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primagames.com ® This game has received the following rating from the ESRB

Transcript of Commandos 3 eguide cover - ia600704.us.archive.org

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primagames.com®

This game has received the following rating from the ESRB

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Prima's Official Strategy Guide

Michael Knight

The Prima Games logo is a registered trademark of Random House, Inc., registered in the United Statesand other countries. Primagames.com is a registered trademark of Random House, Inc., registered in theUnited States.

©2003 by Prima Games. All rights reserved. No part of this book may be reproduced or transmitted in any form orby any means, electronic or mechanical, including photocopying, recording, or by any information storage orretrieval system without written permission from Prima Games. Prima Games is a division of Random House, Inc.

Product Manager: Jill HinckleyProject Editor: Matt SumpterDesign & Layout: Graphic Applications Group, Inc.

Commandos 3: Destination Berlin © 2003 Pyro Studios S.L. Developed by Pyro Studios. Published by Eidos.Commandos 3: Destination Berlin is a trademark of Pyro Studios S.L. Pyro Studios and the Pyro Studios logo areboth trademarks of Pyro Studios S.L. Eidos and the Eidos logo are trademarks of the Eidos Group of Companies.

All products and characters mentioned in this book are trademarks of their respective companies.

Please be advised that the ESRB rating icons, “EC”, “K-A”, “E”, “T”, “M”, “AO” and “RP” are copyrighted works andcertification marks owned by the Interactive Digital Software Association and may only be used with their permissionand authority. Under no circumstances may the rating icons be self applied or used in connection with any product thathas not been rated by the ESRB. For information regarding whether a product that has no been rated by the ESRB,please call the ESRB at 1-800-771-3772 or visit www.esrb.org. For information regarding licensing issues, please callIDSA at (212)223-8936. Please note that ESRB ratings only apply to the content of the game itself and does NOTapply to the content of this book.

Important:Prima Games has made every effort to determine that the information contained in this book is accurate. However,the publisher makes no warranty, either expressed or implied, as to the accuracy, effectiveness, or completeness ofthe material in this book; nor does the publisher assume liability for damages, either incidental or consequential,that may result from using the information in this book. The publisher cannot provide information regarding gameplay, hints and strategies, or problems with hardware or software. Questions should be directed to the supportnumbers provided by the game and device manufacturers in their documentation. Some game tricks require precisetiming and may require repeated attempts before the desired result is achieved.

ISBN: 0-7615-4455-0

Library of Congress Catalog Card Number: 2003111491

Printed in the United States of America

03 04 05 06 JJ 10 9 8 7 6 5 4 3 2 1

Prima GamesA Division of Random House, Inc.

3000 Lava Ridge CourtRoseville, CA 95661

(800) 733-3000www.primagames.com

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Introduction ......................................5

History of a Computer Gaming Legend ..............................6

How to Use this Book....................7

Basic Training ..................................9

The Interface ................................11

Map............................................11

Field of Vision ..........................12

Locate Enemies..........................12

Camera ......................................13

Objectives ..................................13

Commando Portrait....................14

Health Bar..................................14

Weapons Selection ....................15

Stance ........................................15

Cover..........................................16

Examine ....................................16

Locate Items ..............................17

Equipment..................................17

Backpack....................................17

Controlling Your Commando......18

Camera Views ..............................19

Saving the Game ..........................20

The Commandos ..........................21

Green Beret ..................................22

Sniper..............................................24

Diver................................................26

Sapper ............................................28

Spy ..................................................30

Thief ................................................32

The Arsenal......................................34

Weapons ........................................36

Pistol ..........................................36

Rifle ..........................................37

Submachine Gun........................37

Sniper Rifle................................38

Assault Rifle ..............................39

Knife ..........................................39

Piano Wire ................................40

Flame Thrower ..........................40

Bazooka ....................................41

Hypodermic Syringe..................41

Explosives ......................................42

Hand Grenade ............................43

Molotov Cocktail ......................43

Timed Bomb ..............................44

Remote Control Bomb ..............44

Anti-Personnel Mine..................45

Anti-Tank Mine ........................45

Contents

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Equipment ....................................45

Explosive Barrels ......................46

Cigarettes ..................................46

Trap............................................47

Decoy ........................................47

Diving Gear ..............................47

First Aid Kit ..............................48

Enemy Uniforms........................48

Wire Cutter ................................48

Portable Ladder..........................49

Dog Food and Sleeping Pills ......49

Grappling Hook ........................50

Lockpick ....................................50

Gas Mask ..................................50

Advanced School ..........................51

Forming a Strategy......................52

Objective ....................................53

Phases ........................................54

Implementation ..........................55

Flexibility ..................................55

Tactics for Success ......................56

Patience......................................56

Stealth ........................................57

Engaging the Enemy..................58

Deception ..................................60

Covering Fire ............................61

Teamwork ..................................62

Stalingrad Mission 1:Eliminate the Sniper ......................63

Stalingrad Mission 2:Protect General O'Donnell ..........75

Stalingrad Mission 3:Kill the Traitor..................................90

Central Europe Mission 1:Infiltrate the Station ....................103

Central Europe Mission 2:Board the Train..............................112

Central Europe Mission 3:Stop the Bomb Deployment ........119

Central Europe Mission 4:Get to the Engine ..........................131

Central Europe Mission 5:Take Control of the Town ..........146

Central Europe Mission 6:Stop the Convoy ............................161

Normandy Mission 1:Cripple Nazi Support ..................171

Normandy Mission 2:Destroy the Warships ..................182

Normandy Mission 3:Storm the Beach ............................192

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introductionintroduction

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History of a Computer Gaming Legend

Five years ago, in 1998, I read about a new computer game thatwas to be published. This game was supposed to be different thananything else as it combined strategy, tactics, and even a puzzlesolving element all wrapped up in a World War II theme. Playerswould take control of different characters, each with their ownunique abilities, weapons, and resources. Many of the missionswere based on classic WWII movies. The more I read about it, themore I wanted to play this game. I contacted my publisher and toldthem I wanted to write the strategy guide for Eidos and PyrosStudios new game, Commandos: Behind Enemy Lines. I was notdisappointed. The game was great and very challenging. In fact,the strategy guide was one of the few for which I actually receivedfan mail from players. The following year Commandos: Beyond theCall of Duty was released and I was able write the guide for it aswell. Not to be satisfied, Pyros Studios created a brand new engineand radically improved the next release of the game, taking theCommandos series into three-dimensional graphics. I also had theopportunity to take part in the guide for Commandos 2: Men ofCourage and loved that game as I had its predecessors. Thisversion was also released for the Xbox and PlayStation 2consoles—expanding to a new audience. Therefore, when I saw thepress releases and other information on Commandos 3:Destination Berlin, I fired off an email to my editor with my desireto continue writing for the latest incarnation.

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Introduction

The Commandos series has been extremely popular worldwide. Infact, Commandos: Behind Enemy Lines was first released in Europeand already a legend there by the time it was released in the UnitedStates nearly a month later. Players become attached to the uniqueand individualistic characters as they lead them from mission tomission, some seeming near impossible at first—none easy. In fact, itis a wonder that there has not been a Commandos line of actionfigures. I for one would surely buy the entire set.

How to Use this BookCommandos 3: Destination Berlin is anexciting and fun game. However, it can alsobe quite challenging. I have organized thisbook into four main parts. The first fourchapters cover the game basics, thecharacters, the weapons andequipment, as well as generalstrategies and specific tactics youcan use throughout the game tosucceed and complete yourdifficult objectives. The secondsection, chapters five throughseven, provide detailed step bystep walkthroughs for theStalingrad campaign whichtakes the Commandos fromthe war torn streets of thisRussian city all the way to Berlin. The nextsection, comprising chapters eight through 13,covers the Central European campaign. This

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time the Commandos team is tasked with getting back pricelessworks of art stolen by the Nazis before they can be spirited awayforever. The final section, chapters 14 through 16, cover theNormandy campaign. In these three missions, the Commandostake part in Operation Overlord—from the pre-invasion attacks ofsabotage to the actual landing on the beaches. No matter what themission, these walkthroughs will get you from the starting positionto the end without losing a single Commando. With such anexciting adventure waiting before you, let’s cut with the chatter andget a move on. The War will not wait!

AcknowledgementsI would like to thank Tom Marx at Eidos for all his support,providing all he could. I am also grateful for Matt Sumpter and JillHinckley at Prima Games for making this guide a reality. Finally, Iwant to express my love and appreciation to my wife Trisa, whobecomes a temporary game widow as I immerse myself into astrategy guide, and my four children—Beth, Sarah, Connor, andTanner who are learning that Dad is really working even though itlooks like playing.

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Basic TrainingBasic Training

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So you are the newcommando. Let's getstarted. If you are aveteran of Commandos 2:Men of Courage, this gamewill look familiar, with a fewmodifications made forease of play. However, ifyou fought only in the firsttwo games—Commandos:Behind Enemy Lines orCommandos: Beyond theCall of Duty—you may findquite a bit new anddifferent. Don't worry.Commandos 3: Destination Berlin maintains the flavor and style ofits predecessors, while offering new and exciting missions that takethe series to a new level of challenge.

You will recognize the veteran commandos who have returned formore—each with his own unique skills,weapons, and equipment. The GreenBeret, the Sniper, the Diver, theSapper, the Spy, and the Thief are allessential to completing the missionsthat make up the three differentcampaigns. Depending on themission, you control either asingle commando or a team oftwo or three. Since onlyspecific commandos canaccomplish certain tasks oractions, use each carefullyto maximize their effec-

The game interface offers severaldifferent functions to help you

complete your mission.

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Basic Training

tiveness. For example, the Spy is the only one of your team who canput on a disguise and distract enemy soldiers, while the Thief is theonly one who can climb walls.

This chapter acquaints you with the game controls. If you arenew to the Commandos series, pay special attention. Even veteransshould check out the new hot keys and functions. The action isquick in Commandos 3: Destination Berlin, so learn how to giveorders to your commandos quickly or they may end up dead.

The InterfaceThe majority of the game screen is dedicated to the mission. This viewshows you your commandos and their area of operations. However,the control bars along the bottom of the screen and in the upper leftcorner allow you to access controls during the mission and keep youapprised of the status of each of your operational commandos. Let'sstart in the upper left corner of the screen and work our way acrossthe bottom.

Map ($)At the upper left corner ofthe screen is an icon of amap. Clicking on this orusing the hot key opens aminimap displaying theentire area of operations.Blue dots represent yourcommandos and allies, whileenemies are bright purple.Green dots show thelocations of doors or otheraccess points. The map viewcan give you a quick ideawhere enemies are and if they are advancing toward your team, whichis especially useful during missions with lots of area to cover.

Use the map view to keep an eye onwhat is happening throughout the area

of operations.

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Field of Vision (T)One of the most useful toolsin the game is the field ofvision interface. By clickingon this icon or holding downthe hot key, then clicking onan enemy, you can see thevision arc for the soldier.This arc is divided into twozones. The brighter area isthe soldier's close view. Asoldier can see everything inhis close view. The darkerarea of the arc is the farview. Soldiers cannot seeprone commandos in their far view, so your men can crawl right pastthem without being seen. The color of the arc provides additional infor-mation: The default color is green; however, when the soldier has beenalerted, the color changes to red. These colors tell you if you havebeen detected.

Locate Enemies (%)While not an icon on the screen, the locate enemies function is worthmentioning here. In some missions, the environmental conditions makeit difficult to see enemy soldiers. Pressing the hot key highlights allenemies on the map in bright red. This allows you to see them throughthe dark and weather—even if they are on the other side of an objectsuch as a building. Before sending your commandos into an area,press this hot key to make sure it is safe. This does not show enemiesinside buildings, though.

You need to know where the enemy islooking and how far he can see.

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Camera (§)At times you want to keeptrack of a person, object, oreven a location. Click on thisicon or press the hot key,then click on something. Thescreen centers on yourtarget and will follow it if itmoves. This works well withthe split-screen mode. “cycles through a number ofviews that split the screeninto two or three sections.Combining the two functionsallows you to keep track of amoving enemy in one screenwhile you move your commandos around in another.

Objectives (()At the beginning of amission, check yourobjectives. This functionopens a small window onthe right side of the screenlisting your objectives for themission. Some missionscontain more than oneobjective, and new objectivesmay be added during themission. Keep checking yourobjectives throughout amission—especially after acutscene that moves thestory along.

Splitting the screen makes some taskseasier—especially when you have anenemy who keeps moving around.

Check your objectives.

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CommandoPortraitThe lower left corner of the screenshows a portrait of the currentlyselected commando. Before giving anorder, make sure you have the rightcommando selected. The following tablelists the hot keys for selecting eachcommando. Pressing a hot key onceselects the commando, while a secondpress centers the screen on him.

Health BarEach of your commandos can take some damage before he iseliminated. You must complete each mission without a singlecommando dying. It is important to monitor their health. The orange-gold bar with an HP next to it shrinks as a commando takes damage.When the bar completely disappears, the commando is dead.

Commando Hot Key

Green Beret 1

Sniper 2

Diver 3

Sapper 4

Spy 5

Thief 6

All Commandos 8

Commando Hot Keys

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Weapons Selection (q and w)To the right of the healthbar is a hexagon, often witha pistol or fist in it. This isyour weapons icon. Clickingon it selects the weaponshown. If you right-click onthe icon, it opens up a smallmenu listing all the weaponsthe commando is carrying.Click on the one you want.You can also cycle throughthe weapons using the twohot keys.

Stance (z)In the center of the screen at the bottom are three hexagons. Fromleft to right they are stance, cover, and examine. Stance shows whatthe commando will do if you click on this icon or press the hot key. Thekey is to remember that the icon is the opposite of what thecommando's current stance is. For example, if the commando isprone, the icon shows a standing person. This is because giving thiscommand orders the commando to stand.

Use the weapons icon to select theright weapon for the job.

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Cover (a)The second icon in the cluster is cover. Pressing this button causesyour commando to pull out his pistol and cover an arc directly in frontof him. An orange vision arc appears showing the area he is covering.Your commando will attack any enemy who moves into this arc. Tochange the arc, hold down C and right-click on the map in thedirection you want the commando to face. You can also cycle throughdifferent weapons. If you have a rifle orsubmachine gun, select it over the pistol since ithas either a longer range or higher rate of fire.Order commandos to cover while youcontrol others. This way they can protectthemselves if the enemy discoversthem. Covering also allows you to setup ambushes where all of yourcommandos can attack as theenemies come into range.

Examine (z)The third icon in the cluster is examine.Use this order to look in crates forweapons and equipment or to searchbodies of tied up or dead enemies.Examine everything you can.

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Locate Items (/)While not an icon on the screen, this function works well with theexamine order. Pressing this hot key illuminates all crates, doors,ladders, and other access points on the map. This can be useful whensearching a dark building or locating crates around corners.

EquipmentTo the right of the cluster of icons is the equipment icon. Thisfunctions in the same manner as the weapons icon. Click on the iconto select the current piece of equipment or right-click to open a menuof what the commando is carrying in addition to weapons.

BackpackOn the far lower rightcorner of the map is abackpack. Click on this iconto open up the inventoryscreen. Here you can seewhat your commando iscarrying and how muchammunition he has for eachof his weapons. If thecommando is close toanother commando, click onthe trade button to open uphis backpack so you cantransfer items. This screenalso appears when examining a body or crate so you can add what youfind to your backpack.

The backpack opens the inventoryscreen where you can see what your

commando is carrying.

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Controlling Your Commando

It's easy to give commandos orders. Once you have selected acommando, clicking on a location on the screen orders thecommando to move to that point. If you double-click, he'll run.Running makes noise and attracts enemy attention, so use itsparingly. To perform different actions, use the orders listed above.In many cases, it is quicker to use the hot key than to click on theicon. These orders change your cursor to represent the order. Thenclick on the target to give the order to the commando. For example,if you want Tiny, the Green Beret, to examine a crate, first press 1to select Tiny, then press z to change the icon to examine. Finally,click on the crate. Tiny will walk over to the crate and look inside.This brings up the inventory screen and allows you to move itemsfrom the crate into Tiny's backpack. Weapons work the same way.Select a weapon and the icon changes to a targeting reticule forfirearms or a representation of the weapon for grenades andMolotov cocktails. If the cursor is red, the target is out of rangeand you cannot fire or throw the item. There are a number ofdifferent orders you can give to each of your commandos. Checkout chapter 3 for details on all weapons, equipment, and actionsavailable in the game. No matter what, they all use the samemethod for giving the order.

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Camera ViewsThe gameplay in Commandos 3: Destination Berlin takes place ona three-dimensional isomorphic map. The default view is notalways the best for the mission, and sometimes you will want tomove the view or rotate the view to see around or behindobstacles. Use the cursor keys to pan around the map. To rotatein 90-degree increments, hold down a and then the left or rightarrow. When inside a building, you are not limited to 90-degreerotations, but can freely rotate as much as you want. To zoom inand out, press + and - on the numeric keypad. You can also useyour mouse to pan around by moving the cursor off the edge ofthe screen in the direction you wish to pan. A mouse wheelrotates the screen.

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Saving the GameCommandos 3: Destination Berlin can be a tough game, and youcan plan on making mistakes. Since a mission ends in failurewhenever a commando dies, save the game early and often so youdo not have to start over from the beginning. The main way tosave a game is to press E to exit to the menu, then save thegame in one of the available slots. This is a good thing to do aftercompleting major sections of a mission. However, you should usethe quicksave function on a regular basis. Pressing ) during amission saves the current game to a quicksave file. Every time youpress this hot key, it saves over the previous file. To reload aquicksave game, press ¡. Perform a quicksave after every action.If you make a mistake, you don't have to repeat anything yousuccessfully accomplished. You can just go back and try to getthrough where you had trouble.

Before performing an action, make sure youhave the best camera angle. You want to see as muchof the commando's movement path as possible whilealso keeping an eye on nearby enemies.

TIPTIP

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The CommandosThe Commandos

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Name: Jerry McHale

Date of birth: October 10, 1909

Place of birth: Dublin, Ireland

Current rank:Sergeant

Height and weight: 6 feet 5 inches,

220 pounds

Commandos 3: Destination Berlin, you command a team of six elitewarriors. Each has his own special abilities, which are required tocomplete the game's diverse missions. The following dossiers havebeen provided to help you get to know each of the commandos andlearn their strengths and weaknesses.

Green BeretTiny

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Background1929: Enlists

1934–37: Boxing champion in the British army

1938: Condemned to 14 years of forced labor in a military prisonfor hitting a senior officer

1940: Sentence commuted when he joins the Commando Corps

Military RecordOperation on the Island of VaagsoPromoted to sergeant for his heroic actions. Cut off from his unitand without ammunition, he infiltrated a bunker and eliminated16 enemy soldiers before returning to Allied lines.

