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-----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+----- Game: Prisoner of War (PS2 / X-Box / PC - guide based on the PS2) From: JavaKid Email: joeking@merseymail.com Updated: 30th August 2002 Version: 1.3 (probably the final update!) Copyright: This FAQ is copyright S.E.Morris (aka Javakid). Please do not republish it in whole or part without the author's permission. -----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+-----
-----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+----- Contents -----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+-----
Introduction History Types of Cast Members How Do I...? (FAQ)
Chapter 1 : The Cast Chapter 1 : Objectives 1 to 4 Solutions
Chapter 2 : The Cast Chapter 2 : The Games Chapter 2 : The Tourist Guide Chapter 2 : Objectives 1 to 4 Solutions
Chapter 3 : The Cast Chapter 3 : The Games Chapter 3 : The Tourist Guide Chapter 3 : Objectives 1 to 4 Solutions
Chapter 4 : The Cast Chapter 4 : The Games Chapter 4 : The Tourist Guide Chapter 4 : Objectives 1 to 4 Solutions
Chapter 5 : The Cast Chapter 5 : The Games Chapter 5 : The Tourist Guide Chapter 5 : Objectives 1 to 4 Solutions
Expert Challenges Secrets Passwords Fact or Fiction? Bugs
-----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+----- Introduction -----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+-----
"Prisoner of War" is an original game from Codemasters, released on the Playstation 2 and X-Box (currently) in July 2002. This guide is based upon the Playstation 2 (PAL UK) version.
At the time of writing, I know of no other walk-through for this game.
Despite the occasional rough edge, this game has a strangely addictive quality. The cries of "Halt prisoner" from the German guards is often followed by a muttering of "...okay just one more game - and next time I'll make it!" from the game player. However, some of the puzzles in the game have proven too much for some players. So here I present a guide to each of the five chapters. It details not only the characters you will meet and interact with, but also a complete and blow-by-blow account of how to complete each 'objective' within the camps and ultimately escape to freedom. It also has a list of Frequently Asked Questions (FAQs) and a small section on the historical accuracy of the game, with links to other real-life POW resources.
In this update I've also added sections which detail the gambling games in each chapters, with tips. Plus the 'Passwords' section is now more accurate than any other source I've seen on-line. For those players who are looking to extend the replay value of this game, there is also an 'Expert Challenges' section written by myself and William Pettit.
The solutions provided in this document are the best/optimum solutions I could find. In other words, the easiest way to get the job done - unless otherwise stated.
Thanks must go to James Clark and William Pettit, who emailed me with a few suggestions.
Additions, comments, corrections to the e-mail address listed.
-----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+----- History -----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+-----
v1.0 5th August 2002. Chapters one and two only.
v1.1 12th August 2002. Chapters three and four added. Chapters one and two tweaked. FAQ added. Secrets added. Fact of Fiction added. v1.2 22nd August 2002. Finally all chapters are complete. Various tweeks and additions to many sections.
v1.3 30th August 2002. Edited the walk-throughs for better solutions, added to the FAQ, completely re-wrote the Passwords section, added Games sections for each necessary chapter, added an Expert Challenges section.
-----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+----- Types of Cast Members -----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+-----
Each character in the game serves a purpose. Some will give you gossip and information, others know about the layout of the camp, while others will offer their assistance - for a price.
The general roles are:
Escape Committee: These are the head characters in the camp, and will usually be the source of your missions, as well as offering you hints on how to solve the various puzzles in the game, often for a price. Getting hints from these guys will lower your end-of-camp grade.
Assistant: These characters will cause distractions, upon request, but often for a price.
Scrounger: These characters will offer you various items for sale, from useful items, like boot polish, to down right essentials like keys.
Informant: These characters will give you information on people and events elsewhere in the camp. They sometimes know the location of items or the position within the camp of important buildings, as well as their security detail. Gambler: These guys will allow you to participate in games of skill, to win the all-important currency needed for dealing with other characters.
-----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+----- How Do I...? -----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+-----
Q: How do I tell which way is North? A: Use the map screen in your journal. The yellow arrow indicates which way you are facing. Even easier, north is marked by a red label on the edge of your radar.
Q: How do I collect and use currency? A: Currency, as the game calls it, are objects which can be traded for other items, assistance or information. Currency is typically littered around each camp, and can be picked up quite easily by simply walking up to or past it. As for how to spend it? That's up to you, but talking to other prisoners usually leads to oppotunities to buy favours and handy escape tools.
Q: How do I put on the disguises, boot polish, etc? A: There are small shaving mirrors on the walls of some rooms. Usually there is one next to your bunk in the barracks. Walk up to a mirror and the action will become available (using the 'square' button). Do the same to remove the disguise. For hand-held objects like the guards uniform, you need to be holding them before this will work.
Q: How do I pick locks? A: On later camps, if you have a lock pick in your inventory, you can unlock doors with it - but this will take time. Walk up to the door, as usual, then press AND HOLD the action button (cross on the PS2 controller) and you'll hear Captain Stone mutter "This may take some time". Keep it pressed until Stone has successfully unlocked the door. This is the disadvantage of the lock pick - it isn't instant like the keys. If you look at the clock in the top left hand corner of the display you'll see a countdown of exactly how long is left before the lock is open.
Q: How do I crawl underneath something? A: Walk right up to it, crouch, the hit the action button (cross) and you should find yourself under the object. To get out, crawl to the very edge of the object until Stone will go no further, then hit the action button.
Q: How do I stash objects for later use? A: Pocket objects you can keep on you at all times without causing suspicion - although if you get caught you will loose them to the guards. Hand held objects like crowbars, and stolen uniforms, will alert the guards on sight alone - even if you are not in a forbidden part of the camp. To safeguard objects until you need them, visit your 'hiding place' which is next to your bunk in the barracks. You can store objects there until you need them, and they will not get discovered by the guards.
Q: How do I stop the guards from picking up my dropped objects? A: You can drop and leave held-held items and they will stay where they are - this is especially handy for positioning key tools, ready for later missions. But if a guard finds the item he'll take it and return it to its original location (where you originally found it!) To avoid this, never leave an item directly on a patrol route, and never leave an item when a suspicious guard is walking over to check you out, as the guard will confiscate it.
Q: How do I find objects once they have been confiscated by the guards? A: If you get caught all objects you hold will be taken from you. If a guard finds a hand-held object you have dropped, he will also take it. Such objects are typically returned to their original starting place in the game (unless otherwise noted in the walk-through below). For example, if you get caught with a brass key, it will be returned to the place from where you stole it. (If you got it from a fellow prisioner, then ask them for advice.)
Q: How do I use the catapult? A: The catapult turns up in chapter's four and five, and provides a much stronger means of throwing stones. To use it you must first have it in your personal inventory, plus a supply of stones to throw. Go into first person mode, but instead of just hitting the button to throw a stone as usual, press and hold it down. After a second or so pause, the catapult will appear on screen. Target as usual, then release the button to fire. The stone will have a red streak instead of the regular white one, and will carry more force - meaning it can be fired longer distances. To exit the catapult mode without firing, simply leave first person mode before releasing the fire button.
Q: How do I use the camera? A: Just like you use the mini-telescope. Go into first person mode, look at the thing you want to photograph, then switch to the camera using the R1 button and take a snap.
Q: How do I use the grappling hook? A: Metal rings are placed around the Colditz camp which can be used to attach the grappling hook. To climb down, walk up the ledge with the ring, and press the action button to place the hook. Climbing up is a lot more tricky, and requires throwing the hook. Stand beneath the ring you want to attach the rope to, go into first person view mode to aim, then switch to the grappling hook (R1 button on PS2) and throw it. If your aim is good the hook will catch and you'll be able to scale the rope. If you miss, it will be several seconds before you can gather the rope in to try again. One tip is to position the ring in the south of the screen (near the bottom, and horizontally central).
Q: How do I use the grappling hook, really? A: Stay in first person mode between attempts. Pay close attention to where the hook travels in relation to the ring, and adjust carefully for each attempt. It's a bit like throwing stones at the tin cans. Also, make sure you are standing a suitable distance from the target - the higher the target, the further out you should stand.
Q: How do I use the football? A: You can find the football (or Soccer ball if you prefer) hidden in chapter three, Colditz. Once you have it in your hand, go talk to Kapowski, Doc Winters or Worthington. They will thank you for returning the ball (Logan kicked it out of the yard, and was too afraid to go get it back) and will leave you a gift in your hiding place - a grappling hook no less!
Q: How do I throw the football at Corporal Schliemann? A: You can't. There was a rumour on GameFaqs message boards that you can throw the ball at his groin and he will go "ouff!" and fall over. This has been tested, and nobody I've contacted has been able to do it. Neither have I. Chalk it up as a 'troll' - unless YOU know better?
Q: How do I know when the guards will get suspicious? A: When Captain Stone does something that might alert the guards, including carrying objects, walking in restricted areas or unlocking doors, he stoops slightly rather than standing up straight. When being chased by the camp's guards, you must hide until Stone stands up straight before you can pass in-front of guards without alerting them again.
