"Return to Castle Wolfenstein" - the complete walkthrough version 1.3 ~~~~~~~~~~~ References: walkthrough from "LordKrell", found on GameFAQs http://www.gamefaqs.com/ This file may be distributed anywhere on the Web provided that it is not altered in any way, and no fee is charged. Preferable distribution areas are GameFAQs and IGN. =============================================================================================== DISCLAIMER: This file is entirely my own idea and has in no way been sanctioned or authorized by id software (http://www.idsoftware.com/) or any other persons responsible for the creation, production, and distribution of the game. Any errors contained herein are entirely my own; use at your own risk. =============================================================================================== CONTENTS: References (above) Disclaimer (above) The Intro Recommended Systems - what kind of computer you need to play Updates/Patches Console Commands Binding - creating your own macros and hotkeys The Weapons The Good Guys The Bad Guys ===The Walkthrough=== Multiplayer The Cheats Translations - German to English Copyrights Signature/Versions -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE INTRO Way back when id software introduced a game called "Wolfenstein 3D" - as the name says, it was one of the first 3D (first person) shooters out there, as opposed to all of the side- scrolling games that were out. RtCW is more or less an update of that game, while at the same time being new. Anyway... the OSA has sent in operatives to Castle Wolfenstein, the center of the Nazi Paranormal Unit. One of them is you, B.J. Blazkowitz. Both you and your partner were captured - now you've got to escape and stop whatever the nazty Nazis are doing. THE BACKSTORY (WHY THE NAZIS ARE HERE) 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 Thule 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 stood 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 destroyed - 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 domination 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 henchman, 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 they plan to use to create their modern day Dark Knights. OSA intelligence suggests that Himmler has not yet succeeded; but the reports of occult experimentation and genetic mutation indicate that he is close, very close. (Yes, that's just a fairytale created for the game... though Hitler was interested in the occult and ancient Teutonic legends). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- RECOMMENDED SYSTEMS Minimum Requirements: Pentium II, 400 Mhz or Athlon processor 128M RAM 800M free hard drive space + 300M (or more) for Windows swap file 8x CD drive Microsoft Windows 95/98/ME/NT/2000/XP 3D hardware accelerator video card, 16M memory or higher DirectX 8.0a mouse & sound card, of course Most ATI Radeon video cards are supported, and all nVidia series 3 & series 4 cards are supported. Multiplayer requires broadband TCP/IP or LAN connection -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- UPDATES / PATCHES: If you haven't done so already, hit the id software site (http://www.idsoftware.com/) and get any patches for "RtCW" - the latest (as of January) is 1.4. If you can't find the patch there (their links are sometimes dead), you can also check the Activision site (http://www.activision.com/) or some place like FileFront. =============================================================================================== CONSOLE COMMANDS Other than actual gameplay, one of the most important parts of the game is the Console... hit Ctrl+Alt+~ (the 'tilde', to the left of the 1 on a regular keyboard) to open the Console. Type in a command, and hit Enter... type in a cheat and hit Enter, type in a spawn, etc. During a Multiplayer game it can also be used to send messages to the other players. Note that gameplay does not stop while the Console is open, so be careful... to close the Console, just hit Ctrl+Alt+~ again, or hit Esc. Also note that you can use the Console in the main menu, before you even begin a game. If you're unsure of a particular command - it may have several parameters - just type in the base command, such as "bind"... the variations on that command will appear in the Console, telling you how to input them and what they do. Cheats and spawns are also Console commands, but they're listed in a separate section of this file... the only Console commands I'll list in this section are the ones which don't require the cheats to be enabled. Also in the Console window you'll see other odds & ends of the game... 'Connected to server' messages, trisurfs, flares, errors, etc. To clean up all of that mess, just type in (without the quotes) "/clear" and hit Enter. /cg_fov # /cg_uselessnostalgia [0 or 1] /cmdlist -- a list of every command that can be used by the game... moves, server commands, cheats, etc. Save it as a plain text file via condump /condump -- example: /condump castle1.txt - puts a plain text file containing everything currently in your console screen in your "Return to Castle Wolfenstein\Main" directory /cvarlist -- a list of all game variables /dir maps /mapname -- what's the name of the map you're currently playing /reconnect /serverinfo /toggle cg_gibs /toggle r_fullscreen -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BINDING You can bind commands to a key to form a macro... for example, in your setup, you can change the key that allows you to Jump. Binding is for those commands that aren't listed in your setup (okay, the cheats). This way you can create a macro (hotkey) for any command you can think of, providing you don't run out of keys on your keyboard. How to... open the Console (Ctrl+Alt+~) and type: bind [key] [command] this will bind that command to a single key, such as: bind x give all this will bind the command "give ammo" to the 'x' key... to issue this command, just hit your 'x' key. Any key can be bound... just type in the name of the key, such as alt or end (and all the others, such as pgup, tab, pgdn, home, del, ctrl), as in: bind end spawn However, while you can't distinguish between Shift keys (or Alt, or Control)... you can bind any of them, such as: bind shift give mauser rifle but you can't tell it "bind rshift give mauser rifle"... the game will just tell you that 'rshift' is not a valid key. Your best bet is to save your Ctrl, Alt, Shift, and other 'named' keys for actual moves/uses you can setup in the 'Controls' section of setup. Even better, use your keypad keys (presuming you're using a full size keyboard) for commands and controls in your Setup, freeing up a slew of other keys for binding. Obviously, you'll only need to bind commands that can't be found in your setup (in other words, cheats... or 'non-player' commands). You can also bind commands by editing the configuration file, but this isn't recommended unless you know exactly what you're doing. Cheats are listed at the end of this document. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE WEAPONS The numbers in front of each weapon below are the top row of your keyboard... hit that to automatically switch to that weapon. There are, however, more weapons than can be handled by the numbers... scrolling through them is a good idea (if a little slow at times). Always aim for the head for the best kill. Secondary fire - scopes, silencers, what-not - are controlled by your "weapons alt" key. 1 - Knife pretty much worthless... if you don't have any other weapons, then you're probably dead. Good for silent kills - sneak up on somebody and stab, stab, stab. Ammo: N/A 2 - Luger Pistol not exactly a weapon of power, it's better than nothing. Later in the game you'll get a Silencer for it. Ammo: 9mm (easy to find) 2 - Colt Pistol slightly better firepower than the Luger, it's still pretty weak. With a cheat you can get dual Colts, just like John Woo. Ammo: .45 cal (hard to find / rare) 3 - MP-40 this is the Schmeisser Machine Pistol, probably the most used gun of WWII (and for some time after). A nice little toy for most situations. Ammo: 9mm (easy to find) 3 - Tommy Gun (Thompson Submachine Gun) more powerful than the MP-40 - unfortunately, you won't find much ammo for this in the game. Very good against Zombies and the other Undead. Ammo: .45 cal (rare) 3 - Sten a silenced British machinegun, it's only drawback is that if you fire for too long, it overheats and needs to cool down. Save this for when you really need it. Ammo: 9mm (easy to find) 4 - Mauser Rifle a nice little toy, fairly powerful. Later in the game you'll find a scope for it... zoom in for better aim, beautiful for sniping. Ammo: 7.92mm (not easy to find, not rare) 4 - Snooper a very nice scoped rifle... good for sniping. Scope zooms. Ammo: .30 cal (very rare) 5 - FG-42 basically a portable version of the MG-42 - nicely powerful, though it has a slow cyclic rate and only holds 20 rounds in a clip. Equipped with a scope. Ammo: 7.92mm (not easy to find, not rare) 6 - Potato Masher a German stick grenade, known as a "potato masher" because of the shape. Unscrew the cap at the bottom of the wooden handle, yank the wire to prime it, then throw it... the handle gives it a longer range. In the game, just hold down your fire button - the longer you hold it, the shorter the fuse... hold it for more than 3 ticks and it will blow up in your face. Aiming point is just a little to the right of the crosshairs, so adjust your aim accordingly. Ammo: N/A (easy to find) 6 - Pineapple the Allied grenade of choice. The longer you hold your fire button, the shorter the fuse - as with the Potato Masher, if you hold it for more than 3 ticks it'll explode. Ammo: N/A (very rare, won't be available until the Kugelstadt level in Mission 4) 6 - Dynamite the longer you hold your fire button, the longer the timer is set for. Set it, drop it, and get the hell out of there. 15 seconds max. Ammo: N/A (very rare) 7 - Panzerfaust an anti-tank rocket launcher... definitely not to be used at close range. Crosshairs are a little left of where it will actually go. Ammo: rockets (not easy to find, not rare) 8 - Venom a very nice chaingun... the noise is freaky, and it takes a moment to 'spin up', but it's made for massive killing. It can overheat, though. Ammo: 12.7mm (fairly common in later missions) 9 - Flamethrower burn baby, burn... hit something with this, then back off and watch them die. Very useful against the Undead. Ammo: fuel (very rare, not available until "Kugelstadt" level) 0 - Tesla an experimental "lightning gun"... very lethal. Ammo: power cells (extremely rare until the last few levels) NOTE: with the scoped weapons (Mauser and Snooper), use your "+" and "-" keys (default) to zoom in or out. This is especially handy with the Snooper. The FG-42 does not zoom. One final weapon you'll run across in the game is the MG-42, a stationary machine gun. Just walk up to it and use it. It has a limited range of motion, but is very powerful, and never runs out of ammo. The crosshairs are just above the middle bar on the 'T'. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE GOOD GUYS What Good Guys? There actually are a few... your partner, who's dead before you start, and members of the Resistance movement in town. Karl - a member of the Kreisau Circle, a Resistance group Kessler - a member of the Resistance various other Resistance members (only found in one level) Don't kill any women - they're civilians, and you're supposed to be the Good Guy. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE BAD GUYS As with just about any Bad Guy in any FPS, shooting them in the head is the best way to kill them... even the Undead. Armored Skeletons - fairly easy to kill with a couple of head shots. Those shields they carry aren't just for decoration. Black Guard - Himmler's elite soldiers, highly trained; moderate kill. Elite Guard - von Bulow's elite soldiers, the leather bitches from hell. They use the Sten, so you can catch them when it overheats, but they know how to duck and cover, and they are very good fighters. They also toss Grenades. Hard kill. Fire Skeletons - a flaming version of the Armored Skeletons; moderate / hard kill. Fire Zombies - a flaming (and fire-throwing) version of the Zombies; moderate / hard kill. Heinrich I - the final boss... big bad ass; VERY hard to kill. Can telekinetically yank you into its sword, and it summons Undead. Olaric - the first boss... ugly. Emits ghostly skulls which can blind you temporarily in addition to doing nasty damage. Head shots are best as always; moderate kill. Soldiers - they come in several varieties, from mechanics to sentries; easy kills. From easiest to hardest they are: regular Soldiers, Black Guard, Elite Guard, Venom Soldiers. Super Soldier Prototype - they carry the Venom (chaingun) and are hard kills. Super Soldier 2 - even more difficult than the Prototype, they carry a Tesla Gun in addition to everything else; hard kill. Venom Soldiers - they have the "X" weapons, such as the Venom Gun and the Flamethrower; hard kill. Zombie Marianna - easy kill, but do it quickly; the best way is a Panzerfaust rocket. Emits blinding skulls just like Olaric. Zombies - shoot them until they explode, or they'll get back up. They emit ghostly skulls which can do some damage; moderate kills. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =============================================================================================== -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ===THE WALKTHROUGH=== The game is divided into several Missions, and each Mission has several parts to it. The names listed in braces { } are the map names for that level. You can jump to a different level by typing in the map name at the console (see the Cheats section for instructions). There are several different icons that will appear on the screen at the bottom during the game - these indicate what you can do to (or with) the item. 1 - an open hand icon is 'use'... click your 'use' button to open doors, read clipboards, activate switches, etc. You can also use chairs - if you have a one-handed weapon (Knife, Pistol, Grenade), you can pick up a chair by aiming at it and clicking your use button. Aim at where you want to place the chair, and hit your use button again to toss it. This comes in very handy when trying to get to high places. 2 - a hand icon with a slash and a circle across it indicates the item is movable, but you've got both hands full. Switch to a one-handed weapon to be able to use the item. 3 - a broken glass icon indicates that the item is (what else?) breakable - stab it, shoot it, kick it... a lot of things in the game are smashable, including banners, pictures, bulletin boards, walls... lots of stuff. Sometimes smashing something will reveal a Secret Area or Health items. 4 - a ladder icon should be obvious... face the ladder (make sure you're centered) and climb up. Health can be improved several different ways: use any Health Kit (medical bag) that you run across, eat any Meals you see sitting out (which actually restore more Health than a medical bag), or on the very rare occasion, drink a bottle of Latour wine. Drinking Beer or Brandy increases your Stamina, oddly enough. During gameplay you'll see a book appear occasionally at the bottom of your screen, to the right - this is your Notebook, letting you know that you've acheived a goal. Hit 'n' (the default) to open your Notebook and check it out. Unfortunately, there's no way to discover how much Treasure you've picked up in a level or how many Secret Areas you've found until the end of each level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Intermission 1, so to speak... [CUTSCENE] the boys at OSA discuss what went wrong, and decide to do nothing (typical chair sitters) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- MISSION 01: Ominous Rumors M1 - Level 01>> Escape! {escape1} -- 7 Secret Areas, 9 Treasure Items //Objective: Escape the dungeon by any means necessary. Locate the exit to the lower keep. //Enemies: Soldiers, Torture Doctor //New weapons acquired: Knife, Luger Pistol, MP-40 At any time you can bring up your Notebook (default N) to read your objectives. [CUTSCENE] an agent is tortured and killed. The guard goes to get the other agent - B.J. Blazkowitz (you!). Once the cutscene is finished, you'll have a Knife and a means of escape. Walk over the body of the dead guard to acquire his Luger Pistol. However, stick with your Knife for now... in fact, if you're really careful, you can use the Knife only throughout this first level, keeping any alarms from going off and conserving ammo. Take a look around the cell before you leave it - note the "Kilroy" on the wall with days marked off. Head down the hall - you can't open any of the cell doors along here, so don't bother. When you get to the end, say hello to the caged skeletons. When you get close to the hanging Nazi banner, note the icon that pops up at the bottom of the screen - this particular one indicates that this item is breakable. Stab it with your Knife, shoot it, blow it up, kick it... whatever. Most of the time this is just a waste of ammo, but every once in a while you can find a Secret item or Area this way. Just about any banner, sign, chair, and bulletin board (among other items) can be destroyed. Be careful about smashing chairs, however - sometimes you need them to climb. Up the stairs carefully - peer in through the barred opening to see what's going on if you want. When you get to the barred door, note the hand icon that appears - this means that the item is usable. Click your 'use' button to open the door. Slide up behind the doctor and stab him to death. Look around the area - when you get to the equipment table, note the hand icon again when you're aimed at the hanging clipboard. Click to read it. You can read almost any clipboard or letter in the game. If you see the hand icon with a circle and slash through it, it means that the item is movable, but you've got a hand full - switch to a one-handed weapon to be able to pick up this item. You can also smash those items. Just for kicks - if you're the sadistic type - use the switch on the wall to fry the corpse of your partner on the table. Exit the lab through the next barred door. You can enter the cell across the hall, but there's nothing in there for you, so head up the stairs. If you want to be sneaky, crouch before you get to the top of the stairs - head left into that doorway (it doesn't open from this side), and listen. Obviously you'll need to get to kill off the radio operator. There may be a guard in the hall with his back to you, walking away - kill him quietly. At the archway there's a pair of switches on the wall, which raise or lower the barred gate. Through, and into the room on the left - you can sneak up behind the radio operator and kill him; after that, smash the radios. In here you'll pick up the MP-40 and ammo for it, and you'll find a pair of Health Kits hanging on the wall. Note the sparking panel on the column - that's an alarm panel, but obviously this one is broken. Other ones in the castle won't be. Down the hall, and kill a pair of guards at the bottom of the stairs - the clipboard on the wall mentions you and your buddy... Up the stairs and out the door - take a look around if you want, but as you cross this 'bridge' a Soldier will open fire from up on the tower ahead. Once you kill him (neat how the body falls), the alarms sound... whoops. Up the steps and through this door. Kill off any Nazis inside, and when you get to the spiral stairs, go down first. The first door you run into will take you to the courtyard outside - go down the stairs to your right, across the courtyard and up the steps on the other side. In there, kill off any Soldiers and collect the toys (Health, Grenades, MP-40s and ammo). [SECRET AREA 1] in this barracks room there are four bunks - in between the two middle bunks, crouch down and smash the floor. Treasure. Back out in the courtyard, return to the spiral stairs - that other door in the courtyard won't open from here. Continue all the way down the spiral stairs. [SECRET AREA 2] smash the wooden wall at the bottom of the stairs for MP-40 ammo. Use the switch on the wall to open the door... go through, and look where you are. Head back to the spiral stairs and go all the way up, skipping this next door for the moment. At the top, head out to the parapet - you'll see a wooden hatch you can smash through. Obviously you don't want to drop down into there, but you can toss a Grenade or two down in there to smash the equipment and (hopefully) take out any Nazis. Head back down the stairs and through that door you skipped earlier. This is the room you just saw from the roof - on your left as you enter is a panel on the wall; use that to shut off the alarms. [SECRET AREA 3] smash the bulletin board next to the alarm panel for Treasure. If you haven't already, smash the equipment on the table, and make sure you grab the Binoculars - they come in handy. Head out through the broken wall and drop down to the ledge - watch out for snipers across the way. From here you can walk along the wall at the right - down to your right is the courtyard you visited earlier, while to the left are stairs and a tunnel. Follow the wall and get on the stairs first, ducking around the wall at the top of the stairs to take out a Soldier who has a Mauser Rifle - that's a nice toy. You may even be able to see his breath above the wall as he crouches down to snipe at you, so move quickly and kill him first. If you jump up on the wall straight across from the top of the stairs, you can look down to see a small open area with a door - get to that via the tunnel at the bottom of the stairs; that door down there is locked from this side. At the top of the stairs head right along the parapet - go in the only door. Kill the Nazi officer inside, but watch out for fire coming up through the floor just inside the door - shoot out those boards from a distance and then throw a Grenade down in there. Also watch out for any Soldiers that may come through the door behind you. Yeah, you guessed it - you need to drop down through the hole. There are a couple ways to go down here - three ways if you tossed down a Grenade. There's a door, and there's a short hall. Facing the hall, the wall to the right is smashable. [SECRET AREA 4] smash the wall and into this room - Food and Health out in the open, and you can smash into the wardrobe in the corner for more items. The door in here leads out to that tunnel under the stairs. The door at the end of the short hall leads out to that courtyard where you were earlier, so head through the other door - kill the Nazi inside, and look around. Suits of armor are breakable as well - shoot 'em and watch them fall down. The door at the end of the hall is locked, so into the arch - watch out for Soldiers. Two doors off this hallway - left and right; go right first. The wardrobe inside is smashable for items. Turn around and face the door - note that the candelabra on the left is crooked; use it to open a Secret Area. [SECRET AREA 5] the wall to the left of the fireplace slides back. Treasure. Back out into the hall and through the other door. There should be several Soldiers lined up waiting, so either toss a Grenade and get back, or use the MP-40 to mow them down. [SECRET AREA 6] shoot the picture of Hitler on the left as you enter for Treasure. Head through the other door in here for another hallway - the door on the left opens from this side, leading you back to that initial hall. Straight ahead and around the corner - the wall on the right has a pair of carved panels. [SECRET AREA 7] use the left panel to open the right one. Treasure. Around the next corner and there are two doors - the one on the left leads to a small barracks room where you can grab Ammo and Food, but that's all; once you've got that, go through the door at the end. Turn left and go to the end of the hall to end this level. At the end of each level you'll be presented with a scorecard: how much time it's taken you so far (not for the individual level, but the entire game), the Objectives (as if you can proceed without meeting them all), the Secret Areas and Treasures you've found, and how many attempts it's taken for you to get this far. Note that even if you made it all the way through a level in one shot, it might list more than one attempt - if you save a game and exit, or reload it, it counts as another attempt, so don't worry about it. As soon as you see this scorecard (your Stats), stop your forwards movement. If you missed anything (such as a Secret Area), back up and go get it. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- M1 - Level 02>> Castle Keep {escape2} -- 4 Secret Areas, 7 Treasure Items //Objective: Locate tram entrance. //Enemies: Soldiers //New weapons acquired: Mauser Rifle, MG-42 Time to party. If you're quiet and careful, you can sneak down this hall (crouch) and eavesdrop on a conversation about the troubles in the castle. After that, see whom you can stab in the back. Up ahead on your right is a door, at the end on the left is an arch, and at the end on the right is a set of stairs going down. Go through the door on the right first - in this hall there's a barred door leading to a Munitions Room (it won't open yet) and at the end a small room. In the small room, kill, gather, and get the first Secret Area. [SECRET AREA 1] inside the door, use the picture of the Nazi soldier on the wall - it will slide aside to reveal a switch. Use that, and a panel opens behind the banner above the fireplace. Pick up a chair and toss it on top of the table, as close to the fireplace as you can get. Jump up on the table, jump up on the chair, and run-jump (hold down your 'run' key and jump) to the top of the mantle. Treasure. Back out into the main hall... the door in the arch won't open, so down the stairs. First, if you want, toss a Grenade down at the barrels below to blow them up. At the bottom of the stairs you have an arched hallway (with plenty of Soldiers shooting at you) and a door under an arch - duck in there first for a small barracks room; Ammo and Health. In there the second locker from the right opens - while there's nothing in it, just be aware that some lockers can be opened for items. Use your Mauser, use a Grenade, whatever - clear out the hallway (I love it how the railing breaks when a Nazi falls off the bridge). All the way down the hall, up the spiral stairs, and out to a courtyard (no, you can't smash those crates). Take out anyone out here, and look around. To your immediate right is an arched hall leading to the Drahtseilbahn, which literally translates to "wire rope course" - that's the tram station you need to get to, but the door is locked. Elsewhere in the courtyard you have stairs leading down and stairs leading up - go down for now. In that door and around - the first door you come to (on the right) just takes you back to where you started, so continue on. Down the short stairs, and you'll see the bridge where you shot the Nazis earlier. Ahead on your left is a small barracks room with Food and Ammo (including an MP-40 clip sticking out of a locker - you can open the locker and grab that), but that's it. Across the bridge is a short set of steps leading to another barracks room, but more importantly, to the left of those steps is a panel where you can shut off that damn alarm. Up the steps, and you've got all sorts of things in here. Immediately to your right are a pair of smashable pictures on the wall. Next is a table, with a letter from Oberst (Colonel) von Bulow, saying they may have found the Dark Knight entombment. Next up, along the outside wall, you have a small table with Ammo, and a larger table with smashable equipment on it. Along the wall to the left of that is a bunch of equipment you can't do anything with. Turn left yet again, and look what we have... a switch labeled "Gefahr! Munition" (Danger! Munition) - very obviously, use that switch to open that Munitions Room you found earlier. Once the switch is thrown, head back out to where you entered this area from the courtyard - go through the door that takes you back to the beginning of the level, jig to the right and through the door across the way... the Munitions Room is now open. Once you've gotten all the toys you need in there, head back the way you came and back out to that courtyard. Go up the stairs this time (watch out for snipers up on the tower) - that door will open now. There's a hallway to the right, and a door at the end of the hall - but of course that doesn't open from here, so into the hallway and through the next door. Shoot out the wardrobe for items (including Armor), and pick up what few other toys are in here, then out the next door. The door now on your left will open from this side, and once it's been opened, it will open from either side. Go down the stairs, kill the Nazis, and through the arch you'll have a door marked Weinkellar (Wine Cellar, obviously) on your right, and a hall to the left. Enter the Wine Cellar first, kill off any guards, and just for fun, shoot the barrels to watch them leak. And what would any wine cellar be without a Secret Area? [SECRET AREA 2] go in between the first two barrels as you enter the room, and use the brick on the wall to cause one of the wine racks to slide back. Break the glass inside and grab the bottle of 1938 Latour, which is added to your Inventory (this is a powerful Health item). You'd better use it during this level or the next one (if you need it), because you'll lose it after that. Back out of the Wine Cellar and go straight down the hall - around the corner and down the steps for plenty of nazty Nazis... and darn it, more alarms. You can use a chair to jump up on the raised area, but why bother? You'll get there soon enough - for now, go down the stairs. Through the door (the sign on the wall says "Fuhrer von Hartmann"), and you'll hear someone say "Protect the Gold!"... thanks for the tip. Just inside the doorway is a switch that will lower the bars to close the door. To your right is a wide arch leading to a small barracks room with Ammo and Health. You can blow up those barrels with the Mauser or a Grenade, which will actually take out a few Nazis if you feel so inclined. Just around the corner to your left is a panel which will shut off that annoying alarm. Go into the room next to it for Ammo, Health, and the next Secret Area. [SECRET AREA 3] smash the bulletin board on the wall, and then the wall behind it for Treasure. The note on the table is a warning that all art treasures must be turned over to Reichmarshall Goering (aka "Fat Herman") - I don't think these guys are listening. The door just leads back out into the hallway area, so go back out the way you came (the arch next to the alarm panel). Just past where the barrels were are stairs on the right, and an arch ahead - through the arch is a barred door blocking a Munitions Room, which thankfully isn't locked. Gather anything you need in there and then go straight out, through the square archway. To your left is the door leading back to where you just found the Secret Area, straight ahead is a door marked Verboten! (Forbidden!), and to the right is a red-lit door. The Verboten! door is locked, so in the red-lit one. Inside is some machinery, and a steel barrel on a pallet - toss a Grenade at it or stand back and shoot it with the Mauser. [SECRET AREA 4] once the wall is blown open, enter it (the Verboten! room) for Treasure items (Golden Helmet, 2 Gold bars), Armor, and Ammo. Where to now? The obvious way - back out into the hallway and up those stairs. Use the switch on the wall to open the barred gate, then up the next stairs to come out on that raised area you skipped earlier. On the table you have Food, and a note complaining about the treasures directive... no hoarding going on here, eh? Hah! Through the red-lit door at the end, and woo-hoo! That nice little toy there is the MG-42, a very nicely powerful machinegun. Take out everyone you can with it, including up on the bridge - you can even blow away the edges of that bridge with this gun. The aiming point is the middle crosshair of the 'T'. You can blow up a MG-42 with a Grenade or Dynamite, if you feel the need, or with a couple of well-placed shots from the Mauser. Go down the stairs and head left first for a small barracks room - just some Ammo in there. Back out into that courtyard, and look up - above the bridge you'll see a ladder... guess where you'll be going eventually. In the only door, down at the end (marked Kaserne - "barracks") - Food and Ammo in here, but not much else. Okay, where now? Before you blew everyone away with the MG-42, one of the guards yelled something about "unlocking the gate"... time to go find it. Go back inside to that raised area, where you'll be greeted by more Soldiers. Once they're dead, simply step off the platform and up the stairs, down the hall past the Wine Cellar, and up those stairs - more friends to play with, which means you're going the right way. The door on the right is where you entered this area before - go through that and then straight ahead through the next one to get back out to the courtyard where the tram station is located. The Drahtseilbahn doors are now open - through them and you'll be on that bridge you saw earlier. Just to your right is a ladder leading upwards, and across the bridge is another door. Blow away those stones on the edge of the bridge in front of the ladder, make sure you're centered on it, and climb up. Okay, so there isn't much up here - a couple of Mauser Rifles belonging to the snipers you killed, and a Health Kit. Grab everything and then back down the ladder. Across the bridge and into the next area - a door straight ahead and one on the right. The door straight ahead is locked (actually, it's not even really a door - just decoration), so go through the door on the right and down the stairs to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- M1 - Level 03>> Tram Ride {tram} -- 0 Secret Areas, 0 Treasure Items //Objective: Restore power to the tram. Escape Castle Wolfenstein. Meet Kessler in the village of Wulfburg. //Enemies: Soldiers //New weapons acquired: N/A A short and easy level. Well, easy except for one part - you need to keep Kessler (your Resistance contact) alive... if he dies, he can't open any doors for you. However, he's impossible to 'miss' - there's no way to shoot him by accident. Welcome to Schloss Adler... somebody has seen "Where Eagles Dare". In the door on the right for Beer on the table (drink it to increase Stamina) and a meal, plus Ammo in one of the lockers. Back out into the hall and continue. Through the double doors for tram control - if you're careful, you can sneak up on the mechanic working on the system and slit his throat. At the bottom of the steps to the left is an alarm panel, and next to that is a door. Down to the right is the tram station, with a ladder and a door - that tram panel doesn't work yet. Going up the ladder just gets you to a window with a view of the valley below, shrouded in mist. The door at the bottom of the ladder just leads to a small room with Food, and just for kicks, you can smash the radio. Go through the door next to the alarm panel and down the stairs - greet some new friends. There's the lever you need to use, but first, go into the back room and pick up a few things, including an Armored Helmet on the table in the corner. Once that's done, use that lever. Back out to the tram platform, and the tram car will be coming up the cable - carrying a couple of Soldiers, but they're easily taken care of with the Mauser if you get right up to the rail (one time I shot one of those buggers, and he fell out of the tram car... all the way to the valley floor. Oops). Once the car has arrived, hit the button on the panel and get in the car quickly. You can take out the guards at the next station with your Mauser. As you get close to that next station, watch the center caged area - you'll see a Soldier duck down through a hatch. When it stops at that station, get out and do some more killing - facing out of the tram, around to the left is a door to a small room with a few toys; around to the right is a ladder up. Climb the ladder, then jump across to the one going down. At the bottom, hit the switch on the panel to open the hatch, and go down that ladder. Kill the guard below, hit the yellow switch on the panel, then get back to the tram car - use the button and get on board. Again, you can kill the Soldiers with your Mauser before you get to the next station. Once down there, notice the control panel - it's burned out, which means there's no way back up... shame. I guess you've escaped Castle Wolfenstein now. There's a door at either end of the platform - head right first and in that one for a small Munitions Room. Go through the other door, blow away the barrels if you want, and kill off the guards. Notice the sign on the wall that says "Rauchen Verboten" (Smoking Forbidden). As you enter, there's a section of fence just to the right of those barrels that opens - down the ladder there for Health if you need it. On the catwalk, there's a ladder up, and a door at the end - that door is just decoration, so up the ladder. In the small room up here for a couple of toys. Back out on the small platform, notice the busted grate in the wall above the cage - shoot it or kick it to break through. Get up on the rail and jump across to the top of the cage, and crawl through that duct. Drop down, and down the next - kick or shoot the grate to bust out (kick it if you want to sneak out). Kill off the guards, and you've got a few options: to your right are stairs and an alcove, while to you're left is an ornate metal door. Note the posters on the wall (smashable) for joining the military, including one for the Jaeger (Hunter) Batalion, which they misspelled. The door at the top of the stairs is just the other side of the one that wouldn't open before. Once you kill everyone, cutscene... [CUTSCENE] an apparent Nazi radios that the American is dead, and everything is under control. As he turns away from the radio, you'll recognize him as Kessler, your Resistance contact (his photo is in your notebook, which is why you should read it). Once the cutscene ends, go through this door for more fun. To your left is an arch, while to your right is an open double door - don't go that way yet; go through the arch. Not much in here, so gather what you can and head for those double doors. "Don't shoot, I'm Kessler!" This is your Resistance contact, so don't kill him. Move forwards to end the level and this Mission. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- MISSION 02: Dark Secret M2 - Level 01>> Village {village1} -- 2 Secret Areas, 3 Treasure Items //Objective: Infiltrate the village. Locate the SS Paranormal Division's archaeological dig site. //Enemies: Soldiers //New weapons acquired: Sniper Scope for Mauser, Tommy Gun, Sten, Silenced Luger, Dynamite [CUTSCENE] German soldiers complaining about the cold and the lack of hot water. Kessler and B.J. run out the double doors and into an area to their right. "This is my house, such as it is. If you go down these stairs, there's a back entrance to the cafe." Follow Kessler down the stairs - he'll wait for you if you don't follow immediately. On the table in the room, grab the Thompson (Tommy Gun), the Sniper Scope for the Mauser, Ammo and whatever else you need, then go down the stairs after Kessler. He'll tell you the dig site is in the graveyard at the end of town, and that the entrance to the crypt is there. He opens the secret passage behind the bookcase. Note: once the Sniper Scope is on the Mauser, you will no longer have your sighting reticle on screen (crosshairs) for this weapon. Save it for long distance situations, or just wing it with the aim. Use your "+" and "-" keys to zoom in and out with the scope. As you go down this hall, you can hear a voice singing "Lilli Marlene" from below (an old German drinking song). Drop down the hole into the wine cellar and stab the drunken German guard in the back, then head up the stairs. DO NOT kill the woman in the cafe! (Her name is Inge) Kill everyone else, but leave her alone. Shoot the radio if you don't feel like listening to patriotic German music. Eat the meal, explore a bit, pick up everything that's not nailed down (no, not the woman). There are two ways to get to the upper level of the cafe - out the door, or use a chair to get up on that balcony. If you go out the door, swing around to the right and the door at the top of the steps leads to the upper level. The first two rooms - one right and one left - don't have any people in them, but they do have a few items. The door at the end of the hall is what you want. Stab the Soldier in the back, and use the MG-42 to take out the Soldiers below (along the left edge of that wall straight ahead, through the archway in the distance). Once they're all toast, exit the cafe and go out into the square. As you go down the steps, the arch where you just killed the Soldiers is straight ahead. There's an arch to your right, and double doors ahead and slightly left which lead to the Drahtseilbahn - those doors open, but the ones beyond them won't. To start, go straight - if you go through the arch on the right you'll end up in a sniper's sights, so go through the arch where those Soldiers were. Watch your aim in this area, because there's another Resistance member here that you need to meet up with - Karl; don't kill him by accident. Around the corner, there will be an arch ahead and to the right, and an ornate metal door to the left - that door on your left won't open (it's blocked by crates), so ahead and through the arch. Directly ahead of you is another ornate metal door (locked - through it you can see an arch with water underneath; this is the drain tunnel you'll be hitting later), and to the right another arch - through there. You'll see a sign on the wall for Feldlazarett (Field Hospital), and if you're careful, you can stab a complaining Soldier in the back. Up above to your left is a lighted opening - stand back and toss a Grenade or two into that area (aim just below the top edge of the opening) to kill the sniper up there, because he's very accurate. Or slip around to your left through the opening and up the ladder to take him out. Straight across from you is another passageway - that's the arch at the bottom of the cafe steps. Step out into this area, and down to your left will be a few more Soldiers. Once they're dead, a door will open on the right side and a man will walk out - DON'T SHOOT! That's Karl, your next contact. He won't come out until the Soldiers and the sniper are dead. Follow him inside. He leads down some steps to three doors - the door on the right opens, and inside you'll get the Sten, a silenced machine gun. Careful, because it overheats easily. Grab any other items in here (the Flak Jacket on the rack is more Armor), then out the next door that Karl opens. You can go up the tower where the sniper was for Ammo. Go up the ramp to the left (when you exit Karl's house), and you'll have an ornate metal door on your right (it doesn't open from this side either), and stairs straight ahead. To the left is where you came from; the door on the left is Karl's house. Up the stairs, and it's pretty obvious which way to go - you can't get past the barbed wire barrier, so go down the ladder on the left side of the bridge. There's an ornate metal door straight ahead - that's the one that wouldn't open earlier, so duck into the drain tunnel. Out in the next area you have an ornate metal door to your right, a door straight ahead at the top of some short steps, and a set of stairs around and to the left. Start on the right, going through that ornate gate - to the right in here is another ornate gate which will open, but you've been there before; straight ahead on the left is Karl's house. Instead, head left and down that alley - don't go through the next arch yet, but listen in on the conversation between the Soldiers about raising the Undead. Go ahead and kill them, then head in through that door. Over on the table to the left you have a present: a silenced Luger. Use your "weapons alt" key to put the Silencer on or remove it. Grab what you need off the shelves, and check out the bookcase - there's a book sticking out slightly; you know what to do with that. [SECRET AREA 1] use the book and a section of floor sinks down. Go down for a wine cellar, containing Treasure (3 Gold bars), Health, and the family skeleton. Back out into the square (where you came out of the drain tunnel), and up the stairs that will now be on your immediate right. There's not much in there - another Inge, Food and Beer. Head back out into the square, right, and up those next stairs - watch out for the Soldier firing at you across the way; this is a good place for that Scoped Mauser. At the top of the stairs there are two ways to go: straight ahead and down some stairs, or left through a passageway. Left continues the level, while straight