Incursion at Tmimi AirfieldTiny was given a Distinguished Service Medal after attacking oneof the airfield's watchtowers with a bayonet while under enemyfire. Despite receiving light wounds in one arm, he eliminated 15enemy soldiers before being assisted by his comrades.

AdditionalInfo

Extremely violentcharacter

Serious disciplinaryproblems

Great initiative andindependence;outstanding combatbehavior

Expert in close combatand handling bladedweapons

NotesTiny is the leader of the commandoteam. Because of his incredible abilityto infiltrate enemy positions andsilently neutralize threats to the rest ofthe team, you will use him more thanany other commando. The knife is hisprimary weapon of choice. His remote-control decoy can be useful indistracting enemy soldiers' attentionaway from Tiny or other commandosduring a mission.

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Sniper

Duke

Name: Sir Francis T. Woolridge

Date of birth: March 21, 1909

Place of birth: Sheffield, England

Current rank: Soldier

Height and weight: 6 feet 2 inches,

180 pounds

BackgroundDescends from a noble family; famous for his steady pulse

1936: Gold medal in shooting in the Munich Olympics

1937: Enlists in army

1937–39: Stationed in India; singled out as an excellentmarksman

1940: Joins the Commando Corps

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Military RecordAuchinleck OffensiveDuke is awarded a military medal when he kills the commandantof the German garrison in Narvik, Norway, with a single shot at adistance of more then a kilometer while the officer was inspectingthe position of his troops.

Additional InfoVery standoffish with his companions

Cold and calculating

Expert marksman, extremely effective, even in situations of great tension

NotesWhile Duke's role in most missions is limited to taking out enemysnipers and distant foes with his sniper rifle, he can also providecovering fire or take part in ambushes using all types of firearms.His sniper rifle has limited ammunition, but he can pick upenemy rifles and ammo from dead snipers, increasing hisusefulness. He usually stays back while the rest of the teamadvances, then is brought forward when his ability to make oneshot, one kill is needed.

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diver

FinsName:

James Blackwood

Date of birth: August 3, 1911

Place of birth: Melbourne, Australia

Current rank: Soldier

Height and weight: 6 feet 1 inch, 181 pounds

Skills:Invaluable in naval

operations

BackgroundNaval engineer, studied at Oxford; very interested in rowing,

member for three consecutive years of the team that won theworld-renowned regatta between Oxford and Cambridge; greatswimmer—he was the first person to cross the English Channel(on a bet)

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The commandos

Background(cont’d)

1935: Enlists in navy

1936: Promoted to Captain

1938: Demoted to sergeant due to an "incident" during a stopoverin Hawaii

1940: Further problems of conduct make the General Staff givehim the option of being expelled from the armed forces orentering the Commando Corps as an ordinary soldier

Military RecordDunkirkObtains the Military Cross for his heroic behavior in rescuing 45soldiers who were surrounded on a beach and about to becaptured.

Additional InfoDissolute character who loves having a good time; great gambler

Alcohol problems "apparently" under control

Skills as a sailor make him invaluable in any mission thatinvolves naval operations; his friends say he could probably saileven in a shoebox

NotesWhile all of the commandos can swim, Fins' use of an underwaterbreathing device allows him to stay submerged and swim rightunder the enemy's nose without being detected. His spear gun isthe only silent ranged weapon in the commando arsenal, andwith it he can eliminate enemies near the water and away withstealth. Fins is the one commando who can proficiently operatemarine craft.

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Sapper

InfernoName:

Thomas Hancock

Date of birth: January 14, 1911

Place of birth: Liverpool, England

Current rank: Soldier

Height and weight: 6 feet, 175 pounds

Character:Outstanding valor and

daring; rash

Skills:

Manufacture ofexplosives using almost

any kind of material

Background1933: Joined the fire department in his hometown (Liverpool)

1934: Joined the high-risk explosives department

1939: Joined the army

1940: Volunteers for the Commando Corps

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Military RecordOperation ChariotDuring the assault on St. Nazaire, Inferno was responsible for theexplosions that caused a great number of casualties in the Germangarrison and rendered the installation in the port useless formany months. He was captured during the operation by theGermans; after four attempts in just two months, he managed toescape and return to England.

Additional InfoOutstanding valor and daring; rash behavior

Has wide knowledge of and experience with explosives

Can create explosives using almost any material

NotesInferno's expertise with all types of explosives is vital for severalmissions. In addition to placing bombs, he can use grenades andthe PIAT bazooka. Both are great for taking out concentrations ofenemy troops. Inferno can also locate and disarm mines with amine detector. Once they are disarmed, he can pick them up foruse against the enemy.

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Spy

SpookyName:

Rene Duchamp

Date of birth: November 20, 1911

Place of birth: Lyon, France

Current rank: Soldier

Height and weight: 6 feet 4 inches,

179 pounds

Background1934: Joins the French secret service

1935-38: Chief of security at the French Embassy in Berlin

1939: Enlists in the French army at the start of the war

1940: Joins the Resistance after the German invasion; contactedby the Commando Corps—he collaborates occasionally with theBritish commandos in special operations

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Military RecordSpooky has participated in numerous sabotages and has beenresponsible for the destruction of at least three trains, 14 tanks,and more than 30 land vehicles. His information about theposition and movement of the German troops is extremelyvaluable to the British secret service.

Additional InfoAmiable character; great conversationalist

Feels absolute hatred for the Nazi Germans

Expert in communications and the techniques of infiltration andsabotage

Speaks French, German, English, Russian, and Italian fluently

NotesSpooky is in the only commando who can put on a uniform,walk right up to the enemy, and engage him in conversation.His ability with disguise allows him to infiltrate enemy instal-lations and even distract soldiers so the rest of the team cancomplete their objectives. Spooky can kill silently by injectingpoison with a syringe.

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Thief

Lupin

Name: Paul Toledo

Date of birth: March 1, 1916

Place of birth: Paris, France

Current rank: Soldier

Height and weight: 5 feet 2 inches,

107 pounds

Background1916-28: Brought up in a Paris suburb orphanage; ran away at

10 and joined an infant pickpocket gang; arrested at 12 andlocked away in the remand home

1928-34: Takes part in multiple far-reaching robberies whileinvolved in spectacular flights from reformatories

1935-39: Becomes a Parisian underworld legend as the thiefknown as Lupin; charged with big thefts at museums, jewelers,and art galleries—evidence was never found

1940: Betrayed by one of his accomplices and caught in the act ofselling loot worth 6 million francs to a Dutch receiver; sentencedto 15 years confined to a maximum security prison; loot fromrobberies (140 million francs) disappears without a trace

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Background(cont’d)

1940: Escapes when Germans bombard the prison during theinvasion

1940-41: Joins up with the French Resistance; works to removeimportant works of art before the German officials can get themout of the country; contributes a big amount of money toResistance activities

1941 April: A Louvre assault nets 37 paintings; the Gestaporecruits him; leaves France to shelter in England, where hetries to join up with DeGaulle's France Free Army but isrejected because of his criminal past

1941 May: Comes in contact with Paddy Maine, who signs himup for the Commando Corps

Additional InfoThe thief is small and a little burly. Lupin's agility and velocity are

exceptional. He is not fond of guns, and he only makes use ofthem if he is driven to extreme. Reserved, but loyal, he soongains friendship from his fellow commandos.

NotesLupin is very fast. He can run right past the enemy if needed. Hisability to stand right behind a soldier, always staying out of sight,allows him to pick the enemy's pockets for useful items. Lupin isalso the only commando who can pick locks, allowing him toopen doors and steel cases containing weapons and otherequipment.

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Your team of commandos is well trained in a great variety ofdifferent weapons and equipment. In addition, each have specialabilities which are necessary to complete the missions. While yourteam begins each mission with some weapons and equipment,others can be found in crates or taken from the bodies of enemies.

In order to use your commandos to their maximum effectiveness,it is vital that you get to know what they can do as well as thosethings they can use. While some items can be used by all of yourcommandos such as firearms, only one or two commandos aretrained for some specific items. For example, the Spy is the onlycommando who can use the syringe of poison or distract enemysoldiers. On the other hand, the Sapper is the only commando whocan use explosives. Let’s take a look at the different weapons,explosives, equipment, and abilities that your commandos can useto complete their objectives.

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WeaponsWeapons are some of the items you will use the most during amission. Whether you must maintain stealth or can rip it up loud andlong with a machine gun, you will need to neutralize enemy soldiersin order to get around the map and complete the objectives whichyou have been assigned. Each commando has his own special way todeal with enemies. In many cases, you will have to decide whichweapon fits the circumstance or you could raise an alarm and alertthe rest of the enemies to your presence. Here are the weapons youhave available to you.

PistolMost of your commandos willbegin a mission equipped withthe Colt 1911A Pistol. Whileyou may be tempted to use itoften, consider it a weapon oflast resort. Though you have an unlimited amount of ammunition, ittakes three shots to take down an enemy. Therefore, if you are upagainst more than one enemy, you are toast if you try to take themout with just a pistol. In addition, the pistol makes a lot of noisewhen you fire it. This can bring more soldiers after you and often endin the death of the commando doing the shooting. However, attimes, you may use the noise of a pistol shot to lure enemies into anambush. German officers always carry a Luger 08 pistol which youcan take off their bodies. However, as with all captured weapons, theammunition is limited.

Used by: All

Inventory Size: 1 space

Maximum charges/shots: Unlimited

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RifleYour commandos will never begin amission with a rifle, but they cancapture the Karabiner 98K fromenemies. The rifle has a slow rate offire, but a longer range than thepistol. What makes it even better is that it kills with a single shot. Usethe rifle for ambushes and clearing out buildings. Also, because itsrange is slightly longer than the close vision range of the enemy, youcan crawl up to the edge of the close arc and shoot an enemy withouthim even seeing you. The rifle comes with three rounds of ammo andyou can pick up additional three round clips from enemies.

Submachine GunThe MP40 Submachine gun can putout a lot of firepower since it fires inbursts. This will allow you to take outa couple enemies standing next toeach other with a single click. Themain limitation of this weapon is itsrange which is the same as the pistol. Like the rifle, one shot will kill.This is a good weapon for ambushes where your commandos arehiding around a corner and the enemy cannot engage you at longrange. Remember that there is a pause between bursts, so don’t thinkyou can take on an entire squad single-handedly. The weapon comeswith 30 round clips, but the ammo goes fast so keep an eye on it. Ifyou have the room, pick up a submachine gun for a defensive weaponsince it is better than the pistol.

Used by: All

Inventory Size: 4 spaces

Maximum charges/shots: 15

Used by: All

Inventory Size: 4 spaces

Maximum charges/shots: 150

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Sniper RifleThe M1903 .30 Springfield sniperrifle is Duke’s weapon of choice. Heis also the only commando who canuse this weapon. Not only does thisweapon have a long firing range, it isalso silent for the sake of gameplay. Therefore, you can use it for killingenemies at all ranges while maintaining stealth. In most missions,sniper ammo is limited. Not only can it be found on the bodies ofenemy snipers who carry the Gewehr 43, but also in crates. A neatfeature of the sniper rifle is that it can see into as well as shoot intosome windows of buildings. This allows Duke to scout out buildings andeven engage enemies, clearing the way before you have to send troopsinside. A good tactic when using the sniper rifle, especially if you havethe ammo is to shoot one enemy and then take out all of the othersthat come to investigate. From one position, Duke can kill severalenemies, even if he could not initially target them.

Used by: Sniper

Inventory Size: 4 spaces

Maximum charges/shots: 25

All commandos can carry items even if theycannot use them. Therefore, if one of your

team finds sniper ammo, explosives, and the like, theycan take it and then give it to the commando who canuse it.

TIPTIP

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Assault RifleThis is a new weapon to theCommando Corps. It can be pickedup off of the bodies of enemysoldiers. The assault rifle has thesame range as a normal rifle, butwith a rate of fire comparable to thepistol. The drawback is that it takes two shots to kill an enemy. That isfine as long as you don’t have more than two enemies rushing you atthe same time.

KnifeThe Fairburn combat knife is thefavorite weapon of Tiny. With it hecan sneak up and kill silently. In fact,it is the premier stealth weapon andit never runs out of ammo. WhileTiny likes to get in close with theknife, Fins has the ability to throw it with great accuracy and eliminatetargets at medium range. The problem is that he must then retrievethe knife in order to use it again. Look for extra knives in crates sothat Fins can attack several enemies in quick succession before he hasto pick up the knives again.

Used by: All

Inventory Size: 4 spaces

Maximum charges/shots: 15

Used by: Green Beret, Diver

Inventory Size: 1 space

Maximum charges/shots: N/A

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Piano WireThe piano wire is Lupin’s stealthweapon. It functions in the same wayas the knife does for the GreenBeret with one exception. Lupin mustapproach an enemy from behind orthe side in order to use it. If the enemy turns around and faces Lupin,he is in trouble.

Flame ThrowerThe flamethrower is a rather rareweapon can you will find in fewmissions. Unlike other weapons withammo, the flamethrower can fire aslong as you hold down the buttonuntil it runs out of fuel. It is good fortaking out groups of enemies and can even detonate explosive barrels.The only limitation is that it cannot be used to attack vehicles atdifferent elevations such as up or down a flight of stairs.

Used by: Thief

Inventory Size: 1 space

Maximum charges/shots: N/A

Used by: Sapper

Inventory Size: 4 spaces

Maximum charges/shots: 500

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BazookaThe PIAT anti-tank weapon, alsoreferred to as a bazooka, gives theSapper the ability to take out enemyvehicles. While armored cars will bedestroyed by a single hit, tanksrequire two rounds. However, its utility is not limited to vehicles. It canalso function like a grenade launcher as it will explode at the pointwhere the cursor is located. Therefore, fire in the middle of a group ofenemies to eliminate them all with a single blast. The bazooka can alsobe used to detonate fuel tanks.

Hypodermic SyringeThe Spy’s method of attacking silentlyis the syringe filled with poison. SinceSpooky cannot knock out enemies,this is how he operates. The effectsof the poison depends on theamount administered. One doesmakes the target woozy, dazing him for a bit. Two doses knocks outthe victim. However, unless he is tied and gagged, the enemy willeventually wake up. Three doses will kill the target. In most cases, youwill want to use only two doses to conserve poison. The syringe can berefilled by giving bottles of poison to Spooky.

Used by: Sapper

Inventory Size: 4 spaces

Maximum charges/shots: 6

Used by: Spy

Inventory Size: 1 space

Maximum charges/shots: 15

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ExplosivesWhile explosives may also be considered weapons, they are included ina separate category because of the way in which they are used. Withone exception, only the Sapper can use these devices.

Sleeping Gas GrenadesThis is a great stealth weapon forknocking out groups of enemies at adistance. When thrown, it will createa cloud of gas over a small area,knocking out anyone in the area—including commandos. However, the cloud quickly dissipates. Thetargets will wake up after a short time, so tie and gag them if youwant them to stay down. One of the nice features of this device is thatit does not cause an alert. Since the enemies are not tied up or dead,other soldiers will not come over to investigate. Also, those who weregassed will not go on alert when they wake up. Therefore, you can useit to knock out an enemy for a bit so you can get past and then letthem wake up later. Commandos can enter a gas cloud without effectif they are wearing a gas mask.

Used by: Sapper

Inventory Size: 1 space

Maximum charges/shots: 10

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Hand GrenadeHand grenades are one of the bestweapons for dealing with groups ofenemies. The only problem is thatthey are loud and will often attract alot of attention. During missionsrequiring stealth, hold off on the grenades until the end of the missionwhen noise is no longer an issue. Grenades take some time to hit thetarget area from the time you throw them. They will also land wherethe cursor is when you throw them rather than following a target like agun will. Therefore, if throwing at a moving target, you will have to leadit so the target is at the point of impact when the grenade hits. Any ofyour commandos can use hand grenades so the fun is no longerlimited to only the Sapper.

Molotov CocktailThe Molotov cocktail is really quiteuseful. This incendiary consistingbasically of a bottle of gasoline canbe thrown like a hand grenade.However, instead of exploding, itcovers an area in flames—killing whatever it comes in contact with.Molotov cocktails work great for taking out groups of enemies and donot make as much noise as a hand grenade. In addition, they workbetter than hand grenades against APCs. Just one Molotov will takeout these vehicles. Like grenades, you have to throw them ahead ofmoving targets to allow for the time it takes the molotov to reach thepoint of impact.

Used by: All

Inventory Size: 1 space

Maximum charges/shots: 10

Used by: Sapper

Inventory Size: 1 space

Maximum charges/shots: 10

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Timed BombThis explosive device can be set bythe Sapper. However, once he setsit, he has only 20 seconds to getaway before it goes off. While notmuch good against moving targets,unless you get the timing just right, timed bombs can be great forblowing up vehicles or stationary enemies. Make sure you are awaywhen one goes off. Not only could you get blown up, but the noise willhave all enemies in the area come running to see what happened.Because of this, try using them as a distraction—either to lureenemies into an ambush or to make them leave their posts so youcan sneak past.

Remote Control BombThis bomb is a lot more useful thanthe time bomb. Whenever theSapper places a remote controlbomb, a detonator appears over thebackpack. This allows you to place anumber of these devices and thendetonate them one at a time or all together. One of these will destroyany vehicle including a tank. When you have several of these bombsplaced, right click on the detonators to see which bomb it will trigger.For some missions you may want to wait to detonate specific bombsuntil the enemy approaches. Since each of these takes up four slots, ifthe Sapper has a lot to place, have another commando accompanyhim and carry the additional bombs. While the Sapper is the only onewho can detonate these bombs by remote control, other commandoscan make them go off by throwing a grenade at them.

Used by: Sapper

Inventory Size: 2 spaces

Maximum charges/shots: 1

Used by: Sapper

Inventory Size: 4 spaces

Maximum charges/shots: 1

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Anti-personnel MineAt times the Sapper will want to setup an ambush for enemy troops byplacing anti-personnel mines acrossa pathway. Whenever an enemywalks on one, it explodes killing thetarget as well as anyone nearby.Commandos and their allies do not set these off, nor do vehicles.Since you are never really sure when the enemy will exactly walk, it isoften a good idea to place them in a line across a narrow area toincrease the chance that someone steps on one. After placed, theSapper can pick them up and put back into his backpack for usesomewhere else.

