Return to Castle Wolfenstein v1.0 __________ __ __ ______ _____/ |_ __ _________ ____ _/ |_ ____ | _// __ __ | _ __ / __/ _ | | ___/| | | | /| | / | | | ( <_> ) |____|_ /___ >__| |____/ |__| |___| / |__| ____/ / / / _________ __ .__ written by _ ___ _____ _______/ |_| | ____ black hole sun / /__ / ___/ __ | _/ __ ____/ __ ____ | | | |_ ___/ email addy: ______ (____ /____ > |__| |____/___ > lauriafour74@cs.com / / / / __ __ .__ _____ __ .__ / / ____ | |_/ ________ ____ _______/ |_ ____ |__| ____ // / _ | | __/ __ / / ___/ __/ __ | |/ ( <_> ) |_| | ___/| | \___ | | ___/| | | __/ / ____/|____/__| ___ >___| /____ > |__| ___ >__|___| / / / / / / / Welcome here my friends, to the show that never ends. Actually, this show does end, but the legacy of Wolfenstein does not! The marvelous sequel to the 1996 action thriller, Wolfenstein 3D, is here, and not a moment too soon. Although this walkthrough was written nearly two years after its initial release, RTCW still stands as a landmark game in dire need of a well-written FAQ! So, put on those combat boots and remove those safety catches, 'cuz it's time to kick some serious Nazi ass! Table of Contents ______________________________________________________________________________ Use the Search Tags on the far right; press CTRL+F, then type the codes in to find the section you are looking for, with or without the brackets. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 1. Intro 2. Backstory 3. Killing Machines FAQ 4. Walkthrough Mission One: Ominous Rumors Escape [or_esap] Castle Keep [or_casl] Tram Ride [or_tram] Mission Two: Dark Secret Village [ds_vill] Catacombs [ds_cata] Crypt [ds_cryp] Defiled Church [ds_defi] Defiled Church (Boss) [ds_boss] Mission Three: Weapons of Vengeance Forest Compound [wv_fort] Rocket Base [wv_rock] Radar Installation [wv_rada] Air Base Assault [wv_airb] Mission Four: Deadly Designs Kugelstadt [dd_kugl] The Bombed Factory [dd_bomb] The Trainyards [dd_trai] Secret Weapons Facility [dd_swfa] Mission Five: Deathshead's Playground Ice Station Normandy [dp_icen] X-Labs [dp_xlab] Super Soldiers [dp_supr] Mission Six: Return Engagement Bramburg Dam [re_bram] Paderborn Village [re_padr] Chateau Schuftaffel [re_chat] Unhallowed Ground [re_unha] Mission Seven: Operation Resurrection The Dig [op_tdig] Return to Castle Wolfenstein [op_rtcw] Heinrich I [op_hein] 5. Secret Area Locations (to be completed) [sa_loca] 6. Contact Me [go_away] 7. Legal [ls_lega] ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ______ -/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/- 1. Introduction ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ______ -/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/- Return to Castle Wolfenstein is a game I've long wanted. I wanted this game since the day it came out, but, for various reasons, I've not been able to buy it until recently. Long have I been to my local EB, just staring at the box, cursing the milkman for not getting me my Ovaltine on time. Uh, yeah. But now -- NOW I actually play it, although the computer I play it on doesn't have an internet connection, so no multiplayer for me. Although, by the time you read this, I will already have cable internet! Wooo! Anyway, RTCW's single player is more than enough to warrant the spending of my hard-earned 30 dollars. This walkthrough naturally covers the singe player aspect of the game. Perhaps one of the most useful features of this guide is the locations to the Secret Areas (fans of Jedi Knight II should be familiar with this novelty). These hard-to-find Easter eggs often contain weapon caches and health kits, along with valuable treasures. No pr0n though. Bummer. Although the section is yet to be completed, I'm confident it will be done eventually. This FAQ/Walkthrough is of some importance to me personally, because with it I FINALLY become a Prolific Writer, according to GameFAQs! Yay for me! A full year of FAQing and it has finally happened. Yes, you all needed to know that. Onward with the FAQ! ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ______ -/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/- 2. Backstory ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ______ -/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/- +----------------------------------------------------------------------------+ | | | In the ninth century A.D., the pre-Christian Saxon prince Heinrich sought | | to forge an independent Germanic state, separate from the powerful Frankish| | dynasty. Having discovered and translated the ancient texts from the East, | | he became convinced that his people were the direct descendants of Thule, a| | race of pure consciousness. He believed that he could tap into the power of| | Thule. Indeed he did, rising up a vast army of the evil undead, led by Dark| | Knights, whom he anointed in bizarre, dark rituals. Though the power of Th-| | ule had not been intended for evil, Heinrich harnessed it with sheer will, | | bending the power against all who would oppose him. | | | | | | Legend suggests that in 943 A.D. a mysterious and powerful monk finally st-| | ood against Heinrich and his army of Dark Knights. Following a fierce and | | bloody battle this lone monk enshrined Heinrich in a living tomb at the top| | of a remote mountain peak. Knowing that evil of this kind cannot be destro-| | yed - only contained - he marked and sealed the ground with the curses of | | the ancient texts forbidding any human ever to enter the tomb. | | | | | | The rise of fascism in Germany in the twentieth century brought with it a | | fascination with the occult. Under direct orders to achieve world dominati-| | on at all costs, Hitler's henchmen sought unorthodox measures to gain the | | upper hand on the Allies. Some worked on chemical weapons, others on the | | jet engine, still others on long-range missiles. But Hitler's lead henchm- | | an, head of the SS, Heinrich Himmler took the most drastic measures of all.| | | | | | Over time, Himmler became convinced that he could raise Heinrich from the | | dead, and in doing so, would then possess the power to command an army of | | the undead against the Allies. He began methodically researching how to | | approach the dark ritual, throwing scores of scientists, great cashes of | | wealth, and the full power of the Nazi war machine behind his effort. Month| | after month, he got closer and closer. By 1943, many of the pieces were in | | place including the all-important locating of Heinrich's grave. | | | | | | September, 1943 - Himmler has found the tomb and is in possession of the | | ancient texts. They are looking for a serum - in a hidden grave - which th-| | ey plan to use to create their modern day Dark Knights. OSA intelligence | | suggests that Himmler has not yet succeeded; but the reports of occult exp-| | erimentation and genetic mutation indicate that he is close, very close. | | | +----------------------------------------------------------------------------+ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ______ -/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/- 3. Killing Machines FAQ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ______ -/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/- What are these 'killing machines,' you ask? They are simply a rhetorical term for 'weapons.' I thought it would be nice change of pace from the other dreadfully formal FAQs on this site. Each weapon is graded according to three things: how well it performs at a distance, close range, its accuracy, and overall how powerful it is. Hmm? That was four things? Nonsense! The more intricate details will be described in the summary. The two pistols will NOT be included because of their uber-crappiness, and the grenades will not be included because...no explanation is necessary. Pull the cap, throw, watch gibs fly. Lather, rinse, repeat. Accuracy guidelines [from least to greatest]: Inaccurate, Low, Accurate, Precise. ////////////////////////////////////// | | | Knife | | | | Long : N/A | | Short : N/A | | Power : Variable | | Accuracy : N/A | | | | The best thing about the knife? It's quiet and deadly. When you sneak up on| | a Nazi or whatnot, a knife icon will appear. When you attack, you will | | kill your victim instantly, sort of like slitting their throat, only less | | graphic. This is really the only reason you'd use it, unless you run out | | of ammo in all your other weapons. Almost like the infamous crowbar in | | Half-Life, but not as cool or powerful. | | | /////////////////////////////////////// ////////////////////////////////////// | | | MP40 | | | | Long : 2/10 | | Short : 5/10 | | Power : 5/10 | | Accuracy : Low | | | | A standard-issue Nazi submachine gun. While it certainly isn't top of the | | line, this is a weapon that held a dominating presence during World War II.| | I personally would prefer a Thompson or even my knife over this, since it | | so weak with a high kick that makes it ineffective against anything other | | than the common nazi. | | | /////////////////////////////////////// ////////////////////////////////////// | | | Thompson | | | | Long : 6/10 | | Short : 8/10 | | Power : 9/10 | | Accuracy : Low | | | | An excellent alternative to the MP40, the Tommy gun, be it loud and big, is| | great for situations involving several enemies at once. The most powerful | | of the submachine guns, the Thompson will rip through those Nazis like | | nobodies business. Of course, it isn't any good for the longer ranges, and | | rarely will you have a lot of ammunition for the weapon. Not as powerful as| | it was in Medal of Honor: Allied Assault, but still pretty good. | | | /////////////////////////////////////// ////////////////////////////////////// | | | Sten | | | | Long : 7/10 | | Short : 9/10 | | Power : 9/10 | | Accuracy : Accurate | | | | An experimental, British, silenced rifle, the Sten is extremely useful and | | surprisingly powerful. However, since it is experimental, it does have pro-| | blems pertaining to overheating. You can only fire continuously for so long| | before it overheats and you must let it cool off. A favorite among elite | | forces, especially females whom you will encounter later in the game. | | | /////////////////////////////////////// ////////////////////////////////////// | | | FG42 Paratrooper Rifle | | | | Long : 9/10 | | Short : 10/10 | | Power : 9/10 | | Accuracy : Precise | | | | By far, this is the most versatile weapon in the game. Not only is it | | extremely powerful, it has excellent range, low recoil, and doubles as a | | sniper rifle. The only tradeoff is the noise it makes, and the fact that | | many Nazis like to use this as well. | | | /////////////////////////////////////// ////////////////////////////////////// | | | Venom | | | | Long : 1/10 | | Short : 10/10 | | Power : 12/10 | | Accuracy : Inaccurate | | | | Reminiscent of Unreal Tourney, this big-ass gun is the most powerful in the| | game, carrying the largest clip as well. Might as well be a hand-held MG42 | | (turret). It has the power to gib an enemy instantly, but it takes a while | | for it to get going. It also has an overheating problem, but in order for | | that minor detail to hamper you, you need to run continuous fire for a long| | while. It is horribly inaccurate, rendering long-range shooting out of the | | question. | | | /////////////////////////////////////// ////////////////////////////////////// | | | Mauser | | | | Long : 9/10 | | Short : 0/10 | | Power : 8/10 | | Accuracy : Precise | | | | Although it isn't very powerful, it IS a sniper rifle. It can zoom in on | | very distant people, but unfortunately it's really loud, thus making it | | inconvenient to use, particularly with its high kick. | | | /////////////////////////////////////// ////////////////////////////////////// | | | M1S OSA Snooper | | | | Long : 10/10 | | Short : 0/10 | | Power : 10/10 | | Accuracy : Precise | | | | Now THIS is what I would call a sniper rifle. Not only is it silenced and | | the most powerful sniper rifle in any game I have played, its zoom feature | | has a built-in night-vision that highlights live subjects, so you shouldn't| | have any trouble identifying your victims in the snow or forestry. | | | /////////////////////////////////////// ////////////////////////////////////// | | | Tesla | | | | Long : 9/10 | | Short : 9/10 | | Power : 9/10 | | Accuracy : Precise | | | | One of the games experimental weapons, you acquire this very late in the | | game. What it does is send out an electric beam that can lock onto many | | enemies at once and eventually kill them. The usual time to death is 5 | | seconds, so find some cover until then. In all honesty, I did not bother to| | use it at all. | | | /////////////////////////////////////// ////////////////////////////////////// | | | Flamethrower | | | | Long : 0/10 | | Short : 8/10 | | Power : 9/10 | | Accuracy : [wide spread damage] | | | | If you don't know what this does, you are too young to play this game. Once| | your victims are ablaze, wait a few seconds from them to drop dead. This is| | very useful against the undead monstrosities that you will encounter. The | | most effective way in which to use it is to set something on fire, then run| | and hide until whatever it is you've torched to die. | | | /////////////////////////////////////// ////////////////////////////////////// | | | Panzerfaust (Rocket launcher) | | | | Long : N/A | | Short : ...... | | Power : ...... | | Accuracy : N/A | | | | Your basic rocket launcher. Nothing like gib-ing hordes of enemies at once,| | eh? | | | /////////////////////////////////////// ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ______ -/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/- 4. Walkthrough ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ -/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/- Here we start the real meat of the file, the walkthrough. Of special note, I have managed to find every secret area and treasure, except two. I will draw attention to the secret areas by typing them as [SECRET AREA]. When I refer you to some treasure, I will type 'treasure' as [TREASURE]. If there is treasure found in a secret area, then I will refer both of them collectively as just [SECRET AREA], since typically, you find treasure only in secret areas, but there are a few exceptions. __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ / / / / / / / / / / / / / / / / / / / / Mission One: Ominous Rumors /__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/ / / //_______________________ // // search tag: [or_esap] // |/| Escape |/| // ¯¯¯¯¯¯ Mission One, Part 1 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / +----------------------------------------------------------------------------+ | Critical Mash | | | | OBJECTIVES: | | | | * Escape the dungeon by any means necessary | | * Locate the exit to the lower keep | | | | BRRIEFING: | | | | Orders are as follows: Infiltrate Castle Wolfenstein and investigate incre-| | ase in activity from SS Paranormal Division. Gather any intelligence you m-| | ay find regarding said SS Division and their activities in the area. | | | | | | Kessler, your contact, is a member of the German Resistance group called t-| | he Kreisau Circle. He has managed to partially infiltrate the SS Paranormal| | Division's temporary headquarters and has valuable information regarding t-| | heir activities. Meet Kessler in the village near the archaeological dig | | site. He will have further information regarding your mission. | | | | | | Remember: If you or Agent One is captured, escape at all costs. Standing | | Order #71 remains in effect: If you are placed in a compromising position | | where you might divulge information regarding your mission or the OSA, take| | your own life by ingesting your cyanide tablet. As always, the OSA will di-| | savow any knowledge of your identity and mission if you are compromised. G-| | ood luck. | | | | SECRET AREA'S: 7 | | | +----------------------------------------------------------------------------+ Blazkowicz will knock out the guard that came to take us to the torture room. That's a good thing. From the corpse of the unfortunate fellow, you will gain a knife and an uber-sucky Luger pistol. Proceed down the halls until you find the sinister scientist, washing his hands of the blood of Agent One, who lies lifeless on the table. Who knows what kind of prods he would have stuck up B.J.'s azz? Quietly sneak up behind him and put your knife in his back. Be sure as to not make any noise while doing this, else a guard from an upper level will come and inspect. In the same room, grab the supplies off the shelf and continue down the dreary hallways, and up the stairs to a communications room, with two nazis guarding a radio and a pair of health kits. Sneak up behind the patrolling nazi and use your knife on him; as for the other, he probably will see you do this, but if not, try and do him in the same way. Grab the health kits if necessary, then climb several flights of stairs to an outside battlement