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Return to Castle Wolfenstein Tips & Tricks

Return to Castle Wolfenstein

v1.0

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            |       _// __ \   __\  |  \_  __ \/    \  \   __\/  _ \ 
            |    |   \  ___/|  | |  |  /|  | \/   |  \  |  | (  <_> )
            |____|_  /\___  >__| |____/ |__|  |___|  /  |__|  \____/
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    written by    \_   ___ \_____    _______/  |_|  |   ____
  black hole sun  /    \  \/\__  \  /  ___/\   __\  | _/ __ \
                  \     \____/ __ \_\___ \  |  | |  |_\  ___/
    email addy:    \______  (____  /____  > |__| |____/\___  >
lauriafour74@cs.com       \/     \/     \/                 \/ 
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   /  \    /  \____ |  |_/ ____\____   ____   _______/  |_  ____ |__| ____  
   \   \/\/   /  _ \|  |\   __\/ __ \ /    \ /  ___/\   __\/ __ \|  |/    \ 
    \        (  <_> )  |_|  | \  ___/|   |  \\___ \  |  | \  ___/|  |   |  \
     \__/\  / \____/|____/__|  \___  >___|  /____  > |__|  \___  >__|___|  /
          \/                       \/     \/     \/            \/        \/ 

Welcome here my friends, to the show that never ends. Actually, this show does 
end, but the legacy of Wolfenstein does not! The marvelous sequel to the 1996 
action thriller, Wolfenstein 3D, is here, and not a moment too soon. Although 
this walkthrough was written nearly two years after its initial release, RTCW 
still stands as a landmark game in dire need of a well-written FAQ! So, put on 
those combat boots and remove those safety catches, 'cuz it's time to kick some 
serious Nazi ass!


                                Table of Contents
______________________________________________________________________________
Use the Search Tags on the far right; press CTRL+F, then type the codes in to 
find the section you are looking for, with or without the brackets. 
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

1. Intro
2. Backstory
3. Killing Machines FAQ
4. Walkthrough

   Mission One: Ominous Rumors
   Escape                                             [or_esap]
   Castle Keep                                        [or_casl]
   Tram Ride                                          [or_tram]

   Mission Two: Dark Secret
   Village                                            [ds_vill]
   Catacombs                                          [ds_cata]
   Crypt                                              [ds_cryp]
   Defiled Church                                     [ds_defi]
   Defiled Church (Boss)                              [ds_boss]

   Mission Three: Weapons of Vengeance
   Forest Compound                                    [wv_fort]
   Rocket Base                                        [wv_rock]
   Radar Installation                                 [wv_rada]
   Air Base Assault                                   [wv_airb]

   Mission Four: Deadly Designs
   Kugelstadt                                         [dd_kugl]
   The Bombed Factory                                 [dd_bomb]
   The Trainyards                                     [dd_trai]
   Secret Weapons Facility                            [dd_swfa]

   Mission Five: Deathshead's Playground 
   Ice Station Normandy                               [dp_icen]
   X-Labs                                             [dp_xlab]
   Super Soldiers                                     [dp_supr]

   Mission Six: Return Engagement
   Bramburg Dam                                       [re_bram]
   Paderborn Village                                  [re_padr]
   Chateau Schuftaffel                                [re_chat]
   Unhallowed Ground                                  [re_unha]

   Mission Seven: Operation Resurrection
   The Dig                                            [op_tdig]
   Return to Castle Wolfenstein                       [op_rtcw]
   Heinrich I                                         [op_hein]

5. Secret Area Locations (to be completed)            [sa_loca]
6. Contact Me                                         [go_away]
7. Legal                                              [ls_lega] 

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   -/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/-

                                 1. Introduction
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   -/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/-


Return to Castle Wolfenstein is a game I've long wanted. I wanted this game 
since the day it came out, but, for various reasons, I've not been able to buy 
it until recently. Long have I been to my local EB, just staring at the box, 
cursing the milkman for not getting me my Ovaltine on time. Uh, yeah. But now -- 
NOW I actually play it, although the computer I play it on doesn't have an 
internet connection, so no multiplayer for me. Although, by the time you read 
this, I will already have cable internet! Wooo! Anyway, RTCW's single player is 
more than enough to warrant the spending of my hard-earned 30 dollars. This 
walkthrough naturally covers the singe player aspect of the game.


Perhaps one of the most useful features of this guide is the locations to the 
Secret Areas (fans of Jedi Knight II should be familiar with this novelty). 
These hard-to-find Easter eggs often contain weapon caches and health kits, 
along with valuable treasures. No pr0n though. Bummer. Although the section is 
yet to be completed, I'm confident it will be done eventually. 


This FAQ/Walkthrough is of some importance to me personally, because with it I 
FINALLY become a Prolific Writer, according to GameFAQs! Yay for me! A full year 
of FAQing and it has finally happened. Yes, you all needed to know that. Onward 
with the FAQ!


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                                  2. Backstory   
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+----------------------------------------------------------------------------+
|                                                                            |
| In the ninth century A.D., the pre-Christian Saxon prince Heinrich sought  |
| to forge an independent Germanic state, separate from the powerful Frankish| 
| dynasty. Having discovered and translated the ancient texts from the East, | 
| he became convinced that his people were the direct descendants of Thule, a| 
| race of pure consciousness. He believed that he could tap into the power of| 
| Thule. Indeed he did, rising up a vast army of the evil undead, led by Dark| 
| Knights, whom he anointed in bizarre, dark rituals. Though the power of Th-|  
| ule had not been intended for evil, Heinrich harnessed it with sheer will, | 
| bending the power against all who would oppose him.                        |
|                                                                            |
|                                                                            |
| Legend suggests that in 943 A.D. a mysterious and powerful monk finally st-|
| ood against Heinrich and his army of Dark Knights. Following a fierce and  | 
| bloody battle this lone monk enshrined Heinrich in a living tomb at the top| 
| of a remote mountain peak. Knowing that evil of this kind cannot be destro-|
| yed - only contained - he marked and sealed the ground with the curses of  |
| the ancient texts forbidding any human ever to enter the tomb.             |
|                                                                            |
|                                                                            |
| The rise of fascism in Germany in the twentieth century brought with it a  | 
| fascination with the occult. Under direct orders to achieve world dominati-| 
| on at all costs, Hitler's henchmen sought unorthodox measures to gain the  | 
| upper hand on the Allies. Some worked on chemical weapons, others on the   |
| jet engine, still others on long-range missiles. But Hitler's lead henchm- | 
| an, head of the SS, Heinrich Himmler took the most drastic measures of all.|
|                                                                            |
|                                                                            |
| Over time, Himmler became convinced that he could raise Heinrich from the  | 
| dead, and in doing so, would then possess the power to command an army of  |
| the undead against the Allies. He began methodically researching how to    | 
| approach the dark ritual, throwing scores of scientists, great cashes of   | 
| wealth, and the full power of the Nazi war machine behind his effort. Month| 
| after month, he got closer and closer. By 1943, many of the pieces were in | 
| place including the all-important locating of Heinrich's grave.            |
|                                                                            |
|                                                                            |
| September, 1943 - Himmler has found the tomb and is in possession of the   | 
| ancient texts. They are looking for a serum - in a hidden grave - which th-| 
| ey plan to use to create their modern day Dark Knights. OSA intelligence   | 
| suggests that Himmler has not yet succeeded; but the reports of occult exp-|      
| erimentation and genetic mutation indicate that he is close, very close.   |
|                                                                            |
+----------------------------------------------------------------------------+

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   -/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/-

                            3. Killing Machines FAQ
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   -/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/-


What are these 'killing machines,' you ask? They are simply a rhetorical term 
for 'weapons.' I thought it would be nice change of pace from the other 
dreadfully formal FAQs on this site. Each weapon is graded according to three 
things: how well it performs at a distance, close range, its accuracy, and 
overall how powerful it is. Hmm? That was four things? Nonsense! The more 
intricate details will be described in the summary. The two pistols will NOT be 
included because of their uber-crappiness, and the grenades will not be included 
because...no explanation is necessary. Pull the cap, throw, watch gibs fly. 
Lather, rinse, repeat. 



Accuracy guidelines [from least to greatest]: 

Inaccurate, Low, Accurate, Precise. 



