- Release Year: 2000
- Platforms: Windows
- Publisher: 2K Games, Inc., TalonSoft, Inc.
- Genre: Compilation
- Game Mode: LAN, Single-player
- Average Score: 77/100

Description
Hidden & Dangerous: Action Pack is a compilation featuring the original 1999 tactical WWII shooter where players command elite British SAS commandos on high-stakes missions behind enemy lines, combined with the Devil’s Bridge expansion pack that adds new scenarios, missions, and the Roger Wilco voice-chat system, delivering intense man-to-man combat, strategic planning, and realistic wartime atmosphere.
Gameplay Videos
Where to Buy Hidden & Dangerous: Action Pack
Hidden & Dangerous: Action Pack Reviews & Reception
neoseeker.com : captured the raw essence of war, and packaged it in a rich, delving depiction of intense WWII action and tactical strategy.
store.steampowered.com (80/100): Very Positive – 80% of the 134 user reviews for this game are positive.
steambase.io (77/100): Mostly Positive
mobygames.com (74/100): Average score: 74%
niklasnotes.com (77/100): Mostly Positive
Hidden & Dangerous: Action Pack Cheats & Codes
PC Full Version
Type ‘iamcheater’ (or ‘iwillcheat’ on patched version 1.1) while on any opening screen or menu to activate the cheat mode. Then, enter any of the following codes during gameplay or at any menu screen. If entered correctly, you should hear a clicking sound to verify that the code is active. Note: The code may need to be entered twice in succession.
| Code | Effect |
|---|---|
| quickload | Load saved game |
| nohits | God mode |
| cantdie | God mode |
| goodhealth | Full health |
| openalldoor | Open all doors |
| allitems | All items available |
| allloot | All weapons with full ammo |
| killthemall | Kills all enemies |
| showtheend | Show FMV from the game’s ending |
| gamedone | Successfully complete current mission |
| gamefail | Fail current mission |
| resurrect | Bring team members back to life |
| funnyhead | Big head mode |
| enemyf | View enemy from front |
| enemyb | Enemy view from behind |
| debugdrawvolumes | Basic shade mode |
| debugdrawwire | Wireframe view |
| playercoords | Shows your current position |
| laracroft | Alternate uniforms (Lara Croft) |
| bluestars | Restore censored version to full |
| fullhands | All items in inventory |
| skipmission | Mission skip |
| missionover | End mission successfully |
PC Demo Version
After the initial animation, at the campaign selection screen, type ‘unlockcheatmode’ to activate the cheat mode. Then, enter any of the following codes during gameplay or at any menu screen. If entered correctly, you should hear a clicking sound to verify that the code is active.
| Code | Effect |
|---|---|
| zombie | Come back as a zombie after death |
| bighead | Big head mode |
| killthemall | Kills all enemies |
| showtheend | Show FMV from the game’s ending |
| missiondone | Successfully complete current mission |
| missionfail | Fail current mission |
| openalldoor | Open all doors |
| allammo | Gives you all weapons and ammo |
| enemylookf | View enemy from front |
| enemylookb | Enemy view from behind |
| playercoords | Shows your current position |
| laracroft | Alternate uniforms (Lara Croft) |
| goodhealth | More resistance to gunfire |
| noplayerhits | Invincible except for high falls |
PC Deluxe
Enter ‘iwantcheat’ in any menu of the game to enable cheat mode. A clicking sound confirms. Then enter cheats during gameplay. A clicking sound confirms activation.
| Code | Effect |
|---|---|
| funnyhead | Gives all enemies and players a big head |
| skipmission | Completes the current mission successfully |
| abandon | Ends the current mission |
| ironman | Increases the players health by 20 times |
| fullhands | Gives all players all weapons and items |
| immortality | Player cannot die from gun fire |
| suicide | Kills the currently selected player |
| doormagic | Opens all doors in mission |
| newlife | Resurrects 1 dead team mate |
Dreamcast (Keyboard Required)
Choose ‘Start Game’ from main menu, enter name ‘IWILLCHEAT’ using Dreamcast Keyboard in Port B, press Enter. Then during gameplay, enter the following codes. A click sound confirms correct entry.
