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Retro Game Walkthroughs For
"Brothers in Arms: Hell's Highway "
(PlayStation 3)

This game is also available on Xbox 360 and PC.

Retro Game Walkthroughs for Brothers in Arms: Hell's Highway (PlayStation 3)
Submitted By: Black8704
Welcome to the walkthrough for one of the newest and best PS3 titles around at the moment. This walkthrough will take you through every chapter of the game with a little bonus at the bottom of this walkthough!!

Let's get things started.

Chapter 1 - Lost

After watching a recap of the first Brothers in Arms game, you'll play an easy introductory level set three days after D-Day. Take your time and get familiar with the movement and cover systems. Even if you've never tried a console FPS, this should be pretty easy. There are no hidden Kilroys or secret reconnaissance points here -- just follow Red and try to stay alive.

Take your time to get used to the controls. There are only a few enemies, and the path is very linear. Practice taking cover behind objects and firing on the enemy. Once the enemy is suppressed, the red circle above their heads turns completely grey. Just because they're suppressed doesn't mean you won't get shot at, but the enemy will shoot much less frequently. This gives you the opportunity to move to a closer position, or to sneak around and attack your enemy from the side.


Cover is an essential part of combat.

Throughout most of the game, you can walk unscathed through fire. Germans, on the other hand, are highly inflammable.


A "hot" date gone terribly awry.

Your only worry is avoiding enemy bullets.


Dodge this.

The final room of the house that you're exploring is larger than the ones before, but there's still plenty of cover. Continue your strategy of ducking down, and firing on the enemy when you have a clear shot. Once you clear out the German soldiers, you'll be treated to a dramatic cut-scene where somebody gets shot. The game jumps back in time three days, and your story can really begin.

Chapter 2 - Operation Market

Now that you're used to the controls, it's time to learn squad tactics. On your first time through the game, select yes when asked if you want training. Your squad is easy to control, but you have to learn the buttons first.

For the opening chapter, you'll start out in control of an MG squad. They carry high-speed MG rifles, so their very effective at suppressing the enemy. After you've gotten used to maneuvering your team, head for the farmhouse to talk with the Dutch resistance forces.

You'll need to take out the nearby German soldiers to move on. Move your MG team up close, then command them to attack the Germans with grenades. You'll recognize the action by a red "grenade" icon on your screen.


Your team has to be fairly close before they're able to use grenades.


The explosion and flying bloody limbs should get the attention of other nearby German soldiers. The game makes it very clear on killing the soldiers, but to take out the remaining ones, you'll need to flank them. Flanking means attacking an opponent from the side while they're distracted by forces coming from another direction.


The Germans don't seem to notice the giant, flying arrow pointing at them.


Have your MG team lay down suppressing fire while you flank the enemy on the right side. Remember to stay low along the wall; the Germans won't notice you until you come out of cover.


Kilroy # 1

It's hard to miss your first Kilroy. As soon as you come go through the hedge gate, you'll see it right in front of you.


The first one's are always a gimmee.


After the coast is clear and you can continue on the path, you'll come across a giant windmill. Climb up to the top to scout out the area and find your first reconnaissance point


Recon Point # 1

Look through this window to activate the recon point.


Enjoy the scenic Dutch countryside.


You'll need to clear the Germans from the farm to continue on. Although the stage is larger, you'll handle this just like before. Have your MG team set up to fire on the enemy and distract them while you sneak around the right side. You'll find a protected path that will provide cover until you're ready to attack.

As you push the Germans back, remember to reposition your MG team closer to the enemy; this will help make them more effective. The MG is powerful, but not terribly accurate, so the closer you can unleash its firepower, the better.

The Germans will slowly move to the barn left of the farmhouse. Once they're holed up inside, set up your MG team at the sandbags in front of the barn doors while you sneak up along the porch and take the resistance by surprise.


Lucky for you, the Germans never take cover in an impregnable structure. They prefer hiding in places with broad windows and multiple entrances.

Continue up the path to the farmhouse. Keep your MG unit set up at the entrance wall (both to provide cover and to keep them safe) then flank the Germans on the left. You can take the right path, but there's less cover, and it's not as easy to get a clear shot at the enemy.

After clearing all of the outside forces up, take your team and move to the front of the house. There's an enemy MG set up on the second floor, so keep your team out of the line of fire.

Once you get to the front door, don't rush right in. A few Germans will be waiting for you, so stay outside and toss in a grenade through the doorway or the window.


Don't worry about wasting grenades; you always be able to find more.


There are three more soldiers on the second floor, but despite all the noise, they won't anticipate your arrival. After climbing the stairs, take cover in the doorway, and shoot them before they can prepare for you.

Kilroy #2

If you proceed into the room past the window where the MG was, and into a bathroom. Immediately on your left, facing where you came in, is the 2nd Kilroy.

On your way back down, two more soldiers will be set up behind the kitchen table. Take cover in the doorway and toss in a grenade before entering.


The soldiers won't try to run away from the grenade until it's too late. Maybe the AI just likes to live dangerously.


