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    FAQ/Walkthrough by NVarkovsky

    Version: Final | Updated: 10/17/01 | Printable Version | Search This Guide

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    Commandos 2: Men of Courage FAQ/walkthrough
    Written by Nadia Varkovsky (varkovsky@hotmail.com)
    Last updated October 17, 2001 (Final Version) 
    
    First of all, I would like to proudly dedicate this FAQ to Grace Yeo. I 
    love you :)
    Secondly, this FAQ is also dedicated to the soldiers who had 
    courageously fought and sacrificed their lives during World War II as 
    well as Field-Marshal Erwin Rommel a.k.a. the Desert Fox, who 
    participated in the bomb plot designed to assassinate Hitler on July 
    20, 1944.   
    
    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)
    
    October 17, 2001: Sorry for the lack of update. Been busy playing 
    Yuri's Revenge as well as working on the walkthrough. Finished missions 
    nine and ten today including the bonus missions plus bonus mission four 
    which pretty much concludes the FAQ... (Final Version)
    
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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
    
    ATTENTION!!!
    ->This walkthrough is written in the normal difficulty
    
    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: 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, 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:
    
    There is no real strategy in this mission. Luck also plays quite an 
    important factor here. Setup the allied soldiers behind the walls 
    supported by some of the commandos. 
    Place the anti-personnel mines on the road to try to take out as many 
    enemy soldiers as possible. 
    Get Inferno to crawl to the south and stop behind the wall nearest to 
    the bunch of soldiers. He has to stick as close as possible to the 
    eastern edge of the map to avoid getting seen by the patrolling soldier 
    nearby.  
    
    From there Inferno should be able to lob a grenade towards the 
    soldiers' formation. The explosion (if done properly) should be able to 
    take out the whole formation on the right thus reducing the number of 
    enemy by almost half.
    The invasion will automatically begin and the enemy soldiers will start 
    to advance on the other commandos' positions. Inferno should QUICKLY 
    fall back while trying to kill more soldiers with his remaining 
    grenades and flamethrower. 
    Use Duke to snipe a few if possible but control Inferno for this 
    mission and rely heavily on the flamethrower. 
    When the first wave has been defeated, the enemy reinforcement will 
    appear. Use any surviving commandos and allied soldiers to put up an 
    even fiercer fight and use any remaining ammunitions e.g. Inferno's 
    grenades and Duke's sniper rifle ammo or Tread's Molotov cocktails. 
    Mission accomplished!!! 
    
    ***********************************************************************
    
    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 pieces 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 piece 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 piece 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 pieces 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 piece 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 piece 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 piece 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 piece 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 pieces 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 piece 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 piece 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 piece 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 pieces 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 piece 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 piece 
    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- (BONUS MISSION)
    
    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:
    
    -TINY IN ACTION-
    
    Get Tiny to knife the patrolling near the greenhouses to the right then 
    hide the body between the greenhouses. Drop a decoy there and hide 
    beside the eastern greenhouse. Activate the decoy to lure the 
    patrolling guard from the west then take him out from behind when he 
    comes to investigate. 
    Check one of the bodies for a cigarette pack and throw it to lure one 
    of the lieutenants who are talking near the greenhouses. Take him out 
    when he comes for the cigarette pack followed by the second lieutenant 
    then hide both bodies between the greenhouses. 
    
    Hide beside the house to the west and wait for the patrolling guard to 
    come. Take him out when he turns his back and leave the body there for 
    now.   
    Circle behind the house and take out the stationary lieutenant standing 
    by the river then dump the body with the previous guard. 
    Enter the house west of the greenhouses through the door facing to the 
    north and kill the lone officer in here. Check the cupboard here to 
    find a binocular, a mantrap and a poison syringe. Climb the ladder to 
    the attic and take out the lone patrolling soldier here.  
    Climb back down and head into the bedroom to take out the lone 
    patrolling soldier. Check the cupboard as well as the one in the 
    bathroom to find a cigarette pack, a poison syringe and some first aid 
    kit. 
    Go into the kitchen and take out the two workers. Check the cupboards 
    to find four wine bottles and some canned food. 
    Open the door leading to the office and fire a shot to lure the officer 
    and lieutenant who are chatting to each other. Kill them both then wait 
    for a soldier and a worker to climb down from the attic, kill them as 
    well. Check the cupboards and drawers in the office to find a 
    binocular, a wine bottle, a pistol, a poison syringe, some first aid 
    kit, some sleeping pills, some smoke grenades and some Molotov 
    cocktails. Head back outside and drag the two bodies inside. 
    
    Go out from the door Tiny first came in and enter the door of the house 
    facing it. Fire a shot to lure the two lieutenants sitting at the table 
    and kill them both followed by the soldier who will come running from 
    the attic. 
    Go back outside and enter the small greenhouse next to the house. Check 
    the drawer to find a wine bottle, a poison syringe and a shovel. Head 
    into the next room and check the cupboard to find three wine bottles, a 
    gas grenade and some first aid kit.   
    Go back outside and enter the building to the north then take out the 
    lieutenant and worker. Check the shelf and counter to find a canned 
    food, a wine bottle and some first aid kit. 
    
