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Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter P » Prisoner Of War - Strategy Guide (Page 01)

Prisoner Of War - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Prisoner Of War - Strategy Guide (Page 01).

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Game:        Prisoner of War (PS2 / X-Box / PC - guide based on the PS2)
From:        JavaKid
Email:       joeking@merseymail.com
Updated:     22nd August 2002
Version:     1.2 (all chapters now complete!)
Copyright:   This FAQ is copyright S.E.Morris (aka Javakid).  Please do not
             republish it in whole or part without the author's permission.
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Contents
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Introduction
History
Types of Cast Members
How Do I...? (FAQ)

Chapter 1 : The Cast
Chapter 1 : Objectives 1 to 4 Solutions

Chapter 2 : The Cast
Chapter 2 : The Tourist Guide
Chapter 2 : Objectives 1 to 4 Solutions

Chapter 3 : The Cast
Chapter 3 : The Tourist Guide
Chapter 3 : Objectives 1 to 4 Solutions

Chapter 4 : The Cast
Chapter 4 : The Tourist Guide
Chapter 4 : Objectives 1 to 4 Solutions

Chapter 5 : The Cast
Chapter 5 : The Tourist Guide
Chapter 5 : Objectives 1 to 4 Solutions

Secrets
Passwords
Fact or Fiction?
Bugs


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Introduction
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"Prisoner of War" is an original game from Codemasters, released on the
Playstation 2 and X-Box (currently) in July 2002.  This guide is based upon
the Playstation 2 (PAL UK) version.

At the time of writing, I know of no other walk-through for this game.

Despite the occasional rough edge, this game has a strangely addictive
quality.  The cries of "Halt prisoner" from the German guards is often
followed by a muttering of "...okay just one more game - and next time I'll
make it!" from the game player.  However, some of the puzzles in the game
have proven too much for some players.  So here I present a guide to each of
the five chapters.  It details not only the characters you will meet and
interact with, but also a complete and blow-by-blow account of how to
complete each 'objective' within the camps and ultimately escape to freedom. 
It also has a list of Frequently Asked Questions (FAQs) and a small section
on the historical accuracy of the game, with links to other real-life POW
resources.

Finally, at last, I've completed all the walk-throughts, meaning that this
guide now covers the entire game.  Chapter five was particularly tough, as
many of the missions were long and required variations on different
strategies to be tested.  The solutions provided are the best/optimum
solutions I could find.  In other words, the easiest way to get the job done.

Thanks must go to James Clark and William Pettit, who emailed me with a few
suggestions.

Additions, comments, corrections to the e-mail address listed.


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History
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v1.0   5th August 2002.  Chapters one and two only.

v1.1   12th August 2002.  Chapters three and four added.  Chapters one and
       two tweaked.  FAQ added.  Secrets added.  Fact of Fiction added.
	   
v1.2   22nd August 2002.  Finally all chapters are complete.  Various tweeks
       and additions to many sections.


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Types of Cast Members
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Each character in the game serves a purpose.  Some will give you gossip and
information, others know about the layout of the camp, while others will
offer their assistance - for a price.

The general roles are:

Escape Committee:  These are the head characters in the camp, and will
usually be the source of your missions, as well as offering you hints on how
to solve the various puzzles in the game, often for a price.  Getting hints
from these guys will lower your end-of-camp grade.

Assistant:  These characters will cause distractions, upon request, but often
for a price.

Scrounger:  These characters will offer you various items for sale, from
useful items, like boot polish, to down right essentials like keys.

Informant:  These characters will give you information on people and events
elsewhere in the camp.  They sometimes know the location of items or the
position within the camp of important buildings, as well as their security
detail.
 
Gambler:  These guys will allow you to participate in games of skill, to win
the all-important currency needed for dealing with other characters.


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How Do I...?
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Q: How do I tell which way is North?
A: Use the map screen in your journal.  The yellow arrow indicates which way
you are facing.  Even easier, north is marked by a red label on the edge of
your radar.