When the front and inside of the farmhouse are safe, you'll have to hold off an attack from the rear. There as an emplaced MG with infinite ammo you can use to pick off the Germans as they come towards you, but if you get impatient, let your MG team handle the cover fire while you flank the enemies from the side.


Eventually, the Germans will approach close enough to hit, but going out to meet them is much faster.


When it's safe to move, continue across the field to rendezvous with reinforcements. After a brief cut-scene, you'll be tasked with defending a nearby glider crash site.

In addition your MG squad, you'll also be given command of Assault team. They don't have the same heavy weaponry, of course, but you can use them to aid in flanking your enemies. You won't have much time to get acquainted with the new team members since a German patrol will start walking towards you as soon as mission begins.

While the right side provides a clear shot at your enemy, the wooden fence there won't provide much cover. Instead, set up your MG at the base of the hill, and have the assault squad start following you to the left. As soon as the Germans come into range, have them fire on the group walking down the center. The enemy won't have time to look for cover before they all get gunned down. Meanwhile, work your way along ruined foundation walls with the Assault team and pick off the other German soldiers as they scramble for cover.


Kilroy # 3

At the southwestern end of the field is a small intact shack. Look in the window to find another Kilroy.


If the shutters weren't open, you might've missed this one!



Continue south to find the glider crash site. The entire area is swarming with enemies, but there are two ways to approach the situation. The first is to keep your MG team at your back to suppress fire while you work your way forward, carefully taking out the opposition. Move forward for better firing positions as you suppress the enemy.


The warrior's path is noble and time consuming.


The second option is to grab the sniper rifle from the open building to your right and just pick off the enemy at a safe distance.


Take the easy way out; you'll have plenty of other opportunities to outlfank your enemies.



Recon Point # 2

When the coast is clear, make your way to this downed glider to obtain the second reconnaissance report.


You're a one-man army with the sniper rifle.


Regardless of how you clear out the enemy, when they're all gone, head south to leave the area and finish the chapter.

Chapter 3 - Five-Oh-Sink

Things start to heat up as you progress further into enemy territory. For this mission a bazooka team will replace the MG team. The bazooka team is proficient at taking out enemy cover and emplaced weaponry from a distance, but if you need steady cover fire, you'll probably want to use your assault team.

Recon Point # 1

Another tall windmill is at the start of this mission. Climb to the top and look out the window to obtain a recon report.


Just like the one before.


Continue to the barn just up ahead. Set up your bazooka and assault teams with a clear shot at the enemy while you sneak around the low wall to the right. When you're in place, order your teams to fire, while you take out the enemy from the side.


As soon as you stand up, the enemy will start firing at you.


There's minor resistance in the barn as well, so don't go rushing inside. Instead, pick off the Germans when they stick their heads out the door. If you have any left over, grenades work great as well.


Stay behind cover while you take aim.


Kilroy # 1

Once you've taken the barn, don't leave too quickly; you'll find this Kilroy on the second floor.


Look for it near the entrance on the second floor.

The next barn is a lot larger, but, with careful team management, it shouldn't be any harder to take. Set up your assault and bazooka teams to lay down cover fire while you flank the enemy. Once a zone is clear, call your team to follow you and to provide continuous backup fire.

When you make it through to the other side of the second barn, you'll get a brief cut-scene before advancing to the next area.

While your enemies haven't gotten any smarter, an MG emplacement in this far off tower can quickly destroy your team if you spend any time in the open.


You might get a lucky shot in if you keep firing, but it's not worth it. Just ignore the shooter completely.


The safest path is to go straight ahead, solo, and use a grenade on the enemies blocking your path.


It takes a little angling to find a position that allows you to throw your grenade directly on the enemy.


With them out of the way, you can move your team safely along the periphery of the area, picking off the enemy. Remember, your grenades can take out large groups of enemies, even from a distance.


Somtimes, I wish I had more grenades, rather than more teammates.


Stick close to cover, and you'll make it safely to the manor house.


Don't worry about your team, they won't go in the building with you.


Once your inside, an explosion separates you from your team, so you'll have to make it through the next area solo. There are several emplace MGs set up at windows through the house, but no real surprises in the manor. Take cover whenever you start to take damage, and always go for the head shot. Don't try to go to fast, and you'll make it through to the other side alive.


Kilroy # 2

About halfway through the manor, after coming in from the outside courtyard, you'll find another Kilroy on the far wall of this room. It's opposite the MG nest in the hallway.

The Kilroy is on the wall behind the dresser.


After you make it through, you'll find your team waiting for you outside -- it's time to assault the sanitarium. Your bazooka team will really come in handy for taking out the MGs set up in the building's upper levels, while you and your assault team can focus on the foot soldiers. Start at the farthest wall back, and work your way forward as you take out the enemies and suppress their fire. All the enemies are located outside, and no reinforcements will arrive to help them.


Your bazooka team won't run out of ammo, but they are slow to reload. Don't hesitate to use their special skills on small groups of enemies.


With the sanitarium secured, you'll need to fight your way through town to meet up with the rest of your division. Move carefully, and again, use the bazooka to take out emplaced weapons while the assault team focuses on ground troops.


There's not much cover, but you're too far away to get hit.


