Edited by PETER LERT
An Introduction to the SAS . . . . . . . . . . . . . . . 1 The SAS Since World War II . . . . . . . . . . . . . . . . . . . . . . . . . 4 SAS Today . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Installing the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Playing the Game . . . . . . . . . . . . . . . . . . . . . 6 Campaign Selection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Equipment Selection. . . . . . . . . . . . . . . . . . . . .
Hidden and Dangerous An Introduction to the SAS by Peter Lert It was 1941. In a British army field hospital in North Africa, a lanky Scot sweltered in the heat. He’d initially joined the Scots Guards, but—eager for action—he’d transferred to 8 Commando, commonly called “Layforce” after its commander, Col. (later General) Robert Laycock. Early in the war, Layforce had made significant inroads against the Germans in North Africa.
INTRODUCTION TO THE SAS Stirling still had a formidable obstacle to overcome: the rigid protocol and chain of command of the Royal Army made it unlikely that his memo would ever get as far as Gen. Auchinlek. Characteristically, he left the hospital on crutches, slipped through a perimeter fence and into General HQ, and took refuge in the first office he saw. Luckily, it was the office of the Deputy Commander Middle East, Gen. Ritchie—who was captivated by the idea and carried it to Gen. Auchinlek.
Unfazed—and impressed with the way the LRDG jeep troops were able to extract his men—Stirling redesigned his combat tactics for ground insertion, rather than the dangerous and unpredictable parachuting. Teaming with the A Squadron of the LRDG, the SAS set up an advance base deep in the desert south of Benghazi, where they were tasked with disrupting enemy air movement in anticipation of an operation on 21 and 22 December of 1941. Thus, the Special Air Service was born.
INTRODUCTION TO THE SAS 4 A major blow to the SAS came during one of their last North African operations when Stirling—by now a Lieutenant Colonel—was captured. After four escapes and recaptures, he was ultimately sent to the infamous Castle Colditz in Germany, a supposedly escape-proof prison.
SAS TODAY The basic SAS unit is four men. Within the Regiment, troops are divided into four main areas of specialization: • mountaineering: including rock and ice climbing • amphibious assault: including SCUBA, submarine operations, underwater demolition, etc.
Of course, each man must also be highly proficient in skills such as close combat, weapons, demolition, map-reading and navigation, and emergency field medicine; most are also fluent in at least one foreign language (formerly Arabic and Malay were most common, but now Russian and other northern European languages are receiving more emphasis).
Game Menu MENU 1 This menu appears after the short opening animation and allows you to choose whether to start a game, set options, etc. Select any item by placing the mouse cursor on it (it will enlarge) and either left-clicking or pressing ENTER. • Start New Game • Start a New Game (Single Player) • Selecting a Game Profile The first time you start the game, you will be asked for a name to be used with your “profile.
Mission Select Once you’ve selected a campaign, this menu allows you to choose your mission. This menu functions in a similar way to the CAMPAIGN SELECTION, with unavailable missions “grayed out.” When you first begin a campaign, only the first mission is available; thereafter, new missions become available one at a time Each new mission will provide text explaining its goals. The story line runs through all missions within one campaign. Move on to the next menu by pressing “OK”.
Equipment Selection MENU4 To carry out a mission, you need to select the weapons and equipment the soldiers carry into action. Choose suitable weapons by scrolling the column on the left-hand side. At the beginning of the game, only Allied weapons are available, but as campaigns progress, you can capture enemy weapons and equipment as well. By the last campaign, you should have collected quite an arsenal! You can add other weapons by pressing button “Add item”, and more ammunition by pressing “Add ammo”.
Briefings You will get all the necessary information concerning the mission via a written and audio briefing, taking place over a 3D map of the area. Important points are in red. First, you’ll be briefed on the specific goals of the mission, next on the most significant dangers, and finally, you’ll see some suggestions as to the simplest way of carrying out the mission. The order and methods of tackling each task are entirely up to you.
Debrief Menu This is displayed after completing a mission. You will be given the result of your mission, the quantity of ammo used, and your losses. If the mission was a success, the next mission will become available to you. If you have finished the last mission in the campaign, the next campaign will become accessible. NETWORK PLAY Up to four players may play HIDDEN AND DANGEROUS over a network. Network play parameters must be set up before a network game can be started.
To begin a network game as host, first click on CONNECT, then on HOST GAME. Select a player profile from those stored on the HOST computer; then you’ll see the message “Waiting For Other Players.” Additional players join the game by clicking on CONNECT, then on JOIN [HOST NAME]. As soon as the first additional player has logged in, the START THE GAME command becomes available on the host computer, as well as a list of players logged in.
