Prisoner Of War - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Prisoner Of War - Strategy Guide (Page 02).
Want to get the lock pick too? Okay, when you are in the Kitchen, after you get all that lovely currency and the key, unlock and open the west door onto the courtyard. Wait for the patrolling guard to walk south and stop outside the door, then turn west. As soon as he begins to move west sneak out and head south towards the Barrack A entrance. Open the door and stand just outside looking in, until the guard inside walks west into the narrow hallway, and vanishes from your radar. Quickly, dash inside and grab the lock pick from the table, then crouch behind the table so the patrolling guard can't see. Wait until your friends move from the Mess Hall to the yard, then slip out of the door to join them - and nobody is the wiser! (Alternatively, you can make use of the cupboard opposite the desk. It's a great place to hide during a camp-wide search if you skipped roll call, and once the fuss is over you can sneak out behind the guard's back!) A bit more currency do you? In the southwest corner of the west side of the courtyard, you see an anonymous looking door. Unlock it with either the lock pick or the brass key, and step inside. You'll find a ladder which leads up to a room which in turn leads to the Sickbay. Get inside and collect the currency hidden around the room and under the bed. Want some fun? In the western side of the prisoner's courtyard there is a ladder leading up to a ledge with some currency and a football. Collect the ball and head back down to ground level. Apparently (I've not tried this yet) you can throw the ball at Schliemann (Harding's guard) and he will fall over. Chapter 3 : Objective 1 ~~~~~~~~~~~~~~~~~~~~~~~ You need to get to Colonel Harding. He is being held in a room on his own in the western side of Barrack B (which is to the north of the courtyard, next to the Mess Hall). You need to prepare for your mission first. Get the brass key from the Kitchen, as per the instructions in the 'Tourist Guide' for this camp, above. If you fancy a challenge, you can use the lock pick instead - again, see the 'Tourist Guide'. Right, so how do you get to Harding's room? There are two ways of getting there. The long way, as hinted at by the characters in the game, or the short way. Okay, the long way first, as this is the solution that Kapowski, Doc and Worthington recommend... You cannot waste any time on this mission - there are lots of guards to avoid and a lot of ground to cover. First you need to get into the Library - which is the (locked) door in the southwest corner of the hallway outside your barracks - opposite the desk with the lock pick. There are various ways of getting past the guard, depending upon the time of day. (a) if he is standing behind his desk, walk up to the door and unlock it with the brass key (from the Kitchen) then quickly step away from the door. He will see you and will investigate - but will loose interest and wander off. As soon as his back is turned from the door, open it and dash inside. (b) if he is patrolling east/west across the hall, time your run to the door so he is heading towards the western part of the hall. (c) after lights out, the guard will fall asleep on the chair next to the Library door. Crouch and walk slowly up to the door and unlock/open it - if you are stealthy enough he will not wake. Once inside head south up the first flight of stairs until the U-bend. But STOP! There is a guard posted on the landing ahead. Luckily in the gloom his vision is poor. Crouch and sneak at your slowest pace up the stairs (it helps to keep tight left, against the banister, I've found) and around him to the door in the north-eastern corner of the landing (don't bother going down the corridor to the south). Open the door and step inside. You are now inside the Library. Crouch and sneak east along the rail and wait at the foot of the steps which lead into the main hall of the Library. Against the west wall you will see a double flight of stairs leading up to a balcony at the northern end of the room. A guard waits on these stairs, before walking down to do a circuit of the main hall. Time your run to avoid him (you might like to break your journey up by sneaking behind the desk on the other side of the rail while he is on the stairs). Be careful when you get near the top of the stairs. There is another guard on the balcony. When he isn't looking dash behind the cover of the bookcases. Now - watch your radar carefully. You will see the guard sitting on his chair at the south of the balcony. Then you will see his radar image move a few paces north (to look out of the window). This is the time to act. Crouch and walk around the bookcases towards him - stopping just behind and to the left of him. He will turn east and walk a few paces away from the window. Stand and dash over to the window and open it, climbing outside, and dropping down. You are now on an east/west ledge above the courtyard (hope you don't suffer from Vertigo!) Use the ladder north and continue north until you reach a ledge you can climb up onto. Now head west along the ledge and follow the path north and then west again. You should arrive at a window, which you can climb through. Once inside, the grey door ahead of you leads to a store door with a crowbar inside - if you choose to collect it. Follow