Q: How do I collect and use currency?
A: Currency, as the game calls it, are objects which can be traded for other
items, assistance or information.  Currency is typically littered around each
camp, and can be picked up quite easily by simply walking up to or past it. 
As for how to spend it?   That's up to you, but talking to other prisoners
usually leads to oppotunities to buy favours and handy escape tools.

Q: How do I put on the disguises, boot polish, etc?
A: There are small shaving mirrors on the walls of some rooms.  Usually there
is one next to your bunk in the barracks.  Walk up to a mirror and the action
will become available (using the 'square' button).  Do the same to remove the
disguise.  For hand-held objects like the guards uniform, you need to be
holding them before this will work.

Q: How do I pick locks?
A: On later camps, if you have a lock pick in your inventory, you can unlock
doors with it - but this will take time.  Walk up to the door, as usual, then
press AND HOLD the action button (cross on the PS2 controller) and you'll
hear Captain Stone mutter "This may take some time".  Keep it pressed until
Stone has successfully unlocked the door.  This is the disadvantage of the
lock pick - it isn't instant like the keys.  If you look at the clock in the
top left hand corner of the display you'll see a countdown of exactly how
long is left before the lock is open.

Q: How do I crawl underneath something?
A: Walk right up to it, crouch, the hit the action button (cross) and you
should find yourself under the object.  To get out, crawl to the very edge of
the object until Stone will go no further, then hit the action button.

Q: How do I stash objects for later use?
A: Pocket objects you can keep on you at all times without causing suspicion
- although if you get caught you will loose them to the guards.  Hand held
objects like crowbars, and stolen uniforms, will alert the guards on sight
alone - even if you are not in a forbidden part of the camp.  To safeguard
objects until you need them, visit your 'hiding place' which is next to your
bunk in the barracks.  You can store objects there until you need them, and
they will not get discovered by the guards.

Q: How do I use the camera?
A: Just like you use the mini-telescope.  Go into first person mode, look at
the thing you want to photograph, then switch to the camera using the R1
button and take a snap.

Q: How do I use the grappling hook?
A: Metal rings are placed around the Colditz camp which can be used to attach
the grappling hook.  To climb down, walk up the ledge with the ring, and
press the action button to place the hook.  Climbing up is a lot more tricky,
and requires throwing the hook.  Stand beneath the ring you want to attach
the rope to, go into first person view mode to aim, then switch to the
grappling hook (R1 button on PS2) and throw it.  If your aim is good the hook
will catch and you'll be able to scale the rope.  If you miss, it will be
several seconds before you can gather the rope in to try again.

Q: How do I know when the guards will get suspicious?
A: When Captain Stone does something that might alert the guards, including
carrying objects, walking in restricted areas or unlocking doors, he stoops
slightly rather than standing up straight.  When being chased by the camp's
guards, you must hide until Stone stands up straight before you can pass
in-front of guards without alerting them again.

Q: How do I get through the lift-up barriers without alerting the guards?
A: When disguised as a German, ducking and crouching underneath will alert
any watching guard.  Instead walk up to the middle of the red/white stripped
bar and one of the action buttons will highlight, giving you the opportunity
to open the barrier just like any normal guard.

Q: How do I save my game?
A: There is usually a save point near your bunk in the barracks.  Activate it
and reply "yes" when asked if you want to save.

Q: How do I unlock the secrets?
A: Each camp unlocks a secret if you get a grade A rating when you finish
it.  See the section on secrets and what they do near the end of this guide.

Q: How do I get a better grade when I complete a camp?
A: Grades are dependent upon many things.  The time you take to complete each
camp, the number of times you were captured or injured, how many hints you
asked for, how many times you enlisted other camp mates to cause
distractions, etc.  The lower/fewer these things, the better your score. 
However, advice which is given for free as part of the general conversation
(particularly by 'informants') does not appear to affect your score.