When you've made it to the narrow main road of town, keep your bazooka team at the back to lay down suppressing fire while you and your assault team flank the enemy from the side alleys. The path is narrow, but there's lots of cover. Be methodical, and keep pressing forward to be successful.


You'll use this same suppress and flank strategy through the whole game.


It doesn't get any easier once you reach the opposite side. After getting through town, you'll have to destroy the 88, a large, heavy-artillery canon. You'll start out behind some weak fences that won't provide adequate cover for long, so move your team to the right, as soon as the mission starts. The left doesn't provide enough cover, and there's a higher chance you'll lose some men while they're running.

Take out the German soldiers in the area, but keep your team behind heavy cover. The 88 will quickly destroy any barrels or wooden fences that you try to hide behind.


If you try to rush, you will die. Take it slow and stay alive.


When all of the ground troops are cleared out from the area, you can focus on the 88, but the mission will end as soon as you destroy it. Since you can move around more safely, you might want to grab the recon point and Kilroy before finishing the stage.


Recon Point #2

Go back to the water's edge where you started and look across the broken bridge.


The recon points are pretty easy to pick up.

Kilroy # 3

Right across from the recon bridge, behind the shutters on the house, you'll find another Kilroy.


You have to look a little harder for the Kilroys.

When you're ready, keep the assault team in the large, open area, and have them suppress fire on the 88. Meanwhile, sneak the bazooka team around the side to destroy the gun. You'll find a few German soldiers milling about, but they won't be expecting you, and are easily taken out.

Keep firing after you give the bazooka team their orders; one of the enemies might escape the blast radius.

There's armor plating around the barrel of the artillery, so you'll have to hit it from the side. If for any reason your bazooka team isn't able to fire off a shot before the gun starts to swing toward you, kill the operators and plant an explosive on it. The effect is the same, though it's just a little riskier.

As soon as the 88 is out of commission, the chapter ends.

Chapter 4 - Written in Stone

This chapter starts in the middle of a graveyard firefight. Although several American soldiers are fighting beside you, you'll only have control of one for now

The computer controlled soldiers will lay down suppressing fire on the main entrance, so take your squadmate around the left side of the cemetery and flank the unsuspecting enemy. You'll run into a few scattered soldiers, but there's plenty of cover behind the gravestones, so they should be easy to take out.


100% fewer zombies than Resident Evil.


After you take out the MG, the remaining soldiers will all press forward, and you can continue on to the church. There are more soldiers set up around the periphery of the church, but no heavy weaponry. Just stay under cover and fire at the Germans when they pop up to shoot.


Keep your head down.

At the church doors, a brief cut-scene will lead you inside. German soldiers are patrolling the pews, and you'll need to take them out to get to the sniper on the top floor. You still control only one squad member, so work together to take out the enemy, and push your way forward.


The pews will break apart under MG fire, so use the brick walls and pillars for cover.


This might be slightly sacrilegious


Work you way slowly to the stairway at the back of the church.


Is it wrong to think the candles are romantic?

On the second floor, you'll run into more minor resistance, but since the hallways are narrow, and you're not working with a squad, each skirmish will rely on staying under cover and taking careful aim at your enemies when they try to shoot you.

Be on the lookout for soldiers set up on the opposite balcony.


This is a very big church.


Kilroy # 1

You'll find this Kilroy nestled in the first alcove after you cross the scaffolding.


Now this is definitely sacrilegious.


Once you reach the door at the end of the sniper's path, a cut-scene will lead you in to the next part of the story.


Warning: cutscene ahead.

With the sniper taken care of, you'll find yourself outside the church and once again in charge of two squads. Your next task is to destroy some German supply trucks. Keep your bazooka team alive; keeping all your squad members able to fight will make the rest of the mission much easier.


Haven't we been here before?

Set up your assault team here, while you take the bazooka team through the alley to the right. At the end, you'll have a clear shot at the truck and you'll be able to easily flank the enemy.


Just like in the movies, vehicles all explode in a ball of fire.

Continue up the road laying down cover fire for your bazooka team as you destroy all four trucks.


Take advantage of your bazooka team; they like it.

While your team lays down suppressing fire, there's a house to the left that will let give you an excellent flanking position.


In real life, even with the element of surprise, you would not survive this setup.

If you ever can't find an enemy, or you need help planning your route, don't forget to pull up your map. It has the enemy's position marked as well as supply drops and recon points. When all four trucks are taken destroyed, your next target will be the fuel supply.


Recon Point # 1

Get this before heading to the supply drop around the corner. You won't be able to come back for it.


Make a supply stop at the weapons supply point (marked on your map), and swap your Garand for the powerful BAR leaning against the wall.


Not quite a BFG, but it'll do.

After restocking your ammo, Germans will appear up ahead. Be prepared, and you should be able to kill them before they can run for cover.

Continue on, and you'll take up a position opposite the fuel supply. Kill the nearby enemies, then call up your bazooka team to destroy the fuel supply and all the soldiers around it.


Use the bazooka now, sort out the bodies later.

With the fuel supply destroyed, your next goal is to disable German radio communications. Veer off the main road, and make your way to the German-occupied building.