the hall along and go around the bend. In the darkened corner there is a trap door which leads to a balcony above the theatre. A brief cut sequence will play. The Kommandant orders his men to guard the theatre. You need to get to the stage down below, so exit via the door next to the ladder (the western wall). You will find yourself outside in a hall with some stairs leading down. Below, on a landing, a guard patrols east/west. When the guard is seated by the theatre door, head down the first flight of stairs and duck behind the screen next to his chair. You'll not be seen next time he gets up to do his route, leaving you to slip out once he has passed and head over to the theatre door which is on the eastern side of this landing. Inside the theatre a lone guard patrols in a circuit of the hall. Wait in the gloom just beyond the door for him to pass, then crouch and follow him down the length of the hall - but go up the ramp onto the stage instead of turning as he does. Collect the currency in the middle of the stage if you want. Then head over to the shadows of the northern part of the stage, where you will be able to open and use a trap door which leads to Barrack B. Now you're inside Barrack B - but in the wrong room. There is a door in the west wall which leads to a corridor. Careful, there is a guard posted outside the main door to the south. Across the corridor (on the western side) you will see a door to another room. Inside a guard patrols - this is Corporal Schliemann, Harding's personal guard. In the Northwestern corner is the door to Harding's room. Open the door and time your run across the room to get to Harding's room. Then slip inside. The cut sequence will begin which marks the end of the mission. Okay, now the short way, as discovered by many players of the game... At Afternoon Free Time, unlock and open the Theatre door on the northern side of the western part of the courtyard. You'll see a guard at the foot of a staircase. Crouch and slip inside and go west to stand next to the stairs (be careful of the patrolling guards in the courtyard - keep one eye on your radar). Once safely inside, you'll need to distract the guard. Across the hall, on the other side of the main door is a bookcase with a pot on top. Throw a stone at it to create a noise. When the guard leaves his post to investigate, slip behind his back and west, up the stairs. Stop near the top of the stairs, crouch and move up against the north wall/banister. There is a coat-of-arms (or something) which blocks you from being seen by the guard patrolling the landing at the top of the stairs. When he returns to his seat, hide behind the screen next to his chair and wait for him to wander past you to the top of the stairs again. Now sneak out behind the guard's back and into the theatre through the door to the east. Hide in the gloom near the door. The stage is across the way, to the east - this is your destination. The guard inside patrols a circuit of the floor, so wait for him to come by and then follow him down the room to the stage. Go up the ramp onto the stage and collect the currency, before heading into the shadows of the northern part of the stage, open the trap door and climb down. You are now in Barrack B. Check out the door (west wall) to be sure Corporal Schliemann, Harding's personal guard, isn't around. When Harding leaves his room during the day, Schlieman will be absent too - so you may wish to wait until a time when you know for sure Harding will be in another part of the camp. Open the door and slip out and across the hall into the room opposite. Be careful not to get spotted by the guard on the main door, south. Once inside, head for the northwestern part of the room where you'll find a door to Harding's quarters. Slip inside, and the cut sequence will begin which marks the end of the mission. Chapter 3 : Objective 2 ~~~~~~~~~~~~~~~~~~~~~~~ Harding needs a German uniform. He wants it so much that he is even prepared to get you a brass key (although you'll have probably already stolen the one from the kitchen, right?). Luckily there are plenty of spare uniforms in the Laundry to the south of the western side of the courtyard. During a break period, unlock and open the Laundry door, being careful of the courtyard guards (keep an eye on your radar). You'll see a hall with some stairs and a guard. When the guard inside goes to patrol upstairs, slip inside the hall and through the door to the west, which leads into the main laundry room. Being careful to avoid the patrolling guard inside, crouch and move around to behind the table/bins. Wait for him to halt near the screen at the southern end of the room and the dash into the northwest corner of the room and collect the German uniform, before dashing back to the table and crouching once more. When the guard moves to the northern side of the room, slip behind screen where you will find a mirror. Put on the German uniform, and the WALK (do not run) out from behind the screen. You can now calmly collect all the currency in the room - your disguise will fool any guard, so long as you don't do anything suspicious like run, crouch or carry an object in your hand. Go back out into the hall. You can collect the currency here as well if you like. Now back out through the doors and across the courtyard and through the barriers to Barrack B, which is in the northern side of the eastern