overlooking a courtyard. Proceed across it and go through the door; head up one flight of stairs. Monotony, thy name is black hole sun. Kill the two nazis inside, and kick in the bulletin board hanging on the wall to find a [SECRET AREA]. Leave the room and return to the stairwell; head down two flights to find the courtyard. Kill the nazi lying in wait, then enter the barracks in the corner, near the generator. Near one of the beds is a discolored block that is slightly sticking up from the floor. Crouch and kick it to reveal a [SECRET AREA]. Return to the stairs and, this time, head to the very top to find a sniper that would cause us a lot of trouble later. Give him what he's got coming to him, then revisit the stairs; this time head to the very bottom. Beneath the stairs is a wooden wall; destroy it via Blazkowicz's iron toe to find another [SECRET AREA]. Now that we've found all the secret area's we can for now, backtrack to the room where you found the secret area behind the bulletin board. Grab the supplies off the shelf and desk, then leave the room through the cracked wall. A sniper will be firing at you; use Blazkowicz's mad dash skillz to run under the bridge. Toss a grenade or two up there to have the sniper scatter, and if he survives, well, make him un-survive. When you finish with the aforementioned sniper, head through the door along the pathway, the only one that isn't locked. Inside, you will find a high-ranking nazi official. Put a few bullets in him with your MP40 and grab the supplies off the tables. By now, some nazis below you have probably shot a whole through the wooden floor. To lose the least amount of health possible, throw a grenade or two down the hole to scatter the enemies, if not kill them. Drop down and finish them off. I want you to notice something; go back to the exact place that you landed and turn around; the wall looks discolored, doesn't it? Almost like some of the bricks are newer than the others. Kick the wall to reveal a [SECRET AREA]. Head through the only unlocked door to a hall filled with knights in shining armor. At the intersection, opt to go right instead of through the door at the end of the hall. Go into the room on the left; kill any nazis in your way, then break the painting of Hitler to find a [SECRET AREA]. Now go through the other door, facing the door to the room you're in. Turn the unlit lamp a few degrees to reveal another [SECRET AREA]. Return to the hall with the knights; this time head through the doors at the end of the hall. Follow the brick hallway around the corner, then stop and take a look at the wall. There's a symbol of some sorts on one of the bricks. If walls could talk... If you press on the brick, you will reveal yet another treasure-laden [SECRET AREA]. Continue down the hall to end Part 1. / / //_______________________ // // search tag: [or_casl] // |/| Castle Keep |/| // ¯¯¯¯¯¯¯¯¯¯¯ Mission One, Part 2 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / +----------------------------------------------------------------------------+ | | | OBJECTIVES: | | | | * Locate the tram entrance | | | | BRIEFING: | | | | Orders are as follows: Infiltrate Castle Wolfenstein and investigate incre-| | ase in activity from SS Paranormal Division. Gather any intelligence you m-| | ay find regarding said SS Division and their activities in the area. | | | | | | Kessler, your contact, is a member of the German Resistance group called t-| | he Kreisau Circle. He has managed to partially infiltrate the SS Paranormal| | Division's temporary headquarters and has valuable information regarding t-| | heir activities. Meet Kessler in the village near the archaeological dig | | site. He will have further information regarding your mission. | | | | | | Remember: If you or Agent One is captured, escape at all costs. Standing | | Order #71 remains in effect: If you are placed in a compromising position | | where you might divulge information regarding your mission or the OSA, take| | your own life by ingesting your cyanide tablet. As always, the OSA will di-| | savow any knowledge of your identity and mission if you are compromised. G-| | ood luck. | | | | SECRET AREA'S: 4 | | | +----------------------------------------------------------------------------+ Go through the double doors, and listen to the conversation for a while. Before it ends, go through the door on the right to find a complacent nazi, staring at the fire. Massage his back with the tip of your knife, if you get my drift. When the conversation ends, one of the nazis will leave; the other will stand about with his back to you, so do the world a favor and stain your knife with more nazi blood. Go through the door under the arch, near the barrels; inside you will find some guards and health kits. Dispose of the vermin, then return outside and hang a left; this path will take you under an arch with several of the enemy high above, so don't make any noise. Outside, which is where your current path will take you, is a courtyard. Guarded by two nazis, one a patrolman and the other a sniper, above and out of site, this can be difficult. Silently kill the patrolman with your knife, then do the sniper in via a grenade or Mauser. Mark this place in your memory, for we'll be returning here several times. Run down the stairs and blow away all the troublesome Axis forces here (watch out for the alarm), then proceed to a locker room. There you will find a cold meal of bread and cheese; you probably need it, so go ahead and gorge a little. In the room across from the locker room is the communications center; pull the switch on the machine to open the gate to the munitions room, which you may have passed on your way here; it is a bunch of supplies locked away by a gate. Return there now, grab the supplies, and enter the adjoining room; move the painting and pull the lever. Take out your knife and grab a chair. Throw the chair onto the small, long block of furniture on the side of the room, then jump onto the chair and use it to reach the area above the fireplace to find a [SECRET AREA]. Now that is one long description...ugh, there's too many directions! Now my head hurts >.< Backtrack to the courtyard I requested you to mark in your memory. A door has just been unlocked by a patrolling nazi. Kill the him and hop down the steps. When you find a sign that says "Weinkeller," which is "Wine cellar" in English, enter the room. Kill the two nazis, and then go to the area BETWEEN the two large, round vats of wine facing the door. Press on the wall there to reveal a [SECRET AREA]. If you're an alcohol-depraved freak, you must break the glass for the prized wine, but doing so automatically sets off an alarm. Always is there a string attached! Nothing in life is free! Except for my grandmothers moldy sweat socks. That gruesome little image that's now in your mind is free. Leave the wine cellar and continue down the steps to a dining room of sorts, filled with Germans, some on the ground, others dining on an elevated platform which is currently unreachable (well, technically it IS reachable, but for the sake of linear direction, it isn't right now). Kill them all and proceed down the steps, through the door to find many, many nazis. First and foremost, shoot the barrels near the wall to set off a large explosion that will gib any nearby foes. Clear out the rest of the room using any means necessary, and then enter the room with the long table with the cold meal on it. Part of the wall near it is a different color than the rest; kick it to find a [SECRET AREA]. Exit this room and turn left; grab the supplies behind the bars, then go through the only unlocked wooden door. The room very dark, but there's enough light to make out a barrel; shoot it to blow a hole in the wall to find a [SECRET AREA]. Proceed through this room and head up the stairs to find the elevated platform. Eat the hot meal if you want, then go through the door on the left; watch out, though, for a nazi or two will likely emerge from it. Outside, man the turret and kill all the Germans you can see, on the bridge and ground. Afterwards, if you want some supplies and health, you should visit either of the two barracks out here. When you've finished, return to the courtyard, the courtyard that should still be in your memory. There is now an open gate, thanks to our not-so- bright nazi friends. / / //_______________________ // // search tag: [or_tram] // |/| Tram Ride |/| // ¯¯¯¯¯¯¯¯¯ Mission One, Part 3 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / +----------------------------------------------------------------------------+ | | | OBJECTIVES: | | | | * Restore power to the tram | | * Escape Castle Wolfenstein | | * Meet Kessler | | | | BRIEFING: | | | | Orders are as follows: Infiltrate Castle Wolfenstein and investigate incre-| | ase in activity from SS Paranormal Division. Gather any intelligence you m-| | ay find regarding said SS Division and their activities in the area. | | | | | | Kessler, your contact, is a member of the German Resistance group called t-| | he Kreisau Circle. He has managed to partially infiltrate the SS Paranormal| | Division's temporary headquarters and has valuable information regarding t-| | heir activities. Meet Kessler in the village near the archaeological dig | | site. He will have further information regarding your mission. | | | | | | Remember: If you or Agent One is captured, escape at all costs. Standing | | Order #71 remains in effect: If you are placed in a compromising position | | where you might divulge information regarding your mission or the OSA, take| | your own life by ingesting your cyanide tablet. As always, the OSA will di-| | savow any knowledge of your identity and mission if you are compromised. G-| | ood luck. | | | | SECRET AREA'S: 0 | | | +----------------------------------------------------------------------------+ Hop your way down the stairs to a platform with a mechanic and three or four nazis expecting your attempted escape. Kill the whole lot of them, then enter the door on the left. Make your way through the mine until you hit the bottom, guarded by a pair of mechanics with Lugers. Shoot any of the various barrels in the area to start a chain reaction that will gib everyone in the room. Pull the lever to restore power to the tram; now go back up to find the tram missing. Oh, but it will come back, with a pair of nazis touting Mausers and MP40s. Destroy them, then use the tram to escape castle Wolfenstein. You will make a stop on your way to the village; you will run out of power. Kill the nazis on the platform, then head up the nearby ladder and down to a closed hatch. Pull the lever to open the hatch, put a bullet in the head of the nazi in the cubbyhole, and pull the lever to restart the generators. Return to your tram and make your way to the village, only to be greeted by gunfire from the guards. Return fire and destroy your enemies. Head through the double doors and kill the mechanic and nazi in the room. After, you might consider dropping into the caged pit via the door to find a pair of health kits. Otherwise, climb the ladder across from the locked door, then jump onto the top of the metal cage to find a ventilation shaft. Kill all of the nazis in the station. It is as simple as that! Just make sure you don't accidentally shoot Kessler, who will only open the doors once all of the guards are dead. There are no secret areas or treasures in this level. __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ / / / / / / / / / / / / / / / / / / / / Mission Two: Dark Secret /__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/ / / //_______________________ // // search tag: [ds_vill] // |/| Village |/| // ¯¯¯¯¯¯¯ Mission Two, Part 1 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / +----------------------------------------------------------------------------+ | | | OBJECTIVES: | | | | * Infiltrate the village | | * Discover the site of the SS Paranormal Division's archaeological dig | | | | BRIEFING: | | | | From OSA via Kreisau Circle contact Kessler: Learned of your capture and | | subsequent escape from Castle Wolfenstein; Agent One's death a tragedy, but| | unavoidable. | | | | | | Himmler's SS Paranormal Division, headed by Helga von Bulow, is staging a | | massive archaeological dig near the outskirts of the village. OSA recently | | intercepted fragments of high-level encoded message coming from the site | | directly to Himmler himself, but up to this point, we have been unable to | | fully decode any of the messages. | | | | | | Karl Villigut, a member of the Kreisau Circle, is in the village with an | | important item for you. If possible, locate him and obtain the item, then | | proceed as per Kessler's instructions to the archaeological dig and invesi-| | gate the situation. Remember to gather any intelligence information you may| | find along the way. You will receive new orders once you reach the dig | | site. | | | | SECRET AREA'S: 2 | | | +----------------------------------------------------------------------------+ If you need it, eat the hot meal off the desk and follow Kessler down to his basement. He will open for you a secret passage to an adjacent cafe. There is a drunken Nazi standing near the stairs, a state in which I'm sure B.J. would rather be in. Put a knife into the back of the nazi, then head up the stairs and wait out the conversation. When it ends, stab the guard at the table, then stab the two standing side by side; they should not notice if you are quick. Boy, the alcohol's really getting around. Leave the café and kill the two nazis patrolling the wintry streets. Such outright violence is, I'm afraid, unavoidable. Now enter the door next to the café, which leads to the upstairs. Kill everyone up there, especially the MG42 gunner; man the turret and use it to kill all of the approaching Axis forces. Depart from the comfortable, warm café to the harsh winter scene outside. Get across the courtyard to the place whence the nazis that you gunned down via MG42 came. You will soon find a guard with his pack turned; stick out your tongue, do a little dance, moon him...just be sure and stab him in the end. Quietly make your way around the lookout tower; find the ladder inside of it, climb up, and kill the sniper. From this vantage, you can successfully kill the remaining two nazis below. When you do this, your contact, Karl Villigut, will open the door to his house. Enter it to find the British-made Sten, which is most useful. Leave the house of your contact through the back door. Climb the steps, drop from the platform and head through the drain tunnel, which will take you to a blocked-off section of the village. Make an immediate right hand turn and proceed down the alleys and streets until you reach a guard near a flaming barrel. Stab him and then bust through the double doors; kill all of the inhabitants, then examine the bookshelf. There appears to be a book sticking out. Kick it to reveal another [SECRET AREA]. Also, on the table of this house is a silencer for your Luger; equip it using the SECONDARY FIRE key, whichever key you have it set to. Backtrack to the drain tunnel. There is an unlocked door across from it; inside is a civilians house and a hot meal. Eat it if you need it; don't bother asking. We're rude like that. Leave the house and make a right. Watch out for the sniper in the window! He's a real killer if you don't know he's there. Proceed up the steps and hang a left, not straight, because the way straight leads only to more sniper trouble. Clear out this little square of German filth, then jump onto one of the pillars; use them to reach a balcony with health kits on it, which also happens to the levels second [SECRET AREA]. Enter the house across from the secret area. Listen to the conversation if you wish, then clear out the entire building. Head out the double doors and continue to a cemetery. Use your sniper rifle to pick off the guards patrolling it. Approach the tombs entrance; you can kick it for a while, although I'm not sure B.J. appreciates you banging his foot against the hard concrete. Go around back and grab some Dynamite to use instead of B.J.'s poor foot. Once you penetrate the tomb, the level will end. / / //_______________________ // // search tag: [ds_cata] // |/| Catacombs |/| // ¯¯¯¯¯¯¯¯¯ Mission Two, Part 2 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / +----------------------------------------------------------------------------+ | Critical Mash | | | | OBJECTIVES: | | | | * Locate professor Zemph's journal | | * Pursue SS Paranormal personnel through the catacombs | | | | BRIEFING: | | | | According to Kreisau Circle members from Wulfburg, these catacombs run a g-| | reat distance under the village, ultimately leading to an ancient church t-| | hat is no longer accessible by conventional means. Helga von Bulow is repo-| | rted to be there now, with a large contingent of her "Elite Guard" and a | | team of scientists from the SS Paranormal Division. | | | | | | Your orders are to navigate the catacombs and locate the church. Gather