Hayco and I have just bought `Beyond the call of duty. The sounds and
graphics have been improved a lot and in the beginning we had the feeling of
the `old good commandos game'. However, when we noticed that large parts of
the missions could be done be shooting (even if when we were told in the
briefing that raising the alarm would mean killing the prisoner that needed
to be freed). We played three missions in one evening, all in three star
bonus for time and health in the `hard' mode. There was one mission where
we fooled around a lot and to our astonishment, we also got three time
stars for that one.
So, we will not provide any walkthroughs and just give you a couple of
hints:
General:
- According to a tactic advise in the manual
you should `use your head rather then your gun'. We suggest you should
change this advise to: combine these two.
Mission 1:
- You need a sniper bullet to get rid
of a seamine, otherwise you cannot escape (at least we haven't found another
way to let these things explode without killing some of your men). When you
shoot the most northern seamine in the northern string of seamines, you can
bypass the string by rowing all the way to the north, making sure your
boat is in aligned along the west-east-axis. Note, that when you make this
your first action of war, your entrance will be a lot more difficult
because of the alarm and the bonus patrols. We tell you this as first hint
so you can keep this mind when you are waisting your sniper bullets on
other targets.
- Use your sniper to shoot a few nasty
guards that prevent you from entering. Keep in mind that you need one
bullet for a seamine. Another bullet for one of the guards that stands on
the centre tower (the one facing eastwards) can also be handy.
- Once your made your entrance
(use your marine to harpoon some other guards), shoot your way through the
camp. Placing your explosives and barrels wisely will give you a bonus bomb
or barrel. Note, you can destroy the tower in the centre and the FLAK with
one bomb.
Mission 2:
- Though your are told that raising
the alarm means killing the prisoner, you can still shoot outside the first
wall. The zoo guard should not see anything suspicious, since he will tell the
firing squad to hurry up.
- When your spy has the uniform of the
zoo guard, you can distract both patrols and guards.
- Once you cleared the area outside
the outermost wall, lay death bodies so that patrols and guards on the
other side are lured to your shooting area.
Mission 3
- Knife the
guards who walks near the building where you are hiding and then find on of the
many good hiding spots to shoot almost everything. Use your long distance
shotgun of your driver to kill nasty guards and the machinegun nest on the
other side of the river.
Mission 4
- Just shoot your way through the map.
Mission 5
- This
mission seems to be a little tougher than the others. Due to the fact that
I played this mission in the demo, I could easily finish it. I must say
that the demo was much more difficult, because there you couldn't puppet
and muppet handcuffed soldiers and getting the uniform on the roof is
trivial now. Also, the undershot trick seems to work
again :(
Maybe I give a walkthrough later; for the time being a few hints:
- You can sneak behind most of the
patrols if your timing is good enough.
- Enter the walls in the east; snipe the
guard there who stands on the wall. Then carefully climb the wall with your
beret and kill all the guards in the first courtyard (also the two on the
central building), while keeping a eye on the patrol. The guards at the
gate can easily been taken from inside if the guard that has a nasty scan
range is distracted by a muppeted guard. (O, I did not mention the muppet?
You should handcuff one or two guards in the first part so you can puppet
them with your sniper or driver here.)
- You can snipe the whole patrol that
walks in the north west area when you distract them with the decoy. This
gives you an easy change to free your spy.
- If you knock down and handcuf the
machine gunner nearby your spy, you can take his uniform. When wearing this
uniform, you can almost run in a straight line to the generals uniform on
the roof. When you got this uniform, you can even distract the colonel.
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