 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
|                                                                            |
| Knife                                                                      |
|                                                                            |
| Long     : N/A                                                             |
| Short    : N/A                                                             |
| Power    : Variable                                                        |
| Accuracy : N/A                                                             |
|                                                                            |
| The best thing about the knife? It's quiet and deadly. When you sneak up on|
| a Nazi or whatnot, a  knife icon will appear. When you attack, you will    |
| kill your victim instantly, sort of like slitting their throat, only less  |
| graphic.  This is really the only reason you'd use it, unless you run out  |
| of ammo in all your other weapons. Almost like the infamous crowbar in     |
| Half-Life, but not as cool or powerful.                                    |
|                                                                            |
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
|                                                                            |
| MP40                                                                       |
|                                                                            |
| Long     : 2/10                                                            |
| Short    : 5/10                                                            |
| Power    : 5/10                                                            |
| Accuracy : Low                                                             |
|                                                                            |
| A standard-issue Nazi submachine gun. While it certainly isn't top of the  |
| line, this is a weapon that held a dominating presence during World War II.|
| I personally would prefer a Thompson or even my knife over this, since it  |
| so weak with a high kick that makes it ineffective against anything other  |
| than the common nazi.                                                      |
|                                                                            |
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
|                                                                            |
| Thompson                                                                   |
|                                                                            |
| Long     : 6/10                                                            |
| Short    : 8/10                                                            |
| Power    : 9/10                                                            |
| Accuracy : Low                                                             |
|                                                                            |
| An excellent alternative to the MP40, the Tommy gun, be it loud and big, is|
| great for situations involving several enemies at once. The most powerful  |
| of the submachine guns, the Thompson will rip through those Nazis like     | 
| nobodies business. Of course, it isn't any good for the longer ranges, and |
| rarely will you have a lot of ammunition for the weapon. Not as powerful as|
| it was in Medal of Honor: Allied Assault, but still pretty good.           |
|                                                                            |
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|                                                                            |
| Sten                                                                       |
|                                                                            |
| Long     : 7/10                                                            |
| Short    : 9/10                                                            |
| Power    : 9/10                                                            |
| Accuracy : Accurate                                                        |
|                                                                            |
| An experimental, British, silenced rifle, the Sten is extremely useful and |
| surprisingly powerful. However, since it is experimental, it does have pro-|
| blems pertaining to overheating. You can only fire continuously for so long|
| before it overheats and you must let it cool off. A favorite among elite   |
| forces, especially females whom you will encounter later in the game.      |
|                                                                            |
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|                                                                            |
| FG42 Paratrooper Rifle                                                     |
|                                                                            |
| Long     :  9/10                                                           |
| Short    : 10/10                                                           |
| Power    :  9/10                                                           |
| Accuracy : Precise                                                         |
|                                                                            |
| By far, this is the most versatile weapon in the game. Not only is it      |
| extremely powerful, it has excellent range, low recoil, and doubles as a   |
| sniper rifle. The only tradeoff is the noise it makes, and the fact that   |
| many Nazis like to use this as well.                                       |
|                                                                            |
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
|                                                                            |
| Venom                                                                      |
|                                                                            |
| Long     : 1/10                                                            |
| Short    : 10/10                                                           |
| Power    : 12/10                                                           |
| Accuracy : Inaccurate                                                      |
|                                                                            |
| Reminiscent of Unreal Tourney, this big-ass gun is the most powerful in the| 
| game, carrying the largest clip as well. Might as well be a hand-held MG42 |
| (turret). It has the power to gib an enemy instantly, but it takes a while |
| for it to get going. It also has an overheating problem, but in order for  |
| that minor detail to hamper you, you need to run continuous fire for a long| 
| while. It is horribly inaccurate, rendering long-range shooting out of the |
| question.                                                                  |
|                                                                            |
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 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
|                                                                            |
| Mauser                                                                     |
|                                                                            |
| Long     : 9/10                                                            |
| Short    : 0/10                                                            |
| Power    : 8/10                                                            |
| Accuracy : Precise                                                         |
|                                                                            |
| Although it isn't very powerful, it IS a sniper rifle. It can zoom in on   |
| very distant people, but unfortunately it's really loud, thus making it    |
| inconvenient to use, particularly with its high kick.                      |
|                                                                            |
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
|                                                                            |
| M1S OSA Snooper                                                            |
|                                                                            |
| Long     : 10/10                                                           |
| Short    :  0/10                                                           |
| Power    : 10/10                                                           |
| Accuracy : Precise                                                         |
|                                                                            |
| Now THIS is what I would call a sniper rifle. Not only is it silenced and  |
| the most powerful sniper rifle in any game I have played, its zoom feature |
| has a built-in night-vision that highlights live subjects, so you shouldn't|
| have any trouble identifying your victims in the snow or forestry.         |
|                                                                            |
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
|                                                                            |
| Tesla                                                                      |
|                                                                            |
| Long     : 9/10                                                            |
| Short    : 9/10                                                            |
| Power    : 9/10                                                            |
| Accuracy : Precise                                                         |
|                                                                            |
| One of the games experimental weapons, you acquire this very late in the   |
| game. What it does is send out an electric beam that can lock onto many    |
| enemies at once and eventually kill them. The usual time to death is 5     |
| seconds, so find some cover until then. In all honesty, I did not bother to|
| use it at all.                                                             |
|                                                                            |
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
|                                                                            |
| Flamethrower                                                               |
|                                                                            |
| Long     : 0/10                                                            |
| Short    : 8/10                                                            |
| Power    : 9/10                                                            |
| Accuracy : [wide spread damage]                                            |
|                                                                            |
| If you don't know what this does, you are too young to play this game. Once|
| your victims are ablaze, wait a few seconds from them to drop dead. This is|
| very useful against the undead monstrosities that you will encounter. The  |
| most effective way in which to use it is to set something on fire, then run|
| and hide until whatever it is you've torched to die.                       |
|                                                                            |
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|                                                                            |
| Panzerfaust (Rocket launcher)                                              |
|                                                                            |
| Long     :  N/A                                                            |
| Short    :  ......                                                         |
| Power    :  ......                                                         |
| Accuracy :  N/A                                                            |
|                                                                            |
| Your basic rocket launcher. Nothing like gib-ing hordes of enemies at once,|
| eh?                                                                        |
|                                                                            |
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/


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   -/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/-

                                 4. Walkthrough
       ____  ____  ____  ____  ____  ____  ____  ____  ____  ____  ____  ____
   -/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/_/\/-/-


Here we start the real meat of the file, the walkthrough. Of special note, I 
have managed to find  every secret area and treasure, except two. I will draw 
attention to the secret areas by typing them as [SECRET AREA]. When I refer you 
to some treasure, I will type 'treasure' as [TREASURE]. If there is treasure 
found in a secret area, then I will refer both of them collectively as just 
[SECRET AREA], since typically, you find treasure only in secret areas, but 
there are a few exceptions. 

  __  __  __  __  __  __  __  __  __  __  __  __  __  __  __  __  __  __  __  
\/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/

                          Mission One: Ominous Rumors 

/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\ 


 /\                                                                        /\
/\/\_______________________                                               /\/\
\/\/ search tag: [or_esap]                                                \/\/
|\/|                                 Escape                               |\/| 
/\/\                                 ŻŻŻŻŻŻ           Mission One, Part 1 /\/\ 
\/\/                                                 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\/\/
 \/                                                                        \/

+----------------------------------------------------------------------------+
|                                 Critical Mash                              |
|                                                                            |
| OBJECTIVES:                                                                |
|                                                                            |
| * Escape the dungeon by any means necessary                                |
| * Locate the exit to the lower keep                                        |
|                                                                            |
| BRRIEFING:                                                                 |
|                                                                            |
| Orders are as follows: Infiltrate Castle Wolfenstein and investigate incre-|
| ase in activity from SS Paranormal Division. Gather any intelligence you m-|
| ay find regarding said SS Division and their activities in the area.       |
|                                                                            |
|                                                                            |
| Kessler, your contact, is a member of the German Resistance group called t-|
| he Kreisau Circle. He has managed to partially infiltrate the SS Paranormal|
| Division's temporary headquarters and has valuable information regarding t-|
| heir activities. Meet Kessler in the village near the archaeological dig   |
| site. He will have further information regarding your mission.             |
|                                                                            |
|                                                                            |
| Remember: If you or Agent One is captured, escape at all costs. Standing   |
| Order #71 remains in effect: If you are placed in a compromising position  |
| where you might divulge information regarding your mission or the OSA, take|
| your own life by ingesting your cyanide tablet. As always, the OSA will di-|
| savow any knowledge of your identity and mission if you are compromised. G-|
| ood luck.                                                                  |
|                                                                            |
| SECRET AREA'S: 7                                                           |
|                                                                            |
+----------------------------------------------------------------------------+


Blazkowicz will knock out the guard that came to take us to the torture room. 
That's a good thing. From the corpse of the unfortunate fellow, you will gain a 
knife and an uber-sucky Luger pistol. Proceed down the halls until you find the 
sinister scientist, washing his hands of the blood of Agent One, who lies 
lifeless on the table. Who knows what kind of prods he would have stuck up 
B.J.'s azz? Quietly sneak up behind him and put your knife in his back. Be sure 
as to not make any noise while doing this, else a guard from an upper level will 
come and inspect. 


In the same room, grab the supplies off the shelf and continue down the dreary 
hallways, and up the stairs to a communications room, with two nazis guarding a 
radio and a pair of health kits. Sneak up behind the patrolling nazi and use 
your knife on him; as for the other, he probably will see you do this, but if 
not, try and do him in the same way. 


Grab the health kits if necessary, then climb several flights of stairs to an 
outside battlement overlooking a courtyard. Proceed across it and go through the 
door; head up one flight of stairs. Monotony, thy name is black hole sun. Kill 
the two nazis inside, and kick in the bulletin board hanging on the wall to find 
a [SECRET AREA]. Leave the room and return to the stairwell; head down two 
flights to find the courtyard. Kill the nazi lying in wait, then enter the 
barracks in the corner, near the generator. Near one of the beds is a discolored 
block that is slightly sticking up from the floor. Crouch and kick it to reveal 
a [SECRET AREA]. 


Return to the stairs and, this time, head to the very top to find a sniper that 
would cause us a lot of trouble later. Give him what he's got coming to him, 
then revisit the stairs; this time head to the very bottom. Beneath the stairs 
is a wooden wall; destroy it via Blazkowicz's iron toe to find another [SECRET 
AREA]. Now that we've found all the secret area's we can for now, backtrack to 
the room where you found the secret area behind the bulletin board. Grab the 
supplies off the shelf and desk, then leave the room through the cracked wall.  
A sniper will be firing at you; use Blazkowicz's mad dash skillz to run under 
the bridge. Toss a grenade or two up there to have the sniper scatter, and if he 
survives, well, make him un-survive. 


When you finish with the aforementioned sniper, head through the door along the 
pathway, the only one that isn't locked. Inside, you will find a high-ranking 
nazi official. Put a few bullets in him with your MP40 and grab the supplies off 
the tables. By now, some nazis below you have probably shot a whole through the 
wooden floor. To lose the least amount of health possible, throw a grenade or 
two down the hole to scatter the enemies, if not kill them. Drop down and finish 
them off. I want you to notice something; go back to the exact place that you 
landed and turn around; the wall looks discolored, doesn't it? Almost like some 
of the bricks are newer than the others. Kick the wall to reveal a [SECRET 
AREA].


Head through the only unlocked door to a hall filled with knights in shining 
armor. At the intersection, opt to go right instead of through the door at the 
end of the hall. Go into the room on the left; kill any nazis in your way, then 
break the painting of Hitler to find a [SECRET AREA]. Now go through the other 
door, facing the door to the room you're in. Turn the unlit lamp a few degrees 
to reveal another [SECRET AREA]. Return to the hall with the knights; this time 
head through the doors at the end of the hall. Follow the brick hallway around 
the corner, then stop and take a look at the wall. There's a symbol of some 
sorts on one of the bricks. If walls could talk... If you press on the brick, 
you will reveal yet another treasure-laden [SECRET AREA]. 


Continue down the hall to end Part 1. 