    Go back outside and take out the patrolling guard outside the western 
    gate leading to the brewery compound. Enter the compound and head 
    inside the large building just south of the western gate. Take out the 
    two workers and head into the small office room to kill the officer. 
    Check the filing cabinet and the table to find a poison syringe, a 
    smoke grenade, two cigarette packs, three wine bottles, some sleeping 
    pills and the first two pieces of the bonus mission.
    Head into the blue door and take out the five workers followed by the 
    lieutenant. Check the crate to find a shovel, some gas grenades and 
    some first aid kit.  
    Go back outside then take out the two workers near the truck to the 
    south. Head inside the building south of the eastern gate and kill 
    everyone inside with the pistol. Go back outside and take out the 
    patrolling guard near the eastern gate then hide his body inside.
    Climb the ladder to the roof and take out the three soldiers here then 
    leave the bodies there (make sure no one can see them).
    Go back outside the brewery compound and take out the guard to the 
    south of the compound (east of the farm where Tiny first starts). 
    Head to the east and take out the patrolling guard to between the 
    brewery compound's wall and the river. 
    
    -TINY AND DUKE'S COOPERATION-
    
    Duke should now take out the stationary guard to the west and hide the 
    body behind the trees. Wait for the patrolling guard at the road 
    leading to the north to stop by the intersection first then tie him up 
    and hide the body like before. 
    Duke should now hide near the trees located next to the bridge and wait 
    for the patrolling soldier to reach the end of his route. Take out the 
    soldier then snipe the sniper on the balcony of Castle Colditz. Get 
    Tiny to join Duke by going across the bridge. 
    Tiny should now enter the house next to the bridge. Take out the 
    lieutenant who is reading the newspaper followed by his comrade 
    standing by the counter. Check the wine rack and counter to find a 
    poison syringe, four wine bottles, some sleeping pills and some canned 
    food. 
    
    Get Duke to crawl along the northern road (not too close, near the 
    eastern edge of the map) and snipe the sniper sticking his rifle out of 
    one of the windows in Colditz's circular tower (next to the river). 
    Tiny should creep along the trees to the west of road leading to the 
    north and take out the lone officer standing there then hide the body 
    behind the brick wall to the east (beware of the patrolling lieutenant 
    further north).
    Take out the patrolling lieutenant to the north and just go straight. 
    Throw a cigarette pack to lure the patrolling lieutenant then take him 
    out. 
    Tiny should crawl towards the stationary soldier who is looking at 
    Colditz (near the wire fence around the factory compound) then hide his 
    body at the dark corner next to the factory.
    Get Duke over to the dead soldier's position and aim towards Castle 
    Colditz to take out the German sniper there. 
    Tiny should no take out the soldier who patrols back and forth between 
    the factory and the house to the north then hide the body like before.    
    
    Tiny should enter the house to the north from the side entrance. Take 
    out the soldier leaning our of the window then check the green cupboard 
    to find a poison syringe, a smoke grenade, some gas grenades and the 
    third piece of the bonus mission.
    Fire a shot to lure the officer and lieutenant in the adjacent room to 
    come then kill them both. Check the filing cabinet and the officer's 
    desk to find a canned food, a binocular, a wine bottle, some first aid 
    kit as well as the fourth and fifth pieces of the bonus mission.  
    Go back outside the factory compound and take out the lone stationary 
    officer standing outside the two small houses south of the factory 
    compound (watch out for the patrol) then hide the body in the corner. 
    Take out the patrolling guard to the north of the factory compound 
    followed by the two workers near the main gate (beware of the patrol) 
    then hide the two workers' bodies somewhere safe. 
    
    Tiny should now enter the door leading to the blue-roofed house just 
    across the road from the factory compound. Use the pistol to kill the 
    lieutenant followed by the officer and worker. Another officer will 
    climb down from the attic; simply shoot him to death. 
    Check the two cupboards in the house to find a poison syringe, a sheet 
    ladder, four wine bottles, some sleeping pills, some first aid kit as 
    well as the sixth and seventh pieces of the bonus missions. 
    
    Go back outside and take a peek through the door leading to the red-
    roofed building to the south. Wait for one of the lieutenants to walk 
    away from the counter then take followed by his comrade. Examine the 
    counter and shelves to find two poison syringes, six wine bottles, some 
    canned food, some sleeping pills, some first aid kit as well as the 
    eighth, ninth and tenth parts of the bonus mission.
    Ascend the staircase to the second floor and take out the patrolling 
    soldier. Go inside the bathroom and check the drawers to find a 
    cigarette pack, a Molotov cocktail, a poison syringe, some first aid 
    kit and the eleventh piece of the bonus mission. Get Duke to come over 
    and fire a shot; kill everyone as they try to enter the bathroom then 
    heal any injuries with canned food or fist aid kit. 
    Check the drawer in the bedroom next to the bathroom to find a canned 
    food, a poison syringe, three wine bottles, some sleeping pills and the 
    twelfth piece of the bonus mission. 
    Ascend the staircase to the third floor and check the cupboards and 
    drawer to find a sheet ladder, a smoke grenade, a canned food, a wine 
    bottle, a Molotov cocktail, a binocular, two poison syringes, some 
    first aid kit as well as the thirteenth and fourteenth pieces of the 
    bonus mission.  
    Go back outside and have Duke snipe the patrol going around the place. 
    Shoot the patrol leader first followed by the two patrolmen behind him 
    then grab the patrol leader's uniform; hide all three bodies inside one 
    of the houses that are already secured.
    