| Code | Effect |
|---|---|
| OPENALLDOOR | All doors in Mission Open |
| ALLLOOT | All Items |
| LARACROFT | Alternate Uniforms |
| FUNNYHEAD | Big Head Mode |
| DEBUGDRAWWIRE | Debug Frame |
| KILLTHEMALL | Enemy Kill |
| GAMEFAIL | Fail Mission |
| CANTDIE | Invincibility |
| MISSION OVER | Level Skip |
| PLAYERCOORDS | Player Coordinates Displayed |
| GOODHEALTH | Restore health |
| RESURRECTION | Resurrect dead teammates |
| ENEMYB | See what the enemies see |
| ENEMYF | See where the enemies are |
| SHOWTHEEND | View the Ending |
Hidden & Dangerous: Action Pack: Review
Introduction
Imagine parachuting into the fog-shrouded forests of occupied Norway, your four-man SAS squad the only thin line between Allied victory and Axis dominance—a single misstep, a poorly timed grenade toss, and your elite commandos are reduced to bloody rags on the snow. This is the pulse-pounding reality of Hidden & Dangerous: Action Pack, a 2000 compilation that bundles the groundbreaking 1999 tactical shooter Hidden & Dangerous with its Devil’s Bridge (aka Fight for Freedom) expansion. Developed by the then-obscure Czech studio Illusion Softworks, it thrust players into authentic World War II Special Air Service operations, blending real-time tactics with visceral combat in a way that few games had before. Amid a late-90s surge of WWII titles fueled by millennial curiosity about the century’s defining cataclysm, this pack emerged as a raw, unflinching tribute to elite warfare. My thesis: While hampered by era-specific bugs, clunky controls, and dated visuals, Action Pack remains a seminal work—a pioneering squad-based tactical shooter that nailed the lethal tension of SAS raids, influencing a lineage from Rainbow Six clones to modern stealth-tactics hybrids, and earning cult reverence for its unforgiving authenticity.
Development History & Context
Illusion Softworks, a Brno-based Czech developer founded in the mid-1990s (later rebranded 2K Czech, famed for Mafia), burst onto the scene with Hidden & Dangerous in July 1999 for Windows, published by TalonSoft and Take-Two Interactive. Led by designer Michal Bačík (also the lead programmer) and Radek Bouzek, the team drew inspiration from real SAS exploits during WWII, envisioning a game that simulated the “raw essence of war” through small-unit tactics. Bačík’s technical wizardry powered the engine, supporting first- and third-person views, dynamic lighting, and a tactical map for synchronized maneuvers—ambitious feats on late-90s hardware like Pentium II processors and Voodoo cards.
The era’s technological constraints were brutal: no unified physics engines, rudimentary AI pathfinding, and memory limits that caused frequent crashes, pathing glitches, and “clone soldier” issues where troops shared identical faces and voices. Multiplayer relied on LAN/modem with Roger Wilco voice chat bundled in the Action Pack, predating widespread broadband. Released amid a WWII gaming renaissance—think Medal of Honor (1999) and Rainbow Six‘s tactical shadow—Hidden & Dangerous filled a niche for squad commandos, contrasting arcade shooters with Commandos: Behind Enemy Lines (1998)’s puzzle-like stealth. The Devil’s Bridge expansion (December 1999 EU, January 2000 NA) added campaigns in Poland, Ardennes, and postwar Greece, new weapons/vehicles, and 40-soldier rosters, bundled into the Action Pack (aka Gold Edition) in 2000. Ports to Dreamcast (2000) and PlayStation (2001, by Tarantula Studios) followed, but PC remained king. By 2003’s free Deluxe patch (v1.51), enhancements like shadows, bump mapping, and a level editor addressed flaws, cementing its mod-friendly legacy amid competition from polished sequels like Hidden & Dangerous 2 (2003).
Narrative & Thematic Deep Dive
Action Pack‘s narrative eschews cinematic bombast for terse, mission-briefing authenticity, immersing players as an unnamed SAS squad across 6 base campaigns (Italy, Yugoslavia, Germany, Norway, North Sea, Czechoslovakia) plus 3 expansion ones (Poland, Ardennes, Greece). No overwrought plotlines or voiced protagonists—just historical vignettes like POW rescues, sabotage, and resistance aid, loosely based on real SAS ops (e.g., teleporting timelines for drama). Briefings detail objectives, enemy intel, and advance plans, evoking declassified dossiers.
Characters are faceless yet personal: recruit from 20+ base soldiers (40 with expansion), each with nationalities (British, Czech, etc.), skills implied by loadouts, and permadeath stakes—wounds cripple limbs, kills are permanent, fostering attachment like chess pieces with souls. Dialogue is sparse, functional voice lines (“Enemy sighted!”, “I’m hit!”) delivered in stiff accents, amplifying isolation. Themes probe war’s fragility: elite “strongest, swiftest, daring” SAS men versus overwhelming odds, realistic ballistics where a burst shreds squads, and moral grays in postwar Greece. It’s thematic chess—cunning over brute force—mirroring Captain David Stirling’s 1941 SAS founding ethos. Expansions deepen this with vehicle ops and tunnel crawls, but historical liberties (e.g., anachronistic missions) prioritize tension over fidelity, critiquing glorification via brutal realism: one sniper glance, and your “bravest” fall.