any| | artifacts that you may find along the way for future analysis. Kreisau | | Circle reports "supernatural" activities are taking place in the catacombs;| | these are most likely unfounded rumors, but they are from a reliable source| | and must be heeded. | | | | | | Kreisau informants have also revealed that Professor Zemph often carries a | | journal into the dig site. The journal may provide important insight into | | his activities at Castle Wolfenstein. | | | | SECRET AREA'S: 1 | | | +----------------------------------------------------------------------------+ This is quite a grizzly, grotesque level, in which you will find dead nazis all over the floors missing arms, legs, and torsos. Hope you haven't eaten, else you'll be seeing your lunch again. Wait out the fight below; there are some nazis battling the undead horrors of the catacombs, and while you are where you are nobody can touch you. So, conserve both your ammo and health by waiting to see the outcome, after which you may slaughter any survivors of the unholy firefight. Grab the supplies from the tables, then continue down the stairs. As you approach the bottom, beware of the two monsters that will emerge from the walls. Kill the beast feeding off the corpse of the dead nazi. Follow the corridor to a room missing a bridge. At the bottom lies spikes fit to go right through Blazkowicz's mortal body. Mother always tells us not to play with sharp things. Heed the parental advice and leap to the other end; operate the lever to be found there. Fight off the ambush of undead things, then leap back to the other side and pull the newly unlocked lever to remove the spikes from the floor below. When you hit the ground, more of the undead will emerge from the walls and attack. You cannot ignore the undead, for they will follow you to your grave (pun intended)! Continue down the passage until you reach a closed door with a lever next to it. I will allow YOU to figure out this brain-tingling puzzle. Through the door lies a tough ambush of the undead touting shields that reflect your bullets. Try to get close to them to shoot them in the head or feet, since that way you won't take much damage from reflected bullets. When you clean the tomb out, the door will open. Go through it and you'll hear the nervous chattering of nazis around the corner. Toss a few grenades their way and kill the survivors. Grab Zemph's journal, and fight off the *next* undead ambush. Getting a little redundant, eh? If you wish, you can grab some health kits located in the tombs on the left; crouch to enter them. Climb through the wall left of the table. Climb up the rubble to a bridge where I suspect a secret area is, but I've yet to find how to open the door. Head up the stairs across the bridge and the doors will close. Yet another scuffle with decaying, maggot-filled monstrosities. After you destroy them all, you are treated to an even more powerful, fire-filled zombie that crawls out of the earth beneath us. Oh the humanity, that reminds me of my Aunt Maggie! Filial relations aside; we have more important matters to attend to, such as not becoming well-done with a dash of honey. He will spew flames at you, so it's best to keep your distance (...). After you dispose of it, continue through the door to end the level. / / //_______________________ // // search tag: [ds_cryp] // |/| Crypt |/| // ¯¯¯¯¯ Mission Two, Part 3 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / +----------------------------------------------------------------------------+ | Critical Mash | | OBJECTIVES: | | | | * Navigate the catacombs to the Wulfberg Church entrance | | | | BRIEFING: | | | | According to Kreisau Circle members from Wulfburg, these catacombs run a g-| | reat distance under the village, ultimately leading to an ancient church t-| | hat is no longer accessible by conventional means. Helga von Bulow is repo-| | rted to be there now, with a large contingent of her "Elite Guard" and a | | team of scientists from the SS Paranormal Division. | | | | | | Your orders are to navigate the catacombs and locate the church. Gather any| | artifacts that you may find along the way for future analysis. Kreisau | | Circle reports "supernatural" activities are taking place in the catacombs;| | these are most likely unfounded rumors, but they are from a reliable source| | and must be heeded. | | | | | | Kreisau informants have also revealed that Professor Zemph often carries a | | journal into the dig site. The journal may provide important insight into | | his activities at Castle Wolfenstein. | | | | SECRET AREA'S: 2 | | | +----------------------------------------------------------------------------+ Let the nazi in front of you dispose of some creepy-crawlers. When he has outlived his usefulness, end him and continue through the passage. At the intersection, head left to a nazi-undead free-for-all. When the fight concludes, there probably will be some flaming zombies wandering around, so watch out for them. Notice that in the hall there is a cross; shoot the top of it from a distance. This will cause it to fall and break a hole in the wall, thus revealing a [SECRET AREA]. Grab the supplies and return to the hall with the cross. At the other end is a switch; hit it and fight off the ambush. Return to the intersection in which you emerged from the secret area to find the newly opened path. At the bottom, several grotesque beings will emanate from the ground. Fight them all off and, when you finish, hide next to the door. Nazis will open it for you, and if they don't see you, they will return to fighting the undead that are attacking them. As always, let everyone and everything fight each other out before rushing into the situation. This room is somewhat of a puzzle room...each one bear's distinct similarity to the Indiana Jones trilogy. In the room with the swan picture above it, jump over the death pit and QUICKLY pull the lever before getting the hell away from there. Why? Well, let me put it this way; if you stick around, you're going to be thinner than Calista Flockheart. The room with the picture of a cross above it contains switches imprinted into the floor. If you step on them, exactly like in Indiana Jones, you'll be a head shorter. Pull the lever and leave. In the final 'puzzle' room, the room with the eye above it, you will find a wall, with spikes attached, that will swing down from the ceiling. Avoid this, pull the switch, and be on your way to the center of the previous room. Get onto the platform and it will rise to the top of the floor. Pull the switch, destroy the undead, and head into a large throne room. It's quiet, too quiet. Take the [TREASURE] from the top of the counter and a pair of undead will ambush you. Kill them, while all the while avoidig the flames coming from the faces in the walls. When they are dead, a fissure will run through the floor; this mutates in a gaping hole. Drop down to conclude the level. / / //_______________________ // // search tag: [ds_defi] // |/| Defiled Church |/| // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Mission Two, Part 4 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / +---------------------------------------------------------------------------+ | Critical Mash | | OBJECTIVES: | | | | * Infiltrate the Wulfberg Church | | * Pursue Helga van Bulow through the church | | * Eliminate all of Helga's Elite Guard | | | | BRIEFING: | | | | Residents of Wulfburg call this "The Defiled Church." It apparently has a | | rather sordid history dating back 1000 years. Over the ages, it has been | | rumored to have been used for a number of occult ceremonies. Rumors aside,| | we do know that Helga von Bulow and her SS Paranormal Division team are t-| | herenow. We do not know what they are planning, so it is imperative that | | you investigate and recover as much intelligence information as possible. | | | | | | A word of caution; the Kreisau Circle has reported that Helga von Bulow's | | "Elite Guard" is made up of a small group of extremely capable women who | | have been trained to an exceptionally high level, both physically and with| | small arms. They are also reportedly bound together as a witch's coven. | | | | SECRET AREA'S: 1 | | | +---------------------------------------------------------------------------+ For those of you that have not played RTCW before, this level will be rather difficult, especially the Elite Guards you will encounter. However, it is important to remember that these "Elite" guards are just females, in tight clothing, that are unusually fast. Perhaps they're from LA? With that said, and with many of my readers alienated, let us begin! Proceed forward to overhear a conversation between fat Helga and her guards. Toss a grenade into the middle of the meeting to break things up. Time to face your first Elite Guard, whom will hereby be referred just an 'Elite.' The other guards shouldn't pose much of a threat to your person. Take cover behind the boxes and whip out your Sten for the match between you and the Elite. Be conservative, if this is your first time through; fire sporadically and always behind some cohesive cover. If you think this is tough, wait until later in the level where you will be forced to battle ten at once! Proceed down the corridors to find a patrolling nazi--stab him in the back and walk over near the tomb towards which he was heading. A dead body in the coffin will appear to rise, on the cue of the dramatic music, only to fall back. Grab the health kit, and then head up the stairs to find a pair of Elite Guards lying in wait. Toss a grenade into the area to make them move, then proceed to dismembering them in a timely fashion. Head up the stairs on the right to the church foyer. There you will find six or seven Elite's. Truly, there aren't any decent strategies for this fight; stand behind a pillar and fire away is the best strategy with which I can come up. When you kill all of the Elite's, climb up onto the podium and approach the ladder; a grenade dropped from above will chase you off. Take out a grenade and wait three seconds before you toss it up the ladder; with any luck, it will detonate before the Elite has time to flee. Climb to the top floor to find several more Elites. Some are outside; others are waiting to ambush you past the small anteroom's doors. Outside the anteroom, jump onto the rail and onto the typically unreachable walkway. This will take you to a [SECRET AREA]. Down a few corridors and through a gate, you will encounter the last battle with the Elites. For now. There are approximately ten of them, so this won't be easy, even for seasoned Wolfenstein veterans. A few grenades here, a bit of gunfire there, all the while near the exit in case you need to save your ass and flee when the Elites get aggressive; this is the sure-fire way to their defeat. When they are all dead, go through the door to instigate a loading point, but not an end to the level. / / //_______________________ // // search tag: [ds_def2] // |/| Defiled Church |/| // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Mission Two, Part 5 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / +---------------------------------------------------------------------------+ | Critical Mash | | OBJECTIVES: | | | | * Eliminate Helga von Bulow | | * Retrieve the Dagger of Warding | | | | BRIEFING: | | | | Residents of Wulfburg call this "The Defiled Church." It apparently has a | | rather sordid history dating back 1000 years. Over the ages, it has been | | rumored to have been used for a number of occult ceremonies. Rumors aside,| | we do know that Helga von Bulow and her SS Paranormal Division team are t-| | herenow. We do not know what they are planning, so it is imperative that | | you investigate and recover as much intelligence information as possible. | | | | | | A word of caution; the Kreisau Circle has reported that Helga von Bulow's | | "Elite Guard" is made up of a small group of extremely capable women who | | have been trained to an exceptionally high level, both physically and with| | small arms. They are also reportedly bound together as a witch's coven. | | | | SECRET AREA'S: 0 | | | +---------------------------------------------------------------------------+ Dagger of Warding? That sounds like something you'd find in Morrowind. Anyway, gear up with the plethora of ammunition and medical supplies that may be found here. You are going to need practically everything for the upcoming battle. As the cutscene showed you, the objective to eliminate Helga is rather unnecessary; that is, if her terrible screams were any indication. Once you finish gearing up, head out to the graveyard and take out a stick of dynamite. Rush to the gate in the corner to view the hideous, gigantic beast that Helga unwittingly summoned to life. Plant all your explosives for ten or fifteen seconds. It would great if you had two, but one will more than suffice. When it (or they) detonate(s), the demon will be badly damaged. From here, it is time to take out your MP40 or Thompson and give it everything you've got. Ignore the other monsters around the graveyard; they're kittens compared what would happen if that THING gets close to you. It's main attack, other than sitting on you (okay, not really, but that sure would do a lot of damage), will be summoning ghosts that go through you; these ghosts not only damage you, but temporarily blind you as well, so be sure as to avoid them. If you run low on health or ammunition, don't be afraid to retreat to the 'base' and restock on supplies. Eventually, after enough blood, sweat, and tears are spilled, the thing will spread its gibs all over the graveyard. The rest of the undead should be of no trouble. Approach the Dagger of Warding, which lies next to Helga's head, which lies next to her arm, which lies next to her torso, which lies next to one of her legs... __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ / / / / / / / / / / / / / / / / / / / / Mission Three: Weapons of Vengeance /__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/ / / //_______________________ // // search tag: [wv_fort] // |/| Forest Compound |/| // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Mission Three, Part 1 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / +---------------------------------------------------------------------------+ | Critical Mash | | | | OBJECTIVES: | | | | * Infiltrate the supply compound | | * Stowaway aboard the supply truck bound for the rocket base | | * Ensure that no alarms are sounded | | * Recover the M1S OSA Snooper | | | | BRIEFING: | | | | Deathshead has been tracked to a remote rocket base located near the Balt-| | ic Coast, where he intends to fire a V2 rocket at London fitted with some | | kind of new chemical warhead. Your only viable method of infiltration is | | to stow away aboard a supply truck bound for the base. You will parachute | | into the outlying forest area armed only with your knife and silenced | | Sten. | | | | | | The rest of your gear will be deployed separately in two drop containers. | | In one of them you will find the new OSA M1S "Snooper" rifle which has | | been shown to be highly effective for long range, covert "wet work." Due | | to the fact that this weapon uses very specialized ammunition, we can only| | issue you with a limited amount. Also, due to its experimental nature, it | | is imperative that you recover this item lest it fall into enemy hands. | | | | | | The area is lightly guarded, but there are alarm stations scattered throu-| | ghout. If any alarms are sounded, the base will be alerted and the mission| | will be scrubbed. If you encounter any enemies, eliminate them before they| | can sound any alarm. Remember: Do not eliminate the final guard who contr-| | ols access into the compound; if you do, the supply truck will not be able| | to get inside the rocket base. | | | | SECRET AERA'S: 1 | | | +---------------------------------------------------------------------------+ Head down the valley until you reach a small, quaint little barn fit for Farmer Joe and his dog Rover. There is one guard patrolling the outer perimeter; walk up behind him and stab him. There is also one guard inside the barn, and another just outside. There are several ways that we can handle the one inside; first, we could simply sneak up on him and stab him. Second, we could use our silenced Sten and shoot him from the outside, through the window he stands in. Finally, we could use the ladder on the side of the barn to climb into the attic, and then from that vantage point, shoot him. So, there are your options. As for the one standing outside, you can just as easily stab him as you could snipe him. Choices, choices... After you have dealt with the two nazis abovementioned, head across the lake to find some supplies, meager as they are. Return to the barn and from it head straight across the valley to a small farmhouse. Patrolling is a nazi, and inside, his superior is standing about listening to a record. You know, that round, black thing that used to have music on