Q: How do I make this game easier?
A: See the Secrets section below.  Try switching Unlimited Goodies to
'money', Guard Perception to 'low', and/or Defiency to 'off'.  Each of those
will make the game easier - the first being the least easy, and the last the
most.

Q: How do I make this game harder?
A: See the Secrets section below.  Try switching Guard Perception to 'high',
Defiency to 'on' and/or First Person Mode to 'on'.  Each of those will make
the game harder - the first being the least hard, and the last the most.

Q: How do I get this game for the PS2 in America?
A: Well, the word in the camp is that goons have confiscated the PS2 version
for all American prisoners.  Or to put it another way, Microsoft has
negotiated an exclusivity contract to stop the PS2 version from being shipped
in the US market.  Whether this just delays the PS2 release or totally
eliminates it I don't know.  That's the rumour anyway - if you've got some
hard facts then let me know!  And no, I don't give currency in reward!


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Welcome to Chapter 1 : "Captured!"  (Holding Camp)
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Chapter 1 : The Cast
~~~~~~~~~~~~~~~~~~~~

Flight Lieutenant James Daly: USA.  Your flying buddy.  Assistant.

Sergeant Jimmy O'Brien: Irish.  Escape committee.

Private Paul Clancy: English.  Informant.

The Kommandant: German.  The twin brother of the German officer in Brit-com
'Allo Allo', presumably?

The Cook: German.  Just because he's not in a German uniform, doesn't mean
you can trust him!


Chapter 1 : Objective 1
~~~~~~~~~~~~~~~~~~~~~~~

Your first job is to steal some currency for Sergeant O'Brien.  It's a simple
enough task, and one which will give you the basics of the game.

Wait until meal time, and then run around to the back of the Mess Hall -
that's the eastern side, opposite the main door.  You'll see a wall which is
climbable.  Wait for the patrolling guard who circles the hall to walk away
from you, then climb over the wall.  You are now in the Sickbay compound. 
Luckily nobody is ill - so head inside and collect the currency on the
trolley.  Then check out the door which leads into the back room (it's a
little difficult to spot in the regular game view, so try first person mode)
to pick up some more currency.

Slip out the way you came, minding to avoid any overlooking tower guards. 
Make sure the patrolling Mess Hall guard isn't watching (use the radar in the
bottom left corner of the screen) and climb back inside the Mess Hall
compound and go see O'Brien who will give you some useful kit.

Jobs a good'n!


Chapter 1 : Objective 2
~~~~~~~~~~~~~~~~~~~~~~~

Okay, to get the crowbar you need to first steal a key.  This is in the
'German Barracks', which are a little harder to get into.  But not
impossible.  You can enlist JD's help to distract the guards, if needs be -
but it's really not necessary.  Particularly as he insists on waiting until
morning exercise - which just wastes time.

Again, you wait until meal time, except this time you go over the fence to
the north, instead of the wall.  Make sure you time it right as before, or
the Mess Hall guard will spot you.  Once over, you will see a large raised
hut with steps leading up to the door.  This is the German Barracks.  Bad
news - there is a guard posted at the foot of the steps.  What are you to do?

What seems like a mission impossible is actually quite easy.  You can either
carefully sneak around the guard and onto the steps.  Or, for an even safer
bet run north down the side of the hut.  Then, climb under the hut to see the
sparkle of some currency - might as well collect it - before you crawl
westward to right next to the bottom of the steps.  Pop out from under the
hut, just behind the sentry guard, and slowly climb the steps, before opening
the door and slipping in.  At the far end of the room is some goodies -
including the key you need.

Now reverse the process to get out.  Crouch and walk down to the foot of the
steps.  Climb under the hut and crawl to a safe distance before reappearing
and dashing south over to the fence again.  Use the cover of the bushes
(crouch down) to hide yourself until you are sure the Mess Hall guard is not
a threat - then it's over the fence and back to the Mess Hall before anyone
notices you are missing.  Go see JD and inform him you have the key.


Chapter 1 : Objective 3
~~~~~~~~~~~~~~~~~~~~~~~

With the key safely in your inventory, you can make a move for the crowbar
you'll need to mount your escape plan.  This too can be done in broad
daylight, as long as you are careful.  Don't forget to take the brass key you
got from the last mission.

