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Prisoner Of War - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for Prisoner Of War - Strategy Guide (Page 03).

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

Staff Sergeant Daniel Crown: English.  Loves escape plans.  (Newly arrived.)

Colonel Roger Harding: English.  SOE agent (Special Operations Executive). 
He's back again, and under even heavier guard.

The Kommandant: German.  A man with a moustache.

General Stahl: German.  What secret is he keeping down below (the castle!) ?

The Cook: German.  I feel like knockwurst tonight, like knockwurst tonight!

The Nurse: German.  Remember boys, she's just a load of polygons!

Captain Hans Zimmerman: German.  They seek him here, they seek him there...


Chapter 5 : The Tourist Guide
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Want a German uniform and some boot polish?  It's even easier than on your
last visit to the camp.  During a break period when you are allowed in the
western side of the yard, open and enter the Bell Tower door - which is the
small unmarked door next to the Laundry.  It's unlocked, but you will still
need to be careful of the guards.  Head inside and up the ladder.  Then
follow the door into the Sickbay.  The nurse patrols around the room (she
walks very strangely, kind of like she plopped in her knickers) but she is
easy to avoid.  If she does spot you she will cry out for the guard.  Hide
underneath one of the beds until the coast is clear.  Now head out of the
east door which leads to the top landing of the Laundry hallway.  You can
collect the boot polish at the top of the stairs and then head downstairs,
crouching to sneak quietly past the sentry (who never moves unless alerted)
and south down the side of the stairs to collect a uniform.  Sneak back up to
the landing again and use the mirror to don your disguise (the one next to
the guard is too risky) and now you can calmly walk right past him out into
the courtyard.

If currency is what you need, as on your previous visit, you'll find a load
of the stuff in the kitchen.  The safest way to get there is to access the
corridor which links the two courtyards by using the south door in the Mess
Hall, during meal time when the Cook's back is turned.  Now head south into
the kitchen and collect your reward, before returning to the Mess Hall.

There's a bucket full of currency in the German Mess Hall.  It's on the east
side of the Administration Office (which in turn, is east of the German Mess
Hall, you'll recall).  Go up the staircase and unlock the eastern door.  But
be careful - there are guards inside and they aren't always asleep.


