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DEADLY DOZEN
Frequently Asked Questions/Walkthrough list v.1.1
by Vic (lordvic@mindspring.com)
---CONTENTS---
I - Introductory notes
II - Basic Game info
III - Friends, Foes, and Resources
A. Skills
B. The Deadly Dozen
C. Allied Equipment
D. The Enemy
E. Axis Equipment
F. Vehicles
IV - General Hints/tips/observations
V - Walkthroughs
A. Mission 1 - Operation Lafayette
B. Mission 2 - Operation Lafayette, Part 2
C. Mission 3 - Operation Lottery
D. Mission 4 - Operation Wounded Eagle
E. Mission 5 - Operation Ice Shack
F. Mission 6 - Operation Overlord
G. Mission 7 - Operation Overlord, Part 2
H. Mission 8 - Operation Market-Garden
I. Mission 9 - Battle of the Bulge
J. Mission 10 - Operation Longbow
VI - Alternate Routes
VII - Cheats
VIII - Disclaimer/Credits/Miscellaneous
IX - Version History
--- I - Introductory Notes ---
This is my first attempt at a FAQ after being quite impressed with the many
FAQs
I've seen here at Gamefaqs.com (and the general idea behind the site as well).
I've been looking for help on this game while banging away at it, and since
nobody's done a FAQ for Deadly Dozen I figured I'd step up to the plate and
create one. Maybe it will inspire someone else to create a better one, since I
think this one will be rudimentary at best.
--- II - Basic Game Info ---
Deadly Dozen is a squad-based tactical shooter designed by N-Fusion, based on
infantry combat in WWII's European theater. It's a single-player-only game (no
multiplayer) in which the player must work through a series of missions. The
player can choose four squad members from a pool of 12 and then go through and
accomplish his mission, blasting Nazis along the way. Each character has his
own strengths/weaknesses and can be equipped with a variety of weapons and
special equipment.
You play only one of the four people at any given time, and have keyboard
commands that control the AI of your other characters, and you can switch
between characters at any time. If a character dies you can continue the
mission with your surviving members, but of course the dead character is out of
the selection for future missions. It behooves you to preserve all of your
character's lives at all costs because one may have the strengths you need to
complete a future mission.
--- III - Friends, Foes, and Resources ---
A. Skills
Each of the men in your squad has a rating from 1 to 100 in each of seven
skills. The higher ratings mean they are better at that particular skill.
Each
skill, of course, affects your character's performance in the game at the task
in question, whether under AI or player control. And now, the skills:
Small Arms - affects how well the player uses pistols, rifles, SMGs. Higher
skill characters will be able to kill enemy more easily with small arms fire.
Heavy Weapons - affects how well the player uses heavy weapons. Bazookas and
Panzerschreks fall into this category. I'm not sure whether the heavy MG42
machine guns fall into this category or small arms.
Explosives - affects the amount of damage done to targets by explosives
(dynamite, mines, etc.). While someone with high Explosives skill may be able
to blow up a target with just one charge, another player with lower Explosives
may need two or more.
Sniper - affects how well the player snipes the enemy - a higher rating is more
accurate and more likely to kill in one shot.
Sneaking - affects how quietly the player can move. This naturally applies
only
when a player is moving slowly, sticking to cover, approaching from a blind
spot, etc. - even someone with a high Sneaking rating won't be able to just
walk
up to a guard from the front unnoticed.
Medical - affects how much health is recovered from a first aid kit. Someone
with high Medical skill will heal more per first aid kit than someone with a
lower rating. It's generally best to bring one person with high Medical on
each
mission and let him do ALL of your squad's healing, so as to get the most use
out of the limited first aid kits on each level
Toughness - affects how much damage the player takes when wounded by the enemy,
and how well they recover after being wounded to continue fighting.
B. The Deadly Dozen
The twelve men you choose from for each mission are among the meanest, toughest
men in the US Armed Forces. Each man has a specialty listed in the squad
selection screen - some specialties include Small Arms, Demolitions, Covert
Ops, and more. Based on the mission briefings, you should choose your men
wisely based on the skills you'll need to complete the mission. In a lot of
cases you'll have to pick men who can wear more than one hat to be able to
accomplish all of your mission objectives.
The skills are listed below each person in the following manner:
SA = Small Arms
HW = Heavy Weapons
EX = Explosives
SP = Sniper
MD = Medical
SN = Sneak
TO = Toughness
NAME
SPECIALTY
SA HW EX SP MD SN TO
--- --- --- --- --- --- ---
Notes
- Pvt. Frank Alvisno
Specialty: Covert Ops
SA HW EX SP MD SN TO
90 85 55 95 35 100 60
Private Alvisno may be listed as "Covert Ops", but he can do it all - excellent
stealth, sniper, and small arms ratings make him a very strong, well-rounded
member of a squad to have. Also note his very good Heavy Weapons rating.