At the northern side of the barrack compound, at the rear of barrack 1 (the
opposite side to the door) you'll see a road with a brick wall on one side
and guards patrolling east and west, overlooked by a tower.  If you look
closely near the far western end of the wall, you'll see a hole.  That is
where you are heading.  Time your run across the fence and towards that hole
to avoid the patrolling guard and tower (this is where the mini telescope
comes in handy, if you got it from O'Brien).  Wait until the guard is walking
away from the hole towards the junction - then over you go.  Once you reach
the hole, crouch to get through and hide crouched down behind the logs on the
other side.

You will see a brick building with a guard who patrols one half of the
perimeter, back and forth.  This is the 'Tool Store'.  The crowbar you need
is inside.  When the guard is out of sight, make a dash for the western side
of the building - the opposite side to where the door is.  Use the bushes for
cover as needs be, there is an annoying sentry just outside the northwest
corner of the compound who delights in spotting you.

Sneak around the north side of the building and use the boxes for cover. 
Now, in what is the most tricky feat of timing so far, you have to time your
dash around the front of the building so that the patrolling guard won't see
you and get inside.  To do this, hide behind the boxes until he comes by, and
turns - then follow him quickly, stopping only to pick up the currency on a
near by box if you want.  Get to the door and open it with the brass key -
then quickly inside.

Once inside, stay away from the window at the left hand side of the door -
the patrolling guard will see you if he passes by.  Get the crowbar from the
desk.  Make sure you don't drop it (you should be able to see it in your hand
as you move).  Now head back to the door and use the keyhole to watch for the
guard outside and the tower.  You need to wait for the guard to come from the
direction of the boxes - heading south.  Once he passes by the keyhole wait
for a few seconds for him time to move around the corner.  The further he is
away from the door the more chance you have of escaping if the tower guard
should catch a sight of you.

Open the door and dash back around to the boxes on the north side and hide
again.  Then retrace your steps back around to the hole in the wall - using
the boxes, bushes, walls and logs as cover.  Keep an eye on the corner sentry
guard outside the compound, the patrolling guard inside the compound, and of
course the tower guard.  Once the coast is clear, make a dash through the
hole (remember to crouch) across the road (best to run) and then over the
fence to get back to the barracks.  Just to be on the safe side, dive
underneath the closest barrack, which should be barrack 1, and hide.  If your
buddies are off having a meal, you can wait here until it is safe to show
your face in the barrack compound again without the guards getting
suspicious.  Tell JD you've got the crowbar.