    -CONTACTING SPOOKY AND TREAD-
    
    Take out the soldier looking at the Mulde River just to the west 
    followed by the stationary guard to the east of the church where Spooky 
    is. Get him to come out and wear the patrol leader's uniform as 
    disguise. Don't forget to give all the poison syringes that had been 
    collected earlier to Spooky.
    Now enter the building to the east of the church. Take out the sitting 
    lieutenant followed by the standing officer. Check the cupboard and 
    drawer to find a poison syringe, four wine bottles and some first aid 
    kit. Fire a shot to lure the soldier and worker in the bedroom; kill 
    them both as they try to pass through the door. Check the cupboard in 
    the bedroom to find a Molotov cocktail, a canned food, a poison syringe 
    and some sleeping pills. 
    Spooky should enter the building to the west of the red-roofed building 
    (the one in the middle of the row of three houses) and check the 
    cupboard to find a gas grenade, some Molotov cocktail and some smoke 
    grenades. 
    Go back outside and enter the building to the west. Examine the wine 
    rack on the first floor to find five wine bottles. Ascend the staircase 
    to the second floor and examine the cupboard to find a cigarette pack, 
    a binocular, a smoke and a gas grenades as well was some first aid kit. 
    Go back down and exit through the back door. Go into the small house 
    behind the row of three houses and examine the cupboards and drawer to 
    find a shovel, two wine bottles, some canned food, some first aid kit, 
    some sleeping pills as well as the fifteenth, sixteenth and seventeenth 
    pieces of the bonus mission.      
    
    Get Spooky to distract the stationary soldier at the bottom of the ramp 
    leading to Colditz. Tiny should then take out the soldier standing next 
    to the house just north of the church followed by the guard that Spooky 
    is distracting then dump both bodies next to the house. 
    Get Spooky to enter the house and examine the cupboard on the first 
    floor to find three wine bottles, some canned food and some sleeping 
    pills. Ascend the staircase to the second floor and examine the drawer 
    to find a poison syringe and some sleeping pills. 
    
    Go back outside and Spooky should distract the lieutenant standing near 
    the Kubelwagen to the northeast of the map (not the one reading the 
    newspaper). Tiny should take out the two soldiers standing guard 
    outside the small chapel nearby then hide the bodies near the trees. 
    Tiny should then take out the lieutenant reading the newspaper followed 
    by the one that Spooky is distracting then hide both bodies like 
    before. 
    Get Spooky to distract the patrolling guard near Tread's position and 
    Tread should take him out and hide the body near his starting position 
    (watch out for the stationary soldier near the railing of Colditz's 
    main entrance). Regroup everyone near the ramp leading to the castle 
    and give Tread all his equipment that had been collected earlier.
    
    -GAINING ACCESS INTO THE 'SONDERLAGER'-
    
    Get Tiny to ascend the ramp and take out the soldier at the top then 
    hide the body next to Colditz's main gate. Spooky should then distract 
    the guard in front of the house near the main gate. 
    Get Tiny to take out the patrolling soldier near the main gate followed 
    by the smoking lieutenant nearby and the one that Spooky is distracting 
    as well as the lone remaining soldier near the railing who is looking 
    to the west. 
    Spooky should enter the house and check the table to find a wine bottle 
    and some Molotov cocktails. Ascend the staircase to the second floor 
    and check all the furniture to find a wine bottle, a mantrap, two 
    poison syringes, two German rifles, some smoke and gas grenades, some 
    Molotov cocktails, some canned food, some first aid kit and some 
    sleeping pills.     
    
    Spooky should enter the castle's courtyard where Lupin is to be 
    executed by going through the main gate. Distract the soldier at the 
    top of the staircase who is looking at Lupin and the firing squad. Send 
    Tiny in to take him out and hide the body near the corner. 
    Tread should join in and lob two Molotov cocktails to burn the firing 
    squad and its lieutenant to death. Talk to Lupin to release him and 
    regroup the commandos at the castle's courtyard. 
    
    -FINDING THE THREE PARTS OF THE SECRET PLAN-
    
    Additional note:
    Due to complicated interior of Castle Colditz, select an objective and 
    click the 'target' icon to know which way to go. 
    
    First is the code template hidden by General Heinz. Follow the arrow 
    into the door at the top of the staircase. Enter the second door here 
    to reach a large dining room. 
    Get Spooky to distract one of the lieutenants while Tiny take care of 
    everyone silently. Tread should come in and lob a Molotov cocktail at 
    General Heinz and the officer he is talking to. Check the coat hanger 
    to find the code template then go out of the dining room. 
    