Anti-tank MineThis mine functions in a similarmanner to the anti-personnel mineexcept that it will only detonate whena vehicle drives over it. One of thesemines will take out anything—even atank. As with the other type of mine, you can pick these up and usethem elsewhere if they have not been detonated.

EquipmentThere are a number of different types of equipment used by thecommandos during a mission. Some are vital to completing amission while others make your job a lot easier. Let’s take a look atwhat’s available.

Used by: Sapper

Inventory Size: 1 space

Maximum charges/shots: 10

Used by: Sapper

Inventory Size: 1 space

Maximum charges/shots: 10

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Explosive BarrelsWhile you cannot add these to yourbackpack, the Green Beret can pickthem up and move them around.They can be easily detonated bysingle shot from a pistol or otherfirearm. What is really fun is to setthem up to form a chain reaction. For example, putting them in a lineor between vehicles parked closely together can destroy a line oftargets with a single shot.

CigarettesIf you learn nothing else from thisgame, you will know that smokingcan be dangerous to your health.Most enemies you go up against liketo smoke. Unless they already havea pack of cigarettes, they will go for any pack lying around in theirvision arc. Therefore, you can use cigarettes to lure enemies awayfrom their post and into positions from which you can ambush them.Be sure to pick up the cigarettes when you are done so you can usethem again.

Used by: Green Beret

Inventory Size: N/A

Maximum charges/shots: 1

Used by: All

Inventory Size: 1 space

Maximum charges/shots: 10

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TrapThe Sapper has the ability to dig atrap to kill any enemy who steps onit. Observe the path a soldier takesand then put the trap where he willstep into it. Or you can place a trapin a spot and throw cigarettes on the other side to lure an enemyinto your trap.

DecoyThis device consists of an emitterand a remote control. A commandoplaces the emitter down on theground and then uses the remotecontrol to cause the emitter to makenoise. Any soldiers within hearingrange will either turn to look in thedirection of the emitter or walk over to investigate what is causing thenoise. This can be used to distract or lure enemies.

Diving GearWhen the Diver is operating in amaritime mission, the diving gearallows him to remain underwaterindefinitely. He can only change intoand out of the diving gear while onland or in a boat.

Used by: Sapper

Inventory Size: 2 spaces

Maximum charges/shots: N/A

Used by: All

Inventory Size: 3 spaces

Maximum charges/shots: N/A

Used by: Diver

Inventory Size: 2 spaces

Maximum charges/shots: N/A

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First Aid KitDuring the course of a mission, yourcommandos will occasionally becomewounded. Use a first aid kit torestore some of the commando’shealth. It will take several doses tocomplete bring a health bar from near death back to full health. Acommando carrying a first aid kit can heal others as well as himself.

Enemy UniformsAll commandos can wear enemyuniforms. However, only the Spy canwear them for long periods of time.In addition, other commandos will bediscovered if they get into the closerange view of an enemy. There are three types of uniforms—soldier,lieutenant, and officer. Only the spy can wear the latter two.

Wire CutterAt times, your commandos will needto get through a fence, barbed wire,or a net. This is where thewirecutters come in handy. Just clickon the object to cut and your manwill make a hole through which youcan pass.

Used by: All

Inventory Size: 2 spaces

Maximum charges/shots: 10

Used by: All

Inventory Size: 4 spaces

Maximum charges/shots: 100

Used by: All

Inventory Size: 2 spaces

Maximum charges/shots: N/A

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Portable LadderThe Thief is the only commando whocan climb up a wall. However, if he iscarrying a ladder, he can then dropit down so the rest of the team canclimb up as well. Ladders can beretrieved, but only from the top.

Dog Food and Sleeping PillsDogs can be a problem in somemissions. Not only do they react tosight and sound, they can also smell.Even if your commandos are hiddenfrom view, a passing dog can findthem and attack, usually bringing soldiers alongto kill you. The dog food will attract a dog andkeep them occupied for a bit. However, if inyour backpack, you click on the sleeping pillsand then click on the dog food, you willpoison the food, causing it to turn green.Then when a dog eats it, the dog will beknocked unconscious for theremainder of the mission.

Used by: Thief

Inventory Size: 4 spaces

Maximum charges/shots: N/A

Used by: All

Inventory Size: 1 space each

Maximum charges/shots: N/A

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Grappling HookThe Diver can use the grappling hookto scale small walls. In addition, hecan string it from one object toanother to create a trip line trap.When an enemy walks into it, he willbe knocked out.

LockpickThe Thief is able to get into lockedobjects when he is carrying thelockpick. You do not need to selectthis item. Lupin will automatically useit if the object he is to open is locked.

Gas MaskThis equipment can be put on by thecommandos. It must be selectedfrom the equipment menu. Whenworn, the portrait of the commandowill show that he is wearing themask. With it on, a commando canwalk into a cloud of sleeping gas without being knocked unconscious.Since commandos cannot run while wearing the mask, take it off whennot needed by clicking on the icon again.

Used by: Diver

Inventory Size: 4 spaces

Maximum charges/shots: N/A

Used by: Sapper

Inventory Size: 1 space

Maximum charges/shots: N/A

Used by: All

Inventory Size: 1 space

Maximum charges/shots: N/A

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Advanced SchoolAdvanced School

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Now that you're proficient with game basics, know yourcommandos, and are familiar with the weapons and equipmentthey carry, it's time to discuss strategy and tactics. Strategy isthe overall plan for completing a mission—determining what youmust do to achieve the objective. Tactics are the steps yourcommandos take to accomplish the goals, such as how you'll kill acertain soldier or how you'll sneak into an enemy base. You mustfirst form a strategy for a mission, then choose tactics for makingthe strategy a success.

Forming a StrategyEach mission requires you toform a strategy beforeissuing orders to your men.You could probably survivethe first few withoutplanning ahead, but not thelater missions.

How do you create astrategy? The planningbreaks down into fourparts—objective,requirements for achievingthe objective, implemen-tation, and flexibility.

Zoom out the map at the start andjust take some time to look around toget acquainted with the map and what

you are up against.

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Planning a trip is a good analogy for planning your mission. First,you decide where to go—your objective. Next, you determine how you'llreach your destination—transportation, route, what to take along, andso forth. Then you depart—implement your plan. However, if somethingin your plan fails, you must cope with the unexpected—that is, youmust be flexible. For example, if the car breaks down or you lose yourluggage, you must change your plans accordingly, so you can still reachyour destination and do what you planned when you get there.

ObjectiveThe most important part ofplanning a strategy is deter-mining your objectives. Manya battle has been lost byfailing to identify quantifiableobjectives. You receive yourobjective during the pre-mission briefing. Look overthe written orders duringthe game. Sometimesfurther objectives show upafter the briefing. Forexample, your mission maybe to protect a general

For most missions, the walkthrough chapterscontain maps of the mission area with numbers indicating

enemies or positions from which your commandos canattack the enemy. However, zoom out the map as much asyou can at the beginning of a mission and examine it. Notewhere the enemies are and the routes they walk.

TIPTIP

Check your objectives by pressing (.

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officer. Then, during the mission, you might get an order to move yourteam to an airplane. Always check your objectives before and during amission. When starting a mission, zoom out the map and locate yourobjectives. Also look over the opposition.

PhasesAfter determining yourobjectives, form a plan forachieving them. First, decidehow you can accomplish theobjective. Some missionsinvolve destroying a buildingor vehicles. How will they bedestroyed? What equipmentwill you use? Do you havethe equipment? If not, howcan you get it?

Determine what steps to take to achieve your objective. How willyour men reach the objective area? What paths or transportation willthey use? This is the first, or "maneuver," phase.

Next, if they need additional equipment, locate it and plan how toacquire it. For instance, if you need explosives, are they available tosteal from the enemy? The third phase is taking care of business onceyou reach the objective.

While planning, take a look to examinewhat the enemy can "see."

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Almost every mission has the three main phases—equipment,maneuver, and execution. The phases may intermingle in more complexmissions, because you may have to maneuver to the equipment,maneuver to an objective, maneuver to another objective, and finallymaneuver to your means of escape.

Implementation Now that you've divided your mission into phases, it's time toimplement your plan. This is where you put your strategy into practice,using tactics to complete each phase.

FlexibilityIn war, a plan rarely survives the first shot intact. It behooves a goodcommander to be flexible. If you can't complete one of your phases forsome reason, modify your strategy to reach its goal. No matter howgood your initial strategy, you'll probably have to make minoradjustments when factors you hadn't considered cause problems.

For some missions, it's easier to plan yourstrategy in reverse: Find the objective and then figure out

how to get there from the equipment. Continue backwardto the commandos' start position. As you're setting up yourroute, look and see what opposition you'll face along theway and try to find the path of least resistance.

TIPTIP

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Tactics for SuccessTactics fit under the "implementation" strategy area. A phase may callfor you to clear an area of enemy soldiers; you'll use tactics during themission to carry out the orders for the phase.

Some missions are like apuzzle: You must determinean order in which toeliminate enemies. These"kill orders" make up a bigpart of tactics. You also canbreak tactics down intoparts. You'll use all of this toachieve your goals for aphase. Completed phases inturn lead to a successfulmission and advancement tothe next mission. Now let'slook at some good tactics tolearn and use.

PatienceCommandos 3: Destination Berlin rarely rewards rushing into things. At the start of each phase, study the enemies in the area. Observe notonly their locations and patrol routes, but also what they can see. Inmany missions, enemies are positioned to keep an eye on one another.Watch their actions to find the weak link in their defense, such as whichsoldier you can kill first; this allows you to kill a second soldier, and soon. If time is a concern, save the mission at the beginning of a phase.Then, after studying the enemy, restart the mission at your save andcontinue, with no penalty for your planning time.

Usually, it's necessary to kill your foesin a particular order.

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The other reason patience is important is timing. Many times youmust wait to kill a soldier until another soldier or soldiers look or walkaway from you. When multiple soldiers are involved, you may have towait for them to make several rounds before all enemies are lookingaway from your target at the same time.

StealthYou command a team ofone to three men, not anarmored division. Your teamcan't go barreling in withguns blazing. Stealth andsurprise are your greatestallies. If you think there area lot of enemy soldiers, justwait until an alarm soundsand reinforcements comerunning toward you. The keyto success is to stay out ofsight and operate silently. Aswe pointed out in chapter 1, your enemies not only can see, but canhear and yell out warnings and alarms, as well. You want to moveacross the map unobserved. Many times, enemy soldiers presentobstacles to your movement. Then you must kill them unnoticed beforeyou can continue.

The Green Beret can kill stealthily with his knife.

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Killing silently isn't always enough. A dead soldier is a dead body: ifother enemy soldiers see it, they'll come to investigate and may catchyou. They may also sound an alarm and ruin your advantage ofsurprise. If other soldiers lurk in the area, you must either kill enemieswhere their bodies will fall unseen or physically hide the bodiesafterward. All of your commandos can pick up and carry bodies, sopractice taking out an enemy, picking up the body, and hiding it beforeanother enemy comes where he can see you.

Engaging the EnemyNo matter how carefully youcrawl around the map, you'llhave to kill or at least knockout and tie up enemysoldiers to reach yourobjectives. This is war, andwar isn't pretty. However,you're seriously—andliterally—outgunned. Ashooting match can easilyleave your men the losers.Enemy rifles and machineguns can kill a lot quickerthan your pistol, and evenwhen you use capturedweapons, multiple enemieswill overwhelm you. Besides, gunfire makes noise, alerting other enemysoldiers to your presence, and a simple individual kill can result in youbeing outgunned and outnumbered. Always try to knock out enemies or

Long-range kills are the Sniper'sspecialty. If he has enough ammo, he

can kill not only one enemy, but also allthose who come to see what happened.

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kill them silently. Don't let the target know what's happening until it'stoo late. Every commando can engage the enemy silently. He may usethe knife, trap, piano wire, sniper rifle, syringe of poison, or just fists.Silence is supreme, and these are your weapons of choice.

Sometimes you must use a noisy weapon, suchas a pistol, machine gun, or grenades. Doing sois fine if no one except the target will hear, or ifyou're prepared for opponents to come looking. In

fact, making noise works well for luring enemiesinto an ambush. Other actions can producea desired result, too. For example, if you

plant explosives near an objective, try toposition them and time the explosion to kill apassing patrol or soldier. Or use the sound to drawa specific reaction.

When you have a choice between knocking outan enemy or killing him silently, weigh these factors: If

you are in a hurry, killing is quicker since you can get inand get it done. Knocking out requires that you tie andgag the target—an additional step. However, if there isanother enemy nearby, knocking out is quieter than usingthe knife and may allow you to neutralize an enemywithout alerting another.

TIPTIP

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DeceptionDeception is a great toolfor getting out of tightspots. There are two mainways to deceive the enemy.The first is to distract anenemy's attention. The Spycan do this when he wearsa German uniform.Following the distractcommand, he walks up toan enemy soldier andaddresses him, focusinghis attention in onedirection. He cansometimes get the foe to look in different directions or even tomove to a different location. The decoy can do the same.Distraction allows other commandos to sneak past the enemy orperform other actions unseen by the distracted party.

Another form ofdeception is luring soldiersaway from their posts tokill them out of sight ofother enemies. The decoyis good for this, as arecigarettes, which willattract more enemies.When enemies seecigarettes, they go to pickthem up and either walk

The Spy distracts enemies while othercommandos complete their tasks.

Enemy soldiers will just die for acigarette.

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Advanced School

into the Sapper's trap or into an ambush. Leaving a soldier's bodywhere he died or moving the body into an enemy's view also works.

The Spy is the master of deception—his fluency in foreign languagesand his enemy uniform allow him to walk among the enemy unnoticed.Other commandos can wear captured uniforms for a limited amount oftime. However, they must stay out of the enemies' close-vision range.

Covering FireEach commando can begiven the order to cover anarea as long as he isequipped with a firearmcontaining ammunition. Thepistol is the default weaponfor covering. However, therifle and assault rifle workmuch better due to theirlonger range and increasedfirepower. As a general rule,if you will be leaving acommando in an area whileyou are using another for awhile, give the commando left behind an order to cover a directionfrom which an enemy may be likely to approach him. Nothing is morefrustrating than completing a difficult objective only to have another

Don't leave a tied-up enemy where someone canfind him. Not only he get untied, but an alert will sound.

It is better to use a dead body as a lure or you may have totake on two enemies at once—the one you lured and theone he untied!

TIPTIP

Covering fire is the way to set up anambush—especially inside a building.

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commando discovered and killed. Covering allows commandos todefend themselves. Covering also is an important function when settingup ambushes. Since you can only control one commando at a time,giving all of them covering orders allows them to start shooting assoon as the enemy walks into range.

TeamworkI often refer to your group ofcommandos as a team. Thisis not a hastily chosen term.Your commandos, with theirunique skills and abilities,must work together as ateam to carry out theirmissions.

Often two commandosmust work together to kill asingle soldier. For example,the spy may distract asoldier while the GreenBeret sneaks up to knife the unsuspecting victim. The Green Beretalso can use his decoy to lure an enemy soldier into a trap theSapper sets. A few missions involve only one commando. These canbe tough, though you are assigned the commando with just theright skills. The rest of the missions have two or three commandosin your team because they require skills and abilities not available ina single man.

Your commandos work together tocomplete the mission.

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Stalingrad Mission 1:Eliminate the SniperStalingrad Mission 1:Eliminate the Sniper

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A vast Nazi army has amassed on

the outskirts of the city, and attack

seems imminent. However, an

important meeting must take

place here between a senior Russian officer and

Allied General Franklin O'Donnell. This meeting is crucial;

the information exchanged could change the course of the

war on the Russian front.

We have been informed of the presence of the Nazis' best

marksman. He is here to ensure that the meeting does not

take place. Do not underestimate him. He will kill as soon

as he sets his evil eye on you. So keep your head down.

Good luck, officer. The lives of many are in your hands.

Mission Briefing

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Stalingrad Mission 1: Eliminate the Sniper

ObjectiveFor this mission, you haveonly one objective. You musttake out the German sniperbefore he kills 17 Russiansoldiers. A counter at thetop of the screen informsyou how many Russiansoldiers remain. Within thefirst minute of the mission,the enemy marksman picksoff four or five soldiers.After that, he slows down abit—so don't rush out anddo something foolish.

The sniper is quick on thedraw. If your commandoexposes himself at all, he isas good as dead. Don't crawl out and take a shot. Your commando willbe dead before he can pull up his rifle. You have to find some way ofhitting the German sniper while he cannot shoot at you.

The German sniper will shoot you assoon as you move into his sights.

Waste him before he kills all of theRussian soldiers, your allies.

Using the MapFor each mission, a map of the area of operations shows thelocations of enemies and objectives. For this mission, thenumbers indicate the locations of German soldiers. The lettersillustrate the positions the German sniper will move to duringthe course of the mission. The game allows you to rotate themap, a feature that can help you see around walls and buildings.However, for the sake of directions during the walkthrough, thetop of the map provided here is considered north.

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B CD

Eliminate the sniperAt first glance, this missionseems easy. You musteliminate a single Germansniper. However, a11 otherGerman soldiers are spreadaround a circular inter-section centered about afountain. You command asingle commando—Duke,the Sniper. He begins pronenear the Russianheadquarters building. Duke begins near the Russian HQ,

hidden behind a wall.

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Stalingrad Mission 1: Eliminate the Sniper

While the enemy sniper seems to be taking out Russians at a quickpace at the beginning, he can only shoot five from his first positionnear point A. To engage other targets, he must move to differentpoints. However, to your advantage, he will not move until you do.Spend some time looking over the map to see what you are upagainst. If you take too much time, your Russian allies charge intobattle, getting themselves killed by the sniper.

Your Sniper begins with seven rounds of ammunition for his sniperrifle. While he can pick up rifles and submachine guns from dead alliesand enemies, Duke only needs his sniper rifle. You can pick upadditional rounds of ammo from a couple of crates on the map locatednear enemies 4 and 8. Press / to highlight the crates on the screen.Press % to get a quick look at where all of the enemies are.

Crawl to this position between thesmall shack and the wall.

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Start off by sending Duke crawling west to the area between thecurved wall and the small shack. As you make this move, theGerman sniper shifts to position B. As long as you remain prone,your commando is safe. Move just past the corner of the wall andselect your sniper rifle. From this spot you can take out soldiers 1and 2. If your sight is blocked, crawl around a bit so you can hitthese two enemies.

Take out soldier 1…

…followed by soldier 2.

