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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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