- Pvt. Abram "Worm" Agnew
Specialty: Small Arms
SA HW EX SP MD SN TO
100 75 90 50 40 50 55
Private Agnew is a deadly shot with small arms and a good explosives/heavy
weapons backup man.
- Pvt. Boris Vian
Specialty: Medical
SA HW EX SP MD SN TO
70 65 40 85 100 70 50
Private Vian is one of the medics of the crew. His good sneaking and sniping
and better-than-average small arms skill make him a valuable backup/support man
as well.
- Pvt. Bronson Asbury
Specialty: Small Arms
SA HW EX SP MD SN TO
100 75 50 40 40 85 70
With good small arms and sneaking skills, Private Asbury is a good man to use
on
point or in support. He also does well enough with heavy weapons to serve as a
backup man in that area.
- Pvt. Victor Ramirez
Specialty: Sniper
SA HW EX SP MD SN TO
70 100 50 100 30 70 40
Private Ramirez is one of the more specialized members of the Deadly Dozen.
Excellent sniping and heavy weapons skills make him a good man to wear two hats
when necessary, and his good sneaking and small arms skills help him carry his
weight in those areas as well.
- Pvt. Jay "Screech" Gilz
Specialty: Demolition
SA HW EX SP MD SN TO
65 70 100 55 45 100 35
Private Gilz may seem like one of the 'weaklings' of this bunch, but with
top-notch sneaking and explosives abilities, the options for infiltration and
long-delay 'distraction' explosives use are wide open.
- Pvt. Mike "Iron" Calahan
Specialty: Heavy Weapons
SA HW EX SP MD SN TO
95 100 50 60 35 60 50
They don't call Private Calahan "Iron" for nothing - with superb skills in
small
arms and heavy weapons he's an excellent man to bring along for raw firepower
strength in your squad.
- Pvt. Andrew Bollinger
Specialty: Heavy Weapons
SA HW EX SP MD SN TO
80 90 55 55 30 55 85
Private Bollinger is a very good, well-rounded soldier. While he may be
surpassed in this or that area by other members of the squad, nobody has his
combination of strength in ALL of the areas of small arms, heavy weapons, AND
toughness, thus making him an excellent support man in addition to an HW
expert.
- Pvt. "Papa" Gino Sizi
Specialty: Demolitions
SA HW EX SP MD SN TO
70 70 100 55 80 55 40
Private Sizi is a demolitions expert and can serve adequately as a backup
medic. He's moderately strong in small arms and heavy weapons as well; a good
man to use for backup/covering fire.
- Pvt. Jean-Claude Arno
Specialty: Sniper
SA HW EX SP MD SN TO
85 90 20 100 40 35 80
Private Arno may be one of the deadliest soldiers in the squad. While his
sneaking skill is quite low (which is odd when you consider he's one of the
snipers in the Deadly Dozen), his skill with all manner of weapons and his
toughness make him a great choice for almost all missions.
- Pvt. Joseph Aram
Specialty: Medical
SA HW EX SP MD SN TO
70 70 80 50 100 50 50
Private Aram is the other expert medic in the Deadly Dozen. He's also handy
with explosives and good with both small arms and heavy weapons - an excellent
'two-hat' person when you need medic and someone who can provide good covering
fire.
- Pvt. Bob Smith
Specialty: Covert Ops
SA HW EX SP MD SN TO
70 80 50 50 80 90 50
Private Smith is another top choice for infiltration work, and he can serve
quite capably as either the heavy weapons or medical backup man. His small
arms
skill also makes him useful in most firefights. One of the more well-rounded
soldiers in the crew.
C. Allied Equipment
At the start of each mission, each man can take along two weapons and three
pieces of equipment in addition to the standard-issue knife. Characters have
eight slots for equipment total, so they can pick up enemy weapons and
equipment
for their own use, but may have to drop other equipment to do so. In some
missions, one of the objectives is to obtain something important from the enemy
(a briefcase, an Enigma machine, etc), and this will of course take up one
equipment slot. Keep this in mind when choosing what to pick up.