Q: How do I disable the search lights in Stalag Luft? A: Using stones. This can be done either day or night, regardless of whether the light is on or not. Regular stone throwing will work, but you'll have to get close and be accurate. For best results, use the catapult (see above) for a deadly shot which can take out a light from quite a distance away.
Q: How do I get through the lift-up barriers without alerting the guards? A: When disguised as a German, ducking and crouching underneath will alert any watching guard. Instead walk up to the middle of the red/white stripped bar and one of the action buttons will highlight, giving you the opportunity to open the barrier just like any normal guard.
Q: How do I get the grappling hook on my first visit to Colditz? A: The grappling hook is available in chapter three, although it isn't a whole load of use as it doesn't open up any areas of the castle which cannot already be accessed from other paths. See "How do I use the football?" above.
Q: How do I save my game? A: There is usually a save point near your bunk in the barracks. Activate it and reply "yes" when asked if you want to save.
Q: How do I unlock the secrets? A: Each camp unlocks a secret if you get a grade A rating when you finish it. See the section on secrets and what they do near the end of this guide.
Q: How do I get a better grade when I complete a camp? A: Grades are dependent upon many things. The time you take to complete each camp, the number of times you were captured or injured, how many hints you asked for, how many times you enlisted other camp mates to cause distractions, etc. The lower/fewer these things, the better your score. However, advice which is given for free as part of the general conversation (particularly by 'informants') does not appear to affect your score.
Q: How do I make this game easier? A: See the Secrets section below. Try switching Unlimited Goodies to 'money', Guard Perception to 'low', and/or Defiency to 'off'. Each of those will make the game easier - the first being the least easy, and the last the most.
Q: How do I make this game harder? A: See the Secrets section below. Try switching Guard Perception to 'high', Defiency to 'on' and/or First Person Mode to 'on'. Each of those will make the game harder - the first being the least hard, and the last the most.
Q: How do I get this game for the PS2 in America? A: Well, the word in the camp is that goons have confiscated the PS2 version for all American prisoners. Or to put it another way, Microsoft has negotiated an exclusivity contract to stop the PS2 version from being shipped in the US market. Whether this just delays the PS2 release or totally eliminates it I don't know. That's the rumour anyway - if you've got some hard facts then let me know! And no, I don't give currency in reward!
-----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+----- Welcome to Chapter 1 : "Captured!" (Holding Camp) -----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+-----
Chapter 1 : The Cast ~~~~~~~~~~~~~~~~~~~~
Flight Lieutenant James Daly: USA. Your flying buddy. Assistant.
Sergeant Jimmy O'Brien: Irish. Escape committee.
Private Paul Clancy: English. Informant.
The Kommandant: German. The twin brother of the German officer in Brit-com 'Allo Allo', presumably?
The Cook: German. Just because he's not in a German uniform, doesn't mean you can trust him!
Chapter 1 : Objective 1 ~~~~~~~~~~~~~~~~~~~~~~~
Your first job is to steal some currency for Sergeant O'Brien. It's a simple enough task, and one which will give you the basics of the game.
Wait until meal time, and then run around to the back of the Mess Hall - that's the eastern side, opposite the main door. You'll see a wall which is climbable. Wait for the patrolling guard who circles the hall to walk away from you, then climb over the wall. You are now in the Sickbay compound. Luckily nobody is ill - so head inside and collect the currency on the trolley. Then check out the door which leads into the back room (it's a little difficult to spot in the regular game view, so try first person mode) to pick up some more currency.
Slip out the way you came, minding to avoid any overlooking tower guards. Make sure the patrolling Mess Hall guard isn't watching (use the radar in the bottom left corner of the screen) and climb back inside the Mess Hall compound and go see O'Brien who will give you some useful kit.
Jobs a good'n!
Chapter 1 : Objective 2 ~~~~~~~~~~~~~~~~~~~~~~~
Okay, to get the crowbar you need to first steal a key. This is in the 'German Barracks', which are a little harder to get into. But not impossible. You can enlist JD's help to distract the guards, if needs be - but it's really not necessary. Particularly as he insists on waiting until morning exercise - which just wastes time.
Again, you wait until meal time, except this time you go over the fence to the north, instead of the wall. Make sure you time it right as before, or the Mess Hall guard will spot you. Once over, you will see a large raised hut with steps leading up to the door. This is the German Barracks. Bad news - there is a guard posted at the foot of the steps. What are you to do?
What seems like a mission impossible is actually quite easy. You can either carefully sneak around the guard and onto the steps. Or, for an even safer bet run north down the side of the hut. Then, climb under the hut to see the sparkle of some currency - might as well collect it - before you crawl westward to right next to the bottom of the steps. Pop out from under the hut, just behind the sentry guard, and slowly climb the steps, before opening the door and slipping in. At the far end of the room is some goodies - including the key you need.
Now reverse the process to get out. Crouch and walk down to the foot of the steps. Climb under the hut and crawl to a safe distance before reappearing and dashing south over to the fence again. Use the cover of the bushes (crouch down) to hide yourself until you are sure the Mess Hall guard is not a threat - then it's over the fence and back to the Mess Hall before anyone notices you are missing. Go see JD and inform him you have the key.
Chapter 1 : Objective 3 ~~~~~~~~~~~~~~~~~~~~~~~
With the key safely in your inventory, you can make a move for the crowbar you'll need to mount your escape plan. This too can be done in broad daylight, as long as you are careful. Don't forget to take the brass key you got from the last mission.
At the northern side of the barrack compound, at the rear of barrack 1 (the opposite side to the door) you'll see a road with a brick wall on one side and guards patrolling east and west, overlooked by a tower. If you look closely near the far western end of the wall, you'll see a hole. That is where you are heading. Time your run across the fence and towards that hole to avoid the patrolling guard and tower (this is where the mini telescope comes in handy, if you got it from O'Brien). Wait until the guard is walking away from the hole towards the junction - then over you go. Once you reach the hole, crouch to get through and hide crouched down behind the logs on the other side.
You will see a brick building with a guard who patrols one half of the perimeter, back and forth. This is the 'Tool Store'. The crowbar you need is inside. When the guard is out of sight, make a dash for the western side of the building - the opposite side to where the door is. Use the bushes for cover as needs be, there is an annoying sentry just outside the northwest corner of the compound who delights in spotting you.
Sneak around the north side of the building and use the boxes for cover. Now, in what is the most tricky feat of timing so far, you have to time your dash around the front of the building so that the patrolling guard won't see you and get inside. To do this, hide behind the boxes until he comes by, and turns - then follow him quickly, stopping only to pick up the currency on a near by box if you want. Get to the door and open it with the brass key - then quickly inside.
Once inside, stay away from the window at the left hand side of the door - the patrolling guard will see you if he passes by. Get the crowbar from the desk. Make sure you don't drop it (you should be able to see it in your hand as you move). Now head back to the door and use the keyhole to watch for the guard outside and the tower. You need to wait for the guard to come from the direction of the boxes - heading south. Once he passes by the keyhole wait for a few seconds for him time to move around the corner. The further he is away from the door the more chance you have of escaping if the tower guard should catch a sight of you.
Open the door and dash back around to the boxes on the north side and hide again. Then retrace your steps back around to the hole in the wall - using the boxes, bushes, walls and logs as cover. Keep an eye on the corner sentry guard outside the compound, the patrolling guard inside the compound, and of course the tower guard. Once the coast is clear, make a dash through the hole (remember to crouch) across the road (best to run) and then over the fence to get back to the barracks. Just to be on the safe side, dive underneath the closest barrack, which should be barrack 1, and hide. If your buddies are off having a meal, you can wait here until it is safe to show your face in the barrack compound again without the guards getting suspicious. Tell JD you've got the crowbar.
Chapter 1 : Objective 4 ~~~~~~~~~~~~~~~~~~~~~~~
Time to blow this place. Your ticket out of here is in the back of a truck on the northwest side of the compound. Wait until after evening roll call. Use the boot polish, and take the crowbar. Slip out of barrack 1 and watch out for the guards. There is a brick building in the compound with yellow signs on the door. Head towards the spot of fence to the north side of that building - the opposite side to where the sentry box is. You'll see the road which leads north/south between the crossing zone that you use to go to visit the Mess Hall, and the junction with the watch tower that you saw in your last mission. There is a guard patrolling up and down the road. You need to time your run over the fence, across the road and over the opposite fence to get into the Mess Hall compound on the east side of the road.
Once there, you need to run to the east side of the hall, and climb over the fence again just like you did in objective 2 when you got the key. Except this time instead of heading inside the barracks, you carry on north, down the side of the hut until you come to yet another climbable fence leading to a road with another similar hut. This is the 'Driver's Quarters', and you need to get inside in order to access the compound with the trucks. There is a guard patrolling the road, so time your fence climb carefully. Once over the fence, you will see some logs straight in-front of you, on the other side of the road - you can hide behind these and wait for the guard to come your way once more and then turn. Once his back is turned, dash out and crowbar the door, then go inside.
