Commandos: Beyond the Call ofDuty
Prima Fast Track Guide
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Introduction
Commandos: Behind Enemy Lines was a best-selling game, which took the gaming world by storm. Now the Dirty half-dozen are back with eight new and ever more challenging missions. Prima's Fast Track Guide for Commandos: Beyond the Call of Duty contains brief walkthroughs of each of the eight new missions as well as some information on how to use the new weapons and equipment.
Prima's Official Strategy Guide for Commandos: Beyond the Call of Duty contains in-depth walkthroughs with maps and a kill orders. These kill ordered take the player step by step through a mission showing which enemies to kill in what order and how each should be eliminated. This book also includes information on each of the Commandos, basic tactics and a couple of tutorial lessons to help new players learn to use their Commandos effectively.
What's New
Commandos: Beyond the Call of Duty provides new skills and equipment for your men. Here is a briefing of each.
Knocking Enemies Unconscious
Tiny can knock an enemy soldier unconscious with his fists while Treads uses a blackjack and Spooky uses chloroform. The soldier will remain unconscious only for a limited amount of time. When he comes to, he will sound the alarm.
Handcuffs
After a soldier has been rendered unconscious by any of the Commandos with this capability, Tiny and Spooky can use the handcuffs to bind him. The soldier will then stay put and not make a sound. It is always a good idea to immediately handcuff an unconscious soldier so he does not come to and call for help.
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Hangar
When an enemy soldier has been knocked unconscious, Spooky can steal his uniform and use it as a disguise. Spooky can steal more than one type of uniform and the player can cycle through them.
Puppet
To control a soldier who has been rendered unconscious and subsequently handcuffed, use the puppet command. The controlling Commando can then move this soldier and use him to distract other single soldiers as long as the controlled soldier stays in the Commando's line of sight and no other soldiers see the Commando. If the controlled soldier ever leaves the Commando's sight, he will run away and sound the alarm.
Cigarette Pack
Cigarette packs are used to lure a soldier away from his post or usual route. If you throw a pack on the ground within the short field of view of a soldier and he can leave his post, he will walk over and pick it up. He will then return to his post. Use cigarettes to lure soldiers away from their posts into positions where you can kill them or render them unconscious. Your Commandos do not begin with cigarette packs. However, you can pick them up off dead bodies if the cursor changes to a pack when it is placed over a body. If an unconscious soldier has any cigarettes, Tiny will automatically pick them up when he handcuffs the soldier. You also can pick up cigarette packs on the ground using the pick-up command.
Stone
You can have any of the Commandos throw a stone at a certain location. If the stone lands near a soldier, he will look in its direction. By throwing several stones, you can get a soldier to leave his post to investigate. If you hit a soldier with a stone, he will look toward the thrower. If you pelt him with stones, he will eventually come after you.
Rifle
Tread carries a Lee-Enfield rifle. This weapon has a longer range than the pistol and can kill with a single shot. Its shortcoming is the noise it makes when fired. The shot can be heard for quite a distance. The rifle also takes a few seconds between shots. If noise is not a problem, Tread can hide behind cover and carefully pick off enemy soldiers one shot at a time. Be careful to have him drop prone after every shot to make it harder for the enemy to locate him.
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Mission 1: Dying Light
Mission Summary
· Objective: Blow up the antenna, the lighthouse, and all five of the antiaircraft gun emplacements. · Team: Green Beret, Sniper, Marine, Sapper
Phase 1: Clear the Dock
To land all your Commandos, you must clear the dock of German soldiers. First, however, you have to eliminate a sentry who can look down onto the dock. Order Fins to row a bit to the west so Duke can take out soldier near the antenna with the sniper rifle. Now row back to the starting position. Have Fins don the diving gear and swim over to the dock ladder.
When the soldier heads back up the hill and another soldier begins to walk towards the crane Fins must throw a stone west of the soldier by the ladder, climb the ladder, and harpoon the machine gunner. Run after and walking soldier, then come back and harpoon the one by the ladder. Return to the ladder and couch down to hide. When a soldier returns to investigate the bodies, harpoon him as well. The dock is now clear. Fins can put the diving gear back on and swim out to the launch. Row it back down to the dock and get everybody up the ladder and onto the dock. Be sure to keep them all crouched low to the ground. Finally, Fins must deflate the launch and put it back in his pack. Tiny, Fins, and Inferno should all grab cigarettes off the dead soldiers.
Phase 2: The Main Courtyard
Send Tiny crawling up the hill. Place the decoy at the corner of the path below the AA gun. Hide behind the AA gun and throw cigarettes in the soldier's path to lure him out. Activate the decoy, follow the soldier, and knife him when out of other soldiers' sight. Now bring Duke up the hill to shoot the soldier on top of the round building while others are not looking at him. Order Inferno to place a trap near the wall southeast of the solider on the steps while Tiny sets the decoy by the door of the barracks. When both are hidden east of the barracks, activate the decoy and lure an enemy into the trap.
Bring Fins up the hill and hide him below the soldier on the steps. Have Tiny throw a stone north of him. Fins must quickly harpoon the distracted soldier. Order Tiny to quickly grab the body and hide it down stairs. Be very careful in the courtyard: several soldiers can view different parts of it. Have Tiny crawl up the stairs and hide behind the crates. When the soldier walks past, send Tiny crawling after him. Once out of the sight of others, he should run and knock the soldier unconscious with a punch. Quickly handcuff and carry him behind the AA gun by the lighthouse. Now have Fins hide behind the crates in the courtyard while Tiny throws some cigarettes near the AA gun to lure another soldier. When he goes for the smokes, have Fins crawl up behind him and drop him with the harpoon as close to the AA gun as possible. Next, bring Duke out into the courtyard to take out the other soldier on top of the round building with the sniper rifle.
Fins goes over to the handcuffed soldier and takes control of him. Walk the prisoner toward the two soldiers by the antenna, with Fins crawling behind him. Keep the prisoner by the barracks as Fins crawls up the ramp, staying as far right as possible. Then carefully move left a bit until Fins has a line of sight just to the left of soldier by the door. Send the prisoner over to distract him. Wait for the other enemy to walk forward. When his back is turned, run and harpoon him. Then kill the soldier by the door. Handcuff the prisoner again and leave him by the door. The final step in this phase is to plant the explosives. Order Inferno to plant explosives so they will take out all the barracks and all but the two AA guns in the lower courtyard and the AA gun by the round building. Some of the explosives will take out barracks as well as the AA guns if positioned correctly.
Phase 3: Lower Courtyard
Tiny is up to bat again. Send him down the stairs to hide behind the crates near the barrels in the lower level. Throw some cigarettes between the barrels and the standing soldier. Kill the two soldiers in the lower courtyard before continuing.
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Phase 4: The Escape
After making sure all of your men are away from the explosives, detonate them all in quick succession. By knocking out the barracks, you do not have to worry about reinforcements. Now gun down all of the remaining enemy soldiers and order Tiny to destroy the remaining AA guns by using the explosive barrels. Duke must save at least one bullet for his sniper rifle to take out one of the mines by the beach in the south so Fins can row all of the Commandos to safety. Use the pistol on the closest mine to create a gap wide enough for the inflatable launch.
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Up Next: Commandos: Beyond the Call of Duty part 2
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Commandos: Beyond the Call of Duty
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