At the start of each mission, after picking your squad, each man is given a
suggested list of equipment (based on his skills), but this can be modified
before you start the mission. All of the weapons and equipment you can choose
from are listed below:
Frequently Asked Questions/Walkthrough list v.1.1
by Vic (lordvic@mindspring.com)
---CONTENTS---
I - Introductory notes
II - Basic Game info
III - Friends, Foes, and Resources
A. Skills
B. The Deadly Dozen
C. Allied Equipment
D. The Enemy
E. Axis Equipment
F. Vehicles
IV - General Hints/tips/observations
V - Walkthroughs
A. Mission 1 - Operation Lafayette
B. Mission 2 - Operation Lafayette, Part 2
C. Mission 3 - Operation Lottery
D. Mission 4 - Operation Wounded Eagle
E. Mission 5 - Operation Ice Shack
F. Mission 6 - Operation Overlord
G. Mission 7 - Operation Overlord, Part 2
H. Mission 8 - Operation Market-Garden
I. Mission 9 - Battle of the Bulge
J. Mission 10 - Operation Longbow
VI - Alternate Routes
VII - Cheats
VIII - Disclaimer/Credits/Miscellaneous
IX - Version History
--- I - Introductory Notes ---
This is my first attempt at a FAQ after being quite impressed with the many
FAQs
I've seen here at Gamefaqs.com (and the general idea behind the site as well).
I've been looking for help on this game while banging away at it, and since
nobody's done a FAQ for Deadly Dozen I figured I'd step up to the plate and
create one. Maybe it will inspire someone else to create a better one, since I
think this one will be rudimentary at best.
--- II - Basic Game Info ---
Deadly Dozen is a squad-based tactical shooter designed by N-Fusion, based on
infantry combat in WWII's European theater. It's a single-player-only game (no
multiplayer) in which the player must work through a series of missions. The
player can choose four squad members from a pool of 12 and then go through and
accomplish his mission, blasting Nazis along the way. Each character has his
own strengths/weaknesses and can be equipped with a variety of weapons and
special equipment.
You play only one of the four people at any given time, and have keyboard
commands that control the AI of your other characters, and you can switch
between characters at any time. If a character dies you can continue the
mission with your surviving members, but of course the dead character is out of
the selection for future missions. It behooves you to preserve all of your
character's lives at all costs because one may have the strengths you need to
complete a future mission.
--- III - Friends, Foes, and Resources ---
A. Skills
Each of the men in your squad has a rating from 1 to 100 in each of seven
skills. The higher ratings mean they are better at that particular skill.
Each
skill, of course, affects your character's performance in the game at the task
in question, whether under AI or player control. And now, the skills:
Small Arms - affects how well the player uses pistols, rifles, SMGs. Higher
skill characters will be able to kill enemy more easily with small arms fire.
Heavy Weapons - affects how well the player uses heavy weapons. Bazookas and
Panzerschreks fall into this category. I'm not sure whether the heavy MG42
machine guns fall into this category or small arms.
Explosives - affects the amount of damage done to targets by explosives
(dynamite, mines, etc.). While someone with high Explosives skill may be able
to blow up a target with just one charge, another player with lower Explosives
may need two or more.
Sniper - affects how well the player snipes the enemy - a higher rating is more
accurate and more likely to kill in one shot.
Sneaking - affects how quietly the player can move. This naturally applies
only
when a player is moving slowly, sticking to cover, approaching from a blind
spot, etc. - even someone with a high Sneaking rating won't be able to just
walk
up to a guard from the front unnoticed.
Medical - affects how much health is recovered from a first aid kit. Someone
with high Medical skill will heal more per first aid kit than someone with a
lower rating. It's generally best to bring one person with high Medical on
each
mission and let him do ALL of your squad's healing, so as to get the most use
out of the limited first aid kits on each level
Toughness - affects how much damage the player takes when wounded by the enemy,
and how well they recover after being wounded to continue fighting.
B. The Deadly Dozen
The twelve men you choose from for each mission are among the meanest, toughest
men in the US Armed Forces. Each man has a specialty listed in the squad
selection screen - some specialties include Small Arms, Demolitions, Covert
Ops, and more. Based on the mission briefings, you should choose your men
wisely based on the skills you'll need to complete the mission. In a lot of
cases you'll have to pick men who can wear more than one hat to be able to
accomplish all of your mission objectives.
The skills are listed below each person in the following manner:
SA = Small Arms
HW = Heavy Weapons
EX = Explosives
SP = Sniper
MD = Medical
SN = Sneak
TO = Toughness
NAME
SPECIALTY
SA HW EX SP MD SN TO
--- --- --- --- --- --- ---
Notes
- Pvt. Frank Alvisno
Specialty: Covert Ops
SA HW EX SP MD SN TO
90 85 55 95 35 100 60
Private Alvisno may be listed as "Covert Ops", but he can do it all - excellent
stealth, sniper, and small arms ratings make him a very strong, well-rounded
member of a squad to have. Also note his very good Heavy Weapons rating.