Slip into crouch mode. If you make a noise in here you will wake up the occupants. Sneak over to the door on the far northeast side of the room, and exit. You'll find yourself in the northeast corner of the camp, with a search light beam scanning the path ahead. Stay out of the light - getting detected here is fatal. As the light moves into the corner of the compound, dash around the corner of the sleeping quarters and make a run westward for the cover of the vehicle. Now keep making your way west, and hide behind the junk littering the northwest corner of the compound. Be careful - as a guard patrols this corner. You'll notice a wall leaving up to an opening to the west. Beyond that the truck which will take you to freedom. Watch the guard carefully, and time your run to get around the other side of the wall - remember in the dark his vision is not so good - providing you stay low you should be able to get pretty close to the opening in preparation for your dash.
Okay - you're almost home. The truck is right in-front of you. You just need to find a way to get around to its rear. There are guards just beyond the western fence who can see you if you don't time it right - and don't forget the guard you just slipped by on the other side of the opening. When the moment is right, make a mad dash for the back of the truck and just inside. JD will join you shortly.
Congratulations - you have just escaped your first POW camp.
-----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+----- Welcome to Chapter 2 : "Prisoner of War" (Stalag Luft) -----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+-----
Chapter 2 : The Cast ~~~~~~~~~~~~~~~~~~~~
Wing Commander James Temple-Smithson: English (Toff). Escape Committee.
Major Nicoli Radtke: Polish. Escape Committee.
Lieutenant Peter Newsbit: Scottish. Informant (gossip).
Private Xavier DuChamp: French. Informant (maps).
Second Lieutenant John McCormack: English. Informant (tricks).
Sergeant Harry Fox: English (Cockney). Scrounger.
Private Oliver Vermass: Belgian. Assistant (25 currency).
Private Henry Plunkett: Southern USA. Assistant (25 currency).
Flight Lieutenant Jonathan Fielding: English. Assistant (25 currency).
Private Mickey Malone: USA (New York?). Gambler (dice).
Private Charlie Wilson: English (Cockney). Gambler (tin cans).
Colonel Roger Harding: English. SOE agent (Special Operations Executive). A man with a secret?
The Kommandant: German. A nasty piece of work.
General Stahl: German. An even nastier piece of work.
The Cook: German. Don't expect any favours from him.
Chapter 2 : The Games ~~~~~~~~~~~~~~~~~~~~~
Tin Cans (Private Charlie Wilson) : Knock off all the tin cans from their perch within the time limit, using only the stones provided.
Bet: 5c Winnings: 10c Cans: 6 Stones: 15 Time: 45 secs
Dice (Private Mickey Malone) : Repeatedly stop two rolling dice so that the sum of their up-turned faces is equal to or greater than 7. The dice roll faster and faster each round. (Tip: watch the faces on the surrounding sides of the dice - they roll too quickly to stop them once they've turned over onto the top face!)
Bet: 5c Winnings: 10c (easy), 15c (medium), 25c (hard) Rounds: 3 (easy), 5 (medium), 10 (hard) Time: Unlimited
Chapter 2 : The Tourist Guide ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Want a bucket full of currency? There's a load in the construction yard to the west of the barracks. It's lightly patrolled, so a daytime raid is possible. Head behind barrack 2 and you will see a section of climbable fence jutting out, with a guard and a hut beyond. Linger near one end of that fence, and once the guard turns his back to walk away, climb over and run around the back of the hut. (If he sees you, simply run around and around the hut until he gives up the chase). Now climb over the west fence which leads to the construction yard. There's currency a-plenty to be found around the trucks, under the trucks, inside the unfinished huts and inside the tent. There's also a crowbar in the tent - handy. Crouch in the bushes for cover, when necessary.
Still hungry for some currency? On the east side of the camp you'll see a big house - this is the Kommandant's building. There's some easy currency inside - if, that is, you can get inside (hint: a disguide works best). Go south from the Entrance Hall and west to check out the Kitchen. Up the stairs and into the Kommandant's Study and Bedroom, plus access to the balcony with a telescope. You'll find all kinds of useful stuff lying around.
Feel like exploring? The southeast corner of the camp is under construction. Head over there and check out the barn and the surrounding area for currency and a crowbar. Best to go in disguise. Also, if you can find the right key (hint: check out the Kommandant's quarters) you should be able to get yourself into the Laundry room and the Post room - both compounds are on the east side of the camp, sandwiched between the barn and the Kommandant's building.
Chapter 2 : Objective 1 ~~~~~~~~~~~~~~~~~~~~~~~
You need to talk to the escape committee in hut 4. They will ask you to prove yourself by playing a tape of some music over the camp's speakers. The speaker system controls are in the Administration Office. This is to the north of the camp. The tape will be deposited in your hiding place in barrack 2.
You will have to act quickly for this mission - try to keep on the move as much as possible and don't spend too long waiting for the guards. Run when possible, don't crouch.
After evening roll call, go to your hiding place and collect the tape. Also use some boot polish if you have any. Exit barrack 2 and walk around to its rear. Here you will see a fence with a climbable section jutting out. Beyond the fence is a 'Store' hut, but between the hut and the fence a guard patrols north and south. Wait near the corner of the barrack for the guard to come close and then turn. As soon as be begins to walk away from you, dash for the fence and climb over - then run behind the hut where he cannot see you.
Run up the long path north, and you will encounter an east-west road, with guards on watch. Most of them are stationary, but one patrols east/west - so watch out for him. When the coast is clear, slip out onto this road and run east a short distance until you see the north side fence is climbable (there's a section just before the sentry box). Climb this fence into the yard with two guards and a building to the north side (this is actually the Mess Hall where you eat your meals). Hugging the fence, so not to fall into the spotlight of the guards, make your way to the eastern side of that building, and continue north. You'll come out into a small yard with a couple of currency near a door. (You may also see the cook with his nose pressed up against a wall - most strange!) Go over the fence to the north. You are now in the compound with the Administration Office. There's some currency on the west wall if you want to collect it.
Stand outside the door (there is only one) and use the keyhole to spy on the guard inside. He patrols in an L-shaped pattern. The tape recorder is inside, at the bend in that L. Immediately after he moves from the doorway, open the door and rush after him. Be careful not to bang into any chairs. (You may wish to stop and collect the currency on the desk by the door, if you feel bold). When the guard turns at the bend, you head in the opposite direction and duck behind the tall bookcase in the darkened corner. When the coast is clear stroll over to the tape player next to the bookcase, and play the tape.
(Note: an easier method which has been recommended (but I've not yet tried) is that you hide behind the logs near the fence and cause a noise by throwing stones at the barrels, causing the guard to come out and do a border patrol of the compound. Giving you enough time to slip inside and play the tape.)
There's a short animation (strangely nobody thinks to check the Administration Office, which is where the tape player is!) and then it's time to head back to barrack 2 before roll call. Wait for a few moments before you leave the safety of the bookcase. The guard will return from outside and you don't want to get caught. Once the guard is back inside and on patrol, slip out past him and retrace your steps back to behind barrack 2. Now carefully get across the yard to barrack 4, and report to the Escape Committee.
(Note: if you get caught the tape will be taken from you. To get it back you should talk to the overweight guard with the moustache who patrols the exercise yard during the exercise periods. It will cost you some currency, he will return it to your hiding place for you.)
Chapter 2 : Objective 2 ~~~~~~~~~~~~~~~~~~~~~~~
Your previous mission was just a cover so that some documents could be stolen. But the mission failed and now the Escape Committee want YOU to get the documents back. For this purpose they have left a key in your hiding place in barrack 2. You much get to the Kommandants Office to the east of the camp, but a disguise will be needed first.
This mission can be completed in broad daylight. Remember to take the brass key from your hiding place, then head around the back of barrack 2, to the west fence where you climbed over in the last objective. The 'Store' hut is still there, and so is the peskie guard who patrols north/south. Wait up by the northern end of the fence, then as soon as the guard turns his back, climb over the fence and keep running past the metal bins. Your next step is to use the metal bins to distract the guard. Either bang into them or throw a stone at them - either way if he is close enough he will come and investigate. (Knocking on the wall would probably also work!) Quickly dash anti-clockwise around the hut, and circle around so that you arrive at the door from the south. The guard should be sniffing around the north wall - giving you just enough time to unlock the door and head inside. Inside, on a table by the door, you will find a guards uniform. Using the mirror, put it on. There - don't you look smart!?!
Casually WALK (do not run) out of the hut and head north, just like you did on the last mission. From this point on you must only run when you are not within sight of a German guard. Once you get to the east/west road, head east and keep going past the barriers and gates which are used when the prisoners move from the barracks to the Mess Hall. You will see a large house with a low wall perimeter ahead of you. There are two barriers - one on the southern wall and one on the west. You'll use the western entrance, so follow the path around to the north until you arrive next to the western barrier (it is best to go as far north as you can - ie. the extreme left-hand-side of the barrier). The guard will be fooled by your disguise - but you will see an officer (in dark blue uniform) patrolling the courtyard outside the house. He will spot you on sight - so you MUST avoid him. His route takes him down the side of the house and across the yard in an L shape. When nobody is looking, crouch under the barrier and wait in the seclusion of the small wall to the north. When the officer begins his walk south along the side of the house, quickly dash over to the house and slip inside behind his back.