part of the courtyard. Walk inside, past the sentry on the door, and enter the west room which leads to Colonel Harding's room - just as you did in the last objective. Now calmly walk up to Schliemann, the Colonel's personal guard. A cut sequence will follow which marks the end of the mission. Well done! Chapter 3 : Objective 3 ~~~~~~~~~~~~~~~~~~~~~~~ You'll need some travel papers for Harding. They are located in the Adminstration Office, on the officer's side of the courtyard. Your informants will hint at two ways of getting there. One is hard, the other easy (well, easier!). Either way, you need to start this mission during meal time, when the prisoners are in the Mess Hall. (You might also like to know that there is now an unwell guard in the Sickbay - you can pay him a visit and steal his uniform to use as a disguise if you want. There is an way up to the Sickbay through an anonymous looking door in the southwest corner of the west yard. Unlock the door, slip inside, up the ladder and through the door into Sickbay. The guard is in the corner of the room. He must be very ill as he never seems to wake - I even tried throwing stones at time! There's a mirror near by for you to change.) Okay, the hard way first, which requires the lock pick... First you slip out of the Mess Hall via the Cook's door to the south of the hall, behind the table where Cook stands. Make sure he doesn't spot you leave however, as he will alert the guards. Heading east a short distance along the corridor, you come to a door which is locked. This leads to the German's courtyard. Pick the lock and open the door. You'll find yourself atop a flight of narrow steps on the eastern side of the yard. To the north you will see a grand set of steps leading up to a landing. This is where you are heading. Be very careful! There are guards all around and an officer patrols the north stair case and the yard. Use the cover of the trucks (remember you can crawl underneath them to be totally invisible) and make your way across the yard to the steps. Go up the steps and unlock and go through the door on the northwest side of the landing (collecting the currency behind the sandbags, if you want!) Be careful - remember there is a German officer who patrols up and down these steps. You are now inside the Administration Office. Luckily it is usually unmanned. You'll see the travel papers on a desk on the far side of the room. Collect them and then retrace your steps by going back outside, down the steps, across the yard and back up the narrow steps to the door which leads the corridor between the two courtyards. Slip inside and go find the Escape Committee. Avoid the kitchen if the prisoner's are in the yard - the Cook will scream for the guards. Instead go via the Mess Hall as it will be empty. Once you catch up with either member of the committee, tell them you have the papers. And your mission is at an end. Too hard? How about an easier way to get into the Administration Office? Okay, here goes... As hinted at, there is a quicker route from the Mess Hall which leads to the Administration Office. Again, you start your mission in the Mess Hall, but this time you head up the small flight of steps in the northeast corner of the room. These lead to a door, north. Go through it, and crouch. You'll find yourself behind a bookcase with a room running east/west, featuring two large tables. This is the German Mess Hall. There are two guards. The first patrols in a circuit around the room. The second pauses at the head of the room, with his back to the bookcase, but occasionally wanders down the centre of the room and returns. When the first guard is far away enough, and the second is waiting at the head of the room, crouch and slip out around the second guard's back and climb under the southern table. Crawl east until you find your way blocked by a crate. There is a gap to the south you can pop out from - but wait until the circuit patrolling guard has passed you by. Slip out and continue to make you way quickly east (still crouched) to the southeast corner of the room where you will be able to exit via a door. Guess what? You're in the Administration Office. Luckily it is unguarded. I guess the Germans assumed nobody would have the nerve to break in here! The travel papers you need are on a desk near the north wall. Once you have the papers, it's time to retrace your steps. Exit the room via the door you came in from (don't go via the south door, as this leads to the German courtyard - you'll know all about that if you attempted the hard solution first!). You would be wise to use the keyhole to check the position of the guards - wait until the circuit patrolling guard is heading west along the southern wall again. Crouch and make your way to the mid-way point on the southern table, then climb underneath and continue west. When the moment is right, climb out and sneak around the back of the other guard, slipping back behind the safety of the bookcase. Now exit via the door to the Mess Hall, and go find the Escape Committee - either member will do. Tell them you have the plans, and give yourself a pat of the back because you've just completed objective three. (Note: want an even faster route to the travel papers? I've not managed to check this yet, but amazing as it seems if you pay the unwell guard a visit in Sickbay to steal his uniform, rumour has it the Nurse has