it...? Bah, kids these days! Kill both, and then circle around the house and, in such a manor in which you attract little attention from the prying eyes of the watchtowers, approach each of the watchtowers, and subdue the guards and alarms they contain. From the watchtower, you want to encircle this flatland, first blinding your enemy before putting him to death. In layman terms, make a circle around the valley, kill the sniper, then shoot he nazis on the bridge. Once you've successfully done this, you may ignore the guards near the bridge and river. You may have seen a truck pass by, if you worked quickly enough; follow where it goes, to a tunnel opposite of the bridge. Enter the tunnel and go through the door on the right, which is halfway through the tunnel. Make your way through, out, and away from the tunnel. Hug the hills to the right; this will take you on a route that avoids the sights of the vast majority of the guards, even on hard mode (I am death incarnate!). Continue on this path to a small tent and outpost in which a pair of nazis are conversing. When they finish, one will wander off in the direction that happens to be where your snooper and other equipment has landed. Stab him before he gets there, and then grab the Snooper and Thompson. Use the Snooper to take out the guard in the watchtower, as well as the one near the turret. Now head around the side of the outpost and snipe the guards in and near the compound--if you are quick, no one will sound an alarm. Approach the compound and head through the front gates, which happen to be unlocked. Inside, use the Snooper to snipe the guy in the watertower. Head into the shack adjacent to the watertower; there is a window open in the back of it. Go through it and stab the guy standing near the table. Now, head back outside and jump onto the crates. Use the edge of the cement wall to jump onto the roof, and then use the powerline connecting this building and the warehouse to get onto the roof of the warehouse. From there, open the hatch on the roof and drop down to find a [SECRET AREA]. Blow up the compressed air to find a [TREASURE] in the form of a golden mask. Leave the warehouse and head to the other side of the outpost. Run behind the power generators and use them to make your way to the truck, whose back is open; climb in to end the level. / / //_______________________ // // search tag: [wv_rock] // |/| Rocket Base |/| // ¯¯¯¯¯¯¯¯¯¯¯ Mission Three, Part 2 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / +---------------------------------------------------------------------------+ | Critical Mash | | OBJECTIVES: | | | | * Locate the main control room. | | * Terminate the launch of V2 rocket. | | * Locate an exit and proceed to the outer compound. | | | | BRIEFING: | | | | German resistance informs us that the rocket Deathshead intends to fire at| | London carries some kind of new chemical warhead, the destructiveness of | | which is currently unknown. | | | | | | German resistance also informs us that all of these rockets have a "self- | | destruct" switch, usually located in the main rocket control room. Unfort-| | unatley we know virtually nothing of the interior layout of the base. It | | will be up to you to determine the best means of reaching the main control| | room so that you can destroy the rocket before it reaches London. | | After destroying the rocket it is likely that the base will be on full | | alert. Use all means available to exit the base and proceed to the outer | | compound. | | | | SECRET AREA'S: 1 | | | +---------------------------------------------------------------------------+ Exit the back of the truck. Stab the patrolling guard and kill everyone in the room. Note that if you do not want such a direct approach, you can sneak onto the crane near the platform; the crane will then be lowered to a sublevel. I chose the latter over the former, but this was reversed my second time through the game. Any way you chose, make your way to the lower level (if you did not choose to use the crane, there is a lift somewhere around here). Head into the mine. Follow it as far as it will go and at the end, make sure to kill the mechanic at the controls. Use the elevator to head up a level; when you reach the top, notice that there are some nazis working around side a bomb. I think you know what to do; snipe the bomb to gib the whole bunch. Afterward, use the ladder adjacent to the lift and make your way to the control room, through the futile resistance the Germans offer. When you reach a button, press it to make the bomb self-destruct. Once the bomb goes "BOOM," an alarm will automatically sound and the security teams alerted. Head back down the ladder and through the bay doors that have opened slightly. Walk around the giant hole in the ground the missile created and address the urgent matter of slaughtering five-to-ten nazis. Continue to follow this linear route, killing when necessary, until you reach a computer room. Destroy one of the poster boards (one of them...just destroy them all to find out the correct one) to find a lock box. To open this, press the button on the underside of the table near the entrance to find the [SECRET AREA]. Continue to follow the paths set for you, to a catwalk; follow this to a ventilation shaft, where the level ends. / / //_______________________ // // search tag: [wv_rada] // |/| Radar Installation |/| // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Mission Three, Part 3 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / +---------------------------------------------------------------------------+ | Critical Mash | | OBJECTIVES: | | | | * Locate and destroy the MVX-MK1 radar array | | * Locate the entrance to the X-Aircraft Facility | | | | BRIEFING: | | | | Proceed through the outer compound en route to the X-Airbase, where you | | will find the Bachem 317 "Kobra" rocket plane. It is certain that after | | the destruction of the rocket base the outer compound will also be on full| | alert, so once again use all means at your disposal in eliminating all | | resistance along the way. | | | | | | Also, the outer compound contains a new MVK-mk1 radar installation. Your | | orders are to destroy the radar installation before proceeding to the X- | | Airbase. German resistance also reports that some of Himmler's new "Black | | Guard" soldiers may be stationed near the base. | | | | SECRET AREA'S: 1 | | | +---------------------------------------------------------------------------+ This level is rather easy, and redundant in terms of level design. Although there are plenty of nazis to kill, it just isn't very fun level. Now that I've shared that critical info with you, get out of the shaft and kill the nazis fleeing the burning building. Follow the street and kill as many guards as you see fit. Enter the building on the corner to find a turret; manning that turret puts you into a perfect position to ambush German forces approaching from your north, from the tunnel. Once you finish with them, enter the tunnel that they came from. Watch out for the snipers; use your Mauser to take care of them. Watch out though, because one of them has a Panzerfaust (rocket launcher); boys with toys -- they don't like sharing. Enter the building with the sign above it saying "Faldlazarett" for health kits, then leave. DO NOT enter the building with the sign saying "Kaserne," for in there awaits an ambush. Proceed down the street and kill the two snipers on the parapets. Head through the door on the right to find a grate on the ground; break it and head through the ventilation shaft to find a [SECRET AREA] filled with supplies. Stock up and leave, and then grab the supplies in the opposite room. Climb up the stairs and go through the door on right; outside you will encounter light resistance, then enter the door in the corner to find some lone bars of gold, or [TREASURE]. B.J.'s planning quite the retirement. Return to the main building and head through the door, down the hall and to the right, to find the radar array. Either place a stick of dynamite on the ground, or kick until it is very weak, then snipe it from a distance to destroy it. Enter the door "Nur Mit Autorisation" (I'm taking a wild guess in saying that's something along the lines of "No entering without authorization"). Kill all nazis inside and proceed down a ladder; from there, I'm sure you can locate the exit. / / //_______________________ // // search tag: [wv_airb] // |/| Air Base Assault |/| // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Mission Three, Part 4 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / +---------------------------------------------------------------------------+ | Critical Mash | | OBJECTIVES: | | | | * Gain access to the "Kobra" | | * Prep the "Kobra" for launch | | * Capture the "Kobra" and fly it to a nearby OSA airbase | | | | BRIEFING: | | | | Enter the experimental aircraft test facility via the outer compound of | | the rocket base. The airbase houses the latest Bachem 317 "Kobra" experim-| | ental rocket plane in a hangar at the northern perimeter. Upon infiltrati-| | on of the airbase, eliminate any resistance and proceed to the "Kobra" | | launch hangar. | | | | | | You will need to prep the "Kobra" for launch, so look for launch procedure| | documentation in the facility. Once you have appropriated the "Kobra" and | | are airborne, proceed immediately back to the OSA airbase in Malta. The | | Bachem 317 is reported to travel at speeds in excess of 500 knots, so ene-| | my air defenses should offer no problem. Contact OSA immediately upon | | touchdown in Malta for debriefing and further orders. Good luck. | | | | SECRET AREA'S: 0 | | | +---------------------------------------------------------------------------+ Take out your Snooper and snipe each and every person you can. If you run out of ammo, use your Mauser. Hell, you can take out half of the entire base if you do things this way. A truck should ride up the runway and deploy many nazi troopers, so wait for them to leave the truck before striking ("well DUH bhs, we can't see through walls, you know." Well Bob, I don't know about the rest of you, but...I see dead people, so nyah!). Once you have finished sniping, head down to the air traffic control tower, at the base of which you will find a grate; break it and proceed through the base, ravaging its inhabitants in a violent sort of way. You can explore the various hangars if you are particularly bloodthirsty, but they offer nothing other than that. Go over to the tower across from the air traffic control tower. Kill the sniper inhabiting it and press the button to open the large door below. At this point, more Nazis have spawned; snipe them from the safety of the tower. Head into the new area, wary of snipers (one of them has a Panzerfaust). Enter the hangar of the building ahead of you, and then kill all of the nazis inside. This might be a difficult firefight, but there is a lot of cover and if you're half-decent at this game, you should make it through unscathed. Climb the ramp and then stairs that follow to the control room. A cowering, unarmed German is inside; talk to him for some information, then cap him because he's a nazi, unarmed or not. Pull the left switch, and then go into the adjacent room; inside, a few more guards wait. Put an end to them and then press the switch to raise the ship into position. By now, some guards might have tried to intervene; if they do, put them in their place -- on the ground. Follow the hallway to the end and out the door to the outside. The music will shift and you will view several paratroopers parachuting towards your position. Neat trick: shoot as many of their parachutes as you can to make them fall to their death. If you are fast enough, you can drop most of them this way without them even firing a shot. Your Mauser is best for this job. Of course, you know what to do with those that survive. Any way you handle this situation, collect all of their guns and ammunition for a SWEET rifle called the FG42 Paratrooper Rifle. While outside, climb all of the ladders to the top. Open the door and drop the mechanist hiding behind a piece of machinery; had you turned the wheel, he would have come out and shot you in the head, which is kind of rude, considering the situation. Now turn the wheel, and then return inside to the room in which you found the unarmed German. Pull the lever to end the mission. __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ / / / / / / / / / / / / / / / / / / / / Mission Four: Deadly Designs /__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/ / / //_______________________ // // search tag: [dd_kugl] // |/| Kugelstadt |/| // ¯¯¯¯¯¯¯¯¯¯ Mission Four, Part 1 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / +---------------------------------------------------------------------------+ | Critical Mash | | | | OBJECTIVES: | | | | * Eliminate the panzergrenadier team | | * Escort the captured panzer to the SWF Complex | | * Aid the Kreisau Circle in the safe defection of the scientist | | * Gain access to the SWF Complex | | | | BRIEFING: | | | | Deathshead has been tracked to what we believe is his Secret Weapons Faci-| | lity (SWF). This is an industrial complex located near Kugelstadt, a city | | that has undergone intensive aerial bombardment by the Allies for the past| | 48 hours. Deathshead's connection to the events at Castle Wolfenstein is | | becoming clearer, but it is imperative that we learn more about what his | |"Special Projects Division" is up to. The OSA has wanted to investigate the| | SWF since learning of it existence a few months ago, but we have been una-| | ble to pinpoint its exact location or gain entry. | | | | | | The Kreisau Circle has also informed us that a top scientist from the SWF | | wishes to defect. They have commandeered a Panzer tank near the entrance | | to the complex and will be able to assist you in gaining entry to the fac-| | ility. Once you link up with the resistance members afford them any help | | they might need in securing the safe defection of the scientist. Prelimin-| | ary reports have come to us from the defecting scientist through our Krei-| | sau Circle contacts. These reports state the existence of a project book | | that fully discloses information on Deathshead's experimental "Venom Gun."| | OSA will provide further information regarding the project book after the | | defecting scientist's debriefing. | | | | SECRET AREA'S: 1 | | | +---------------------------------------------------------------------------+ You start this mission touting a pair of pistols. What empty-headed nitwit outfitted you for this mission? What do they expect you to do? Look cool while getting shot in the ass? Well, at least you can use them to get more advanced technology, the MP40. Follow the tank until it stops, and continue to kill all of the nazis that get in your way. Head into the ally on the right side of the street; at the intersection, go to the left to meet the panzergrenadier team holed up in a civilian building. Climb the stairs and clear the building, and do not forget to claim their ammo; the tank driver will give you conformation of your deeds if you did things right. Return to the street and again follow the panzer until it stops, at which point a gate to an alley will swing open and out comes a pair of German troopers. Kill them and head into the ally; follow it to the street on the other side of the barbed wire. Destroy the onslaught of German's that will come around the corner, and afterwards head into the building directly in front of you. Plow through it like a bulldozer, killing the nazi inside. When you emerge, a guy in a heavy suit touting a flamethrower will greet you; not the most tasteful of greetings, might add. A bit gaudy. Gun him down before he comes into firing range. To save the scientist, all you must do is kill the nazis that are around him and his entourage. Don't be worried about whom to shoot at -- other than the three people being fired at behind the fence, you have no allies on foot. Complete the objective and return to your panzer. The Panzer has broken through the barbed wire and has rounded the corner. Quickly kill the German with the panzerfaust, since if the tank is hit too many times your mission will fail. After you destroy all opposition currently available, plunge into the dark building your tank buddies opened for you. Directly outside the building is another German foot soldier, along with another touting a flamethrower. This can indeed be difficult; I recommend using your grenades and rocket launcher, if available. After you've dealt with the pair, use the slanted piece of wood lying on the ground to reach a [SECRET AREA]. Head into the corner where a drainage grate lies; kick it open and drop into it to end the level. / / //_______________________ // // search tag: [dd_bomb] // |/| The Bombed Factory |/| // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Mission Four, Part 2 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / +----------------------------------------------------------------------------+ | Critical Mash | | OBJECTVES: | | | | * Infiltrate the Kugelstady Factory | | * Obtain the Venom handbook | | | | BRIEFING: | | | | The first part of the SWF industrial complex is the weapons factory. Vario-| | us aircraft and heavy weapons were being manufactured here before the | | bombing raid. Intelligence has learned that this was also to be one of | | manufacturing points for the Nazi's new "Venom" machine gun. This weapon | | has been rumored to have an incredible rate of fire and if it is half as | | powerful as reports would indicate, it could pose a serious threat to the | | Allies. | | | | | | The defecting scientist has confirmed the reports that there is a "Venom | | Gun" project book located somewhere in the factory which contains all of | | that weapon's technical information and specifications. The procurement of | | this "Venom Gun" project book would be a major stroke of good fortune for | | the Allies; it is imperative that you find it before proceeding. | | | | SECRET AREA'S: 0 | | | +----------------------------------------------------------------------------+ Leave the sewer via the ladder on the other end. As you climb up, you will find a sniper in the building ahead and above you. Destroy him with your Mauser (don't waste your remaining Snooper ammo). There are several snipers in this vicinity; another is to the right of the one you just shot. Around the corner, there is another on the second floor of a building; this one mans an MG42. Kill him and make your way through the rubble, through the following ruined house. Kill the nazis that confront you along the way, of course; when they are dead, find the sewer grate in the corner of the ruined house ahead. Kick it in and drop down. The sewers...nothing good down here--nothing but rats, feces, and nazis; which is worse, I could not tell you. Kill all of the Germans that inhabit, and then proceed to the exit in the form of a ladder leading to the surface. Once you are topside, kill the nazi near the tank and the one in the tank, manning its turret. Enter the building next to the panzer. Grab the health packs near the door, and then round the corner to find a nazi sniper behind the cover of barrels and furniture. Drop him and proceed through the house to find a German at a turret; he probably wouldn't cause problems later on, but you should kill him anyway just to be sure. Continue to the next room, and proceed with caution, for above there is a sniper just waiting for an unwary soldier to come waltzing by. Toss a grenade up in his direction to take care of him. Climb up the stairs and listen to the conversation between two dimwitted nazis. Paraphrased: "How do I disarm this thing again? Is it the red wire or the blue one?" "I'll go get the manual." "Bah, no matter; they all look gray to me." Boom! Jump over the hole the nazis made in the floor, and proceed to the roof of the building. Take our your Mauser to kill the snipers on the roof, and then proceed to jump onto the roof of the building next to you. Watch out; some more Germans will appear out of the ruined house ahead of you. You can find the Venom Manual around the wall next to you. After you grab it, proceed to the exit by roof- hopping over to it. / / //_______________________ // // search tag: [dd_trai] // |/| The Trainyards |/| // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Mission Four, Part 3 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / +---------------------------------------------------------------------------+ | Critical Mash | | OBJECTIVES: | | | | * Gain access to the main warehouse complex | | * Locate the primary TBA and proceed to the SWF | | | | BRIEFING: | | | | The second part of the SWF industrial complex is the train yards/freight | | depot. Aerial recon reports that this area appears to have been less dama-| | ged than the factory. The real strategic importance of this area is that | | it is the only entrance into the Secret Weapons Facility itself, which | | lies underground and out of reach of Allied bombers. | | | | | | Unfortunately, our tactical knowledge of this area is minimal at best, so | | you must discover on your own which building contains the SWF entrance. | | | | SECRET AREA'S: 2 | | | +---------------------------------------------------------------------------+ Take out your Mauser and begin to snipe the nazis in the yards below. Beware of the guards nearby, however, as they can surprise you easily if you're not paying attention. Once you have finished sniping everyone you can, climb down to ground level via the ladder. Upon reaching the ground, a scripted sequence commences in which a troop of nazis attack. Destroy the group and then head over to the long train. Approach the end of the train that is next to a square, ruined building. One the side of the building is a ladder; climb it to the top and then jump down and on to the top of the train. One of the boxcars has an open roof; drop into it to find a [SECRET AREA]. Leave the train and cap the nazis that emerge from one of the trains boxcars. Watch out for the sniper in the building next to the secret area; he likes to play peek-a-boo. Sometimes he appears; sometimes he doesn't, sometimes with a panzerfaust; other times with a Mauser. Penetrate the warehouse via the door near the beginning of the train. Once you're inside, kill all of the nazis above on the catwalks and on the ground, and then proceed through the set of doors to find a lone guard. Quickly shoot the explosive barrel on his left to kill him. Search the labs in this area and kill all of the soldiers and workers. In one of the labs are two panels, side by side, each with a button on them. Press the buttons to unlock the doubledoors near the entrance to the lab area. There are many guards in this area, as well as some snipers; one of those snipers is directly above you on the catwalk, and another is on a shelf just ahead of the doors. Kill all the rest in the area before heading up the stairs. Once you arrive at the catwalk, notice the machine in the area. Jump over to that machine and bust down the door behind it to find a [SECRET AREA]. There is a switch opposite of the secret area that operates a elevator below it. Press the switch and enter the elevator. / / //_______________________ // // search tag: [dd_swfa] // |/| Secret Weapons Facility |/| // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Mission Four, Part 4 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / +---------------------------------------------------------------------------+ | Critical Mash | | OBJECTIVES: | | | | * Locate Deathshead's U-Boat pen | | * Obtain information on Deathshead's destination | | | | BRIEFING: | | | | Besides advanced weapons research and development, the OSA has very little| | information on what goes on inside the SWF. Kreisau Circle intelligence | | does suggest that the SWF contains a U-boat pen that may be used as a | | debarkation point for another of Deathshead's secret research projects, | | although we have no idea what that might be at this time. Also, be on the | | lookout for advanced weapons prototypes. | | | | | | The bombing raid has made a mess of communications topside, so you | | should be able to enter the facility without their knowledge. | | | | SECRET AREA'S: 4 | | | +---------------------------------------------------------------------------+ Right off the elevator, head into the cubicle office off to the right. Stab the nazi there and quickly leave, for another guard will walk through the doubledoors on patrol. When he notices the corpse, he will become alert, so stabbing him is out of the question. Use your Sten on him. After that, shoot the bottles of compressed air to blow a hole in the wall. Go through the hole to find the [SECRET AREA]. Leave the premises and use the nearby personnel as punching bags as you make your way down the stairs. Maintain down the linear path until you find an area in which you cannot progress, since the doubledoors you need to get through are closed and locked. Improvise by climbing onto the hanging care and using it to jump onto the above walkway. Go through the double doors to the test labs, where the nazis keep all of their mutated beasts. Incapacitate the guards and walk down the stair; a nazi will fire at one of the beasts inside the cage, and then the monster will break through the wall and gib the nazi. And then it will turn to face you. Before you run like hell, grab the gun the nazi was using, called 'Venom.' Retreat to a safe location to recover your wits and make sure that your pulse is still beating, then return to face the beast with the Venom equipped. Hold the fire button and the beast will be dead in no time, although you should execute as many evasive maneuvers as possible to avoid the crazy attacks of the monster. Return to where the X-Creature blew through its cage and go through the door. You will find more hideous X-Creatures. They are attacking a scientist and guard; let them kill the two before you personally step in. The best course of action here is to take out your flamethrower and set ablaze the beasts, then run and hide until they die. If you are brave, you can get to a secret area here, but in doing so you will also release another of the X-Creatures. This walkthrough assumes you are not a pansy, so open the cage, kill the thing, and enter its former prison. Notice the cracked wall; kick it to find the [SECRET AREA]. Proceed through the only unlocked door here. Kill the nazi at the controls, pull the lever, and push the button, in any order. Leave the small office to the outside, where more of the opposition have arrived. Kill them and head back up stairs using the hanging crate. Since you bridged the two walkways, you can cross one to get onto the other. Do that and head through the doors. Silently approach the singular door ahead of you, and open it; take out your knife and stab the guard inside, whom has his back turned. Proceed down the stairs and set fire to anyone in your way. Or not. But you get my message, right? Through the following set of doors is a supply area, so make the best of it and take everything you can carry. Dive into the water and swim over to the grate; kick it open and follow the water path to a [SECRET AREA]. While at that position, press the switch and climb the ladder. Make an immediate left turn and follow the set path to discover a wheel; turn it to flood the floors below you. Now return to the area just before the door to the supply area. Nearby is a ladder leading into the water; dive in and swim near the ceiling to find a [SECRET AREA]. Return to the supply room and continue through it to find the U-Boat pen. Snipe all of the guards guarding the U-Boat pen. Follow the walkway and go through the first door to the left. Climb the stairs, kill any remaining nazis, and head out through the door to a bridge that leads to the command center. Of course, the door is locked. Jump over the railing and land onto the platform below. Stand back and shoot the barrels to blow a hole in the wall, and proceed up the stairs to end the mission. __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ / / / / / / / / / / / / / / / / / / / / Mission Five: Deathshead's Playground /__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/ / / //_______________________ // // search tag: [dp_icen] // |/| Ice Station Norway |/| // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Mission Five, Part 1 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / +---------------------------------------------------------------------------+ | Critical Mash | | OBJECTIVES: | | | | * Breach the X-Labs outer compound | | * Gain access to main secure lab area | | | | BRIEFING: | | | | Your interrogation of the officer in the SWF has yielded the location of | | Deathshead's "X-Labs" in occupied Norway. Our defecting SWF scientist has | | also revealed the nature of what is taking place at the "X-Labs;" project | |'Uber Soldat," or 'Super Soldier.' This is Deathshead's most advanced | | technology project, apparently combining robotic and biological engineeri-| | ng to create the "ultimate killing machine". By itself, this super soldier| | could pose a considerable threat to the Allies, but it appears that this | | project may have some other connection to the SS Paranormal Division. | | | | | | In any event, the "X-Labs" must be infiltrated at all costs; we must know | | what Deathshead's ultimate goal is for these Super Soldiers and, if possi-| | le, what their connection is to the SS Paranormal Division. | | | | SECRET AREA'S: 1 | | | +---------------------------------------------------------------------------+ Equip the snooper and snipe the guard walking up and down the U-Boat's deck. Go up to the crates and boxes and listen to the humorous talk between the nazis. Since they are so cold, why don't you give them a little heat, if you know what I mean? Whip out the snooper and snipe the guards in the distance. Breach the outer compound ahead; when you arrive, patiently listen to the character interaction. After you dispose of them, go around to the back of the cabin to find a grate. Break it to enter a [SECRET AREA]. Once you've finished re-supplying, leave the house and then enter the warehouse in the distance via the UPPER entrance. After the characters below finish chatting, hop over the rail and quickly man the turret on the back of the truck. Proceed with slaughtering all opposition here and those that arrive from outside. Outside of the warehouse is a lookout tower. Kill the sniper in it; this is imperative, since if he sees you, he sounds an alarm. Near the lookout tower is an ascending path leading up and over a dam that blocks your way. Take the path up and, when they are drawn (even on my uber-1337 computer, the draw-distance rates aren't that hot), snipe the snipers. Once you pass the dam, drop down into the nearby perimeter to do some 'cleaning.' There is a single sentry inside the cabin; outside there is a guard patrolling, and another inside a security office that runs the giant doors to the X-Labs. Kill all of them, and use the aforementioned office to open the giant doors. When you open the door to the X-Labs, you'll be greeted by a whole squad of nazis, several of which are armed with Venom weapons. Ouch! Take it slowly; stand in the doorway and pick off your targets one by one. Be forewarned, however, that you may be attacked from behind by reinforcements. Once you've disarmed the ambush, find the cans of compressed air next to explosive barrels. Use them to blow a hole in the wall. This action will lead you to the levels end. / / //_______________________ // // search tag: [dp_xlab] // |/| The X-Labs |/| // ¯¯¯¯¯¯¯¯¯¯ Mission Five, Part 2 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / +---------------------------------------------------------------------------+ | Critical Mash | | OBJECTIVES: | | | | * Locate and procure any documents related to Operation Resurrection | | * Locate the entrance to the 'Uber Soldat' main gestation area | | | | BRIEFING: | | | | There is very little information about the "X-Labs" themselves. Our defec-| | ting scientist worked in weapons research and although he is aware of the | | existence of the "X-Labs" he has never been there. He has however, inform-| | ed us that the "X-Labs" do make extensive use of "Tesla" technology to cr-| | eate powerful, guided electrical fields. These are apparently used for | | everything from security gating to local power generation. It is also rum-| | ored that this technology is what drives the nervous systems of what our | | scientist calls the "X-creatures." | | | | | | This last statement indicates that you will probably engage more of the | | "Lopers" that you first encountered at the Secret Weapons Facility, as | | well as other unknown types of "X-creatures". You should proceed with cau-| | tion into any new areas until you can ascertain what it is you are dealing| | with. Your ultimate mission is to discover exactly what Project "Uber Sol-| | dat" (Super Soldier) is and what Deathshead's ultimate plans for said pro-| | jects are. Be on the lookout for any documentation linking Deathshead's | | activities with Operation: Resurrection. | | | | SECRET AREA'S: 1 | | | +---------------------------------------------------------------------------+ When the path breaks off on the right, there will be a pair of scientists armed with Lugers, waiting your arrival. Apparently, they were expecting you. This whole place is on high alert, so don't expect to get by on stealth. In the next room, more guards will fire at you. Kill them and head down the passage marked "1." Go through the door and watch the fight between X-Creature and nazis; I'm putting my money on the X-Creature, so be prepared when the time comes that it looks your way. After it dies, climb the ladder and grab the supplies on the catwalks. Head through the double doors to find the lab seen in the cutscene; the cages that contain the X-Creatures will slowly