Stay behind the first low wall you come to, and, using your guns and bazooka team, take out the Germans spread across the field.


Clear the area with enough time to spare and you might be able to put together an impromptu softaball game!


Kilroy # 2

Don't miss this large Kilroy drawn on the garden wall as you walk to the next checkpoint.



This one's big, but surprisingly easy to miss.


Set up at the end of the garden wall and use your bazooka team to take out the raised MG while your assault team focuses on the ground troops.


The low wall just ahead is perfect for setting up bazooka support.


The remaining German troops are scattered and won't offer much resistance. Secure the position, then head for the open door in the building at the end of the path. There aren't any other hidden Kilroy's or weapons nearby, so you don't have to waste your time searching around.

You'll have to trek through the building solo, but there are only a few troops in the base, and they're all blissfully unaware of your presence until you shoot them. Find the radio, shoot, then continue through to the front door exit.


If that's a radio, imagine how big the iPods must've been.

Your team will be waiting for you on the other side, and they're ready to help you take out the emplaced artillery units. Instead of going straight up the road, take the path behind the houses on your left. This will put you in position behind the artillery, and you can blow it up without taking much return fire.


Get there quickly and they'll never know what hit them.


One more artillery unit to go! The last part of the city is pretty well defended, so proceed with caution. Start by sending your assault team up the left side of the street, while you flank the enemy by heading up the right.


Operation meat shield: let you team take the brunt of the attack. They'll be ok.


Bring your team with you up the right side of the road, behind the buildings. Opposition is limited, so push on until you can't go any further. Make sure your team stays behind the buildings; going up the main street isn't safe yet.


Just keep shooting; you'll hit him eventually.

Set up the bazooka team behind the stone wall, and have them lay down suppressing fire on the artillery while you run across the street with your assault squad.


Kilroy # 3

If you've flanked the enemy on the left, you couldn't have missed this Kilroy. If you're following the SuperGuide, grab this one after you cross the street, before taking out the artillery.


Is this starting to feel like Jet Grind Radio, minus the roller skates, to anyone else?


The artillery is positioned at a hard to hit angle, so instead of using the bazooka to destroy it, use their firepower as a distraction. When the turret turns to fire on them, attack from the other side with your assault team. The gunner will jump out of the artillery unit after you kill the soldier who moves it.

The bazooka's more fun, but this gets the job done just as well.

Finally, move up, take out the remaining soldiers, and either place a satchel charge by stepping up close to it, or have your bazooka team get in position to shoot it. The chapter ends when it's not longer a threat.

Chapter 5 - Operation Garden


Your first task in Operation Garden is to clear an industrial area so XXX Corps can pass through. Officer Redwood will lend you a tommy gun to replace your standard automatic. It holds almost twice the ammo, so make good use of it. Your two squads for this mission are a base of fire team and an assault team.

The base of fire team is mix between assault and MG squads. They can't suppress as well as the MG, and don't have the stopping power of the assault, but they are more accurate from a distance. Use them to suppress enemies positioned far away.

You start out in the middle of a skirmish with an emplaced MG. Keep your base of fire team in place and have them suppress the enemy while you lead the assault squad up the stairs to flank them. There are a few Germans taking cover behind desks, but they won't last under your full team's assault.


It's not long before you get to learn a few things about combat.


Recon Point #1

Look at the corkboard above the desk in the second floor room to get a recon report.


Go through the door at the opposite end of the room to ambush the Germans below and clear the path forward.


It's not long before you get to learn a few things about combat.

Back on the ground floor are more German forces waiting for you up ahead. Stand with your teammates at opposite sides of the entrance to the next room


Once you're in the room set up flanking patterns on the remaining soldiers until the area is clear and you can move forward safely. When you reach the back of the building, you'll find a hole in the wall with an artillery unit on the other side. Set up your base of fire team next to the wall, then open fire and lob grenades until it's out of commission.

Kilroy # 1

Just to the side of the hole in the wall is this path leading to the first Kilroy.

Head back toward the entrance, but get ready for a fight. German reinforcements have arrived, and you'll have to wade through them to get back.

Lead your assault team forward while the base of fire team suppresses the MG on the second floor.

Use the pillars as cover to flank your enemies until you reach the room leading up to the MG emplacement. Two Germans will come out of the elevator to your right as you walk in, but you can gun them down as they scramble for cover.

Call all of your troops to the area, and head up the stairs to kill the MG gunner. If he causes you any problems, try setting up a flank from both sides of the room at once.

With the coast clear, head to the elevator the Germans came through earlier -- there's a red, glowing lamp above it.

Although the second floor looks safe at first, as soon as you start to move, enemies with bazookas will open fire. The crates surrounding you won't provide adequate cover, so move your team to the room all the way to your right. From there you can lay down suppressing fire and stay reasonably safe. You distinguish bazooka wielding enemies from other forces by the mark above their heads. Enemy bazooka forces have a diagonal line going through a circle.


Kilroy # 2

At the back of this safe room is the second Kilroy.