 /\                                                                        /\
/\/\_______________________                                               /\/\
\/\/ search tag: [or_casl]                                                \/\/
|\/|                             Castle Keep                              |\/| 
/\/\                             ŻŻŻŻŻŻŻŻŻŻŻ          Mission One, Part 2 /\/\ 
\/\/                                                 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\/\/
 \/                                                                        \/

+----------------------------------------------------------------------------+
|                                                                            |
| OBJECTIVES:                                                                |
|                                                                            |
| * Locate the tram entrance                                                 |
|                                                                            |
| BRIEFING:                                                                  |
|                                                                            |
| Orders are as follows: Infiltrate Castle Wolfenstein and investigate incre-|
| ase in activity from SS Paranormal Division. Gather any intelligence you m-|
| ay find regarding said SS Division and their activities in the area.       |
|                                                                            |
|                                                                            |
| Kessler, your contact, is a member of the German Resistance group called t-|
| he Kreisau Circle. He has managed to partially infiltrate the SS Paranormal|
| Division's temporary headquarters and has valuable information regarding t-|
| heir activities. Meet Kessler in the village near the archaeological dig   |
| site. He will have further information regarding your mission.             |
|                                                                            |
|                                                                            |
| Remember: If you or Agent One is captured, escape at all costs. Standing   |
| Order #71 remains in effect: If you are placed in a compromising position  |
| where you might divulge information regarding your mission or the OSA, take|
| your own life by ingesting your cyanide tablet. As always, the OSA will di-|
| savow any knowledge of your identity and mission if you are compromised. G-|
| ood luck.                                                                  |
|                                                                            |
| SECRET AREA'S: 4                                                           |
|                                                                            |
+----------------------------------------------------------------------------+


Go through the double doors, and listen to the conversation for a while. Before 
it ends, go through the door on the right to find a complacent nazi, staring at 
the fire. Massage his back with the tip of your knife, if you get my drift. When 
the conversation ends, one of the nazis will leave; the other will stand about 
with his back to you, so do the world a favor and stain your knife with more 
nazi blood. Go through the door under the arch, near the barrels; inside you 
will find some guards and health kits. Dispose of the vermin, then return 
outside and hang a left; this path will take you under an arch with several of 
the enemy high above, so don't make any noise. 


Outside, which is where your current path will take you, is a courtyard. Guarded 
by two nazis, one a patrolman and the other a sniper, above and out of site, 
this can be difficult. Silently kill the patrolman with your knife, then do the 
sniper in via a grenade or Mauser. Mark this place in your memory, for we'll be 
returning here several times.  


Run down the stairs and blow away all the troublesome Axis forces here (watch 
out for the alarm), then proceed to a locker room. There you will find a cold 
meal of bread and cheese; you probably need it, so go ahead and gorge a little. 
In the room across from the locker room is the communications center; pull the 
switch on the machine to open the gate to the munitions room, which you may have 
passed on your way here; it is a bunch of supplies locked away by a gate. Return 
there now, grab the supplies, and enter the adjoining room; move the painting 
and pull the lever. Take out your knife and grab a chair. Throw the chair onto 
the small, long block of furniture on the side of the room, then jump onto the 
chair and use it to reach the area above the fireplace to find a [SECRET AREA]. 
Now that is one long description...ugh, there's too many directions! Now my head 
hurts >.< 



Backtrack to the courtyard I requested you to mark in your memory. A door has 
just been unlocked by a patrolling nazi. Kill the him and hop down the steps. 
When you find a sign that says "Weinkeller," which is "Wine cellar" in English, 
enter the room. Kill the two nazis, and then go to the area BETWEEN the two 
large, round vats of wine facing the door. Press on the wall there to reveal a 
[SECRET AREA]. If you're an alcohol-depraved freak, you must break the glass for 
the prized wine, but doing so automatically sets off an alarm. Always is there a 
string attached! Nothing in life is free! Except for my grandmothers moldy sweat 
socks. That gruesome little image that's now in your mind is free. 


Leave the wine cellar and continue down the steps to a dining room of sorts, 
filled with Germans, some on the ground, others dining on an elevated platform 
which is currently unreachable (well, technically it IS reachable, but for the 
sake of linear direction, it isn't right now). Kill them all and proceed down 
the steps, through the door to find many, many nazis. First and foremost, shoot 
the barrels near the wall to set off a large explosion that will gib any nearby 
foes. Clear out the rest of the room using any means necessary, and then enter 
the room with the long table with the cold meal on it. Part of the wall near it 
is a different color than the rest; kick it to find a [SECRET AREA]. 


Exit this room and turn left; grab the supplies behind the bars, then go through 
the only unlocked wooden door. The room very dark, but there's enough light to 
make out a barrel; shoot it to blow a hole in the wall to find a [SECRET AREA]. 



Proceed through this room and head up the stairs to find the elevated platform. 
Eat the hot meal if you want, then go through the door on the left; watch out, 
though, for a nazi or two will likely emerge from it. Outside, man the turret 
and kill all the Germans you can see, on the bridge and ground. Afterwards, if 
you want some supplies and health, you should visit either of the two barracks 
out here. When you've finished, return to the courtyard, the courtyard that 
should still be in your memory. There is now an open gate, thanks to our not-so-
bright nazi friends. 


 /\                                                                        /\
/\/\_______________________                                               /\/\
\/\/ search tag: [or_tram]                                                \/\/
|\/|                               Tram Ride                              |\/| 
/\/\                               ŻŻŻŻŻŻŻŻŻ          Mission One, Part 3 /\/\ 
\/\/                                                 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\/\/
 \/                                                                        \/

+----------------------------------------------------------------------------+
|                                                                            |
| OBJECTIVES:                                                                |
|                                                                            |
| * Restore power to the tram                                                |
| * Escape Castle Wolfenstein                                                |
| * Meet Kessler                                                             |
|                                                                            |
| BRIEFING:                                                                  |
|                                                                            |
| Orders are as follows: Infiltrate Castle Wolfenstein and investigate incre-|
| ase in activity from SS Paranormal Division. Gather any intelligence you m-|
| ay find regarding said SS Division and their activities in the area.       |
|                                                                            |
|                                                                            |
| Kessler, your contact, is a member of the German Resistance group called t-|
| he Kreisau Circle. He has managed to partially infiltrate the SS Paranormal|
| Division's temporary headquarters and has valuable information regarding t-|
| heir activities. Meet Kessler in the village near the archaeological dig   |
| site. He will have further information regarding your mission.             |
|                                                                            |
|                                                                            |
| Remember: If you or Agent One is captured, escape at all costs. Standing   |
| Order #71 remains in effect: If you are placed in a compromising position  |
| where you might divulge information regarding your mission or the OSA, take|
| your own life by ingesting your cyanide tablet. As always, the OSA will di-|
| savow any knowledge of your identity and mission if you are compromised. G-|
| ood luck.                                                                  |
|                                                                            |
| SECRET AREA'S: 0                                                           |
|                                                                            |
+----------------------------------------------------------------------------+


Hop your way down the stairs to a platform with a mechanic and three or four 
nazis expecting your attempted escape. Kill the whole lot of them, then enter 
the door on the left. Make your way through the mine until you hit the bottom, 
guarded by a pair of mechanics with Lugers. Shoot any of the various barrels in 
the area to start a chain reaction that will gib everyone in the room. Pull the 
lever to restore power to the tram; now go back up to find the tram missing. Oh, 
but it will come back, with a pair of nazis touting Mausers and MP40s. Destroy 
them, then use the tram to escape castle Wolfenstein. 



You will make a stop on your way to the village; you will run out of power. Kill 
the nazis on the platform, then head up the nearby ladder and down to a closed 
hatch. Pull the lever to open the hatch, put a bullet in the head of the nazi in 
the cubbyhole, and pull the lever to restart the generators. Return to your tram 
and make your way to the village, only to be greeted by gunfire from the guards. 
Return fire and destroy your enemies. Head through the double doors and kill the 
mechanic and nazi in the room. After, you might consider dropping into the caged 
pit via the door to find a pair of health kits. Otherwise, climb the ladder 
across from the locked door, then jump onto the top of the metal cage to find a 
ventilation shaft. 


Kill all of the nazis in the station. It is as simple as that! Just make sure 
you don't accidentally shoot Kessler, who will only open the doors once all of 
the guards are dead. There are no secret areas or treasures in this level.

  __  __  __  __  __  __  __  __  __  __  __  __  __  __  __  __  __  __  __  
\/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/

                          Mission Two: Dark Secret    

/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\ 


 /\                                                                        /\
/\/\_______________________                                               /\/\
\/\/ search tag: [ds_vill]                                                \/\/
|\/|                                 Village                              |\/| 
/\/\                                 ŻŻŻŻŻŻŻ          Mission Two, Part 1 /\/\ 
\/\/                                                 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\/\/
 \/                                                                        \/

+----------------------------------------------------------------------------+
|                                                                            |
| OBJECTIVES:                                                                |
|                                                                            |
| * Infiltrate the village                                                   |
| * Discover the site of the SS Paranormal Division's archaeological dig     |
|                                                                            |
| BRIEFING:                                                                  |
|                                                                            |
| From OSA via Kreisau Circle contact Kessler: Learned of your capture and   | 
| subsequent escape from Castle Wolfenstein; Agent One's death a tragedy, but| 
| unavoidable.                                                               |
|                                                                            |
|                                                                            |
| Himmler's SS Paranormal Division, headed by Helga von Bulow, is staging a  | 
| massive archaeological dig near the outskirts of the village. OSA recently | 
| intercepted fragments of high-level encoded message coming from the site   | 
| directly to Himmler himself, but up to this point, we have been unable to  | 
| fully decode any of the messages.                                          |
|                                                                            |
|                                                                            |
| Karl Villigut, a member of the Kreisau Circle, is in the village with an   | 
| important item for you. If possible, locate him and obtain the item, then  | 
| proceed as per Kessler's instructions to the archaeological dig and invesi-|
| gate the situation. Remember to gather any intelligence information you may| 
| find along the way. You will receive new orders once you reach the dig     |
| site.                                                                      |
|                                                                            |
| SECRET AREA'S: 2                                                           |
|                                                                            |
+----------------------------------------------------------------------------+


If you need it, eat the hot meal off the desk and follow Kessler down to his 
basement. He will open for you a secret passage to an adjacent cafe. There is a 
drunken Nazi standing near the stairs, a state in which I'm sure B.J. would 
rather be in. Put a knife into the back of the nazi, then head up the stairs and 
wait out the conversation. When it ends, stab the guard at the table, then stab 
the two standing side by side; they should not notice if you are quick. Boy, the 
alcohol's really getting around. 


Leave the café and kill the two nazis patrolling the wintry streets. Such 
outright violence is, I'm afraid, unavoidable. Now enter the door next to the 
café, which leads to the upstairs. Kill everyone up there, especially the MG42 
gunner; man the turret and use it to kill all of the approaching Axis forces. 


Depart from the comfortable, warm café to the harsh winter scene outside. Get 
across the courtyard to the place whence the nazis that you gunned down via MG42 
came. You will soon find a guard with his pack turned; stick out your tongue, do 
a little dance, moon him...just be sure and stab him in the end. Quietly make 
your way around the lookout tower; find the ladder inside of it, climb up, and 
kill the sniper. From this vantage, you can successfully kill the remaining two 
nazis below. When you do this, your contact, Karl Villigut, will open the door 
to his house. Enter it to find the British-made Sten, which is most useful. 
Leave the house of your contact through the back door. 