Chapter 5 : Objective 1
~~~~~~~~~~~~~~~~~~~~~~~

Colonel Harding is up to something, and the Escape Committee want to know
what.  You can attempt this mission day or night, although daytime is
probably preferable.  First, get the German guard uniform, as detailed in the
Tourist Guide for this chapter.  Remember, do not act suspiciously in
disguise when being watched by fellow guards, and avoid officers at all
costs.  

Start by heading for the Administration Office to collect a brass key.  The
easiest way to get there is to go via the two mess halls.  Wearing the
uniform, start in the prisoner's Mess Hall and head for the northeast corner
of the room.  Up the steps and north into the German Mess Hall.  The bookcase
that you could hide behind in chapter three has gone - but as you are in a
guard's uniform this hardly matters.  Now walk down the hall east, and
through the door in the southeast corner, and you'll find yourself in the
Administration office.  Collect the key from the desk, and retrace your path
west through the German Mess Hall and back out into the prisoner's Mess
Hall.  Then west through the door and out into the courtyard once more.

Head down to the southeast corner of the yard and enter Barrack A.  You'll
recall the entrance to the Library is in the southeast corner of the
hallway.  Head for the Library door and unlock it, then enter.  Follow the
stairs south and then north onto the landing.  You'll encounter another guard
- but providing you keep your head he won't suspect a thing.  Now head south
all the way along the passageway which leads from the landing, and enter the
Library via the door to the west.  In the northeast corner of this room there
is a staircase which leads east then west, up to a balcony.  (In the
northwest corner there is a table with a catapult, if you want it!)  Once you
reach the top of the stairs, head south to the end of the balcony and you'll
encounter a door (which was inaccessible during your previous stay here)
leading into a tight area with an exit to the west.  Follow that exit and
you'll arrive in what is described as a Derelict Corridor running
west-northwest.  Proceed down this corridor and through the door - a short
cut sequence will play.  Someone is sneaking around up here with us, taking
photos (Harding perhaps, or maybe someone more sinister?).

You are now in the Derelict Room.  Roughly to the north you'll see some
windows which you can climb through onto a ledge high above the courtyard. 
Follow the ledge around the courtyard in an anti-clockwise direction (it
curves), scaling the grappling hook which you'll find set up to access the
higher walkway.  Don't forget to pick up the hook once you're at the top,
before continuing along the ledge until you reach another set of windows. 
Enter, and you will be inside the Glider Room (attic).  This is Colonel
Harding's pet project it would seem.  (Sounds too fantastic to be true? 
Check out the 'Fact or Fiction?' section below.)

Okay, you now need to get back and talk to the Escape Committee - but you'd
better take the grappling hook with you and stash it in a safe place.  You
may need it for later missions, so you can't just leave it behind (hint
hint!).  A good place to hide it is in your barracks - where you have a
specially designed hiding place.  But retracing your steps is not an option
as you passed far too many guards on the way up to sneak back down holding an
object like that.  So you'll have to find an alternative route.  As chance
would have it, there are two - one easy and one hard(er).

The hard one first...

The Glider Room has two exits, one in the northeast wall and one at the
bottom of the southwest wall.  The northeast exit leads to a locked door
which cannot be opened (yet!), not even with a crowbar - so ignore it.  Take
the southeast door into another room with a load of junk in it.  Drop the
grappling hook and pick up the crowbar which you'll find on a crate.  In the
southern corner of the room, on the southeast wall, you'll find another door,
which you can crowbar open.  Now drop the crowbar and collect the grappling
hook once again.  Go through the door into a circular balcony, which is part
of the bell tower.  Across the way you'll see a break in the railing and a
ring near the floor - walk over it and use the action button to set up the
grappling hook, forming a route down the chimney to the floor - which you
used earlier to get access to Sickbay (when you stole the guard's uniform,
remember?).  Descend down the rope.  You can take the crowbar with you if you
want, although you won't need it again this mission.  Then make your way down
the ladder to ground level again.  

Now you need to get across the courtyard to Barrack B on the northeast side. 
If your friends are in the yard outside, you can exit the tower (minus the
hook) and get them to organise a distraction away from your route across the
yard - although this may reduce your chances of getting an A grade when the
chapter is over.  Alternatively you can just walk through the courtyard,
avoiding the guards, and dropping the hook whenever one gets too close or
becomes suspicious.  The tricky part is getting through the checkpoint
barriers half way across.  Try a few well-placed stones to distract the
guards.

[ Next up is the easy solution, so skip over it to the paragraph beginning
"One technique..." in order to complete your mission. ]

Now the easy route...

You've seen the glider. and now it is time to report back to the Escape
Committee.  But how?  This route avoids much of the dreaded walk across the
courtyard.  Retrace your steps out of the Glider Room through the window, and
walk along the ledge until you come to where the grappling hook was set up,
and use the action button to put the hook back in place (assuming you
bothered to collect it at all!).  Now climb down and collect the hook. 
Retrace the curved path down to the south, but do not go through the window
back into the Derelict Room, but continue roughly east and then south around
the corner.  You'll find yourself at a break in the wall, with another ring
that you can attach the grappling hook into.  Do so, and climb down onto the
flat roof below (this is the location with the football in chapter three, you
may recall).  Now collect the grappling hook again and head down the ladder -
careful of the courtyard guards below.

(Note: in a room to the southwest of the Glider Room you will find a
crowbar.  You can carry this down onto the flat roof if you want - it might
be handy to use later when exploring.  You can only carry one item at a time,
the hook or the crowbar - however you can scale the grappling hook rope while
holding the crowbar!)

At the foot of the ladder you'll find yourself next to a door to the east
which leads into the west side of Barrack A.  Walk over to it and drop the
grappling hook, then open the door.  Standing outside, looking into the hall
(the guards will not get curious as long as you don't pick up the hook)
observe the route of the guard inside.  When he turns east quickly pick up
the hook and follow behind him, but once you leave the narrow corridor part
of the hall swing around and open the other door to Barrack A which leads out
onto the eastern section of the courtyard (this is the exit you used in
chapter three, to leave your barracks at roll call, remember?).  You are now
on the southern side of the courtyard, in the southeast corner.  The Barrack
B door - your destination - is to the north.

One technique for getting past a courtyard guard is to follow behind him as
he walks his route, dropping the hook when he turns to retrace his steps, and
then picking it up again after he has passed you by.  Remember - providing
the item isn't actually in your hand when the guard sees you up-close, he
will not twig.  
Once you reach Barrack B, slip inside (north) and go west through two rooms
to reach your bunk.  I'm not sure if there is a sentry inside the hall at
some points of the day - certainly there are some times when no guard is in
place, like before evening roll call.  Best to sneak in during those times. 
You can always deposit the grappling hook on the ground and wait until the
hall is free - that way the guards won't suspect you.  Stash your uniform and
the hook in your hiding place.  Now go find the Escape Committee and astound
them with your tale of daring-do!


Chapter 5 : Objective 2
~~~~~~~~~~~~~~~~~~~~~~~

