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Commandos : Behind Enemy Lines FAQ/walkthrough
made by Kildread2 (Kildread2@hotmail.com)
-----------------------------------------------------------------------
Contents:
1. Introduction
2. Special Terms
3. Beginner's section
1. Green Beret
2. Sniper
3. Sapper
4. Marine
5. Spy
6. Driver
7. Enemy Units
4. Walkthrough
1. Mission 1 : Baptism Of Fire
2. Mission 2 : Discret Explosion
3. Mission 3 : Backward Throttling
4. Mission 4 : An Eye For An Eye
5. Mission 5 : Blind Justice
6. Mission 6 : Leopold's Menace
7. Mission 7 : Hunting Wolves
8. Mission 8 : Fireworks
9. Mission 9 : Courtesy Call
10.Mission 10: Icare Operation
11.Mission 11: In The Soup
12.Mission 12: On the Roof
13.Mission 13: David And Goliath
14.Mission 14: D-Day Kick Off
15.Mission 15: End Of The Butcher
16.Mission 16: Fire Halt
17.Mission 17: Before Dawn
18.Mission 18: The Strength Of Hazard
19.Mission 19: Frustated Revenge
5. Conclusion
6. Credits & Legal Stuff
-----------------------------------------------------------------------
1. Introduction
Well, the amount of strategy required to play this game is quite high and most
impatient people get bored with the game after a while! So I've decided to come
up with this FAQ/walkthrough document to help you get pass those hard missions.
Don't be surprised if updates are small because it can be sometimes hard to
design "the perfect run" to do a mission flawlessly. Enjoy!
Friendly tip : Don't let the frustation level get too high! Shut the game down
when you begin to get angry!!
-----------------------------------------------------------------------
2. Special Terms
GB : In the walkthrough section, I'll put the abbreviation GB for talking about
the Green Beret, makes it shorter.
SN : Abbreviation to talk about the Sniper in the walkthrough section.
SA : Abbreviation to talk about the Sapper in the walkthrough section.
MA : Abbreviation to talk about the Marine in the walkthrough section.
SP : Abbreviation to talk about the Spy in the walkthrough section.
DR : Abbreviation to talk about the Driver in the walkthrough section.
IN : Abbreviation to talk about the Informant in 2 specific missions.
*BEEP* : When I tell you to do a *BEEP*, you must put the lure down then
quickly turn it on and off to lure 1 or 2 Guards only to it.
Silent Zone : When I speak of the Silent Zone, it's the area in the map where
you can't do anything suspicious or being fired at without setting off the
alarm.
ESCAPE! : The escape is when the objectives are accomplished (The alarm is
probably ringing), get the hell out of here by any means necessary! (Easier
said than done) Usually, I explain this step in detail.
Edge : An edge is a position where you are just a little step from being seen
or out in the open.
Well that's probably all of them! If you want to know anything else about
special terms, e-mail me!
-----------------------------------------------------------------------
3. Beginner's section
This section for beginners to explain what your different members of the group
can do. Especially useful if you didn't (or can't) listen to the training
section of the game! Also overview the enemies.
***********************************************************************
GREEN BERET
********************************Actions********************************
LIFT AND MOVE EXPLOSIVE BARRELS : Just click on a barrel and he will pick it up
and you can move with it, you can also hide corpses in barrels by clicking on a
corpse when the Beret is holding a barrel.
CLIMBING : The only character that can climb rough surfaces without needing a
ladder. To know if a surface is climbable, just pass the cursor over it and see
if you see the cursor morph into a T-like form.
MOVING CORPSES : The Green Beret can pick up a corpse and put it hidden
somewhere, a very useful skill. Right-click to drop a corpse.
********************************EQUIPMENT******************************
HAND ICON : Let you pick up various things. This Icon does a "Grabing"
animation when you can pick something up.
KNIFE : Let the Green Beret kill silently and instantly, even if the guard sees
you, you might kill him before he shoots. Just remember to hide the corpses!
9MM STANDARD ISSUE PISTOL : Usual equipment, mostly used as last resort defense
as it sounds the alarm usually. Can also be used to lure guards when alarms
won't sound.
SHOVEL : (Only available in specific missions) Let you bury in sand or snow. It
takes some time to bury yourself so watch out because he stands up when doing
it. Even if guards step on your body, they won't discover you. Right-click to
get out.