There's two ways to do the next part, the easy way and the hard way. The hard way first...
Now - here is the most tricky part of the mission. The room inside leads to another room. Inside this second room is a guard, and an officer. The guard can be fooled providing you don't run. The officer however will blow your cover on sight alone. Looking through the keyhole you can see a bookcase on the far eastern side of the room. When the officer leaves his station to patrol the room, quickly open then door and WALK past the guard, then make a dash for the bookcase and hide behind it, crouching. From the other end of the long bookcase you can see your objective on the desk across the room. Wait for the officer to return to the door then dash to the desk and collect the plans, dashing back pronto and crouch. Now return to the other side of the book case and wait for the officer to leave the door and wander to the desk - then WALK out of the room past the guard. Next is the easy route, so continue at the last paragraph, beginning "Step outside...".
The easy way now...
From the Entrance Hall where you currently are, head south through the Hallway and then west into the Kitchen. You can go upstairs to collect a load of goddies from the Study and Bedroom if want, including a handy key, before returning back to the kitchen. Walk up to the north door and crouch. Open the door to see the room with the plans, and a handy bookcase partitioning the west side of the room. Observe the officer, and when the coast is clear dash from the door to behind the bookcase. Now move to the north side of the bookcase. You will be able to see the sparkle of the plans on the desk in the northeast corner of the room. Then the officer patrols to the south of the room, rush out and collect the plans, and quickly back to behind the bookcase. Go to the southern end of the bookcase and time your run back trough the door into the Kitchen. Then east into the Hallway and around to the north door back to the Entrace Hall.
Step outside into the courtyard and wait by the eastern wall next to the door until you can synchronise your dash across the yard with the patrol of the officer. Now retrace your steps. If you are very clever, you can wait until the barrier and gates open for meal times and then simply walk into the barrack compound via the gate - just like when you return from the Mess Hall. Head for your hiding place and stash the gear - then take the plans to barrack 4 and show them to the Escape Committee.
Chapter 2 : Objective 3 ~~~~~~~~~~~~~~~~~~~~~~~
A pair of bellows is required by the Escape Committee to assist in the building of the tunnel. What seems like a trivial mission is actually quite hard. Firstly, it helps to check in with Sergeant Harry Fox, and purchase an iron key from him. It's expensive, but it will do the same job as a crowbar and it isn't nearly as much trouble to get about the camp with. If the price is a little steep, try visiting the construction yard (see the Tourist Guide!). Otherwise, you'll have to carry the crowbar and avoid the guards.
Okay, after morning roll call you can head on over to the Mess Hall. The bellows are there on the table behind the counter, where the cook works. Wait for the meal to be over, and the men will leave - including the cook. Unlock the northeast door, which leads out into the area south of the Adminstration Office, where you played the tape in the first mission. The guard patrols outside by day - so keep an eye out for him as he will spot you. Head west along the wall and then unlock and enter the western door of the Mess Hall - which will lead you into the kitchen area itself. Careful - the guard on the stool is still here. Collect the bellows (they are just south of the door) and collect the other currency as well (including a second brass key, if you want!) and then exit - either by the west door or the northeast door, sneaking past the seated guard by ducking down under the serving hatch.
Head to the eastern wall of the Mess Hall, and crouch behind some logs. This is sufficiently far from the Administration Office, the road and the gate guards for you to be not spotted - so you should be safe here. Wait until evening meal is over. As the men walk out to return to their barracks, mingle with them, avoiding any guards, and return to the barrack compound. Head for barrack 4 and give the bellows to the Escape Committee.
(Note: it occurred to me, after I had completed this level, that an easier way to get the bellows to the Escape Committee would be to just wait out of sight of a guard in (or around) the Mess Hall, until the evening meal. Then hand them over after the Wing Commander and Major enter for their food. You might want to give this a try.)
Chapter 2 : Objective 4 ~~~~~~~~~~~~~~~~~~~~~~~
Time to escape. There's an old abandoned tunnel in the other barrack compound - which has now been re-assigned. You need to break into that old compound and access the tunnel. This mission should be attempted after evening roll call.
You'll need the iron key (or crowbar, if you want to make life hard). Slip into your German uniform disguise. Now exit the barracks and head west to the hut with the patrolling guard. You've been here before, so you know what to do - wait for him to turn and then slip over the fence and head north up to the east/west road. Now follow the path you took in the first mission - go east and then over the fence into the Mess Hall compound. Once in the compound, WALK across the yard, then down the west side of the building, past the kitchen door. The north wall of this compound leads into the Administration Office compound - EXCEPT for the very western part of it, which leads into another 'Tools Store' compound. Once the search light is occupied elsewhere, climb the wall and use the key (or crowbar) to open the hut door. Step inside and you will find some extra currency (you can collect it if you want - although it is useless to you at this late stage). Inside is another crowbar - you will need to take this for the abandoned barracks next door if you left your original crowbar behind. Take it and head back outside. In the northern wall of that compound is a hole - you can crouch and squeeze through into the old barracks compound.
Here's the rub: the guards will spot you with a crowbar, so drop it whenever they get suspicious. They will come sniffing around you - but providing it isn't in your hand they will get bored and walk off eventually. Leaving you to pick up the crowbar and continue with your mission. There is also an officer who patrols outside the barracks and around the centre of the compound. You must avoid him as all costs - he can see through your disguise.
The barracks are located on the southern side of the compound - there are three of them. You need to get to the middle one. Time your walk westward, using the vehicles for cover as needs be. Watch the path of the officer - when he turns away from the barrack buildings to head into the yard, dash out and crowbar the middle door, then head inside. The tunnel opening is located in a darkened corner of that barrack. Climb down and then crawl along the tunnel - then up the ladder to freedom...
Jolly good show old chap - you just broke camp two!
-----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+----- Welcome to Chapter 3 : "Castle Colditz" (Colditz) -----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+-----
Chapter 3 : The Cast ~~~~~~~~~~~~~~~~~~~~
Major William Kingsley: English. Escape Committee (head of...).
Group Captain Henri Dubois: French. Escape Committee (barrack officer).
Private Micheal Kapowski: USA. Informant (tricks).
Lieutenant Cameron 'Doc' Winters: USA. Informant (maps).
Second Lieutenant Reginald Worthington: English. Informant (gossip).
Private Dwight Johnson: Southern USA. Scrounger.
Private Luka Beratti: USA. Assistant.
Second Lieutenant Dick Williams: USA. Assistant.
Flight Lieutenant Ricki Logan: USA (New York?). Assistant.
Private Tony Caponi: USA (New York?). Gambler (cards).
Corporal Douglas 'Sure Shot' Spears: English. Gambler (tin cans).
Colonel Roger Harding: English. SOE agent (Special Operations Executive). You met him in the last camp.
The Kommandant: German. Loves a small dachshund called Otto. Nuff said!
General Stahl: German. Loves visiting POW camps. Even more nuff said!
Corporal Schliemann: German. Colonel Harding's personal guard.
The Cook: German. German cooking - how could you resist?
Chapter 3 : The Games ~~~~~~~~~~~~~~~~~~~~~
Tin Cans (Corporal Douglas 'Sure Shot' Spears) : Knock off all the tin cans from their perch within the time limit, using only the stones provided.
Bet: 10c Winnings: 20c Cans: 8 Stones: 12 Time: 30 secs
Cards (Private Tony Caponi) : Deal a given number of card, predicting each time whether the next card will be higher or lower than the last. Aces are high (rated above a king).
Bet: 5c Winnings: 10c (easy), 15c (medium), 25c (hard) Cards: 3 (easy), 5 (medium), 10 (hard) Time: Unlimited
Chapter 3 : Tourist Guide ~~~~~~~~~~~~~~~~~~~~~~~~~
Want to get about without that peskie lock pick which is so hard to swipe from the barrack 1 entrance hall desk? No problem. After morning roll call go to the Mess Hall with everyone else, but go south into the Cook's quarters and when the moment is right, slip out through the south door and into the hallway beyond. Across the hall is the Kitchen door - enter it and collect 100 currency and a vital brass key. Now rejoin your friends in the Mess Hall by returning to the corridor and using the keyhole to study the movement patterns of the Cook. Be careful to time your entrance well, as he will alert the guards if he sees you arrive from somewhere you shouldn't have been!
Want to get the lock pick too? Okay, when you are in the Kitchen, after you get all that lovely currency and the key, unlock and open the west door onto the courtyard. Wait for the patrolling guard to walk south and stop outside the door, then turn west. As soon as he begins to move west sneak out and head south towards the Barrack A entrance. Open the door and stand just outside looking in, until the guard inside walks west into the narrow hallway, and vanishes from your radar. Quickly, dash inside and grab the lock pick from the table, then crouch behind the table so the patrolling guard can't see. Wait until your friends move from the Mess Hall to the yard, then slip out of the door to join them - and nobody is the wiser!
(Alternatively, you can make use of the cupboard opposite the desk. It's a great place to hide during a camp-wide search if you skipped roll call, and once the fuss is over you can sneak out behind the guard's back!)