As long as you stay undercover, and keep pushing forward, the bazookas will be easy to overcome. Since there's a lot of stray fire going around, it's best to flank the enemy solo and just use your teams for laying down suppressing fire. Also, a.000void st1anding behind crates, since they won't protect your from a direct bazooka hit.

After you've cleared out all the enemies, don't miss the chance to stock up on ammunition. There are supplies out on a table in the room to the right at the back of the building.

Head left from the resupply area to enter a large room with a bridge to the neighboring building. As you enter, the camera will pan to a squad of Germans about to enter the same room. Work quickly to set up an ambush and curtail this potential crisis.

Set one team near the entrance you just came from, the other along the left side wall, and move yourself as far to the back of room as you can get. When most of the Germans have completely entered the room, give the command to fire. Most won't have time to run for cover, and you'll have a distinct advantage over any enemies remaining.

Proceed across the bridge and take up defensive positions in the next room. Just like the previous building, you'll need to have your team lay down cover fire while you flank the enemy. However, this time you won't have to deal with as many bazookas.

The best flanking area is from the room at the far right side of the building. You'll find two bazooka-wielding Germans on the floor below, but with your aerial view you'll have an unobstructed shot at their heads. Take cover in the doorway and kill them from above.


When all the Germans on the top floor are dead, it's time to head for the roof. Although it looks closed off, head up this stairway to activate the next cut-scene.

The sniper on the roof is completely oblivious to his surroundings, so just gun him down with your tommy gun before he notices you.



Kilroy # 3

After you kill the sniper, but before taking his gun, go to the opposite side of the roof to find this Kilroy and some extra supplies.


Step up to the body to trigger another brief cut-scene. This time, you'll be tasked with protecting Pieter, a child down on the ground being hunted by the Germans. Before you zoom in with the sniper rifle, be sure to take cover. As soon as you start shooting, the Germans will return fire.

After you clear out all the German soldiers, reinforcements will arrive two more separate waves. Although the first two are just regular foot soldiers and a couple MGs, the third wave throws in bazookas. Be sure to take them out before worrying about anyone else; even from behind cover, the bazookas can cause serious damage.


With Pieter safe, you next mission puts you in the cockpit of a tank. There's nothing special to this stage, just drive the tank through the train yard and destroy the German artillery. Your cannon has unlimited ammo, but you'll have to wait for the ring at the bottom right of your screen to refill before you can shoot.

The tank's machine gun is designed for taking out ground troops since you don't have to wait for it to reload. However, it leaves you vulnerable to enemy attack. If you start to come under fire, use the cover button to hole up inside the tank. You can still drive and fire the cannon, but you can't use your machine gun. The tank can only take a limited amount of damage so destroy the 88s and bazooka soldiers as quickly as you can while moving through the stage.


The final part of the chapter has you chasing after Pieter. He ran into a nearby shop, and it's your job to bring him out alive. There's only one soldier in the house you'll have to fight; he's camped out on the bottom floor.

Pieter is in a room down the hallway to your right. After you enter the room, a cut-scene carries you through to the next chapter.

Chapter 6 - Baptism of Fire


Eindhoven is under attack and it's your duty to defend the town.



Recon Point # 1

Before you begin your assault, collect the recon report from the hill directly behind your team.


You start on the edge of town and you'll have to battle your way to the center. This chapter will pit you against more enemies than you're used to fighting, but the same principles apply as before. Lay down suppressing fire with the MG team while you lead the assault team around to flank your opponents.

The first set of enemies is vulnerable from the right,

and the next few groups can be attacked from within the gas station.

Kilroy # 1

Take a break from fighting to grab this Kilroy in the back room of the gas station.

Remember to reposition your MG team after taking out each set of soldiers. They won't seek out new targets themselves, and you'll need their cover fire if you want to survive.

When the gas station's perimeter is clear, take your assault team along the far right side of the map for the final approach into town.

A short cut-scene orders to lead your troops through an underground bomb shelter. There are no enemies to worry about until you get to the next checkpoint.

On leaving the bomb shelter, your next objective is to make it through the debris of the city. Set up your MG team at the first wall you come too, and, after the nearby enemies are suppressed, head outside and to the left with your assault squad to flank the attacking German forces. The debris is maze-like, and the Germans will keep shifting positions to attack your MG team. However, you can track their positions on your minimap. Keep checking the map and paying attention to your surroundings to clear out all the immediate German forces.


At the next checkpoint, set up your MG team near the starting point, then head through the house to your right with the assault team.

The rest of the enemies will put up the standard resistance, but watch out for the enemy MG emplacements at the far end of the map. You'll have to take them both out to pass safely through the debris.

Continue through this doorway in the upper-left corner of the map

You'll encounter a few minor skirmishes, but no more than two soldiers at a time. Keep your teams nearby by, but behind cover, to make the encounters go by easily.

The path will lead you through another burning house with soldiers waiting for you outside at the opposite end. You'll be stuck inside the house for this battle, so dig in next to a window, fire when you have a clear shot,and duck when your health starts to dip too low.

Repel the German invasion to move on to the next goal: rescuing a few cornered British troops. A path through the rest of the house has opened up, so head left and get ready for the fight.