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Stalingrad Mission 1: Eliminate the Sniper

Duke, the sniper, is not the quickestdraw with his rifle. There are two ways

you can get your sight up to take a shot. If thesniper rifle is selected, but the sight is not up,press C and the sight will appear. If Duke hasmoved, he will not raise his rifle to his shoulderuntil you click the button to fire. With thismethod, you can send Duke crawling toward alocation while keeping the sight on a blockedtarget. As soon as the target is in the clear,click the fire button. Duke will stop, raise therifle, take aim, and fire. This allows you to moveDuke the bare minimum for a shot. However, ittakes time for Duke to take the shot.

If you need to be quicker, such as when atarget is moving toward your field of view, try asecond method. With the sniper rifle selected,press q to cycle to a pistol or other weapon.Right-click to lower the weapon, then begincrawling to where you need to go. If you see anenemy headed into your view, quickly press w.Duke stops crawling and brings up his sniperrifle, ready to fire. Then just center thecrosshairs over the target and fire. You mustuse this second tactic to take out the Germansniper and complete the mission's objective.

TIPTIP

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You might be able to takeout soldier 6, who ismanning the machine gun,but leave him for later. Startcrawling south from the walland hug the building to thewest of where soldier 1 waspositioned. As you arecrawling, keep an eye outfor soldier 5, who appearsnear the bridge in thesouthwest corner of themap. This soldier will rundown the street andexamine the body of soldier2. As soon as you see him coming, get your sights up and aimedtoward soldier 2. When soldier 5 comes into sight, drop him.

While positioned near the side of thebuilding, take out soldier 5 as he runs toinvestigate what happened to soldier 2.

Soldier 4 is your next target—followedby soldier 3.

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Continue crawling alongthe side of the buildingtoward soldier 3's positionas shown on the map. Thisofficer runs back and forthbetween this position andsoldier 4. As long as youstay close to the building, hewill not see you—and neitherwill the sniper. As soon asyou can take a shot atsoldier 4, stop and fire.Wait for soldier 3 to runback by 4, then get rid ofhim as well. You must becareful now. If you move into the street headed toward the bridge, thesniper at position B can shoot you. Hug the side of the building as youcrawl west. As you near soldier 3's position, the sniper moves toposition C, clearing the street for you. Crawl to the crate near soldier4 and pick up five more rounds for the sniper rifle.

Stay close to the building as you crawlwest until the German sniper moves to

position C.

Once the sniper is on the other side ofthis building, it is safe to move.

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With more ammo, youare ready to head northeastdown the street. Before youstart crawling, take outsoldier 6 behind the machinegun and soldier 7 to theeast. Now crawl towardsoldier 7's position so youcan kill soldier 8. If youhaven't saved yet, press )now. The next step is tricky.

Pick up some more ammo from the crate.

Soldier 8 is your next target.

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A crate near the machine gun south of soldier 8 holds five morerounds of ammo. However, you don't need the ammo and going forit will lure you away from your real target. Rotate the map so thatwest is now at the top and north is to the right. With the sniperrifle selected, press q to switch to another weapon, right-click tolower it, and begin crawling to a position in the street betweensoldiers 7 and 8.

As you crawl out into the street bysoldier 7, the German sniper runs for

position D.

Shoot the sniper in the back. This isyour only chance to eliminate him

without getting shot at.

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Keep an eye on theGerman sniper at position C.While you are crawling, hestands up and startsrunning across the inter-section for position D. Thisis your chance. As soon ashe starts running, press wto bring up Duke's sniperrifle. By the time theGerman sniper comes intoyour field of view, Duke isready to shoot. Center therunning sniper in your sights and fire. Once he is no more, the missionis complete. Don't worry about the other enemies still on the map.Duke automatically runs to HQ and you get your orders for the nextmission. Good job!

Duke heads back to HQ for new orders.

If you miss the opportunity to take out theGerman sniper as he heads to position D, you

have to get him to move around some more. Take out thesoldier who runs between HQ and the map's eastern edge.Then move toward position D to try to get the sharp-shooter to come after you. Play around with him until youget another shot with him running away from you. If this istoo tough, just quickload to the spot right after killingsoldier 8 and try the above strategy again.

NoteNote

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Stalingrad Mission 2:Protect General O'Donnell

Stalingrad Mission 2:Protect General O'Donnell

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COMMANDOS HEADQUARTERS DATA FILES

This mission continues on where

the last left you. Duke, the Sniper,

is joined by two other commandos.

Tiny (the Green Beret) and

Inferno (the Sapper) are necessary to complete the

objectives for this mission. Your three commandos begin by

Allied headquarters. After an enemy air raid, German

paratroopers start landing at the airfield on the river's

southern side.

Mission Briefing

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Stalingrad Mission 2: Protect General O'DonNell

ObjectiveLike the first mission, thisone requires you to moveout right away. Yourobjective is to protectGeneral O’Donnell, who is inthe headquarters building. Ifthe Germans enter thebuilding, the mission is afailure. As the missionbegins, the Germanparatroopers touch down onthe airfield. They take a littlebit of time to get organizedand then cross the bridgeand make their way towardheadquarters in groups offour or five. Set up ambushes or kill zones to eliminate them all. Yourmain goal is to push your way to the bridge and hold the northernside, cutting off the enemy at their only way across the river.

The map can be divided into three major zones—the town, the river,and the airfield. You must secure the first two zones and thencomplete your operations at the airfield. Grenades and Molotovcocktails play a major role in this mission, so stock up. You also needfirearms such as submachine guns, rifles, and assault rifles, which canbe picked up off of dead German and Russian soldiers.

Your team of commandos begins nearthe headquarters building. Paratroopers

are dropping from the sky.

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The town

Start

1

2 3

4

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7

The river

6

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8

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1011

12

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Protect the Headquarters

The airfield

1314

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19

20 2122

23 24

25

This walkthrough may not match your gameplayexactly. Events affect the AI's reactions. For

example, how many soldiers a land mine or grenadeeliminates and whether the bodies lie in the view of otherenemies have an impact on the plot. Every time you playmissions such as this one, they vary. Just be on your toesand quick to react to whatever the enemy throws at you.

NoteNote

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The area around theheadquarters should befamiliar. This is where Dukehunted down and killed theGerman sniper. However,now it shows the devas-tation of an air raid, andsome of the buildings havebeen damaged or reducedto rubble. The key to asuccessful mission is a quickstart. Select Inferno—theSapper—and send him tolook in the crate near point1. He scores some land mines, Molotov cocktails, and sniper ammo.Grab it all and run down to point 2. There, you want Inferno to set landmines in a line running northwest across the sidewalk and street. TheGermans must run up the street to approach the headquarters, sothese mines should buy you some time by taking out at least one ortwo groups.

Plant mines from this corner of thesidewalk all the way across the street.

During the mission, you periodically seeparatroopers skydiving onto the map. Each drop

warns you that a group of soldiers will soon be advancingon the bridge, crossing it, and then heading down thestreet toward the headquarters.

NoteNote

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When Inferno runs out of mines, order him to run for point 3 andcheck out another crate. Here he finds grenades, first-aid kits, andmore sniper ammo. Now send him back to the start area by theentrance to the headquarters.

As Inferno is racing back, send Duke to the shed by point 4. Inside,look in a crate to pick up some sniper ammo, first-aid kits, andMolotov cocktails. Exit the shed and have Duke drop prone with hissniper rifle near the door so he has a view of the opening in the wallbetween points 5 and 6.

By this time, Infernoshould be at headquarterswith Tiny. Order both to dropprone and crawl to point 5.Once there, set them up tocover the opening to thewest with their pistols bypressing a and then Cright-click to select the areayou want them to cover.Switch back to Duke, selecthis sniper rifle, and be readyto take out anyone who attacks the other two commandos. A fewGermans come this way wearing light green smocks. They operateindividually, while the enemies in gray uniforms advance as groups. TheRussian soldiers usually take care of them with the backup of Tiny andInferno. However, be ready with Duke.

Press % occasionally to keep track of where your enemies are.With the falling snow, some can be tough to see, especially if they'rebehind a building. A German sniper poses a danger. Hold yourpositions until he comes out to where he can be eliminated by one ofyour commandos—usually Duke.

Tiny covers this opening in the wall.

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Once it looks pretty clear,send Inferno crawling overto the crate near point 6. Itholds a grenade and a timebomb. Hide in the cornernear the rubble so thatInferno can throw grenadestoward the river andeliminate Germans takingcover on the other side ofthe rubble.

With Inferno in position, send Tiny over to the same spot to protectInferno. On the way, pick up some rifles and submachine guns. OrderTiny to cover and aim around the corner of the rubble so that anyGermans who come around between the fountain and the rubble willbe taken out by Tiny's rifle. Also send Duke around the western side ofthe map, through the rubble and pipes, to point 7. Stay prone hereand wait. Resume control of Inferno and eliminate the groups ofGermans as they seek shelter in the rubble. A single grenade shouldfinish off an entire group.

Inferno lobs a grenade over the rubbleto blast a group of enemies.

Inferno should use grenades for groups ofsoldiers. If there is only one soldier, or two close

together, select a Molotov cocktail. They have a smallerradius of effect.

TIPTIP

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Stalingrad Mission 2: Protect General O'DonNell

Securing the Bridge

In between groups ofenemies crossing thebridge, and when there areonly four Germans by thebridge, send Duke crawlingthrough a pipe to point 8.From there, take out threeof the soldiers guarding thebridge near point 9. Thencrawl south a bit until hegets the fourth soldier in hissights. Drop him andbacktrack to point 8 andstay put.

Make sure there are no Germans ready to cross the bridge bymoving your view south of the bridge. The groups of paratroopersusually huddle near point 13 for a bit before crossing. When it looksclear, select Inferno and order him to run to point 10 and open thecrate to pick up a Molotov cocktail, a grenade, and three land mines.With the new weapons in his backpack, send Inferno to hide in thecorner of a destroyed building at point 11. From here he can tossgrenades at groups of soldiers as they cross the bridge. When no oneis coming, send Duke over to Inferno to exchange sniper ammo forMolotov cocktails.

Duke clears out the soldiers guardingthe bridge.

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When it looks clear for abit, send Inferno out ontoedge of the bridge and plantthe three land mines acrossit. Then return to the hidingspot by point 11. Eventually,the Germans push an anti-tank gun across the bridge.It is usually preceded by agroup of soldiers. UseMolotov cocktails andgrenades to blow up theenemies who get past themines. If the anti-tank gungets past, a Molotov willtake it out.

With the anti-tank gundestroyed, wait to eliminateany more groups that mightcross the bridge. Whilewaiting, take control of Tinyand have him pick up ammofor his rifle and assault rifleand then join the others.Position him west of point 9,along the river wall, andorder him to cover thebridge area with his rifle orassault rifle. This givesInferno an extra bit ofprotection in case a grenade does not eliminate an entire group.

Destroy the anti-tank gun with eitherthe mines or a Molotov cocktail.

Check to see if there are moreenemies headed your way.

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Stalingrad Mission 2: Protect General O'DonNell

When there are no moregroups of soldiers wearinggray near point 13, beginsecuring the southern endof the bridge. Select Dukeand crawl to a positionbetween points 9 and 11.Maneuver around a bit sothat Duke has a shot topoint 13 with his sniperrifle. Stay prone and pick offthe soldiers in light greenposted by 13. Then dispatchany enemies who come toinvestigate. You can take out eight to 10 enemies in this manner.Watch for the group of soldiers near point 14. At times they runacross the bridge after Duke kills some of the soldiers at point 13. Ifthis happens, make sure Duke is prone and send him crawling back topoint 8. Inferno and Tiny can take care of the group.

With the area around 13 clear, sendInferno crawling across the bridge to point15. Get into position so he can throw aMolotov cocktail at the soldier near point16—unless this soldier was already killed byDuke. Eliminate this soldier and bring Tinyacross the bridge. Stay low and advance

through point 17 and down to 18 toknife the soldier guarding thisposition.

Duke clears out the enemies near point13. It's an unlucky spot for them.

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Send Inferno to check outthe crate near point 16while Duke crawls acrossthe bridge. Position himnear 16 for now. In thecrate, Inferno finds aremote-control bomb, anti-tank mines, and grenades. Ifthe group of soldiers atpoint 14 is still there,eliminate them to completeyour objective of protectingthe general. If they havealready been dealt with,continue on to the next section. Have Tiny take up a covering positionnear point 13. Keep him on the west side of the house covering to thesouth. Now have Inferno creep toward point 14. Illuminate the view ofthe soldier facing to the west and crawl south of the soldier's field ofview. Get Inferno as close as you can to the group and plant theremote-control bomb. Now have Inferno crawl back behind the housenext to Tiny and detonate the bomb. You can use a time bomb instead,but you will have to get crawling right after placing it. Switch to Dukeand have him ready to eliminate any soldiers who start to attack Tinyor Inferno. If you stay out of sight, the enemies usually head back totheir original positions after a while.

The soldiers near point 14 must beeliminated.

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Stalingrad Mission 2: Protect General O'DonNell

To the AircraftOnce all soldiers have beeneliminated, there is nolonger any threat to GeneralO’Donnell. As a result, hemakes his way from theheadquarters to the aircraftin the southeast corner ofthe map. Don't worry aboutprotecting him. He will makeit fine. You have a newobjective—get to theaircraft.

To the east the Germanshave an armored car andsome more guards around ahouse. Ignore them. Thereis no reason even to go overthere. Instead, use Dukeand his sniper rifle to pickoff a soldier at point 19 whois facing north. With himout of the way, send in Tinyand his knife to silently stabtwo or three enemies withtheir backs to you. They areat points 20 and 22.

Tiny covers this opening in the wall.

Tiny knifes an enemy at point 18

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Send Duke to pick upsome sniper ammo, first-aidkits, bazooka rounds, and atime bomb from a crate atpoint 21. All you really needis the sniper ammo. Whilestanding near point 19,have Duke take out theenemy by point 23. Whenhe goes down, the soldier by24 should come to inves-tigate. Drop him as well.Now get your entire team topoint 25 and into the doorof the plane to complete themission.

Duke eliminates an enemy by point 23and draws a second into his sights.

Get your team to the aircraft.

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Stalingrad Mission 2: Protect General O'DonNell

Alternate TacticsOther strategies exist for completing this mission. Forexample, if your commandos enter a pipe near the bridge,south of point 8, they can slip into the river and swim east toa crack in the ice. Be careful and swim quickly or you will runout of air. This puts you near the eastern end of the map.Here you have to deal with soldiers by the house and thearmored car. Although this vehicle may seem formidable,especially since you have to approach it from its front andwithin its vision arc, just send Inferno crawling. A singleMolotov cocktail will do the job. Use grenades and ambushesto take out the rest of the soldiers in the area and make yourway to the aircraft.

Swim for the light. Inferno demolishes the armored carwith a bazooka.

One of the crates near the aircraft contains a bazooka. If youadvance down the west side of the map, skipping the armored car onyour way to the plane, you can pick it up. Use it to destroy the armoredcar and some of the soldiers in the area before running for the plane tomake your escape.

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Stalingrad Mission 3: Kill the TraitorStalingrad Mission 3: Kill the Traitor

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Stalingrad Mission 3: Kill the Traitor

COMMANDOS HEADQUARTERS DATA FILES

After successfully defending

General O'Donnell from the

German attackers, the General

runs for the nearby airstrip and

boards a plane. Since he is still supposedly

under your protection, the commandos are ordered to

follow him to the plane. Once aboard, they learn that

they have been duped. O'Donnell was not trying to escape

from the Germans—he was trying to escape to the

Germans. Tiny, Duke, and Inferno find themselves the

prisoners of the Germans and the traitor they risked

their lives to protect. After having all of their weapons

and equipment taken away, the commandos are forced to

endure a long flight to an unknown location, only to be

taken to a cell and detained.

Mission Briefing

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Objective

This mission is really quitetricky. Your team ofCommandos has beencaptured and transported toBerlin. There they mustescape from their prisonand kill the traitorousGeneral who betrayed them.The mission offers you threedifferent ways to deal withthe General. You can havethe Sniper take him out ashe walks to his car. TheSapper can blow up the car with him in it on his way to the Germanheadquarters. Or, you can have the Spy infiltrate the traitor’s residenceand poison him. While the first two sound exciting, the best way tocomplete this mission is to let the Spy do the job.

Tiny begins the mission in a cell.

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Stalingrad Mission 3: Kill the Traitor

kill the traitor

The mission begins with Tinyin a small cell. Select himand then activate his onlyweapon—his fist. Wait for aguard to come in, thenknock him out. Tie and gagthe enemy and then peekout the door. Wait for asoldier to walk across theaisle and look into a cellacross from Tiny's. Open thedoor, exit the cell, and knockout this soldier. Tie and gaghim. Tiny should then enterthe adjacent cell to findDuke and Inferno.

Berlin

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Knock out the soldier while he is across the aisle.

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Have all three exit thecell and head for the dooraway from where the othertwo enemies are located.Send Tiny in first. There is aworker inside. Knock himout, then tie him up. In theroom you will find a crate.Open it and get Tiny's gear.Send the other twoCommandos through thedoor by the crate intoanother room whichcontains two crates. Onecrate contains a pistol and some cigarettes while the other hassleeping gas, grenades, and a couple gas masks. Distribute the itemsamong the Commandos who can use them.

The Commandos can find theirequipment in crates.

In the room next to the cells where the twoenemies are, you will see a crate. You can knock

out both enemies if you time it right. However, all that is inthe box is a pistol, which you really don't need.

TIPTIP

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Stalingrad Mission 3: Kill the Traitor

Get your team back intothe room with Tiny. Thensend the Green Beretthrough the third door in theroom. He will come acrossanother worker. Deal withthe enemy, then head downthe ladder into the sewers.Tiny will end up behind asoldier; another walks backand forth to the left. Whenthe walking soldier movesaway, have Tiny knife thestanding soldier and carrythe body back to the base ofthe ladder. Take the soldier'suniform and submachinegun. Again wait for thewalking soldier to turn andmove away. Hop down thelittle ladder and take up aposition to the side of thesoldier's alcove. Take out thesubmachine gun and shootthe enemy when he walksinto view. Take his ammoand continue past the bodyto the next door.

Knife the standing soldier and thencarry his body back to the ladder.

Spooky climbs the tall ladder to peekout through the manhole.

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In the next room, Tiny willmeet up the Spooky, theSpy. He informs you that youare now in Berlin and of thethree options for killing thetraitor, the best is the Spyand poison plan. The othersare more perilous and willresult in alarms, thusmaking your escape muchmore difficult. Duke andInferno will automaticallyrejoin you at this point. GiveSpooky the enemy uniformand have him put it on. Thenorder him to climb up theladder and peek out throughthe manhole. This will allowyou to see the outside map.The big assembly at thecentral building is nowbreaking up. Wait as groupsof soldiers walk past yourmanhole and off the map.Even though Spooky is inuniform, officers,lieutenants, and the soldiersin the long overcoats cansee through the disguise.Therefore, wait until they allpass by the manhole atpoint 1.