A bit more currency do you? In the southwest corner of the west side of the courtyard, you see an anonymous looking door. Unlock it with either the lock pick or the brass key, and step inside. You'll find a ladder which leads up to a room which in turn leads to the Sickbay. Get inside and collect the currency hidden around the room and under the bed.
Want some fun? In the western side of the prisoner's courtyard there is a ladder leading up to a ledge with some currency and a football. Collect the ball and head back down to ground level. If you give it to either Kapowski, Doc Winters or Worthington, they will thank you and will leave you a grappling hook in your hiding place in return. (It isn't as useful in this chapter as it is in later chapters, however!)
Chapter 3 : Objective 1 ~~~~~~~~~~~~~~~~~~~~~~~
You need to get to Colonel Harding. He is being held in a room on his own in the western side of Barrack B (which is to the north of the courtyard, next to the Mess Hall). You need to prepare for your mission first. Get the brass key from the Kitchen, as per the instructions in the 'Tourist Guide' for this camp, above. If you fancy a challenge, you can use the lock pick instead - again, see the 'Tourist Guide'.
Right, so how do you get to Harding's room? There are two ways of getting there. The long way, as hinted at by the characters in the game, or the short way.
Okay, the long way first, as this is the solution that Kapowski, Doc and Worthington recommend...
You cannot waste any time on this mission - there are lots of guards to avoid and a lot of ground to cover. First you need to get into the Library - which is the (locked) door in the southwest corner of the hallway outside your barracks - opposite the desk with the lock pick. There are various ways of getting past the guard, depending upon the time of day. (a) if he is standing behind his desk, walk up to the door and unlock it with the brass key (from the Kitchen) then quickly step away from the door. He will see you and will investigate - but will loose interest and wander off. As soon as his back is turned from the door, open it and dash inside. (b) if he is patrolling east/west across the hall, time your run to the door so he is heading towards the western part of the hall. (c) after lights out, the guard will fall asleep on the chair next to the Library door. Crouch and walk slowly up to the door and unlock/open it - if you are stealthy enough he will not wake.
Once inside head south up the first flight of stairs until the U-bend. But STOP! There is a guard posted on the landing ahead. Luckily in the gloom his vision is poor. Crouch and sneak at your slowest pace up the stairs (it helps to keep tight left, against the banister, I've found) and around him to the door in the north-eastern corner of the landing (don't bother going down the corridor to the south). Open the door and step inside. You are now inside the Library.
Crouch and sneak east along the rail and wait at the foot of the steps which lead into the main hall of the Library. Against the west wall you will see a double flight of stairs leading up to a balcony at the northern end of the room. A guard waits on these stairs, before walking down to do a circuit of the main hall. Time your run to avoid him (you might like to break your journey up by sneaking behind the desk on the other side of the rail while he is on the stairs). Be careful when you get near the top of the stairs. There is another guard on the balcony. When he isn't looking dash behind the cover of the bookcases. Now - watch your radar carefully. You will see the guard sitting on his chair at the south of the balcony. Then you will see his radar image move a few paces north (to look out of the window). This is the time to act. Crouch and walk around the bookcases towards him - stopping just behind and to the left of him. He will turn east and walk a few paces away from the window. Stand and dash over to the window and open it, climbing outside, and dropping down.
You are now on an east/west ledge above the courtyard (hope you don't suffer from Vertigo!) Use the ladder north and continue north until you reach a ledge you can climb up onto. Now head west along the ledge and follow the path north and then west again. You should arrive at a window, which you can climb through. Once inside, the grey door ahead of you leads to a store door with a crowbar inside - if you choose to collect it. Follow the hall along and go around the bend. In the darkened corner there is a trap door which leads to a balcony above the theatre.
A brief cut sequence will play. The Kommandant orders his men to guard the theatre. You need to get to the stage down below, so exit via the door next to the ladder (the western wall). You will find yourself outside in a hall with some stairs leading down. Below, on a landing, a guard patrols east/west. When the guard is seated by the theatre door, head down the first flight of stairs and duck behind the screen next to his chair. You'll not be seen next time he gets up to do his route, leaving you to slip out once he has passed and head over to the theatre door which is on the eastern side of this landing. Inside the theatre a lone guard patrols in a circuit of the hall. Wait in the gloom just beyond the door for him to pass, then crouch and follow him down the length of the hall - but go up the ramp onto the stage instead of turning as he does. Collect the currency in the middle of the stage if you want. Then head over to the shadows of the northern part of the stage, where you will be able to open and use a trap door which leads to Barrack B.
Now you're inside Barrack B - but in the wrong room. There is a door in the west wall which leads to a corridor. Careful, there is a guard posted outside the main door to the south. Across the corridor (on the western side) you will see a door to another room. Inside a guard patrols - this is Corporal Schliemann, Harding's personal guard. In the Northwestern corner is the door to Harding's room. Open the door and time your run across the room to get to Harding's room. Then slip inside. The cut sequence will begin which marks the end of the mission.
Okay, now the short way, as discovered by many players of the game...
At Afternoon Free Time, unlock and open the Theatre door on the northern side of the western part of the courtyard. You'll see a guard at the foot of a staircase. Crouch and slip inside and go west to stand next to the stairs (be careful of the patrolling guards in the courtyard - keep one eye on your radar). Once safely inside, you'll need to distract the guard. Across the hall, on the other side of the main door is a bookcase with a pot on top. Throw a stone at it to create a noise. When the guard leaves his post to investigate, slip behind his back and west, up the stairs. Stop near the top of the stairs, crouch and move up against the north wall/banister. There is a coat-of-arms (or something) which blocks you from being seen by the guard patrolling the landing at the top of the stairs. When he returns to his seat, hide behind the screen next to his chair and wait for him to wander past you to the top of the stairs again. Now sneak out behind the guard's back and into the theatre through the door to the east.
Hide in the gloom near the door. The stage is across the way, to the east - this is your destination. The guard inside patrols a circuit of the floor, so wait for him to come by and then follow him down the room to the stage. Go up the ramp onto the stage and collect the currency, before heading into the shadows of the northern part of the stage, open the trap door and climb down. You are now in Barrack B. Check out the door (west wall) to be sure Corporal Schliemann, Harding's personal guard, isn't around. When Harding leaves his room during the day, Schlieman will be absent too - so you may wish to wait until a time when you know for sure Harding will be in another part of the camp. Open the door and slip out and across the hall into the room opposite. Be careful not to get spotted by the guard on the main door, south. Once inside, head for the northwestern part of the room where you'll find a door to Harding's quarters. Slip inside, and the cut sequence will begin which marks the end of the mission.
Chapter 3 : Objective 2 ~~~~~~~~~~~~~~~~~~~~~~~
Harding needs a German uniform. He wants it so much that he is even prepared to get you a brass key (although you'll have probably already stolen the one from the kitchen, right?). Luckily there are plenty of spare uniforms in the Laundry to the south of the western side of the courtyard. During a break period, unlock and open the Laundry door, being careful of the courtyard guards (keep an eye on your radar). You'll see a hall with some stairs and a guard. When the guard inside goes to patrol upstairs, slip inside the hall and through the door to the west, which leads into the main laundry room.
Being careful to avoid the patrolling guard inside, crouch and move around to behind the table/bins. Wait for him to halt near the screen at the southern end of the room and the dash into the northwest corner of the room and collect the German uniform, before dashing back to the table and crouching once more. When the guard moves to the northern side of the room, slip behind screen where you will find a mirror. Put on the German uniform, and the WALK (do not run) out from behind the screen. You can now calmly collect all the currency in the room - your disguise will fool any guard, so long as you don't do anything suspicious like run, crouch or carry an object in your hand.
Go back out into the hall. You can collect the currency here as well if you like. Now back out through the doors and across the courtyard and through the barriers to Barrack B, which is in the northern side of the eastern part of the courtyard. Walk inside, past the sentry on the door, and enter the west room which leads to Colonel Harding's room - just as you did in the last objective. Now calmly walk up to Schliemann, the Colonel's personal guard. A cut sequence will follow which marks the end of the mission. Well done!
Chapter 3 : Objective 3 ~~~~~~~~~~~~~~~~~~~~~~~
You'll need some travel papers for Harding. They are located in the Adminstration Office, on the officer's side of the courtyard. Your informants will hint at two ways of getting there. One is hard, the other easy (well, easier!). Either way, you need to start this mission during meal time, when the prisoners are in the Mess Hall.
(You might also like to know that there is now an unwell guard in the Sickbay - you can pay him a visit and steal his uniform to use as a disguise if you want. There is an way up to the Sickbay through an anonymous looking door in the southwest corner of the west yard. Unlock the door, slip inside, up the ladder and through the door into Sickbay. The guard is in the corner of the room. He must be very ill as he never seems to wake - I even tried throwing stones at time! There's a mirror near by for you to change.)
Okay, the hard way first, which requires the lock pick...