some travel papers on her desk just ready and waiting!) Chapter 3 : Objective 4 ~~~~~~~~~~~~~~~~~~~~~~~ Time to join Harding in an escape plan. Sounds like something is happening down in the sewer system - so it's time to head on down there and do a little investigating of your own. First you'll need the sewer key. To get it you need to visit the German coutyard, on the east side of the camp. During a meal time, exit the Mess Hall via the Cook's door to the south, and get into the corridor which leads to the kitchen. Instead, go to the east side of this corridor - the door leads to the German courtyard (it was the one you might have used if you went the hard way round to get the travel papers in the last mission). If it is locked, use the lock pick to open it. Stepping outside you will find yourself at the top of a set of narrow steps leading down into the courtyard. To the north of the yard you'll see some grand stone steps leading up to a landing. At the foot of those steps, just to the west side, is a table with some currency and the sewer key. Avoiding the guards (and the officer who patrols up and down the steps) head into the northwest corner of the yard and then east to pick up the items on the table. The sewer key is a hand item, so even if you are in disguise (did you steal the uniform from Sickbay as detailed in the last mission?) you will still be noticeable. Make your way back to the narrow stairs, via the northwest corner. Go up the stairs and back into the corridor which links the Mess Hall and Kitchen. There are three possible entrances to the sewer. One in the northwest corner of the kitchen. One in the prisoner courtyard, near the middle by the barrier. Either of these will take you down into the maze of tunnels below the castle. But be careful as officers patrol at every turn. Harding is to the northeast of the tunnel complex. But what about the third entrance? Well, unless you like your games extra extra hard, this third entrance is the one for you. It takes you directly to Colonel Harding. Located in the German Mess Hall, the easiest route is via the prisoner Mess Hall. You might want to wait until it's not meal time, so the hall will be empty (remember - even the Cook is against you!) then slip into the Mess Hall and head up the steps to the northeast of the room. Go through the door to the west and you'll find yourself behind a bookcase in the German Mess Hall. The sewer entrance is right in-front of you, in the northwest corner of the room. Use your radar to make sure the guards won't discover you. One patrols in a clockwise circuit of the hall, while the other pauses at the west of the hall before occasionally wandering east and back down the centre. When it is safe, nip out and open the sewer cover, then slip down inside. Once inside head north a few paces and then around the corner to the east, to find Harding, impatient as ever, waiting for you. Crack open the Schapps, you've just escaped Colditz. -----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+----- Welcome to Chapter 4 : "Sabotage" (Stalag Luft, again!) -----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+----- Chapter 4 : The Cast ~~~~~~~~~~~~~~~~~~~~ Wing Commander James Temple-Smithson: English (Toff). Escape Committee. Major Nicoli Radtke: Polish. Escape Committee. Lieutenant Peter Newsbit: Scottish. Informant. Private Xavier DuChamp: French. Informant. Second Lieutenant John McCormack: English. Informant. Sergeant Harry Fox: English (Cockney). Scrounger. Private Oliver Vermass: Belgian. Assistant. Private Henry Plunkett: Southern USA. Assistant. Flight Lieutenant Jonathan Fielding: English. Assistant. Private Mickey Malone: USA (New York?). Gambler (dice). Private Charlie Wilson: English (Cockney). Gambler (stones). The Kommandant: German. The stress is getting to him. General Stahl: German. He's back, and this time it's war, erm, World War. The Cook: German. Same Cook, same food. Chapter 4 : Tourist Guide ~~~~~~~~~~~~~~~~~~~~~~~~~ The camp has been re-arranged a fair bit since your last visit. First the construction yard from your first visit is now the prisoner's compound. The old prisoner's compound is now a Storage Compound for the 'facility' which is being built next door, on the southeast side of the camp. Also, it is now the middle of Winter, so expect it to be dark for most of the day. The missions in this camp are harder than before. You'd really be better off getting yourself a load of currency, a lock pick and a disguise. Here's how... Starting in the afternoon, head over to the east side of the prisoner's compound. Up near the northeast corner of the compound you'll see a staff car with a load of currency glittering around and under it. Time your journey over the fence so that the guard who patrols the store hut to the south won't see you. (This is actually the same hut as the one you stole the German guard uniform from in chapter 2.) Keep heading east over the fence and into the Storage Compound. Your next port of call is the large store building (Store A) right in-front of you (in the northeast corner of the camp). The door is on the east side, so run along the north side between the building and the fence, wait for the patrolling officer to move away if necessary, then quickly inside. You'll find yourself inside the hut with two walls of boxes. A guard patrols north/south between them. Luckily there