Chapter 1 : Objective 4
~~~~~~~~~~~~~~~~~~~~~~~

Time to blow this place.  Your ticket out of here is in the back of a truck
on the northwest side of the compound.  Wait until after evening roll call. 
Use the boot polish, and take the crowbar.  Slip out of barrack 1 and watch
out for the guards.  There is a brick building in the compound with yellow
signs on the door.  Head towards the spot of fence to the north side of that
building - the opposite side to where the sentry box is.  You'll see the road
which leads north/south between the crossing zone that you use to go to visit
the Mess Hall, and the junction with the watch tower that you saw in your
last mission.  There is a guard patrolling up and down the road.  You need to
time your run over the fence, across the road and over the opposite fence to
get into the Mess Hall compound on the east side of the road.

Once there, you need to run to the east side of the hall, and climb over the
fence again just like you did in objective 2 when you got the key.  Except
this time instead of heading inside the barracks, you carry on north, down
the side of the hut until you come to yet another climbable fence leading to
a road with another similar hut.  This is the 'Driver's Quarters', and you
need to get inside in order to access the compound with the trucks.  There is
a guard patrolling the road, so time your fence climb carefully.  Once over
the fence, you will see some logs straight in-front of you, on the other side
of the road - you can hide behind these and wait for the guard to come your
way once more and then turn.  Once his back is turned, dash out and crowbar
the door, then go inside.

Slip into crouch mode.  If you make a noise in here you will wake up the
occupants.  Sneak over to the door on the far northeast side of the room, and
exit.  You'll find yourself in the northeast corner of the camp, with a
search light beam scanning the path ahead.  Stay out of the light - getting
detected here is fatal.  As the light moves into the corner of the compound,
dash around the corner of the sleeping quarters and make a run westward for
the cover of the vehicle.  Now keep making your way west, and hide behind the
junk littering the northwest corner of the compound.  Be careful - as a guard
patrols this corner.  You'll notice a wall leaving up to an opening to the
west.  Beyond that the truck which will take you to freedom.  Watch the guard
carefully, and time your run to get around the other side of the wall -
remember in the dark his vision is not so good - providing you stay low you
should be able to get pretty close to the opening in preparation for your
dash.

Okay - you're almost home.  The truck is right in-front of you.  You just
need to find a way to get around to its rear.  There are guards just beyond
the western fence who can see you if you don't time it right - and don't
forget the guard you just slipped by on the other side of the opening.  When
the moment is right, make a mad dash for the back of the truck and just
inside.  JD will join you shortly.

Congratulations - you have just escaped your first POW camp.


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Welcome to Chapter 2 : "Prisoner of War"  (Stalag Luft)
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Chapter 2 : The Cast
~~~~~~~~~~~~~~~~~~~~

Wing Commander James Temple-Smithson: English (Toff).  Escape Committee.

Major Nicoli Radtke: Polish.  Escape Committee.

Lieutenant Peter Newsbit: Scottish.  Informant (gossip).

Private Xavier DuChamp: French.  Informant (maps).

Second Lieutenant John McCormack: English.  Informant (tricks).

Sergeant Harry Fox: English (Cockney).  Scrounger.

Private Oliver Vermass: Belgian.  Assistant (25 currency).

Private Henry Plunkett: Southern USA.  Assistant (25 currency).

Flight Lieutenant Jonathan Fielding: English.  Assistant (25 currency).

Private Mickey Malone: USA (New York?).  Gambler (dice).

Private Charlie Wilson: English (Cockney).  Gambler (tin cans).

Colonel Roger Harding: English.  SOE agent (Special Operations Executive).  A
man with a secret?

The Kommandant: German.  A nasty piece of work.

General Stahl: German.  An even nastier piece of work.

The Cook: German.  Don't expect any favours from him.


Chapter 2 : The Tourist Guide
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Want a bucket full of currency?  There's a load in the construction yard to
the west of the barracks.  It's lightly patrolled, so a daytime raid is
possible.  Head behind barrack 2 and you will see a section of climbable
fence jutting out, with a guard and a hut beyond.  Linger near one end of
that fence, and once the guard turns his back to walk away, climb over and
run around the back of the hut.  (If he sees you, simply run around and
around the hut until he gives up the chase).  Now climb over the west fence
which leads to the construction yard.  There's currency a-plenty to be found
around the trucks, under the trucks, inside the unfinished huts and inside
the tent.  There's also a crowbar in the tent - handy.  Crouch in the bushes
for cover, when necessary.