First you slip out of the Mess Hall via the Cook's door to the south of the hall, behind the table where Cook stands. Make sure he doesn't spot you leave however, as he will alert the guards. Heading east a short distance along the corridor, you come to a door which is locked. This leads to the German's courtyard. Pick the lock and open the door. You'll find yourself atop a flight of narrow steps on the eastern side of the yard. To the north you will see a grand set of steps leading up to a landing. This is where you are heading. Be very careful! There are guards all around and an officer patrols the north stair case and the yard. Use the cover of the trucks (remember you can crawl underneath them to be totally invisible) and make your way across the yard to the steps. Go up the steps and unlock and go through the door on the northwest side of the landing (collecting the currency behind the sandbags, if you want!) Be careful - remember there is a German officer who patrols up and down these steps.
You are now inside the Administration Office. Luckily it is usually unmanned. You'll see the travel papers on a desk on the far side of the room. Collect them and then retrace your steps by going back outside, down the steps, across the yard and back up the narrow steps to the door which leads the corridor between the two courtyards. Slip inside and go find the Escape Committee. Avoid the kitchen if the prisoner's are in the yard - the Cook will scream for the guards. Instead go via the Mess Hall as it will be empty. Once you catch up with either member of the committee, tell them you have the papers. And your mission is at an end.
Too hard? How about an easier way to get into the Administration Office? Okay, here goes...
As hinted at, there is a quicker route from the Mess Hall which leads to the Administration Office. Again, you start your mission in the Mess Hall, but this time you head up the small flight of steps in the northeast corner of the room. These lead to a door, north. Go through it, and crouch. You'll find yourself behind a bookcase with a room running east/west, featuring two large tables. This is the German Mess Hall. There are two guards. The first patrols in a circuit around the room. The second pauses at the head of the room, with his back to the bookcase, but occasionally wanders down the centre of the room and returns. When the first guard is far away enough, and the second is waiting at the head of the room, crouch and slip out around the second guard's back and climb under the southern table. Crawl east until you find your way blocked by a crate. There is a gap to the south you can pop out from - but wait until the circuit patrolling guard has passed you by. Slip out and continue to make you way quickly east (still crouched) to the southeast corner of the room where you will be able to exit via a door.
Guess what? You're in the Administration Office. Luckily it is unguarded. I guess the Germans assumed nobody would have the nerve to break in here! The travel papers you need are on a desk near the north wall. Once you have the papers, it's time to retrace your steps. Exit the room via the door you came in from (don't go via the south door, as this leads to the German courtyard - you'll know all about that if you attempted the hard solution first!). You would be wise to use the keyhole to check the position of the guards - wait until the circuit patrolling guard is heading west along the southern wall again. Crouch and make your way to the mid-way point on the southern table, then climb underneath and continue west. When the moment is right, climb out and sneak around the back of the other guard, slipping back behind the safety of the bookcase. Now exit via the door to the Mess Hall, and go find the Escape Committee - either member will do. Tell them you have the plans, and give yourself a pat of the back because you've just completed objective three.
Want an even faster route to the travel papers...?
Amazing as it seems, if you pay the unwell guard a visit in Sickbay to steal his uniform, the Nurse has some travel papers on her desk just ready and waiting! It seems just TOO easy! You can get to Sickbay via the bell tower chimney in the southwest corner of the yard, remember!
Chapter 3 : Objective 4 ~~~~~~~~~~~~~~~~~~~~~~~
Time to join Harding in an escape plan. Sounds like something is happening down in the sewer system - so it's time to head on down there and do a little investigating of your own. First you'll need the sewer key. To get it you need to visit the German coutyard, on the east side of the camp. During a meal time, exit the Mess Hall via the Cook's door to the south, and get into the corridor which leads to the kitchen. Instead, go to the east side of this corridor - the door leads to the German courtyard (it was the one you might have used if you went the hard way round to get the travel papers in the last mission). If it is locked, use the lock pick to open it. Stepping outside you will find yourself at the top of a set of narrow steps leading down into the courtyard.
To the north of the yard you'll see some grand stone steps leading up to a landing. At the foot of those steps, just to the west side, is a table with some currency and the sewer key. Avoiding the guards (and the officer who patrols up and down the steps) head into the northwest corner of the yard and then east to pick up the items on the table. The sewer key is a hand item, so even if you are in disguise (did you steal the uniform from Sickbay as detailed in the last mission?) you will still be noticeable. Make your way back to the narrow stairs, via the northwest corner. Go up the stairs and back into the corridor which links the Mess Hall and Kitchen.
There are three possible entrances to the sewer. One in the northwest corner of the kitchen. One in the prisoner courtyard, near the middle by the barrier. Either of these will take you down into the maze of tunnels below the castle. But be careful as officers patrol at every turn. Harding is to the northeast of the tunnel complex.
But what about the third entrance? Well, unless you like your games extra extra hard, this third entrance is the one for you. It takes you directly to Colonel Harding. Located in the German Mess Hall, the easiest route is via the prisoner Mess Hall. You might want to wait until it's not meal time, so the hall will be empty (remember - even the Cook is against you!) then slip into the Mess Hall and head up the steps to the northeast of the room. Go through the door to the west and you'll find yourself behind a bookcase in the German Mess Hall. The sewer entrance is right in-front of you, in the northwest corner of the room. Use your radar to make sure the guards won't discover you. One patrols in a clockwise circuit of the hall, while the other pauses at the west of the hall before occasionally wandering east and back down the centre. When it is safe, nip out and open the sewer cover, then slip down inside.
Once inside head north a few paces and then around the corner to the east, to find Harding, impatient as ever, waiting for you. Crack open the Schapps, you've just escaped Colditz.
-----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+----- Welcome to Chapter 4 : "Sabotage" (Stalag Luft, again!) -----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+-----
Chapter 4 : The Cast ~~~~~~~~~~~~~~~~~~~~
Wing Commander James Temple-Smithson: English (Toff). Escape Committee.
Major Nicoli Radtke: Polish. Escape Committee.
Lieutenant Peter Newsbit: Scottish. Informant.
Private Xavier DuChamp: French. Informant.
Second Lieutenant John McCormack: English. Informant.
Sergeant Harry Fox: English (Cockney). Scrounger.
Private Oliver Vermass: Belgian. Assistant.
Private Henry Plunkett: Southern USA. Assistant.
Flight Lieutenant Jonathan Fielding: English. Assistant.
Private Mickey Malone: USA (New York?). Gambler (dice).
Private Charlie Wilson: English (Cockney). Gambler (tin cans).
The Kommandant: German. The stress is getting to him.
General Stahl: German. He's back, and this time it's war, erm, World War.
The Cook: German. Same Cook, same food.
Chapter 4 : The Games ~~~~~~~~~~~~~~~~~~~~~
Tin Cans (Private Charlie Wilson) : Knock off all the tin cans from their perch within the time limit, using only the stones provided. The cans are further away than in chapter two. The use of the catapult is permitted.
Bet: 5c Winnings: 10c Cans: 6 Stones: 10 Time: 30 secs
Dice (Private Mickey Malone) : Repeatedly stop two rolling dice so that the sum of their up-turned faces is equal to or greater than 7. The dice roll faster and faster each round. The dice roll faster than in chapter two. (Tip: watch the faces on the surrounding sides of the dice - they roll too quickly to stop them once they've turned over onto the top face!)
Bet: 5c Winnings: 10c (easy), 15c (medium), 25c (hard) Rounds: 3 (easy), 5 (medium), 10 (hard) Time: Unlimited
Chapter 4 : Tourist Guide ~~~~~~~~~~~~~~~~~~~~~~~~~
The camp has been re-arranged a fair bit since your last visit. First the construction yard from your first visit is now the prisoner's compound. The old prisoner's compound is now a Storage Compound for the 'facility' which is being built next door, on the southeast side of the camp. Also, it is now the middle of Winter, so expect it to be dark for most of the day.
The missions in this camp are harder than before. You'd really be better off getting yourself a load of currency, a lock pick and a disguise. Here's how...
Starting in the afternoon, head over to the east side of the prisoner's compound. Up near the northeast corner of the compound you'll see a staff car with a load of currency glittering around and under it. Time your journey over the fence so that the guard who patrols the store hut to the south won't see you. (This is actually the same hut as the one you stole the German guard uniform from in chapter 2.) Keep heading east over the fence and into the Storage Compound. Your next port of call is the large store building (Store A) right in-front of you (in the northeast corner of the camp). The door is on the east side, so run along the north side between the building and the fence, wait for the patrolling officer to move away if necessary, then quickly inside. You'll find yourself inside the hut with two walls of boxes. A guard patrols north/south between them. Luckily there is a clear path through on the north and he has a habit of pausing at the south end of the hut - so crouch behind the boxes and then make a dash for it to the western side when his back is turned. Here you will find some currency and a crowbar. Head back across the room when the guard turns south and out of the door.
Our next stop is the smaller store (Store B) on the southeast side of the compound. It's too dangerous to run across the middle of the compound, so head east towards the northeast corner, sticking close to the north fence, avoiding the patrolling officer who occasionally walks that far north. Turn and head south until you reach the hut. When there is nobody around (you can hide under the vehicle) crowbar the door and head inside. Here you will find lots more currency and a lock pick. By now it will be getting dark, and close to roll call. Head back outside (checking the keyhole first from guards) and hide under a vehicle. Wait for the alarm to be raised and all hell to break loose. After a while the guards will give up and you can sneak out safely. Which is good, because the next part is almost impossible to do without the cover of night.
