Commandos: Behind Enemy Lines

a game by Pyro Studios S.L.
Platform: PC
Editor Rating: 6.5/10, based on 3 reviews
User Rating: 8.0/10 - 1 vote
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See also: Commando Games, WW2 Games
Commandos: Behind Enemy Lines
Commandos: Behind Enemy Lines
Commandos: Behind Enemy Lines
Commandos: Behind Enemy Lines

Strategy Guide

Mission 11

  • The Green Beret's decoy skill and the spy's distracting skill are very helpful at the tricky start of this mission. Once you have cleared the first area, use the spy to kill the two guards on the eastern mound; this enables your Green Beret to climb up there without being seen. From this point, work your way northwards to secure the escape truck. You then need to use a combination of spy, Green Beret and sniper to clear a path so that the driver can reach the truck. It's then just a matter of gunning down any guards and reinforcements that are left so the sapper can set the bombs. If you've run out of bombs, you can use the oil truck to shoot the fuel tanker just as it passes between the two north-eastern oil rigs - this will destroy them both. Once you're done, escape to the west.

Mission 12

  • This mission requires the spy to kill the guards around the Green Beret's and sniper's hideouts so that they can escape. Once they're free, it's just a case of carefully killing all the guards and freeing the hostage. There is no real strategy, except to be quiet and reach the escape truck.

Mission 13

  • Use the Green Beret to climb up the dock wall and kill the four guards, then swim your marine up to the main entrance and wait for the supply boat to open the gate. Once you're through, kill the guard by the cannon and open the gate. Get all your men into the boat and move them to the main entrance, then use the marine's scuba gear. The marine gets out of the boat but everyone else stays in. Use the marine to kill the two guards on the small pier just north of the entrance, and at the same time use the sniper (he can shoot from the boat) to kill the guard on the south-western point of the main dock. The rest of the guards are quite tricky, but you can use any remaining sniper bullets and the beartrap to kill them. As soon as you can, get your marine into the sub and blow up the large boat with the sub's torpedo. The alarm then goes off, so use your sapper to blow up the fuel tanks quickly. You can use the large cannon on the southern dock to destroy any patrol boats. This should secure your escape.

Mission 14

  • Once again, there is no real easy strategy to this mission - just be as quiet as you can. The decoy combined with the beartrap makes an effective weapon, and the marine is also useful for sneaking out of the water and killing the guards on the beach. The Green Beret can climb on to the central mound and sneak up behind some of the guards, and the sniper can shoot from the boat, although you need to save some bullets for the guards on top of the cannons. The mission becomes easier as soon as you have control of the tank. All you need to do then is use the barrels and your bombs to destroy the guns.

Mission 15

  • Avoiding the five-man patrol, you need to work your way up to the tall building in the north-west where the spy's uniform is. Once you have the uniform, get your sniper onto the flat area on the roof. From here you can kill the General in the garden below. The alarm then goes off and you need to get into a few gunfights to reach the enemy HQ on the east side. As soon as you have reached the HQ, move a car in front of the HQ and shoot the engine from a distance. You may find it helpful to kill the patrol that is guarding your escape truck before you blow up the HQ. The key to completing the first part of this mission is to study the timing of the five-man patrol - you have to be patient, as their patrol is quite long.

Mission 16

  • Try not to set off the alarm at the start of this mission, and save one sniper bullet for the end of the mission. Work your way down to the spy's uniform on the other side of the railway. Once you have it, use your spy to kill as many guards as possible without setting off the alarm. As soon as you can, move your sniper down the east side of the river bank until you have a clear shot at the detonator on the east side of the bridge. Next, move your spy behind the enemy sapper on the west side of the bridge, and swim your diver next to the small island in the middle of the river under the bridge. You need to kill the enemy sappers simultaneously, so start by killing the two on the centre island with the diver, then use the spy to kill the west-side sapper, and as the east-side sapper approaches his detonator, shoot him with the sniper before he reaches it. You can then escape in the truck.

Mission 17

  • Use the spy to go through the enemy camp and open the bridge. Then use the spy and the Green Beret to clear the area just above the bridge. Use gunshots to lure guards over to your position and use the rocks as cover - try not to get too close to the camp as you will set off the alarm. Move your men next to the crane outside the camp and then close the bridge to block off any guards. Next, use the spy to open the taps on the oil tanks. When no one is looking, shoot the oil - it will ignite and block off any reinforcements. Before you release the prisoners you may want to clear the top area. To do this, use your diver to swim to the top-right area and work his way left; you could also use the spy to distract some guards to make the diver's job easier. You can then release the prisoners and escape.

Mission 18

  • Start the mission by shooting off a couple of rounds to lure the guards over. The alarm goes off, but only a few guards come over. Clear out the area above - you can use your pistols to a certain extent, but don't fire near the enemy barracks by the train tracks. You can, however, fire near the smaller barracks close to your original position as there are only a few men in it. Use the diver to transport the driver to the other side of the river. You need to kill some guards on the top island to get the boat. Next, move both diver and driver down to the tank in the corner. Once you have possession of the tank you can take out as many guards as necessary in order for your diver to ferry the sapper over to the bottom island and collect the explosives. Once you have them you can blow up the bridge and escape in the truck.

Mission 19

  • You need to work your way down to the small bay in the bottom-left of the top area. This is best achieved by moving in an anticlockwise direction from where you started the mission. Place a decoy over an open beartrap to lure in and kill guards in areas where they will not be spotted. You may find it helpful to blow up the enemy barracks in the top-left corner - this will, however, make your mission more difficult. Save at least two bullets for the dogs in the lower sections, and another two bullets for the gunners on the river banks. You need to clear the lower-left area of the map before moving upstream to the bay next to the rail tracks. Once you have crossed the tracks, use your last sniper bullet to kill the dog in the kennel, then climb the wall with the Green Beret so he can flick the conveyor belt switch. The conveyor belt will now have changed direction, so the rest of your team can use it to get into the base. Use the barrels and your bombs to blow up the missiles and, if you wish, to blow up the enemy barracks to stop enemy reinforcements.