Chapter 2 : Objective 1
~~~~~~~~~~~~~~~~~~~~~~~

You need to talk to the escape committee in hut 4.  They will ask you to
prove yourself by playing a tape of some music over the camp's speakers.  The
speaker system controls are in the Administration Office.  This is to the
north of the camp.  The tape will be deposited in your hiding place in
barrack 2.

You will have to act quickly for this mission - try to keep on the move as
much as possible and don't spend too long waiting for the guards.  Run when
possible, don't crouch.

After evening roll call, go to your hiding place and collect the tape.  Also
use some boot polish if you have any.  Exit barrack 2 and walk around to its
rear.  Here you will see a fence with a climbable section jutting out. 
Beyond the fence is a 'Store' hut, but between the hut and the fence a guard
patrols north and south.  Wait near the corner of the barrack for the guard
to come close and then turn.  As soon as be begins to walk away from you,
dash for the fence and climb over - then run behind the hut where he cannot
see you.  

Run up the long path north, and you will encounter an east-west road, with
guards on watch.  Most of them are stationary, but one patrols east/west - so
watch out for him.  When the coast is clear, slip out onto this road and run
east a short distance until you see the north side fence is climbable
(there's a section just before the sentry box).  Climb this fence into the
yard with two guards and a building to the north side (this is actually the
Mess Hall where you eat your meals).  Hugging the fence, so not to fall into
the spotlight of the guards, make your way to the eastern side of that
building, and continue north.  You'll come out into a small yard with a
couple of currency near a door.  (You may also see the cook with his nose
pressed up against a wall - most strange!)  Go over the fence to the north. 
You are now in the compound with the Administration Office.  There's some
currency on the west wall if you want to collect it.

Stand outside the door (there is only one) and use the keyhole to spy on the
guard inside.  He patrols in an L-shaped pattern.  The tape recorder is
inside, at the bend in that L.  Immediately after he moves from the doorway,
open the door and rush after him.  Be careful not to bang into any chairs. 
(You may wish to stop and collect the currency on the desk by the door, if
you feel bold).  When the guard turns at the bend, you head in the opposite
direction and duck behind the tall bookcase in the darkened corner.  When the
coast is clear stroll over to the tape player next to the bookcase, and play
the tape.

(Note: an easier method which has been recommended (but I've not yet tried)
is that you hide behind the logs near the fence and cause a noise by throwing
stones at the barrels, causing the guard to come out and do a border patrol
of the compound.  Giving you enough time to slip inside and play the tape.)

There's a short animation (strangely nobody thinks to check the
Administration Office, which is where the tape player is!) and then it's time
to head back to barrack 2 before roll call.  Wait for a few moments before
you leave the safety of the bookcase.  The guard will return from outside and
you don't want to get caught.  Once the guard is back inside and on patrol,
slip out past him and retrace your steps back to behind barrack 2.  Now
carefully get across the yard to barrack 4, and report to the Escape
Committee.


Chapter 2 : Objective 2
~~~~~~~~~~~~~~~~~~~~~~~

Your previous mission was just a cover so that some documents could be
stolen.  But the mission failed and now the Escape Committee want YOU to get
the documents back.  For this purpose they have left a key in your hiding
place in barrack 2.  You much get to the Commandants Office to the east of
the camp, but a disguise will be needed first.

This mission can be completed in broad daylight.  Remember to take the brass
key from your hiding place, then head around the back of barrack 2, to the
west fence where you climbed over in the last objective.  The 'Store' hut is
still there, and so is the peskie guard who patrols north/south.  Wait up by
the northern end of the fence, then as soon as the guard turns his back,
climb over the fence and keep running past the metal bins.  Your next step is
to use the metal bins to distract the guard.  Either bang into them or throw
a stone at them - either way if he is close enough he will come and
investigate.  (Knocking on the wall would probably also work!)  Quickly dash
anti-clockwise around the hut, and circle around so that you arrive at the
door from the south.  The guard should be sniffing around the north wall -
giving you just enough time to unlock the door and head inside.  Inside, on a
table by the door, you will find a guards uniform.  Using the mirror, put it
on.  There - don't you look smart!?!