The Germans are spread out all across the next map, so the key to conquering them is to take them on one group at a time. For now, keep your MG team in the house while you pick off the closest German squad.

Little by little, move your squad forward up the left side of the map. When the path is mostly clear and you've cleared out the area up to the statue in the middle of the courtyard, head back and do the same thing along the right side of the map. You won't have to go quite as far this time, though. Move far enough to set up your MG team with cover and a clear shot at the enemy MG. Don't take cover behind the small crates, of course, since the Germans guns will tear it away pretty quickly.


With your cover in place, head back around to the left side and lead your assault team to flank the remaining enemies. After you clear the MG from the house, lead your team through to the next checkpoint.

Off in the distance you'll see Franky, who ran off on his own at the beginning of the chapter. You'll run into a few scattered Germans as you chase him through the alleys; but you'll have more than enough cover to lay down suppressing fire and flank them.

Franky will stay just out of reach until you see him run into a burning building. As you chase in after him, an explosion closes off the entrance. It's up to you to get yourself and Franky out alive. Flames are quickly engulfing the house, so don't dawdle. If you stay in one place to long, the fire will kill you.

In case you're not sure where to go next, remember that you can jump over most small pieces of cover by using the run button and you can duck under low hanging obstacles to pass under them.

Keep pushing forward until you make it to the open window on the top floor.

Chapter 7 - The Rabbit Hole

This level should look familiar; it's the same place the game started. Now, you finally get to discover what really happened so long ago, when you first started playing the game.

You'll wash up on the shore with nothing but a handgun, but it'll be enough. Head to the clearing on your left and take cover behind one of the parked cars. There are two soldiers standing in the open. Pick them off from a distance, then steal their weapons.


Aim for the head and you'll only need one bullet apiece.


Armed with an automatic MP40, assault the front entrance from the left perimeter wall. You won't have backup so take your time and aim carefully from behind cover. If you run out of ammo, there's a supply drop on the far right side of the map, but taking bullets from the soldiers you kill should keep you fully stocked.

The remaining German patrols aren't difficult, and once they're out of the way, you can enter the hospital. With its multiple blocked off corridors and half shut doors, the hospital may seem confusing at first, but it's as linear as every other stage thus far. Check your map if you get stuck; you'll mostly head right and up throughout the chapter. You'll meet a few groups of German soldiers, but there are never more than two at a time, and you'll always have the chance to take cover before they can see you.


Kilroy # 1

After entering the hospital, follow the path to the right, past the flaming pile of rubble. When the path forward forks left, continue straight to find the room with the first Kilroy.


Maybe the patient was bored.

Try to line up soldiers before firing; this makes it easier to kill them both at the same time.


Like shooting ducks lined up symmetrically in a halway

Kilroy # 2

Although it looks like a dead end on the map, this hallway (right before the hole in the wall you use to continue forward) hides the second Kilroy.


Does the military approve expending resources on searching for these pictures?

Recon Point # 1

To get to the first recon point, you'll have to break through this wall. First, kill the soldier on the other side, which will also loosen up the boards. After that, stand next to the wall and press the run button.

The recon point is on a table down the hallway to your left.

Kilroy # 3

After coming out of the hole in the wall head over to the room on your left to find this chapter's final Kilroy.

Recon Point # 2

This report is on your way to the checkpoint so there's no reason to pass it up. Just look at the photos on the desk to grab it.


Who keeps sensitvie government docs in a half-destroyed hospital?

The same room with the recon report has another hole in the wall to crawl through, but you're almost through the stage now. Franky will talk to you briefly, but you won't be able to convince him to stay. The chase continues for a little longer.

There's only one pair of German soldiers to contend with, but the remainder of the hospital is an obstacle course of ducking broken sections of ceiling and jumping over low cover. At the end of your winding path, you'll find Franky.

After you meet up with him, Hartsock shows up and you'll play through the prologue chapter Lost once again. Nothing's changed, but at the end you'll get a more complete explanation of what happened.

Chapter 8 - Black Friday

A bazooka and base of fire team make up your squad for this mission. You need to secure the town of Veghel, because it's been overrun by German forces.

In the beginning, keep your team in their starting positions and order them to fire on the gazebo in the town center plaza. Make sure that the bazooka team destroys the sandbag barricade before focusing fire on the MG.


With the sandbags displaced, you'll have a clear shot at the enemy.

Meanwhile, use the low wall as cover to sneak around the right side of the map and flank the enemy. With the gazebo open, you'll have a lot more maneuverability, around the courtyard. Position both your teams in the gazebo while, again, flanking the enemies on their unprotected sides.


The gazebo gives you a distinct tactical advantage.

Recon Point # 1

To trigger this recon point, go to the designated area on your map and look toward this building.


Why do you have to stand in this exact spot for a report?

The town plaza isn't too hard to secure, but you've still got a long battle ahead. Move your team through the open house in the left corner of the courtyard. When you come out the other side, a few Germans will be set up for an ambush behind a demolished car. Clear them out of the way, then quickly move your squad up the street and down the first alley to your left. There's an artillery canon positioned at the end of the road, so spend as little time out in the open as you can.

Kilroy # 1

You'll find this Kilroy drawn on a shack down the alley path.