    The arrow will point towards the staircase here for the code book, 
    which is kept by Field Marshal Desfell. Ascend the staircase and use 
    the arrow again to determine where to go; it will point towards a door.   
    Tiny should head inside to find another dining room. Take out the 
    patrolling soldier and get Tread to lob two Molotov cocktails to burn 
    the others to death. Check the drawer to the left to find a wine bottle 
    and some Molotov cocktails.  
    Exit through the only door and get Spooky to distract the patrolling 
    soldier. Tiny should take out the worker followed by the guard that 
    Spooky is distracting. Follow the arrow again which leads into an area 
    with a lot of staircases. 
    Get Spooky to distract the guard on the upper level while Tiny take out 
    the one at the middle level followed by the one that Spooky is 
    distracting. 
    Enter the door just at the other end and take out Field Marshal Desfell 
    followed by the other soldiers in the room then check the coat hanger 
    to find the code book. Examine the cupboards and gun rack as well to 
    find some sleeping pills, some first aid kit and a German rifle.  
    
    Exit through the only door and get Spooky to distract one of the 
    patrolling soldiers here and let Tiny take everyone out. Examine the 
    furniture to find a cigarette pack, a canned food, two poison syringes, 
    some first aid kit and some sleeping pills.  
    Exit through the only door to get back to the courtyard. Proceed into 
    the next door and get Spooky to inject the patrolling officer here. 
    Tiny should come in and take out the soldier followed by Major General 
    Rudolf. 
    Check the coat hanger for the encrypted plan. Examine all the 
    bookshelves to find a gas grenade, a canned food, a poison syringe, 
    three wine bottles and some sleeping pills.  
    
    -RESCUING THE ALLIED PRISONERS-
    
    Get Spooky to distract the guard at the bottom of the staircase while 
    Tiny moved in for the kill. Enter the door and get Spooky to distract 
    the patrolling soldier while Tiny clears the room as usual. Check the 
    drawer to find a mantrap and some smoke grenades. 
    Exit through the only door and get Spooky to distract the patrolling 
    guard while Tiny take him out. 
    Enter the door that is indicated by the arrow to reach another huge 
    'courtyard' area. Enter the building to the left as indicated by the 
    arrow. 
    
    Spooky should take out the guard at the top of the staircase then 
    distract the lieutenant near the door while Tiny move in for the kill. 
    Grab the lieutenant's uniform and pass it to the allied prisoner. 
    Head into the next room and get Spooky to take out the officer and 
    lieutenant with injection while Tiny take care of the worker and 
    soldier. Pass three uniforms to the allied prisoners here and ascend 
    the staircase to the second floor. 
    Get Spooky to distract the guard at the top of the staircase while Tint 
    should head to the back and take out the lieutenant behind the 
    staircase then pass the uniform to the nearby allied prisoner. 
    Take out the patrolling guard in the adjacent room followed by the one 
    that Spooky is distracting. Take out the officer and lieutenant near 
    the allied prisoner here and pass a uniform to him. 
    Spooky should distract the remaining soldier in this floor while Tiny 
    take them out silently then pass two uniforms to the two remaining 
    allied prisoners. Check the furniture here to find a smoke grenade, a 
    canned food, a poison syringe, a cigarette pack, three wine bottles, 
    some sheet ladders and some first aid kit.      
    Ascend the staircase to the third floor and take out all the enemies 
    with the same method as before (get Tread to help if necessary). Pass 
    uniforms to the five allied prisoners here then stand by next to the 
    ladder leading to the attic and fire s hot to lure the enemies to climb 
    down, kill them all then pass a uniform to the lone allied prisoner in 
    the attic. Check the furniture on the third floor to find a Molotov 
    cocktail, a poison syringe, two cigarette packs, three wine bottles, 
    some canned food, some sheet ladder, some sniper rifle ammo, some 
    sleeping pills and some first aid kit.     
    
    Go back outside to the 'courtyard' and enter the building, which is 
    brown in color (the short one). 
    Get Spooky to distract while Tiny cleared the first floor from enemy 
    soldiers as usual then pass two uniforms to the two allied prisoners. 
    Check the cupboards in the kitchen to find a poison syringe, three wine 
    bottles, some canned food, some sleeping pills, some first aid kit and 
    the eighteenth piece of the bonus mission.
    Descend the staircase to the basement and clear the place of enemy 
    soldiers then pass a uniform to the lone allied prisoner. Check the 
    shelves to find three wine bottles, some canned food, some Molotov 
    cocktail, some first aid kit as well as the nineteenth and twentieth 
    pieces of the bonus mission. 
    
    Go back outside to the 'courtyard' and enter the door leading to the 
    building just to the right of the entrance where the commandos first 
    came in. Use Tiny and Spooky as usual to clear the whole place then 
    pass four uniforms to the allied prisoners. 
    Go back outside and head into the next building. Take out the lone 
    patrolling soldier and check the cupboards to find a poison syringe, 
    some sheet ladder and some first aid kit. 
    Ascend the staircase to the second floor and clear the whole place then 
    pass some uniforms to the six allied prisoners. Descend the other 
    staircase into a small room and take out the lone patrolling soldier 
    then pass his uniform to the allied prisoner. 
    Climb down the ladder and take out the soldier and lieutenant followed 
    by the two officers in the adjacent room then pass some uniforms to the 
    two allied prisoners. 
    Go back to the second floor and ascend the three staircases to the 
    third floor and clear every room of enemies. Pass some uniforms to the 
    four allied prisoners on the third floor.     
    Climb the ladders leading to the attics from the rooms on the third 
    floor then clear the whole place from enemies. Pass some uniforms to 
    the three allied prisoners then don't forget to climb to the roof from 
    one of the attics to reach the allied prisoner there. 
    