Therefore, selection of characters and equipment should be discussed among all players before the HOST player makes the choices. While selections are being made on the host computer, any player can enter a “chat” mode by pressing F4. Any message you type will be sent to all connected players when you press ENTER. Once a network game has started, the host computer will assign a soldier to each connected player.
OPTIONS These screens allow you to set controls, sound levels, and graphics parameters. CONTROLS This menu allows you to redefine any and all keys used in HIDDEN AND DANGEROUS. To change any key assignment, click on the desired function, then press ENTER. The original key will be replaced by a blinking exclamation point. Press the new key to which you want to assign the selected function. There are more key assignments than will fit on one screen; scroll up and down as required to see the entire list.
STRENGTH This parameter determines the amount of equipment and weapons that the soldier is able to carry. The higher the value, the more he can carry. ENDURANCE This parameter determines what injuries the soldier can endure. The higher the value, the more hits he can survive. You are allowed to select 8 soldiers for a campaign. A good marksman will definitely be very useful, because in most missions a sniper represents your best weapon.
BAZOOKAS This weapon can be devastating, especially against a high concentration of enemy armor. It is the only weapon with which an individual soldier can destroy a tank. Its main disadvantage is the heavy weight of both the weapon and its ammunition. In addition, its backblast requires that it be fired only from a standing or kneeling position (not prone). HAND GRENADES There are two types of hand grenades used in this game.
CAMERA Not essential for any mission, but if you’d like a memento, you may take a snapshot at any time. It will be stored in the HIDDEN AND DANGEROUS home directory. BINOCULARS Enable you to watch your enemy from great distance. RADIO TRANSMITTER Essential in certain situations. When switched on, provides a homing signal for artillery or bombers. Light machine guns are useful in most of the missions, but are heavy and use a great deal of ammunition (at least 300 rounds per mission).
Strategy For Selecting Men and Weapons When selecting your team and determining how to equip your men, consider your mission requirements very carefully. Try to capture as many weapons from enemies as possible. When choosing your men, consider the type of the mission they are to carry out. Think about the necessity to salvage all the weapons from the battlefield; the amount of equipment your unit can carry is always limited, and it’s vital to “stretch” it whenever possible.
VIEW 2 To activate the external sight, press the F2 key. A line of fire and sighting cross will appear. INFO 1 Controlling the Soldiers While playing, all the functions are controlled by means of the keyboard and the mouse. You can re-define keyboard functions in the menu or directly in the game. The standard keyboard is arranged thus: Hero Moves STRATEGY TAB, Shift + TAB . . . . . . . . . . .Select soldier (cycles through soldiers) 1, 2, 3, 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Commands Home . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Follow me! End . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Stop! Page Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Move on! Insert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Hey! Page Down . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Hold your fire! Delete . . . . . . . . . . .
Note — You will find more details about shooting from the sniper rifle in a special chapter. • Submachine Guns When shooting from submachine guns, any view can be used. If you’re using the 1st person view, use the sight of the weapon to aim at the enemy; use the external sight for external view. Most submachine guns available during WW II could not fire a single round; a single press of the trigger will fire a short burst of shots. Use this when shooting at a group of enemies.
Note — Due to its small caliber and low muzzle velocity, the pistol is not a very effective weapon. However, you can still kill an enemy with it and capture his equipment, provided you hit the right spot. Aim at his head. HAND GRENADES AND EXPLOSIVES • Hand Grenade When throwing a hand grenade, you can regulate the length of the throw. If you keep the mouse button pressed for a few seconds, an indicator showing the throwing power will appear. There are two types of hand grenades available.
Note — Avoid using weapons (except captured ones) when disguised if you don’t wish to be discovered. A man wearing an enemy uniform but using an Allied weapon is somewhat conspicuous! MISCELLANEOUS • Knife A useful silent weapon, provided you manage to get near enough to the enemy. Of course, it does not need any ammunition. • Camera Using Weapons and Objects Found in Missions There are plenty of objects to be found in missions.
VEHICLES You can use many vehicles found in the missions. Find the driver seat, then press the “U” key. Provided you manage to get into the driver’s seat, you can drive the vehicle (if there is enough fuel in it, that is). You can shoot and throw hand grenades from some places in some vehicles (for instance, the back of a truck). You can switch over into a member of the team riding on the vehicle; you will be able to drive the vehicle even though you are not switched directly into the driver.