Wait for the soldiers in the overcoatsto pass by your manhole.

Follow the sidewalk past theconstruction area.

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Stalingrad Mission 3: Kill the Traitor

When it looks clear otherthan the normal soldiers inthe light gray uniforms,Spooky can emerge from themanhole. The nearby cratecontains some Molotovcocktails which he can giveto Inferno to use ifnecessary. Spooky’s firsttask is to acquire an officer'suniform. To do this, startwalking to point 5. Continuearound to 6 and then on to7. Watch out for theGestapo sergeant near point8. He can see through thedisguise. Continue aroundthe corner at 9 and on topoint 10. Rotate the view soyou can see the officer onthe other side of the pillars.Send Spooky in behind himwhile he is looking away andgive him three jabs with thesyringe to kill him. Quicklypick up the body and carry itthrough the pillars to theother side. Drop the body,take the officer's uniform,and put it on. One of twosoldiers will see the body and come to investigate. Kill them both withthe poison as well. You can just leave the bodies here for now. If thesoldier by point 11 does not come to investigate the body, use thepoison to knock him out and then tie him up.

Kill this officer by the pillars.

Then kill any soldiers who see andcome over to the body on the back side

of the pillars.

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Now head back to the manhole at point 1 following the same routeyou took earlier. There is a soldier who walks around near point 2.When he is as close to the manhole as he can get, Spooky shoulddistract this soldier and keep him in one spot. Have Tiny climb up theladder and lie prone next to the distracted soldier. Wait for the soldierat point 3 to start walking away, then have Tiny use the knife to kill thesoldier by point 2. Pick up the body and click on the manhole to dumpthe body into the sewer. Tiny should drop prone again so the soldiernear point 3 does not see him.

Send Spooky to distract the soldier near point 3 this time, causingthe soldier to face toward point 8. This gives Tiny an opportunity to goafter the other using the knife. Just make sure the soldiers on theother side of the fence are looking away. Give the soldier the blade andthen dump the body in the sewer. Kill the soldier near point 3 as welland dispose of the body.

Tiny goes after one while Spookydistracts the other.

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Stalingrad Mission 3: Kill the Traitor

The street in this area isnow clear. Tiny can crawlaround through points 5, 6,and 7 while nearby soldiersare looking away. Continueall the way to the cornernear point 9 and have Tinykill the soldier there. Carrythe body over to point 11 sono one will find it. The areaaround point 11 is nowsecure. Using the sametiming crawl tactic, get Dukeand Inferno to point 11.

Tiny takes out the soldier at point 9.

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Regain control of Spookyand send him over to point15. Near the car is a ladderleading up to the lower roof.Climb it and search thecrate for more poison aswell as hand and sleepinggas grenades. Climb backdown the ladder and thenwalk through point 16 andon to 17. Watch for theGestapo guide by the corneras well as the soldier in along overcoat across thestreet by the centralbuilding. When no one’slooking, drop down into themanhole at 17. Climb downthe ladder to the sewersand walk across to the nextladder. Climb it back outonto the street. On one sideof the street are twosoldiers in overcoats talkingto each other. The oppositeside of the street containstwo lines of soldiers outsidethe residence of the traitor.

Spooky heads for the manhole atpoint 17.

Kill the traitor with the poison.

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Spooky can actually sneakbehind them and get into thebuilding. Take out the poisonand give the traitor, who islocated in the next room,three jabs to kill him. Yourmain objective is nowcomplete. All that remains isto make your escape. Spookycan follow the same path heused to get here. Exit thebuilding and then sneak backbehind the soldiers to themanhole. Climb down into thesewers and then reemerge at 17. Be sure to peek out first to ensurethe area is clear. Now continue back to point 12.

Spooky needs to distractthe soldier at 12 so that helooks toward point 16. Thiswill allow Tiny, Duke, andInferno to crawl across thestreet to point 13. Be sureto avoid the near vision ofthe soldiers in the area.Now send Spooky to distractthe soldier patrolling nearpoint 15. Get him to facethe building. Illuminate thevision arc of the soldier onthe low roof. Tiny can crawlaround and stay out of thissoldier's sight as he advances on the distracted soldier to knife him.

Tiny, Duke, and Inferno crawl acrossthe street while Spooky distracts.

Then sneak past the guards lined up infront of the door.

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Leave Tiny by the bodywhile Spooky climbs theladder again. This time,continue to the higher roofand jab the walking soldiertwice to knock him out. Tieand gag him. Repeat theprocess with the soldier onthe lower roof. Then climbback down the ladder. Allthat remains is to get all ofyour Commandos into thecar. Order Duke and Infernoto crawl around the wall by13 without being seen. Onceeveryone is in the car, the mission will be complete.

When all the Commandos are in thecar, it will drive away.

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Central Europe Mission 1:Infiltrate the Station

Central Europe Mission 1:Infiltrate the Station

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Cen

tral

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COMMANDOS HEADQUARTERS DATA FILES

We have received intelligence that

the Nazis are attempting to move

priceless works of art from occupied

France to Germany ahead of the

imminent Allied invasion. Once-great museums in

Paris and other capital cities are now empty. This valuable

cargo is being moved to a small town, from where it will be

transferred to Berlin. If the Nazis manage to cross the border,

these treasures will undoubtedly be lost forever.

Saint Avold was an insignificant train station a few days

ago. Yet today it is one of the most heavily defended places in

the Reich. Units from the Wehrmacht are protecting the area,

but it is also reinforced by elements from the 1st Division

Waffen SS and by the Gestapo. They've set up a security

perimeter, and hundreds of troops guard the area. The final

shipments of merchandise are now arriving at the station, and

yesterday an armored train appeared. We therefore believe

that the convoy will leave for the border within the next few

hours. We can't attack the convoy from the air, so we have had

to come up with an audacious plan. Your mission is to get

some men into the station and onto that train undetected,

ready to take control once it leaves the station. Meanwhile,

you will join up with the Resistance a few miles farther on to

transfer the cargo to a collection point on the beach.

Mission Briefing

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Central Europe Mission 1: Infiltrate the Station

ObjectiveThis mission is straight-forward. You must get bothSpooky (the Spy) and Lupin(the Thief) into the trainstation. The area is heavilyguarded. Although Spookycan don a German uniformand fool normal soldiers, theSS troops in the light greenWaffen jackets will see rightthrough his disguise. Takespecial care to avoid beingseen by them.

Spooky and Lupin must get to the station.

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Infiltrate the stationSpooky and Lupin begin in the southeastern corner of the map behindsome crates. They do not have a lot of equipment, but what they have isplenty. This mission requires stealth—avoiding the enemy instead ofengaging them. To start off, select Lupin and have him get out a pack ofcigarettes. A soldier patrols nearby. If you use the function to see hisvision arc, you will see that as he turns around and heads in yourdirection, the arc extends past you along the bottom of the map. Throwthe cigarettes within this arc so the soldier will walk past you. Crawl upbehind him and knock him out. Tie and gag the soldier, then carry himback behind the crates. Switch to Spooky and search the body for auniform. You can take his weapon if you want, but any gunfire or alert willsend the train on its way and result in a mission failure.

Lupin lures the soldier with cigarettes.

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Spooky must put on theuniform and make his wayto the guard tower near thetent. Climb up the ladder;when the soldier on topwalks around to the east,give him a couple doses ofpoison. This just knocks himout, so tie and gag him.Descend the ladder and waitnear the tower's base.When the soldier patrollinghere reaches this area,distract him so he is facingnorth and away from the creek. Switch to Lupin and crawl up thecreek to knock out the distracted soldier. Tie and gag him, then creepback to the cover of the crates

The next part can betricky, so be sure toquicksave. Wait for thesoldier patrolling outside thefront of the tent to walkaway. Then order Spooky topick up and carry theknocked-out soldier into thecreek, halfway between thetower and the crates whereLupin is hiding. Drop thebody before the other soldierturns around. He sees thebody and comes over toinvestigate. You have to be

fast with Spooky and give the soldier two doses of poison. Tie and gaghim. Leave both bodies in the creek. No one else can see them.

Spooky poisons the soldier who checksout the body in the creek.

Lupin knocks out the soldier whileSpooky distracts.

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The three soldiersacross the ditch

from where your team beginsare Waffen SS. They can seethrough Spooky's disguiseeven with their far vision arc.Keep Spooky away from them.

TIPTIP

Send Lupin crawling for the ditch.

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Central Europe Mission 1: Infiltrate the Station

Send Lupin crawling backthrough the creek to hide bythe entrance to the tent.Hold there for a bit. Asoldier across the road fromthe tent walks back andforth between the creek tothe south and a ditch to thenorth. Spooky must distracthim while he is near thecreek. Switch to Lupin.Creep north right into theditch. You are just outside ofthe view of the soldier onthe other side. Quicksaveagain since you have to timethe next part just right. Your task is to crawl west in the ditch, underthe bridge, and past the guards to a drainpipe. Climb in it. Lupin issafe for now.

Switch back to Spooky.Illuminate the vision arc ofthe Waffen SS soldieracross the ditch from thetent. Move next to the smallguard post, in the shadow ofthe vision arc. Drop proneand crawl into the ditch.Again, you must time it justright and use the sides ofthe ditch for cover as youcrawl for the drainpipe.

Meet up with the Resistance.

He must crawl along the ditch to thedrainpipe without being seen. The

soldiers cannot see you in the ditch if youare up against the wall nearest them.

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Once both commandosare safe in the drainage,follow the pipe to abasement and ascend aladder into a building. Thereyou meet up with someResistance fighters. Theyoffer to help you get into thetrain station. Send bothcommandos crawlingthrough the opening in theback of the building and outinto the area in front of thetrain station. The Resistancefighters are keeping all of the soldiers in this area occupied. Press /to see the door you need to enter.

Crawling through this opening allowsyou to bypass heavy security.

Watch for this officer in black.

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Central Europe Mission 1: Infiltrate the Station

To the east of you acouple of officers dressed inblack can see throughSpooky's disguise. One facesthe gate while anotherpatrols back and forth. Thepatrolling officer is the onefor which Spooky mustwatch out. Illuminate hisvision arc so you can seewhat he sees. After hewalks toward your team, hefaces south toward thegate. This is your chance.

Send Spooky to distract the soldiers by the door to the train station sothey are looking eastward. Order Lupin to quickly crawl into the door.Switch back to Spooky, and as soon as Lupin is inside the building,send Spooky walking in after him. Both of your commandos are nowsafe. All that remains is to get to the hiding place. It is in a closet inone corner of the room. Press / to find it. Get both of yourcommandos down the ladder and the mission is complete.

Spooky distracts the soldiers whileLupin crawls for the door.

Get your team to the hiding spot.

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COMMANDOS HEADQUARTERS DATA FILES

Spooky and Lupin make it into the

train station safely. While the train

is being loaded with the priceless

artwork, the two Commandos hide

out in the station basement. Trucks unload the

treasures of the Lourve and other museums and galleries

throughout occupied Europe. The two Commandos are

amazed at the scope of the Nazi plunder as they clean out

anything of value and take it back to Berlin before they have

to withdraw as a result of a possible and future Allied

invasion. Once it reaches Berlin, the artwork will

undoubtedly find its way into the private collections of the

Nazi leadership—never to be enjoyed by the public again. It

is up to the Commandos to prevent that from happening.

Spooky and Lupin are in position to get aboard the train

and take it over once it is under way. All of the artwork has

been loaded and the train will be departing shortly. Time to

get aboard.

Mission Briefing

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ObjectiveThis mission is not asdifficult or as tricky as thelast one. However, there area couple of spots where youmust be careful. Theobjective for your team is toget from the station to thegreen passenger carwithout being detected.Soldiers swarm everywhere,so you will definitely be seen.Disguises are the solution tothis mission, and knowinghow to use them is the key.

Board the trainOnce again you have Spookyand Lupin for your team.Both begin in the hidingspot. Don't leave it yet. Asoldier walks around insidethe train station; wait forhim to patrol a bit. SelectLupin, but don't let him outof the hiding spot. Instead,illuminate the vision arc ofthe soldier and watch him.

You continue from the same spotwhere you ended the last mission.

As the soldier walks away, send Lupin to knock him out.

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He eventually comes over by the hiding spot. As soon as he turnsaround, go after him. Knock him out, then tie and gag him. It is nowsafe to bring out Spooky. Order the Spy to search the soldier and takehis uniform.

After Spooky puts on theuniform, send him out thedoor of the train station.The area is heavily guarded,but just a few soldiers posea threat now. One waits nextto the door; he doesn'tmove. The second is to theleft when you are lookingstraight at the station. Hepatrols back and forth.Distract him so he is lookingaway from both the station'sdoor and the railroad tracks.

Spooky distracts the patrolling soldier.

Lupin can wear an enemy uniform. However, hewill be spotted if he gets into the close vision arc

of an enemy. Also, his captured uniforms only last for acertain amount of time. If you're running out of time, goafter another soldier in the room adjacent to the station.Take care of him and grab his uniform to double your time.

TIPTIP

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Lupin now needs auniform and must clearaway the door area. Orderhim to drop prone and crawlout the station door. Knockout the guard by the door,tie and gag him, then carryhim back into the station.Take his uniform and walkover to the door. For thenext step, act quickly. Putthe uniform on and walk outof the train station towardthe large crane; hop downonto the track. Lie proneand wait there.

Lupin knocks out the soldier by the door.

Keep Lupin by the tracks while Spookyclears the way.

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Now switch to Spooky.Send him to the track whereLupin is waiting, then uponto the other side. Thegreen passenger car whereyou need to end up isdirectly in front of Spooky.Order him to climb theladder to the roof. Distractthe soldier on the rooftopand keep him looking awayfrom the tracks and thedoor to the passenger car.

Spooky distracts the soldier on theroof of the passenger car.

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Regain control of Lupin.Stand up, then climb out ofthe track area and walk tothe passenger car. Enterthrough the door. Onceinside, you see a soldierwalking around. Take coverin the corner near thechest. Wait for the soldier towalk into an adjacentcompartment and look atthe window. This is yourchance. Knock out thesoldier. Tie and gag him sohe is no longer a threat.

Now get Spooky into thecar. Have him climb downthe ladder and walk inthrough the door. Once bothcommandos are in the car,the mission is complete.

Get Lupin into the car.

Lupin knocks out the soldier in the car.

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Central Europe Mission 3:Stop the Bomb DeploymentCentral Europe Mission 3:

Stop the Bomb Deployment

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COMMANDOS HEADQUARTERS DATA FILES

As the train of artwork leaves the

station, German radio intercepts

reveal that the Germans know

commandos are aboard the train.

In addition to having loaded more troops before the

train departed, preparations are being made at a train

replenishment stop to derail the train so that the artwork

can be unloaded and transported to Berlin by other means.

The last thing the enemy wants is to have the art fall back

into Allied hands. To prevent the train from being stopped

in enemy territory, Tiny has been sent to clear the tracks so

the train will not derail and can pass through and give the

commandos time to take over the train.

Mission Briefing

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Central Europe Mission 3: Stop the Bomb Deployment

ObjectiveThis mission has a 15-minute time limit. Duringthat time, you musteliminate all enemies onthe map, including a tank,and drive a truck off of thetracks. That is not a lot oftime, so move quickly. Youdo not start out withmuch, so look for cratesand capture weapons andammo from the enemy.You only have onecommando for thismission. However, since it is Tiny, you should have no problem.Time is a-wasting, so get moving.

You have to get that truck off thetracks before the train arrives.

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The crane area

1

2

3

4

5

6

89

10

11

12

13

7

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The control tower area

16

23

21

20

1918

17

24

22

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stop the bomb deploymentTiny begins on one of theedges of the map behind atruck. For the sake ofdirections, we will call theedge south. For most of themission, rotate the map180 degrees so that Tinybegins at the top of themap. Get moving. Dropprone and crawl toward thecorner of the fence. Waitaround the corner from thesoldier there until he walksaway. When he comes backknife him. Otherwise, a lieutenant will see you and start shooting. Oncethe soldier is down, carry him along the road and into the trees.Search the body for a submachine gun and some cigarettes. Thencrawl west along the tree line.

Wait until this soldier makes a secondround of his patrol before you kill him.

This mission is different each time you play it.Depending on which enemies you kill with

grenades and how the others react to gunshots andbodies, you may find enemies in different positions.

NOTENOTE

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Two soldiers patrol southof you. One is near thefence at point 1 while theother is near the crane atpoint 2. Throw thecigarettes to the west onthe other side of the rocks.This attracts the soldier bythe crane. As he goes forthem, stand up and go afterhim. Give him the knife, thenquickly take out the soldierby the fence. Take sometime to search the bodies for weapons, ammo, and more cigarettes.Also check the nearby crate for an assault rifle and a couple ofgrenades.

Throw the cigarettes here.

You will find lotsof submachine

guns and ammo on this map.However, you need rifles andassault rifles. Conserve theammo for those weapons forsoldiers and officers. Use the submachine gun formechanics and luring enemiesinto ambushes.

TIPTIP

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Drop prone again andcrawl over by the crane topoint 3. To the south on theother side of the bins somesoldiers and mechanics aresetting up explosives atpoint 4. Take out a grenadeand wait until you can targetfour at once. Throw thegrenade. You may betempted to toss another, butsave it for later. Instead, forthis position, order Tiny tocover to the west. Fire a burst from the submachine gun to attractenemies, then switch to the assault rifle to deal with them. Use thesubmachine gun as your lure.

When they stop comingand the soldier in the cranetower at point 5 is lookingeast, crawl around the binto point 6 and then 7. Shootsome more enemies as youmake your way to the crate.It holds a couple moregrenades and assault rifleammo. While keeping thecover order, move acrossthe tracks and take out thesoldier on the other side atpoint 8. Search his body for some rifle ammo. Then start crawlingdown the tracks to eliminate the soldier on the crane tower and any

A grenade takes out four enemies.

Knife the soldier at point 10.

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others along the tracks. A soldier on the south side of the tracks lurksby a wall at point 10. Approach from point 9 along the wall and knifehim. Crawl around the crates to knock off the soldier at point 11 withone of your rifles. The soldier from 13 usually comes around to inves-tigate. With these enemies all down, backtrack through points 7, 6,and 3 so you can come up behind the soldier at 12. There may beanother soldier nearby. Slash them both. Finally, crawl around and knifethe soldiers at 14 and 15.