    Go back all the way to the 'courtyard' and skip the radio tower. Head 
    inside the building next to it, which contain a large theater. Clear 
    the theater and pass a uniform to the lone allied prisoner. 
    Exit through the door behind the stage and clear the place then pass 
    some uniforms to the two allied prisoners. Check the hanging shelf to 
    find a mantrap, a shovel, a poison syringe and the twenty-first piece 
    of the bonus mission. 
    Ascend the staircase to the second floor and kill the patrolling 
    soldier and lieutenant then pass some uniforms to the three allied 
    prisoners. Check the bookshelf to find a wine bottle, a canned food, 
    some sheet ladder and some first aid kit. 
    Ascend the staircase to the third floor and clear the place from 
    enemies then pass some uniforms to the two allied prisoners. Check the 
    furniture to find a cigarette pack, a poison syringe, a canned food, 
    some sheet ladder, some first aid kit, some sleeping pills, as well as 
    the twenty-second, twenty-third and twenty-fourth pieces of the bonus 
    mission.    
    Ascend the staircase to the fourth floor and take out all the enemy 
    soldiers here then pass some uniforms to the two allied prisoners. 
    Check the hanging shelves to find a poison syringe, a Molotov cocktail, 
    three wine bottles, some sheet ladder, some sleeping pills, some canned 
    food, some first aid kit as well as the twenty-fifth, twenty-sixth, 
    twenty-seventh and twenty-eighth pieces of the bonus mission. 
    Enter the adjacent area through the only door and kill all the enemies 
    then pass some uniforms to the six allied prisoners. Check the 
    furniture to find a pistol, a wine bottle, some gas grenades, some 
    sniper rifle ammo as well as the twenty-ninth and thirtieth pieces of 
    the bonus mission. 
    Climb the ladder to the attic and pass some uniforms to the two allied 
    prisoners. 
    
    -THE GREAT ESCAPE-
    
    Now go back down to the 'courtyard' and head into the radio tower. Take 
    out the lone patrolling soldier then check the crate to find a Molotov 
    cocktail. 
    Fire a shot to lure the enemies to come investigate, shoot them to 
    death as they climb down the ladder. Climb to the second floor and 
    check to crate to find some sniper rifle ammo then repeat the process 
    to lure enemies from the third floor. 
    Climb to the top of the radio tower and use the radio to contact 
    headquarters then pass a uniform to the lone allied prisoner. 
    Get all the commandos to regroup then go out from Colditz and head to 
    Tiny's starting position to board the balloon. Mission accomplished!!!
    
    Locations of the bonus missions (30 in total):
    -Two pieces found in furniture located inside the small office of the 
    large building south of the western gate of the brewery compound. 
    -Three pieces found in furniture located inside the northern house at 
    the factory compound. 
    -Two pieces found in cupboards located inside the blue-roofed building 
    just across the road from the factory compound.
    -Three pieces found in furniture located at the first floor of the red-
    roofed building just across the road from the factory compound.
    -Two pieces found in drawers located at the second floor of the red-
    roofed building just across the road from the factory compound.
    -Two pieces found in cupboards located at the third floor of the red-
    roofed building just across the road from the factory compound.
    -Three pieces found in furniture located inside the small house behind 
    the row of three houses (near the church).
    -One piece found in cupboard located at the first floor of the brown 
    building at the prisoner 'courtyard' area. 
    -Two pieces found in shelves located at the basement of the brown 
    building at the prisoner 'courtyard' area.
    -One piece found in hanging shelf located at the first floor of the 
    building next to the theater. 
    -Three pieces found in furniture located at the third floor of the 
    building next to the theater. 
    -Four pieces found in hanging shelves located at the fourth floor of 
    the building next to the theater.
    -Two pieces found in furniture located in the adjacent area to the 
    fourth floor of the building next to the theater. 
    
    ***********************************************************************
    
    Bonus Mission 9
    Location: Unknown
    Personnel: Inferno, Tread
    
    Objectives:
    -Destroy all of the enemy vehicles. 
    
    Secondary objectives: 
    -Eliminate the enemy grenadiers. 
    
    Clues:
    -Use the bazooka.
    -Get the anti-tank mines. 
    -Get the smoke grenades.
    -Use the grenades to distract the enemy. 
    
    Walkthrough:
    
    Get Inferno and Tread to board the tank then wait for the half-track to 
    make its turn. As soon as Inferno has a clear shot, fire a shell to 
    destroy the half-track. 
    Maneuver slightly to the north and fire another shell to take out the 
    patrolling tank. 
    Go to the east and fire at the two grenadiers to kill them. Quickly 
    fire again to kill the other grenadier who comes to investigate 
    followed by the tank patrolling near the northeast corner of the map. 
    Destroy the tank that patrols from west to east followed by the last 
    tank that patrols near the northwest corner of the map. Mission 
    accomplished!!! 
    