ahead just has a few items if you're willing to waste a little time. Go straight, and once through the arch you'll have a roofed porch to your left, a few crates straight ahead, and a passageway further ahead on the left. As you go through the arch, immediately on your left you'll see a drain pipe with struts sticking out - that's how you need to go, but first, go ahead to that passageway. Watch out for the sniper up on the roof as you turn the corner. The ornate metal door at the end of this passage doesn't open, and there's no door on the porch of that house - so climb that drain pipe like a ladder. Walk around the edge of the roof for three open windows - there are only a few items inside, but if you need Health or Ammo, go get 'em. Drop back down to the square, and back to the stairs. Go down the other way - on your right as you enter from this side - and on your left a little further ahead is the other side of that barbed wire barrier. Straight ahead - other than a few Nazis - you'll end up making your way around the upper edges of a square. Eventually you'll come to a wide arch on your right with a door, or further ahead a set of stairs going down into the square. See the balcony on the right just past the stairs? That's the only other Secret Area. [SECRET AREA 2] jump up on the railing, the post, then across to the balcony for Health. Go down the stairs into the square and straight ahead, where you can see the crates blocking that ornate gate. In the door on the right for a bunch of toys, including a silenced Luger. If you head down to the other end of this square, at the end of an alley you'll find crates stacked along the wall - you could use those to get over the wall, but the only thing on the other side is that drain tunnel you went through earlier. Back up the stairs. Go through the door in the arch, down the stairs and around the corner. Slide carefully to the right, and eavesdrop on two guys talking about sealing the crypt. If you edge around the doorway, you can put your new silenced Luger to good use. Watch out for any shooters up above. Exit that room, and straight ahead is a wine barrel, while to the right is a door. Go towards the wine barrel, and turn right into that room there - circle around, and there will be a ladder on your left. There isn't really anything up there, but if you wanted you could use it as a sniping spot for those two chatterboxes below. Back down and through that next door. Around to your right is nothing, straight ahead is another ornate door which just takes you back to places you've been before, but to the left is what you've been looking for: the graveyard. If you feel like a little vandalism, several of the headstones are breakable. Kill the guards, and at the back of the graveyard steps lead up to the crypt. There's a slab with Latin inscriptions blocking the doorway, but around the back of the crypt is the solution: Dynamite. Drop the Dynamite in front of the slab (the longer you hold your fire key, the longer the timer is set for - but you don't really need more than 5 seconds), turn and run like hell. Once the crypt is busted open, enter and drop down the hole to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- M2 - Level 02>> Catacombs {crypt1} -- 1 Secret Area, 1 Treasure Item //Objective: Locate Professor Zemph's journal. Pursue SS Paranormal personnel through catacombs. //Enemies: Soldiers, Zombies, Armored Skeletons, Fire Zombies //New weapons acquired: N/A [CUTSCENE] scared guards getting ready to defend themselves against "creatures" - that doesn't sound good. Down the stairs and around the corner - when you get to the bottom of the stairs, the ceiling will collapse behind you, sealing off any hopes of getting out that way. Through a hole in the floor (the one from the cutscene, where the ladder was) you can see Soldiers fighting it out with Undead creatures - your best bet is to let them fight it out and then take on any winners. If you have any Dynamite left, arm it (5 seconds) and toss it down through the hole... problem solved. Then drop down through yourself. Zombies: keep shooting at them (or use a Grenade) until they explode - they also emit ghostly skulls which can damage you (not by much). Armored Skeletons: just keep shooting, and remember that the shields they carry aren't just decoration, they actually work. Head shots are always best. On the table to one side is a letter from Zemph telling of his progress. Into the hallway and around the corner, where you'll be attacked by a pair of Armored Skeletons - can you say "Grenade"? In this next room there's a carved wall on your right which won't open yet, a gated hall to the left, and a hall straight ahead - go straight. Down the stairs and head left - a pair of Zombies will be having lunch, so interrupt with a Grenade. Around the corner and past the pillars - there will be a carving on the left that's usable, but not yet. The other carving can be smashed. Around the corner and oops... bridge out. If you're careful you can run and jump across, but don't fall down on to the spikes. Smash through the next wall... ghostly skulls start flying out from an open sarcophagus - you know what that means. As you get closer, a Zombie will break out of the sarcophagus, and another breaks through the wall to your right. Take care of them, then use the lever on the wall. Jump back across the broken bridge, and the usable carving on the wall has raised to reveal another lever - use that, and head back to that big carving. But wait, you can't - bars have come down to seal that hallway. Oh, well - back to the broken bridge. Look down, and you'll see that the spikes have retracted - you'll take a little damage dropping down, but it's the only way you can go. A wall will break open to reveal a couple of Zombies - once they're fully dead, go through the doorway. Armored Skeleton attack, then around the corner - toss a Grenade through the doorway ahead. Several alcoves in here, some of which will spit out a Zombie. Once they're dead, use the lever on the wall to open the next door, picking up the Health and Ammo if you need it. Go all the way up the spiral stairs and out - you're back where you started; in fact, this opening is where that big carving was. The barred gate across the way is now gone, so go straight and into that room. Oh, crap - the bridge crumbles underneath you, dropping you down into that room. Several Zombies and Armored Skeletons approach, so get ready and do some killing. Once they're dead and gone (so to speak), just keep going straight, through the stone tunnel. You'll hear two guards arguing - round the corner and kill them both. Four alcoves in this room, two on either side. Break the slabs on the right and go in for a single Health Kit, Grenades, plus some Armored Skeletons - as you exit this alcove, two Zombies drop down through the ceiling. Grab Professor Zemph's journal from the table - you can read it in your Inventory. Go into the other two alcoves, and climb the rubble. Go left and down the stairs - to your left is the room and the remnants of the bridge that crumbled under you, while ahead is another set of steps. Up the steps is a Zombie and Health, and the next Secret Area. [SECRET AREA 1] on the back wall of the room, over near the coffin on the right, there's a brick sticking out of the wall... use that. You'll need to move quickly: out of the room, down the stairs, right, out to the center of the bridge and turn left - run into that big tapestry / painting before it closes for Treasure. Note the stone symbols on the wall, and the order they're in: Eye on top, Bird in the middle, and snake-wrapped Ankh on the bottom. You'll need to remember that particular order to open a Secret Area in the next level. (Thanks to LordKrell for that little tip) Head out to that broken bridge, watching out for Zombies who drop down along the way. When you get to the center of the bridge (where it broke before), you'll have a doorway ahead and a big tapestry or painting to your left - that won't open from this side, and you may have already gotten the Secret Area, so go straight. It doesn't matter which set of steps you go up, because they both lead to the same room. Several Zombies in here, and once they're dead, a Fire Zombie will rise up out of the firepit - watch out, because that one spits like a flamethrower. Stay in the doorway with the bars right at your back and you'll be fairly safe - the Tommy Gun is your best bet, using head shots. Once it's dead (and any other Zombies that appear), face away from the fire down the length of the room - the alcove on the far right has a lever inside. Use that to unbar the doorways you came through, and to open the carved wall behind the fire - go through that opening to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- M2 - Level 03>> Crypt {crypt2} -- 2 Secret Areas, 2 Treasure Items //Objective: Navigate the catacombs to the Wulfburg Church entrance. //Enemies: Soldiers, Zombies, Armored Skeletons, Fire Zombies, Fire Skeletons //New weapons acquired: N/A As the carving raises in front of you, you'll hear firing and cries from the Soldiers - looks like you're in for more trouble. Let them all fight it out, then take on the winners. Straight ahead into the next room, and through that - at the junction you'll have a barred gate to your right, a usable carving on the wall straight ahead (but not open yet), and stairs to your left. There's only one way to go, so up the stairs. In this next hall there's a coffin that be a'rockin', and you know what that means - as you go down this short hall you'll be attacked by Zombies. Peek around the next corner to see Soldiers fighting more Undead, including some Fire Zombies - as usual, let them all fight it out and then take on the winners, which include Fire Skeletons. Once everyone (and everything) is dead, go all the way down, across the bridge, and into a room with a cross on the left wall. Shoot the top of the cross and get far back - it will fall and smash a hole in the floor which leads to a Secret Area. [SECRET AREA 1] drop down through the hole and follow it through to the secret crypt room. Gather the few items, then use the lever behind the sarcophagus to raise the gate. Up the stairs, straight across, up the next stairs and so on until you're back in the room where you dropped down the hole. Head down the hallway carefully. Use the block at the end of the hall with the hand symbol on it - Zombies attack from the coffins. If you've got it and you want to have a little fun, set 1 Dynamite (15 seconds) at the first coffin on the right as you enter the room, and another Dynamite (again, 15 seconds) at the second coffin on the left - then use that button / block. Once they're dead, backtrack all the way to where the barred gate was (the Secret Area), and the carved wall will now be open. Down those stairs, and when you get to the mist-shrouded room at the bottom, the door will seal behind you. Whoops. More Zombies, this time out of the floor. Once they're dead (you can't get into either barred area on the sides), the door at the end opens, and you'll have more Soldiers fighting Undead - do your usual and wait it out. In the next area, there's a big square pillar in the middle, with doorways to the left, right, and straight ahead. At the end of each of those hallways is a lever which you need to use, but each hallway has a trap as well. Each hallway has a symbol above the door - left is a bird, straight is an eye, and right is an ankh. These hallways have to be done in a certain order if you want to open the next Secret Area, an order determined by the Secret Area behind the big tapestry in the previous level. Remember when you got the Golden Helmet? The symbols were on the wall there, in the order they need to be used in. Go straight first (eye) - a spiked board will swing down from the ceiling. Once it goes back up, hit the lever and then get out of there. Next go through the bird doorway, watching out for the spiked pit hidden in the mists on the floor. Jump across the pit, hit the lever, and quickly get out of the room before the walls crush you (don't fall in the pit, though). Jump back across the pit and out. Now go through the ankh doorway - don't step on any of the raised tiles on the floor, or big saw blades will pop out and turn you into sushi. Unfortunately, if a Soldier or Undead died in there, they will have triggered the trap - so watch the timing of the blades and run. That's it - now back out into the central room, and that big square pillar is now down; ride it up and cross the wooden bridge that extends. You don't need to hit those symbols in any particular order to get the pillar to come down - just hitting all three switches will do that. But you do need to hit them in order to get the next Secret Area. Go straight and use the lever - turn around, and you'll see a door across the way rise up. Out on the ledge, Zombies will break through the wall on either side - kill them, and enter where they came from for the next Secret Area. [SECRET AREA 2] grab the Treasure chest. Go through the now-open door across the way and all the way to the end of the room - the door you came through closes behind you, of course. Take the Goblet from the altar, but don't jump up on the altar unless you want to get spiked. Once you've got that, turn around - a pair of Armored Skeletons break out of the wall... flames start shooting out of the walls on either side just for good measure, so watch your step. Again, this is fairly easy if you have some Dynamite left - grab the Chalice (or whatever it is) off the altar, then run to the short wall opposite the altar; drop some Dynamite set for 5 seconds, then run back to the altar. Once they're dead, the earth starts shaking - drop down through the broken floor, and go through the only door that opens for the end of the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- M2 - Level 04>> The Defiled Church {church} -- 1 Secret Area, 1 Treasure Item //Objective: Infiltrate Wulfburg Church. Pursue Helga von Bulow to the ruined cathedral. Eliminate all of von Bulow's personal "Elite guards". //Enemies: Soldiers, Elite Guards //New weapons acquired: N/A [CUTSCENE] Oberst von Bulow argues with Zemph, while leather bitches (the Elite Guard) watch. (Why is it just about every FPS - and any other computer game - has to have women in tight or non-existent clothing? Sex sells) Go ahead and left, to the left of the crates (the right hall is blocked) - jump through the opening in the wall. From ahead you can hear Soldiers talking about their dead comrade, and then an Elite Guard will come in and order them to search the area. To your left is a narrow doorway and a hall that winds around, while straight ahead and around to the right are the Soldiers - take 'em all out, starting with the leather bitch. If you go through that choppy hall that winds around, you'll come up behind an overturned table which will serve as cover for firing. There are two basic types of Elite Guard (not that it matters): cleavage and non-cleavage. All of them use the Sten, which as you'll remember, overheats. They also jump around a bit, and they'll throw Grenades. For totally cute, watch out - they'll kick your Grenades back at you if they can. Grab anything, and in the center of the room is the remains of a Soldier - guess that's who they were talking about. Through the door, then through the next. Up ahead in the distance you'll see a guard, but he's got his back to you - so kill him however you want. You can jump up that stack of crates to get the Health Kit on top of them. At the end of this room is a sarcophagus that will lose its lid, but don't worry - the Zombie inside doesn't come fully to life, and won't bother you. As you go up, you'll hear a female voice say "Get ready" - guess what. A pair of Elite Guards are waiting in ambush at the top of the stairs: one to the right as you enter the room, and one hidden by the crates. If you've got a Grenade left, a short fuse will take care of at least one of them. Nothing else in here other than some Health Kits, so use the lever to open the gate. Around and up the stairs, and when you get to the top you'll hear von Bulow giving orders to her Elite Guard. A door straight ahead with a lever next to it, and a spiky gate to the left. The door won't open (call it "door A", because you'll come to it later), but the lever opens the gate, so through it and through the door. Hmmm, nobody home? Don't believe it - there are four Elite Guards in here: one behind the column on the left, two to the right, and one in the far right corner. Around to your right - at the end of the colored tile, up some steps - is Ammo, Grenades and Health. Even though it looks like there are a lot of exits, there's only one way to go (the other doors won't open) - up the stairs at the far right and up to the pulpit. Check out the letter on the table - von Bulow blowing her horn a little early. In the next room there's a ladder up and a waiting Elite Guard... there's another at the top of the ladder that will throw Grenades down at you, so watch out. She throws two and then pauses, so you can use the opportunity to climb up partway and toss a Grenade at her. A bit of neat - kick out the wooden screen on the window, shoot out the one across the way, and use the Binoculars to see a bit of Treasure over there. Through the door here, and get ready to rumble - plenty of Elite Guards (both types) out here willing to punch your ticket. Kill 'em all, but before you head down the spiral stairs, get the Secret Area. [SECRET AREA 1] go through the door that opens on to the small balcony in the middle of the room - get up on the railing and run-jump to the ledge on the right. Go into the room at the end for Ammo, Health, and a Treasure skull. Down the spiral stairs, kill the Elite Guard at the bottom - the door that won't open down here just leads back out into the chapel where you were before, so no worries. Kill any Elite Guard in the next room, then the one on the other side of the grate - use the lever to open the bars. Through, and in this door. Up the steps, and you'll have 5 or 6 Elite Guards in the room to your left. Guess what - once they're all dead, that's it - no more Elite Guards (in this level at least). The door across from where you came into this room (down those other stairs) doesn't open - that's the other side of "door A". Swing left and head for the end of this room. It'll take several kicks to break the wooden bar blocking the door, but once it's gone you can go through and start searching for Hippo Helga. End of level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- M2 - Level 04a>> The Defiled Church (part 2) {boss1} -- 0 Secret Areas, 0 Treasure Items //Objective: Eliminate Helga von Bulow. Retrieve the "Dagger of Warding" for further study. //Enemies: Zombies, Olaric //New weapons acquired: N/A [CUTSCENE] Cyclops von Bulow argues with Zemph about the Dagger of Warding, then kills him. The screen goes black and you hear her scream... This is a Boss level - so do whatever you can to heal yourself up before the end. As you move forwards, the floor collapses underneath you. Grab everything you can in here, then go through the broken wall. Through the next break, and into the ruined church... time to party. You'll have Zombies breaking up through the floor, but they're not much of a problem compared to what else is in here: Olaric. This fat bastard is the easiest of the Bosses, of course, but he'll still take some killing. As you enter this area, head all the way over to your right - that's where Olaric breaks in. LordKrell in his FAQ suggests dropping Dynamite in front of the wall to catch Olaric when he breaks through, but whatever you do, kill him. Watch out for the skulls swirling around him - they can blind you temporarily as well as damage you. However, if you retreat behind that broken wall you came through, Olaric can't follow, so duck behind that until the blindness passes. You can also get back into the entry room for Health and Ammo if needed. Just keep shooting fatass in the head - eventually he'll go boom, scattering gooey bits of himself all over the place. Take out any remaining Zombies (there are 8 total), and once all are dead, go into the area Olaric came out of. If you've got any Dynamite left, it works very nicely against Olaric on a 5 second fuse - if, of course, you get close enough to drop it at his feet. Ugh... remains of von Bulow all over the place - I guess that objective is accomplished as well. End of level. [CUTSCENE] B.J. retrieves the Dagger of Warding, and is last seen on a plane heading for home... you hope. Hah! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Intermission 2 [CUTSCENE] another OSA meeting... whoops. You're getting dropped into it again. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- MISSION 03: Weapons of Vengeance M3 - Level 01>> Forest Compound {forest} -- 1 Secret Area, 1 Treasure Item //Objective: Infiltrate supply compound. Stow away on supply truck bound for rocket base. Ensure that no alarms are sounded. Retrieve OSA M1S "SNOOPER" Rifle. //Enemies: Soldiers //New weapons acquired: Knife, Sten, Colt, Mauser Rifle, Scope for Mauser, Snooper Rifle You start equipped only with your Knife and a Sten (and Binoculars), but you'll be able to acquire other weapons along the way. Remember: you can't let any alarms sound, so all opposition has to be dealt with quietly. Also remember that crouching keeps you fairly quiet. I always /hate/ these stealth levels... Your best bet is to Quicksave after each 'section' of this level - just in case. I'll note the best spots to save. In any case, I don't care how good you are - it's going to take you several attempts to make through this level. I've only made it all the way through on the first attempt once. Just follow the valley until you reach the barn(?) - kill the sentry as quietly as possible; if you're careful you can make it down to the broken wall, sneak around behind him and stab him to death. Then carefully make your way around the left side - listen in, and you can hear two guys talking about a parachute across the lake. Slip around that side and kill the guy inside with your Knife or a quick head shot with the Sten, then go in the building and out the door to take the last guy by surprise. If any of them fire a shot then this mission is over. You can climb up to the loft, but there's nothing up there. Actually, if you cap the guy inside before any speech happens, you can slip out the door and shoot the other guy in the back while he's looking across the lake. Quicksave. 