is a clear path through on the north and he has a habit of pausing at the south end of the hut - so crouch behind the boxes and then make a dash for it to the western side when his back is turned. Here you will find some currency and a crowbar. Head back across the room when the guard turns south and out of the door. Our next stop is the smaller store (Store B) on the southeast side of the compound. It's too dangerous to run across the middle of the compound, so head east towards the northeast corner, sticking close to the north fence, avoiding the patrolling officer who occasionally walks that far north. Turn and head south until you reach the hut. When there is nobody around (you can hide under the vehicle) crowbar the door and head inside. Here you will find lots more currency and a lock pick. By now it will be getting dark, and close to roll call. Head back outside (checking the keyhole first from guards) and hide under a vehicle. Wait for the alarm to be raised and all hell to break loose. After a while the guards will give up and you can sneak out safely. Which is good, because the next part is almost impossible to do without the cover of night. Make your way west across the yard carefully, stopping to collect currency from the tents, crates and vehicles if you want. Use trucks and other obstacles to shield yourself from discovery. You need to arrive at the west fence, just south of the store hut on the other side. If you are good with maps, you will recall this hut was the same one that you stole a German uniform from in chapter two. And guess what? You're going to steal another one from the same place. When the guard is occupied over the west side of the hut, climb the fence and hide on the south side. The search light from the tower to the south should just fail to reach you if you don't stray too far from the wall, and the guard never ventures around to the south side, unless you alert him. Okay, now you wait until the guard is making his way once more around to the west side of the hut - giving you plenty of time to dash out and crowbar the door on the east side. Step inside and collect the guard's uniform. Put it on and pick up your crowbar again. Remember - you may be in uniform but while holding the crowbar you will make the guards suspicious. So you cannot just wander out like you did before. So use the keyhole to check for when the guard outside heads north, on his anti-clockwise route to the west side. Then slip out and head back round to the safety of the south wall. Now all that remains is to time your journey across the fence back into the prisoner compound, avoiding both the hut patrolling guard, the tower south, and the prisoner compound guards. Head back to your barracks and put your crowbar and uniform in your hiding place. Then save the game! If you are ever stuck for currency, there's a load in the Kommandant's building in the northeast of the camp. But you'll need a German uniform in order to get in, unless you like suicide missions. On the second story of the building there is a telescope, accessible via the bedroom. Perhaps the Kommandant is keen on the stars? Or maybe he was just hoping that General Stahl's new facility to the south was going to be a women's POW camp? Chapter 4 : Objective 1 ~~~~~~~~~~~~~~~~~~~~~~~ Things have changed a lot since your last visit to this camp. Compounds have been switched around, and new sections constructed. The missions here are quite tricky, so before you start you might want to take advantage of the goodies hidden in the Storage Compound to the east - check the Tourist Guide for details. I'll assume for the sake of the walk through that you are wearing the German uniform, but I'll give alternative directions for those who prefer the hard way. You'll also need some way to unlock a door - brass key or pick lock will do! (Don't worry if you don't have one - you can pick one up on the way!) The first objective is to get that parcel from the Post Compound, at the extreme east of the camp. You can attempt this mission at any time of day or night, although it is safe enough to do during daylight. Head over to the northeast side of the barrack compound - there is a quiet spot just north of the staff car where you can climb the fence without too much hassle from guards. Once over go through the barriers onto the east/west road and keep heading east. Remember to walk when you get close to a fellow guard. Once you get over to the eastern side of the camp the buildings change to solid bricks and mortar and walls instead of fences. You'll see a guard patrolling north/south between the eastern side of the Storage Compound and some brick buildings. Keep heading east to the north side of the brick building and you will see a barrier. Open it and walk south into the compound, this is the Post Compound, and the building you need to enter is the one you just walked around on the west side of the compound. Bad news, there is a guard monitoring the door. Good news, there are some bins near by, to his south. Throw a stone at the bins and the guard will go to investigate - giving you the chance to unlock the Post Room door and get inside. (Note: Don't have a lock pick? Well, before you turn south into the Post Compound, keep going a short distance east, and just beyond a sentry you'll see a hole in the north side brick wall. Carefully (because there are tower guards in the