DIALOGUE WITH CIVILIANS / CAPTIVES In some missions, it is possible to talk with certain characters. The dialogue is automatically activated as soon as you approach them. Listen carefully; you might gain some important information. Note — Avoid shooting aimlessly. Don’t shoot at civilians. They might provide you with important information. CONTROLLING FELLOW FIGHTERS You have up to 4 soldiers in each mission.
Map Mode Strategy (Overview Map) When coordination is very important, it is possible to program more complicated actions on the overview map. You may switch over to the map by pressing the SPACE BAR. The game pauses, giving you a chance to plan and program the action without worrying about time. In this chapter, you will find out how to use the map. MAP 1 Changing the Map View To be able to plan the action in detail, you may want to zoom or rotate the map display.
Note — If you switch to another soldier, the map shifts and turns in the same direction as the soldier is facing. The map also indicates the position of enemy troops, ringed in red. A red circle with a black stripe means that the enemy soldier is dead. Only enemy soldiers visible to your soldiers are visible on the map. Note — Use the map to establish who is shooting at you. Positions of civilians are also indicated on the map (if they appear in a mission). The civilians are shown in blue.
MAP 6 If you decide to switch to a soldier while he’s executing a programmed action, the program is interrupted and you can control him directly. If you then switch to another soldier, the previous soldier will continue his original instructions. There is no point in programming more than 3 soldiers. During the game, one soldier will always be under direct control. Explanation of Map Commands STRATEGY MOVE After pressing this icon you can mark the point to which the soldier should proceed.
WAIT SIGNAL Used to coordinate action between soldiers. When a soldier encounters this signal, he will hold his position. He will resume his programmed orders upon hearing either a shot or the real-time “Hey!” command. If attacked while waiting, he will defend himself automatically. STAND Soldier stands up. KNEEL Soldier kneels. LAY Soldier lies down. Note — When a soldier receives a command to move to another location, he will move in whatever stance was commanded last.
Description of the Objects Available in the Game This chapter explains which objects you can use in the game. Objects in Inventory ITEM 01 Military binoculars suitable for medium distance surveillance of enemy. Magnifying power: 4x Weight: 0.25 Kg ITEMS AND WEAPONS ITEM 04 In several missions you come across locked doors. Find the key to unlock them. ITEM 08 Anti-tank mine used mainly against armored vehicles. Explosion is concentrated to penetrate armor.
ITEM33 Coding and decoding equipment. The Allies discovered and cracked this equipment before the start of the war. Without the key to the code, the equipment is quite useless. Aboard ships, they used to keep the key to the code on a special type of paper that dissolved in water, preventing the key from falling into the wrong hands. Weapons ITEM12 ITEM14 Sten gun Submachine gun used by British Army. Calibre: 9mm Effective range: 160m Magazine: 32 cartridges Weight: 3.
ITEM18 Lee Enfield Mk 4 One of the best sniper rifles. Calibre: .303 Effective range: 800m Magazine: 5 cartridges Weight: 4.2 kg ITEM19 K 98 Enemy (German) sniper rifle. Calibre: 7.92mm Effective range: 1500m Magazine: 5 cartridges Weight: 5 kg ITEMS AND WEAPONS ITEM 20 Bren gun Submachine gun. Modified type ZB 26. Calibre: 7.62 Effective range: 600m Magazine: 30 cartridges Weight: 8 kg ITEM 21 Browning Light machine gun used by British Army. Calibre: 0.
ITEM 25 M1A1 Bazooka is the American anti tank weapon. Weight: 13 kg ITEM 26 Enemy hand grenade (Nicknamed “potato masher” due to its wooden handle and round shape.) Weight: 1 kg ITEM 27 ITEM 29 Knife, Fairbairn and Sykes Combat knife used by Commando units and SAS since 1939. Weight: 0.3 kg ITEM 32 Flare gun used primarily for lighting terrain at night. Can also be used for signaling. Weight 1 kg Vehicles ITEMS AND WEAPONS British hand grenade Mills grenade dating from the twenties. Weight: 0.
CAR 3 Opel Admiral 4 seats—cannot shoot from this car.
BOAT Gunboat 1 place - the pilot - 2 standing places to fire from - 1 standing place, fixed machine gun. A modified river boat. Weight: 3500 Kg Maximal speed: 15 Km AIRPLANE Avro LANCASTER 2 standing places, possible to fire from1 seat in the rear turret (no shooting possible) - 1 seat in the upper turret - fixed machine gun, Heavy bomber, Engines: four Rolls-Royce Merlin XXIV, 12 cylinders.