If this were middle school, that drawing would look very different.

Taking out the 88 can be difficult, but you as long as you can kill the gunner, you won't have to worry about destroying the gun immediately. Set up your bazooka team at the low wall offset from the gun of the artillery while you take up a position across the street, behind the short concrete blockade. You'll still take damage from the artillery, but as long as you stay behind cover, it won't kill you.


You can also swap places with your team and try sneaking all the way around the 88.


While drawing the artillery's fire toward you, have the bazooka team open fire. After a few shots, either the enemy soldiers will be killed, or you'll destroy the gun. Either way, the danger will be neutralized and you'll be able to press forward.

There are still scattered soldiers and an emplaced MG in an upper-story window, but with the big gun out of the way, you can set up suppressing fire and take them out without much of a fight. Pressing on, more Germans will come out of the alley next to the church. Anticipate their arrival by setting up the base of fire team at the beginning of the alley, while you lead the bazooka team through the church to flank the enemy.

Kilroy # 2

Pick up this Kilroy while traveling through the alleys to the municipal building.


Located after the second alley skirmish.

You'll meet scattered pockets of resistance as you make your way through the town, but they fall easily under the same tactics you've been using all along. Suppress with the base of fire team, destroy sandbag cover with the bazooka team, and flank the enemy from the side whenever you have the opportunity.

The municipal building is not heavily guarded and you'll be able to eliminate the German forces without going too far into the building. Stay in the side room that you enter the building from, and have one of your teams toss grenades at the enemy.


Don't put yourself in danger. Stay back and use grenades.

Your next goal will be to destroy two tanks, which is much harder than it sounds. Both tanks follow a circular patrol path through the level, and neither will deviate from it, even when you fire on them.

Leave the municipal building and flank the waiting Germans using the cover on the left side of the road. Once the coast is clear, move your team forward and set them up for a tank ambush. The tank is distinguished on your map by what looks like red circle with a white "=" sign in the middle.

Position your bazooka team facing the path the tank takes to leave the road. Keep your base of fire team safe out of the way for now, or position them farther up the road near where you first see the tank appear.


Although the side is open, your bazooka team will be safe here.

As long as your troops stay under cover, the tank won't be able to hurt them. After two direct hits, the metal monstrosity will just be a hulk of scrap.

The next tank is just as easy. Go down the alley where you just destroyed the last tank and set your teams up at opposite ends of the low garden wall you see there. Again, as the tank passes by, have your bazooka team open fire. German soldiers may approach from the front, but there is no alternate cover, so your bazooka and base of fire teams will wipe them out. After two circuits, the second tank will be down and you can move on.

The final section of the chapter is another tank driving mission. The only strategy here is: move forward slowly and avoid letting the enemy overwhelm you. There are a lot of enemy gunners and bazookas, so try to take them out from a distance.

Driving the tank feels more like a mini-game.

Use your machine gun to suppress fire, but don't worry about eliminating every last enemy. Only the tanks and artillery emplacements are really important. There's a checkpoint halfway through the level after the 88. Even if you're not successful the first time, at least you won't have to start all the way back at the beginning.

Chapter 9 - Hell's Highway

A roadside ambush leaves you and your team surrounded by hostile German forces. Press your way forward along the road using the same tactics you've always used: the base of fire team should provide cover, while you press forward with your assault team to either flank the enemy or to open up a clear shot. Watch out for the German MG on the right side of the road.


No one said Hell's Highway would be short.


Eventually, you'll come to a clearing with the German heavy artillery. You don't have a bazooka team, so you'll have to get up close and personal to destroy it.


Here's the safe wall path.


Keep your base of fire team on the road to lay down suppressive fire while you lead the assault team along the covered path right of the artillery. Your primary targets should be the artillery and enemy MG, so focus on those soldiers first. When they're out of the way, focus fire on the remaining foot soldiers so you can safely plant a satchel charge on the cannon.


You can plant the explosive anywhere on the 88.


If you're running low on ammo or grenades, there's a supply drop at the opposite end of the barn where you can obtain fresh supplies. When you're ready, move on to the small creek next to the farm. You'll run into enemies in the water; take care of them using the same tactics you used to progress up the highway.

At the end of the canal is a large field with a heavily defended barn. The next artillery cannon you need to target is on the other side of that barn. Move your team from cover to cover slowly until you're able to take out the MG on the second floor.


You can move your teams more easily when the enemy's suppressed.


When you get to the fence, there are two concrete blocks that you can position your base of fire team behind for cover. Don't position them just anywhere along the fence line, since the wooden barricade will be decimated by the British guns.


This is alos a good position from which to shoot the enemy MG.

While your base of fire team provides cover, enter in the barn from the left side and take your enemies by surprise. One of the Germans will drop a sniper rifle. Pick it up; it will be very useful later.


You'll find this lying on the barn floor.

Recon Point # 1

It's not clear on your map, but this recon point is on the second floor of the barn.


The MG gunner's window.