Make your way west across the yard carefully, stopping to collect currency from the tents, crates and vehicles if you want. Use trucks and other obstacles to shield yourself from discovery. You need to arrive at the west fence, just south of the store hut on the other side. If you are good with maps, you will recall this hut was the same one that you stole a German uniform from in chapter two. And guess what? You're going to steal another one from the same place. When the guard is occupied over the west side of the hut, climb the fence and hide on the south side. The search light from the tower to the south should just fail to reach you if you don't stray too far from the wall, and the guard never ventures around to the south side, unless you alert him. Okay, now you wait until the guard is making his way once more around to the west side of the hut - giving you plenty of time to dash out and crowbar the door on the east side. Step inside and collect the guard's uniform. Put it on and pick up your crowbar again.
Remember - you may be in uniform but while holding the crowbar you will make the guards suspicious. So you cannot just wander out like you did before. So use the keyhole to check for when the guard outside heads north, on his anti-clockwise route to the west side. Then slip out and head back round to the safety of the south wall. Now all that remains is to time your journey across the fence back into the prisoner compound, avoiding both the hut patrolling guard, the tower south, and the prisoner compound guards. Head back to your barracks and put your crowbar and uniform in your hiding place. Then save the game!
If you are ever stuck for currency, there's a load in the Kommandant's building in the northeast of the camp. But you'll need a German uniform in order to get in, unless you like suicide missions. On the second story of the building there is a telescope, accessible via the bedroom. Perhaps the Kommandant is keen on the stars? Or maybe he was just hoping that General Stahl's new facility to the south was going to be a women's POW camp?
And remember, the catapult is a great way to knock out those enemy search lights - in preparation for a night time mission. To use it just do what you normally do to throw stones, but press and hold the button instead of just punching it. After a few moments the catapult will appear on screen, and your shot will be extra powerful, giving you the distance needed to take out the search lights from a safe distance.
Chapter 4 : Objective 1 ~~~~~~~~~~~~~~~~~~~~~~~
Things have changed a lot since your last visit to this camp. Compounds have been switched around, and new sections constructed. The missions here are quite tricky, so before you start you might want to take advantage of the goodies hidden in the Storage Compound to the east - check the Tourist Guide for details. I'll assume for the sake of the walk through that you are wearing the German uniform, but I'll give alternative directions for those who prefer the hard way. You'll also need some way to unlock a door - brass key or pick lock will do! (Don't worry if you don't have one - you can pick one up on the way!)
The first objective is to get that parcel from the Post Compound, at the extreme east of the camp. You can attempt this mission at any time of day or night, although it is safe enough to do during daylight. Head over to the northeast side of the barrack compound - there is a quiet spot just north of the staff car where you can climb the fence without too much hassle from guards. Once over go through the barriers onto the east/west road and keep heading east. Remember to walk when you get close to a fellow guard.
Once you get over to the eastern side of the camp the buildings change to solid bricks and mortar and walls instead of fences. You'll see a guard patrolling north/south between the eastern side of the Storage Compound and some brick buildings. Keep heading east to the north side of the brick building and you will see a barrier. Open it and walk south into the compound, this is the Post Compound, and the building you need to enter is the one you just walked around on the west side of the compound. Bad news, there is a guard monitoring the door. Good news, there are some bins near by, to his south. Throw a stone at the bins and the guard will go to investigate - giving you the chance to unlock the Post Room door and get inside.
(Note: Don't have a lock pick? Well, before you turn south into the Post Compound, keep going a short distance east, and just beyond a sentry you'll see a hole in the north side brick wall. Carefully (because there are tower guards in the area) crouch and go through that hole. You'll find a truck, and around the north side of the truck a handy lock pick waiting!)
Collect the parcel. Open the door and slip out then race south and hide under the truck. If the guard is monitoring the door when you try to leave, open the door, stand in the doorway and throw another stone at the bins to get him to move. Once under the truck, crawl east so you can see the Storage Compound, along with the guard you saw earlier patrolling north/south. When he walks part you to the north, climb out, stand and follow him north - BUT drop the parcel before he sees you holding it. He will calmly walk past you to the south once more - allowing you to collect your parcel from the ground and dash north and then turn back onto the east/west road - this time heading west back towards the barracks. Remember - when a guard gets close to you, drop the parcel until he passes.
Keep going until you reach the northeast corner of the prisoner compound, turn south off the road through the wooden barrier and (once the coast is clear) climb the fence just north of the staff car and re-enter the prisoner barracks compound. Now make your way to barrack four, and show the Escape Committee your prize.
For those without the uniform (I've not tested this too much, but it should work, although might be easiest to do this at night only) ...
Head to the east side of the prisoner's compound and over the fence just north of the staff car. Instead of heading onto the road, climb over the east fence into the Storage Compound and make your way over to the east side of that compound, avoiding the officers. There is a guard who patrols north/south just beyond the east Storage Compound fence. Looking beyond the guard you'll see a wall with a hole in it and a truck backed up to the hole. Wait near the northeast side of the Storage Compound and when he turns south quickly dart out, climb the fence and, while keeping behind his back, get to that truck and climb underneath it before the guard turns north. Now exit on the north side of the truck get as close to the Post Room door as you dare (that's the brick building on the west side of the compound you are in). Throw a stone at the bins to distract the guard. Dash out and open the door and dash inside. Collect the parcel and then exit the building and go south to hide under the truck again (if the guard is in the way, throw a stone at the bins again to make him move!) Now, retrace your steps back to the prisoner compound and go show the Escape Committee what you found.
Chapter 4 : Objective 2 ~~~~~~~~~~~~~~~~~~~~~~~
Ready for what has to be the hardest task so far? For this one you really WILL need the German uniform - the mission is hard enough already! Check out the Tourist Guide for this chapter to find out how to get your hands on one.
Okay, time go get us some evidence on what the Germans are up to. You can attempt this at any time - but personally I prefer to start in the daytime, either just after morning roll call or Afternoon Freetime. Be warned, this is a long mission which will likely keep you out through at least one roll call. Keep an eye on the clock. When the sirens are about to scream, find yourself a hiding place inside or underneath something and hide until the search is over. You don't stand a chance otherwise.
Don your uniform and take the camera and a lock pick. Remember not to act suspiciously when in the presence of other Germans. Head over to the staff car just outside the northeast side of the prisoner compound. Climb the fence just north of the staff car, as you have done before, and head north onto the east/west road which cuts through the camp. Head east quickly. Keep going until you reach the Post Compound from the previous mission (it's the stone building to the east of the Storage Compound). Once again, you enter the Post Compound via the barrier to the north, but this time you keep doing south through the next barrier and into the Laundry Compound. (You can take a quick detour first around the truck in the Post Compound if you want to collect the currency). Walk south through the Laundry Compound until you reach another barrier. Raise the barrier and walk into the facility. The huge building in-front of you is your destination - but how do you get inside? The easiest way in is to go around the back.
(You might want to collect the boot polish in the sentry box against the building's north wall - but be careful as there are tower guards and patrols just outside the perimeter fence.)
Walk west past the sentry guard into a yard with two trucks. Be careful, an officer patrols in an L shape east/west between the trucks and north/south down the side of the building. The way to avoid him is to dash west and run around the back of the trucks when he isn't around, then south to the low wall south of the trucks. Wait here for the officer to make his way north towards the trucks again and then slip past him and walk south. Be careful - the tower guards will shoot if they see you run. When you get to the south side of the compound, head east around the rear of the building and get behind the boxes. You'll see a ladder (the camera angle will change when you get near it!).
Okay - this next bit is tricky! You're a sitting duck for the tower guards - so you have to be quick. Stand right by the ladder, ready to ascend. Use your radar - wait until the officer in the yard is safely going north, then watch the tower guard on the southeast of the camp. Wait until his vision turns due south, then quickly (and I mean quickly!) up the ladder, and dash west and around the corner and dash north along the west side of the second story. If you alert the tower guard in the southwest corner (and you almost certainly will) you must run and hide behind the bit of wall that sticks out just south of the second ladder, as this will obscure his view. Once all the guards are looking the other way, climb the second ladder (it's easy to find as the camera angle changes again) and up onto the roof.
Now head across the roof to the east, climbing over pipes as needed. On the eastern side of the building you will be able to see a rocket waiting for take-off. Take a snap of it with your camera. You know you've got it right when Stone says "That's one for the egg heads back home". Now head over to the northeast corner of the roof and you'll see a chimney which will take you down inside. (Careful - the tower guards can see you!) Head down inside the building so we can complete your second task for this mission.
Once inside you'll find yourself on the northeast edge of a landing shaped like a letter U but with a crossbar added (sort of like an upturned letter A). An officer patrols a clockwise circuit, but luckily he stays in the south part of the room and doesn't bother with the 'legs' of the landing to the north. You need to get across the landing to the northwest side, where there is a flight of stairs. Wait behind the cover of the equipment by the crossbar for him to pass by, and then dash across the crossbar and north down the stairs. Now dash across to the northeast side of the ground floor and hide inside the seclusion of the well-lit seating area on the eastern side of the building (as there is a second officer on the ground floor, y'see!)
