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Retro Game Walkthroughs For
"Commandos 2: Men of Courage"
(PC Games)

This game is also available on PS2.

Retro Game Walkthroughs for Commandos 2: Men of Courage (PC Games)
Submitted By: Freeola
Mission 1:
Get the thief out of the boat and onto the dock via the stairs. To the right there are 2 guards. Enter the nearest building and avoid the guards ( or knock them out ) to get into the room with your contact. After the conversation, head outside to the building on your left, where the wounded prisoner is being held. Take natasha to the top part of the map to the mess hall- the assisant's keys can be taken by drugging the wine. Use the keys to unlock the generals quarters. (Head left. ) Send natasha to the barracks on the the left. Get the thief to hide outside the generals quarters, use natasha to call the general in the barracks and, while the general is away, the thief can sneak
inside, knock out the remaining guard and get into the safe before the general returns, and then escape. Now take natasha to the gate post were she can call HQ. Take the thief into the bunk house through the far window where he can hide until dawn comes.

Mission 2:
It's a lovely morning so don't hang about. Use the to deactervate the under mines, then send the sapper to the bottom beach were he can deal with the wire and mines. Get the spy onto the beach and into a uniform. (officers) Use the dog to transfer the papers safely to him. Steal the car outside the gates and go in. Take your time collecting items such as bombs, there for taking the compound before the spy calls the green beret on the radio. Use the sapper to clear the mines at the top right beach and send the spy there too. Call in the green beret when the coast is clear. Deal with the guards on top of the sub
pen and collect all the commandos there. Head inside the door on
top of the sub pen and take care of all the guards inside. As usual, there are many ways to do this. The allies are in the room in the middle of the subpen. The captain can be located in the offices opposite. It's crawling with gaurds so be carefull. Go into the sub and deal with the guards inside. I'ts tight so a good way to do this is to distract with the spy and knock out with the green beret. Send the green beret, the spy and the sapper to plant the bombs. When you have completed this get back to the sup asap. And set off.

Mission 3:
Take controol of the sub, making sure to grab some cold weather
gear before heading outside. Take out all of the patrollers in and out of buildings. Before doing this contact the sapper in the tent next to the sub. The green beret is in the 2 storie building. You will find it is locked. The key is located behind the building. One of the guards has it. (there are only 2) Take them out to gain the key. Then go inside the building and kill the guards inside. The green beret is located up stairs. Clear the deck of guards on the boat then go through the door right at the end of the boat. Locate the engine room and plant a remote bomb. Make your way towards the bow (end) and you will
eventually make contact with the thief and other prisoners. Be sure to check all guards you kill or knock out because one of them has the key to the cell door. Then head to the radio post and contact HQ. The head to the bridge and obtain the enigma. When back to the holding cell head up the laders. There should be 4 or 5 doors. In one of those rooms. Stay there with him. Take the sapper around the boat to plant the bombs. Then take everyone to the sub apart from the spy and the green beret. Leave all the people in the sub. Take the spy and the green beret to the plain to finish the mission.

Mission 4:
You can quite easily take out the patrolling guards on the path all the around the island. Take the green beret to the temple to contact the spiritual leader. You will find the gurkhas in the next building. Use the roof access to surprise the guards. The fat man is located between this building and the river. Get the guns from him. Now take the green beret to clear the statue. Go outside again. The building in the middle is full of snipers; so use the green beret to clear it out. Now clear all the towers so you control the island. Use the gurkha to use the radio. It is the far building. Once made the radio contact the tyrant will
arrive with dozens more soldiers. Use the sniper to assasinate the tyrant while all the rest of your gang and the spiritual leader are waiting by the barge. ( When assasinating the tyrant
use the statue you cleared out to assinate him. Leave the green
beret behind with a medickit on the lower floor. You will see
why when it happens. Then use the river to escape to the barge.
When climbing down the lader you will see a blown up wall use it
to get to the river.

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