Casually WALK (do not run) out of the hut and head north, just like you did
on the last mission.  From this point on you must only run when you are not
within sight of a German guard.  Once you get to the east/west road, head
east and keep going past the barriers and gates which are used when the
prisoners move from the barracks to the Mess Hall.  You will see a large
house with a low wall perimeter ahead of you.  There are two barriers - one
on the southern wall and one on the west.  You'll use the western entrance,
so follow the path around to the north until you arrive next to the western
barrier (it is best to go as far north as you can - ie. the extreme
left-hand-side of the barrier).  The guard will be fooled by your disguise -
but you will see an officer (in dark blue uniform) patrolling the courtyard
outside the house.  He will spot you on sight - so you MUST avoid him.  His
route takes him down the side of the house and across the yard in an L
shape.  When nobody is looking, crouch under the barrier and wait in the
seclusion of the small wall to the north.  When the officer begins his walk
south along the side of the house, quickly dash over to the house and slip
inside behind his back.

Now - here is the most tricky part of the mission.  The room inside leads to
another room.  Inside this second room is a guard, and an officer.  The guard
can be fooled providing you don't run.  The officer however will blow your
cover on sight alone.  Looking through the keyhole you can see a bookcase on
the far eastern side of the room.  When the officer leaves his station to
patrol the room, quickly open then door and WALK past the guard, then make a
dash for the bookcase and hide behind it, crouching.  From the other end of
the long bookcase you can see your objective on the desk across the room. 
Wait for the officer to return to the door then dash to the desk and collect
the plans, dashing back pronto and crouch.  Now return to the other side of
the book case and wait for the officer to leave the door and wander to the
desk - then WALK out of the room past the guard.

Step outside into the courtyard and wait by the eastern wall next to the door
until you can synchronise your dash across the yard with the patrol of the
officer.  Now retrace your steps.  If you are very clever, you can wait until
the barrier and gates open for meal times and then simply walk into the
barrack compound via the gate - just like when you return from the Mess
Hall.  Head for your hiding place and stash the gear - then take the plans to
barrack 4 and show them to the Escape Committee.


Chapter 2 : Objective 3
~~~~~~~~~~~~~~~~~~~~~~~

A pair of bellows is required by the Escape Committee to assist in the
building of the tunnel.  What seems like a trivial mission is actually quite
hard.  Firstly, it helps to check in with Sergeant Harry Fox, and purchase an
iron key from him.  It's expensive, but it will do the same job as a crowbar
and it isn't nearly as much trouble to get about the camp with.  If the price
is a little steep, try visiting the construction yard (see the Tourist
Guide!).  Otherwise, you'll have to carry the crowbar and avoid the guards.

Okay, after morning roll call you can head on over to the Mess Hall.  The
bellows are there on the table behind the counter, where the cook works. 
Wait for the meal to be over, and the men will leave - including the cook. 
Unlock the northeast door, which leads out into the area south of the
Adminstration Office, where you played the tape in the first mission.  The
guard patrols outside by day - so keep an eye out for him as he will spot
you.  Head west along the wall and then unlock and enter the western door of
the Mess Hall - which will lead you into the kitchen area itself.  Careful -
the guard on the stool is still here.  Collect the bellows (they are just
south of the door) and collect the other currency as well (including a second
brass key, if you want!) and then exit - either by the west door or the
northeast door, sneaking past the seated guard by ducking down under the
serving hatch.

Head to the eastern wall of the Mess Hall, and crouch behind some logs.  This
is sufficiently far from the Administration Office, the road and the gate
guards for you to be not spotted - so you should be safe here.  Wait until
evening meal is over.  As the men walk out to return to their barracks,
mingle with them, avoiding any guards, and return to the barrack compound. 
Head for barrack 4 and give the bellows to the Escape Committee.

(Note: it occurred to me, after I had completed this level, that an easier
way to get the bellows to the Escape Committee would be to just wait out of
sight of a guard in (or around) the Mess Hall, until the evening meal.  Then
hand them over after the Wing Commander and Major enter for their food.  You
might want to give this a try.)


Chapter 2 : Objective 4
~~~~~~~~~~~~~~~~~~~~~~~

Time to escape.  There's an old abandoned tunnel in the other barrack
compound - which has now been re-assigned.  You need to break into that old
compound and access the tunnel.  This mission should be attempted after
evening roll call.