    ***********************************************************************
    
    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:
    
    -OBATINING THE EXPLOSIVES-
    
    Get Tiny to climb up and hide next to the small booth. Wait for the 
    patrolling soldier to walk away first then kill the sitting soldier. 
    Drag the body inside the booth and kill the patrolling guard when he 
    returns. 
    Take out the sitting lieutenant next followed by the workers. Spooky 
    should grab the lieutenant's uniform as disguise. Check the trashcan 
    next to the staircase to find the first piece of the bonus mission. 
    Ascend the staircase and get Spooky to distract the patrolling guard 
    while Tiny move in for the kill (beware of the patrolling lieutenant) 
    then hide the body near the staircase. 
    Get Spooky to kill the sitting soldier next to the booth with 
    injection. Wait for the commotion to die down then get Spooky to 
    distract the patrolling lieutenant while Tiny take him out followed by 
    the soldier looking at the map. 
    Spooky should now distract one of the guards standing near the exit 
    while Tiny move in to take out both soldiers. 
    
    Spooky should get out of the train station and distract the soldier who 
    is talking to a lieutenant nearby. Tiny should come and take them both 
    out then hide both bodies in the station. 
    Get Spooky to distract the patrolling guard near the road to the left 
    of the station that runs to the southeast while Tiny dispose of him 
    from behind.  
    Spooky should then head to the southwest corner of the map and distract 
    the patrolling guard there. Get Tiny to take out the worker sitting 
    under the shade just west of the train station followed by the soldier 
    that Spooky is distracting. 
    Spooky should now distract the patrolling soldier near the main road 
    running from the southwest corner of the map towards the northeast 
    while Tiny take him out and hide the body somewhere safe. 
    Distract the patrolling lieutenant next and get Tiny to take him out as 
    well but be careful of the stationary soldier to the north. 
    Tint should take care of the patrolling guard to the east of the train 
    station (near the road where the half-track occasionally pass by) then 
    hide the body somewhere safe. 
    
    Head to the southeast from the last soldier that Tiny took out and get 
    Spooky to distract the guard here (near the intersection). Tiny should 
    follow behind for the kill and hide the body somewhere to the 
    southwest. 
    Tiny should wait nearby for the officer patrolling near the trees to 
    the northeast. Take him out and pass his uniform to Spooky then hide 
    the body. 
    Get Duke to crawl along the main road towards the northeast and sniper 
    the German sniper who is well concealed by shadows next to the Eiffel 
    Tower's leg that is labeled 'N'. A soldier from across the street will 
    come to investigate; drop him with a well-placed bullet.  
    Get Spooky to distract the patrolling soldier near Eiffel's 'N' leg and 
    Tiny should move in from behind to dispose of the guard. Hide the body 
    in the shadows with his dead comrades then grab the dead sniper's ammo. 
    Get Spooky across the road and distract the patrolling soldier nearby. 
    Tiny should then take out the stationary guard near the southern edge 
    of the map (near the trees) followed by the guard that Spooky is 
    distracting then dump both bodies in the shadows somewhere nearby. 
    Get Duke over and sniper the SS general as well as the officer standing 
    outside the small hut in the middle of the park to the east. Spooky 
    should quickly move in and grab the set of keys from the SS general 
    along with his uniform.  
    
    Spooky should go back to the hut and distract one of the lieutenants 
    while Tiny take out the other then hide the body inside (beware of 
    patrolling soldiers nearby). Come back out and take care of the soldier 
    patrolling around the hut and drag the body inside. 
    Come out again and take out the lieutenant that Spooky is distracting 
    followed by the patrolling guard on the part to the west of the small 
    hut then hide both bodies inside.
    Distract the patrolling guard to the north then get Tiny to take him 
    out. Spooky should now distract the worker to the north of explosives 
    and get Tiny to move in and take out the soldier near the metal boxes 
    followed by the worker that Spooky is distracting and the soldier 
    standing near the truck (check the bodies for cigarette packs). 
    Get Lupin over to unlock the metal boxes, which contain four time 
    bombs, four remote control bombs, some grenades and some anti-tank 
    mines.   
    
    Get Spooky to drive the truck nearby with Inferno and Tread behind. 
    Drive towards the empty tank near the northern edge of the map (next to 
    the Meurice Hotel). QUICKLY get Inferno and Tread to disembark from the 
    truck and run towards the empty tank. 
    Once inside go on a rampage across the map and kill everyone, including 
    the half-track and the tank. Kill the four German snipers on the 
    western roof of Meurice Hotel as well. The soldiers and workers on the 
    hotel roof should be lured to investigate except the one at the eastern 
    roof. Kill everyone that comes down to investigate with the tank. 
    
    -DISARMING THE EXPLOSIVE DEVICE-
    
    Get the commandos to regroup outside the door leading to the western 
    side of the Meurice Hotel. Send Tiny in and take out the two workers 
    here. Spooky should then distract the lieutenant at the counter while 
    Tiny take care of the two soldiers behind the counter followed by the 
    lieutenant that Spooky is distracting. Check the furniture here to find 
    a wine bottle, a shovel, a smoke grenade, a canned food, a poison 
    syringe, some sleeping pills and some first aid kit. 
    