You need to get a photograph of the mole who has been spilling the beans on
your fellow prisoner's escape attempts.  He, whoever he may be, must report
to the Kommandant each day.  The Kommandant's Office is above the
Administration Office, which you may recall visiting on your previous stay in
the camp.  You can get to the office by exiting the Administration Office
east into the hallway, up the stairs, and the office is the west door on the
top landing.  However - you cannot just wander in there!  The Kommandant
stays in his office most of the day and night, and he will alert the guards
when he sees you.  Luckily there is a prime spot for taking a photo of the
mole - the office window which overlooks the German courtyard has a small
balcony.

This, then, is your destination.  But you will need to take the grappling
hook to get up to the balcony from the outside.  You should still have this,
preferably stored safely in your hiding place, after the last mission.  Don't
forget to pack the Escape Committee's camera also - or you'll have no
evidence!  And you will also need the brass key.  This mission can be done at
any time of day - personally I prefer the Afternoon Freetime as my starting
point.  It is strongly recommended that you use the guard's uniform to make
life easy - see the Tourist Guide for this chapter if you don't have it.  

Go to your barracks and don the uniform and collect the grappling hook.  Now
head out of the room east, and east again into the hallway.  Stand next to
the southern door, and open it to reveal the courtyard - but do not exit the
barracks.  There are several guards in the eastern side of the courtyard. 
One sentry looks out from his box to the Mess Hall door.  Another patrols
north and south.  Wait for the patrolling guard to turn south and then slip
out of the barracks and walk east and then south around the courtyard to the
Mess Hall door - hugging the wall closely so to avoid the sentry guard.  (If
you walk straight across the yard he will spot you carrying the hook!)  Once
inside the Mess Hall, avoid the sentry by doing due south and exiting into
the corridor which leads to the Kitchen and German courtyard.  It's the
German courtyard you need, so head to the east and unlock the door using the
brass key.

Open the door and head down the narrow steps into the courtyard.  Things have
changed since you were last here - the yard now has a fence across one side. 
The only break in the fence is manned by an officer.  Next to him there are
some metal drums which you could throw a stone at to distract him and slip
past, but this also alerts other guards near by too.  There is an easier way
- head to the most northerly part of the fence you can get to, and climb over
when the patrol guard on the other side is moving away from you.  

Once inside, head to the northwest corner of the yard.  You should be able to
see the west side of the balcony that the grand stone staircase in the north
of the yard leads up to.  And on that west side you will see one of the
familiar metal rings which can be used to attach the grappling hook to.  Keep
an eye on the patrolling guard who walks north/south along the western side
of the yard.  When he gets close simply drop your hook and wait for him to
wander off, before picking it up again.  Walk to directly underneath the
metal ring, take a couple of steps away from the wall, then turn and go into
first person mode and look up so the ring is roughly dead-on and centred in
your view.  While still in first person mode, switch to the grappling hook
and throw it.  It should successful drop into place, hanging from the ring. 
If not, keep trying - but be careful of the patrolling guard.

With the hook in place, calmly walk around the grand staircase and up onto
the balcony.  The Administration Office door is to the northwest of the
balcony, right next to the spot from where your grappling hook now hangs. 
But between the two there is a sentry - this was the reason why we didn't
simply carry the hook up the stairs.  Above the door you will see an
overhanging balcony with another ring - this is our destination, the
Kommandant's Office window.  

Walk past the sentry and collect the hook.  You are just outside his field of
vision so he won't be alerted - but it is important that you stay were you
are and do not walk in-front of him or alert him in any way.  On the other
side of the Administration Office door you will see some metal drums.  Pitch
a stone at the drums, and the sentry will leave to investigate.  He will then
proceed to do a tour of the balcony, which gives you plenty of time to line
yourself up below the window and throw the hook onto the ring.  If the sentry
returns, use the stone trick again to get rid of him - but make sure he never
sees you with the hook in your hand.  Once the hook is in place, climb up to
the balcony and crouch.  Go to first person mode and select the camera.  Look
through the ajar window into the office beyond and take a snap.  A cut
sequence will play in which the identity of the traitor will be revealed.


