as well.Now simply mop up by taking out the soldier at the front edge of thedestroyer as well as the two remaining guards around there. Get Tiny tohead to the enemy camp again and kill the two remaining soldiers nearthe tent area. After the area is clear, get Inferno to enter the tentand open the crate here to find a wine bottle, some grenades, somefirst 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 theanchor located at the bow. Head to the central part of the ship andtake 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 gunat the back. Take out the sailor inside and head inside the doorbetween the two guns. Climb down the ladder and take out the two guardshere as well as the mechanic.Enter the only door in here to gain access to the engine room. Take outthe guard just outside the door and carry his body back to the previousroom. Go back inside and wait for the patrolling soldier to walk up theramp to the engine first then Tiny should climb down and take him out.

    Simply take care of the remaining sailor and three mechanics here thentie them up.Get Fins and Inferno to come over. Inferno should then plant a remotecontrol bomb at the engine.

    Peek through the door leading to the destroyer's bow and there shouldbe a patrolling guard here. Use Tiny to take him out then plant thedecoy there to lure one of the guards from the adjacent room. Take outthe 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, apistol, 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 theallied 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 thelone patrolling guard as well as the two chatting mechanics in thesmall room. Open the crate here to find a poison syringe, somegrenades, a time bomb and a remote control bomb.Peek through the door leading to the destroyer's stern and wait for thepatrolling guard to walk back. Tiny should go in to punch him followedby the mechanic then tie them both up.Go out through the door at the other end of the room to access thedestroyer's deck. Go back all the way to the stern and flick the switchin 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 atthe corridor. Get Fins over to kill the lone stationary guard at thecorridor with his knife throwing. Tiny should then take out the guardwho is bathing. Get Inferno inside and plant two time bombs in front ofthe rooms where there are two soldiers chatting.After the bombs exploded, check the lockers in here to find somesleeping pills, some canned food, some first aid kit, some grenades,three wine bottles, two arctic clothing, a poison syringe, a

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    machinegun, a cigarette pack, two time bombs and the fourth part of thebonus mission. Give the arctic clothing to Lupin and Spooky. Releasethe 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 totake out the lone patrolling guard here. Check the lockers to find somecanned food, some sleeping pills, some first aid kit, some grenades, arifle, a cigarette pack, a wine bottle, a poison syringe and the fifthpart 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 bowdirection and enter the door here. Operate the switch in here toactivate the gas that will kill the patrol leader then simply take careof the patrolman before he can do anything.Go back to the previous room and open the door at the central southernedge of the room. Wait for the lone patrolling guard to turn its backfirst then get Tiny to take him out including the sailor and themechanic. Check the drawer at the wall in the room to find some firstaid kit, an arctic clothing and the sixth and final part of the bonusmission.Ascend the staircase in this room and peek through the door. Wait forthe patrolling guard to turn its back first then Tiny should go in andtake him down. Ascend the staircase and take out the admiral standingby 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 Enigmacylinders and the Enigma machine.

    -DISABLING THE DESTROYER GUNS AND ESCAPE!!!-

    Go back outside and go to the destroyer deck. Inferno should access thebow gun by going into the door beneath it. Plant a time bomb there andgo to the deck again.Head to the stern and go to the engine room. Get Inferno to pick up theallied prisoners and send everyone to the submarine including thecaptain. The two remaining generators are located just before theengine room. Place two more time bombs there and get out of there.

    Send everyone else into the submarine excluding Tiny and Spooky. GetInferno to detonate the bomb for the engine room. Tiny and Spookyshould go into the plane (make sure that the Enigma equipment areeither 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 thedestroyer (where the Captain is imprisoned).-One piece found in lockers at the forward part of the destroyer (justafter the sleeping quarters).-One piece found in a drawer on a wall at the room before the bridge in

    the destroyer.

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

    Bonus Mission 3Location: UnknownPersonnel: Tiny, Duke, Fins, Inferno, Tread

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

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    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 thecommandos 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 toface the other side of the logs to cover both sides.Tiny should then activate the decoy to lure the soldier and worker fromthe other side of the logs. The rest of the enemies will be alertedwhen the shooting begins; they should be easily disposed of without thecommandos suffering too much damage.

    -CROSSING THE RIVER-

    Open the crate next to the amphibious vehicle to find some first aidkit, some Molotov cocktails and some gas grenades.Get Duke to snipe the enemy sniper next to the riverbank just north ofthe amphibious vehicle.Everyone should board the amphibious transport and get Tread to driveit into the middle of the river. Duke should disembark and crawl to theother side of the riverbank at the western side (near the plants at thewestern edge of the map). Snipe the enemy sniper and grenadier who arecrouching near the pile of logs. A second grenadier will come toinvestigate; drop him before he can sound the alarm. Now Duke shouldalso 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 ofthe ramp leading inland. Throw a Molotov cocktail to take out thepatrol and use the remaining two to take out as many soldiers aspossible. Duke should be able to mop up with the sniper rifle ammo fromthe dead enemy sniper.Get everyone back into the amphibious vehicle and get Inferno to checkone of the crates in the area for some grenades then throw it towardsthe truck to clear the road. Tread should then drive the vehicle to theend of the road. Mission accomplished!!!

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

    Mission 4: Target: BurmaLocation: BurmaPersonnel: Tiny, Duke, Tread, Lupin

    Introduction:

    May 1942. After conquering Singapore, Hong Kong and thePhilippines, Japan overcomes Thailand and Burma in a few weeks. Itsnext objective: India.

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    The plan consists in launching a powerful offensive through theborders of Burma, advancing to Calcutta, there joining its forceslanded on the southern Indian coast, thus trapping the allies in adeadly pincer move.

    The Allied High Command settled on the plains of Imphal, knowsthe key to preserve India consists in stopping the Japanese offensiveat the border. This is a heroic task as the allied troops areoutnumbered and exhausted from months of defeat and withdrawals in theAsian continent.

    Cut off and with no hope for reinforcements in weeks, the onlyhope lies on a single battalion of the British Army, a group ofmercenary fighters of Indian origins, fearful warriors known for theirferocity 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 thebridge) then go back into hiding. Activate the decoy and the Japanesesoldier to the north of the decoy will come to investigate. Take himout from behind and grab the decoy.Now head to the northeast of the starting point and take out the lonestationary guard here, who is standing next to the canal. Hide his bodyin the same place as before.

    Now head further west and take out the lone patrolling guard there whenhe stops next to the canal. Carry and hide his body somewhere safe. Goto the southwestern edge of the map and take out the stationary guardhere (near the lamp post) then hide his body as well.Now go take out the guard patrolling the western edge of the map justslightly to the north then hide the body somewhere safe.Keep going north and stop to hide at the statue next to the bridgeleading to the temple. Take out the Japanese officer who is pat