Climb the steps, drop from the platform and head through the drain tunnel, which 
will take you to a blocked-off section of the village. Make an immediate right 
hand turn and proceed down the alleys and streets until you reach a guard near a 
flaming barrel. Stab him and then bust through the double doors; kill all of the 
inhabitants, then examine the bookshelf. There appears to be a book sticking 
out. Kick it to reveal another [SECRET AREA]. Also, on the table of this house 
is a silencer for your Luger; equip it using the SECONDARY FIRE key, whichever 
key you have it set to. 


Backtrack to the drain tunnel. There is an unlocked door across from it; inside 
is a civilians house and a hot meal. Eat it if you need it; don't bother asking. 
We're rude like that. Leave the house and make a right. Watch out for the sniper 
in the window! He's a real killer if you don't know he's there. Proceed up the 
steps and hang a left, not straight, because the way straight leads only to more 
sniper trouble. Clear out this little square of German filth, then jump onto one 
of the pillars; use them to reach a balcony with health kits on it, which also 
happens to the levels second [SECRET AREA]. 


Enter the house across from the secret area. Listen to the conversation if you 
wish, then clear out the entire building. Head out the double doors and continue 
to a cemetery. Use your sniper rifle to pick off the guards patrolling it. 
Approach the tombs entrance; you can kick it for a while, although I'm not sure 
B.J. appreciates you banging his foot against the hard concrete. Go around back 
and grab some Dynamite to use instead of B.J.'s poor foot. Once you penetrate 
the tomb, the level will end. 

 /\                                                                        /\
/\/\_______________________                                               /\/\
\/\/ search tag: [ds_cata]                                                \/\/
|\/|                               Catacombs                              |\/| 
/\/\                               ŻŻŻŻŻŻŻŻŻ          Mission Two, Part 2 /\/\ 
\/\/                                                 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\/\/
 \/                                                                        \/

+----------------------------------------------------------------------------+
|                                Critical Mash                               |
|                                                                            |
| OBJECTIVES:                                                                |
|                                                                            |
| * Locate professor Zemph's journal                                         |
| * Pursue SS Paranormal personnel through the catacombs                     |
|                                                                            |
| BRIEFING:                                                                  |
|                                                                            |
| According to Kreisau Circle members from Wulfburg, these catacombs run a g-|   
| reat distance under the village, ultimately leading to an ancient church t-|  
| hat is no longer accessible by conventional means. Helga von Bulow is repo-|   
| rted to be there now, with a large contingent of her "Elite Guard" and a   |
| team of scientists from the SS Paranormal Division.                        |
|                                                                            |
|                                                                            |
| Your orders are to navigate the catacombs and locate the church. Gather any| 
| artifacts that you may find along the way for future analysis. Kreisau     |
| Circle reports "supernatural" activities are taking place in the catacombs;| 
| these are most likely unfounded rumors, but they are from a reliable source| 
| and must be heeded.                                                        |
|                                                                            |
|                                                                            |
| Kreisau informants have also revealed that Professor Zemph often carries a | 
| journal into the dig site. The journal may provide important insight into  |
| his activities at Castle Wolfenstein.                                      |
|                                                                            |
| SECRET AREA'S: 1                                                           |
|                                                                            |
+----------------------------------------------------------------------------+


This is quite a grizzly, grotesque level, in which you will find dead nazis all 
over the floors missing arms, legs, and torsos. Hope you haven't eaten, else 
you'll be seeing your lunch again. Wait out the fight below; there are some 
nazis battling the undead horrors of the catacombs, and while you are where you 
are nobody can touch you. So, conserve both your ammo and health by waiting to 
see the outcome, after which you may slaughter any survivors of the unholy 
firefight. Grab the supplies from the tables, then continue down the stairs. As 
you approach the bottom, beware of the two monsters that will emerge from the 
walls. 


Kill the beast feeding off the corpse of the dead nazi. Follow the corridor to a 
room missing a bridge. At the bottom lies spikes fit to go right through 
Blazkowicz's mortal body. Mother always tells us not to play with sharp things. 
Heed the parental advice and leap to the other end; operate the lever to be 
found there. Fight off the ambush of undead things, then leap back to the other 
side and pull the newly unlocked lever to remove the spikes from the floor 
below. When you hit the ground, more of the undead will emerge from the walls 
and attack. You cannot ignore the undead, for they will follow you to your grave 
(pun intended)!


Continue down the passage until you reach a closed door with a lever next to it. 
I will allow YOU to figure out this brain-tingling puzzle. Through the door lies 
a tough ambush of the undead touting shields that reflect your bullets. Try to 
get close to them to shoot them in the head or feet, since that way you won't 
take much damage from reflected bullets. When you clean the tomb out, the door 
will open. Go through it and you'll hear the nervous chattering of nazis around 
the corner. Toss a few grenades their way and kill the survivors. Grab Zemph's 
journal, and fight off the *next* undead ambush. Getting a little redundant, eh? 
If you wish, you can grab some health kits located in the tombs on the left; 
crouch to enter them. 


Climb through the wall left of the table. Climb up the rubble to a bridge where 
I suspect a secret area is, but I've yet to find  how to open the door. Head up 
the stairs across the bridge and the doors will close. Yet another scuffle with 
decaying, maggot-filled monstrosities. After you destroy them all, you are 
treated to an even more powerful, fire-filled zombie that crawls out of the 
earth beneath us. Oh the humanity, that reminds me of my Aunt Maggie! Filial 
relations aside; we have more important matters to attend to, such as not 
becoming well-done with a dash of honey. He will spew flames at you, so it's 
best to keep your distance (...). After you dispose of it, continue through the 
door to end the level.

 /\                                                                        /\
/\/\_______________________                                               /\/\
\/\/ search tag: [ds_cryp]                                                \/\/
|\/|                                  Crypt                               |\/|  
/\/\                                  ŻŻŻŻŻ           Mission Two, Part 3 /\/\ 
\/\/                                                 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\/\/
 \/                                                                        \/

+----------------------------------------------------------------------------+
|                                Critical Mash                               |
| OBJECTIVES:                                                                |
|                                                                            |
| * Navigate the catacombs to the Wulfberg Church entrance                   |
|                                                                            |
| BRIEFING:                                                                  |
|                                                                            |
| According to Kreisau Circle members from Wulfburg, these catacombs run a g-|   
| reat distance under the village, ultimately leading to an ancient church t-|  
| hat is no longer accessible by conventional means. Helga von Bulow is repo-|   
| rted to be there now, with a large contingent of her "Elite Guard" and a   |
| team of scientists from the SS Paranormal Division.                        |
|                                                                            |
|                                                                            |
| Your orders are to navigate the catacombs and locate the church. Gather any| 
| artifacts that you may find along the way for future analysis. Kreisau     |
| Circle reports "supernatural" activities are taking place in the catacombs;| 
| these are most likely unfounded rumors, but they are from a reliable source| 
| and must be heeded.                                                        |
|                                                                            |
|                                                                            |
| Kreisau informants have also revealed that Professor Zemph often carries a | 
| journal into the dig site. The journal may provide important insight into  |
| his activities at Castle Wolfenstein.                                      |
|                                                                            |
| SECRET AREA'S: 2                                                           |
|                                                                            |
+----------------------------------------------------------------------------+


Let the nazi in front of you dispose of some creepy-crawlers. When he has 
outlived his usefulness, end him and continue through the passage. At the 
intersection, head left to a nazi-undead free-for-all. When the fight concludes, 
there probably will be some flaming zombies wandering around, so watch out for 
them. Notice that in the hall there is a cross; shoot the top of it from a 
distance. This will cause it to fall and break a hole in the wall, thus 
revealing a [SECRET AREA]. Grab the supplies and return to the hall with the 
cross. At the other end is a switch; hit it and fight off the ambush. Return to 
the intersection in which you emerged from the secret area to find the newly 
opened path. 


At the bottom, several grotesque beings will emanate from the ground. Fight them 
all off and, when you finish, hide next to the door. Nazis will open it for you, 
and if they don't see you, they will return to fighting the undead that are 
attacking them. As always, let everyone and everything fight each other out 
before rushing into the situation. This room is somewhat of a puzzle room...each 
one bear's distinct similarity to the Indiana Jones trilogy. In the room with 
the swan picture above it, jump over the death pit and QUICKLY pull the lever 
before getting the hell away from there. Why? Well, let me put it this way; if 
you stick around, you're going to be thinner than Calista Flockheart.


The room with the picture of a cross above it contains switches imprinted into 
the floor. If you step on them, exactly like in Indiana Jones, you'll be a head 
shorter. Pull the lever and leave. In the final 'puzzle' room, the room with the 
eye above it, you will find a wall, with spikes attached, that will swing down 
from the ceiling. Avoid this, pull the switch, and be on your way to the center 
of the previous room. 


Get onto the platform and it will rise to the top of the floor. Pull the switch, 
destroy the undead, and head into a large throne room. It's quiet, too quiet.  
Take the [TREASURE] from the top of the counter and a pair of undead will ambush 
you. Kill them, while all the while avoidig the flames coming from the faces in 
the walls. When they are dead, a fissure will run through the floor; this 
mutates in a gaping hole. Drop down to conclude the level. 

 /\                                                                        /\
/\/\_______________________                                               /\/\
\/\/ search tag: [ds_defi]                                                \/\/
|\/|                             Defiled Church                           |\/| 
/\/\                             ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ       Mission Two, Part 4 /\/\ 
\/\/                                                 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\/\/
 \/                                                                        \/

+---------------------------------------------------------------------------+
|                                Critical Mash                              |
| OBJECTIVES:                                                               |
|                                                                           |
| * Infiltrate the Wulfberg Church                                          |
| * Pursue Helga van Bulow through the church                               |
| * Eliminate all of Helga's Elite Guard                                    |
|                                                                           |
| BRIEFING:                                                                 |
|                                                                           |
| Residents of Wulfburg call this "The Defiled Church." It apparently has a | 
| rather sordid history dating back 1000 years. Over the ages, it has been  | 
| rumored to have been used for a number of occult ceremonies. Rumors aside,| 
| we do know that Helga von Bulow and her SS Paranormal Division team are t-|   
| herenow. We do not know what they are planning, so it is imperative that  |
| you investigate and recover as much intelligence information as possible. | 
|                                                                           |
|                                                                           |
| A word of caution; the Kreisau Circle has reported that Helga von Bulow's | 
| "Elite Guard" is made up of a small group of extremely capable women who  |
| have been trained to an exceptionally high level, both physically and with| 
| small arms. They are also reportedly bound together as a witch's coven.   |
|                                                                           |
| SECRET AREA'S: 1                                                          |
|                                                                           |
+---------------------------------------------------------------------------+


For those of you that have not played RTCW before, this level will be rather 
difficult, especially the Elite Guards you will encounter. However, it is 
important to remember that these "Elite" guards are just females, in tight 
clothing, that are unusually fast. Perhaps they're from LA? With that said, and 
with many of my readers alienated, let us begin! Proceed forward to overhear a 
conversation between fat Helga and her guards. Toss a grenade into the middle of 
the meeting to break things up. Time to face your first Elite Guard, whom will 
hereby be referred just an 'Elite.' The other guards shouldn't pose much of a 
threat to your person. Take cover behind the boxes and whip out your Sten for 
the match between you and the Elite. Be conservative, if this is your first time 
through; fire sporadically and always behind some cohesive cover. If you think 
this is tough, wait until later in the level where you will be forced to battle 
ten at once!