Chapter 5 : Objective 3
~~~~~~~~~~~~~~~~~~~~~~~

Ready for your longest and most taxing mission yet?  This objective is in two
parts.  First you need to collect the remaining three parts to complete
Harding's glider. A bed sheet, a plank of wood and some electric wires. 
Instead of returning with them to your hiding place, you must get them up to
the attic with the glider - not an easy job.  You'll be in disguise
throughout pretty much the entire mission.

At Afternoon Free Time, head across the courtyard to Barrack B, in the north
side of the east part of the yard.  Enter and go west through the two
barracks to reach your bunk.  Don your guard uniform, and collect the
grappling hook from your hiding place.  Then retrace your route east through
the two door and south out into the courtyard again.  Carefully walk through
the checkpoint between the two parts of the courtyard, avoiding the sentry
guards.  Head around the checkpoint and south sticking close to the fence
which divides the courtyard.  You'll see a sentry posted on a corner next to
the Cooler, facing east.  Unfortunatly, you need to get to the ladder just
beyond him.  Luckily there is a way to make him change direction.  Follow the
fence south until you are just north of his view on the radar.  Then drop the
hook and walk over to the Cooler door - it's the white door right next to our
troublesome sentry.  When other guards aren't looking, flatten yourself
against the door and tap with your fist.  Then immediately step away from the
door, as the sentry comes to investigate.  When he returns to his post he
will face north - meaning you can pick up the hook and head south to the
ladder, then climb up to the flat roof.  Attach the hook to the ring on the
ledge which runs over the west side of the flat roof.  Now climb back down
the ladder, to ground level.

It is time to get the plank of wood.  The Chapel is the arch-topped door with
the pillars around it on the west side of the courtyard.  Head over there and
slip inside.  A guard patrols a circuit of the room.  To the north is a steel
key on a crate - collect this if you don't have one already.  The plank of
wood you need is near the eastern wall, just north of some metal drums. 
Stand next to the plank, ready to pick it up, and watch the movements of the
guard on your radar.  He walks over to the drums on the west side of the
room, pauses for a while, then over to the north wall, and pauses again,
before heading back into the middle of the room.  This gives you ample time
to steal the plank.  Wait until he pauses facing west, looking at the drums,
then grab the plank and head south to the doorway.  In the doorway you should
be safe - the guard doesn't travel that far down the room.  Be very careful
you don't bang into the drums on the east side of the room, or you will alert
him.  Use the keyhole in the door (and your radar) to watch the guard
outside.  He moves in an L shape past the Chapel, Bell Tower and Laundry
doors.  Wait until he passes the Chapel door heading south towards the Bell
Tower, then slip out and quickly make your way to the Bell Tower in the
southwest corner of the courtyard.  Climb up the ladder and drop the plank. 
Then head back down the ladder and outside.

At this point you need to wait for Morning Roll Call, so head back across the
courtyard to Barrack B in the north side of the east part of the yard.  Enter
and go west through the barracks until you reach your bunk.  Remove the
guard's uniform.  Time skip to Morning Roll Call.  Or, alternatively, you
might like to save your position and then select Morning Roll Call when
continuing.

After roll call, head back into your barracks to your bunk for the next part
of the mission.  There's no time to waste - you'll have to act quickly on
this stage.  Start by donning the guards uniform and collecting the steel and
brass keys if you don't have them on you already.  Then head out into the
prisoner's courtyard.  Remember to walk when in sight of guards.  Head east
into the Mess Hall and the use the door in the northeast corner of the hall,
beyond the steps, to get into the German Mess Hall.  Travel east down the
hall and exit via the door in the southeast corner, to get into the
Administration Office.  Open the door in the eastern wall and you'll find
yourself in a hallway with some stairs to the north.  

(Note: as time is of an essence on this task, you might like to try skipping
roll call, donning your disguise and making your way straight to the German
Mess Hall.  If you are nibble you can get there and hide under one of the
tables before the camp-wide search is triggered - then just sit it out.  This
gives you a valuable head start for the rest of the task!)

Follow the staircase north and then south, to arrive at the top landing. 
There are doors at either end of the landing - the west door leads to the
Kommandant's office (avoid!) and the east door leads into the German
Barracks.  When the guard who patrols the hall turns away from the door,