You'll need the iron key (or crowbar, if you want to make life hard).  Slip
into your German uniform disguise.  Now exit the barracks and head west to
the hut with the patrolling guard.  You've been here before, so you know what
to do - wait for him to turn and then slip over the fence and head north up
to the east/west road.  Now follow the path you took in the first mission -
go east and then over the fence into the Mess Hall compound.  Once in the
compound, WALK across the yard, then down the west side of the building, past
the kitchen door.  The north wall of this compound leads into the
Administration Office compound - EXCEPT for the very western part of it,
which leads into another 'Tools Store' compound.  Once the search light is
occupied elsewhere, climb the wall and use the key (or crowbar) to open the
hut door.  Step inside and you will find some extra currency (you can collect
it if you want - although it is useless to you at this late stage).  Inside
is another crowbar - you will need to take this for the abandoned barracks
next door if you left your original crowbar behind.  Take it and head back
outside.  In the northern wall of that compound is a hole - you can crouch
and squeeze through into the old barracks compound.

Here's the rub: the guards will spot you with a crowbar, so drop it whenever
they get suspicious.  They will come sniffing around you - but providing it
isn't in your hand they will get bored and walk off eventually.  Leaving you
to pick up the crowbar and continue with your mission.  There is also an
officer who patrols outside the barracks and around the centre of the
compound.  You must avoid him as all costs - he can see through your
disguise.

The barracks are located on the southern side of the compound - there are
three of them.  You need to get to the middle one.  Time your walk westward,
using the vehicles for cover as needs be.  Watch the path of the officer -
when he turns away from the barrack buildings to head into the yard, dash out
and crowbar the middle door, then head inside.  The tunnel opening is located
in a darkened corner of that barrack.  Climb down and then crawl along the
tunnel - then up the ladder to freedom...

Jolly good show old chap - you just broke camp two!


-----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+-----
Welcome to Chapter 3 : "Castle Colditz"  (Colditz)
-----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+-----


Chapter 3 : The Cast
~~~~~~~~~~~~~~~~~~~~

Major William Kingsley: English.  Escape Committee (head of...).

Group Captain Henri Dubois: French.  Escape Committee (barrack officer).

Private Micheal Kapowski: USA.  Informant (tricks).

Lieutenant Cameron 'Doc' Winters: USA.  Informant (maps).

Second Lieutenant Reginald Worthington: English.  Informant (gossip).

Private Dwight Johnson: Southern USA.  Scrounger.

Private Luka Beratti: USA.  Assistant.

Second Lieutenant Dick Williams: USA.  Assistant.

Flight Lieutenant Ricki Logan: USA (New York?).  Assistant.

Private Tony Caponi: USA (New York?).  Gambler (cards).

Corporal Douglas 'Sure Shot' Spears: English.  Gambler (stones).

Colonel Roger Harding: English.  SOE agent (Special Operations Executive). 
You met him in the last camp.

The Kommandant: German.  Loves a small dachshund called Otto.  Nuff said!

General Stahl: German.  Loves visiting POW camps.  Even more nuff said!

Corporal Schliemann: German.  Colonel Harding's personal guard.

The Cook: German.  German cooking - how could you resist?


Chapter 3 : Tourist Guide
~~~~~~~~~~~~~~~~~~~~~~~~~

Want to get about without that peskie lock pick which is so hard to swipe
from the barrack 1 entrance hall desk?  No problem.  After morning roll call
go to the Mess Hall with everyone else, but go south into the Cook's quarters
and when the moment is right, slip out through the south door and into the
hallway beyond.  Across the hall is the Kitchen door - enter it and collect
100 currency and a vital brass key.  Now rejoin your friends in the Mess Hall
by returning to the corridor and using the keyhole to study the movement
patterns of the Cook.  Be careful to time your entrance well, as he will
alert the guards if he sees you arrive from somewhere you shouldn't have
been!

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