    Ascend the staircase and get Spooky to distract the patrolling guard 
    nearby while Tiny take him out from behind. 
    Get Spooky to distract the guard to the right of the general's office 
    while Tiny take out the left one then dump the body out of the window. 
    Tiny should then take out the guard that Spooky is distracting followed 
    by the soldier who is sitting at a desk nearby who will be alerted; 
    quickly dump both bodies out of the window before the patrolling 
    lieutenant can see anything. Distract the lieutenant then get Tiny to 
    take him out and throw him out of the window. 
    Get Inferno to join Tiny and Spooky then get him to lob a grenade into 
    the general's office, killing the general along with the two officers. 
    Head inside then disarm the explosive device. Check the general's desk 
    and cupboard to find a wine bottle, a poison syringe, a Molotov 
    cocktail, some sniper rifle ammo, some sleeping pills and some first 
    aid kit.     
    
    Ascend the staircase to the third floor and get Tiny to dispose of the 
    patrolling soldier nearby. Get Spooky to distract the lieutenant 
    sitting at the desk located at the end of the room while Tiny take care 
    of the patrolling soldier who occasionally look out of the window. Take 
    care of the lieutenant next and check the small file cabinet to find a 
    canned food and the second piece of the bonus mission. 
    Head into the adjacent room and take out the soldier who is wiping the 
    blackboard. 
    Go back out and open the door to the last office that hasn't been 
    entered. Spooky should distract the guard by the door while Tiny move 
    in to take care of the lieutenant followed by the two soldiers sitting 
    at the desks who will be alerted to the noise. Take care of the soldier 
    that Spooky is distracting and check the furniture to find a poison 
    syringe, a smoke grenade, a canned food, a binocular, three wine 
    bottles, some sleeping pills, some grenades, some first aid kit and the 
    third piece of the bonus mission. 
    
    Ascend the staircase to the fourth floor and take out the patrolling 
    soldier nearby. Head into the next room and take care of the soldier 
    and the worker. Place a remote control bomb near the door leading into 
    the office and fire a shot. When the enemies come running out of the 
    office, detonate the bomb to kill them all. 
    Check the furniture to find a pistol, a binocular, a cigarette pack, 
    some sleeping pills, some first aid kit and the fourth piece of the 
    bonus mission. Go out through the door to reach the balcony then 
    collect all the dead snipers' ammo for Duke.
    
    -CONTACTING NATASHA-
    
    Enter Hotel Meurice's eastern wing through the back door and get Spooky 
    to distract the patrolling soldier while Tiny move into take care of 
    the soldier sitting near the counter followed by the guard that Spooky 
    is distracting.  
    Head into the next room and distract the lieutenant reading the 
    newspaper while Tiny sneak up from behind to take him out. Whip out a 
    pistol then kill the officer and the lieutenant who are chatting to 
    each other on the sofa. Check the furniture to find a canned food, a 
    cigarette pack, a Molotov cocktail, a gas grenade, two wine bottles, 
    some first aid kit and the fifth piece of the bonus mission. 
    
    Ride the elevator to the second floor and get tiny to take out soldier 
    next to it. Spooky should distract the patrolling soldier at the 
    corridor while Tiny move in for the kill then dump the body out of the 
    window. 
    Go into the room at the center and take care of the soldier sweeping 
    the floor there. Go back to the corridor and take care of the two 
    guards outside the patrol leader's room followed by the leader himself 
    by using the pistol. 
    Check all the drawers to find a poison syringe, a binocular, a smoke 
    grenade, two wine bottles, some sheet ladder, some canned food, some 
    sniper rifle ammo, some first aid kit as well as the sixth and seventh 
    pieces of the bonus mission. 
    
    Ride the elevator to the third floor and get Spooky to distract the 
    soldier patrolling at the corridor. Fins should come out and take care 
    of the lieutenant sitting on the sofa near the elevator by throwing his 
    knife. 
    Get Tread to crawl to the corridor then throw a gas grenade to take out 
    the two soldiers talking to each other. Tiny should then take out the 
    guard that Spooky is distracting then fire a shot to kill the officer 
    inside one of the rooms. Check all the drawers to find a pistol, a 
    smoke grenade, a canned food, a binocular, a poison syringe, two wine 
    bottles, some sheet ladder, some Molotov cocktail, some sleeping pills, 
    some first aid kit as well as the eighth and ninth piece of the bonus 
    mission. 
    
    Ride the elevator to the fourth floor and get two of the commandos to 
    fire a shot. Kill all the enemies that come running to secure the 
    fourth floor. Climb up the ladder to the roof and kill the lone 
    patrolling soldier then climb back down again. 
    Talk to Natasha and she will update the objective. Check all the 
    furniture here to find a smoke grenade, a gas grenade, a Molotov 
    cocktail, a cigarette pack, two wine bottles, two poison syringes, some 
    sheet ladder, some canned food, some first aid kit and some sleeping 
    pills.
    Go back down with the elevator and regroup the commandos at the center 
    of the Hotel Meurice. 
    