Mission 20

  • Use the Green Beret to scale the wall to his north and kill as many guards as necessary so that you can crawl along the outer wall without being seen. Make sure you kill the guard on top of the enemy HQ. Crawl along the outer wall killing the guards on the way. Once you reach the east side of the wall, kill the guard above the underwater gate and the patrolling guard just north of there. You can then use the sniper to kill some of the guards on the topmost wall, but save one bullet for the man on the large cannon. Climb the Green Beret down the ladder into the shooting range and open the underwater gate. Move your diver into the shooting range and lure as many guards as possible. Once you've cleared that area, take out the guards on the southern exit and clear the area to the left. You can then kill the guards on the western exit and gain access to the spy's uniform. Use the spy and the Green Beret to clear the eastern area to gain access to the tank. Remember to use the sniper to take out the man on the cannon. Use the tank to destroy the missiles, enemy barracks and as many guards as you can. This should make it easier for the sapper to reach the enemy HQ and blow it up. You can then escape in the tank.

Download Commandos: Behind Enemy Lines


System requirements:

  • PC compatible
  • Operating systems: Windows 10/Windows 8/Windows 7/2000/Vista/WinXP

Game Reviews

Here in England, we have very little truck with the Germans, or the Jeemians, as scouse unfunny man Stan Boardman would have it. As well as the apocryphal bombing of the aforementioned buck-toothed Merseyside comic's chippy (and a number of vastly more significant locations), they habitually humiliate us at football - 1966 withstanding, and that was largely due to an extremely dubious goal. However, with the advent of Commandos: Behind Enemy Lines, bitter, resentful xenophobes are offered a unique opportunity for revenge, provided they can forget that it's only a game, or indeed a 'sick virtual reality computer game', as the less informed tabloids would probably have it. And there is plenty for the moral majority to be 'up in arms' about, with death meted out in the form of shooting, stabbing, exploding, trapping and even poisoning, to name but a few macabre methods.

In war there are always casualties, and a sobering reminder of this is provided by genuine black-and-white footage of young men marching off to die in a foreign field. The occasional newsreel clips sit somewhat uneasily with the game though, which while not quite as flippant as Cannon Fodder, is nevertheless vaguely cartoony, featuring larger-than-life characters and exaggerated shrieks of pain.

The historical authenticity also raises a further issue for the ethical guardians of Fleet Street, which could well cause some confusion. Whereas running someone over in Carmageddon or Grand Theft Auto is clearly sick and wrong, crushing a couple of Germans beneath the wheels of a military vehicle in the name of King and country must surely be deemed an honourable activity.

Time To Kill

Whatever, the moral issues aren't qyr primary concern here. You're all big enough and ugly enough to make up your own minds; more important is whether the game is worth spunking 44.99 on. And yes it is, although with some reservations. Firstly, a degree of patience is needed (or even a degree of impatience). Secondly, a lot of spare time is essential, making it an ideal game for insomniacs, the unemployable, and angry loners.

Make no mistake, Commandos is a commitment, and if you're seeking more instant visceral thrills you'd be well advised to look elsewhere. Even hard-core fans of real-time strategy may baulk at the intricacies of some of the later missions, which require inch-perfect movements and immaculate timing. This game is bloody difficult. Not as in a bit tricky, but as in genuinely brain-achingly hard, at times seeming more like work than play. Frustration is inevitable, and you can mess up not particularly because of a slack strategy, but through becoming a cack-handed buffoon at a crucial moment, with even the easier missions requiring countless uses of the Quicksave facility.

Tin Soldier

For slower readers, Commandos is essentially toy soldiers taken to the nth degree; although to kids playing with plastic figurines in the sand 20 years ago, it is the stuff of a madman's dream. Controlling a small troop of highly trained experts, the missions span most of the war and take in Norway, North Africa, the Rhine crossing and even the D-Day invasion. The action takes place over land and sea, and even occasionally in the air, with all the buildings and vehicles based on genuine wartime structures. With a generic interface, the idea is to achieve the various objectives without losing a single commando, which can be a bit of a pisser if one of your guys is shot in the face within the first few seconds. Also, a mission can become untenable if, for instance, a getaway vehicle is destroyed or you run out of explosives. There are numerous ways of solving missions, although there is usually one particularly elegant method that only the most advanced military strategist will work out. Inevitably there is a lot of gnashing of teeth involved, although when a plan comes together it can be a beautiful thing.

The graphics never fail to impress, and it is possible to zoom in and out. Being able to rotate the scenery would be nice, as the action is sometimes obscured. Ultimately though, it's an excellent game and more than capable of stealing large chunks of your life. For filling that awkward gap between Jerry Springer anti Countdown, there are few better activities; except, of course, those involving a buttered hoover.

As previously reported, this is an action strategy affair set during the World War II. Simulating the assault operations of a group of Allied commandos, the idea is to kill members of the German army - which begs the question of how the game will be received in, say, Germany, for instance.

Still, it looks smart and features accurate 3D models of more than 200 wartime buildings, vehicles and weapons. The killing will take place in four geographically disparate areas, namely the Norwegian fjords, North Africa, Normandy and the Rhine Crossing. May 1998 will see gamers finally take revenge on the 'Jeermans' for bombing Stan Boardman's chippy.

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