The ground floor is dominated by a pile of equipment in the centre of the south of the building. There is a path which winds down from the north of the room (where you are) south and then anti-clockwise around this equipment to a room on the eastern side of the building. Good news is that this is the room you need to get to. Bad news is that the door is to the south, so you have to go all the way around the path.
The ground floor officer patrols in an up-side-down question mark, south and then three-quarters of the way around the equipment, before retracing his steps. Remember, this guy is an officer so your disguise won't help! When he is safely heading south, make a move towards the northwest side of the equipment. You will see a small space with two low boxes jutting out - one brown and one light grey. Hide behind the light grey box, so that when the guard comes back round to head north again, he won't see you. Once he does pass by, dash out and race south and then east and then north around the equipment to reach the door of the room with the safe. Careful, if you bang into the canisters which line the corners you'll alert the officer. Once inside the room, you can use the lock pick to open the safe, and take the documents inside.
Now to get out and back to the Escape Committee. Crouch next to the door, in the northeast corner inside the room, and the officer won't see you when he next completes his route around the equipment. Once he turns and starts to make his way back around, follow him carefully. You need to follow him around until he heads into the north of the building. Hide in the northwest corner of the equipment like you did before - except this time hide behind the brown box so he won't see you when he heads south. Once he has safely passed by, you can run to the north wall and unlock the door. Open it and calmly (as the sentry is still in position) walk outside and north through the barrier into the Laundry Compound and keep going north into the Post Compound. Then up through the final barrier and onto the east/west road. Now make you way west, back to the edge of the prisoner compound. Retrace your path south to the staff car and then over the fence back inside the compound itself. Now go find the Escape Committee for a debriefing.
(Note: if you don't have the key to unlock the door, you'll have to retrace your steps outside. Head up the stairs back to the top landing. Careful to wait for the circuit patrolling officer, make your way back over the crossbar and to the chimney ladder on the northeast side of the door. Climb up onto the roof and make your way west to the second ladder. Descend, then head south to the first ladder. (It REALLY helps if it is dark when you try this, to prevent the tower guards from spotting you. If they are scanning the ground with their spotlight, a well aimed stone will smash the lamp, giving you an advantage.) Get down the ladder back to ground level and retrace your steps around the west of the building (mind the officer) and back round to the north.)
Chapter 4 : Objective 3 ~~~~~~~~~~~~~~~~~~~~~~~
No rest for the wicked. The rocket is planned for take-off soon. Captain Stone must alert the English and get them to bomb the camp by sending a radio message. This mission really isn't that trying, compared to the last one. Even so, it isn't easy either - so be careful.
Don your uniform and head over to barrack 2. Inside you'll see some rugs curiously scattered against the wall. This is the entrance to the tunnel. Once inside, crawl on-top of the wooden dolly and hit the necessary action button so you can whiz through the tunnels. Get off at the corner and crawl around to get on the next dolly. Whiz along until you can go no further, then climb off, around another corner, and onto the final dolly. At the end of this tunnel is the entrance out into the German Compound.
You'll emerge in a store room near the southwest corner. Exit into the German Compound, which takes the form of a yard encircled by buildings. The Radio Room is in the southeast corner, accessible through a door to the south of the yard. But it is too heavily guarded to just wander in. We need a better disguise. Walk across to the east side of the yard where you can collect a brass key from the wall (mind the patrolling guard). Now head north through the gap in the buildings and you'll find a staircase on the outside of the northeastern building (the German Mess Hall). This staircase leads up to the door of the Officer's Quarters. Head up the staircase and unlock the door - paying close attention to the tower guard near by. Inside there is some currency and the all-important German officer's uniform. Using the mirror on the wall, swap your clothes (you'll have to leave your old disguise behind) and head back outside and down the steps.
Head south back inside the yard. In the southeastern corner of the yard you will see a window through which you can see there sits a high ranking officer in a grey overcoat. Be warned - he is the only man who can see through your new disguise. Fortunately he leaves his post as lunchtime, so hide out in one of the other buildings (and collect some currency while you're at it) until the camp schedule rolls around to 'move to the mess hall'. He will then leave his post and wander north through the yard to the German Mess Hall, which is located underneath the Officer's Quarters where we stole the new uniform.
Head over to the Administration Office, which is the southern door in the yard (the one next to the store room with the tunnel). Walk inside and casually walk around the officers, east, towards the radio room. Enter the radio room and use the equipment to contact London. "Field mouse calling Early Bird. Let slip the dogs!"
With your job done, it is time to leave. Exit the Radio Room, walk through the Administration Office and exit out into the yard. Go next door to the store room with the tunnel, and descend once more into the gloom. Whiz along all three sections of the tunnel on the dolly's and re-surface in barrack two. Now go find the Escape Committee.
Chapter 4 : Objective 4 ~~~~~~~~~~~~~~~~~~~~~~~
With the bombs falling, you have five minutes to sabotage the rocket. There are two keys which must be placed into two control panels. Can it be done? Sure it can! (It's game over if you fail!)
There aren't any guards around (except for the Facility itself), so the only thing we need is a lock pick. Run like the clappers out of the barrack and towards the northeast corner of the compound. Over the fence you go and through the wooden barriers onto the east/west road. Now dash east until you get to the Post Compound. Head south through the Post Compound, Laundry Compound and finally into the facility compound itself. With no guards around you can do what you like. This time, no need to go around the back - lock pick the front door on the north side and enter. (Time check: you should still have approximately four minutes left.)
Once inside, you must avoid the guards - even if you are in disguise. Head south, up the stairs on the west side of the door, to reach the landing. The key is in a yellow box on the east side of the crossbar and the control panel on the west side of the crossbar. Careful of the officer's patrol, get across the room and collect the key from the wall, then back again and slot it into the control panel. (Time check: you should ideally still have between three and two and a half minutes still left.)
Now head back downstairs - there's another key and control panel in the room to the east of the ground floor. The same room which had the safe. This time, however, there are two officers on patrol. Using the same technique as in mission three of hiding behind bits of the equipment in the southern part of the room, make your way around anti-clockwise to the entrance of the east room. (Because this is against the clock, there's no point in giving you a detailed description of how to do this - just wing it!) Once inside, collect the key from the east wall and insert it into the control panel on the north wall of the room.
Congratulations, you've just saved humanity from the Nazi's. No rest for the wicked - time to catch up with Colonel Harding back at Colditz.
-----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+----- Welcome to Chapter 5 : "Unfinished Business" (Colditz, again!) -----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+-----
Chapter 5 : The Cast ~~~~~~~~~~~~~~~~~~~~
Major William Kingsley: English. Escape Committee (head of...).
Group Captain Henri Dubois: French. Escape Committee (barrack officer).
Corporal Vincent Bernier: French. Informant. (Newly arrived.)
Lieutenant Cameron 'Doc' Winters: USA. Informant (maps).
Second Lieutenant Reginald Worthington: English. Informant (gossip).
Private Dwight Johnson: Southern USA. Scrounger.
Private Luka Beratti: USA. Assistant.
Second Lieutenant Dick Williams: USA. Assistant.
Flight Lieutenant Ricki Logan: USA (New York?). Assistant.
Private Tony Caponi: USA (New York?). Gambler (cards).
Corporal Douglas 'Sure Shot' Spears: English. Gambler (tin cans).
Staff Sergeant Daniel Crown: English. Loves escape plans. (Newly arrived.)
Colonel Roger Harding: English. SOE agent (Special Operations Executive). He's back again, and under even heavier guard.
The Kommandant: German. A man with a moustache.
General Stahl: German. What secret is he keeping down below (the castle!) ?
The Cook: German. I feel like knockwurst tonight, like knockwurst tonight!
The Nurse: German. Remember boys, she's just a load of polygons!
Captain Hans Zimmerman: German. They seek him here, they seek him there...
Chapter 5 : The Games ~~~~~~~~~~~~~~~~~~~~~
Tin Cans (Corporal Douglas 'Sure Shot' Spears) : Knock off all the tin cans from their perch within the time limit, using only the stones provided. There are more cans than chapter three, arranged at different heights, with the time limit lower. The use of the catapult is permitted. (Tip: take several 'passes' across the target - taking out all the cans at the same height in each pass - that way you minimise the amount of vertical adjustments you have to make. Also, cans right next to each other can be taken out with a single shot!)
Bet: 10c Winnings: 20c Cans: 11 Stones: 15 Time: 30 secs
Cards (Private Tony Caponi) : Deal a given number of card, predicting each time whether the next card will be higher or lower than the last. Aces are high (rated above a king).
Bet: 5c Winnings: 10c (easy), 15c (medium), 25c (hard) Cards: 3 (easy), 5 (medium), 10 (hard) Time: Unlimited
Chapter 5 : The Tourist Guide ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Want a German uniform and some boot polish? It's even easier than on your last visit to the camp. During a break period when you are allowed in the western side of the yard, open and enter the Bell Tower door - which is the small unmarked door next to the Laundry. It's unlocked, but you will still need to be careful of the guards. Head inside and up the ladder. Then foll |