open. Well...that certainly sucks to be them. Proceed across the catwalk and go through the door, where all hell breaks loose. View the scientist being thrown against the glass; quickly equip the flamethrower and set the X-Creature ablaze. Once it is killed, another will hop up to this level from below, so do that one in, too. Jump down and wander around a bit...you will discover the Super Soldier Prototypes. These badass creatures are products of the twisted mind of the nazi scientist, Deatshead. All I can say is, be well prepared when you face them. Since they are flame-resistant, use the Venom against them. Watch out, for not only do they have a Venom themselves, but also a Panzerfaust that never runs out of ammunition. The rest of the level will consist you of destroying these creatures. To find the levels only secret area, you need to hop into any one of the pools of water (they are all connected). Explore the passages to find the [SECRET AREA]. Sorry for the vague instruction, but there are many twists and turns and hallways in this level that allude my memory. It should be simple enough to discover. When you dispose of all the Super Soldier Prototypes, head into the lab where all of this chaos began to find a critical document. Leave the level by way of the blast doors found near an X-Creature and the corpses of nazis that tried to fight it. Pull the lever in the office to confront the final two Super Soldiers. You may bypass them if you wish, at the risk of your good health either way. / / //_______________________ // // search tag: [dp_supr] // |/| Super Soldier |/| // ¯¯¯¯¯¯¯¯¯¯¯¯¯ Mission Five, Part 3 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / +---------------------------------------------------------------------------+ | Critical Mash | | OBJECTIVES: | | | | * Pursue Deathshead to the Uber Soldat test lab | | * Eliminate the Uber Soldat | | * Locate an exit | | | | BRIEFING: | | | | There is very little information about the "X-Labs" themselves. Our defec-| | ting scientist worked in weapons research and although he is aware of the | | existence of the "X-Labs" he has never been there. He has however, inform-| | ed us that the "X-Labs" do make extensive use of "Tesla" technology to cr-| | eate powerful, guided electrical fields. These are apparently used for | | everything from security gating to local power generation. It is also rum-| | ored that this technology is what drives the nervous systems of what our | | scientist calls the "X-creatures." | | | | | | This last statement indicates that you will probably engage more of the | | "Lopers" that you first encountered at the Secret Weapons Facility, as | | well as other unknown types of "X-creatures". You should proceed with cau-| | tion into any new areas until you can ascertain what it is you are dealing| | with. Your ultimate mission is to discover exactly what Project "Uber Sol-| | dat" (Super Soldier) is and what Deathshead's ultimate plans for said pro-| | jects are. Be on the lookout for any documentation linking Deathshead's | | activities with Operation: Resurrection. | | | | SECRET AREA'S: 0 | | | +---------------------------------------------------------------------------+ This extremely short level can be extremely difficult. First off, you will face a Prototype Super Soldiers. Destroy it and grab all of the medical kits hanging on the wall. Approach the gestation area to encounter another Super Soldier, accompanied by a pair of nazi footsoldier's and a Special Forces guard equipped with a flamethrower. You can face them head on, or try to bypass them to reach the next area, where a cutscene will take over. Afterward, you will face not a prototype Super Soldier, but the real thing, a fully completed, armed and armored Uber Soldat. This fight is very difficult to first-timers. To begin the fight, grab some of the helmets lying on the bench. Afterwards, dash into the office on the right with bulletproof windows. This perfect little area is a lifesaver; the slow, chunky Uber Soldat will go either two directions; either towards one entrance of the office or the other. You can change his direction by moving around. While his back is turned, peek around a corner of the office and get a few shots in via the Thompson or rocket launcher. If he ever gets too close, go to the other end of the office and he will turn and move towards your position. Note that while fighting, nazi grunts from the upstairs will emerge and start firing at you with their Luger's, so be sure to spread your lovin' equally. If you need health, grab any of the number of medical kits on the table next to the office. After what may seem like forever, the Uber Soldat will collapse. Grab the Tesla and go through the hatch that opened near the table. Kill all of the science team using your uber-l33t new experimental weapon, and proceed upstairs. Use the elevator in the control room in which Deathshead hid inside, and the mission will conclude. __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ / / / / / / / / / / / / / / / / / / / / Mission Six: Return Engagement /__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/ / / //_______________________ // // search tag: [re_bram] // |/| Bramburg Dam |/| // ¯¯¯¯¯¯¯¯¯¯¯¯ Mission Six, Part 1 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / +---------------------------------------------------------------------------+ | Critical Mash | | OBJECTIVES: | | | | * Get Across the Bramburg Dam | | * Locate the road to the village of Paderborn | | | | BRIEFING: | | | | The mission to the "X-Labs" had the effect of driving Deathshead into hid-| | ing, thus at this time his whereabouts are unknown. However, it is now kn-| | own that he was only a supporting character in Himmler's ultimate goal; to| | resurrect Heinrich I. It appears that three of Deathshead's Super Soldiers| | will be "anointed" by Marianna Blavatsky in a ceremony to be held near | | Chateau Schufstaffel in the village of Paderborn. They will then be broug-| | ht to the grave of Heinrich I located near Castle Wolfenstein for the | | "Resurrection." While many in the OSA remain skeptical of this ceremony, | | recent events have shown that nothing can be ruled out. | | | | | | Your mission is to infiltrate Chateau Shufstaffel and stop this ceremony | | at all costs. To reduce the chances of alerting the enemy, you will be air| | dropped near a dam two kilometers from Paderborn. You must cross the dam | | to reach Paderborn, and from there gain access to the chateau. Once in | | Paderborn you are to assassinate the Paranormal Division officers and dis-| | cover the exact location of the ceremonies. Should you arrive too late, | | proceed with all speed to Castle Wolfenstein and ensure the "Resurrection"| | does not take place. | | | | SECRET AREA'S: 1 | | | +---------------------------------------------------------------------------+ Right away, equip the "Snooper" and proceed with killing everything on the road crossing the dam, including the sentry in the distant watchtower (which you should only see if your view distance is set to high). This should alleviate much tension; draw comfort in the fact that you've just killed nearly everyone in the dam. After you do this, approach the deliveryman in the cutscene from behind and stab him. Now climb down the ladder on the side of the nearby watchtower. Silently kill the nazi patrolling the area and enter the dam. After you listen to the conversation between the armed mechanics, wipe clear the entire area. One of the rooms in this area contains a lift. Send it up, but do NOT be on it as it ascends. This will reveal a grate below where the lift laid at rest. Kick it open and enter the shaft to find a [SECRET AREA]. Call back the lift, and this time ascend with it. Kill the nazi at the top and proceed across the dam to the end of it. Enter the unlocked door at the left, take the meal on the table if you wish, and climb the stairs. Kill the nazis in the area to find a ladder leaning against a ventilation shaft. Climb into it and make your way through it. If you made too much noise outside, the nazis below the ventilation shaft will know you are there and break off and expose the corner. You should normally exit the shaft at its end, with a grate between you and a pair of nazis, standing hands-on-hips. Kill them before they know you're there. Through the next door and down the stairs, you will find more of the enemy. Once you finish them off, open the door to the outside. Equip the Snooper and snipe your enemies hidden among the dark terrain. You can open the gate to end the mission via the cabin next to the gate; it has a button to press. / / //_______________________ // // search tag: [re_padr] // |/| Paderborn |/| // ¯¯¯¯¯¯¯¯¯ Mission Six, Part 2 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / +---------------------------------------------------------------------------+ | Critical Mash | | OBJECTIVES: | | | | * Eliminate Major Hochstedder | | * Eliminate General von Stauff | | * Eliminate Colonel Strache | | * Eliminate General Burkhalter | | * Eliminate General Haupman | | * Ensure that an alarm is not sounded | | * Gain access to Chateau Schufstaffel | | | | BRIEFING: | | | | Paderborn, home to many of Germany's leading occultists, is currently hos-| | ting the elite of the SS Paranormal Division. As learned in recently deco-| | ded SS transmissions, Marianna Blavatsky will perform a ritual termed | | "Anointing of the Dark Knights." | | | | | | The ceremony is scheduled to take place somewhere near Chateau Schufstaff-| | el. Resistance intelligence tells us the only viable route into the chate-| | au is through the village, as it is the least guarded path. However, there| | is a general alarm somewhere in the village near the chateau. If the alarm| | is raised, there will be no chance of getting inside. Therefore, you must | | proceed through the village as quietly as possible, using your silenced | | weapons. | | | | | | In addition, with the "Anointing Ceremony" about to take place at the cha-| | teau, there are five key SS Paranormal operatives residing in the village.| | This presents a unique opportunity to deliver a crippling blow to the SS | | Paranormal's chain of command. Therefore, these SS Operatives must be | | eliminated before proceeding. | | | | SECRET AREA'S: 5 | | | +---------------------------------------------------------------------------+ Head through the streets, past a parked car and up a few small steps. Put a few bullets into the head of the patrolling nazi. Enter the building with the "5" signs on it; inside, stab the backs of the two standing near the fire. Climb the stairs and kill Major Hochstedder, then head into the adjoining room to find his stripper, appropriately dressed. Kick open the box at the end of the bed (where I'm sure many things would have happened had we not intervened) to locate a [SECRET AREA]. Leave the building. Outside and around the corner is a small door; shoot the lock off with a silenced weapon to find another [SECRET AREA]. Kill the alchemist residing there and proceed outside to face a sniper in the window ahead of you. Kill him and go under the window in which the sniper stood; you will find a drainpipe. Climb it to find the [SECRET AREA]. Go into the hotel down the road. Ignore the frightened civilian and quietly proceed up the stairs. Stab the man near the radio, then head back downstairs and toss a grenade into the room with the two nazis. If that doesn't work, finish them off using your Sten. One was a guard, and the other was General von Stauff. Farther down the street, a guard is wandering outside of a small house. Wait for him to go back inside before continuing. Open the door to the wine cellar and you will find a perfect position to assassinate both, through the grate. They won't know what hit them. Well actually, they probably might have guessed that hot lead is what hit them, but you get my drift. This finishes General Strache (and just where did we get these particular names in the first place? OSA intelligence is better than I had thought). Go down the alley left of the house. Listen as a spoiled nazi complains about his missing wine, then head down into the wine cellar. Kill the guard there and climb out of the cellar. A guard will enter to warm up a bit. If you're feeling generous, you might let him live. If not, you might want to warm him up nicely using your flamethrower. Outside of this cozy little apartment, snipe the two guards on patrol using the Snooper. Go into the wine cellar on the left to find the idiot who was making a lot of noise (If I hear "Yaaaaa ya yaaa ya!" ONE MORE FREAKING TIME I WILL GO INSANE), getting drunk on the wine his general requested him retrieve. Kill him and take his wine, for nothing defaces a man more completely than killing him and taking his liquor. Go into the house that is above and to the right of the wine cellar. A guard inside will say, "Is that you, Willy?" No, it's the reaper come for you, nazi! Kill General Burkhalter and destroy the painting above him to reveal a switch. Pull it to find a [SECRET AREA]. Go into the last un-ravaged house. This is to the right of the one in which you killed Burkhalter. Inside you will find Haupman--I'm sure you can find a suitable death for him. Explore his wine cellar, while you are there. Notice that every barrel of wine has a cork that is completely stuffed into the barrel. Except one. Press that cork to reveal a [SECRET AREA]. Leave the house to the previous area and follow the path to an alarm switch. Kick it out of commission and quickly go into through the basement door while the guards are conversing. There is a little slit in the door; this makes for a perfect snipers hideout. When the guards come strolling around, do them in with a silenced weapon, for there is still one more enemy that has access to an alarm. This enemy mentioned above is in the next area, patrolling the grounds around the chateau. Stab him, kick out the alarm, and enter the wine cellar to end the level. / / //_______________________ // // search tag: [re_chat] // |/| Schufstaffel Chateau |/| // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Mission Six, Part 3 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / +---------------------------------------------------------------------------+ | Critical Mash | | OBJECTIVES: | | | | * Eliminate General von Shurber | | * Locate rear exit of the chateau | | | | BRIEFING: | | | | The "Anointing Ceremony" for the Super Soldiers is reported to be taking | | place somewhere near the chateau. According to the Operation Resurrection | | project book recovered from the "X-Labs," the three Super Soldiers are to | | be "anointed" by Marianna Blavatsky, whereby they will be transformed into| | Dark Knights. According to the project book, the presence of these "Dark | | Knights" is necessary for the final phase of their plan; to raise Heinrich| | I from his 1000-year-old burial site. | | | | | | If possible, you must stop the ceremony before it begins and destroy the | | Super Soldiers before their transformation. If their transformation does | | take place, there will be no way of judging how much more powerful they | | will be or if it will even be possible to stop them. Also, there will sti-| | ll be a number of SS Paranormal operatives in and around the chateau; ens-| | ure that you eliminate them. | | | | SECRET AREA'S: 2 | | | +---------------------------------------------------------------------------+ Proceed out of the wine cellar, but do not yet open the door. There is a guard patrolling outside, but his superior will order him away on some errand. When he is gone, then open the door. Open the entrance to the chateau and quickly shoot the rope holding the barrels up, which lie on a shelf directly above the nazis. The barrels will fall onto and maim the unsuspecting foes. This will unfortunately attract attention from the outside. Kill the Elite Guard that approaches, as well as her entourage of Hitler-loving, Jew-hating minions. In the foyer, which has an incredibly high ceiling, destroy the nazi flag above the fireplace to reveal a switch. Shoot it to open a door inside the stairwell; inside is a [SECRET AREA]. The door opposite of the fireplace is a religious room, in which some sort of ceremony is taking place, with an Elite Guard chanting down the aisle. I didn't stop and see what happened, and neither should you. When you kill all that are in the room, grab the [TREASURE] from the table near the scripture. Return to the foyer and climb the stairs. Go through the doors on the right and proceed through grandiose, extravagant halls that follow. Eventually, you should find yourself on a balcony overlooking the outside. Climb onto the ledge next to it and make your way to the door; inside is the general you need to kill. Once you've done the deed, return outside, and get back onto the ledge. This time, use the ladder to get to the roof. Kill any nazis that await you. From this vantage, snipe through the glass sky windows all of the nazis in this section