- Pvt. Abram "Worm" Agnew
Specialty: Small Arms
SA HW EX SP MD SN TO
100 75 90 50 40 50 55
Private Agnew is a deadly shot with small arms and a good explosives/heavy
weapons backup man.
- Pvt. Boris Vian
Specialty: Medical
SA HW EX SP MD SN TO
70 65 40 85 100 70 50
Private Vian is one of the medics of the crew. His good sneaking and sniping
and better-than-average small arms skill make him a valuable backup/support man
as well.
- Pvt. Bronson Asbury
Specialty: Small Arms
SA HW EX SP MD SN TO
100 75 50 40 40 85 70
With good small arms and sneaking skills, Private Asbury is a good man to use
on
point or in support. He also does well enough with heavy weapons to serve as a
backup man in that area.
- Pvt. Victor Ramirez
Specialty: Sniper
SA HW EX SP MD SN TO
70 100 50 100 30 70 40
Private Ramirez is one of the more specialized members of the Deadly Dozen.
Excellent sniping and heavy weapons skills make him a good man to wear two hats
when necessary, and his good sneaking and small arms skills help him carry his
weight in those areas as well.
- Pvt. Jay "Screech" Gilz
Specialty: Demolition
SA HW EX SP MD SN TO
65 70 100 55 45 100 35
Private Gilz may seem like one of the 'weaklings' of this bunch, but with
top-notch sneaking and explosives abilities, the options for infiltration and
long-delay 'distraction' explosives use are wide open.
- Pvt. Mike "Iron" Calahan
Specialty: Heavy Weapons
SA HW EX SP MD SN TO
95 100 50 60 35 60 50
They don't call Private Calahan "Iron" for nothing - with superb skills in
small
arms and heavy weapons he's an excellent man to bring along for raw firepower
strength in your squad.
- Pvt. Andrew Bollinger
Specialty: Heavy Weapons
SA HW EX SP MD SN TO
80 90 55 55 30 55 85
Private Bollinger is a very good, well-rounded soldier. While he may be
surpassed in this or that area by other members of the squad, nobody has his
combination of strength in ALL of the areas of small arms, heavy weapons, AND
toughness, thus making him an excellent support man in addition to an HW
expert.
- Pvt. "Papa" Gino Sizi
Specialty: Demolitions
SA HW EX SP MD SN TO
70 70 100 55 80 55 40
Private Sizi is a demolitions expert and can serve adequately as a backup
medic. He's moderately strong in small arms and heavy weapons as well; a good
man to use for backup/covering fire.
- Pvt. Jean-Claude Arno
Specialty: Sniper
SA HW EX SP MD SN TO
85 90 20 100 40 35 80
Private Arno may be one of the deadliest soldiers in the squad. While his
sneaking skill is quite low (which is odd when you consider he's one of the
snipers in the Deadly Dozen), his skill with all manner of weapons and his
toughness make him a great choice for almost all missions.
- Pvt. Joseph Aram
Specialty: Medical
SA HW EX SP MD SN TO
70 70 80 50 100 50 50
Private Aram is the other expert medic in the Deadly Dozen. He's also handy
with explosives and good with both small arms and heavy weapons - an excellent
'two-hat' person when you need medic and someone who can provide good covering
fire.
- Pvt. Bob Smith
Specialty: Covert Ops
SA HW EX SP MD SN TO
70 80 50 50 80 90 50
Private Smith is another top choice for infiltration work, and he can serve
quite capably as either the heavy weapons or medical backup man. His small
arms
skill also makes him useful in most firefights. One of the more well-rounded
soldiers in the crew.
C. Allied Equipment
At the start of each mission, each man can take along two weapons and three
pieces of equipment in addition to the standard-issue knife. Characters have
eight slots for equipment total, so they can pick up enemy weapons and
equipment
for their own use, but may have to drop other equipment to do so. In some
missions, one of the objectives is to obtain something important from the enemy
(a briefcase, an Enigma machine, etc), and this will of course take up one
equipment slot. Keep this in mind when choosing what to pick up.
At the start of each mission, after picking your squad, each man is given a
suggested list of equipment (based on his skills), but this can be modified
before you start the mission. All of the weapons and equipment you can choose
from are listed below:
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Other files from this game:
- Deadly Dozen savegame by System on 14/03/2006, 06:30
Savegames for all missions - Deadly Dozen solution by System on 09/03/2006, 09:50
- Deadly Dozen cheats by System on 09/03/2006, 09:50