Hidden and Dangerous The Combat Manual How to Use the Combat Manual Introduction This Combat Manual contains suggestions and information designed to help you understand the strategy of controlling your soldiers. All tactical recommendations contained in the manual are designed especially for the Hidden and Dangerous game. Even though the game is built to reflect reality as closely as possible, some situations may differ slightly from real combat situations, as practiced by the members of special forces.
Combat in Open Country Long Distance Combat Combat in open country and long distance combat have a lot in common. Passive reconnaissance is used in this type of combat: rather than planning a fullscale attack, select targets for weapons effective in long distance fighting (sniper rifle, machine gun). All attacks are usually concentrated at one or two target points, ideally fairly close to each other.
Moving as a Team Reconnaissance Reconnaissance in the open country is of the utmost importance. Enemy machine gun posts lie everywhere waiting for soldiers whoare not careful. Squad members with the highest STEALTH levels should be selected as the reconnaissance patrol. The higher these levels are, the lower the chance of being discovered by the enemy. The reconnaissance soldier should move forward in stages, carefully surveying the terrain with the binoculars or the rifle telescopic sight as he goes.
If you suspect that your opponent could be ahead of you, use the alternative method indicated in Figure 9. In this case allocate one team member to cover the advance of the other soldier. Fig. 9 You can use these tactics for movement to both the right and the left. Where the terrain incline is steeper, your advance is slower. Remember, when you’re high up, it’s easier for the enemy to spot you. Retreat If enemy resistance is too strong, try to retreat and regroup.
Firing Weapon Effectiveness Weapons and their use are described according to their usefulness in specific situations: Sniping In long distance combat, a sniper is a formidable asset and a fearsome opponent. He usually takes the role of the reconnaissance soldier, surveying the terrain for light infantry units. You should use him to soften up the enemy positions, and it’s a good idea to allocate him at least one partner armed with an automatic weapon.
Attacking as a Team - Common Situations Negotiating High Terrain in the Open Country Large obstacles such as hills or large buildings can make progress through the terrain very difficult. Figure 12 indicates bypassing such an obstacle. First of all, reconnaissance men are sent to the left and right sides of the hill to survey the area (best equipped with binoculars and automatic weapons). Then the two remaining squad members approach one side of the hill and take up their firing position there.
Attacking from a Plateau Once you have secured the plateau, you have an invaluable opportunity to eliminate any opponent located below you. According to Figure 16, allocate one or two squad members to cover your rear and move your man carrying the machine gun to the edge of plateau. Quickly choose your targets, using binoculars or the telescopic sight on your sniper’s rifle, and commence firing.
Mines Effective use of mines is possible only in open country when laying traps for tank units, etc. However, laying mine fields may prove tricky should you forget where you laid them! Timed Charges This type of explosive is useful for the destruction of specific targets, rather than in direct combat. Bazookas and Panzerfausts These missile type weapons have a devastating effect, not only on enemy armored combat vehicles, but also on enemy troops.
Moving Forward Always move forward along a wall in a crouched position. If you are in the middle of the street, lie down. When you are approaching an intersection, proceed according to Figure 21 and keep to the side of the street from where you are expecting any trouble. An unprepared enemy is less likely to notice you. Don’t forget to check up the opposite arm of the intersection from time to time.
If you are not sure whether there is an enemy around the corner, see Figure 23. Throw a British (time delay) hand grenade against the wall of the building opposite and then listen. If you hear any screams of injured enemy soldiers, you have confirmation that there was someone behind that corner. If you don’t hear anything, you cannot really be sure, but nobody will kill you from close range whilst they are crouched down protecting themselves against the explosion. Fig.
Lateral Movement in Formation If your whole team is pinned down by a wall, it is better to spread your men all the way across the street. See Figure 25. Start the maneuver by first moving the two members who will be able to provide covering fire for movement of the remainder of the team. Now carefully proceed with the third soldier moving into position at point A. Execute a quick reconnaissance and continue to point B. Follow up by moving the remaining member of the team.
Firing Weapon Effectiveness Weapons and their uses are listed according to their usefulness in a given area (i.e. the submachine gun is best for combat in interiors, etc.) The Submachine Gun or Automatic Rifle A submachine gun or automatic rifle is a very affective weapon for urban combat, because the fighting is usually at very short range. It is advisable to equip at least three members of the team with submachine guns for street combat (even specialists, such as the sniper).
Moving Past Intersections Moving through an ordinary intersection may present a difficult obstacle under combat conditions. It is a maneuver that can require a great deal of coordination. Figure 30 provides instructions how you might pass through a T-shaped intersection. Start by placing a submachine gunner or machine gunner at the mouth of the street and follow that up by a quick run by the rest of the team to the other side of the street.