LURE : A small machine that emits white noise to lure guards, sometimes guards
will only turn around to watch instead of going for the source. Ideal to kill
guards in safe place because you can bring them in isolated areas using this.
Remember to pick it up after use!
A final note : Be aware that the Green Beret is probably the most useful
character in the game and you will end up using him a lot!
***********************************************************************
SNIPER
********************************Actions********************************
He can shoot his Sniper Rifle while inside a boat, useful if you need to get on
safe ground and you can't.
********************************EQUIPMENT******************************
HAND ICON : Let you pick up various things. This Icon does a "Grabing"
animation when you can pick something up.
9MM STANDARD ISSUE PISTOL : Usual equipment, mostly used as last resort defense
as it sounds the alarm usually. Can also be used to lure guards when alarms
won't sound.
SNIPER RIFLE : Extremely long range, this is used to get rid of pesky,
intouchable guards. Remember to be sure to hide the corpses!! This rifle is of
a special kind and you usually have a rather small ammo clip. Make each bullet
count! The lens of the Rifle will be in the red when you can't fire, probably
because you're too far or there is something blocking the way.
FIRST AID KIT : When the Driver nor the Spy is in the mission, the Sniper will
have the First Aid Kit on him. Contains a varying number of doses. If you've
been shot at, usually the alrm is sounded so just reload instead of trying to
help up and fire at everything that moves!
A final note : Mostly for use against high-placed guards that nobody else you'd
be able to shot down, be aware that guards from lower levels can still see
thier comrade fall, but they won't see the corpse if you let it there. Serves
only at very specific locations and usually justs tag along with the group.
***********************************************************************
SAPPER
********************************Actions********************************
The only character that can pick up and handles explosives.
********************************EQUIPMENT******************************
HAND ICON : Let you pick up various things. This Icon does a "Grabing"
animation when you can pick something up.
9MM STANDARD ISSUE PISTOL : Usual equipment, mostly used as last resort defense
as it sounds the alarm usually. Can also be used to lure guards when alarms
won't sound.
TRAP : This trap will kill any guard that steps in it, good to use in
combination with the lure, but I usually use the knife of the Green Beret
instead. If you use it, be aware that the trap only works ONCE and must be
rearmed after. Guards won't see it also. (They'll see the corpse on it however!)
TIMED EXPLOSIVE : This bomb is a time bomb, you put it down and it starts
ticking away! It should only be used at the end of the mission before the
ESCAPE! phase. You usually have those to blow up objectives only.
TRIGGER EXPLOSIVE : Same firepower as the Timed version, but this one can be
put down early because it can be triggered anytime. Use them before the ESCAPE!
phase. You also have those for objectives only.
GRENADES : Used to get rid of patrol groups, sounds the alarm immediatly
usually, use them with care as you can blow yourself up if you throw them too
near, You can throw them over walls also!
WIRE-CUTTERS : This is simply to cut wires no extras with it and you need it
only for a few missions.
A final note : Usually the character that prepares the objectives elimination
part, mostly tags along for the mission however. Can be useful because he has
Grenades sometimes!!
***********************************************************************
MARINE
********************************Actions********************************
The only character that can pilot any vessel or ship that goes in water.
********************************EQUIPMENT******************************
HAND ICON : Let you pick up various things. This Icon does a "Grabing"
animation when you can pick something up.
KNIFE : Let the Marine kill silently and instantly, even if the guard sees you,
you might kill him before he shoots. Just remember to hide the corpses! Less
useful with the Marine because he can't move corpses.
9MM STANDARD ISSUE PISTOL : Usual equipment, mostly used as last resort defense
as it sounds the alarm usually. Can also be used to lure guards when alarms
won't sound.
PNEUMATIC BOAT : Transportable type, you can't use it to get accross rivers and
pick it up the other side. Even if you took the boat from the enemies, when you
use it, enemies will consider the boat as an enemy's so they'll destroy it,
don't let that happen!! Always pick it up to be safe.
UNDERWATER EQUIPMENT : When you get in swallow waters, you can use the
equipment to swim underwater, enemies won't see you as long as you stay
underwater. However, they must NOT see you submerge in the first place because
they'll shoot you because they know you're under water! Using this you can get
to place where other people could have trouble (except for the spy that is...)
SPEARGUN : Same as the Knife, but fires at a short distance. Use the knife,
it's only a fanciest way to kill silently.
A final note : He still commands your water transportation and he can be used
to kill isolated guards on islands. Can be very useful in certain situations.