'Swim' across the lake to the parachute and your first supply drop - a Colt .45, Ammo, and Health. You definitely don't want to use the Colt - it's very noisy. Save it for later - but it's really the ammo you want (again, for a later level). With the barn on your left and the lake at your back, head right and down the valley - this one can be a royal pain in the butt until you figure it out - near the next farmhouse (to the left as you approach) is a guard tower, and any loud noise (such as gunfire) or any bodies visible on the ground will alert the guard in the tower, and he'll sound the alarm. You can run until you get to the first tree on the right (you'll hear a pair of planes go whizzing by overhead), then you have to crouch and stealth the rest of the level; stay crouched unless otherwise noted. The best (stealthiest) way is to head left once you get to that first tree on the right, crouching around the 'outer' side of that ring of trees until you get to the broken wall ahead of you. Get to that broken gap in the wall and shoot the sentry while he's in front of the house or on the side closest to you; his body will (hopefully) be hidden from the tower by the wall. If you don't see him, keep your aim on the corner of the house to the right - the sentry will come around that side (the back of the house), and if you're quick you can kill him before he spots you. Another way - a little more risky, but easier - is to crouch as soon as you get to that first tree, and keep going to the next tree directly ahead of you. Slide around the left side of that and turn right, heading for the right end of that broken chunk of wall. As soon as you see the sentry alongside the house, take him out with the Sten, then just keep going straight, heading along the right side (the back) of the house. As soon as you're alongside the house, QuickSave and continue straight. [OPTIONAL] this next target is optional, and entails a little bit of a risk of discovery, so you can skip it if you want to (you can always come back for this guy later). From the broken wall where you shot the sentry, head left towards that wall at the front of the house - actually, head towards that tree on this side of that wall, keeping the tree between you and that guard tower up ahead. Slide around the left side of the tree and head for the wall. Turn right and follow the wall to the end, then turn right and shoot the officer inside the house. Head back along the wall, scoot around the tree and head straight to the back of the house. Turn left at the corner and go straight along the back of the house. QuickSave. [BACK TO THE MISSION] with the house on your left side, sneak straight ahead, hugging the valley wall, all the way down to the end. Go around the right side of that tree, turn left, and stealth towards that rift in the hills straight ahead. Don't worry about this tunnel - there's nothing and no one in there. Once you're in the rift and hidden by the tower, Quicksave. There is actually a small cleft in the side of this hill (to your left) where you could crouch up it and take out the sentry in that tower - but when he dies, he falls out, and that would be seen by sentries further ahead at the bridge. Unfortunately, you have to leave this putz alone for now. When you get to the end of the hills on your left, sneak ahead to the tree and hide - there's another tower off to your left, as well as a bridge with a pair of patrolling sentries. The sentry in the tower isn't looking your way, so as long as you're quiet (crouching), you should be okay. The sentries on the bridge probably won't be looking your way, but in any case be careful. Just head from tree to tree, staying to the right - stay away from the cliff to your left, and you should be able to get to the base of the tower (on the right) without being spotted. The closer to the mountains on your right, the better your chances. When you finally get to the base of the tower, risk a look at the bridge with your Binoculars - when the sentries down there have their backs turned, climb the ladder and take out the guy in the tower. He may fall off the tower, but no worries - well, hopefully not. You'll acquire a Mauser Rifle, which you can't use in this level. Check on the sentries at the bridge again - when they have their backs turned, carefully go back down the ladder. Check the sentries, and sneak to the tunnel entrance. When you're up in that tower, you can look around carefully with your binoculars - you have the two sentries down on the bridge, ahead in the distance you can see that small house you had to sneak around, and to the left of that you can see that first tower that was such a pain. Just for general reference, of course... and for later. While the guards at the other end of the tunnel (one is hidden on the right) have their backs turned as they check the truck, walk normally (but don't run!) to the red-lit branching tunnel up ahead on the right and get in it. You /must/ get into that side tunnel while a truck is at the far end, or else the second guard will join the first, and they'll spot you (guess how I found that out!). You can't kill these two yet, because their bodies would be seen by a patrolling sentry at the compound further ahead. Through the door in the tunnel (you can stop crouching now, at least for a little bit) and follow the passageway around - it takes you to a ladder that leads up through a hatch. Quicksave before crouching up the ladder. Just as your head pokes above the hatch, look around - to your left is the compound you need to get into, and if you use your Binoculars, you'll note that it's well guarded. You'll probably also see a truck entering the compound - note the officer with binoculars in the room above the gate, and the sentry patrolling in front of the gate. Finish climbing the ladder and head right (stay crouched), around the right side of that tree and then go left through the gap in the hills. Soon enough you'll crest a ridge, and down below to the left you'll see a small fortified position with two guards. Keep crouching down to that next tree (keeping it between you and the tower), get behind that broken wall and take out both guards quietly. The one on the right will start walking away, while the one on the left goes left - wait a moment, then sneak up to the broken gap in the wall and take out the guy on the left first (obviously, you can't use that MG-42). Just beyond him on the table is an Armored Helmet, and an alarm button - make sure you don't trip the alarm while grabbing the Helmet. Head right and take out the patrol walking with his back to you before he discovers your next supply drop. At this point you can take out the guard in the tower with your Sten if you want, or wait until you get the Snooper and kill him with that instead - however, shooting him with the Sten saves Snooper ammo. Past that patrolling guard you just killed (and slightly right) is your next (and last) air drop, with the lovely Snooper Rifle as well as a Tommy Gun and ammo. Take the Tommy, but you can't use it in this level; also grab the Health if you need it. Note that the scope on the Snooper (your "weapons alt") gives a green glow to everything - it's not the clearest view or the best scope, but it's a silent weapon, which is what you need. As with the Mauser, use your "+" and "-" keys to zoom in and out when using the scope, and a head shot is always best. You only have 9 rounds for the Snooper, and 6 guards you'll need to kill with it - so be careful, and be conservative. If you didn't kill the sentry in the tower with your Sten, take him out now with the Snooper. This next part depends on how you feel like doing it - there are four guards you need to take out quietly: the two at the tunnel, one patrolling in front of the compound, and another in that room above the gate. From the base of this last tower you might be able to take out the guard patrolling in front of the compound, but that's the hard way. Easier is to sneak all the way back to that hatch (where you came up the ladder) - from the top of the hatch look at the compound to spot the two targets there (the patrolling guard and the officer in that glass room above the gate). Sneak to that tree near the hatch, and with it on your left, take out the patrolling guard in front of the compound - when he's over to the left is best. If you have a shot at the officer above the gate, take it - but he has to be in an open window or the doorway in order for your first shot to kill him... and an alarm box is right next to the doorway. If you don't kill him now, don't worry. Worm your way a little farther around the tree and take out the two soldiers at the tunnel entrance. [EXTRA CREDIT] this section is just for fun - it's not needed to complete the level (and you'll end up using three more Snooper rounds), but it's very satisfying. Go down the hatch and back through that passage; in the tunnel, turn left and walk normally to the end of the tunnel, then crouch up the slope to your left (the second tower). At the base of the tower, take a good look at the guards down on the bridge - when they're furthest from the guard box at this end of the bridge, take them out. Just stay here, and watch the far end of the bridge - the sentry from the first tower will come running down the hill to check out the bodies... kill him when he does. Note that even though he'll come all the way across the bridge to check out both bodies, he won't use the alarm panel in the guard box - instead, he'll run all the way back to his tower and sound the alarm from there (even though there's no alarm panel up in the tower... odd). Once all three are dead, you can do whatever you want - dance on the bridge, go all the way back to the farmhouse and shoot that skipping record (and the officer in there if you didn't nail him earlier), whatever. Then make your way back through the tunnel to continue the mission. [CONTINUE THE MISSION] if you killed the officer above the gate as well as the others, then you can run (yes, *run*) along the left side of the compound to the open window. Otherwise, go down the hatch, through the passage (QuickSave), turn right and head to the end of the tunnel where the two guards were. At the end of the tunnel, crouch to your left and up that slope. Head carefully along the slope, and at the end head down, along the wall of the compound and climb in the open window. Note that from the slope you can take out the guard at the loading platform and the guard up on the water tower if you want, and you may even get a shot at the officer in the room above the gate. Climb in the window, and on the table on the left is a Scope for the Mauser - you can't use it in this level, but it comes in handy later. Head through the door to the right and kill the officer in there, then back to the room you just came out of. If you haven't killed the guard up on the water tower yet, here's how you need to do it. Get to either window and look at the water tower with the scope on your Snooper - once you see the guard up there, kick out the window (you can kick it out while using the scope) and shoot him. Don't kick it out before this or he'll see you and sound the alarm. Now go out the window over the table (where the Mauser was) - jump up those crates on your right and cross to the other building by using that cable as a tightrope. Get on the back side of the roof (away from the compound), and if you haven't nailed the sentry patrolling down near the truck yet, kill him now. The best way is to crouch almost all the way down the roof - use the Snooper to nail the sentry any way you can. You'll also spot a sentry patrolling by the far gate (beyond the truck), but he's the one you can't shoot. Drop down through the hatch on the roof. [SECRET AREA 1] just dropping into here counts as the Secret, but there's more - shoot the fuel containers next to the stack of small crates to reveal a Golden Helmet. Grab anything you need in here (Ammo, Armor), then exit via the door. If you haven't killed the officer in the room above the gate yet, you can do it now - climb the water tower, and crouch around the left side of it until you have a clear view of that room above the gate, and pop the guy inside. Or leave him alone. (When you exit the Secret Area building) Go through the gate just ahead and to the right (there's nothing in this building before the gate), and kill the officer inside the building to the left of the other side of the gate. Don't let him fire any shots or this is all over. Leave the building the same way you came in, circle left and head for the shipping dock. If you haven't killed that officer above the gate yet... don't worry about him. Or just crouch over to either ladder, climb up, and put one between his eyes. Head for the shipping dock - get in the back of the truck to end the level. You'll see three blocky structures by the far wall - if you really want, you can use them for cover when you're headed for the truck, but it's not necessary. [CUTSCENE] the truck rolls towards the tunnel entrance. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- M3 - Level 02>> Rocket Base {rocket} -- 1 Secret Area, 2 Treasure Items //Objective: Locate main control room. Terminate launch of V2 rocket. Locate exit and proceed to the outer compound. //Enemies: Soldiers //New weapons acquired: Grenades Okay, no more sneaking around - you're back to being a cold-blooded killer, and alarms don't matter. There are a couple of different ways to do this first section - sneaky (and fast), or bloody and slow. Personally, I prefer killing everyone I can, though I've done it both ways. [SNEAKY & FAST] open the truck's tailgate and climb down. If you look right you'll see a guard walking away from you - ignore him, and slide around the other side of the truck (to your left). When you hear the rocket test being announced, get to the front of the truck. See the cage attached to the crane ahead of you? Run into it (try not to be noticed), and just wait. And wait, and wait... eventually the cage will be lowered to the train below, and that will take you to near the control room. As long as you stay in the cage no one will see you. You'll hear an announcement over the PA that the launch commences in two minutes. [BLOODY & SLOW] open the truck's tailgate and climb down. Kill the guy patrolling to the right, then head that way and kill everyone else, including a guy on the catwalk above the walkway. Up the steps and on to the walkway - turn right and head down to the end, past the crane controls (the hallway at the top of the steps has two locked doors, nothing for you). Down the hall there will be a door on the right marked 'Kaserne'; enter and kill the two guys inside. There's some Health and Armor in here, but nothing else. Back out into the hall and continue on. Around the corner is a switch for the elevator, but you don't need it - it's already on the way up, with a pair of guards inside. Kill them, then use the lever to lower the elevator again. In the next room, kill anyone, and then run along the train tracks to the end. Or use the lever on the console and ride the train - either way. You'll come to an open canyon with a couple of guys - kill them and keep going. At the end of the run kill the train operator in this room - you'll hear an announcement over the PA stating that launch will commence in two minutes. [ALL WAYS] kill the guys coming down in the elevator and ride it up. At the top you'll see three mechanics working around a big fuel tank... shoot it and boom! (Damn, that's fun) Face the elevator and climb the ladder you see just to the left of it - down this hall (shoot the sentry) and in the door marked "Nur Mit Autorisation" (Not Without Authorization). Kill the three guys in here, go into the next room and kill them all (even if they beg you not to), and use the red button on the console to the left. Boom, rocket destroyed. Okay, now you've got alarms going off, and approaching guards - time for a lot of killing. Exit the control room and head back down that ladder you climbed. The elevator you came up has crashed, so you can't go that way - however, the rocket explosion opened the blast doors down at the other end, so go through there. Go around the left of this lovely sight, and through that door - 3 or 4 guards waiting for you. Around the corner are more guards... don't you wish you had some Grenades? Just keep moving, and keep killing. Across the bridge (more Soldiers on the bridge below), around and down the stairs. Across the next bridge, and there will be a barred room on the right marked "Erste Hilfe" - all sorts of toys in there, including Grenades. Quite a few more guards approaching down the hall, but so what? Kill away. The bridge at the bottom of the next stairs is about to collapse, so run across it before it does, killing as you go. In the next room, kill the guard, and on the table is a note from Himmler. Breakable bulletin boards above the table, and a couple more on the wall to the left of it - behind the left one is a panel that won't open yet. [SECRET AREA 1] the switch to open the panel is under the left edge of the table: crouch to use it, and gather more Treasure. Up the steps and out the door - you're back in the crane room where you started. In the next door for a bunch of Health and some more killing. Head up the stairs in here and on the console between the two chairs is a letter to Himmler announcing the readiness of the A9 rocket, complete with Bothrax B gas. Continue on through, out the door, and you'll be on that grated catwalk above the walkway with the crane controls. Kill, kill, kill, and at the end of the catwalk is a grate in the wall - smash it and through to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- M3 - Level 03>> Radar Installation {baseout} -- 1 Secret Area, 2 Treasure Items //Objective: Locate and destroy MVX-mk1 radar array. Locate entrance to X-Aircraft facility. //Enemies: Soldiers //New weapons acquired: Panzerfaust, Dynamite Kick out the grate, do some killing, and drop down. There's nothing for you to the left - literally nothing in that open room - so head right across the bridge. Go in the building on the right only if you need Health, otherwise go in the door on the left - note the MG-42 in the opening above. Through the next door, kill, up the ladder at the end of the room, kill, and there's the MG-42. Wait a little bit, and a group of Soldiers will come running down the tunnel - put that MG-42 to good use. There are several groups, so just wait and keep shooting. Once everyone is dead, go out the door on the right, down the steps, and through the tunnel. You'll probably see someone up on the bridge ahead, so blow 'em away. There will be a sniper behind that fence up on the left, so duck into the red-lit opening on the right and snipe him right back. There's a searchlight ahead (you can shoot it out), and to your left is the radar antenna you need to waste. As you pass under the bridge there will be some Soldiers up ahead to your left - one of them will fire a rocket at you, so duck back until it passes, then take them out. Use that MG-42 to kill anyone else. Immediately on your left as you come out of the tunnel are a pair of doors - the one on the left doesn't open, but the one on the right ("Feldlazarett") does, so go in there and in through the next door. Health in there, then you can bust the window and jump out to land at the MG-42 - toss a Grenade out through the window first. Facing out from the MG-42, you have some buildings on your left and another tunnel. The big building on the left has absolutely nothing in it but a few crates, but the one across from it (Kasarene) has several Soldiers, Health, and Ammo. Once you bust in there, more Soldiers will come through the door behind you, so watch out. Exit and head through that tunnel - watch out for snipers on the ledges ahead. Go up the stairs, kill, and there are two doors up here - go in the right one first. Obviously a machine shop - a few smashable bulletin boards, and a grate in the floor. [SECRET AREA 1] shoot the grate and drop in... follow the duct for all sorts of toys, including a Panzerfaust. Exit that room and straight across through the gate into the next to pick up some Dynamite. Head down the hall and up the stairs for a trio of waiting Soldiers (say hello to Mr. Grenade, you Nazis!). Around the corner, and the door on the right leads back outside - go in the left door first for some hot meals. Yes, you can shoot the coffee urns and watch them leak. Leave this room and go through the door leading outside - do some killing, and on the ledge on the left (at the railing) is the searchlight you (may have) shot out earlier. Go in the building to the right of the searchlight to collect a couple of Gold bars. Back outside, and of the two doors you see, the right one is the one you just came out - go in the left one for some more killing. If you go out the door at the end, you'll find yourself at the stairs after the second tunnel - so back inside and through, out the door, and in the door on the left... the 'cafeteria' will be straight across from you. Go down the hall and out that door. You'll see the radar dish across the bridge, and a pair of doors - go in the left building first, and either shoot the control panels from the doorway (they blow up big time - don't get too close) or drop some Dynamite and get out. Boom, no more radar. The other door out here (Nur Mit Autorisation) will open and a pair of guards will rush out - thank them for opening the door by blowing them away, then enter that building. Through the next door, and you can get a kick out of the memo on the table. The only way to go should be obvious - down the ladder. Kill, and you'll see two doors as well as a small hatch in the floor marked "Waste" - use the hatch to open it, then use the valve and enjoy the fireworks. The door at the end just leads back out to where you were, so through the other one (next to the Waste valve). Through the next door to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- M3 - Level 04>> Air Base Assault {assault} -- 0 Secret Areas, 0 Treasure Items //Objective: Gain access to "Kobra" launch silo. Prep "Kobra" for launch. Capture "Kobra" and fly to OSA airbase in Malta. //Enemies: Soldiers, Black Guard //New weapons acquired: FG-42 That noise you hear, as you'll soon see, is a fighter jet getting set on the runway. From up here you have a lovely vantage point, so put it to good use. Get out your Mauser - you probably won't have much ammo left