Exit through the back of the barn (the ground floor not the second), and set up behind the truck. A few Germans are waiting behind a wooden fence near the artillery, take them out with a grenade. After that, set up either of your teams at the edge of the truck, and have them fire on the artillery. Meanwhile, go around the opposite end and take out the artillery operators from the side. Don't panic if the barrel of the cannon starts swinging towards you; the movement is very slow, and you or your team will be able to pick off the operator before he can fire.


We don't actually advocate using your pistol...ever.


Even with the 88 disabled, you're not quite finished playing with heavy artillery; your next target is a tank. Just like the 88s, distract the tank with fire from either of your teams while you run up and place the satchel charge on its side.


The tank doesn't use a gunner, so getting in close should be no problem.


Your next checkpoint is at the end of town. Weave a path through the German forces until you reach the train station. As usual, you'll have to fight through this section on your own.

Your team is already set up and waiting for you when you get to the other side. Hopefully you picked up the sniper rifle, since it will make this section of the level much easier. You'll have to hold off waves off attackers as they try to storm the train station.

Keep your team back and pick off the soldiers from a safe distance. When the tanks appear, have your teams open fire to distract them while you head out in the field and plant charges on them from behind. If you do get noticed by a tank, run for cover and wait for you team to redirect its fire before coming out of hiding. Successfully repel the attack to move on to the final chapter.

Chapter 10 - Tooth and Nail

Your final assault on "Jerry" is also the most difficult. There are four heavy artillery units to destroy, and you won't have a bazooka team to help you out. It's hard, but it's not impossible.

Work your way to the first cannon slowly. Cover with the base of fire team, and lead your assault team on flanking maneuvers. The level has lots of effective cover, but the enemy will make good use of it, too. Don't go to fast, and suppress the enemy before trying to move a team forward.

The first 88 isn't heavily defended, but it's placed in a narrow area. Like in the last chapter, draw its fire with one team while you run up the side to kill the operators.


The cannon rotates very slowly, so you're pretty safe at this distance.


A gate behind the artillery unit will open up, and you can continue on to the next 88. You'll find spots to safely set up your teams just in front of the creek. While the MG and base of fire teams lay down cover fire, lead your assault team towards the enemy on the rights side.

Even while they're suppressed, the enemy MGs will still kill you quickly if you try to rush them. Instead, get as close as you can, and pick them off when the Germans stick their head up. Your rifle is more effective than your tommy gun at long range targets. When the MGs on the right are cleared out, you can move your cover fire teams a little closer while attacking the artillery from the now empty enemy MG building.


You can hit these guys in the knees to do damage.


The final two MGs aren't any more difficult than those before, but there is no checkpoint earned for beating just one. If you destroy one, and then die while attacking the next, you'll have to play that section all over again.

To make it through successfully, set up all three of your teams behind cover at the top of the hill. Focus fire on the closest group of Germans before heading into the trenches. Stay low and move towards the closer artillery cannon to your right.


Surprise!

There's a squad crouched halfway through that you can catch by surprise with your machine gun.

The only enemies left should be around the artillery unit. Get close enough to take a clear shot at each of the soldiers, and the artillery operator. The artillery shells won't be able to kill you as long as you stay dug in to the stone wall, so don't worry when your screen occasionally turns red.


It takes longer, but this method is much safer.


With no enemy soldiers to worry about, you can plant the satchel charge then turn your focus to the other artillery unit. Rally your troops behind the earth wall halfway between their current position and the second 88.


Rally at this safe zone before continuing.


Set up your base of fire and MG teams to lay down cover fire while you take the assault team to the stables left of the artillery. As you gain ground, move both groups forward, but avoid taking cover behind sandbags for more than a few seconds; they're not effective protection from the artillery cannon. From the stables you'll have a clear path to the back of the artillery, and victory.


Blow up both 88s to earn your blessed checkpoint.


It might take a few tries, but if you stay near cover and keep your team alive, you'll pull through.

After a cut-scene you'll have one more 88 left to destroy, and after your last adventure this final cannon should feel easy. Make your way through the farm killing off German suntil you find the artillery unit. It's surrounded by a long wall you can use for cover, so set up your MG team in front of it while you move safely to its other side. Shoot the Germans to complete the objective.


It will eventually turn to fire on either your or your team, opening up the operators to fire.

Kilroy # 3

Find it left of recently demolished 88, on the wall behind the house.


The checkpoint is nearby; don't try walking back to the beginning of the stage!


Go through the small bridge in front of the artillery cannon to rendezvous with the 506 division.

Your final mission is a tank driving romp through the countryside. You'll have lots of room to maneuver, but this stage is just like the others before it. There are two tanks and one 88 you need to destroy on your drive. Once you've filled your quota, head to the checkpoint to watch the game's ending cut-scene. The war's not over, but your battle is, for now. Complied with help from mycheats user contributed walkthrough.



Codes

From the main menu, select "Enter Codes"

Code Effect
0ZNDRBICRA Unlock all Recon Reports.
HI9WTPXSUK Unlock bonus online-only character.
SH2VYIVNZF The message, "You are near a Kilroy," will appear when you're close to a hidden Kilroy.

Unlockables

Authentic Mode

Beat the game once to unlock the ultimate challenge: Authentic Difficulty Mode.



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