of the chateau. You should take care of them all; when you finish, drop from the roof onto the below floor. Go over to the fireplace and move the prong to find a [SECRET AREA] (I had to use the 'no clipping' cheat to find that damnable SA!). Go downstairs, at which point the door will be blown open via the rocket of a nazi's panzerfaust. Return fire until they all are killed. Down the next hall is the exit. / / //_______________________ // // search tag: [re_unha] // |/| Unhallowed Ground |/| // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Mission Six, Part 4 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / +---------------------------------------------------------------------------+ | Critical Mash | | OBJECTIVES: | | | | * Locate the site of the "Anointing Ceremony" | | * Destroy the Super Soldiers | | | | | | The "Anointing Ceremony" for the Super Soldiers is reported to be taking | | place somewhere near the chateau. According to the Operation Resurrection | | project book recovered from the "X-Labs," the three Super Soldiers are to | | be "anointed" by Marianna Blavatsky, whereby they will be transformed into| | Dark Knights. According to the project book, the presence of these "Dark | | Knights" is necessary for the final phase of their plan; to raise Heinrich| | I from his 1000-year-old burial site. | | | | | | If possible, you must stop the ceremony before it begins and destroy the | | Super Soldiers before their transformation. If their transformation does | | take place, there will be no way of judging how much more powerful they | | will be or if it will even be possible to stop them. Also, there will sti-| | ll be a number of SS Paranormal operatives in and around the chateau; ens-| | ure that you eliminate them. | | | | SECRET AREA'S: 1 | | | +---------------------------------------------------------------------------+ Leave the chateau. The guards outside, of course, would like you to stay, permanently. See that this does not happen, and then go into the valley on the right. Kill the guards and grab the Cells, which are ammunition for the Tesla. Follow the rough road with the Snooper equipped, because you never can tell when a sniper will start firing at you during the night. There should be an Elite Guard on the top of some ruins, and some more Elite's should be located in the immediate vicinity. A good reference point, direction-wise, is the cottage you should come across. Inside are some health packs. From there, go around the elevated land on which the ruins lie. Upon closer inspection, the ruin's floors are cracked; kick through them to a [SECRET AREA]. Once you leave the cover of the ruins, a sniper should begin to shoot you from an unknown area. Take out the Snooper and scan the trees ahead / to the left of the ruins to find an Elite guard perched onto a tree. Still near the ruins site, shoot the Elite guards far ahead of you, near a bunker in which contains a turret. Make a 90 degree turn at the place in which you shot the Elite's, and quietly approach the truck's driver side. Sneak around it and stab to kill the two Elite's standing around. Continue to the cemetery past the truck. There you will battle a pair of Super Soldier's. Grab all the supplies you can carry on either side of the arena before attempting to deal with the SS's. For the first one (you do not battle both at once, thankfully), use every rocket you have on it. This should destroy it easily. For the following Super Soldier, use any grenades, as well as your Venom weapon, and it should die in short order. After this is over, drop down into the hole that opened in the center of the arena. __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ / / / / / / / / / / / / / / / / / / / / Mission Seven: Operation Resurrection /__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/ / / //_______________________ // // search tag: [op_tdig] // |/| The Dig Site |/| // ¯¯¯¯¯¯¯¯¯¯¯¯ Mission Seven, Part 1 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / +---------------------------------------------------------------------------+ | Critical Mash | | OBJECTIVES: | | | | * Pursue SS Paranormal Division operatives through the dig site. | | * Locate alternate entrance to Castle Wolfenstein. | | | | | | We have virtually no information for you at this time regarding your miss-| | ion. You are in uncharted territory, so it will be up to you to determine | | the best possible course of action. If you were unable to disrupt the cer-| | emony and prevent the Super Soldiers from being transformed into "Dark | | Knights", then you will ultimately have to stop Blavatsky and the resurre-| | ction ritual. | | | | | | The fate of the free world now rests on your shoulders, Agent Blazkowicz. | | Failure is not an option. | | | | SECRET AREA'S: 2 | | | +---------------------------------------------------------------------------+ In order to advance, you are required to break through the rusted bars in the corner. However, this alerts the guards in the adjacent room. Beforehand, take out a silenced Luger, aim carefully, and make two swift headshots. Out the door is a guard standing on the left of the bridge; stab him, and then do the same with the officer patrolling on the bridge. Before you leave, climb onto the right-hand rail of the bridge and follow it to its peak. There you will find a small crag sticking from the rock wall; jump onto it to find a [SECRET AREA]. In the next area, you will encounter a Super Soldier, one of three in the level. Have it bite the dust, proceed through the only open door in the area. Drop down through the hole in the floor. Follow the fleeing SS operatives down the wet and murky tunnel, and at the end of which you will find tables of various supplies. Stock up and climb the ladder; midway to the top stop climbing and start blasting away at the Super Soldier behind the metal grating. His reaction will be quite sluggish, and his return fire will be sporadic if you are *not* at the very top of the ladder. If you wish, you can quench your thirst for blood by clearing out the nearby caverns, but it isn't necessary. Climb the ladders on the left to the top; make sure you have your Panzerfaust equipped to gib the nazi with the flamethrower. Down the tunnel, you will find the last Super Soldier accompanied by nazis. Destroy the lot of them, and the break through the wooden blockade. Destroy the barrel, which follows the wooden blockade, near the wall. This will reveal a [SECRET AREA]. Drop down to the below floor and end the level. / / //_______________________ // // search tag: [op_rtcw] // |/| Castle Wolfenstein |/| // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Mission Seven, Part 2 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / +---------------------------------------------------------------------------+ | Critical Mash | | OBJECTIVES: | | | | * Locate the entrance to the main dig site | | | | BRIEFING: | | | | We have virtually no information for you at this time regarding your miss-| | ion. You are in uncharted territory, so it will be up to you to determine | | the best possible course of action. If you were unable to disrupt the cer-| | emony and prevent the Super Soldiers from being transformed into "Dark | | Knights", then you will ultimately have to stop Blavatsky and the resurre-| | ction ritual. | | | | | | The fate of the free world now rests on your shoulders, Agent Blazkowicz. | | Failure is not an option. | | | | SECRET AREA'S: 2 | | | +---------------------------------------------------------------------------+ I This relatively short level precedes the final boss fight, so enjoy what is left of the single player experience. After you take your first few steps into the level, you will be greeted by an onslaught of the undead, this time including...mummies! Really now; how much damage can a thousand-year-old rotting corpse do you? Uh, quite a bit, as you may find. Use your Venom to clear the room. Pull the switch that is down the hallway, left of your entrance, to open the gated door. Watch out, for more undead will emerge when you press the switch. Grab the [TREASURE] in the grave on the lower left hand corner and ignore the undead forces, because they are so tiresome to battle. Near the stairs, destroy the gate next to the skeleton to find a [SECRET AREA]. What won't they think of next? Climb the stairs, something you may have guessed I'd say. View the gruesome sight, the nazi with his limbs torn off with his face and body half- eaten. Kill the undead feeding off him and then go up the spiral stairs case to a communications room. No radioing for help now, Blazkowicz; nobody can help us but ourselves. Oh, the cliché is so very painful! Leave the radio room to an outside parapet. Kill the nazis on it and let them and undead battle it out in the courtyard below. Go through the door at the other end of the parapet and proceed down the stairs. Procure the health kit off the table and go through the door. Kill any that survived the battle described earlier, and go through the giant doors to find another nazi-undead firefight. The nazis will in all likelihood be the victors, so give them their reward in the form of...lead. Watch out for the Elite's in the area as well. Climb the spiral stairs and continue to the following courtyard, where no action is being done. Yet. Use the rafter leaning against the floor to reach a [SECRET AREA]. Return to the courtyard and drop down straight into the ambush. Kill everything there, and afterward head through the only open door in the surrounding area. Climb the stairs, go through the hall and the door to find a ladder. Climb down, kill the nazi at the switch, pull the switch, and go through the door you opened. / / //_______________________ // // search tag: [op_hein] // |/| Heinrich I |/| // ¯¯¯¯¯¯¯¯¯¯ Mission Seven, Part 3 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / +---------------------------------------------------------------------------+ | Critical Mash | | OBJECTIVES: | | | | * Destroy Heinrich I | | | | BRIEFING: | | | | We have virtually no information for you at this time regarding your miss-| | ion. You are in uncharted territory, so it will be up to you to determine | | the best possible course of action. If you were unable to disrupt the cer-| | emony and prevent the Super Soldiers from being transformed into "Dark | | Knights", then you will ultimately have to stop Blavatsky and the resurre-| | ction ritual. | | | | | | The fate of the free world now rests on your shoulders, Agent Blazkowicz. | | Failure is not an option. | | | | SECRET AREA'S: 0 | | | +---------------------------------------------------------------------------+ This is it, the last level in RTCW! The anticipation is just running through your veins, I'm sure of it. Grab the supplies in the rooms succeeding your starting point and proceed until you spot the undead -- STOP RIGHT THERE! where you first sight them. If you go any farther, heavy blocks of cement will fall behind you, blocking your escape. If that does NOT happen, Heinrich will not touch you yet, leaving you free to pick off his undead helpers until you are ready to face 'the man' himself. When you have done so, step in to the arena. Heinrich is similar to the Super Soldiers...only a lot more powerful, and lot bigger, and can take a lot more damage. Uh, then how is he similar to the Super Soldiers? Uh...I dunno. I'll shut up now. No, I can't since I wasn't talking in the first place! Anywho, the key to this battle is to not die O_O Seriously. He really is not very difficult since he doesn't equip a Venom or even rocket launchers like the Super Soldiers did. The only real threat he might pose is if you [stupidly] get within arms-length of him. Maintain a respectable distance, and pound away at him wit the Venom. From time to time, Heinrich will summon undead minions to battle you; completely and utterly ignore them. Also, one of his more lethal attacks is summoning up spirits; these go through you, take away an ass-load of health, and to top it all off, blind you. Run away from these things; if you get far enough away from Heinrich, they will disappear. After you pump about 500 or so bullets into that worthless sack of maggots, he will die and in doing so, kill all of his creations (the undead). Congratulations! You beat the game! Woooooo! Purple muffins! Thank you for reading. Thus concludes the sane portion of the walkthrough. Now for the insane, and the inane! BWAHAHAHAHA! I hope you are all a little less dumber than before (yes, that grammar error was intended). ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ______ -/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/- 5. Secret Area Locations ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ -/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/- This section details where to find all of the games secret areas. If you have come here by accident by using the search tag, intending to go to the walkthrough, then just run another search and this time click 'Enter' only twice. / / //_______________________ // // search tag: [or_esap] // |/| Escape |/| // ¯¯¯¯¯¯ Mission One, Part 1 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / _________________ / TOP SECRET __________________________________________________________ | | | 1. This SA is inside the room in which part of the wall is cracked, and a | | sniper peers through the crack from the outside. It is behind the bulletin | | board. | | | | 2. Go down to the courtyard with the generator in the corner. Enter the | | barracks and examine the grounds near the beds; between one of the beds | | there is a brick sticking up. Kick it. | | | | 3. At the very bottom of the spiral staircase there is a wooden wall. Kick | | through it. | | | | 4. Go to the dining room in which nazis from a below floor shot a hole in | | the wooden floor. Drop down through that hole and turn around / look at the| | wall. Notice the discolored bricks? Kick them. | | | | 5. From wherever you are now, go to the hall that is lined with Knights in | | armor. From there, instead of going through the doors at the end of the | | hall, make a right near the doubledoors, then make a left. In this room, | | break the painting of Hitler. | | | | 6. In the same hall with Knights in shining armor, go through the door | | opposite of the one that lead to the room with the painting of Hitler. Turn| | the lamp to reveal the secret. | | | | 7. In the room *just past* the hall with the knights mentioned above, there| | is a brick in the wall with a strange design on it. Press it. | | | ____________________________________________________________________________/ / / //_______________________ // // search tag: [or_casl] // |/| Castle Keep |/| // ¯¯¯¯¯¯¯¯¯¯¯ Mission One, Part 2 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / _________________ / TOP SECRET __________________________________________________________ | | | 1. In the wine cellar(the room with the sign outside that says "Weinkeller"| | ), go between the two circular wine vats and press on the wall. | | | | 2. Go to the munitions room, be it locked or unlocked. Across from it is | | a cosy little lounge. Move the painting to find a switch; press it to open | | a nook above the fireplace. Getting there is a bit tricky; you must grab a | | chair (which you may only do if you have a knife in your hand) and throw it| | onto the long, black piece of furniture against the wall. Climb onto the | | then use it to jump to the area above the fireplace. | | | | 3. You can find this secret area in the room just past the dining hall. To | | be more specific, this room has some explosive barrels facing it and has | | a cold meal on the table, as well as a note from a director that warns not | | to hide any treasure. Near the table is a wall that is slightly discolored.