    -GETTING TO THE TOP OF THE WORLD-
    
    Inferno should lob a grenade through the door/window leading to the 
    center of Hotel Meurice. Wait for everyone to gather around the 
    explosion site then lob another grenade to take them all out. 
    Check all the furniture in the bar to find nine wine bottles, some 
    canned food, some Molotov cocktails, some first ad kit as well as the 
    tenth and eleventh pieces of the bonus missions. 
    Ascend the staircase to the second floor and take out everyone with 
    Spooky distracting and Tiny killing from behind. Check all the 
    furniture here to find a mantrap, two cigarette packs, two wine 
    bottles, some canned food, some first aid kit, some sleeping pills and 
    the twelfth piece of the bonus mission. 
    
    Ascend the staircase to the third floor and get Tiny to kill the 
    soldier reading the newspaper. Stand outside the door and fire a shot 
    to lure the others to come out. Kill them all and examine the furniture 
    to find a shovel, a mantrap, a pistol, a Molotov cocktail, a gas 
    grenade, a smoke grenade, four wine bottles, three poison syringes, two 
    binoculars, two cigarette packs, some sheet ladder, some canned food, 
    some grenades, some sleeping pills, some first aid kit as well as the 
    thirteenth, fourteenth, fifteenth and sixteenth pieces of the bonus 
    mission.   
    Ascend the staircase to the fourth floor and get Inferno to lob a 
    grenade to kill the two soldiers lying down on the floor as well as the 
    one who is leaning out of the window. QUICKLY lob a second grenade to 
    kill the soldiers from the art room who come to investigate. Simply 
    shoot any survivors and check the furniture to find a gas grenade, a 
    poison syringe, a canned food, some sleeping pills, some first aid kit 
    as well as the seventeenth and final piece of the bonus mission. 
    
    Regroup the commandos at the Eiffel Tower's leg labeled 'E'. Open the 
    door with the key obtained from the SS general earlier and get Spooky 
    to distract the patrolling soldier while Tiny sneak from behind to take 
    him out. Spooky should then distract the patrolling worker at the other 
    end of the room while Tiny dispose of the stationary soldier outside 
    the cable car. Take out the worker that Spooky is distracting and 
    simply shoot the patrolling lieutenant below. 
    
    -CONTACTING HEADQUARTERS AND ESCAPE!!!-
    
    Get Tiny and Spooky to ride the cable car to the third level of the 
    Eiffel Tower. Spooky should come out first and distract the worker who 
    is looking at the cable car. 
    Tiny should come out and head inside the opening to the right. Take out 
    the patrolling soldier followed by the stationary soldier next to the 
    elevator. Get Spooky and Tiny to ride the elevator to the top. 
    
    Get Spooky to inject the patrolling soldier followed by the stationary 
    soldier and the lieutenant reading newspaper. Get Tiny to climb the two 
    sets of ladder and go out through the door. Take out the patrolling 
    soldier and simply shoot the officer and soldier who are looking over 
    the railing. Use the radio to contact headquarters. Mission 
    accomplished!!!    
    
    Locations of the bonus missions (17 in total):
    -One piece found in trashcan located inside the train station (near 
    starting position).  
    -Two pieces found in furniture located at the third floor of Hotel 
    Meurice's west wing.
    -One piece found in drawer located at the fourth floor of Hotel 
    Meurice's west wing. 
    -One piece found in drawer located at the first floor of Hotel 
    Meurice's east wing. 
    -Two pieces found in drawers located at the second floor of Hotel 
    Meurice's east wing.  
    -Two pieces found in drawers located at the third floor of Hotel 
    Meurice's east wing.
    -Two pieces found in furniture located at Hotel Meurice's bar. 
    -One piece found in desk located at the office one floor above Hotel 
    Meurice's bar. 
    -Four pieces found in furniture located at the office two floors above 
    Hotel Meurice's bar.
    -One piece found in shelf located inside the art room three floors 
    above Hotel Meurice's bar. 
    
    Congratulations!!! You just finished Commandos 2: Men of Courage. Enjoy 
    the ending! And don't forget to play the last bonus mission. :)  
    
    ***********************************************************************
    
    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:
    
    Get Duke to snipe the German sniper to the left. Lupin should then 
    crawl underneath the barbed wire and unlock the metal box near the 
    western edge of the map to find a shovel, a wirecutter and some Molotov 
    cocktails. 
    
    Head back again but cut a hole in the barbed wire this time. Pass the 
    Molotov cocktails to Tread and get him to lob one at the officer and 
    lieutenant who is chatting to each other to the left of the bunker 
    (make sure that the soldier next to the large boxes see this). 
    Wait for the worker near the metal box and the soldier next to the 
    large boxes southwest of the car to come investigate the charred bodies 
    then lob the last Molotov cocktail to take them out. 
    Get all the commandos to go through the hole in the barbed wire and 
    climb up at the other side of the trench. Get the commandos to run to 
    the car and quickly drive it along the road to the north. Mission 
    accomplished!!! 
    
    -----------------------------------------------------------------------
    
    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. ^_^
    
    Grace Yeo - for being my girlfriend. ^_^
    
    You - for reading this FAQ of mine. ^_^
    
    This FAQ is Copyright 2001 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.actiontrip.com 
    7.  http://www.gamesover.com 
    8.  http://www.gamespot.com 
    9.  http://gameguru.box.sk 
    10. http://www.trainerscity.com 
    11. http://www.cheatcodes.com 
    12. 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.