for the Snooper, and what the heck... that scope on it is lousy - and start picking off anyone you can see. You've got an officer in the control tower - don't worry about him yet - and a guy on the tower to the right of that. There are a couple of sentries down on the runway, one near the hangars and one near the tower. Take them out - if the officer doesn't run out of the tower you'll have to take care of him later - and a truck will come racing down the landing strip and let off several Soldiers. Some of them have Mausers as well, so kill them first - they have good aim. The ones with the MP-40s can't shoot that far, so save them for last. Follow the mountainside down to the right to get to the control tower - if you didn't kill the officer before, climb up and cap him now... you can also shut off the alarms from up here. At the bottom of the tower ladder is a grate - shoot it out and drop in. Grab anything you need and then into the next room for a few more toys and a little killing - in fact, there's a guy around the corner to the left who knocks over a table... kill him, then use the table as cover for the guys who come busting in the door. After that, go out in the hangar and kill 4 or 5 more, plus gather a few more items. No, you can't blow up that fuel truck - I've tried, darn it. Out of here and out into the open. You'll see a jet on the tarmac, and down to the right you'll see a fuel truck with a guard at the back, a perfect target for the Mauser. Further to the right is a tower with a guard inside - again, the Mauser is nice. Out on the landing strip you have a pair of hangars on one side, and another hangar across from them. You don't need to play with any of them if you don't want to, but why not be thorough? It doesn't hurt. Of the two, go in the left one first (Hangar 1) - a Health Kit way down at the end, and a Panzerfaust plus a few other toys in an open crate in the back corner. No, the rockets and bombs can't be blown up... they won't let you have any fun in here. Out, and you might see some troops running in front of the hangar across the way... say hello with the Mauser, then go into the hangar next door (Hangar 2). A couple of guards, a couple of Health Kits... that's it. Back outside for more troops. The unmarked hangar across the way - with a Verboten sign across the door - won't open, but the clipboard next to it is funny as hell. The next stop is the other section of tarmac, where that fuel truck is parked. Climb the tower (and kill the guy inside if you haven't already), and use the lever on the console to lower the big gate. Kill any guards on this new section of tarmac, and watch out for any others approaching from your rear. Watch out for the sniper on the platforms above this next hangar. Once everybody's dead, head down to the end of this new tarmac and in the open doors of the hangar - kill, kill, kill. Note the Kobra on the vertical launch rail in the red area, and another on the truck. Up the stairs and in that door. Up the stairs, and that grated door is locked, so go right - three doors out in this hallway: one at either end and one in the middle. Go in the middle door first and kill, then check out the clipboard to the left of the consoles - it shows you the steps necessary to launch the plane. Use the left lever on the console (marked with a yellow arrow), and on your way out of the room, take the time to admire the other clipboard on the wall... safety first. Back out in the hall, with your back to the door you just came out of, go right and use the lever in there for step #2 of the launch sequence. You'll have to wait for the plane to be fully elevated before this lever can be used. Back to the middle room for step #3 - as you exit the room you'll probably have a few troops waiting for you. Try to use the right lever on the console, and it doesn't work - you'll have to open the silo manually. Leave the room and head left into that last door - uh-oh, parachutes. These are Himmler's Black Guard, and they're good at what they do. They carry the FG-42, which is a nice enough toy. You can't, unfortunately, kill them while they're still parachuting down, but once they're on the ground they're fair game. Note that the scope on the FG-42 does not zoom like the Mauser does. Up the short steps and through the next door - this is where that sniper was. More killing, then up the ladder at the end. Up the next ladder as well, and the next - hope you don't mind heights. At the top, go in the door, and note that it's marked with the same double arrow plane as the step #3 lever - obviously where you need to go. Down the hall and in the next door - there's an officer hiding behind those crates in the corner, so kill him and then use the wheel at the window. Head back down the ladders to that hallway, and back out to the top of the stairs - that grated door will now open, so go through and up those stairs. Kill everyone up here in this room. There's a big panel on the wall showing the three launch steps - all three should be green. Use the button on the console to the left of that panel, go through this door to end the level. [CUTSCENE] Blazkowitz blasts off. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Intermission 3 [CUTSCENE] another OSA meeting... whoops. You're getting dropped into it for a third time (or is this the fourth?) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- MISSION 04: Deadly Designs M4 - Level 01>> Kugelstadt {sfm} -- 1 Secret Area, 0 Treasure Items //Objective: Eliminate panzergrenadier team. Escort the captured Panzer safely to the SWF complex. Aid Kreisau Circle in safe defection of SWF scientist. Gain access to SWF Complex. //Enemies: Soldiers, Venom Soldiers //New weapons acquired: Pineapples, Panzerfaust, Flamethrower You actually start out with a decent arsenal this time: everything you've picked up so far, including the Snooper... very nice. Follow the tank, and when it stops, get in front of it and eliminate the opposition. There's a sniper up in the building around the corner, and a few more troops in the street. The street continues up and to the left, and there's an alley just to the right of the building where the sniper was. Head into the alley, killing as you go - left through the arch, and there will be two more arches, one straight and one left. Go left first, and up those stairs. Make your way through this house killing everyone - when you get to the window where the sniper was, you'll find a Panzerfaust (as well as Health and Armor). Once everyone in here is dead, head back down the stairs, through the arch and left to go through the other arch. Left, through the broken wall, and kill anyone who's left. Once everyone is dead you'll get a call from the tank telling you to keep moving, find the extraction team. Continue on down this street and you'll come under fire from a sniper in that bell tower up ahead - continue down the street towards that barbed wire barricade, ducking from cover to cover... the tank will take out the bell tower and the sniper. You can't get past the barbed wire, so up the ramp to the right of it and through that ornate door (it won't open until the bell tower is destroyed, so just wait). Head right and around, through that arch - more bad guys ahead. Kill them, and there's an MG-42 in the building to your left. Use it if you need to. Head into the ruined building to the left of the MG-42 and up the stairs - take out the guy across the way and then drop through the hole in the floor. Watch out in the next room, because there's a Soldier with a Flamethrower - kill him, and grab a new toy. Head outside, and you'll see a burning staff car. Up around the corner to your left are several troops firing at the extraction team - take them out. You'll get another call from the tank - more resistance along the road. Head all the way back to where that barbed wire is... the tank will flatten it, then you need to get ahead of the tank and take out any enemies. Around the corner there's a narrow alley on the left - there's a Soldier with a Panzerfaust in there, so watch it. There's also a sniper in the window above that alley. There's another Soldier just past that overturned cart, but the really dangerous one (for the tank) is at the end of the street, manning an anti-tank gun. Kill him before he can shoot at the tank. Once they're all dead, the tank will blow away the doors at the top of the steps and wish you good luck. In addition to that narrow alley on your left - where the guy with the Panzerfaust was - there's another narrow alley just past the overturned cart. Go in there, and you'll see a Soldier with a Flamethrower ahead - shoot at him, then duck back out of this alley before he can retaliate. Go into the other alley (where Panzerfaust was), turn the corner into the next alley and you'll be able to surprise Mr. Flamethrower, killing him this time before he can turn and shoot. At this point you can backtrack and pick up anything you didn't before... back near the barbed wire barricade there are stairs going down to Health and Armor. Go into that alley where the Panzerfaust guy was, and explore that area, killing as you go (Soldier with a Flamethrower in that area). Climb the busted floor, and you can jump across the alley via a window - more killing, and you'll end up overlooking the tank. From up here you can take out any troops inside where the double doors were, then make your way back down there and in. Through this dark room and out the next door for more Soldiers, including one with a Flamethrower. At the end of this bombed out area is a square hole in the floor - dropping in that ends the level, but get the Secret Area first. [SECRET AREA 1] climb the downed girder and run-jump across to that second floor for Ammo and Health. Drop back down and drop through the hole to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- M4 - Level 02>> The Bombed Factory {factory} -- 0 Secret Areas, 0 Treasure Items //Objective: Infiltrate the Kugelstadt weapons factory. Obtain "Venom Gun" Project Book. //Enemies: Soldiers, Black Guards, Venom Soldiers //New weapons acquired: N/A Looks like you're in the sewers... lovely. Climb the ladder and kick the grate to get out (weird how you can do that, but that's the way it goes) - I'd suggest you switch to the Mauser before popping up. Straight ahead and up in a second floor window is an MG-42 - kill the Soldier in that room before he can use it on you, and then the one on top of the broken wall to the right of that. From where you came off the ladder, head right into that busted up room (with the remnants of a rocket of some sort), watching out for any Bad Guys up above, and work your way through this area. When you enter this bombed out room, turn left - ahead on your right is a narrow dirt slope going between two walls... don't go that way, because you'll come under fire from an MG-42 and a Panzerfaust. Instead, clean out the areas ahead and to your left - jump up on the broken pieces of wall to make sure you get everyone. Once you've finished killing this crew, with that dirt slope on your right, look straight ahead into that room and you'll see a grate in the floor under a shredded banner - get in there and blow away the grate. Drop down in for more sewers - head right first. Do your killing, and you'll come to a ladder - break the grate and up, and you'll be in the room where the first MG-42 is... Health in here. Back down into the sewers and back the way you came - watch out for the guy with the Flamethrower along here. At the junction keep going straight, and up the next ladder; that dirt slope you ignored earlier will be ahead and on the right. Do your killing bit in here, and use this armored car for cover - directly across the street from it (and up) is a guy with a Panzerfaust who will fire three rockets at you. Once those are fired he'll switch to a normal machinegun. From the front of the car, over to the left is an MG-42 sticking out of a window - don't let it fire at you. You can use the MG-42 on top of the armored car if you want. Once they're dead, note the ladder on the wall to the right of the front of the armored car - you can't get up that thing, unfortunately, unless you can get something under it you can climb on. Go in the door to the left of the armored car and grab the items in there, then head up the stairs. Do any more killing, and in the next room smash the drawing board (schematics for that Kobra plane you stole before) if you want. The next room contains that MG-42 but nothing else, so through the next door. Toss a Grenade down around the next corner - hold it for a shorter fuse - and take out anybody in that hallway. Go right through that doorway, and through the next - watch out, because there's a Black Guard on the balcony above you. Through the doorway and up the stairs - follow the hall for the moment (that door up here doesn't open), but stop when you hear the voices... wait for the bang and then look in to see why idiots shouldn't play with explosives. Kill anybody left down there and jump across to the other section of floor. If you fall down into that room, shoot the barrels to break the wall, then go back up the stairs. On the other side of the bombed room, go through the door and around (that non-opening door is just the other side of the one on the balcony) and get close to the next doorway. You may hear someone yell "Someone lower the ladder" as you enter this room. Toss a Grenade in to the left - again, get a short fuse on it - and go in there to mop up. Be careful, because two Black Guards on the other side of the courtyard will fire at you - take them out quick. Into the next open-roof room, but be careful when you get up near the low spot in the wall - Black Guard with a Panzerfaust across the way. Take him out, then jump up on the broken piece of wall and jump across to the next roof. You'll note that the ladder by the staff car is down now. As you move along the roof, you'll come under fire from several Black Guards straight ahead in the next building, so watch yourself - if you've still got that Panzerfaust you may want to think about using it. When you get to the end of this roof turn left - you can just manage to get into this building. All the way down and left is a desk - and on it is the Venom Gun manual, which is what you're looking for. Take a moment or two to leaf through the manual... the Venom is ye old chaingun - every id FPS needs one. Turn back the way you came, and there may be more Black Guard firing at you - note that you can't shoot through the flames to kill anyone; this is just a goof in the game, the way the FX are set up. Back to the slanted blue roof and jump across to where that truncated ladder is - if you fall down, make your way back to the armored car and you'll discover that the ladder is down now, so just climb back up. Jump into the area where the wall is broken, head right and through the door. Continue on down the hall and around the corner to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- M4 - Level 03>> The Trainyards {trainyard} -- 2 Secret Areas, 2 Treasure Items //Objective: Gain access to the main warehouse complex. Locate the primary lift and proceed to the SWF. //Enemies: Soldiers, Black Guards, Venom Soldiers //New weapons acquired: N/A Cute how the briefing page says that SWF=Secret Weapons Facility... gee, I thought SWF meant Single White Female. Head right towards the door, but watch out for the rocket fired at you through the windows by a Soldier across the way. Left into the hall, kill, and through the windows you may be able to take out another bad guy outside. Down the steps (Armor and Health in the corner), watching out for fire from a rooftop off to your left - Mauser time. There's a ladder going down here, which you'll want to use after checking out the rest of this roof - from up here you can take out a Soldier or two down in the trainyard. Use the walls and train cars for cover as you battle with more troops, and on the other side of the train car with the anti-tank guns on it you'll see an open warehouse door - inside you'll find Armor and Health. Looking out from that door, head back to the ladder and turn left, and head for the train - Black Guards will pop out from one of the cars (second from the right as you're facing it from the corner of the building), so find cover and take them out. If you pass through that train car and you'll see two doors, but first head left down to the end for a ladder up. Ammo (Panzerfaust and FG-42) and Health up on that roof, but watch out for fire from across the way. Jump up on the parapet and you'll see a square opening in the top of one of the train cars. [SECRET AREA 1] run-jump to that train car and drop into the opening for Armor, Health, Ammo and Treasure. Jump over the crates to exit the car - you'll have to jump and then crouch. To your right will be those two doors mentioned earlier, but both are locked. However, down at the end on the right is an open warehouse door - go in there to make your first objective. There are several Black Guards in there, one around the crates to your left and several others up on the catwalks. Down to the left is a ladder going up to the catwalks, and straight ahead and left is a pair of double doors with more Black Guards - a little Grenade, some gunfire... wipe them out. Climb up that ladder to the catwalk and work your way around - the door at the end is locked, but as you pass that window you'll come under fire from the Black Guard inside. If you back up to the rail and aim at the left edge of the window frame you can toss a Grenade in there and hopefully take him out. You can't get in the window, but you can see Armor and Health inside. Back down to the warehouse floor and around the back of the room to go through those double doors. There's a door on the left with just one guy in it and nothing else. Out in the hall you have a door to the left of the armchairs (!), a door at the right end with a red light, another door down to the left - next to it is a window with a shooter in it - and at the left end is a pair of double doors. The door at the right end won't open until the red light is out and the green is on, and the doors down at the left end don't open, so go in that door next to the window to take out anyone in there (nothing else in there, though). Back out and in the door next to the armchairs - through that hall and there's a door at the end that's also red-lit, and a door on the right. Go in that one and use both buttons behind the desk. Back out in the hall you'll notice that the door at the end is now green-lit, and the big double doors out in the other hall will now be unlocked as well. Go through the door here first, up the stairs and at the top are two doors - one right and one left. Move up to the left door to overhear a conversation about Deathshead and a facility up north. Enter that room and kill the two inside... you can get a kick out of watching the drafting board spin around before it smashes, and there's a Flak Jacket on the table under the windows. Check out the clipboard for more humor. Exit this room and head down the hall through the other door - it just leads to the rooftops overlooking the trainyards again, but you can pick up Ammo. Get back inside and down the stairs - out into that main hall (with the chairs), turn left, and go through those double doors at the end. Watch out for Black Guards both overhead and on the ground as you make your way through here. Straight ahead are a pair of short, separate platforms sticking out of the wall, to your left is an open doorway, straight ahead is a rail around a ramp going down, and up around the corner to the right is another door. Go down the ramp first, and as you get to the bottom you'll hear someone say that the elevator is now fixed - thank him by blowing him away. Back up the ramp, into that open doorway, and up the stairs to the catwalks. As you get to the top of the stairs there's a short rail to your left - turn left and take out the guy in the room across the way (also note the Health and Armor in that room). As you get on to the catwalks, turn left - you'll see some consoles over there with a lever on one... the power switch that the guy at the bottom of the ramp mentioned? Make your way around the catwalks to a door, and in there - do some killing and collecting. The door at the other end of this room just leads out to the initial warehouse (you tossed a Grenade in that window, remember?). Continue along the catwalks until the end where they wrap around, and you'll see a sign reading "Access CP.0512 Beachtung Gefahr Electrisches System" - use that and it slides up, revealing a button... use that. Continue along the catwalks until you come to the non-moving lift. You've got to get over to those consoles (straight ahead now), and notice the gap in the railing... run-jump across to that small platform, then up on the railing and jump to the next. Use the lever on the console and watch the lift (?) move across to the short platform you just jumped from. [SECRET AREA 2] through the door on the console platform for all sorts of items. Get back to the floor of this warehouse however you can, and you'll note that the double doors at the end (under the section of catwalk where that "Access CP.0512" panel is) are now open - enter that lift to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- M4 - Level 04>> Secret Weapons Facility {swf} -- 4 Secret Areas, 0 Treasure Items //Objective: Locate Deathshead's U-boat pen. Obtain information on Deathshead's destination. //Enemies: Soldiers, Black Guards, Venom Soldiers, Lopers //New weapons acquired: Venom Gun [CUTSCENE] Herr Oberfuhrer (Deathshead, presumably) bitching at the U-Boat Kapitan about the delay. A long, long elevator ride, but what the heck - you don't have anything else to do right now. From the elevator, head right and into that office - kill the guy in there and anyone else who comes rushing up. Looking out the window, you can see a bunch of oxygen or fuel tanks against the wall of that cage - do we need to tell you what to do? [SECRET AREA 1] enter the cage through the hole in the wall for a whole bunch of toys, including a Panzerfaust. Out in this area you have stairs going down, and double doors at the end - there's absolutely nothing down those stairs (what you see is what you get), so through the doors and kill. The double doors at the end of this area are locked, so down the stairs. Kill, and through the wide archway. Just before you go up the next steps, you'll see a panel on the wall ("001 100") that can be