Row to the foot of the dam, then send the sapper out and get him to place the last charge below the dam. After the detonation, wait for the five-man patrol to resume its route, then get both the spy and sapper into the boat. Get him to place the first one next to the pillbox just below the dam, and then send him south along the waterside. Now the sapper can cut through the fence and collect the explosive charges. Flick the switch on the small tower to deactivate the electric fence, and then get the marine to ferry the sapper across the water. Study the patrol routes and every single guard's line of sight. Kill all the sentries with lethal injections, without raising the alarm or getting spotted. Once dressed for the occasion, send the spy over the dam and into the large camp. Now send the marine back up to collect the spy, and use him to collect the uniform on the rope. Again this will take more time, but it's worth it. Try to kill all the sentries without raising the alarm. The marine is very good at leaping out of the water and killing guards on the shore, so use him to do just that. Once they are dead, swim south along the coast and collect the dinghy. The solitary sentries near the water aren't a major problem for the marine. The spy's uniform is located on the washing line in the southern camp, and the boat is located just outside the walls of the southern camp. Kill the first three guards with the trap - just run out, set it and wait for them to walk over it you have to run out and reset it, unfortunately.
This one isn't so bad, and is a good chance tor the sapper to use his bear trap. There you go, that's mission number two done. Now load everyone but the sapper into the truck, drive it to the gates, set the explosives next to the tanks, pile the sapper Into the truck and drive, drive, drive. If necessary, kill the single guard by the road and drag his body back inside the camp. Send the Green Beret to the gate, kill the guard and raise the barrier. Once the guard in the camp is dead, get all your men to climb down into it. Kill the guard in the compound with the Green Beret and move his body out of sight of the guards outside the compound. Get the sniper to climb up and take out the machine-gunners in the turrets. Send the Green Beret up the wall and get him to drop the raised ladder down. Disembark the men, send the marine back and collect the others. Use your sniper to kill the guard on the wall, then get the marine to deploy his dinghy and row the sniper and the Green Beret across and to the north so that you are mainly hidden by the compound wall. Kill the patrols near the beginning and hide the corpses behind one of the walls.
Mission 2: A Quiet Blow-Upīe wary of the patrol boat on the river: time its sweeps up and down so that you don't get caught in the open. Get the Green Beret to carry an explosive barrel to the transmitter, drop it, back him away and shoot the barrel to destroy the transmitter and complete the mission. Gun them down then carefully kill the remaining guards. Now group all of your men, select the pistol and wait for the three-man patrol to investigate. It's a good idea to hide your men at the west corner of the westernmost building, send one guy to kill the machine-gunner then run him back around the corner.
Either row or swim to the south where the driver and Green Beret are waiting, deploy the dinghy and row to the northernmost island. Work your way south, taking out the guards until you can safely grab the dinghy. Follow the coast west and kill the guard furthest north. Swap to the marine, send him into the water and use the scuba gear. Move the Green Beret and the driver north to the small landing. Now, if only you could issue commands in pause mode. However, every small success is made infinitely more satisfying because of it and, while you may question your sanity after a couple of hours play, you won't question the desire to play it further. The difficulty level is by now almost legendary, and you'll experience a fair share of frustration as you play each mission 87 times, saving every time you take a step and stay alive.
You would think that to belong to such a select group of experts you should be able to drive and use a machine gun and know how to swim. The fact that each of your men has specific skills (sniper, driver, diver.) adds a lot to the tactical element, if not to the realism. The control system and interface could have been a lot more user friendly and less fiddly, saving thousands of lives (or the same ones over and over) in the process.
Playing this sleeper hit from 1998 now, you realise how true the statement that Hidden & Dangerous is a 3D version of Commandos really is.