Throw a grenade to blast this group of soldiers or they will come

after you later.

Crawl toward the gate until the targetis in rifle range.

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With the western side ofthe map cleared, begintaking on the eastern side.Crawl across the railroadtracks toward point 16. Getinto position to lob agrenade and blow up thegroup of soldiers at point17. Rather than fight here,creep down to point 18.Select a rifle and makesure you have ammo.Slowly crawl toward 19 totake out the soldiers by thegate. Shooting them usually brings some more from the east. Lob agrenade at point 20 before they arrive, then fire the rifle to down therest. Reserve one grenade. You will pick up two more by the controltower, but you need three to demolish the tank. Continue on to thecrate at point 21; it contains a couple more grenades and assaultrifle ammo. You need both. Check the area around 22. Sometimessoldiers lurk in this field. Stand up until they see you, then dropprone. Take up a cover posture aiming at 19. The soldiers comearound to this gate to get you.

Ambush the soldiers from the fieldwhen they come to get you.

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There is no real need to go into the controltower. The lower floor holds a couple of soldiers

and some ammo. The upper level has one soldier and someammo. However, you should have enough, and you do notneed to eliminate these enemies to complete the mission.

NOTENOTE

Make your way toward the mechanicssetting up the explosives.

Toss three grenades to eliminate the tank.

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Start crawling towardpoint 17. By now thereshould be only a lieutenantand several mechanics left.Pick off the lieutenant with arifle, then use whateverweapons still have ammo forthe mechanics. Clear as yougo and continue on to point23, where a crate offerssome rifle ammo. Keepcrawling to point 24 by theautomobile and throw threegrenades at the tank todestroy it. Now mop up anyremaining enemies. Finally, jump into the truck and drive it off thetracks to complete the mission.

Once you get this truck off the trackand have eliminated all enemies, youcan continue on to the next mission.

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Central Europe Mission 4: Get to the Engine

Central Europe Mission 4: Get to the Engine

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COMMANDOS HEADQUARTERS DATA FILES

Tiny succeeds in eliminating the

German troops at the replen-

ishment stop and clearing off the

tracks. As he hears the train

approaching, Tiny commandeers a motorcycle and

sidecar and races alongside the train. The train looks heavily

guarded with two armored cars with cannons and flatbeds

filled with soldiers. There is no telling what is inside the

freight and passenger cars. As he catches up to the train,

Tiny has just enough time to leap up onto the rear armored

car before the sidecar crashes into a track side shack. Now,

take control of the train.

Mission Briefing

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Central Europe Mission 4: Get to the Engine

ObjectiveThis mission combines theresults of the previous twomissions. Tiny, the GreenBeret, requisitions aGerman motorcycle andraces after the train as itruns through the town hejust cleared of enemies andexplosives. Lupin, the Thief,and Spooky, the Spy, arehiding on the train in one ofthe passenger cars,surrounded by enemysoldiers.

Your objective is to eliminate all enemies on the train. Tiny begins ontop of an armored car at the end of the train. The rest of the train,from rear to front, consists of two passenger cars, two flatbed cars,two freight cars, a VIP passenger car, another armored car, and finallythe tender and locomotive. The locomotive engine does not have anyenemies aboard. You must clear all of the other cars of enemies tocomplete the mission.

This mission picks up where the lastleft off. Tiny is now on the train.

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get to the engineThis mission is differentfrom any other you havebeen asked to complete.You have to work your wayfrom one car to the next,eliminating enemies as yougo. Enemies occupy thecars and patrol therooftops. Spooky and Lupinare in the second-to-lastpassenger car; enemysoldiers surround them.Let them be for now andtake control of Tiny. He needs to clear the way for the other twocommandos.

Tiny begins on top of the armored car at the rear of the train.Don't enter this car yet. It is filled with soldiers, and just openingthe door means certain death. Instead, clear out the firstpassenger car, which is green. Leave the soldiers on the rooftopalone for now. Walk across the top of the armored car and jumpdown to the platform of the passenger car. Walk through the doorand stop. Knock out the soldier next to Tiny, then tie and gag him.Take his rifle, then pick him up and throw him out the window. Youdon't want the body lying around to alert other soldiers as you lurethem into ambushes.

Head into the green passenger car.

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The next soldier stands inthe middle of the car. Notewhere his vision arc moves.Position Tiny in thecompartment adjacent tothe soldier, then throw apack of cigarettes into theopposite compartment.When the soldier moves toretrieve the cigarettes, knifehim. Take the rifle ammo,then once again dump thebody out the window. Usethe same cigarette tactic toneutralize the enemy in the white shirt, followed by the lieutenantsitting in the same compartment. Finally, take out the last soldier inthe car. Confiscate his rifle ammo and dispose of all bodies.

Plant cigarettes to draw enemies into ambushes.

The rifle is the best weapon forclearing off the rooftops.

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With the inside of the car empty, focus on the roof. Exit the wayyou came and climb the ladder onto the roof. Quickly drop prone andcrawl toward the soldier at the other end of the car. Stop at thesquare vent near the middle of the car, pull out the rifle, and orderTiny to cover by pressing a. Tiny automatically shoots the firstsoldier on the car, then the closest soldier onthe red passenger car, who comes to inves-tigate the body. Pick up rifle ammo from thefirst soldier, descend the ladder nearthe body, and move to the secondpassenger car.

Ascend the ladder and dropprone again. As before, crawl tothe middle of the car and employ therifle and cover strategy to take out theprone soldier facing the front of thetrain. The rifle shot alerts three of thesoldiers on the flatbed car. Remain inposition, making sure that Tiny's firingarc covers the ladder, and pick offeach soldier in turn as he climbsonto the roof. Although you couldknife the prone soldier, the shotlures those soldiers on the flatbedcar so you can take care of themnow rather than later. Pick up theirsubmachine guns and ammo.

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Head to the back of the second passenger car and drop to theplatform. Enter the car. An officer stands next to the door. Luckily, heis looking out the window. Slash him. Take his uniform to give to Spookylater and toss him out the window. The next target is the soldier at theother end of the car. Stand in the corner by where the officer wasstanding and throw a pack of cigarettes in the opposite corner at theend of the aisle so the soldier can see them. When he comes to pickthem up, take care of business. Again take the rifle ammo and disposeof the body. Pick up the cigarettes to use later.

Switch to Lupin. He is inthe middle compartmentwith Spooky. Order Lupin towalk into the adjacentcompartment and knock outthe soldier sitting by himself.Tie and gag him, then takehis rifle. Knock out thesoldier by the door while helooks out the window. Tiehim, gag him, and take hisrifle ammo.

Take control of Tiny again and place the decoy in the corner bywhere you threw the cigarettes. Move back into the corner by thewindow and activate the decoy. One soldier comes out to investigate.Knife him, deactivate the decoy, and pick it up. One soldier remains.

Give the officer's uniform to Spooky.

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Move Lupin so he is standing in front of the compartment whereSpooky is waiting. Draw his pistol and order him to cover the aislefacing the rear of the train. Have Tiny knock on the compartment'swall with his fist while hiding in the corner by the window. When thesoldier comes out to check out the noise, Lupin kills him with threepistol shots. The second car is complete. Give Spooky the officer'suniform and pick up weapons from all of the enemies. Make sure Lupinhas a rifle and lots of ammo.

By distracting the soldier who looks tothe rear, Spooky makes it easy for Tiny

to come and clear out the flatbed.

Do not kill the lieutenant on the flatbeduntil you are ready. Once you do,

reinforcements come from the armored car at thetrain's rear.

TIPTIP

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The next car you need to clear is the flatbed. You already took careof three of the soldiers here. That leaves six more and a lieutenant.Send Spooky, decked out in the officer's uniform, to distract the soldiercrouched down near the crates on the same car as the lieutenant.Spooky can order him to look toward the front of the train. Since hewas the only soldier who would look toward the rear, this allows Tiny tocome out onto the flatbed. Drop prone and crawl up to the soldiersand knife them, starting from the back of the train and movingforward. Tiny can take out four of them plus the one Spooky isdistracting. Send Spooky to distract the lieutenant and order him tolook away while Tiny eliminates the last soldier on the flatbed. Don't killthe lieutenant! You want to accomplish some other tasks first. Movethe body of the closest soldier so the lieutenant does not see it later.

While Spooky distractsthe lieutenant, send Tiny tothe ladder of the freight carand wait. Don't go up untilthe soldier on the rooftophalts near the machine gunon the roof, then walksaway. Quickly send Tiny tothe roof and have him lieprone. Pull out his rifle andorder him to move forwardto take out the soldier. Thesound of the gunshot alertsthe soldier on the secondfreight car. Move Tinyforward so he can pick off the soldier as he gets to the ladder. Therooftops of both cars are now clear. Pick up some more rifle ammofrom the bodies.

Tiny clears off the armored car and the engine tender.

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Jump across to the second freight car and lie prone. Crawltoward the machine gun and wait for the soldier on the VIP carrooftop to walk away. Stand up and jump across to the VIP car, thenknife the soldier as he is looking to the side. Continue toward thefront of the train. Jump across to the armored car and hack thesoldier lying prone on top of the center structure, then the soldierbelow. Climb over the second turret and eliminate the soldier at thefront of the armored car. Jump across to the platform at the rearof the tender. The mechanic hears you and hops over the side topunch you. Slash him, then take out the rifle and neutralize the twosoldiers at the front of the train. Pick up any rifle or submachinegun ammo you might need as you head back to the armored car.

Climb through the hatch into the armored car. There are twosoldiers on the level below you. One watches the ladder and theother eyes the side of the car. Without going down the ladder, moveto the side of the area where Tiny is and throw some cigarettes tothe floor within the vision arc of the soldier watching the ladder—hewalks past the ladder. Have your knife ready, then go down theladder and hack the soldier. Use the knife on the second soldier aswell. Retrieve your cigarettes, then search the crate in this car forsome grenades. These will come in handy. Climb up and out of thearmored car and cross the roof of the VIP car to the forwardfreight car. Wait on the roof for now.

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Switch your control toSpooky. Leave the lieutenantand move through the firstfreight car and into thesecond. Inside are severalmechanics. None of themare armed, but there areenough of them thatpunches alone will kill yourcommandos. One mechanicstands near the door, with asecond in the corner. Whilewatching the vision arc ofthe mechanic by the door,administer two doses of poison to stun the one in the corner. Tie andgag him. Now distract the white-shirted enemy in the center of the carso he is looking away from the door.

Bring Tiny in through the same door and use the knife to slash themechanic by the door. Carry both bodies out the door and drop themonto the platform between the two freight cars. Now order Tiny to hidebehind the crates and throw cigarettes into the corner by the door tolure a mechanic over. Knife him and carry the body out. Return Tiny tohis hiding spot and order Spooky to distract the standing mechanicacross from the white shirt. White shirt sees the cigarettes in thecorner and goes to pick them up. Tiny can knife him, then carry thebody out. Return and knife the prone mechanic. A nearby enemy hearsyou and comes running. Knife him as well, then carry both bodies out.

Spooky poisons one of the mechanicsin the freight car.

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Four enemies remain in the freight car. Spooky can stop distractingthe standing mechanic and move out of the way. Then have Tiny lurethe standing mechanic to the opposite side of the car with cigarettesand use the knife. Carry the body and hide it around the corner. Thenuse the cigarettes again to lure the white shirt in the far corner to thespot where the standing mechanic was. Knife him and take out theother two in quick succession. Car clear.

Now clear out the second freight car. Only four soldiers standguard inside—most face the rear of the train. However, unlike thosein the last car, these enemies are armed. Send Spooky in first todistract the prone soldier. While this is happening, bring in Tiny toknife the crouching soldier, then the prone soldier. Order Spooky todistract the soldier in the middle of the car and to make him looktoward the rear of the train. This allows Tiny to move in and knifehim, then the last soldier as well. Have Spooky pick up a rifle andammo from each of the soldiers. The next step requires everyone tobe armed and ready to fight.

You may be tempted to use a fraggrenade in the freight cars to clear

them out. Don't! You will damage the art and failthe mission.

TIPTIP

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Send Spooky out to theflatbed car to distract thelieutenant again while Tinyslips past. Position Tiny andLupin on the passenger carrooftop so they overlook theflatbed. Lupin should havehis rifle drawn and beordered to cover the areabelow. Make sure he has agood shot at the lower car.Position Tiny next to Lupin,but back from the ladderwith a rifle in order to pick off any soldiers who try to climb up to getyour team. When all this is ready, perform a quicksave, since thingsare going to get hairy.

When all are ready, switch back to Spooky and stop distracting thelieutenant. When he is looking away, shoot him with the rifle and goprone. Order Spooky to cover facing the rear of the train. He will takecare of anybody who gets past the other two. Once the lieutenant isdead, soldiers come out of the rear armored car and head to theflatbed. Take control of Tiny to deal with any soldiers who climb theladder. After eliminating the first wave, bring Spooky up to the top ofthe passenger car with the other two commandos. However, move himtoward the rear of the roof and have him lie down with orders to coverthe ladder and half of the green passenger car in case the enemy triesto send soldiers in behind your team.

Tiny and Lupin set up the ambush.

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Some of the soldiers have taken up positions in the red passengercar. You need to take them out. Be patient and wait for the enemy tosend all of the soldiers out of the armored car. Whenever they leave, alittle window opens up to give you a quick warning that the soldiers areon their way. Watch the window to see how many soldiers are stillsitting down. Keep your commandos in position until the last group,containing a couple of lieutenants, comes running out. Once they areall down, switch to Lupin.

Lupin is the onlycommando who can scalewalls. He can enter the redpassenger car through theside windows. Order him toclamber down the left sideof the red passenger carand enter the secondwindow from the front. Heends up right behind asoldier. Knock out thesoldier, then tie and gaghim. Pick up his submachinegun and throw the soldierout the window. Climb back out and reenter through the fourth windowfrom the front. This puts you in between two soldiers. Quickly knockout the crouching soldier, then the prone soldier. Tie and gag each.Walk down the aisle and shoot the last soldier.

Lupin scrambles into the car throughthe window.

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It is now time to clear outthat armored car at the endof the train. Take control ofTiny and send him back.Outside the door leading intothe armored car, drop proneand pull out the grenades.Crawl through the door andthrow one grenade at thegroup in the center andanother at the back. Thiseliminates all enemies in thecar. Check out the crate forsome more grenades.

The VIP car awaits. Send Tiny and Spooky through the train andapproach it from the rear. Send Spooky in through the door first todistract the lieutenant. Wait until he is in the corner away from theaisle and tell him to look out the window. Then bring in Tiny to knifehim. Slash the officer looking out the window and carry his body tohide behind the corner as well.

Tiny gets to finish off themission. Crawl out into theaisle so he can throw agrenade right in betweenthe two soldiers guardingthe door. As soon as youtoss it, throw another. Thisclears out everyone else inthe VIP car and completesthe mission.

Watch the window in the upper rightto see when only a few soldiers are left

in the armored car.

Tiny explodes grenades to finish off the VIPs.

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Central Europe Mission 5:Take Control of the TownCentral Europe Mission 5:Take Control of the Town

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Central Europe Mission 5: Take Control of the Town

COMMANDOS HEADQUARTERS DATA FILES

Tiny, Spooky, and Lupin succeed

in taking control of the train.

Once they get across the main

bridge, they will be out of

enemy-controlled territory. They can then stop the

train and help the resistance take the art into hiding

until the war is over.

Unfortunately, when the train is not stopped at the

replenishment area, and all contact with the German

troops has ceased, the German leadership assumes the

train is in Allied hands. The Germans get troops to the

bridge first, and blow it to prevent the train from

escaping. The artwork is once again in Nazi possession

and the three commandos are taken prisoner.

The art is transferred to trucks which will then take it

back to Germany. The commandos learn of these events

and send Duke and Inferno to stop the convoy. They find

a town, Forbach, which the convoy must pass through. If

they can take control of the town, they can then set up

an ambush to both capture the trucks of artwork and

rescue their fellow commandos at the same time.

Mission Briefing

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ObjectiveThis is a fairly involvedmission. With only twocommandos, Duke theSniper and Inferno theSapper, you must eliminateenemy forces in thetown—all the while avoidingan alert. You must preventany of the three sidecarmotorcycles from leavingtown or the convoy will bewarned of your presence.Stealth is essential whileoperating outside, but inside the buildings you can make as muchnoise as you want.

Duke's sniper rifle is your main weapon for silently eliminatingenemies outside. While he has a limited number of ammo rounds tobegin with, more can be found in crates and captured from enemysnipers. Inferno's gas grenades also come in handy. Although theyonly knock out enemies for a short period of time, they are quiet.You have a lot of ground to cover, so save often.

Duke and Inferno have their work cutout for them.

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Around the well

1

8

76

5

4 3

2

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The field

15

14

13

12

11

10

9

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The courtyard

16

2118

17

22

23

24

20

19

25

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Outside the gate

27

26

28

29

30

32

31

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take control of the townYour commandos begin nearthe well. Nearby, on theother side of a shed, await anumber of workers.Although unarmed, they canstill punch. Press % to seeall of the enemies in thearea. A soldier is hidingbetween the tanker trailerand the shed. To begin,send Duke to the left so hehas a clear shot at theofficer walking down theroad to point 1. After eliminating this officer, wait for a soldier nearpoint 2 to see the body and investigate. Drop him, too, and return tothe position by the shed.

Now switch to Inferno. Pull out a gas grenade and wait for threeworkers to congregate near the well at point 3. The grenade shouldknock out all three. Run to where they lay and throw another grenadeat point 4 to take out a fourth worker and a soldier. Quickly tie up allfive before they come to. Be sure to acquire the soldier's rifle, thensearch the crate by the tanker trailer for additional Molotov cocktailsand gas grenades.

Duke snipes at an officer at point 1.

Quicksave the game after every few kills orafter clearing each floor in the buildings.

TIPTIP

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While you are in thearea, stock up on supplies.Order Inferno to drop proneand crawl toward point 7.Illuminate the vision arcs ofthe soldiers at points 5 and6 so you can avoid theirclose range. Continue to thedoor at point 8; pull out therifle and crawl through.There is usually a soldier inthe room, either on theground floor or on thestairs. Nail him with therifle, then go over to the crate to find Molotov cocktails, gas grenades,sniper ammo, a grenade, and a first-aid kit. Load up, then search thebody for rifle ammo.