Proceed down the corridors to find a patrolling nazi--stab him in the back and 
walk over near the tomb towards which he was heading. A dead body in the coffin 
will appear to rise, on the cue of the dramatic music, only to fall back. Grab 
the health kit, and then head up the stairs to find a pair of Elite Guards lying 
in wait. Toss a grenade into the area to make them move, then proceed to 
dismembering them in a timely fashion. Head up the stairs on the right to the 
church foyer. There you will find six or seven Elite's. Truly, there aren't any 
decent strategies for this fight; stand behind a pillar and fire away is the 
best strategy with which I can come up. 


When you kill all of the Elite's, climb up onto the podium and approach the 
ladder; a grenade dropped from above will chase you off. Take out a grenade and 
wait three seconds before you toss it up the ladder; with any luck, it will 
detonate before the Elite has time to flee. Climb to the top floor to find 
several more Elites. Some are outside; others are waiting to ambush you past the 
small anteroom's doors. Outside the anteroom, jump onto the rail and onto the 
typically unreachable walkway. This will take you to a [SECRET AREA]. 


Down a few corridors and through a gate, you will encounter the last battle with 
the Elites. For now. There are approximately ten of them, so this won't be easy, 
even for seasoned Wolfenstein veterans. A few grenades here, a bit of gunfire 
there, all the while near the exit in case you need to save your ass and flee 
when the Elites get aggressive; this is the sure-fire way to their defeat. When 
they are all dead, go through the door to instigate a loading point, but not an 
end to the level. 

 /\                                                                        /\
/\/\_______________________                                               /\/\
\/\/ search tag: [ds_def2]                                                \/\/
|\/|                             Defiled Church                           |\/| 
/\/\                             ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ       Mission Two, Part 5 /\/\ 
\/\/                                                 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\/\/
 \/                                                                        \/

+---------------------------------------------------------------------------+
|                                Critical Mash                              |
| OBJECTIVES:                                                               |
|                                                                           |
| * Eliminate Helga von Bulow                                               |
| * Retrieve the Dagger of Warding                                          |
|                                                                           |
| BRIEFING:                                                                 |
|                                                                           |
| Residents of Wulfburg call this "The Defiled Church." It apparently has a | 
| rather sordid history dating back 1000 years. Over the ages, it has been  | 
| rumored to have been used for a number of occult ceremonies. Rumors aside,| 
| we do know that Helga von Bulow and her SS Paranormal Division team are t-|   
| herenow. We do not know what they are planning, so it is imperative that  |
| you investigate and recover as much intelligence information as possible. | 
|                                                                           |
|                                                                           |
| A word of caution; the Kreisau Circle has reported that Helga von Bulow's | 
| "Elite Guard" is made up of a small group of extremely capable women who  |
| have been trained to an exceptionally high level, both physically and with| 
| small arms. They are also reportedly bound together as a witch's coven.   |
|                                                                           |
| SECRET AREA'S: 0                                                          |
|                                                                           |
+---------------------------------------------------------------------------+


Dagger of Warding? That sounds like something you'd find in Morrowind. Anyway, 
gear up with the plethora of ammunition and medical supplies that may be found 
here. You are going to need practically everything for the upcoming battle. As 
the cutscene showed you, the objective to eliminate Helga is rather unnecessary; 
that is, if her terrible screams were any indication. 


Once you finish gearing up, head out to the graveyard and take out a stick of 
dynamite. Rush to the gate in the corner to view the hideous, gigantic beast 
that Helga unwittingly summoned to life. Plant all your explosives for ten or 
fifteen seconds. It would great if you had two, but one will more than suffice. 
When it (or they) detonate(s), the demon will be badly damaged. From here, it is 
time to take out your MP40 or Thompson and give it everything you've got. Ignore 
the other monsters around the graveyard; they're kittens compared what would 
happen if that THING gets close to you. It's main attack, other than sitting on 
you (okay, not really, but that sure would do a lot of damage), will be 
summoning ghosts that go through you; these ghosts not only damage you, but 
temporarily blind you as well, so be sure as to avoid them. If you run low on 
health or ammunition, don't be afraid to retreat to the 'base' and restock on 
supplies. 


Eventually, after enough blood, sweat, and tears are spilled, the thing will 
spread its gibs all over the graveyard. The rest of the undead should be of no 
trouble. Approach the Dagger of Warding, which lies next to Helga's head, which 
lies next to her arm, which lies next to her torso, which lies next to one of 
her legs...

  __  __  __  __  __  __  __  __  __  __  __  __  __  __  __  __  __  __  __  
\/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/

                      Mission Three: Weapons of Vengeance

/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\ 


 /\                                                                        /\
/\/\_______________________                                               /\/\
\/\/ search tag: [wv_fort]                                                \/\/
|\/|                           Forest Compound                            |\/| 
/\/\                           ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ      Mission Three, Part 1 /\/\ 
\/\/                                               ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\/\/
 \/                                                                        \/

+---------------------------------------------------------------------------+
|                                Critical Mash                              |
|                                                                           |
| OBJECTIVES:                                                               |
|                                                                           |
| * Infiltrate the supply compound                                          |
| * Stowaway aboard the supply truck bound for the rocket base              |
| * Ensure that no alarms are sounded                                       |
| * Recover the M1S OSA Snooper                                             |
|                                                                           |
| BRIEFING:                                                                 |
|                                                                           |
| Deathshead has been tracked to a remote rocket base located near the Balt-|
| ic Coast, where he intends to fire a V2 rocket at London fitted with some | 
| kind of new chemical warhead. Your only viable method of infiltration is  |
| to stow away aboard a supply truck bound for the base. You will parachute | 
| into the outlying forest area armed only with your knife and silenced     |
| Sten.                                                                     |
|                                                                           |
|                                                                           |
| The rest of your gear will be deployed separately in two drop containers. |
| In one of them you will find the new OSA M1S "Snooper" rifle which has    |
| been shown to be highly effective for long range, covert "wet work." Due  |
| to the fact that this weapon uses very specialized ammunition, we can only| 
| issue you with a limited amount. Also, due to its experimental nature, it |
| is imperative that you recover this item lest it fall into enemy hands.   |
|                                                                           |
|                                                                           |
| The area is lightly guarded, but there are alarm stations scattered throu-|   
| ghout. If any alarms are sounded, the base will be alerted and the mission| 
| will be scrubbed. If you encounter any enemies, eliminate them before they|
| can sound any alarm. Remember: Do not eliminate the final guard who contr-|
| ols access into the compound; if you do, the supply truck will not be able| 
| to get inside the rocket base.                                            |
|                                                                           |
| SECRET AERA'S: 1                                                          |
|                                                                           |
+---------------------------------------------------------------------------+


Head down the valley until you reach a small, quaint little barn fit for Farmer 
Joe and his dog Rover. There is one guard patrolling the outer perimeter; walk 
up behind him and stab him. There is also one guard inside the barn, and another 
just outside. There are several ways that we can handle the one inside; first, 
we could simply sneak up on him and stab him. Second, we could use our silenced 
Sten and shoot him from the outside, through the window he stands in. Finally, 
we could use the ladder on the side of the barn to climb into the attic, and 
then from that vantage point, shoot him. So, there are your options. As for the 
one standing outside, you can just as easily stab him as you could snipe him. 
Choices, choices... 


After you have dealt with the two nazis abovementioned, head across the lake to 
find some supplies, meager as they are. Return to the barn and from it head 
straight across the valley to a small farmhouse. Patrolling is a nazi, and 
inside, his superior is standing about listening to a record. You know, that 
round, black thing that used to have music on it...? Bah, kids these days! Kill 
both, and then circle around the house and, in such a manor in which you attract 
little attention from the prying eyes of the watchtowers, approach each of the 
watchtowers, and subdue the guards and alarms they contain. 


From the watchtower, you want to encircle this flatland, first blinding your 
enemy before putting him to death. In layman terms, make a circle around the 
valley, kill the sniper, then shoot he nazis on the bridge. Once you've 
successfully done this, you may ignore the guards near the bridge and river. You 
may have seen a truck pass by, if you worked quickly enough; follow where it 
goes, to a tunnel opposite of the bridge. Enter the tunnel and go through the 
door on the right, which is halfway through the tunnel. Make your way through, 
out, and away from the tunnel. 


Hug the hills to the right; this will take you on a route that avoids the sights 
of the vast majority of the guards, even on hard mode (I am death incarnate!). 
Continue on this path to a small tent and outpost in which a pair of nazis are 
conversing. When they finish, one will wander off in the direction that happens 
to be where your snooper and other equipment has landed. Stab him before he gets 
there, and then grab the Snooper and Thompson. Use the Snooper to take out the 
guard in the watchtower, as well as the one near the turret. Now head around the 
side of the outpost and snipe the guards in and near the compound--if you are 
quick, no one will sound an alarm. 


Approach the compound and head through the front gates, which happen to be 
unlocked. Inside, use the Snooper to snipe the guy in the watertower. Head into 
the shack adjacent to the watertower; there is a window open in the back of it. 
Go through it and stab the guy standing near the table. Now, head back outside 
and jump onto the crates. Use the edge of the cement wall to jump onto the roof, 
and then use the powerline connecting this building and the warehouse to get 
onto the roof of the warehouse. From there, open the hatch on the roof and drop 
down to find a [SECRET AREA]. Blow up the compressed air to find a [TREASURE] in 
the form of a golden mask. 


Leave the warehouse and head to the other side of the outpost. Run behind the 
power generators and use them to make your way to the truck, whose back is open; 
climb in to end the level. 