area) crouch and go through that hole. You'll find a truck, and around the north side of the truck a handy lock pick waiting!) Collect the parcel. Open the door and slip out then race south and hide under the truck. If the guard is monitoring the door when you try to leave, open the door, stand in the doorway and throw another stone at the bins to get him to move. Once under the truck, crawl east so you can see the Storage Compound, along with the guard you saw earlier patrolling north/south. When he walks part you to the north, climb out, stand and follow him north - BUT drop the parcel before he sees you holding it. He will calmly walk past you to the south once more - allowing you to collect your parcel from the ground and dash north and then turn back onto the east/west road - this time heading west back towards the barracks. Remember - when a guard gets close to you, drop the parcel until he passes. Keep going until you reach the northeast corner of the prisoner compound, turn south off the road through the wooden barrier and (once the coast is clear) climb the fence just north of the staff car and re-enter the prisoner barracks compound. Now make your way to barrack four, and show the Escape Committee your prize. For those without the uniform (I've not tested this too much, but it should work, although might be easiest to do this at night only) ... Head to the east side of the prisoner's compound and over the fence just north of the staff car. Instead of heading onto the road, climb over the east fence into the Storage Compound and make your way over to the east side of that compound, avoiding the officers. There is a guard who patrols north/south just beyond the east Storage Compound fence. Looking beyond the guard you'll see a wall with a hole in it and a truck backed up to the hole. Wait near the northeast side of the Storage Compound and when he turns south quickly dart out, climb the fence and, while keeping behind his back, get to that truck and climb underneath it before the guard turns north. Now exit on the north side of the truck get as close to the Post Room door as you dare (that's the brick building on the west side of the compound you are in). Throw a stone at the bins to distract the guard. Dash out and open the door and dash inside. Collect the parcel and then exit the building and go south to hide under the truck again (if the guard is in the way, throw a stone at the bins again to make him move!) Now, retrace your steps back to the prisoner compound and go show the Escape Committee what you found. Chapter 4 : Objective 2 ~~~~~~~~~~~~~~~~~~~~~~~ Ready for what has to be the hardest task so far? For this one you really WILL need the German uniform - the mission is hard enough already! Check out the Tourist Guide for this chapter to find out how to get your hands on one. Okay, time go get us some evidence on what the Germans are up to. You can attempt this at any time - but personally I prefer to start in the daytime, either just after morning roll call or Afternoon Freetime. Be warned, this is a long mission which will likely keep you out through at least one roll call. Keep an eye on the clock. When the sirens are about to scream, find yourself a hiding place inside or underneath something and hide until the search is over. You don't stand a chance otherwise. Don your uniform and take the camera and a lock pick. Remember not to act suspiciously when in the presence of other Germans. Head over to the staff car just outside the northeast side of the prisoner compound. Climb the fence just north of the staff car, as you have done before, and head north onto the east/west road which cuts through the camp. Head east quickly. Keep going until you reach the Post Compound from the previous mission (it's the stone building to the east of the Storage Compound). Once again, you enter the Post Compound via the barrier to the north, but this time you keep doing south through the next barrier and into the Laundry Compound. (You can take a quick detour first around the truck in the Post Compound if you want to collect the currency). Walk south through the Laundry Compound until you reach another barrier. Raise the barrier and walk into the facility. The huge building in-front of you is your destination - but how do you get inside? The easiest way in is to go around the back. (You might want to collect the boot polish in the sentry box against the building's north wall - but be careful as there are tower guards and patrols just outside the perimeter fence.) Walk west past the sentry guard into a yard with two trucks. Be careful, an officer patrols in an L shape east/west between the trucks and north/south down the side of the building. The way to avoid him is to dash west and run around the back of the trucks when he isn't around, then south to the low wall south of the trucks. Wait here for the officer to make his way north towards the trucks again and then slip past him and walk south. Be careful - the tower guards will shoot if they see you run. When you get to the south side of the compound, head east around the rear of the building and get behind the boxes. You'll see a ladder (the camera angle will change when you get near it!). Okay - this next bit is tricky! You're a sitting duck for the tower guards - so you have to be quick. Stand right by the ladder, ready to ascend. Use your radar - wait until