Send Inferno crawling up the stairs to the second floor. Order himto cover, and leave him where he is on the stairs. He automaticallyshoots any enemies who walk by the top of the stairs. A soldier on thisfloor eventually strolls by. Take him down and grab his ammo. There isnothing else here, so continue up the stairs. When you get to the thirdfloor, move up the stairs a bit and make sure Inferno is covering thelanding near the top. A soldier walks right into your sights. Squeezethe trigger and grab his ammo. You can now stand up and deactivatethe cover order. Run over to the ladder and climb into the top room. Acrate offers lots of goodies—two remote-control bombs, grenades, gasgrenades, sniper ammo, and land mines. You don't have room for itall; however, you don't need the decoy transmitter and receiver, soleave them behind. Backtrack to the first floor. Drop prone before youexit the building, then return to where Duke is waiting. Give him thesniper ammo.

Inferno clears out this building andloads up on equipment.

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Order Duke to crawl outto point 9. Check the visionarc of the sidecar to makesure you’re out of range,then stand up. With yoursniper rifle, pick off thepatrolling soldier in the fieldwhen he is near point 10. Acouple of soldiers near point11 come to investigate.Drop them. Next, eliminatethe three enemies nearpoint 12. Leave the sidecaralone. A soldier from 13runs down to see whathappened. Take him out.For the next target, anenemy sniper in the upperwalkway at point 14, Dukemust drop prone and crawlover to the tree at point15. Rotate the view so youcan see the enemy sniper,and get rid of him.

Target the soldier out in the field. Hisdeath makes capturing weapons and

ammo a lot easier.

Take out this enemy sniper.

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Have both of your commandos creep over to the door of thebuilding at point 11. Check the bodies for rifles and ammo. One of theenemies carries a first-aid kit. Send Duke inside with his German rifleat the ready. Find a soldier on the first floor, and use a cover order totake him out. Grab his ammo and continue upstairs. On the secondfloor waits an officer. Down him and head up the ladder to kill a secondofficer. There are no items here, so go back down the ladder. Crawlout the door by the stairs to find yourself on the walkway where youkilled the sniper. Grab his ammo.

Crawl to point 16 andstand up. From here youhave an excellent view of thepark area. Use the sniperrifle to target point 17 andwait for soldiers to walk intoyour sights. You can takeout about five right at thispoint, plus an officer whowalks past point 18. Whenhe is dead, several othersoldiers run to investigate.Eliminate them and you havenearly cleared out thecourtyard. Shoot the soldierat 19, then wait for the soldier at 20 to come into your sights. If youleave before he is dead, he may sound an alarm. Eventually the workerby 21 also runs out to be killed. Send Duke back downstairs and exitthe building. Carefully walk past the sidecar as you continue on to point19. Before leaving, have Inferno place a remote-control bomb behindthe sidecar. Don't detonate it yet. Wait for the grand finale.

The walkway is an excellent point for sniping down into the park and

the courtyard.

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Make sure bothcommandos are prone, thencrawl to point 22. Fromthere, Duke can snipe at theenemy marksman on thebalcony above 21 and theguard in the arch at 23.With the area cleared out,send Inferno to collect itemsfrom the crate by the statuein the center of thecourtyard. Duke can alsotake out another sniper on anarrow walkway at 24. Havehim climb the light pole by point 22, near the stairs leading down intothe park; snipe away when the sniper moves toward you for a smokebreak. Shimmy back down. It's time to clear out the buildings.

Send Inferno crawling over to point 21, careful not to be seen bythe sidecar. Plant a remote-control bomb behind the sidecar and enterthe building with your rifle ready. A single soldier patrols on the firstfloor. Eliminate him, grab his ammo, and head upstairs. Two soldierslurk at the top. From your position on the stairs, Inferno could takethem both out with the rifle. However, try a gas grenade since youhave an enormous supply of them. Pick up the ammo if needed, thensearch the crate in the bathroom for more supplies. Crawl out throughthe double doors onto the balcony and retrieve some sniper ammo forDuke. Continue up to the third floor. Stay prone on the stairs andthrow a gas grenade or two up onto the floor around the stairs toknock out the two soldiers there. When the gas dissipates, run up andtie and gag them. Now descend to the courtyard.

This enemy sniper covers the courtyard area.

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The building at point 25 is the next one to clear. Use Inferno for thisone as well. Have him crawl across the courtyard, careful to stay outof the sidecar's close-range arc. Enter the building with the rifle ready.A soldier on the first floor looks right at the door at times. If youalready have the cover order in place, Inferno takes care of himautomatically. Head up the stairs to the second floor. Take out thesoldier here and continue to the third floor. Deal with the soldier here.This building holds nothing of interest, so return downstairs. Crawl outthe door into the courtyard and head over to the statue.

Take control of Duke now.Get the sniper ammoInferno picked up. Crawl topoint 23 and into the arch.From there, snipe at thesoldier at 26. Wait for thesoldier who walks near 27to move away, then head upthe ladder by point 26 tothe walkway where the thirdsniper lies dead. Pick up hisammo and enter the buildingthrough the door. You mayhave to press / to see it.Use cover mode with the German rifle selected so you can take outthe soldier in the first room. Climb the ladder into the attic and raidthe crate for a number of items, including a remote-control bomb.Take it for Inferno.

Inferno plants a remote-control bombbehind a sidecar.

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Backtrack and return tothe walkway. Drop proneand snipe at the soldier atpoint 27 and the one at 28when he comes to inves-tigate. Next shoot thelieutenant at 29, but leavethe rest of the troops in thearea alone. Go down theladder and bring Infernoaround. Give him theremote-control bomb so hecan set it behind the thirdsidecar.

While still in control ofInferno, crawl over to thecrate by 28 and pick upland mines and anotherremote-control bomb.Ascend the stairs at 31 andplant the bomb behind thegroup of soldiers. Place landmines all along the stairs at31 and on the ground belowto get any soldiers the bombmisses. The crate at point30 contains more mines. Send Inferno crawling down the road to thedoor at 32. One more building to clear out. Have your rifle at theready and in cover mode so you can quickly shoot the two soldiersinside this building. Head out through the other door and go around acorner to a little shack. Enter it and kill the soldier inside.

The bomb and land mines will take careof this large group of soldiers.

This little shack is easy to miss.

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Two soldiers are left atpoints 5 and 6. Send Dukeand Inferno down towardwhere they began themission. Leave Duke at point1. From here he can snipeat the two soldiers guardingthe gate. By this time youshould have taken out all ofthe enemies except for thethree sidecars and thegroup of soldiers at 31.When both commandos areback at the start, switch toInferno and detonate the remote-control bombs. This should completethe mission. If it doesn't, enemies are still at large on the map. Press% to try to locate them. You must eliminate all of them beforecontinuing to the next mission.

Set off the bombs to complete the mission.

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Central Europe Mission 6: Stop the Convoy

Central Europe Mission 6: Stop the Convoy

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COMMANDOS HEADQUARTERS DATA FILES

Though the results were never in

doubt, Duke and Inferno clear

the town of Forbach of all enemy

forces. A squad of Allied troops is

parachuted in to help them set up an ambush. There

is not much time. Resistance fighters who are watching

the convoy inform the commandos that the convoy is

approaching. In addition to the trucks, the Germans are

sending a large force of infantry to clear the way. They

are supported by a couple half-tracks and a tank. The

Germans are not taking any more chances with the

artwork.

It will take a lot more than tanks to get past a couple

of the Allies best and bravest. Since they had to clear out

the town, Duke and Inferno know where the weak spots

are—the three entrances into the city. They quickly give

orders to the Allied soldiers to take up defensive positions

covering each of these entrances. The commandos will

stay back and use their special skills and abilities to

support the soldiers where they are needed most—acting

as a fire brigade and moving to where there is action.

Mission Briefing

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Central Europe Mission 6: Stop the Convoy

ObjectiveThis is a pretty fun missionbecause you get to set upambushes for the enemy asthey try to take control ofForbach from you. Inaddition to the Sniper andthe Sapper, you control asquad of eight Alliedsoldiers, each equipped witha rifle and unlimited ammo.Your objective is to defendthe town and avoiddestroying any of the trucks.Two of them contain worksof art, and the third holdsthe commandos from the train.

Besides groups of soldiers that attack the town, expect to defendagainst a tank, two halftracks, and five snipers. Of all of the enemies,the snipers are probably the most deadly. Divide up the defensive tasksamong your team: Duke takes care of the enemy snipers, Inferno dealswith the vehicles, and the Allied soldiers prevent the German soldiersfrom setting foot inside the town walls.

Duke and Inferno have to defend thetown. Luckily, they have a squad of

soldiers to help.

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When the mission begins,your two commandos andthe Allied soldiers stand inthe center of town. Theenemy will not wait for youto get your defenses upbefore attacking, so getmoving. First off, order Dukeand Inferno to drop prone,then move away from thecenter gate and take up aposition behind the statue.Next, get your Allied soldiersset up. Position two nearthe double doors to theright of the center arch andthree by the crates to theleft of the center gate.Make sure all are prone,ordered to cover, and aimingat the arch. This setupensures that not a singleenemy soldier gets through.

Position two Allied soldiers here on theright side of the center arch.

Three soldiers should be near these crates.

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Next send two to coverthe other arch, which leadsout to the side road.Position them to the right ofthe gate, behind the wall, sothat their firing arc runsperpendicular to the roadthrough the arch. Thisprotects them from beingshot at by soldiers on theother side—namely a sniperwho comes later. Finally,order one soldier to coverthe entrance that runsunder the walkway on theother side of town. A coupleof snipers try to come thatway, but that area enduresonly one infantry attack atthe end of the mission.

Two soldiers cover this side arch.

You only need one soldier covering thewalkway entrance.

Press % frequently to see where enemy troopsare located. Before a group attack, they usually

gather near one of the entrances. Then make sure you haveyour commandos in position to support the Allied soldiers ifnecessary.

TIPTIP

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The first attack waveconsists of enemy soldiersrunning down the roadtoward the center arch.Your Allied soldiers handlethem without problem.Check their firing arcs ifnecessary. Order Duke tocrawl in front of the statueso he can aim down theroad. An enemy snipercreeps toward the centerarch. You want Duke topick him off with the sniperrifle before he can kill any of your soldiers. You may have to moveDuke back and forth a bit to get the sights right. Take out the foeas far away from the arch as possible. Then move Duke to thewalkway entrance.

Meanwhile, have Inferno place land mines across the roads at theside arch and the walkway entrance. Four should do at each location,leaving two for another task. When the road to the center arch isclear, have Inferno place an anti-tank mine right in the middle of theroad inside the arch.

Duke snipes the enemy marksman whoapproaches the center arch.

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While Inferno is placing mines, watch for another sniper. He tries toinfiltrate the walkway entrance. However, Duke is in position already,aiming his sniper rifle down the road. As soon as the enemy snipercomes into view, take him down. Return Duke to the center of town towait until he is needed again. A third sniper tries to come through theside arch, but your mines or the Allied soldiers will get him.

More attacks hit thecenter arch. Don't worryabout them because theAllied soldiers will handle it.The next attack you need towatch for is by a group ofsoldiers on the side arch.Keep Inferno nearby with ahand grenade in case themines and Allied soldiersthere need help. If you havethem positioned correctly,they can usually handle itthemselves.

A group of enemies tries to enterthrough the side arch.

Here comes the tank.

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The next major threat isa tank that comes drivingdown the road toward thecenter arch. If you alreadyhave the anti-tank mineinside the arch, positionInferno by the statue andmake sure he has a shot atthe tank. Tanks take threebazooka rounds to kill.However, if the tank hits theanti-tank mine, it only takestwo bazooka rounds to finishit off. As soon as it comesinto range, fire the bazookaas fast as you can so thetank does not kill any ofyour men.

With the tank down, you can easily handle the halftrack thatappears leading a truck. It heads for the side arch and stops abouthalfway there. Move Inferno out through the side arch and position himnext to the stairs leading up to the area where you blew up the groupof exercising soldiers in the last mission. However, before the halftrackcontinues moving, another sniper, number four, heads for the centerarch. Once again, get Duke into position in front of the statue andready to take him out. Once he has downed this sniper, move Duke tothe walkway entrance.

The tank stops for a bit a shortdistance from the center arch. MoveInferno forward toward the arch until

he is just in bazooka range, anddemolish the tank before it even gets

to the arch.

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Eventually the halftrackstarts moving again. Takecontrol of Inferno andselect a Molotov cocktail.Position the cursor over theroad and throw it justbefore the vehicle reachesyour cursor. This times itso the cocktail lands righton the halftrack, blowing itup. The truck of art juststays put. Move Infernoback into town for safety.

Switch to Duke and start watching for the fifth and final enemysniper. He starts out on the road leading to the center arch; however,don't be fooled and set up there. He will run toward the walkwayentrance instead. You should have Duke in position by this time. Takeaim and fire as soon as the enemy marksman fills your sights. ReturnDuke to the center of town.

Inferno gets ready to roast a halftrack.

Inferno takes out the second halftrack.

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Switch to Inferno and send him out the walkway entrance towardthe plowed field. Position him at the foot of the stairs leading into thebuilding facing the field. Another halftrack, followed by a truck, triesto force its way into town—this time through the walkway entrance.Use the same tactic as you did before and throw a Molotov cocktailright in its path.

Now send Inferno back tothe walkway entrance. Placeany remaining land minesalong the road and thentake up a position behindthe lone soldier guardingthis entrance. Also bringover one of the soldiersfrom the side arch to helpdefend this area. The verylast wave of the enemyattack hits here. HaveInferno ready to throw handgrenades to help defeat this group. Once they have been killed, themission ends. Congratulations! You have now completed the CentralEurope campaign.

The last enemy attack is defeated!

For a change of pace, send Inferno inside thebuilding by the field and then up onto the

walkway. From there he can throw Molotov cocktails at thehalftrack, then use the bazooka or hand grenades to dealwith the last attack.

TIPTIP

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Normandy Mission 1: Cripple Nazi SupportNormandy Mission 1:

Cripple Nazi Support

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COMMANDOS HEADQUARTERS DATA FILES

This is the situation: An

enormous Allied force has

gathered for the final push into

France. Over 7,000 ships and

more than 150,000 men wait off the coast of

England for the order to initiate Operation Overlord. The

destination is the beaches of Normandy, code-named

Utah, Omaha, Gold, Juno, and Sword.

You must take your team behind enemy lines and

eliminate Nazi support encampments within the area. One

of these encampments is close to the town of Caen, the

other in the port of Le Havre.

Your mission is to destroy the potency of these bases.

It is imperative to the Allied cause that the troops

stationed there are in no position to reinforce the Nazis'

defense of the beaches.

This is D-Day and may signal the end of this war. The

language in which this part of history is written depends

on you.

Mission Briefing

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ObjectiveFor this mission you havethe Sapper and the Thief.Their job is to infiltrate anenemy base and blow up theweapons building, the fueltanks, and at least sixvehicles. Although there isnot a timer on this mission,after a while the armoredcars start to leave, followedby the tanks. You must actquickly and be ready foranything. Since you do notbegin with any remote-control bombs, you have to clear a way into the weapons building andfind some stowed away in crates. Then you can begin planting them formaximum destruction.

Your two commandos must sneak intothis base and blow things up.

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Cripple Nazi SupportYour team begins in thesouthwest corner of themap. To your right at thestart are three enemies—an officer standing on thestairs by the closest door,one soldier walking around,and another soldier in frontof the door to the weaponsbuilding. Select Lupin andilluminate the vision arc ofthe walking soldier. Crawlalong the edge of the closeview and wait. When thesoldier turns around and walks away, crawl to the left of the stairswith the officer and hide around the corner of the building. Thewalking soldier turns and looks in your direction for a bit. When heturns and faces east, away from you, pull out the piano wire and gofor the officer. Quickly kill him, then carry his body around the cornerto where Lupin was hiding and hold. Order Inferno to crawl over topick up the officer's body.

Wait for the next walking soldier to move to a point between thestairs and the other soldier; he’ll stop and look south. This is Lupin'schance to piano wire the walking soldier, followed by the second soldiernear the door. Meanwhile, Inferno carries the officer's body to thealcove between the stairs and the weapons building. Hide the bodies ofthe soldiers in the same spot.

Lupin strangles the officer with the piano wire.

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A patrol consisting of anofficer, two soldiers, and adog walks up and down theroad. If they see that theofficer by the stairs ismissing, they will sound analert and the vehicles willstart leaving. You need todo something about them.First deal with the dog. Clickon Lupin's backpack to findsome sleeping pills and dogfood. Click on the sleepingpills to select them, thenclick on the dog food topoison it. Exit the backpackscreen and throw the dogfood south of the stairs.Then send Lupin crawlingtoward the door to theweapons building. Next,move a prone Inferno to theedge of the alcove where hecan throw a Molotovcocktail a bit farther thanthe dog food.

Put the sleeping pills in the dog foodfor a real knockout treat.

Lupin can quickly knock out both of these workers while taking only

minor damage.

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Check to see where the patrol is. If you acted quickly at the start,they should be up by the tank park. That being the case, switch toLupin and crawl into the weapons building. (Otherwise stay with Infernoand skip to the next paragraph. Come back when he is done.) In theweapons building, two workers stand by the door. They cannot seeLupin while he remains by the door. Rotate the camera so you can seeLupin and both workers. Then order Lupin to knock out the worker whohas his back to you. The other worker comes to punch you, so quicklyknock him out. Tie and gag both before they come to.

By this time, the patrolshould be headed your way.The dog sees the food andruns to chow down. Withinseconds, it is sound asleepfor the rest of the mission.While the patrol is standingthere, throw a Molotov rightin the middle of the threeenemies and flame them.Inferno then needs to carrythe charred bodies back intothe alcove. Leave the dogwhere it lies.

Inferno uses the Molotov cocktail on the patrol.

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Now send Inferno into theweapons building. He canwalk past Lupin so he isstanding to the left of thethree workers. Put on thegas mask and throw asleeping-gas grenade by thetwo soldiers on the floor.Switch to the fist and clickon the soldier on theplatform. Inferno will walk upand knock him out. Tie up allthree workers and take offthe gas mask. Open thecrates. They brim withremote-control explosives, sleeping-gas grenades, hand grenades, anda flamethrower. You cannot carry it all. Since you need to blow up theweapons building as an objective, have Inferno plant one of the remote-control bombs in the middle of the room. Rearrange Inferno'sbackpack so he can carry three bombs. Then have Lupin carry fourmore. Leave the flamethrower.

Exit the building and head for the road. Drop prone and watch outfor a soldier with a flashlight over by the barracks. Crawl up the roadto the tank park. A soldier waits by a light next to the gate. A group ofthree enemies, a soldier patrolling with a flashlight, and three workersremain inside. Make sure the soldier with the flashlight is down nearthe group of enemies and then order Lupin to choke the soldier by thelight. Pick up the body and carry it to the other side of the fence, justwest of the first tank. This prevents the soldier by the fuel tank fromseeing the body.