 /\                                                                        /\
/\/\_______________________                                               /\/\
\/\/ search tag: [wv_rock]                                                \/\/
|\/|                              Rocket Base                             |\/| 
/\/\                              ŻŻŻŻŻŻŻŻŻŻŻ       Mission Three, Part 2 /\/\ 
\/\/                                               ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\/\/
 \/                                                                        \/

+---------------------------------------------------------------------------+
|                                Critical Mash                              |
| OBJECTIVES:                                                               |
|                                                                           |
| * Locate the main control room.                                           |
| * Terminate the launch of V2 rocket.                                      |
| * Locate an exit and proceed to the outer compound.                       |
|                                                                           |
| BRIEFING:                                                                 |
|                                                                           |
| German resistance informs us that the rocket Deathshead intends to fire at| 
| London carries some kind of new chemical warhead, the destructiveness of  |
| which is currently unknown.                                               |  
|                                                                           |
|                                                                           |
| German resistance also informs us that all of these rockets have a "self- | 
| destruct" switch, usually located in the main rocket control room. Unfort-|
| unatley we know virtually nothing of the interior layout of the base. It  |
| will be up to you to determine the best means of reaching the main control| 
| room so that you can destroy the rocket before it reaches London.         |
| After destroying the rocket it is likely that the base will be on full    |
| alert. Use all means available to exit the base and proceed to the outer  | 
| compound.                                                                 |
|                                                                           |
| SECRET AREA'S: 1                                                          |
|                                                                           |
+---------------------------------------------------------------------------+


Exit the back of the truck. Stab the patrolling guard and kill everyone in the 
room. Note that if you do not want such a direct approach, you can sneak onto 
the crane near the platform; the crane will then be lowered to a sublevel. I 
chose the latter over the former, but this was reversed my second time through 
the game. Any way you chose, make your way to the lower level (if you did not 
choose to use the crane, there is a lift somewhere around here). 


Head into the mine. Follow it as far as it will go and at the end, make sure to 
kill the mechanic at the controls. Use the elevator to head up a level; when you 
reach the top, notice that there are some nazis working around side a bomb. I 
think you know what to do; snipe the bomb to gib the whole bunch. Afterward, use 
the ladder adjacent to the lift and make your way to the control room, through 
the futile resistance the Germans offer. When you reach a button, press it to 
make the bomb self-destruct. 


Once the bomb goes "BOOM," an alarm will automatically sound and the security 
teams alerted. Head back down the ladder and through the bay doors that have 
opened slightly. Walk around the giant hole in the ground the missile created 
and address the urgent matter of slaughtering five-to-ten nazis. Continue to 
follow this linear route, killing when necessary, until you reach a computer 
room. Destroy one of the poster boards (one of them...just destroy them all to 
find out the correct one) to find a lock box. To open this, press the button on 
the underside of the table near the entrance to find the [SECRET AREA]. 


Continue to follow the paths set for you, to a catwalk; follow this to a 
ventilation shaft, where the level ends.

 /\                                                                        /\
/\/\_______________________                                               /\/\
\/\/ search tag: [wv_rada]                                                \/\/
|\/|                          Radar Installation                          |\/| 
/\/\                          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ    Mission Three, Part 3 /\/\ 
\/\/                                               ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\/\/
 \/                                                                        \/

+---------------------------------------------------------------------------+
|                                Critical Mash                              |
| OBJECTIVES:                                                               |
|                                                                           |
| * Locate and destroy the MVX-MK1 radar array                              |
| * Locate the entrance to the X-Aircraft Facility                          |
|                                                                           |
| BRIEFING:                                                                 |
|                                                                           |
| Proceed through the outer compound en route to the X-Airbase, where you   |
| will find the Bachem 317 "Kobra" rocket plane. It is certain that after   |
| the destruction of the rocket base the outer compound will also be on full| 
| alert, so once again use all means at your disposal in eliminating all    |  
| resistance along the way.                                                 |
|                                                                           |
|                                                                           |
| Also, the outer compound contains a new MVK-mk1 radar installation. Your  | 
| orders are to destroy the radar installation before proceeding to the X-  | 
| Airbase. German resistance also reports that some of Himmler's new "Black | 
| Guard" soldiers may be stationed near the base.                           |
|                                                                           |
| SECRET AREA'S: 1                                                          |
|                                                                           |
+---------------------------------------------------------------------------+


This level is rather easy, and redundant in terms of level design. Although 
there are plenty of nazis to kill, it just isn't very fun level. Now that I've 
shared that critical info with you, get out of the shaft and kill the nazis 
fleeing the burning building. Follow the street and kill as many guards as you 
see fit. Enter the building on the corner to find a turret; manning that turret 
puts you into a perfect position to ambush German forces approaching from your 
north, from the tunnel. Once you finish with them, enter the tunnel that they 
came from. 


Watch out for the snipers; use your Mauser to take care of them. Watch out 
though, because one of them has a Panzerfaust (rocket launcher); boys with toys 
-- they don't like sharing. Enter the building with the sign above it saying 
"Faldlazarett" for health kits, then leave. DO NOT enter the building with the 
sign saying "Kaserne," for in there awaits an ambush. Proceed down the street 
and kill the two snipers on the parapets. Head through the door on the right to 
find a grate on the ground; break it and head through the ventilation shaft to 
find a [SECRET AREA] filled with supplies. Stock up and leave, and then grab the 
supplies in the opposite room.


Climb up the stairs and go through the door on right; outside you will encounter 
light resistance, then enter the door in the corner to find some lone bars of 
gold, or [TREASURE]. B.J.'s planning quite the retirement. Return to the main 
building and head through the door, down the hall and to the right, to find the 
radar array. Either place a stick of dynamite on the ground, or kick until it is 
very weak, then snipe it from a distance to destroy it. Enter the door "Nur Mit 
Autorisation" (I'm taking a wild guess in saying that's something along the 
lines of "No entering without authorization"). Kill all nazis inside and proceed 
down a ladder; from there, I'm sure you can locate the exit. 

 /\                                                                        /\
/\/\_______________________                                               /\/\
\/\/ search tag: [wv_airb]                                                \/\/
|\/|                           Air Base Assault                           |\/| 
/\/\                           ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ     Mission Three, Part 4 /\/\ 
\/\/                                               ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\/\/
 \/                                                                        \/

+---------------------------------------------------------------------------+
|                                Critical Mash                              |
| OBJECTIVES:                                                               |
|                                                                           |
| * Gain access to the "Kobra"                                              |
| * Prep the "Kobra" for launch                                             |
| * Capture the "Kobra" and fly it to a nearby OSA airbase                  |
|                                                                           |
| BRIEFING:                                                                 |
|                                                                           |
| Enter the experimental aircraft test facility via the outer compound of   |
| the rocket base. The airbase houses the latest Bachem 317 "Kobra" experim-|
| ental rocket plane in a hangar at the northern perimeter. Upon infiltrati-|
| on of the airbase, eliminate any resistance and proceed to the "Kobra"    |  
| launch hangar.                                                            |
|                                                                           |
|                                                                           |
| You will need to prep the "Kobra" for launch, so look for launch procedure| 
| documentation in the facility. Once you have appropriated the "Kobra" and |
| are airborne, proceed immediately back to the OSA airbase in Malta. The   |  
| Bachem 317 is reported to travel at speeds in excess of 500 knots, so ene-|
| my air defenses should offer no problem. Contact OSA immediately upon     | 
| touchdown in Malta for debriefing and further orders. Good luck.          |
|                                                                           |
| SECRET AREA'S: 0                                                          |
|                                                                           |
+---------------------------------------------------------------------------+


Take out your Snooper and snipe each and every person you can. If you run out of 
ammo, use your Mauser. Hell, you can take out half of the entire base if you do 
things this way. A truck should ride up the runway and deploy many nazi 
troopers, so wait for them to leave the truck before striking ("well DUH bhs, we 
can't see through walls, you know." Well Bob, I don't know about the rest of 
you, but...I see dead people, so nyah!). 


Once you have finished sniping, head down to the air traffic control tower, at 
the base of which you will find a grate; break it and proceed through the base, 
ravaging its inhabitants in a violent sort of way. You can explore the various 
hangars if you are particularly bloodthirsty, but they offer nothing other than 
that. Go over to the tower across from the air traffic control tower. Kill the 
sniper inhabiting it and press the button to open the large door below. At this 
point, more Nazis have spawned; snipe them from the safety of the tower.


Head into the new area, wary of snipers (one of them has a Panzerfaust). Enter 
the hangar of the building ahead of you, and then kill all of the nazis inside. 
This might be a difficult firefight, but there is a lot of cover and if you're 
half-decent at this game, you should make it through unscathed. Climb the ramp 
and then stairs that follow to the control room. A cowering, unarmed German is 
inside; talk to him for some information, then cap him because he's a nazi, 
unarmed or not. 


Pull the left switch, and then go into the adjacent room; inside, a few more 
guards wait. Put an end to them and then press the switch to raise the ship into 
position. By now, some guards might have tried to intervene; if they do, put 
them in their place -- on the ground. Follow the hallway to the end and out the 
door to the outside. The music will shift and you will view several paratroopers 
parachuting towards your position. Neat trick: shoot as many of their parachutes 
as you can to make them fall to their death. If you are fast enough, you can 
drop most of them this way without them even firing a shot. Your Mauser is best 
for this job. Of course, you know what to do with those that survive. Any way 
you handle this situation, collect all of their guns and ammunition for a SWEET 
rifle called the FG42 Paratrooper Rifle. 


While outside, climb all of the ladders to the top. Open the door and drop the 
mechanist hiding behind a piece of machinery; had you turned the wheel, he would 
have come out and shot you in the head, which is kind of rude, considering the 
situation. Now turn the wheel, and then return inside to the room in which you 
found the unarmed German. Pull the lever to end the mission.