Commandos : Behind Enemy Lines FAQ/walkthrough
made by Kildread2 (Kildread2@hotmail.com)
-----------------------------------------------------------------------
Contents:
1. Introduction
2. Special Terms
3. Beginner's section
1. Green Beret
2. Sniper
3. Sapper
4. Marine
5. Spy
6. Driver
7. Enemy Units
4. Walkthrough
1. Mission 1 : Baptism Of Fire
2. Mission 2 : Discret Explosion
3. Mission 3 : Backward Throttling
4. Mission 4 : An Eye For An Eye
5. Mission 5 : Blind Justice
6. Mission 6 : Leopold's Menace
7. Mission 7 : Hunting Wolves
8. Mission 8 : Fireworks
9. Mission 9 : Courtesy Call
10.Mission 10: Icare Operation
11.Mission 11: In The Soup
12.Mission 12: On the Roof
13.Mission 13: David And Goliath
14.Mission 14: D-Day Kick Off
15.Mission 15: End Of The Butcher
16.Mission 16: Fire Halt
17.Mission 17: Before Dawn
18.Mission 18: The Strength Of Hazard
19.Mission 19: Frustated Revenge
5. Conclusion
6. Credits & Legal Stuff
-----------------------------------------------------------------------
1. Introduction
Well, the amount of strategy required to play this game is quite high and most
impatient people get bored with the game after a while! So I've decided to come
up with this FAQ/walkthrough document to help you get pass those hard missions.
Don't be surprised if updates are small because it can be sometimes hard to
design "the perfect run" to do a mission flawlessly. Enjoy!
Friendly tip : Don't let the frustation level get too high! Shut the game down
when you begin to get angry!!
-----------------------------------------------------------------------
2. Special Terms
GB : In the walkthrough section, I'll put the abbreviation GB for talking about
the Green Beret, makes it shorter.
SN : Abbreviation to talk about the Sniper in the walkthrough section.
SA : Abbreviation to talk about the Sapper in the walkthrough section.
MA : Abbreviation to talk about the Marine in the walkthrough section.
SP : Abbreviation to talk about the Spy in the walkthrough section.
DR : Abbreviation to talk about the Driver in the walkthrough section.
IN : Abbreviation to talk about the Informant in 2 specific missions.
*BEEP* : When I tell you to do a *BEEP*, you must put the lure down then
quickly turn it on and off to lure 1 or 2 Guards only to it.
Silent Zone : When I speak of the Silent Zone, it's the area in the map where
you can't do anything suspicious or being fired at without setting off the
alarm.
ESCAPE! : The escape is when the objectives are accomplished (The alarm is
probably ringing), get the hell out of here by any means necessary! (Easier
said than done) Usually, I explain this step in detail.
Edge : An edge is a position where you are just a little step from being seen
or out in the open.
Well that's probably all of them! If you want to know anything else about
special terms, e-mail me!
-----------------------------------------------------------------------
3. Beginner's section
This section for beginners to explain what your different members of the group
can do. Especially useful if you didn't (or can't) listen to the training
section of the game! Also overview the enemies.
***********************************************************************
GREEN BERET
********************************Actions********************************
LIFT AND MOVE EXPLOSIVE BARRELS : Just click on a barrel and he will pick it up
and you can move with it, you can also hide corpses in barrels by clicking on a
corpse when the Beret is holding a barrel.
CLIMBING : The only character that can climb rough surfaces without needing a
ladder. To know if a surface is climbable, just pass the cursor over it and see
if you see the cursor morph into a T-like form.
MOVING CORPSES : The Green Beret can pick up a corpse and put it hidden
somewhere, a very useful skill. Right-click to drop a corpse.
********************************EQUIPMENT******************************
HAND ICON : Let you pick up various things. This Icon does a "Grabing"
animation when you can pick something up.
KNIFE : Let the Green Beret kill silently and instantly, even if the guard sees
you, you might kill him before he shoots. Just remember to hide the corpses!
9MM STANDARD ISSUE PISTOL : Usual equipment, mostly used as last resort defense
as it sounds the alarm usually. Can also be used to lure guards when alarms
won't sound.
SHOVEL : (Only available in specific missions) Let you bury in sand or snow. It
takes some time to bury yourself so watch out because he stands up when doing
it. Even if guards step on your body, they won't discover you. Right-click to
get out.