Gameplay Mechanics & Systems
At its core, Action Pack loops through squad selection, loadout customization, briefing, execution, and extraction— a real-time tactical shooter demanding precision timing, as noted in PC Games (Germany)’s review: “exact coordination decides success or failure.” Command a 4-man team via direct control (toggle soldiers), voice commands, or tactical overhead map for waypoint plotting, pausing for maneuvers. Perspectives switch fluidly (first-person ironsights, third-person oversight), with prone/crouch/cover for stealth.
Combat shines in lethality: WWII arsenal (Sten SMGs, Bren LMGs, explosives) with realistic recoil, ballistics, and wounding—brief contact maims/kills, forcing medkits and flanks. Innovations include vehicle drivables (jeeps, tanks in expansion), synchronized map assaults, and destructible environments. Progression? None traditional—mission-to-mission soldier swaps, unlocks via roster. UI is era-clunky: radial menus, finicky pathing (AI jams doors), no autosave, leading to rage-reloads. Flaws abound: buggy AI (blind charges, stuck troops), collision glitches, multiplayer desyncs (LAN/modern incompatible sans patches). Yet, later missions’ demand—sniper forests, urban tunnels—rewards mastery, blending Rainbow Six tension with Commandos squadplay. Expansion adds nuance (international commandos, surveillance gear), but unpatched, it’s punishingly opaque.
| Core Systems | Strengths | Flaws |
|---|---|---|
| Squad Control | Tactical map for real-time/queued orders; voice commands | AI unreliability; no micro-progression |
| Combat Loop | Lethal ballistics; limb-specific damage | Recoil unpredictability; friendly fire chaos |
| Customization | Deep loadouts (40+ soldiers, gear) | No skill trees; permadeath frustration |
| UI/Controls | Perspective switch; mouse-driven | Clunky menus; keyboard-heavy (era norm) |
World-Building, Art & Sound
WWII Europe pulses with gritty verisimilitude: fog-choked Norwegian fjords, Yugoslavian partisans’ haunts, Czech factories—maps evoke SAS lore, from coastal raids to Ardennes snow. Atmosphere builds via scale contrasts: your tiny squad amid patrolling Wehrmacht, snipers in shadows, amplifying paranoia. Visuals, DirectX-era polygonal (improved in Deluxe with shadows/bumpmaps), impress with dynamic weather, destructibles, but suffer low-poly models, texture pop-in, anomalies (clipping soldiers). Art direction prioritizes mood—muted palettes, era-accurate props—over flash, fostering immersion despite dated sheen.
Sound design elevates: Jim Rose’s tense orchestral score swells during assaults; authentic weapon cracks, ricochets, guttural German shouts create chaos. Squad banter (“Cover me!”, agonized screams) humanizes, while ambient warbles (distant artillery, wind) heighten dread. Expansion enhances with vehicle rumbles, echoing tunnels—sound as sixth sense, warning flanks. Collectively, they forge “acute atmosphere,” per Edge magazine, turning tech limits into virtues.
Reception & Legacy
Launch reception was polarized: PC Metacritic 74/100 (“average”), with PC Gamer UK (93%) hailing “sweeping success” for depth, while US PC Gamer (55%) slammed bugs amid Rainbow Six rivalry. Devil’s Bridge fared worse (mixed, e.g., IGN 6.4/10). Commercially, triumph: 350,000 units by May 2000, 1M by 2007, UK smash (word-of-mouth SAS pride) but US flop from marketing voids. Dreamcast/PS ports middling (72/100 aggregate).
Reputation evolved: Patches (Deluxe freeware) and nostalgia birthed cults—Steam “Very Positive” (80%, 174 reviews), praising challenge despite “clunky controls/outdated AI/graphics.” Legacy? Pioneered squad tactics pre-Ghost Recon, inspired Brothers in Arms, Czech scene (Mafia, Vietcong). Mods (Steam guides: editors, multiplayer fixes, translations) sustain it; Action Pack (2017 Steam/GOG, $1.49-5.99) preserves history, influencing tactical evolutions like Door Kickers.
Conclusion
Hidden & Dangerous: Action Pack endures as a flawed masterpiece—buggy, unforgiving, visually archaic—yet masterfully distills SAS peril into tactical brilliance, from map-synced raids to permadeath dread. Its innovations (perspective fluidity, realistic wounding) and atmospheric WWII authenticity outshine era peers, birthing a legacy of squad-based grit. For historians, a Czech gem documenting elite warfare; for tacticians, timeless trial-by-fire. Verdict: Essential retro tactical shooter—8.5/10, a cornerstone of WWII gaming history, demanding patience but rewarding legends. Fire up the Deluxe patch, grab four mates (or solo suffer), and honor the SAS.