  __  __  __  __  __  __  __  __  __  __  __  __  __  __  __  __  __  __  __  
\/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/

                           Mission Four: Deadly Designs      

/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\ 


 /\                                                                        /\
/\/\_______________________                                               /\/\
\/\/ search tag: [dd_kugl]                                                \/\/
|\/|                               Kugelstadt                             |\/| 
/\/\                               ŻŻŻŻŻŻŻŻŻŻ        Mission Four, Part 1 /\/\ 
\/\/                                                ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\/\/
 \/                                                                        \/

+---------------------------------------------------------------------------+
|                                Critical Mash                              |
|                                                                           |
| OBJECTIVES:                                                               |
|                                                                           |
| * Eliminate the panzergrenadier team                                      |
| * Escort the captured panzer to the SWF Complex                           |
| * Aid the Kreisau Circle in the safe defection of the scientist           |
| * Gain access to the SWF Complex                                          |
|                                                                           |
| BRIEFING:                                                                 |
|                                                                           |
| Deathshead has been tracked to what we believe is his Secret Weapons Faci-|  
| lity (SWF). This is an industrial complex located near Kugelstadt, a city | 
| that has undergone intensive aerial bombardment by the Allies for the past| 
| 48 hours. Deathshead's connection to the events at Castle Wolfenstein is  | 
| becoming clearer, but it is imperative that we learn more about what his  | 
|"Special Projects Division" is up to. The OSA has wanted to investigate the| 
| SWF since learning of it existence a few months ago, but we have been una-|  
| ble to pinpoint its exact location or gain entry.                         |
|                                                                           |
|                                                                           |
| The Kreisau Circle has also informed us that a top scientist from the SWF | 
| wishes to defect. They have commandeered a Panzer tank near the entrance  | 
| to the complex and will be able to assist you in gaining entry to the fac-|
| ility. Once you link up with the resistance members afford them any help  |
| they might need in securing the safe defection of the scientist. Prelimin-|
| ary reports have come to us from the defecting scientist through our Krei-|   
| sau Circle contacts. These reports state the existence of a project book  |
| that fully discloses information on Deathshead's experimental "Venom Gun."| 
| OSA will provide further information regarding the project book after the |
| defecting scientist's debriefing.                                         |
|                                                                           |
| SECRET AREA'S: 1                                                          |
|                                                                           |
+---------------------------------------------------------------------------+



You start this mission touting a pair of pistols. What empty-headed nitwit 
outfitted you for this mission? What do they expect you to do? Look cool while 
getting shot in the ass? Well, at least you can use them to get more advanced 
technology, the MP40. Follow the tank until it stops, and continue to kill all 
of the nazis that get in your way. Head into the ally on the right side of the 
street; at the intersection, go to the left to meet the panzergrenadier team 
holed up in a civilian building. Climb the stairs and clear the building, and do 
not forget to claim their ammo; the tank driver will give you conformation of 
your deeds if you did things right. 


Return to the street and again follow the panzer until it stops, at which point 
a gate to an alley will swing open and out comes a pair of German troopers. Kill 
them and head into the ally; follow it to the street on the other side of the 
barbed wire. Destroy the onslaught of German's that will come around the corner, 
and afterwards head into the building directly in front of you. Plow through it 
like a bulldozer, killing the nazi inside. When you emerge, a guy in a heavy 
suit touting a flamethrower will greet you; not the most tasteful of greetings, 
might add. A bit gaudy. Gun him down before he comes into firing range. To save 
the scientist, all you must do is kill the nazis that are around him and his 
entourage. Don't be worried about whom to shoot at -- other than the three 
people being fired at behind the fence, you have no allies on foot. Complete the 
objective and return to your panzer.


The Panzer has broken through the barbed wire and has rounded the corner. 
Quickly kill the German with the panzerfaust, since if the tank is hit too many 
times your mission will fail. After you destroy all opposition currently 
available, plunge into the dark building your tank buddies opened for you. 
Directly outside the building is another German foot soldier, along with another 
touting a flamethrower. This can indeed be difficult; I recommend using your 
grenades and rocket launcher, if available. After you've dealt with the pair, 
use the slanted piece of wood lying on the ground to reach a [SECRET AREA]. Head 
into the corner where a drainage grate lies; kick it open and drop into it to 
end the level. 

 /\                                                                        /\
/\/\_______________________                                               /\/\
\/\/ search tag: [dd_bomb]                                                \/\/
|\/|                          The Bombed Factory                          |\/| 
/\/\                          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ     Mission Four, Part 2 /\/\ 
\/\/                                                ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\/\/
 \/                                                                        \/

+----------------------------------------------------------------------------+
|                                Critical Mash                               |
| OBJECTVES:                                                                 |
|                                                                            |
| * Infiltrate the Kugelstady Factory                                        |
| * Obtain the Venom handbook                                                |
|                                                                            |
| BRIEFING:                                                                  |
|                                                                            |
| The first part of the SWF industrial complex is the weapons factory. Vario-| 
| us aircraft and heavy weapons were being manufactured here before the      |
| bombing raid. Intelligence has learned that this was also to be one of     |
| manufacturing points for the Nazi's new "Venom" machine gun. This weapon   | 
| has been rumored to have an incredible rate of fire and if it is half as   | 
| powerful as reports would indicate, it could pose a serious threat to the  | 
| Allies.                                                                    |
|                                                                            |
|                                                                            |
| The defecting scientist has confirmed the reports that there is a "Venom   |
| Gun" project book located somewhere in the factory which contains all of   |
| that weapon's technical information and specifications. The procurement of | 
| this "Venom Gun" project book would be a major stroke of good fortune for  |
| the Allies; it is imperative that you find it before proceeding.           |
|                                                                            |
| SECRET AREA'S: 0                                                           |
|                                                                            |
+----------------------------------------------------------------------------+


Leave the sewer via the ladder on the other end. As you climb up, you will find 
a sniper in the building ahead and above you. Destroy him with your Mauser 
(don't waste your remaining Snooper ammo). There are several snipers in this 
vicinity; another is to the right of the one you just shot. Around the corner, 
there is another on the second floor of a building; this one mans an MG42. Kill 
him and make your way through the rubble, through the following ruined house. 
Kill the nazis that confront you along the way, of course; when they are dead, 
find the sewer grate in the corner of the ruined house ahead. Kick it in and 
drop down.


The sewers...nothing good down here--nothing but rats, feces, and nazis; which 
is worse, I could not tell you. Kill all of the Germans that inhabit, and then 
proceed to the exit in the form of a ladder leading to the surface. Once you are 
topside, kill the nazi near the tank and the one in the tank, manning its 
turret. Enter the building next to the panzer. Grab the health packs near the 
door, and then round the corner to find a nazi sniper behind the cover of 
barrels and furniture. Drop him and proceed through the house to find a German 
at a turret; he probably wouldn't cause problems later on, but you should kill 
him anyway just to be sure. Continue to the next room, and proceed with caution, 
for above there is a sniper just waiting for an unwary soldier to come waltzing 
by. Toss a grenade up in his direction to take care of him. 


Climb up the stairs and listen to the conversation between two dimwitted nazis. 
Paraphrased:  


"How do I disarm this thing again? Is it the red wire or the blue one?"

"I'll go get the manual."

"Bah, no matter; they all look gray to me." 

Boom! 


Jump over the hole the nazis made in the floor, and proceed to the roof of the 
building. Take our your Mauser to kill the snipers on the roof, and then proceed 
to jump onto the roof of the building next to you. Watch out; some more Germans 
will appear out of the ruined house ahead of you. You can find the Venom Manual 
around the wall next to you. After you grab it, proceed to the exit by roof-
hopping over to it. 

 /\                                                                        /\
/\/\_______________________                                               /\/\
\/\/ search tag: [dd_trai]                                                \/\/
|\/|                             The Trainyards                           |\/| 
/\/\                             ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ      Mission Four, Part 3 /\/\ 
\/\/                                                ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\/\/
 \/                                                                        \/
    
+---------------------------------------------------------------------------+
|                                Critical Mash                              |
| OBJECTIVES:                                                               |
|                                                                           |
| * Gain access to the main warehouse complex                               | 
| * Locate the primary TBA and proceed to the SWF                           |
|                                                                           |
| BRIEFING:                                                                 |
|                                                                           |
| The second part of the SWF industrial complex is the train yards/freight  | 
| depot. Aerial recon reports that this area appears to have been less dama-|
| ged than the factory. The real strategic importance of this area is that  |
| it is the only entrance into the Secret Weapons Facility itself, which    | 
| lies underground and out of reach of Allied bombers.                      |
|                                                                           |
|                                                                           |
| Unfortunately, our tactical knowledge of this area is minimal at best, so |
| you must discover on your own which building contains the SWF entrance.   |
|                                                                           |

| SECRET AREA'S: 2                                                          |
|                                                                           |
+---------------------------------------------------------------------------+


Take out your Mauser and begin to snipe the nazis in the yards below. Beware of 
the guards nearby, however, as they can surprise you easily if you're not paying 
attention. Once you have finished sniping everyone you can, climb down to ground 
level via the ladder. Upon reaching the ground, a scripted sequence commences in 
which a troop of nazis attack. Destroy the group and then head over to the long 
train. Approach the end of the train that is next to a square, ruined building. 
One the side of the building is a ladder; climb it to the top and then jump down 
and on to the top of the train. One of the boxcars has an open roof; drop into 
it to find a [SECRET AREA]. 


Leave the train and cap the nazis that emerge from one of the trains boxcars. 
Watch out for the sniper in the building next to the secret area; he likes to 
play peek-a-boo. Sometimes he appears; sometimes he doesn't, sometimes with a 
panzerfaust; other times with a Mauser. Penetrate the warehouse via the door 
near the beginning of the train. Once you're inside, kill all of the nazis above 
on the catwalks and on the ground, and then proceed through the set of doors to 
find a lone guard. Quickly shoot the explosive barrel on his left to kill him. 
Search the labs in this area and kill all of the soldiers and workers. In one of 
the labs are two panels, side by side, each with a button on them. Press the 
buttons to unlock the doubledoors near the entrance to the lab area. 


There are many guards in this area, as well as some snipers; one of those 
snipers is directly above you on the catwalk, and another is on a shelf just 
ahead of the doors. Kill all the rest in the area before heading up the stairs. 
Once you arrive at the catwalk, notice the machine in the area. Jump over to 
that machine and bust down the door behind it to find a [SECRET AREA]. 


There is a switch opposite of the secret area that operates a elevator below it. 
Press the switch and enter the elevator. 