LURE : A small machine that emits white noise to lure guards, sometimes guards
will only turn around to watch instead of going for the source. Ideal to kill
guards in safe place because you can bring them in isolated areas using this.
Remember to pick it up after use!
A final note : Be aware that the Green Beret is probably the most useful
character in the game and you will end up using him a lot!
***********************************************************************
SNIPER
********************************Actions********************************
He can shoot his Sniper Rifle while inside a boat, useful if you need to get on
safe ground and you can't.
********************************EQUIPMENT******************************
HAND ICON : Let you pick up various things. This Icon does a "Grabing"
animation when you can pick something up.
9MM STANDARD ISSUE PISTOL : Usual equipment, mostly used as last resort defense
as it sounds the alarm usually. Can also be used to lure guards when alarms
won't sound.
SNIPER RIFLE : Extremely long range, this is used to get rid of pesky,
intouchable guards. Remember to be sure to hide the corpses!! This rifle is of
a special kind and you usually have a rather small ammo clip. Make each bullet
count! The lens of the Rifle will be in the red when you can't fire, probably
because you're too far or there is something blocking the way.
FIRST AID KIT : When the Driver nor the Spy is in the mission, the Sniper will
have the First Aid Kit on him. Contains a varying number of doses. If you've
been shot at, usually the alrm is sounded so just reload instead of trying to
help up and fire at everything that moves!
A final note : Mostly for use against high-placed guards that nobody else you'd
be able to shot down, be aware that guards from lower levels can still see
thier comrade fall, but they won't see the corpse if you let it there. Serves
only at very specific locations and usually justs tag along with the group.
***********************************************************************
SAPPER
********************************Actions********************************
The only character that can pick up and handles explosives.
********************************EQUIPMENT******************************
HAND ICON : Let you pick up various things. This Icon does a "Grabing"
animation when you can pick something up.
9MM STANDARD ISSUE PISTOL : Usual equipment, mostly used as last resort defense
as it sounds the alarm usually. Can also be used to lure guards when alarms
won't sound.
TRAP : This trap will kill any guard that steps in it, good to use in
combination with the lure, but I usually use the knife of the Green Beret
instead. If you use it, be aware that the trap only works ONCE and must be
rearmed after. Guards won't see it also. (They'll see the corpse on it however!)
TIMED EXPLOSIVE : This bomb is a time bomb, you put it down and it starts
ticking away! It should only be used at the end of the mission before the
ESCAPE! phase. You usually have those to blow up objectives only.
TRIGGER EXPLOSIVE : Same firepower as the Timed version, but this one can be
put down early because it can be triggered anytime. Use them before the ESCAPE!
phase. You also have those for objectives only.
GRENADES : Used to get rid of patrol groups, sounds the alarm immediatly
usually, use them with care as you can blow yourself up if you throw them too
near, You can throw them over walls also!
WIRE-CUTTERS : This is simply to cut wires no extras with it and you need it
only for a few missions.
A final note : Usually the character that prepares the objectives elimination
part, mostly tags along for the mission however. Can be useful because he has
Grenades sometimes!!
***********************************************************************
MARINE
********************************Actions********************************
The only character that can pilot any vessel or ship that goes in water.
********************************EQUIPMENT******************************
HAND ICON : Let you pick up various things. This Icon does a "Grabing"
animation when you can pick something up.
KNIFE : Let the Marine kill silently and instantly, even if the guard sees you,
you might kill him before he shoots. Just remember to hide the corpses! Less
useful with the Marine because he can't move corpses.
9MM STANDARD ISSUE PISTOL : Usual equipment, mostly used as last resort defense
as it sounds the alarm usually. Can also be used to lure guards when alarms
won't sound.
PNEUMATIC BOAT : Transportable type, you can't use it to get accross rivers and
pick it up the other side. Even if you took the boat from the enemies, when you
use it, enemies will consider the boat as an enemy's so they'll destroy it,
don't let that happen!! Always pick it up to be safe.
UNDERWATER EQUIPMENT : When you get in swallow waters, you can use the
equipment to swim underwater, enemies won't see you as long as you stay
underwater. However, they must NOT see you submerge in the first place because
they'll shoot you because they know you're under water! Using this you can get
to place where other people could have trouble (except for the spy that is...)
SPEARGUN : Same as the Knife, but fires at a short distance. Use the knife,
it's only a fanciest way to kill silently.
A final note : He still commands your water transportation and he can be used
to kill isolated guards on islands. Can be very useful in certain situations.
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