Attacking Barricades Barricades and roadblocks are often used in towns. Overcoming such an obstacle, defended by a dedicated garrison, may prove to be an almost impossible task. Your best bet is probably to fire at the barricade with a machine gun or rifle before commencing any attack; follow up with moving very carefully forward. Even if the defenders seem to be eliminated, there may be more in reserve.
Movement Troop Posture Movement in an upright position is dangerous indoors for the same reasons as mentioned above. Its main advantage is the ability to start moving fast. However, you will make yourself a larger target for the enemy. The crouching position is relatively safe in narrow corridors even without cover by other team members. The only serious danger is in large halls or rooms, where slow movement will give the enemy more time to see you.
Follow Figure 34 when advancing. First, move soldier 1 -- if you wish to cover his movement, turn soldier number 4 to face the front. Now shift soldier 2 and then, quickly, number 4. It is possible to cover number 4 by turning number 2 around so he is facing the rear. Last, shift number 3 into the space between numbers 1 and 4. Fig. 34 You will usually have two soldiers moving along a passage (see Fig. 35). Both of them will be aiming forward, but from time to time check the rear.
Firing Weapon Effectiveness The Submachine Gun or Automatic Rifle Just as long-range combat is dominated by the sniper rifle, indoor combat is dominated by the submachine gun. Its advantages include high rate of fire, large magazine capacity, and the speed and ease of use; it’s a devastating weapon in shoot-outs. Always be sure to reload the magazine after even the most minor encounters with the enemy.
Figure 37 shows how to reconnoiter in corridors with a T-junction. Quickly side-step into the corridor, fire a burst from your submachine gun or toss in a hand grenade, then retreat to the opposite side of the passage. Quickly reload your weapon and look into the passage again. Instead of sidestepping, you can do a somersault. Figure 38 shows how to negotiate a junction between two passages.
Moving Up and Down Stairs Staircases are the only obstacles in interiors on which you can safely use a German (contact) hand grenade. Move very slowly to the edge of the stairs and throw the hand grenade on either the stairs or the landing (Fig. 41). Don’t stick your head out! After the explosion, creep carefully to the edge accompanied by two members of the team (to provide cover). The same method illustrated in Figure 41 applies for going up the stairs (see Fig. 42).
Using Vehicles in Combat Vehicles give the team a great advantage when fighting the enemy. The only disadvantage is the concentration of your men in one place. This exposes all your soldiers to the risk of being eliminated if an accident happens or if the vehicle is hit by enemy fire. This risk is less if you can use an armored vehicle. Non-Armored Vehicles Using non-armored vehicles in combat should be very limited, as they’re completely vulnerable to enemy infantry weapons.
Common Situations Reconnaissance in a Vehicle The most common obstacle is a corner. Even around the smallest of curves, there can be a tank lurking, waiting for you, or a soldier with a panzerfaust. See Fig. 43. First, place a soldier on the outer side of the curve and send another one through the terrain. If it is impossible to proceed through the terrain, advance along the inner side of the turn, walking on the road.
Combat Strategy against Enemy Vehicles and Armor Vehicles and armor can cause you a lot of trouble. A few rounds from infantry weapons are usually sufficient to eliminate non-armored vehicles, but with armored vehicles and tanks, it is necessary to carry out some effective countermeasures. Anti-Vehicle Weapons Infantry Weapons Infantry weapons such as rifles and submachine guns are very effective when used against non-armored vehicles, but they are quite useless against armored vehicles.
Tanks Infantry weapons cannot damage tanks; even an antitank weapon won’t always work on the first try. A method is described in the section - Common Situations. Fig. 45 shows the vulnerable spots on a tank (colored gray). Fig. 45 Common Situations How to Destroy a Tank COMBAT Place your soldiers as shown in Fig. 46. Place a soldier equipped with a bazooka behind an obstacle in the terrain and assign him one guard armed with submachine gun.
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Illusion Softworks Lead Programming Michal Baeik 3D modeling Peter Kubek Radek Bouzek 2D graphics Martin Benes 3D animations Jan Zatecky Sound effects Michal Chovanec Petr Nimec Design Radek Bouzek Michal Baeik Sound Design Martin Benes Michal Chovanec Level design Radek Bouzek Peter Kubek Tomas Pluhaøik Martin Tuma Production Petr Vochozka Additional work Pavel Sirue k Tomas Høebieek Pavel Prochazka Daniel Vavra Roman Hladik Petr Olsansky Vaclav Kral Lead tester Tomas Pluhaøik Testing Michal Axmann Martin
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