 /\                                                                        /\
/\/\_______________________                                               /\/\
\/\/ search tag: [dd_swfa]                                                \/\/
|\/|                        Secret Weapons Facility                       |\/| 
/\/\                        ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ  Mission Four, Part 4 /\/\ 
\/\/                                                ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\/\/
 \/                                                                        \/

+---------------------------------------------------------------------------+
|                                Critical Mash                              |
| OBJECTIVES:                                                               |
|                                                                           |
| * Locate Deathshead's U-Boat pen                                          |
| * Obtain information on Deathshead's destination                          |
|                                                                           |
| BRIEFING:                                                                 |
|                                                                           |
| Besides advanced weapons research and development, the OSA has very little| 
| information on what goes on inside the SWF. Kreisau Circle intelligence   |
| does suggest that the SWF contains a U-boat pen that may be used as a     | 
| debarkation point for another of Deathshead's secret research projects,   | 
| although we have no idea what that might be at this time. Also, be on the | 
| lookout for advanced weapons prototypes.                                  |
|                                                                           |
|                                                                           |
| The bombing raid has made a mess of communications topside, so you        |
| should be able to enter the facility without their knowledge.             |
|                                                                           |
| SECRET AREA'S: 4                                                          |
|                                                                           |
+---------------------------------------------------------------------------+
  
                                                                           
Right off the elevator, head into the cubicle office off to the right. Stab the 
nazi there and quickly leave, for another guard will walk through the 
doubledoors on patrol. When he notices the corpse, he will become alert, so 
stabbing him is out of the question. Use your Sten on him. After that, shoot the 
bottles of compressed air to blow a hole in the wall. Go through the hole to 
find the [SECRET AREA].                               


Leave the premises and use the nearby personnel as punching bags as you 
make your way down the stairs. Maintain down the linear path until you find
an area in which you cannot progress, since the doubledoors you need to get 
through are closed and locked. Improvise by climbing onto the hanging care and 
using it to jump onto the above walkway.


Go through the double doors to the test labs, where the nazis keep all of their 
mutated beasts. Incapacitate the guards and walk down the stair; a nazi will 
fire at one of the beasts inside the cage, and then the monster will break 
through the wall and gib the nazi. And then it will turn to face you. Before you 
run like hell, grab the gun the nazi was using, called 'Venom.' Retreat to a 
safe location to recover your wits and make sure that your pulse is still 
beating, then return to face the beast with the Venom equipped. Hold the fire 
button and the beast will be dead in no time, although you should execute as 
many evasive maneuvers as possible to avoid the crazy attacks of the monster. 


Return to where the X-Creature blew through its cage and go through the door. 
You will find more hideous X-Creatures. They are attacking a scientist and 
guard; let them kill the two before you personally step in. The best course of 
action here is to take out your flamethrower and set ablaze the beasts, then run 
and hide until they die. If you are brave, you can get to a secret area here, 
but in doing so you will also release another of the X-Creatures. This 
walkthrough assumes you are not a pansy, so open the cage, kill the thing, and 
enter its former prison. Notice the cracked wall; kick it to find the [SECRET 
AREA]. 


Proceed through the only unlocked door here. Kill the nazi at the controls, pull 
the lever, and push the button, in any order. Leave the small office to the 
outside, where more of the opposition have arrived. Kill them and head back up 
stairs using the hanging crate. Since you bridged the two walkways, you can 
cross one to get onto the other. Do that and head through the doors. Silently 
approach the singular door ahead of you, and open it; take out your knife and 
stab the guard inside, whom has his back turned. Proceed down the stairs and set 
fire to anyone in your way. Or not. But you get my message, right? 


Through the following set of doors is a supply area, so make the best of it and 
take everything you can carry. Dive into the water and swim over to the grate; 
kick it open and follow the water path to a [SECRET AREA]. While at that 
position, press the switch and climb the ladder. Make an immediate left turn and 
follow the set path to discover a wheel; turn it to flood the floors below you. 
Now return to the area just before the door to the supply area. Nearby is a 
ladder leading into the water; dive in and swim near the ceiling to find a 
[SECRET AREA]. Return to the supply room and continue through it to find the 
U-Boat pen.


Snipe all of the guards guarding the U-Boat pen. Follow the walkway and go 
through the first door to the left. Climb the stairs, kill any remaining nazis, 
and head out through the door to a bridge that leads to the command center. Of 
course, the door is locked. Jump over the railing and land onto the platform 
below. Stand back and shoot the barrels to blow a hole in the wall, and proceed 
up the stairs to end the mission. 

  __  __  __  __  __  __  __  __  __  __  __  __  __  __  __  __  __  __  __  
\/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/

                      Mission Five: Deathshead's Playground

/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\ 


 /\                                                                        /\
/\/\_______________________                                               /\/\
\/\/ search tag: [dp_icen]                                                \/\/
|\/|                          Ice Station Norway                          |\/|
/\/\                          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ     Mission Five, Part 1 /\/\ 
\/\/                                                ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\/\/
 \/                                                                        \/

+---------------------------------------------------------------------------+
|                                Critical Mash                              |
| OBJECTIVES:                                                               |
|                                                                           |
| * Breach the X-Labs outer compound                                        |
| * Gain access to main secure lab area                                     |
|                                                                           |
| BRIEFING:                                                                 |
|                                                                           |
| Your interrogation of the officer in the SWF has yielded the location of  | 
| Deathshead's "X-Labs" in occupied Norway. Our defecting SWF scientist has |
| also revealed the nature of what is taking place at the "X-Labs;" project | 
|'Uber Soldat," or 'Super Soldier.' This is Deathshead's most advanced      |  
| technology project, apparently combining robotic and biological engineeri-|
| ng to create the "ultimate killing machine". By itself, this super soldier|
| could pose a considerable threat to the Allies, but it appears that this  | 
| project may have some other connection to the SS Paranormal Division.     |
|                                                                           |
|                                                                           |
| In any event, the "X-Labs" must be infiltrated at all costs; we must know | 
| what Deathshead's ultimate goal is for these Super Soldiers and, if possi-|
| le, what their connection is to the SS Paranormal Division.               |
|                                                                           |
| SECRET AREA'S: 1                                                          |
|                                                                           |
+---------------------------------------------------------------------------+


Equip the snooper and snipe the guard walking up and down the U-Boat's deck. Go 
up to the crates and boxes and listen to the humorous talk between the nazis. 
Since they are so cold, why don't you give them a little heat, if you know what 
I mean? Whip out the snooper and snipe the guards in the distance. Breach the 
outer compound ahead; when you arrive, patiently listen to the character 
interaction. After you dispose of them, go around to the back of the cabin to 
find a grate. Break it to enter a [SECRET AREA]. Once you've finished 
re-supplying, leave the house and then enter the warehouse in the distance via 
the UPPER entrance. After the characters below finish chatting, hop over the 
rail and quickly man the turret on the back of the truck. Proceed with 
slaughtering all opposition here and those that arrive from outside. 


Outside of the warehouse is a lookout tower. Kill the sniper in it; this is 
imperative, since if he sees you, he sounds an alarm. Near the lookout tower is 
an ascending path leading up and over a dam that blocks your way. Take the path 
up and, when they are drawn (even on my uber-1337 computer, the draw-distance 
rates aren't that hot), snipe the snipers. Once you pass the dam, drop down into 
the nearby perimeter to do some 'cleaning.' There is a single sentry inside the 
cabin; outside there is a guard patrolling, and another inside a security office 
that runs the giant doors to the X-Labs. Kill all of them, and use the 
aforementioned office to open the giant doors.


When you open the door to the X-Labs, you'll be greeted by a whole squad of 
nazis, several of which are armed with Venom weapons. Ouch! Take it slowly; 
stand in the doorway and pick off your targets one by one. Be forewarned, 
however, that you may be attacked from behind by reinforcements. Once you've 
disarmed the ambush, find the cans of compressed air next to explosive barrels. 
Use them to blow a hole in the wall. This action will lead you to the levels 
end. 

 /\                                                                        /\
/\/\_______________________                                               /\/\
\/\/ search tag: [dp_xlab]                                                \/\/
|\/|                              The X-Labs                              |\/|   
/\/\                              ŻŻŻŻŻŻŻŻŻŻ         Mission Five, Part 2 /\/\ 
\/\/                                                ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\/\/
 \/                                                                        \/

+---------------------------------------------------------------------------+
|                                Critical Mash                              |
| OBJECTIVES:                                                               | 
|                                                                           |
| * Locate and procure any documents related to Operation Resurrection      |
| * Locate the entrance to the 'Uber Soldat' main gestation area            |
|                                                                           |
| BRIEFING:                                                                 |
|                                                                           |
| There is very little information about the "X-Labs" themselves. Our defec-|
| ting scientist worked in weapons research and although he is aware of the | 
| existence of the "X-Labs" he has never been there. He has however, inform-|
| ed us that the "X-Labs" do make extensive use of "Tesla" technology to cr-|
| eate powerful, guided electrical fields. These are apparently used for    |
| everything from security gating to local power generation. It is also rum-|
| ored that this technology is what drives the nervous systems of what our  |
| scientist calls the "X-creatures."                                        |
|                                                                           |
|                                                                           |
| This last statement indicates that you will probably engage more of the   |
| "Lopers" that you first encountered at the Secret Weapons Facility, as    |
| well as other unknown types of "X-creatures". You should proceed with cau-|
| tion into any new areas until you can ascertain what it is you are dealing|
| with. Your ultimate mission is to discover exactly what Project "Uber Sol-|
| dat" (Super Soldier) is and what Deathshead's ultimate plans for said pro-|
| jects are. Be on the lookout for any documentation linking Deathshead's   |
| activities with Operation: Resurrection.                                  |
|                                                                           |
| SECRET AREA'S: 1                                                          |
|                                                                           |
+---------------------------------------------------------------------------+


When the path breaks off on the right, there will be a pair of scientists armed 
with Lugers, waiting your arrival. Apparently, they were expecting you. This 
whole place is on high alert, so don't expect to get by on stealth. In the next 
room, more guards will fire at you. Kill them and head down the passage marked 
"1." Go through the door and watch the fight between X-Creature and nazis; I'm 
putting my money on the X-Creature, so be prepared when the time comes that it 
looks your way. After it dies, climb the ladder and grab the supplies on the 
catwalks. Head through the double doors to find the lab seen in the cutscene; 
the cages that contain the X-Creatures will slowly open. Well...that certainly 
sucks to be them. Proceed across the catwalk and go through the door, where all 
hell breaks loose.



View the scientist being thrown against the glass; quickly equip the 
flamethrower and set the X-Creature ablaze. Once it is killed, another will hop 
up to this level from below, so do that one in, too. Jump down and wander around 
a bit...you will discover the Super Soldier Prototypes. These badass creatures 
are products of the twisted mind of the nazi scientist, Deatshead. All I can say 
is, be well prepared when you face them. Since they are flame-resistant, use the 
Venom against them. Watch out, for not only do they have a Venom themselves, but 
also a Panzerfaust that never runs out of ammunition. The rest of the level will 
consist you of destroying these creatures. 


To find the levels only secret area, you need to hop into any one of the pools 
of water (they are all connected). Explore the passages to find the [SECRET 
AREA]. Sorry for the vague instruction, but there are many twists and turns and 
hallways in this level tha