Plant the first bomb in the weaponsbuilding. That creates room to carry

another bomb.

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Switch to Inferno, put on thegas mask, and crawl towardthe lone tank not in line withthe other four. Get ready tothrow sleeping-gas grenadesat the soldier with theflashlight and then the groupof three. Stand up, then tieand gag the unconsciousenemies. The workers areall looking at their tanks.Take off the gas mask andplant remote-control bombsnext to each of the fivetanks. Inferno is carrying only three bombs, so have Lupin transfer therest over to him. By the time this task is completed, Inferno has twobombs left in his backpack and six bombs set—five each by a tank andthe sixth in the weapons building.

Now head for the APCpark. Drop prone and crawlacross the street. This hasthe same type of security.One soldier stands guard bythe light at the entrance,another walks around with aflashlight, three soldierswait at the far end, andthen there are a couple ofworkers.

Set off sleeping-gas grenades to knockout the soldiers in the tank park.

Plant a remote-control bomb next to each tank.

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When the soldier with the flashlight is away from the entrance,Lupin can knock him out and then tie and gag him. This opens theway for Inferno to crawl in and toss a gas grenade or two to knockout the soldier with the flashlight and the group. Tie them all up.

By now, you are runningshort of time. You only needto blow up one of the APCsto complete the mission.Because you already plantedbombs by five tanks, place aremote-control bomb by theAPC farthest from theentrance. It is the last oneto leave when they startrolling out, so you will besure to get it. Now head forthe fuel tanks.

If there's time, plant remote-controlbombs at the rear of the APCs. The

explosive barrels increase thedestruction, allowing you to demolish

two APCs with each bomb.

If you have been quick up to this point, plantremote-control bombs at the back of the APCs

near the explosive barrels—one between the first twoand the other between the third and fourth. Then usethe bazooka to blow up the fuel tank before setting offall your bombs. This means you take out 10 vehiclesinstead of only six.

TIPTIP

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Send both of yourcommandos crawling downthe street toward the fueltanks. Illuminate the visionarc of the soldier with theflashlight so you can seewhere he is looking. Infernoshould knock him out with asleeping-gas grenade whileLupin strangles the workerby the sidecars. Tie up thesoldier and leave theworker's body behind. SendLupin crawling for the mapedge across the road from the fuel tanks.

Have Inferno quickly setup the last remote-controlbomb by the fuel tanks andthen join Lupin. Make sureboth are prone. The APCswill be starting to pull out bynow. Detonate all the bombsto complete the mission.

Take care of the soldier by the fuel tanks.

Set off all the bombs to create a big bang.

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If you find yourself running out of time andthe APCs are leaving before you can finish

setting up the bombs, you have a couple of options—each allows you to skip the APC park. First, set up oneof the bombs in the road where the APCs will drive pastit. Two head south and two go north. Then detonate itas your first bomb while an APC is driving over it,followed by the rest of your bombs.

The other option is to wait for an APC to drivetoward your team while it is waiting at the map edge.Inferno can throw a Molotov cocktail at the APC toblow it up, then start detonating the bombs.

TIPTIP

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COMMANDOS HEADQUARTERS DATA FILES

The first part of the pre-invasion

sabotage goes off without a hitch.

Inferno and Lupin single-

handedly manage to put an

armored company out of business. At the same time,

another sabotage operation is getting underway in the

Channel port of Le Havre.

After behind dropped off by a British submarine, the

commandos Diver, Fins, has rowed his dingy up to the

minefield blocking the entrance to the port. An expert in

underwater demolitions as well as marine-type combat,

Fins has been assigned to make sure the two docked

German U-Boats will never leave port again. These fast

torpedo boats could cause serious damage to the Allied

landing forces that are already making their way across

the channel toward Normandy. If he is successful, one

commando can save hundreds, if not thousands, of Allied

lives tonight.

Mission Briefing

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ObjectiveThis is your only chance touse Fins, the Diver. In thismission, he is all you have(and all you need) for ateam. Do not try to killeveryone on the map; thatis not your objective. Kill onlythose you need to in orderto complete your mission.First, acquire a couple ofanti-ship mines. Second,open the sea gates so youcan then plant the mines onthe hulls of the two ships.Finally, from a safe distance, detonate the mines to sink the ships.Although you face fewer enemies during this mission, timing andstrategy are critical.

Fins, the Diver, operates above andbelow the waterline, as well as on land.

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The port

34

5

67

8

9

10 11

2

1

12

13

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destroy the warshipsFins begins the mission onhis raft. He must get wet,so select his diving tankfrom the equipment menu,then hop off the raft. Pressz to dive underwater.When you place the cursorover a section of thesubmarine net, near point1, the net is highlighted inred and the cursor showswirecutters. Click on thenet to cut a hole for Fins toswim through. Afterpassing through, swim to the stairs and surface. Crawl onto thestairs to point 2, staying as close to the wall as possible, and clickon the diving tank in the equipment menu to change back to yourfatigues.

Cut a hole in the submarine net.

Fins throws the knife as the workertries to pick up the cigarettes.

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A worker walks back andforth between the stairs andpoint 12. As he approaches,throw some cigarettes topoint 3, a couple of stepsdown from the top, then getout your knife. Fins canthrow knives, attackingsilently at short range. Waitfor the worker to go for thecigarettes, then toss theknife. Crawl up and retrieveyour knife. Don't grab thebody yet. Wait for the soldierat point 4 to walk towardyou and turn around, andmake sure the soldier atpoint 5 is not looking in yourdirection. Then grab thebody, walk down the stairs,and dump it in the water.Drop prone again.

Throw the knife through the fence.

Approach this soldier from his blind spot.

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Your next target is thesoldier at point 4. When hewalks toward point 8, crawlthrough point 6 to point 7.Aim the knife through thefence and eliminate thesoldier. Crawl back to point6 and wait for the soldier at5 to look toward point 12.Move quickly to point 8.Drop prone and retrieveyour knife, then take thesoldier's rifle. You need it forclearing a building. Watch the soldier at point 5. Wait for him to cometoward you and return to his post by the door. Sneak up from the sideand hurl your knife to take him down. Retrieve the knife and hide thebody by point 8. Take the soldier's rifle ammo, then head back to thedoor at point 5.

While crouched, selectthe rifle and activate covermode. Enter the door andget ready to shoot. Eliminatethe three workers inside.They are not armed, but youmay take a couple ofpunches. The crate is thereason you're here. Open itto find a mine and anotherknife. Add both to yourbackpack and leave. Drop

This crate contains a mine.

Use that second knife to take out this soldier.

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prone and crawl to point 9 to hide behind some crates. You arewaiting for the officer from point 10 to head toward point 3. As hepasses you, let fly a knife. Take the body and throw it in the water.Don't forget your knife.

Creep toward point 10.There is a soldier at 11;however, there is no way foryou to get there. Heave thatsecond knife through thefence and take him down.Now stroll over to the doorat point 12 and peek inside.Straight ahead are threeworkers. Wait for onesoldier to get next to thedoor with his back to youand another to walk away tothe far right. At thatmoment, enter the buildingand knife the soldier next toyou. Pick up the body andhide it behind some cratesto the door's right. Lieprone and wait. Pull out agrenade and throw it at theremaining soldier while he isnext to a worker. Throw theother grenade to take out

Peek through the door to make surethe soldier is by the door.

Toss grenades to clear the room. Thepeople outside can't hear you.

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at least two of the other workers if possible. Then finish off the lastworker with the rifle. Keep your rifle out, make sure you still haveammo, and head into the office up the stairs. Have cover modeactivated and eliminate the soldier inside. Check the crate for asecond mine.

Your next objective is toopen the sea gates. Thecontrols are at point 13.Don't try to kill the officersby the controls. With stealthand timing, you can openthe gate without them evenknowing you were there.Wait by point 12 for thelieutenant to walk towardthe water, then back uponto the platform. Walk upto the controls and click onthem to open the sea gates.Descend the stairs andhead for point 2. It is timeto go swimming again.

Walk up and flip the switch.

With the sea gates open, you can nowaccess the ships.

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Change into your divinggear and get in the water.Dive down and through theopened gates. You see twoship hulls. Placing a cursorover them illuminates somesections red. Click on thosesections to plant a mine oneach hull. Now swim backout through the gates.Continue on through thesubmarine net and over tothe wall by point 7. Surfaceand scramble up the ladderso you are on the dock. To detonate the mines, click on the icon aboveyour backpack and watch the fireworks. Mission accomplished.

Detonate the mines and enjoy the show.

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COMMANDOS HEADQUARTERS DATA FILES

The greatest invasion ever is

taking place as Allied troops

begin landing on the beaches of

Normandy. While operations at

four of the beaches are going according to plan, the

Allies are having trouble at Omaha Beach. The DD-

Sherman tanks, which were supposed to swim ashore to

help clear out enemy bunkers and break through the

defenses, floundered and sunk. Plus, the infantry that

made it to the beach are pinned down and taking terrible

casualties as the Germans pound them with artillery and

machine gun fire.

In case of such circumstances, Tiny has been sent

along with the first waves to utilize his skills and make

the beaches a safer place. Luckily, Tiny's landing craft

makes it to shore and the Green Beret leads his squad of

Allied soldiers onto the beach to take cover while Tiny

looks over the situation. There are two main artillery

guns dominating this section of Omaha Beach. If they

could be taken out of action, this is where the Allies

could break through and safely land troops….

Mission Briefing

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ObjectiveWhen this mission firstbegins, it is easy to look atthe map and think that it isimpossible. There are threemachine gun nests and thewalls and bunkers are linedwith enemies shooting downat the beach. However, it isnot as difficult as it seems.For this mission, you haveonly one Commando—Tinythe Green Beret. However,he has been assigned asquad of seven Alliedsoldiers. The nice thingabout the soldiers is that they never run out of ammo. In fact, they willbe doing a lot of the fighting for you.

Your objective for this mission is to knock out the two artillerybatteries located at points 24 and 31. You do not have to blow themup—only eliminate the engineers that are manning the guns. Inessence, you need to clear out two rooms. However, getting to thoserooms is the tough part.

The Green Beret begins the missionwith a squad of seven Allied soldiers on

the beaches of Normandy.

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The Beach

3

4

5

6

7

89

1011

21

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The Bunkers

12

31

30

29

28 27

26

25

24

2322

21

20

19

18

17

16

15

14 13

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storm the beachTiny begins on the beachwith his squad at point 1.They are safe where theyare, so leave the squadbehind and take control ofTiny. He can clear a pathinto the bunker complex onhis own. Once he has donethat, you can then orderyour squad to move out.Tiny's first task is to findsome grenades so he cantake out the twomachinegun nests at points5 and 8. Before you start moving, take a look at what the soldiers inthose nests can see. Then send Tiny crawling to point 2. From there,he can head straight for point 3 and the crate there. Inside he will finda couple grenades and first aid kits. Add them to your backpack andthen get ready for action.

Tiny heads for the crate to pick upsome grenades.

Since enemies can attack you from severaldifferent directions, it is a good idea to

quicksave the game often.

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Select the hand grenadesand then start crawlingtoward point 4. Hold thecursor over the machinegun nest at point 5 in a spotthat will take out the mostenemies. As soon as youare in range, throw thegrenade. You may takesome hits, so use the firstaid kit to heal yourself.However, do not throw thesecond grenade to mop upanyone you missed. Eitheruse the rifle or you can takecare of them later.

Use a grenade to clear out the firstmachinegun nest.

Watch for the enemy soldiers who will crawl toward you to attack.

Take them out first.

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With the first machinegun nest history, crawltoward point 6. Continue onto point 7 to throw thesecond grenade at themachine gun nest at point8. While crawling, have yourrifle at the read in caseenemy soldiers from point 9start coming your way. Afterthe second machine gunnest is hit, take out the rifleand crawl up to point 9 andthen on to 8 to clear outany survivors. There is also a crate at point 8 containing an assaultrifle and more first aid kits. Be sure to take rifle ammo and asubmachine gun from the dead enemies.

Use the rifle to clear a path to point 11.

The Allied soldiers rush to follow Tiny.

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Your next task is to head toward point 11. Make your way thoughpoints 9 and 10. Near the first machinegun nest, you will usually runinto one or two soldiers who were missed by thegrenade. As you are crawling, order Tiny to coverwith his rifle. As soon as an enemy comes intorange, Tiny will stop, pull up is rifle, and shoot.This will take out the enemy before he evengets a shot off at you. Continue on to point11, clearing a path as you go. When youreach the little opening, hold and wait foryour squad. Drag a box around your sevensoldiers to select them all. Now sendthem to point 11. Since you clearedthe way, they can stand and run untilabout point 9. However, once there,order them to drop prone or thesoldiers on the bunkers can shoot atthem. When your entire team is at point 11,send them all into the passageway. Crawl through asmall tunnel to point 12. You are now inside thebunker complex.

There appears to be another way into thebunker complex—a door into the bunker behind

some barbed wire. If you place the cursor over thebarbed wire you will see you can cut it. However, if youcrawl past the wire, you will run into landmines andblow yourself up. Even if you got through the mines,there are several soldiers, including a machine gun,aimed right at the door.

TIPTIP

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The first thing you needto do is position yoursoldiers. Position a coupleat point 13 with orders tocover points 14 and 15respectively. An enemy willwalk out the door at 14 andothers will come from thedirection of 16. Once thesetwo are in position, you canmove the others to point 15with orders to cover in thedirection of 16. Once theenemy who walks out thedoor at 14 is killed, you cantake control of Tiny. Thenext step is optional. It willallow you to add a couplegrenades to your backpack.However, you don't reallyneed them right now sinceyou can pick up two morelater on before you needthem. If you want to bypassclearing out a bunker youreally don't need to, skip thenext paragraph andcontinue on.

The Allied soldiers cover the area whileTiny heads into the trench.

Tiny clears out the bunker filled with enemies.

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If you decide to go for thegrenades, order Tiny tojump down into the trenchat 14. Drop prone, take outthe rifle, and order him tocover. Once he is ready,enter the bunker throughthe door. From the door,Tiny can take out a soldieron the same level as well asone at the top of the ladder.Watch the soldier by thegun on the top level. Whenhe turns away, send Tinyclimbing up the ladder totake him out. Near the top of the ladder you will find a crate with acouple grenades, rifle ammo, and more first aid kits. Take what youneed and then climb back down the ladder. Drop prone and then headthrough the other door on the ground level. This will open up to aroom with several enemies. However, if you stay prone and coveringwith the rifle, You will be able to take them out without taking any hits.Just crawl forward as needed to target the next soldier. Pick up thesubmachine gun ammo if you need some while you are here. Tiny canthen exit through the door behind the machinegun to point 17. Holdhere and cover toward 18 with the rifle.

The Allied soldiers cover one anotheras they advance past the bunker with

the first gun emplacement.

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Whether you got the grenades or not, it is time to advance yoursquad. The best tactic is to use a bounding overwatch tactic. This islike leapfrog. Move one soldier forward a bit toward point 16. Thentake another and move past him a bit. Using two soldiers, you canclear your way to point 16. Once there, order your two soldiers tocover toward points 19 and 20 respectively. Now bring the rest ofyour team to point 16.

There are a coupleenemies on top of thecommand bunker at 19. Youcan take out the lieutenantby crawling close enough toshoot at him with a rifle.Move a couple soldiers topoint 20 and order them tocover toward 22 and 21respectively. Send a thirdsoldier crawling onto theplank by 20 and order himto cover toward the door ofthe command bunker.Anyone who comes out that door will be toast. Now send a couple ofdifferent soldiers across the plank at 20. Send them toward 21 totake out the enemies by the radio. However, as you move inch by inch,keep an eye for enemies coming from 22 or 23. Once you haveeliminated the enemies by the radio, position your two soldiers near 21with orders to cover toward 22 and 25. Bring a third soldier over tothis area and have him cover toward 26. Now send the soldiercovering 22 to this point to take out the soldiers at 23.

Move the soldiers across the plank toengage the enemies at the radio tent.

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All that is left on thisside is a soldier by the doorat 24. Select Tiny and sendhim to 25 and then aroundthe radio tent to the ladderby 22. As he is advancing,have the rifle at ready andin covering mode since hecan take out the soldier at24. To see where you needto be to shoot him,illuminate that soldier’svision arc and put yourselfin line to fire. Once the pathto the door at 24 is clear,send Tiny down into thetrench and continue to thedoor. Peek through thedoor and wait until allenemies are looking away.Then quickly drop proneand take out a grenade.Enter the door and throwthe grenade over by theartillery gun. It will take outall of the enemies in thebunker, including theengineers which were yourobjective. One down andone more to go.

Use the Allied soldiers to clear out thetrenches so Tiny can safely get to the

first objective bunker.

Tiny uses a hand grenade to clear theartillery bunker.

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Tiny can now exit thebunker. Send him back topoint 21 and make sure heis prone and coveringtoward 25. Move anysoldiers still by 16 or 20over to 21. Select one andorder him to crawl up thesteps to 19. He can takeout the soldier on the top ofthe command bunker, thencrawl over to point 27 andshoot the enemy at 28.Then crawl over to the edgeso the soldier can coverdown the trench toward point 29.

Using the boundingoverwatch tactic, move therest of your soldiers through25 toward point 26. Leaveat least one at 25 withorders to cover toward 29.Then send a couple aroundthe corner of the wall by 26and the trench so they canshoot at the enemies near29. By this time, you shouldhave eliminated all of theenemies you need to on theoutside of the bunkercomplex. Position somesoldiers to cover the trench from the command bunker.

Take control of the roof of thecommand bunker and clear out

enemies located around it.

The squad clears out the enemies near the trench to the second

objective bunker.

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It is now time for Tiny tofinish off the mission. Sendhim to 26 and then downinto the trench. Continue onto the door at 30. Pull outthe submachine gun, dropprone and order him tocover. When Tiny is ready,send him inside the bunker.There are two officers rightinside the door. Tiny will takethem out with a burst,though he may take a littledamage. If necessary, usethe first aid kit to bring his health bar back up to full. Once this firstroom is clear, head for the door off to the right. Open it and youshould be able to take out a soldier. Slowly crawl in a bit at a time totake out the second soldier. Keep crawling inside so you can targetand kill the two engineers manning the artillery gun. Once they areboth dead, the objectives for this mission will have been met and youwill complete the campaign. Good job soldier!

Tiny takes out the officers in the first room.

Clear out the two soldiers and twoengineers by the artillery gun to

complete the mission.