opened, but all that's behind it are pipes. Up the steps and across the platform. When you get into that warehouse, there will be a caged area straight ahead of you, an arch to your left (the door in there is locked) and a double door in the far left corner, also locked. Kill everyone, then climb the crates to get up on the catwalk. To your right is a metal plate that won't move yet, while to your left you have a double door, a small single door, and down at the far end of the catwalk another double door - that one just leads back out to the top of the stairs you went down. Go in the small door for some Health and a silenced Luger, then go through the double doors next to this office (the ones marked "Nur Mit Autorisation") - you should be able to shoot a pair of Black Guards in the back. Through this area, and you'll see double doors ahead of you, and a hallway to your left - go that way first for Ammo. Use the button next to the window to open the shutter, and eieeewwwww... what the hell is that thing? That's a "Loper", a failed experiment. Go through the double doors up here, and down the stairs. A Soldier will bite the dust trying to kill the escaping Loper, which shouldn't bother you at all. Kill the Loper before it kills you (aim for that electrical field on its butt to get it to explode), and you should be able to pick up a Venom Gun (chaingun) at the corpse. If not, there's another on the desk under the stairs, along with Ammo for it. Just be warned that this is not a long range weapon, and it's not all that accurate at medium range. Use the button next to the breach on the wall and go through the opening double doors on the other side of the cell. Another Loper or two in the next room - watch out for their electrical discharges, as it's highly dangerous. Also note that the Venom Gun, just like the Sten, can overheat... short, controlled bursts, as my old drill instructor used to say. There's a caged area directly ahead of the doors you just came through with a "Smoking Forbidden" sign on the mesh, but the door won't open - shame, as you can see some toys in here. Head around to the left for another Loper, and a pair of buttons between two doors. Through the right door you can see another Loper, so it's obvious that the open left door is where the one you just killed came from. No choice for it but to use the right button and kill your third Loper. Well, you don't /need/ to... unless you want the next Secret Area. [SECRET AREA 2] once the Loper is dead, shoot the crack in the back wall of its cell to break it open, giving you access to that caged area. All sorts of Ammo in there. Switch back to a conventional weapon now... you won't find much Ammo for the Venom in here and besides - other weapons are easier, if not as gibby. The double door out here doesn't open, so through the single door to the right of it. Kill the guy inside, and use the lever next to the window to lower the bridge (that metal plate) above. The button next to the door just covers the window. Through the next door and do your killing bit (one guy with a Panzerfaust, several with more conventional weapons), and this area should look familiar, no? Once again jump up the crates, and now you can cross that bridge. Down at the end on the right is another of those "Access CP.0512" panels, which opens when you click on it, but there isn't anything behind it but pipes which you can't get to. Go through the double doors and again there's an "Access CP.0512" panel down on the right which can be opened. Past that is a door, and to your left are stairs. Go into that little office and kill, grab any Ammo, then out and down the stairs. Cross the bridge and kill, and around the corner are double doors - down at the end of the hall and right is a ladder going down. Next to the ladder is a small cage door which won't open. Go through the double doors - there's nothing at the bottom of the ladder for you yet, but if you walk along down there you'll notice a square opening overhead that you can't get up in to yet. Do any killing inside, and then you have two choices: continue on, or get the next Secret Area. [SECRET AREA 3 & 4] jump into the water in the middle of the room, and break through the grate behind the pipes. Through and up the ladder, use the button, and up the next ladder. If you go right, you'll come to the first "Access CP.0512" panel you passed, and you can get out it now if you want. Instead, head left - past the next "Access CP.0512" panel - and up the next ladder. Through the door, around, and use the "Access CP.0512" panel at the end. Use the wheel behind it, then get back down to that ladder that went nowhere (with the square opening in the tunnel roof). That area is now flooded, allowing you to get up into that opening and into the caged room next to the ladder, which is Secret Area 4 - Flamethrowers and Ammo in there. Whew! Back through those double doors (where you jumped into the water) and through the next set. Down the hall, through the next doors, and you're at the sub pen. It's leaving, but you don't need to be on it. Work your way through this area, ignoring the door on your left for the moment. At the end, go in that door for plenty of toys. Now go back to that door you passed and in - up the stairs, and left just leads you to a door out on to a small balcony. Head right instead, out that door, and across the bridge is another door. Up in a window to the right you can see someone. The door at the end of the bridge is locked, but if you look down to your right you'll see some barrels in front of the wall - blow them and get down there. In through the broken wall and up the stairs. Going left just gets you to the door at the end of the bridge, so head right and up the stairs to end the level. [CUTSCENE] interrogate the officer to learn the sub is headed to Norway -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Intermission 4 [CUTSCENE] looks like you're going to Norway to find out more about these "Super Soldiers" -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- MISSION 05: Deathshead's Playground M5 - Level 01>> Ice Station Norway {norway} -- 1 Secret Area, 0 Treasure Items //Objective: Breach "X-Labs" outer compound. Gain access to main secure lab area. //Enemies: Soldiers, Venom Soldiers //New weapons acquired: Venom Gun You don't /need/ to do this first part quiet, but it will makes things just a little easier. If an alarm sounds, no problem. However, if you do manage to keep it all quiet with no alarms sounding (and no loud shots fired), you won't face much opposition. Hmmm... didn't I say I hated stealth levels? Yeah, the ones where you /must/ be stealthy or else you can't win. Oh, well. You'll start off freezing your butt in the snow - move ahead to find the sub. Snipe the guy on the sub with your Snooper, then move around to the left side of the crates ahead of you - carefully work your way around the right side of the next crates to eavesdrop on complaining guards trying to start the generator ("Are you still trying to start that generator?" "No, I'm working on my upper body strength, one arm at a time."). Snipe them (try not to blow up that fuel tank), then move straight ahead until you can see a dock in the distance - snipe the guard on the dock... don't let him get through the gate to sound the alarm. Get up on the dock and through the conveniently open gate. Slip around the crates to the right, but don't get seen - eavesdrop on the Black Guards. Kill them, and don't let any of them get in that building to sound the alarm - not that it really matters, it just makes things easier. There's Armor (Flak Jacket) in that little guard house just inside the gate. Go inside the building the guards were in front of, and in the inside room there's radio equipment you can destroy, but nothing else other than a locked door. Go back outside and work your way around the right side of the building, and in back there's a small gap covered by boards. [SECRET AREA 1] kick the boards down and climb the ladder for a few items (Helmet, Health Kit, FG-42's). The door in here opens from this side. Head for the big gate, and go in the door - if you stay close to the building you won't be spotted by the sentry above. Inside on the left are a couple of machinists you can kill, as well as some Health. Climb the ladder leading up - the one nearest the door you came in - and take out the sentry out there, then go back in and around to the other side of the catwalk. Kill anybody below, then crouch out the door on the other side of the catwalk. If you're really careful, you won't be spotted by the sentry in that watch tower and you can snipe him before he sets off the alarm. There are three guards on the ground in front of this side of the gate, but they can't sound any alarms - take 'em out any way you want. Climb the watch tower to get the sentry's weapon (and to shut off the alarm if it's going), then climb back down and make your way up the valley. Not too far ahead will be a tower and a wall - you can probably snipe the guys up there, but you'll notice that they don't go down with one shot. Venom Soldiers. That gate isn't going to open for you, so get back to the watch tower and head along the upper ridge to the left of it (as you face down the valley). You can get on top of the tower and the wall (not a bright setup, huh?), and crouch out along the tower roof to snipe the guy in the next tower. Drop down in the tower for a few toys, and to finish off anyone on the wall you didn't get before. Back in the tower and back up - continue along the ridge. Slide down the slope and crouch your way to the building with the radio antenna on it - keep crouching around the front, up the steps and in the door... kill the guy inside quietly then shoot up the radio equipment. Exit this building and crouch your way along the front, around the left side of those crates at the end - turn right, and you can snipe the guy in the building next to the gate (the one with the flag). That's it - that's everybody in here (there's no one in that other barracks building). Use the button in that hut to open the gate. Slip around the right side of the gate after it's fully open, and snipe the guy above the tunnel. Quiet time is over - in the door in the tunnel, and get ready for killing action. Regular Soldiers and Venom Soldiers in here. A small room on the left with Armor and Health (as well as Bad Guys), then work your way around this area, killing everyone. The button on the wall just raises that lift - nothing for you. Toss a Grenade inside the caged area and stand back - the barrels and fuel tank will go boom, blowing open the wall. Necessary, because if you try the hall up here, you'll find the door is locked. Through the busted wall and left - end of level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- M5 - Level 02>> X-Labs {xlabs} -- 1 Secret Area, 0 Treasure Items //Objective: Locate and procure any documents related to Operation Resurrection. Locate entrance to main "Uber Soldat" gestation area. //Enemies: Soldiers, Venom Soldiers, Lopers, Super Soldiers //New weapons acquired: N/A [CUTSCENE] Deathshead is informed that you've breached the labs - security is increased. Hey, new buddies to play with. Note the Lopers in the cages during the cutscene - expect to run into those and other "X-creatures" (are you listening, Marvel?) during your visit here. Down the hall, and on your right is a room with a pair of Luger-armed scientists - almost not worth the effort. Health on the shelves. Down the hall to the double doors - DON'T touch that switch next to the doors! It turns on a "Tesla field" on the other side of the doors, and if you touch the doors you'll be fried. Through and kill, including anyone up on the catwalk. Three ways to go, conveniently labeled 1, 2 and 3... might as well do them in order. Down through 1 first - there's a ladder in a short corridor to the right which goes up to the catwalk above the main area, but there's nothing up there other than a little Health and Ammo (and a pair of double doors that won't open). Obviously you can't get through the door on the right, so go straight and kill, including, of course, the guy up on the catwalk. Once they're all dead a Loper will break out of its cage on the left, so be ready. Climb up the ladder and get on the catwalk... through the double doors up here. If you look through the grated window, you'll be looking down into the room you saw in the cutscene... oh, for a couple of pounds of C-4... Grab anything you need up here and make your way to the doorway - but don't go through. The Lopers will break loose below and fight the guards - let them kill each other, then take out any survivors if you can. Once the Lopers have left the room - or you've killed them - you can circle around the catwalk and through the next set of doors. Down the hall to the right and the glass on the window will break, startling you - well, it depends if a Loper made it up to the catwalk on the other side. Through the door, and you might be able to kill a few Lopers by shooting down through the catwalk - the Venom Gun is perfect for killing Lopers. Up here you have two railed openings to the room below, a ladder on the left which goes down, and at the other end, two pair of double doors, one left and one right. Go through the right set for a room with plenty of Ammo (including boxes of 12.7 mm for the Venom Gun and a couple of Panzerfausts), and the next doors are the ones that were locked from the other side (the catwalk over the central area). Back to the catwalk and through the other double doors only if you want a nasty fight - beyond the doors is one of the new "Uber Soldats"... it takes a bit of killing. How to: use your Venom, and start shooting at its head before it sees you. It takes about 150 rounds (on the easiest level), but if you keep firing at its head, it will (hopefully) be disoriented enough that it can't fire back before you kill it and the Venom overheats. Whew. Down the ladder and facing out the opening, there's a double door across to your left, and a hallway further to the left. To your right are several shelves with Health and Ammo, and a hallway that swings around to the right. Go to the doors straight ahead and slightly left - use the switch to shut off the Tesla field; open the doors to look out on a familiar area. This is Door #2, Monty. Back inside, continue around this section of hall for another pair of double doors that don't open, and more hall that swings around to the left. Continue down that hall and through the next doors - the doors on the other side of the room just lead around full circle to where you came down that last ladder. Check out the clipboard next to the doors... I guess Shmutzig is a real health Nazi. Time to go swimming again - joy. Down and pop up in the next room for air, through the tunnel and up for air in the next room, down the shaft and pop up into an opening in the next area for air. You should see a big pair of doors here and another tunnel - that tunnel leads to under a big grating that you can't get through right now, so go through the doors. The next air pocket in the ceiling is at a junction - to your right are more doors, while straight ahead you can see a ladder up and a grating. Doors first. Surface under the grate in the next room, and you'll discover that you're under the central area - there's a tunnel under Door #3, and an 'alcove' section that goes right to under where you first entered the central area at the beginning of the level. Obviously, go for the tunnel under #3. [SECRET AREA 1] through the doors, up the ladder and you're in a storeroom. Grab any toys you want, then watch through the window as a Loper chases a Soldier into the other room and fries him - if you stay quiet, it won't see you and it will leave. On the other hand, if you shoot 'through' the window (you can't kill it that way) it will stick around, and a Super Soldier will kill it then bust into the room where you are. If you got the SS and the Loper to break the door into the Secret Area, then head out that way and go straight. Otherwise, swim back down and to the ladder under the grating, and up it. Watch out, because a Super Soldier will enter the room on the right. From the top of the ladder, the doors directly ahead are the ones that were locked on the other side, just before you went swimming. Head right (grab the Super Soldier's Venom), and go straight into that room with all the toys - grab what you need. The doors the Super Soldier (SS?) came through lead to a room you saw when you were swimming, with a narrow grate down either side. In that room, straight ahead of where you came in is a set of double doors that won't open. To the right is a set of double doors with a switch - don't touch the switch, but these doors are just #3 back out to the central area. Back in the room with the dead SS, go straight (following the broken ducts), but be ready for a Loper that will jump out at you from around the corner on the right. Go through those doors, and you should be able to kill another Loper by firing through the grating, as well as the Soldier it was fighting. Cross this grating bridge and down the stairs - this should also be a familiar room from your swim. There's nothing down that ladder in that dirty water, so don't bother. Cross the grating into the next room and use the lever on the console... get ready for a battle royale. Two Super Soldiers are in that far room, one armed with a Panzerfaust. Kill them however you can. Where to now? Back to the central area, and head for Door #1 - the door on the right that was blocked by a Tesla field before should now be open, smashed through by an SS. Grab the Health off the shelves and go through the double doors. You're in the main lab, where you saw the Lopers break out of their cages. Grab the Project Book off the table, and read the letter from Himmler. Now to find the "Super Soldier gestation area"... go back to the room where you fought the two SS, and in the area where they were is a lever - use that and go through to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- M5 - Level 03>> Super Soldier {boss2} -- 0 Secret Area, 0 Treasure Items //Objective: Pursue Deathshead to the "Uber Soldat" Test Lab. Eliminate Deathshead's "Uber Soldat". Locate exit and proceed to the surface. //Enemies: Soldiers, Venom Soldiers, Super Soldiers, Super Soldier Boss //New weapons acquired: Tesla Gun The next boss level... and if you thought the Super Soldiers from the last level were nasty, just wait until you meet - well, you'll find out. Have your Venom out and ready, because as soon as you use that switch to open the gate, you're going to have to fight another one of those "Uber Soldat" Prototypes. It's coming down the hall on the left, so if you snug up against the left side of the gate, you might be able to head-shot the sucker. Thankfully down the hall on the left are a bunch of Health Kits, and on the cart are a Flak Jacket and Helmet. Follow the blue stripe - the double glass doors are locked. The yellow sign on the wall is cute... "Verschmutzte Wegwerfteile" - basically it means "dispose of waste properly", but literally it means "got dirty throw-away parts" ("schmutzte" means "dirty", and is where we get the English word "smut"). Take either set of stairs (they both lead to the same place) and eliminate the opposition, which consists of a few regular Soldiers, a Venom Soldier with a Flamethrower, and another SS Prototype. The stairs down lead to the other side of the glass doors, and these ones open. There's nothing in there, though, other than a broken vat which just tells you that an X-creature of some type is loose. Back up the stairs and go straight and again it doesn't matter which way you go. Through the next set of doors, and trouble. BIG trouble. [CUTSCENE] Deathshead boasts about his new pet. This isn't one of the measly Prototypes you've faced before - this is the real deal. It takes a bit of killing, and you definitely don't want it getting close. This one has both a Panzerfaust and a new "Tesla Gun" (an update of the old Quake Lightning Gun) as well as a Venom. One recommendation I read was to get in the computer room under where Deathshead is (straight ahead from the bottom of the stairs), because that provides you with a bit of cover. In any case, if you've got a Panzerfaust, use it - fire everything you've got at this meat hook, and then switch to your Venom to finish it off. There are Health Kits on a bench in here, as well as Armor. Run and dodge, whatever you need to do. Around the edges of the room at various spots are oxygen / fuel tanks - if you can sucker SS2 near those and blow them... who knows, it might work. After it's dead, various humans (scientists mostly) will open fire on you with Lugers from up on the catwalk - piece of cake. Once everybody's dead, go the only way you can - through the gate the SS2 came out of. Don't forget to grab its Tesla Gun on the way past. Personally I don't like the thing, but whatever works for you. In this room are a couple more scientists, and a big door that won't open - but around to the right is a door that does open, so head up the stairs. You'll come out on the other side of the catwalk, so straight in the next door - this is where Deathshead was. There's a switch on the wall, but I have no idea what it does - nothing bad, anyway. Next to each door is a button that unlocks it, and the door in the center is marked with that same plane symbol you saw back at the Kobra base. Through that door and ride the lift up. Use the button to open the door and watch as Deathshead escapes once again. Damn it. End of level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Intermission 5 [CUTSCENE] we're going back to Castle Wolfenstein... with a few stops along the way. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- MISSION 06: Return Engagement M6 - Level 01>> Bramburg Dam {dam} -- 1 Secret Area, 0 Treasure Items //Objective: Get across the Bramburg Dam. Locate the road to the village of Paderborn. //Enemies: Soldiers, Black Guards //New weapons acquired: N/A (you've got everything) [CUTSCENE] kind of cheesy, don't you think? You can do this stealthy or you can do it noisy, it doesn't really matter - but stealthy means you don't have people shooting at you, which is usually a good thing. Stealth your way down the slope and around to the right of those crates. If you creep to the edge you can see some sentries patrolling the top of the dam, but against all instincts you can't shoot them - that would set off the alarms. However, you can snipe the sentry patrolling just underneath that searchlight in the distance. Go down the ladder and down the next - if the alarms have gone off, some guy with a Panzerfaust will blow the platform out from under you, so be careful. All the way down - if you stealthed it, there will be a guard here on the catwalk that you can take out with the Sten. In the door - Black Guards and regular Soldiers. If the alarms didn't go off, you'll hear a conversation between a couple of guys working on a valve. Take out everybody down here, and of course the door at the end doesn't open. However, there are those oxygen tanks... blow them to make a new door. Inside read the clipboard on the wall - almost word for word what the guard said in the cutscene. Who said the Nazis weren't imaginative? The caged door doesn't open, but next to it is a button for the lift. [SECRET AREA 1] use the button for the lift, but don't get on it - wait for it to go up and then shoot out the grate underneath and drop in (how unoriginal - a Secret Area in an elevator shaft... everybody does that). Crouch through this tunnel and up the next ladder, which of course brings you into that caged room. Gather everything and out the door. Use the button again to bring the lift back down, then a third time to send it back up - this time you actually get to ride it up. Snipe the guard at the top, and the clipboard is just a repeat of what you read earlier. Gather any Health and Armor and out the door. Through the door and kill the Black Guard, and you can use the MG-42 to eliminate any sentries along the dam, including one up in the tower with the searchlight. There's a tower in the other direction with a searchlight, and a sentry that will snipe at you, so try to get him first - if you didn't get him earlier. You can also shoot out both searchlights with the Snooper. If you need to, head down to where the truck is - there's a room to the right with a meal and a beer on the table, so enjoy. There's nothing in that tower, but it does make a good spot for taking a look around. You don't really have to stealth it any more, but if you do, you can make it all the way down to the end - to the left of the tunnel is a door (across from the banner and the tower), and you may be able to catch a couple of sentries coming out of it by surprise. There's nothing in the tower down at this end either, and those double doors don't open, so in the door the guards came out of. There's a hot meal on the table, and you can hear a speech over a radio. If you've stealthed all along, a voice from up stairs will ask what's going on down there... stealth him as well. In the next room, take out both techs (one may be behind the door), and shoot up the radio equipment (shame - it's a good song). The way should be obvious - after collecting anything you need, go up the ladder and in the vent. The overhead grates don't open, of course, so make your way down to the corner where you can look out over the dam machinery. No one in there, so keep going. Get to the end, kick out the grate, and kill the two guards, plus the Black Guard who comes running down the stairs further ahead. There's nothing for you down on the machinery floor, and the double doors down there are just the other side of the ones that wouldn't open next to the tunnel. Up the stairs the Black Guard came down, and in the door on the left - kill the two technicians, and go in the left door for Grenades and Armor. Exit that room and through the door straight ahead - to the right are just the double doors at the end of the other hall, which open from either side, so go through the door to the left. Down the stairs and take out the Black Guard down near the door, then through it. Several guards out here - one at the bottom of the stairs, another one or two by that guard shack ahead and left, another patrolling behind the crates - that you may be able to stealth, or maybe not... it doesn't really matter now. In the guard house for a meal and Armor, and next to the door is a button that opens the gate. Through it and down the road to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- M6 - Level 02>> Paderborn Village {village2} -- 5 Secret Areas, 12 Treasure Items //Objective: Eliminate Major Hochstedder. Eliminate General von Stauff. Eliminate Colonel Strache. Eliminate General Burkhalter. Eliminate General Haupman. Ensure alarm is not sounded. Gain access to Chateau Schufstaffel. //Enemies: Soldiers, Black Guards //New weapons acquired: N/A (you've got everything) If you're paying attention, you'll notice that all 5 Bad Guys you need to kill were characters on the show "Hogan's Heroes"... somebody's got a warped mind. Unlike the previous level, this one really is stealthy - if the alarms sound you'll be in trouble, so save often. Go down the street to the corner and turn right - there's the mansion that's your first target. From behind the staff car you can snipe the sentry patrolling outside. Stealth up the stairs, and you'll have two arches - one is marked "Un der Mühle", while the other is marked "5"... go through 5 first. In the door on the left and stealth the two guards. The closet - just inside the door on the left - contains a pair of Helmets, and there's a hot meal on the table if you need it. Up the stairs and in the room on the right - kill Hochstedder... one down, four to go. There's brandy on the table which you can drink to increase your stamina. If you go in the next room, you can get a good look at Hochstedder's girlfriend (Eva) in her underwear... don't kill her, though. [SECRET AREA 1] kick open the chest at the foot of the bed and collect the 3 Gold bars. Back downstairs and back outside - go through the arch you didn't take before. Note the Egyptian eye on the wall next to that door, which doesn't open. Around the corner is a small door with a lock on it - so inviting, eh? Shoot off the lock (quietly!) and enter, then down the ladder. [SECRET AREA 2] through and up the next ladder for a bit of Treasure and some other toys. You can hear someone in the other room. If you go in the next room you can blow away the apothecary before he shoots you. Take a look at the letter - cute, huh? Someone's got werewolf syndrome (What, am I the only one that remembers "Ilsa, She-Wolf of the SS"?). Don't go out the door here, because it leads out to the street and you'll be spotted. Instead, go back the way you came (that small door) and around the corner. Crouch down the stairs, but don't go past the corner yet. To your right is the door you would have come out of from the Apothecary's Shop. Around to your left at the end of the street up in a window is an accurate sniper - get out your Snooper, pop around the corner and nail him before he nails you. Crouch down to the end of the street and peek around the corner - there's a Soldier by the hotel; take him out quick. On the left at the end of the street - not around the corner - is a small set of steps, with the sniper's window right above. [SECRET AREA 3] climb the drain pipe in the corner and enter the sniper's roost for Health and Ammo. Head down the street towards the Hotel and on the left is an open gated marked "11" - go up those steps and you can hear piano music from inside. Stealth inside the door to see a woman (another version of Inge) dancing, and a voice from the other room complaining about the Sauerbraten. Obviously don't bother her, but head through the doorway on the right. Into the room on the right and take out the two guards (quietly), then continue up the stairs after snagging their Helmets and Food. Shoot General von Stauff in the back as he listens to the gramophone... two down. The next room is a bedroom, and on the bed is a letter from Marianna - the High Priestess who will oversee the Resurrection ceremony. Through the next door, and look out through the window - down and to the left is a Soldier you can snipe. Leave this house the same way you came in, and continue crouching up the street. When you get to where you just sniped that Soldier, look down the end of the street to see another Soldier behind that ornate gate - leave him alone for now. Go to the doorway (where you sniped the Soldier from the window) and you'll have to jump up on the water trough. Stay to the left, and quickly crouch down again, or Colonel Strache will spot you through the window - go in and kill him quickly. Note the small barred opening behind the chair. Exit this room (crouching, of course) through the same door you came in - you /can/ stealth your way out the other door, hoping the sentry behind that ornate gate doesn't see you. If you stay to the left down the steps, you can enter a tiny door on your left - but all that's in there is a pack of Grenades... which you can't use in this level anyway, so is it really worth it? Wait until later to get those. Stealth your way through that small arch across the street. As you get near the courtyard, you'll hear someone asking about his wine - wait a moment or two until General Burkhalter goes back into the house, then crouch your way around the corner and into the courtyard. Ignore the door, and crouch down the stairs, across the grass, through the wooden door and down more stairs. As you get near the bottom you'll hear someone say that there's no such wine - stealth around the wine barrel on your left and kill him. There's Health Kits to the left of where that Soldier was. This is a wine cellar, so guess what - Secret Area. [SECRET AREA 4] from where you entered this room there's an archway to the right - go in there, and the left barrel has its cork sticking out partway... crouch down and use it to open the Secret Area to the left of the barrels. In, and grab the 3 Gold bars. Okay, there are two ways to do the rest of the level - up this rickety ladder here and through the bookcase door, or continue on through these cellars. Either way has some risks, but either way is easy enough as long as you're stealthy; the alternate way is listed at the end, and is actually easier. [REGULAR WAY] Climb the ladder in the Secret room and use the bookcase to get into the mansion (that wooden 'door'). The door to the right leads outside, so head into the hall on the left. The first door on the left goes down to the one you saw from the courtyard, so ignore that. The door on the right leads out on to a balcony with a patrolling guard, and no matter how quickly you cap him you'll be spotted, so don't go that way either. In the doorway at the end of the hall on the left, and through the door. In this room you have to move quickly (but don't run) - up around to your left (around the dresser) is a doorway; kill General Burkhalter inside that room quickly (four down). On the table is a letter from Himmler telling Burkhalter to play nice with Madame Blavatsky (Marianna, the Priestess). Exit the bedroom the way you came in - as you go out in the other room you might see (or hear) those double doors closing, but they just look out over the area where you went down to the first wine cellar - and head down the hall to your right. In the room with the fireplace, crouch through the door next to the fireplace, and get ready for silent shooting. You'll have Bad Guys from both the left and right, but believe it or not, despite the fact that (if you're not careful) they might shoot at you and yell "Intruder! Alarm!" you can kill them before they sound the alarm. Start on the right, and cap the guard there quickly - he's the one closest to any alarm switch. Still crouching, work your way just past the head of the stairs, near that small door - turn left and you can snipe a pair of guards in that small archway from here. Inside the small door here for Health and Armor if needed. Head to the left (of the door you came out), and go partway down the stairs - when the guard down there appears, cap him quick. Crouch back up the stairs and back into the house - you can walk normally inside - and in that hallway (leading to the bedroom and the now-dead General), crouch and open the outside door, and quickly kill the sentry out there. One note: if you go outside along this balcony, in the corner are a series of stones that act like a ladder - just in case you need them for anything. Back inside the house and back to the door next to the fireplace - crouch out and down the steps on the left. Crouch to the stairs next to that cart and up those, in the door and cap the guard in there. The other doors in here lead to a small bedroom and down to the first wine cellar you visited... I suppose you could have gone all the way through that to cap this guard if you had wanted to, but then you would have had to go all the way back to continue. Back out, down the stairs (keep crouching!) and straight ahead at the bottom on the left is a brown door - crouch in there, and you can walk normally. Get in there and kill the drunken guard, and grab the bottle of 38 Latour; even if you killed him earlier, get in there and grab the Latour as well as Health and .45 Ammo. When you come out of the small wine cellar, crouch up the stairs to your left, open the door and eliminate General Haupman - that's all five. Drink the brandy on the table for stamina, and blow away the picture of Hitler behind the desk to reveal a switch - use that for another Secret Area. [SECRET AREA 5] facing away from the switch, a wall panel will slide aside - in there for Treasure (3 Gold bars) and a lot of Ammo. Down the hall, and behind the door on the left is just another Inge... "Please don't hurt me! I know nothing!". The door at the end of the hall is just an empty closet. The letter on the desk is from your old friend Deathshead - damn, won't we ever be able to put a round in his bald head? Back outside - if you wanted to, you could go out that ornate gate and explore the village with no problems, even check out that little gray door just outside the gate on the right. In any case, once you're finished playing around, head back to your favorite door (the one next to the fireplace) and go down the stairs on that side... keep crouching, remember (have I said that enough?). Go through that small archway where you killed the two guards, and ahead is an ornate gate - the chateau. Open it and quickly cap the guard to the right. Go that way (you can stop being stealthy now), and down the stairs to end the level. [ALTERNATE WAY] Continue through the cellars, and you'll come to some low barred openings - you'll hear a drunken soldier singing "Lilli Marlene", and you'll be able to snipe him through the bars. Continue through here, through the arches, and into a 'regular' cellar. Up those stairs and through the next door, then stealth through the next - you'll see a guard (he's the one that was out at that ornate gate you saw from the village) staring into the fire; cap him quick. The door on your left is a small bedroom, nothing in it. Crouch out the next door - from here, take a quick look around... you'll see a guard patrolling the balcony ahead and to the right, take him out quick, because if he shouts or shoots this is all over. Through the arch just to the left of that you'll see another patrolling guard - snipe him quick, because he's the only one near an alarm. Stealth down the stairs and turn right - straight ahead on your left is a gray wooden door (non-opening) and just beyond that is a brown wooden door. That's the other wine cellar with the drunken Soldier; go in there and grab the bottle of 38 Latour as well as any other items. Facing out of this small wine cellar, you've got stairs immediately on your left, more stairs beyond them on the left, the balcony where you shot the guard, and in the far right corner is the ornate gate you saw from the street... go through that and in the small door on the right if you want those Grenades, otherwise don't bother. Stealth up the steps on your immediate left (as you come out of the small wine cellar) and in the door - cap General Haupman as he sits behind his desk. Smash the Hitler painting behind the desk to reveal a lever - use that to open the last Secret Area. [SECRET AREA 5] facing away from the switch, a wall panel will slide aside - in there for Treasure (3 Gold bars) and a lot of Ammo. Down the hall, and behind the door on the left is just another Inge... "Please don't hurt me! I know nothing!". The door at the end of the hall is just an empty closet. The letter on the desk is from your old friend Deathshead - damn, won't we ever be able to put a round in his bald head? Okay... back outside, and up the next stairs on your left - crouch around, past the door, and past the top of the next set of steps. Turn left, and snipe the two guards in the small archway in the distance. Go in this small door here for a couple of Health Kits. Back to that door you just passed - you don't even really need to stealth any more if you don't want to, but you still need to use silenced weapons. In the hall ahead and right - that door on your immediate left is the one from earlier in the level, when you overheard some twerp telling a guard to get his wine - and the door on the right leads out to the balcony where you capped that guard. In the hall on the left at the end, through the door, around to the left and kill General Burkhalter... that's the last one. Head back outside, to where you killed those two guards in that small archway. Crouch through the ornate door, and quickly snipe the guard on the right - he's the last one in the level, and the last one who could possibly sound an alarm. Head that way, and down the steps to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- M6 - Level 03>> Chateau Schufstaffel {chateau} -- 2 Secret Areas, 7 Treasure Items //Objective: Eliminate General von Shurber. Locate rear exit of the chateau. //Enemies: Soldiers, Elite Guards, Black Guards, Venom Soldiers //New weapons acquired: N/A (you've got everything) No more need to be stealthy unless you want to be. Another wine cellar - but no Secrets in this one. All the way to the end and up the stairs, but don't go round the corner yet - listen to the conversation, then sneak up the stairs and wait... when you see the guard go inside, go through that door yourself. For fun, shoot the chain on the wall and the barrels will come crashing down on the guards, killing them. Neat. Quiet time is definitely over - up the ramp and in the next room get ready for a firefight: Soldiers of all types, including Elite guards. Once everybody's dead, get the Secret Area. [SECRET AREA 1] go into the room with the grand staircase - see the small door on the left side of the stairs? Turn and face the fireplace in the other room, and shoot the Nazi symbol above it (there may be a Hitler painting hiding it) to open that door - run in for a Treasure item. Before going up the stairs, go through the doorway where the Elite Guards were, and around either way - more Elite Guards in here. Wipe them out, and on the desk are a pair of Treasure items. Head up the stairs. The double doors on the right at the top open, the double doors on the left don't, and there's a hallway to the left that doesn't go anywhere. In the only doors you can, of course. Around the corner for more Black Guards, and in the door on the left for a few more - plus Food and Armor. Back out in the hall neither set of double doors will open, so go out the French doors in this room. There are a pair of snipers on the roof above that ladder, so take 'em out quick. Use the ledges on either side to get to the balcony at the other end - if you climb the ladder, you can snipe down through the skylights and take out a few more Elite Guards. Through the doors on the balcony, kill, and read the letter on the table from Blavatsky. Out through the next door and turn right (those double doors on the left don't open), and right into the next hall - be careful, because Black and Elite Guards will be shooting at you from the end, using a table as cover (Panzerfaust, anyone?). There's a couple of Helmets on the table in that room, but nothing else... and the double doors just outside in the hall don't open. Oh, and guess what - General von Shurber was one of those you just killed, so that's an objective complete. Where to? Back out and up that ladder to the roof - drop down into the library, making sure you land on top of the bookcases so you don't hurt yourself. There are three arches out of here, so it doesn't really matter which one you take - you'll come under fire from several Elite Guards no matter what. Once they're all dog food, head right to that fireplace. [SECRET AREA 2] crouch and use the poker to open the fireplace - grab the 4 Gold bars in that tiny room. All the doors up here (that open) will just bring you around in a circle, so head downstairs. Down at the bottom there's nothing, but a Black Guard will blow open the doors for you with a rocket - return the favor. Check out that room at the end (more Bad Guys along the way) for a pair of hot meals and not much else. While you're in there you'll hear someone say that they can't let the American escape - get the Venom (or whatever you want) ready, and when the doors in the side hall open, cut loose. Head through there for the end of the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- M6 - Level 04>> Unhallowed Ground {dark} -- 1 Secret Area, 9 Treasure Items //Objective: Locate Site of "Anointing Ceremony". Destroy all Super Soldiers. //Enemies: Elite Guards, Black Guards, Super Soldiers //New weapons acquired: N/A (you've got everything) [CUTSCENE] as a bikini-clad, elaborately tattooed Priestess begins her intonation, another of those leather bitches gives instructions to the guards... sounds like a job for you. The whole speech she gives is a bit "Raiders of the Lost Ark", but that's to expected. You need to stealth this level a bit - just be careful. Through the doors, and there are three guards out here - two beyond the truck, and one to your right. I don't suppose you need to take them out quietly with that lightning in the background, but what the heck. There's Armor and Health in the back of the truck. Out through the gate (these doors are just decoration) and turn right - follow the path. Soon you'll see a guardhouse in the distance... you can stealth them with the Snooper or just walk up and whack 'em. Into the guard house for Tesla Ammo, and as you'll see, you can break the panel on the wall, even if it doesn't do anything. Back to the wall and follow it back the way you came from, and continue on to the end - turn left and follow the wall, and when you see the small stone wall ahead and to your right, crouch and hide behind it (between the mountain and the wall). When you get to the deep 'V' break in the wall, look ahead to see some ruins up on your left - use the scope on your Snooper to find the Elite Guard sniper hiding on top of those ruins, on the left. Head towards those ruins, but before you get to them climb the hill on your right and get behind the tree - there's a pair of Elite Guard snipers running around among the tombstones that you can nail from here... one of the ways the scope on the Snooper actually comes in handy. You can climb the hill up to those ruins on your left, but the door doesn't open. Up further ahead is a small house with a stone wall to the right of it - watch out for the Elite Guard sniper in the doorway. You can follow the wall on the hillside extending out from the ruins, but you can't get around the end of that wall - and if you peek up there someone will take a shot at you with a rocket. There's another Elite Guard sniper around the back of that small house, so watch out - if you stealth around the back of the house (on the right), you can sneak up behind her and literally shoot her in the ass. Get inside the house for Health and Ammo. Look out the window to the right, and you'll see another stone wall with a notch in it - have the Snooper ready and scoped, because another Elite Guard sniper will appear in that notch. If you go to the top of the hill behind the house, you can look down to see the guards you took out earlier - that's definitely not the way to go. From the small house, go up the hill towards those ruins from earlier - stay crouched along the front of the hill (so where you just were is on your left) and inside the ruins take out the Elite Guard. From the 'back' of the ruins, look ahead and left slightly - there's a tree there that has a sniper high up in it; take her out quick. [SECRET AREA 1] over by the front window (nearest the fireplace) of these ruins there are a couple of broken floorboards - break the rest and drop down in to gather the 9 Gold as well as anything else. Down the stairs and out the door you couldn't open earlier - you'll hear a female voice say "Get ready!", so watch out for the two Elite Guard down below. Get back up to the top of the ruins and follow that path - get to the right side of that stone wall and watch out - up ahead is a gate with an MG-42 Soldier in it... take him out with the Snooper. Get to the gate and you can go on what's left of that bridge if you need Panzerfaust Ammo, but there will be an earthquake. Get back to that MG-42 immediately and aim it left down the path - take out the two approaching Elite Guards before they take you out. The bridge is out, so follow the path those two Elite Guards just came down - when you see the truck, take out the two Elite Guards hiding behind it. For whatever reason, once they're dead the truck's lights will come on - or maybe it's just that you have to get close enough for the game to decide they're on. In any case, there's Ammo, Health and Armor in the back of the truck. Now straight ahead and through the arch - but make sure you've gotten everything you need first. As soon as you go through the arch it will close behind you... trouble. There are two Super Soldiers in here, one Prototype (Panzerfaust and Venom) and one Type 2 (which uses a Tesla). The Prototype is more or less in the center of the ruins, and the Type 2 won't come busting out of the tunnel at the end until the Prototype is dead. Once they're both toast, grab anything and everything around here - and there's something for everyone, including Tesla batteries - drop down through the square hole in the middle of the ruins to end the level. If that hole doesn't open, go all the way into the tunnel where the second SS came out of - that will do the trick. Hmmm... Wolfenstein Ink needs 3 Super Soldiers for her Resurrection ceremony - but we just blew away two of them. Does that mean it's safe now? Yeah, right... what do you think? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- MISSION 07: Operation Resurrection M7 - Level 01>> The Dig {dig} -- 2 Secret Areas, 3 Treasure Items //Objective: Pursue SS Paranormal Division Operatives through the dig site. Locate alternate entrance to Castle Wolfenstein. //Enemies: Soldiers, Black Guards, Elite Guards, Venom Soldiers, Super Soldiers (both) //New weapons acquired: N/A (you've got everything) Say what? Apparently you didn't stop that Anointing Ceremony - so now you've got to stop the Resurrection. Shoot the two guards through the bars and then break through - grab what you can, but you should have loaded up last level. Out the door and around the corner - for fun you can snipe the two Soldiers at the bridge, or take them out the normal way. [SECRET AREA 1] climb the right side of the bridge and jump across to the small ledge. Crawl through the cobwebs for a couple of Treasure items. Get back on the bridge and cross it - watch out for minor rockfalls along the way. Just after the end of the bridge there's an alcove on the right with Health, Ammo and a Panzerfaust. From here you can stealth your way forwards to those crates and take out the SS Prototype waiting beyond. When it's history, a couple of Black Guards will come out of that tunnel. Through the door ("Ammoniumpikrat") and the way is obvious - down the hole. Wade through the water and take out any Soldiers along the way, including one armed with a Flamethrower. When you get to the table and crates, load up and continue. At the end, climb the ladder - but watch out for the SS firing through the grate. Get up on the platform and take out any Soldiers in view, then if you want, jump down and run left to that next ladder - or stick around and blow the snot out of the SS. Two ways to go from here - right, and take out several Soldiers (including another Flamethrower) and a few items, until you come full circle to that "Ammoniumpikrat" door again, or left and up the first ladder, take those same soldiers by surprise, and grab anything. Either way, you'll need to climb the next ladder - watch out for the Venom Soldier with the Flamethrower at the top - and through the tunnel where you'll run into another SS. Several more Soldiers, and the hole in the floor just leads down to where you just were - don't fall down. Break through the boards (shoot the barrel) and through the door for some mutilated remains and some freaky sounds - more Undead, I guess. Down to the right is a big hole in the floor, but first turn right - see the barrel? [SECRET AREA 2] blow the barrel and clamber through the hole for a glowing skull and a Health Kit. Drop down through the big hole (drop on to the slanted beam for an easier fall) and through the hole in the wall to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- M7 - Level 02>> Return to Castle Wolfenstein {castle} -- 2 Secret Areas, 6 Treasure Items //Objective: Locate the entrance to the main dig site. //Enemies: Soldiers, Zombies, Armored Skeletons, Black Guards, Elite Guards, Venom Soldiers, Super Soldiers (both) //New weapons acquired: N/A (you've got everything) Home again, huh? Break the wall (from a distance, preferably) and kill the Zombies that appear. Once they're gone, three Armored Skeletons will break through the arch at the far left. There's a barred gate in here on the right that won't open, so head left, where the Skeletons came from. Grab the two Grails, and a Zombie will pop out of its coffin. Once it's dead (again), use the square switch at the back of the room to open that gate in the other room. Up the stairs to be greeted by two Zombies that come crawling out of their holes. Once they're dead, look at the far left bottom hole to see a gleam - break it to get the Gold bar. Up the stairs and into the next room. [SECRET AREA 1] break the bars under the stairs and in for Treasure (2 Gold bars). Up the stairs and heck, it actually looks like daylight out there. Through the door (actually, a Zombie will come out to greet you) and in the next room, interrupt the Zombies feasting on a corpse. Gather what you will and then look through the barred gate (it doesn't open) to see a Soldier getting mutilated. The door in here doesn't open either, so into the next room and up the stairs. The head rolling down the stairs should give you a taste of what's coming... two Zombies in the room at the top, and they're ready for you. Through the door and out into the (relatively) fresh air. A couple of Black Guards off to your right, but they're not a problem. Circle the ledges - you may hear and see fighting down below - and in the door on the other side (an Elite Guard may open the door for you). Down the stairs and take on the winners of the latest fight, if any. There's a single door on the other side of that statue, but that just leads back to where you've been. Head right for those double doors - don't go through until all of the firing has stopped, then go in and kill the winners. As soon as you go through the doors they'll lock behind you and you'll come under attack by Black Guards down at the other end (if they survived the fight). In the arch on the left are a couple of Elite Guards and a door that doesn't open, so go up the stairs to the left of the altar. This first door doesn't open, so around and through the next. Take out the two Black Guards out here and again work your way around to the right - as you pass by a boarded window you'll be shot at from inside. [SECRET AREA 2] when you get to the hole in the floor, climb the wooden beam along the wall - shoot out the barrier and drop down into the room where the shooter was for a bunch of Ammo. Drop down through the hole and watch out for several Black and Elite Guard who want to punch your ticket. The big double doors to your right are locked, and the door to your left just leads back to the chapel where you killed those two Elite Guard, so go straight ahead and through that door. To the left is a barred door, so up the stairs where you'll be greeted by Elite and Black Guard members. Through that door and the next, and toss a short-fuse Grenade down the hole to take out the Black Guard below. Down the ladder, kill the Black Guard in the next room and use the lever. Those big double doors out in the courtyard will open, so get back there and through them to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- M7 - Level 03>> Heinrich {end} -- 0 Secret Areas, 0 Treasure Items //Objective: Destroy Heinrich I. //Enemies: Armored Skeletons, Zombie Marianna, Heinrich I //New weapons acquired: N/A (you've got everything) [CUTSCENE] busty, bikini-clad and tattooed Marianna resurrects Heinrich, the Dark Knight... and she's turned into a Zombie. (Don't those tattoos make her look like she's been run over by a truck?) Not much to do here... load up and get ready to rumble. Get everything you need in this room and the next, then drop down into the broken well. Through this room (with a diorama of the Resurrection site on a table) and through the door. Okay, here's the big fight - Heinrich. How to? First, use a Panzerfaust to take out Zombie Marianna - she fires those damn blinding skulls at you. Next, pop a couple of the Skeletons if you wish, but they're not really a problem - you can avoid them easily. If you've got any Panzerfaust rockets left, use them on Heinrich. Heinrich? Nothing special (yeah, right!), just keep firing at him with whatever you've got - well, not the Tesla Gun, that doesn't seem to do much. But the Panzerfaust, the Venom, any of your machineguns, etc. If he yanks you towards him, sidestep the landing so you don't get impaled. Just keep firing. Finally he'll go ka-boom. Note that if you shoot the tip of the crane, that load of whatever will come crashing down - might be some help. [CUTSCENE] awww... Himmler is disappointed. Really breaks my heart. $%@%%^&%^&*^... we didn't get to kill Deathshead! I HATE it when they do that! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Intermission 6 [CUTSCENE] a job well done... so action junkie Blazkowitz jumps right back in the fray. Oy. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- MULTIPLAYER "RtCW" has a Multiplayer mode to it - play against others online. Multiplayer is team play... you really need at least 4 people per team, one of each type of character on either side. Rather than have me explain the whole process, go through the manual and read it. You can also play by yourself offline, but of course there won't be anyone else in the map, and you won't be able to complete most Objectives. To play on your own, choose "Create Server" from the top right of the main menu (after, of course, you've clicked on "Multiplayer" down at the bottom) - then choose the map you want to play, what side you want to play on (Allies or Axis), and what type of character you want to play. First off, make sure you go through your controls and set them the way you want them, especially your mouse. Just be warned that RtCW Multiplayer doesn't always save your changes properly. If you know what you're doing, you can go into the configuration file for the game (...\Return to Castle Wolfenstein\Main\wolfconfig_mp.cfg) and change them yourself that way - just make sure you back up the original file first. A couple of notes: only Engineers can arm (or disarm) Dynamite. To do so, select it from your weapons list, hit your 'fire' key to place it, then your weapon will switch to a pair of Pliers - hold down your 'fire' key until you get a message stating that it's armed... then get the hell out of there. Once you complete all primary Objectives in a mission, you'll automatically kick out to the Scores menu - so look through all of the Objectives in your Limbo menu (default 'L') and see which are Primary, which are Secondary. If you want to complete the Secondary Objectives as well, do them before doing the last Primary Objective. You don't need to do any of the Objectives in any particular order. Touch the enemy's flagpole to 'capture' that quadrant or section. All cheats work in Multiplayer, though you'll need "rcon" (remote control) abilities in order to activate them if you're playing online. The maps that come with the game: "Beach Invasion" {mp_beach} "Depot" {mp_depot} "Village" {mp_village} "Das Boot" {mp_sub} "Communique" {mp_base} "Assault" {mp_assault} "Castle" {mp_castle} and one final map that you won't see on the list: mp_destruction = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE CHEATS Before you can use the cheats, you need to activate them, which takes a couple of steps. 1 - on the command line for the game, add +set sv_cheats 1 to the end, like this: "C:\Program Files\Return to Castle Wolfenstein\WolfSP.exe" +set sv_cheats 1 That's for Win98/ME - for Win XP, make sure you have two spaces between the " and the +, like this: "C:\Program Files\Return to Castle Wolfenstein\WolfSP.exe" +set sv_cheats 1 2 - once the game actually starts, open the console (with your ~ key), and type in: /spdevmap [mapname] where you replace [mapname] with, of course, the name of the map you want to play. If you wanted to turn on the cheats for the first level of Mission 1, you'd type: /spdevmap escape1 (that's for Single Player - for Multiplayer you'd use /devmap, and the command line would read "\WolfMP.exe" +sv_cheats 1) Once the level loads again, you can open your console and type in any cheats - or bind them to a hotkey. Note that if you type in a cheat via the console, you have to use the / in front of it; if you bind it, you don't. Map names are listed throughout the document at the beginning of each level, in braces, like: {escape1} Your cheats save - if you load a save game where you have cheats activated, you don't need to reactivate them. If you use "god" or any other cheat, you have to use them again at the beginning of each new level, but they will remain active in your save games - that is, if they're on when you save a game, they'll still be on when you load that game, even if you've exited the game and rebooted. Spacing counts, and nothing is capitalized. The only thing I haven't figured out - and I haven't found online - is how to get the Silencer for the Luger. No that it's really worth anything, but... Single Player Cheats: /give .30cal - Gives you 5 .30 cal rounds (for the Snooper) /give .30cal box - Gives you 10 .30 cal rounds (for the Snooper) /give .45cal - Gives you (15?) .45 cal rounds (for the Thompson and the Colt) /give .45cal box - Gives you 30 .45 cal rounds (for the Thompson and the Colt) /give 7.92mm - Gives you 16 7.92mm rounds (for the Mauser and the FG-42) /give 7.92mm rounds - Gives you 8 7.92mm rounds (for the Mauser and the FG-42) /give 9mm - Gives you 32 9mm rounds (for the Luger, MP-40 and the Sten) /give 9mm rounds - Gives you 16 9mm rounds (for the Luger, MP-40 and the Sten) /give 9mm box - Gives you (40?) 9mm rounds (for the Luger, MP-40 and the Sten) /give 12.7mm - Gives you 50 12.7mm rounds (for the Venom) /give all - gives you all the weapons /give ammo - this gives you 999 rounds for every weapon you are currently carrying, and also, oddly enough, gives you all the explosives (both types of Grenade and Dynamite) /give armor - gives you 100 points of Armor in addition to what you already have. After you use this if your Armor is above 100, it will slowly reduce until it reaches 100 /give armor # - # is the amount of Armor you want /give binoculars - gives you Binoculars /give cell - gives you 50 cells (for the Tesla) /give colt - gives you a Colt .45 /give dr. zemph's journal - just as it says... /give dual colts - gives you a second Colt (John Woo!). You must have a Colt in order to use this. /give dynamite - give you 1 bundle of Dynamite /give fuel - gives you 50 fuel (for the Flamethrower) /give fg42 paratroop rifle - gives you the FG-42 Paratroop Rifle /give flamethrower - gives you the Flamethrower /give gauntlet - darned if I know what this does or what it's good for... as far as I can tell it's not part of your weapons or inventory, but the cheat works /give grenade - gives you 1 Potato Masher grenade /give grenades - gives you 3 Potato Masher grenades /give health - gives you Health up to 100 points /give health # - # is the amount of health you want /give luger - gives you the Luger pistol /give mauser rifle - gives you the Mauser Rifle /give mp40 - gives you the MP-40 Schmeisser submachinegun /give panzerfaust - gives you the Panzerfaust rocket launcher /give panzerfaust rockets - gives you # rockets (for the Panzerfaust) /give pineapple - gives you 1 Pineapple grenade /give pineapples - gives you 3 Pineapple grenades /give project book - gives you the Project Book /give sniper scope - gives you the Sniper's Scope for the Mauser Rifle /give snooper rifle - gives you the M1S Snooper Rifle /give stamina - gives you Stamina /give sten - gives you the Sten /give tesla gun - gives you the Tesla Gun /give thompson - gives you the Thompson submachinegun /give venom - gives you the Venom /give venom tech manual - gives you the Tech Manual for the Venom /god - god mode /kill - commit suicide /mapname - get the current mapname /noclip - walk thru walls /nofatigue - no fatigue from jumping, running, etc. /notarget - enemies will not fire at you /spdevmap [mapname] - jump to that map with the cheats enabled -- example: /svdevmap escape1 Note that you'll start without weapons, armor, or any other items. The only exception to this is the very first level, "escape1". Multiplayer Cheats: some of the above Single Player cheats can be used in Multiplayer. Special Multiplayer cheats are as follows: /g_friendlyfire [0 or 1] - toggle friendly fire on (1) or off (0) /g_forcebalance - force even teams (the same number of players on each team) /g_gravity # - set the gravity. 800 (?) is normal gravity /g_speed # - set the movement speed for players; the lower the number, the slower they will be /g_warmup # - set the warmup time (in seconds) /kick [player name] - kick that player from the game /map restart - reset the map /sv_maxclients # - set the maximum number of clients that can connect /timelimit # - set the timelimit for the game /toggle cg_draw2d -- remove or restore the HUD /toggle cg_drawcompass -- remove or restore the compass /toggle cg_drawfps -- show your framerate /toggle cg_drawteamoverlay /toggle cg_drawtimer =============================================================================================== TRANSLATIONS - GERMAN TO ENGLISH For those of you who don't speak German (and are too lazy to look these up online), here are some basic translations, in alphabetical order. Achtung! Caution! Ammoniumpikrat Ammunition Dump, more or less Drahtseilbahn "wire rope course" - Tram Station Erste Hilfe "first assistance" - First Aid Felddoft Field Office (quarters) Feldkommandantur Field Commandant (Commander) Feldlazarett Field Hospital Gefahr! Danger! Kaserne Barracks Oberst Colonel Rauchen Smoking Sü Up Verboten! Forbidden! Verschmutzte Wegwerfteile "got dirty throw-away parts" - dispose of waste properly Weinkeller Wine Cellar -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- COPYRIGHTS: "Return to Caste Wolfenstein" is copyright 2001 id Software (http://www.idsoftware.com/) distributed by Activision (http://www.activision.com/) =============================================================================================== SIGNATURE David "Nightwolf" Masters -- david_masters AT comcast DOT net the Roundhouse -- http://roundhouse.8m.com/ (Railroad Tycoon II) TerokNor -- http://tnhp.tvheaven.com/ (Star Trek silly, filks, fanfic) personal site -- http://home.comcast.net/~david_masters/games.htm LiveJournal site -- http://community.livejournal.com/nightwolf_jfo Walkthroughs / FAQs: Doom 3 Far Cry Half-Life Platinum Edition (Half-Life, Opposing Forces, Counter Strike, Blue Shift) Jedi Knight II: Jedi Outcast Jedi Knight: Jedi Academy Quake Ultimate (Quake I, Quake II, Quake III Arena) Return to Castle Wolfenstein Unreal Gold (Unreal, Return to Na Pali) Editing / Scenarios / Strategies: Railroad Tycoon II Railroad Tycoon III Tropico, Tropico 2: Pirate Cove Zeus / Poseidon February/March 2008 -- walkthrough; version 1 March 2008 -- minor modifications to spelling and wording, a couple more areas more thoroughly detailed; version 1.1 March 2008 -- more minor revisions, added alternate method to "forest" level; version 1.2 April 2008 -- minor updates and revisions; still version 1.2 April 2008 -- rewrote the "forest" level... it should read better now; version 1.2 April 2008 -- added Multiplayer section; version 1.2 August 2008 -- once again rewrote the "forest" level so it reads easier; version 1.3 September 2008 -- yet again...; version 1.3