the officer in the yard is safely going north, then watch the tower guard on the southeast of the camp. Wait until his vision turns due south, then quickly (and I mean quickly!) up the ladder, and dash west and around the corner and dash north along the west side of the second story. If you alert the tower guard in the southwest corner (and you almost certainly will) you must run and hide behind the bit of wall that sticks out just south of the second ladder, as this will obscure his view. Once all the guards are looking the other way, climb the second ladder (it's easy to find as the camera angle changes again) and up onto the roof. Now head across the roof to the east, climbing over pipes as needed. On the eastern side of the building you will be able to see a rocket waiting for take-off. Take a snap of it with your camera. You know you've got it right when Stone says "That's one for the egg heads back home". Now head over to the northeast corner of the roof and you'll see a chimney which will take you down inside. (Careful - the tower guards can see you!) Head down inside the building so we can complete your second task for this mission. Once inside you'll find yourself on the northeast edge of a landing shaped like a letter U but with a crossbar added (sort of like an upturned letter A). An officer patrols a clockwise circuit, but luckily he stays in the south part of the room and doesn't bother with the 'legs' of the landing to the north. You need to get across the landing to the northwest side, where there is a flight of stairs. Wait behind the cover of the equipment by the crossbar for him to pass by, and then dash across the crossbar and north down the stairs. Now dash across to the northeast side of the ground floor and hide inside the seclusion of the well-lit seating area on the eastern side of the building (as there is a second officer on the ground floor, y'see!) The ground floor is dominated by a pile of equipment in the centre of the south of the building. There is a path which winds down from the north of the room (where you are) south and then anti-clockwise around this equipment to a room on the eastern side of the building. Good news is that this is the room you need to get to. Bad news is that the door is to the south, so you have to go all the way around the path. The ground floor officer patrols in an up-side-down question mark, south and then three-quarters of the way around the equipment, before retracing his steps. Remember, this guy is an officer so your disguise won't help! When he is safely heading south, make a move towards the northwest side of the equipment. You will see a small space with two low boxes jutting out - one brown and one light grey. Hide behind the light grey box, so that when the guard comes back round to head north again, he won't see you. Once he does pass by, dash out and race south and then east and then north around the equipment to reach the door of the room with the safe. Careful, if you bang into the canisters which line the corners you'll alert the officer. Once inside the room, you can use the lock pick to open the safe, and take the documents inside. Now to get out and back to the Escape Committee. Hide next to the door, inside the room, and the officer won't see you when he next completes his route around the equipment. Once he turns and starts to make his way back around, follow him carefully. You need to follow him around until he heads into the north of the building. Hide in the northwest corner of the equipment like you did before - except this time hide behind the brown box so he won't see you when he heads south. Once he has safely passed by, you can dash north and head up the stairs back to the top landing. Careful to wait for the circuit patrolling officer, make your way back over the crossbar and to the chimney ladder on the northeast side of the door. Climb up onto the roof and make your way west to the second ladder. Descend, then head south to the first ladder. (It REALLY helps if it is dark when you try this, to prevent the tower guards from spotting you. Note: if they are scanning the ground with their spotlight, a well aimed stone will smash the lamp, giving you an advantage.) Get down the ladder back to ground level and retrace your steps around the west of the building (mind the officer) and back round to the north. Walk north through the barrier into the Laundry Compound and keep going north into the Post Compound. Then up through the final barrier and onto the east/west road. Now make you way west, back to the edge of the prisoner compound. Retrace your path south to the staff car and then over the fence back inside the compound itself. Now go find the Escape Committee for a debriefing. Chapter 4 : Objective 3 ~~~~~~~~~~~~~~~~~~~~~~~ No rest for the wicked. The rocket is planned for take-off soon. Captain Stone must alert the English and get them to bomb the camp by sending a radio message. This mission really isn't that trying, compared to the last one. Even so, it isn't easy either - so be careful. Don your uniform and head over to barrack 2. Inside you'll see some rugs curiously scattered against the wall. This is the entrance to the tunnel. Once inside, crawl on-top of the wooden dolly and hit the necessary action button so you can whiz through the tunnels. Get off at the corner and crawl around to get on the next dolly. Whiz along until