| | Kick it. | | | | 4. Near the same room as #3, near a small supply cache behind bars, through| | the wooden door. Destroy the explosive barrel in the dark room. | | | ____________________________________________________________________________/ / / //_______________________ // // search tag: [or_tram] // |/| Tram Ride |/| // ¯¯¯¯¯¯¯¯¯ Mission One, Part 3 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / _________________ / TOP SECRET __________________________________________________________ | | | NO SECRET AREA'S IN THIS LEVEL | | | ____________________________________________________________________________/ / / //_______________________ // // search tag: [ds_vill] // |/| Village |/| // ¯¯¯¯¯¯¯ Mission Two, Part 1 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / _________________ / TOP SECRET __________________________________________________________ | | | 1. From the drainage tunnel you crawl under to advance the mission, head | | right. Follow the path until you reach a house. Inside, waste the opposit- | | ion and examine the bookcase. A book is sticking out -- kick it. | | | | 2. From the drainage tunnel, head left. Follow the road until you reach a | | house. Kill the opposition around the perimeter, but DO NOT enter the hous-| | e. Instead, use the brick walls to get to the balcony with health kits | | lying on it. | ____________________________________________________________________________/ / / //_______________________ // // search tag: [ds_cata] // |/| Catacombs |/| // ¯¯¯¯¯¯¯¯¯ Mission Two, Part 2 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / _________________ / TOP SECRET __________________________________________________________ | | | 1. UNKOWN | ____________________________________________________________________________/ / / //_______________________ // // search tag: [ds_cryp] // |/| Crypt |/| // ¯¯¯¯¯ Mission Two, Part 3 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / _________________ / TOP SECRET __________________________________________________________ | | | 1. Near the beginning, there is a hall in which many nazis will be battling| | the undead. In that hall is a cross; shoot the top of it and it will fall | | onto the ground and break the bricks in the floor. | | | | 2. UNKNOWN | ____________________________________________________________________________/ / / //_______________________ // // search tag: [ds_defi] // |/| Defiled Church |/| // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Mission Two, Part 4 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / _________________ / TOP SECRET __________________________________________________________ | | | 1. Just before the final fight with the Elite Guards is the church foyer, | | where guard detail is heavy with Eltite's. Climb onto the podium, head up | | ladder. On the walkway, notice that there is walkway parallel with the one | | you stand on. Jump over a rail that is relatively close to that walkway and| | find the secret area there. | ____________________________________________________________________________/ / / //_______________________ // // search tag: [wv_fort] // |/| Forest Compound |/| // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Mission Three, Part 1 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / _________________ / TOP SECRET __________________________________________________________ | | | 1. This secret area is located inside the forest compound itself, not the | | surrounding perimeter or forestry. Near the shack which has its windows | | open are several crates. Jump onto them, then to the top of the wall, and | | subsequently onto the roof. From there, walk across the thin powerline and | | drop down through the hatch to find the secret area. The treasure can be | | found inside the crate next to the air compressor; shoot it to blow the | | crate open. | ____________________________________________________________________________/ / / //_______________________ // // search tag: [wv_rock] // |/| Rocket Base |/| // ¯¯¯¯¯¯¯¯¯¯¯ Mission Three, Part 2 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / _________________ / TOP SECRET __________________________________________________________ | | | 1. After you destroy the missile bound for London, you will proceed to | | follow a linear path back to the lot in which you began the level. Well, | | along the way you will find a computer room. There is a single nazi guard- | | ing it. Destroy one of the bulletin boards to reveal a lockbox; to open it,| | press the switch on the underside of table near it. | ____________________________________________________________________________/ / / //_______________________ // // search tag: [wv_rada] // |/| Radar Installation |/| // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Mission Three, Part 3 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / _________________ / TOP SECRET __________________________________________________________ | | | 1. For a reference point, I will use the building with the sign on it sayi-| | ng "Kaserne." From here, continue down the wide road. Kill the two nazis on| | the walkways ahead of you and then climb the stairs. Go through the door | | on the right; inside is a ventilation shaft on the floor. Go through it. | ____________________________________________________________________________/ / / //_______________________ // // search tag: [wv_airb] // |/| Air Base Assault |/| // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Mission Three, Part 4 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / _________________ / TOP SECRET __________________________________________________________ | | | NO SECRET AREA'S IN THIS LEVEL | ____________________________________________________________________________/ / / //_______________________ // // search tag: [dd_kugl] // |/| Kugelstadt |/| // ¯¯¯¯¯¯¯¯¯¯ Mission Four, Part 1 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / _________________ / TOP SECRET __________________________________________________________ | | | 1. Prior to leaving the level, there is a slanted piece of wood amongst the| | rubble. Climb to the top of it and jump onto the ledge to find the SA. | ____________________________________________________________________________/ / / //_______________________ // // search tag: [dd_bomb] // |/| The Bombed Factory |/| // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Mission Four, Part 2 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / _________________ / TOP SECRET __________________________________________________________ | | | NO SECRET AREA'S IN THIS LEVEL | ____________________________________________________________________________/ / / //_______________________ // // search tag: [dd_trai] // |/| The Trainyards |/| // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Mission Four, Part 3 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / _________________ / TOP SECRET __________________________________________________________ | | | 1. In the trainyards there is a long, parked freight train. At one end, | | there is a ladder on the side of a building, perpendicular with the train. | | Climb the ladder, then from the top of the building, jump down onto the | | roof of the train. One of the box cars has its roof open, so drop through | | it to find the secret area. | | | | 2. The last secret area is just prior to the levels exit. Climb onto the | | catwalks and approach the unreachable machine. Well, actually it IS reacha-| | ble; jump over to it and go through the door behind it. | ____________________________________________________________________________/ / / //_______________________ // // search tag: [dd_swfa] // |/| Secret Weapons Facility |/| // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Mission Four, Part 4 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / _________________ / TOP SECRET __________________________________________________________ | | | 1. Right off of the train, shoot the cylinders of compressed air leaning | | against the wall. | | | | 2. In the lab where you find the X-Creatures for the first time. One of the| | X-Creatures was not released; release it, kill it, and examine its cell. | | Kick the crack in the wall. | | | | 3. This is in the supply room just before the U-Boat pen. Dive into the | | water in the center of the room. Break the grate and follow the set path. | | | | 4. This one happens to be a little more complex, and in order to find it, | | you need to have found SA #3. With that said, swim through the aforementio-| | ned grate. When you reach a ladder, climb it and head LEFT instead of righ-| | t. You should eventually reach a wheel; turn it to flood the floor below. | | Return to the supply room and leave it through the door perpendicular to | | grate (the door that does NOT lead to the U-Boat pen). Turn left and hop | | into the water. Swim near the ceiling to find a hole; surface through it. | ____________________________________________________________________________/ / / //_______________________ // // search tag: [dp_icen] // |/| Ice Station Norway |/| // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Mission Five, Part 1 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / _________________ / TOP SECRET __________________________________________________________ | | | 1. This is located in the outer compound, inside a cabin next to a trio of | | nazis that are talking about an outbreak of cholera. Go around back of the | | cabin to find an alternate entrance. | ____________________________________________________________________________/ / / //_______________________ // // search tag: [dp_xlab] // |/| The X-Labs |/| // ¯¯¯¯¯¯¯¯¯¯ Mission Five, Part 2 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / _________________ / TOP SECRET __________________________________________________________ | | | 1. There is only one secret area here, and I'm sure you could find it on | | your own. Well, obviously you didn't since you are reading this. Jump into | | any of the number of water pools. Explore all available paths to find the | | SA. Sorry I could not be more specific, but there are many entrances to the| | water pools streaming below the labs, and thus many ways to get to the SA. | ____________________________________________________________________________/ / / //_______________________ // // search tag: [dp_supr] // |/| Super Soldier |/| // ¯¯¯¯¯¯¯¯¯¯¯¯¯ Mission Five, Part 3 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / _________________ / TOP SECRET __________________________________________________________ | | | NO SECRET AREA'S IN THIS LEVEL | ____________________________________________________________________________/ / / //_______________________ // // search tag: [re_bram] // |/| Bramburg Dam |/| // ¯¯¯¯¯¯¯¯¯¯¯¯ Mission Six, Part 1 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / _________________ / TOP SECRET __________________________________________________________ | | | 1. Since you could not enter the Dam from the front gate, you had to climb | | down a ladder attached to its southernmost watchtower. This path led to the| | dams innards. If you have beaten the level before, you know that in order | | to reach the top of the dam, you must take a lift there, correct? Instead | | of getting onto the lift and pressing the button, press the button that | | sends the lift to the top without you on it. This will reveal a grate in | | the floor. Go through it. | ____________________________________________________________________________/ / / //_______________________ // // search tag: [re_padr] // |/| Paderborn |/| // ¯¯¯¯¯¯¯¯¯ Mission Six, Part 2 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / _________________ / TOP SECRET __________________________________________________________ | | | 1. In the apartment in which you killed Hochstedder. Go into upstairs bed- | | room with the lovely German woman in lingerie. Kick open the box at the | | foot of the bed. | | | | 2. Shortly passed the apartment in which you made the above mentioned | | assassination, you will find a small door. Shoot off the lock and go throu-| | gh it to find the secret area, along with a crooked alchemist. | | | | 3. Right out of the door of the above-mentioned secret area, a sniper will | | fire at you. Kill him and get under the window that he used. There is a | | drainpipe there, so climb it. | | | | 4. This is where you killed General Burkhalter. Above the desk he sat in | | shortly before he departed from the living world is a painting. Destroy it | | to find a lever; pull it. | | | | 5. Go to the wine cellar that formerly belonged to Haupman, whom you kille-| | d. Examine the wine vats; notice that each one of their corks are tightly | | inside. Except one. Push that one to reveal the secret area. | ____________________________________________________________________________/ / / //_______________________ // // search tag: [re_chat] // |/| Schufstaffel Chateau |/| // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Mission Six, Part 3 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / _________________ / TOP SECRET __________________________________________________________ | | | 1. In the foyer, there is a nazi flag hanging above the fireplace. Shoot to| | destroy it to reveal a switch. Shoot the switch to open a door in the stair| | case. | | | | 2. When you reach the roof of the Chateau, drop down and kill all of the | | guards. Go over to the fireplace and pull the prod to retract the firepla- | | ce. | ____________________________________________________________________________/ / / //_______________________ // // search tag: [re_unha] // |/| Unhallowed Ground |/| // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Mission Six, Part 4 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / _________________ / TOP SECRET __________________________________________________________ | | | 1. Shortly after you encounter the small cottage with a fire burning withi-| | n, you are bound to find some ruins on the hillside. Walk onto their wooden| | floor to discover a crack; kick it to drop down to the secret area. | ____________________________________________________________________________/ / / //_______________________ // // search tag: [op_tdig] // |/| The Dig Site |/| // ¯¯¯¯¯¯¯¯¯¯¯¯ Mission Seven, Part 1 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / _________________ / TOP SECRET __________________________________________________________ | | | 1. A little ahead of your starting point is a bridge. Climb onto the right-| | most rail and follow it to its peak. There you are sure to spot a discrep- | | ancy in the rock structure in the form of a crag. Jump onto the crag to | | discover a small, narrow tunnel burrowing into the wall. | | | | 2. Near the end of the level is a blockade made of wood. Just past this wo-| | od is an old barrel; shoot this barrel to blow a hole in the wall. | ____________________________________________________________________________/ / / //_______________________ // // search tag: [op_rtcw] // |/| Castle Wolfenstein |/| // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Mission Seven, Part 2 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / _________________ / TOP SECRET __________________________________________________________ | | | 1. The first secret area attached to some stairs. The right angle of the | | stair that precedes the room in which an undead is feeding off a dismembe- | | red nazi is the stair of which I speak. | | | | 2. Recall that in order to open the double doors that block the ending of | | the level, you needed to pull a switch. Also recall that courtyard that | | preceded the end of the level; go to that courtyard. On the walkway overlo-| | oking the courtyard there is a rafter touching the floor. Climb up. | ____________________________________________________________________________/ / / //_______________________ // // search tag: [op_hein] // |/| Heinrich I |/| // ¯¯¯¯¯¯¯¯¯¯ Mission Seven, Part 3 // // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯// / / _________________ / TOP SECRET __________________________________________________________ | | | NO SECRET AREA'S IN THIS LEVEL | ____________________________________________________________________________/ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ______ -/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/- [go_away] 6. Contact Me ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ______ -/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/- Don't let the search tag throw you off. I really am that unfriendly! Okay, just kidding there. Below are reasons for which you may contact me through email, and reasons for which you may NOT contact me, respectively. You may contact me for any of the following reasons: * Corrections * Notifications of unclear directions * Contributions / alternate strategy Under the following, you may NOT contact me: * Advertisements of ANY kind (will be sent back, along with a Trojan horse, with my compliments) * Hatemail (will be deleted) * Letters with bad grammar/spelling * ANYTHING IN A FOREIGN LANGUAGE! Honestly, you have no idea how many morons email me in Spanish. I WROTE THE GUIDE IN FREAKING ENGLISH! WHAT THE HELL KIND OF LANGUAGE DO YOU THINK I SPEAK!? Gah, I just had to rant there. Basically, don't be an ass and I will reply! Thank you and good night. One more thing: don't forget to watch Alias when the season begins in September! Jen Garner > j00 ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ______ -/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/- [ls_lega] 7. Legal ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ______ -/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/_//-/- No part of this file may be reproduced, copied or paraphrased in any manor whatsoever, be it electronically or physically, without the authors expressed written consent. It may not be featured on or in ANY magazine or website except for GameFAQs.com, and GameSpot.com, who supports GameFAQs.com. This document is for personal, private use only, and is NOT in the public domain. Violators will be prosecuted. This file is Copyright 2003 Paul "black hole sun" Lauria. End of FAQ and file. No llamas or penguins were harmed in the production of this FAQ.