you can go no further, then climb off, around another corner, and onto the final dolly. At the end of this tunnel is the entrance out into the German Compound. You'll emerge in a store room near the southwest corner. Exit into the German Compound, which takes the form of a yard encircled by buildings. The Radio Room is in the southeast corner, accessible through a door to the south of the yard. But it is too heavily guarded to just wander in. We need a better disguise. Walk across to the east side of the yard where you can collect a brass key from the wall (mind the patrolling guard). Now head north through the gap in the buildings and you'll find a staircase on the outside of the northeastern building (the German Mess Hall). This staircase leads up to the door of the Officer's Quarters. Head up the staircase and unlock the door - paying close attention to the tower guard near by. Inside there is some currency and the all-important German officer's uniform. Using the mirror on the wall, swap your clothes (you'll have to leave your old disguise behind) and head back outside and down the steps. Head south back inside the yard. In the southeastern corner of the yard you will see a window through which you can see there sits a high ranking officer in a grey overcoat. Be warned - he is the only man who can see through your new disguise. Fortunately he leaves his post as lunchtime, so hide out in one of the other buildings (and collect some currency while you're at it) until the camp schedule rolls around to 'move to the mess hall'. He will then leave his post and wander north through the yard to the German Mess Hall, which is located underneath the Officer's Quarters where we stole the new uniform. Head over to the Administration Office, which is the southern door in the yard (the one next to the store room with the tunnel). Walk inside and casually walk around the officers, east, towards the radio room. Enter the radio room and use the equipment to contact London. "Field mouse calling Early Bird. Let slip the dogs!" With your job done, it is time to leave. Exit the Radio Room, walk through the Administration Office and exit out into the yard. Go next door to the store room with the tunnel, and descend once more into the gloom. Whiz along all three sections of the tunnel on the dolly's and re-surface in barrack two. Now go find the Escape Committee. Chapter 4 : Objective 4 ~~~~~~~~~~~~~~~~~~~~~~~ With the bombs falling, you have five minutes to sabotage the rocket. There are two keys which must be placed into two control panels. Can it be done? Sure it can! (It's game over if you fail!) There aren't any guards around (except for the Facility itself), so the only thing we need is a lock pick. Run like the clappers out of the barrack and towards the northeast corner of the compound. Over the fence you go and through the wooden barriers onto the east/west road. Now dash east until you get to the Post Compound. Head south through the Post Compound, Laundry Compound and finally into the facility compound itself. With no guards around you can do what you like. This time, no need to go around the back - lock pick the front door on the north side and enter. (Time check: you should still have approximately four minutes left.) Once inside, you must avoid the guards - even if you are in disguise. Head south, up the stairs on the west side of the door, to reach the landing. The key is in a yellow box on the east side of the crossbar and the control panel on the west side of the crossbar. Careful of the officer's patrol, get across the room and collect the key from the wall, then back again and slot it into the control panel. (Time check: you should ideally still have between three and two and a half minutes still left.) Now head back downstairs - there's another key and control panel in the room to the east of the ground floor. The same room which had the safe. This time, however, there are two officers on patrol. Using the same technique as in mission three of hiding behind bits of the equipment in the southern part of the room, make your way around anti-clockwise to the entrance of the east room. (Because this is against the clock, there's no point in giving you a detailed description of how to do this - just wing it!) Once inside, collect the key from the east wall and insert it into the control panel on the north wall of the room. Congratulations, you've just saved humanity from the Nazi's. No rest for the wicked - time to catch up with Colonel Harding back at Colditz. -----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+----- Welcome to Chapter 5 : "Unfinished Business" (Colditz, again!) -----+v+------+v+------+v+------+v+------+v+------+v+------+v+------+v+----- Chapter 5 : The Cast ~~~~~~~~~~~~~~~~~~~~ Major William Kingsley: English. Escape Committee (head of...). Group Captain Henri Dubois: French. Escape Committee (barrack officer). Corporal Vincent Bernier: French. Informant. (Newly arrived.) Lieutenant Cameron 'Doc' Winters: USA. Informant (maps). Second Lieutenant Reginald Worthington: English. Informant (gossip). Private Dwight Johnson: Southern USA. Scrounger. Private Luka Beratti: USA. Assistant. Second Lieutenant Dick Williams: USA. Assistant. Flight Lieutenant Ricki Logan: USA (New York?). Assistant. Private Tony Caponi: USA (New York?). Gambler (cards).
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