unlock and enter the German Barracks.  You will see two seated guards inside,
plus a bed sheet on a table between the two guards - there is a trick to
collecting it without getting noticed.  If the guards are asleep (their heads
are bowed and their radar images are small) then you can collect the sheet
and sneak back to the door - collecting any currency along the way if you
want.  However, if the guards are awake (upright, normal sized radar image)
then you have to give them a little exercise to make them sleepy.  Walk up to
the shelves on the west side of one of the wooden pillars, and throw a stone
at the jug.  Stand reasonably close so it makes a big noise when it hits. 
Both guards will become alert and look around.  When they return to their
seats, they will rest for a few moments before nodding off to sleep.  (While
you are waiting, you can collect the currency littered throughout the room).

Slowly creep back to the door so not to disturb the guard, and use the
keyhole to wait until the landing guard outside is walking away from the
barracks.  Then open the door, and dash out and down the stairs to the ground
floor again.  Go west back into the Administration Office and then use the
keyhole in the door which leads to the German Mess Hall (west wall, on the
raised landing).  There are two guards.  One patrols a circuit of the hall
clockwise.  The other walks a line north/south along the eastern wall.  You
need to time your run across the hall to avoid both guards.  Wait until the
circuit guard has just started walking westward, along the south wall, then
wait for the line guard to turn north, just outside the door you are behind. 
Quickly open the door and dash to the opposite side of the hall, then
carefully (to stay out of sight of the circuit guard) follow the path around
until you can get to the door which leads to the prisoner's Mess Hall in the
southwest corner of the room.  Go through the door, but stay on the north
side of the hall, so to avoid the guard and Cook.

If you have not wasted time, it should by now be close to Afternoon Break
Time - the best time of day for sneaking things through the courtyard.  Make
your way over to the west door which opens out into the courtyard.  Drop the
sheet and open the door.  You need to get the pillow across the yard to the
ladder in pretty much the same way as you did with the grappling hook
earlier.  Watch out for the guard who patrols on the east side of the
courtyard, north/south.  Once he is safely heading south, grab the bed sheets
and dash out into the courtyard and through the checkpoint - being careful to
steer around the radar image of the sentry guards on the checkpoint.  Drop
the sheet near the sentry next to the Cooler, and use the same wall-tapping
trick to re-direct him to face north.  Then grab your bed sheets and dash
south to the ladder, and climb up onto the flat roof.  Climb up the grappling
hook rope (which will still be there from earlier) and then drop the sheets
and pick up the hook.  Follow the ledge anti-clockwise around until you can
go no further, then use the hook with the ring on the ledge high above. 
(You'll recall, this is the same spot where you originally found the
grappling hook in a previous mission.)  Go back and fetch the sheets, then
climb up the rope and run along the ledge to the end, where you can enter the
Glider Room.

Walk up to the glider and use the sheets to finish the wing.  Now climb back
out of the window and along the ledge to collect the grappling hook, then
retrace your steps back to the Glider Room.  Once inside take the southeast
door into the junk-filled room.  In the southeast corner, you'll find another
door, which can be opened with the crowbar, if you didn't already on mission
one (a crowbar is provided in the room).  Go through the door into a circular
balcony, which is part of the Bell Tower.  Walk around to the other side and
set up the grappling hook so you can climb down the chimney.  Climb down.  At
the bottom of the chimney is the plank of wood, where we left it.  Pick it up
and head back up the rope, and through the junk-filled room to the glider. 
Use the plank with the glider.  Leave the grappling hook in place, hanging
down the Bell Tower.  You may need it later (hint hint!)

There only remains the electrical wiring to be collected - luckily it is
close by.  The Glider Room has a second exit, in the northeast wall.  Use
this door and follow the corridor around to the east, to a locked door.  Use
the steel key to unlock this door and head inside.  Go south to the ladder,
and climb down.  There's a labyrinth of boxes with a path snaking to the
electrical wires.  Near the southeast corner there is a route into the middle
of the room, which twists around to the wiring.  Collect them and retrace
your route back out of the labyrinth and up the ladder, west through the door
and follow the corridor southwest back into the Glider Room, and place the
cables into the glider.  A short cut sequence will play.

Congratulations - you have completed Colonel Harding's glider!  What?  You
thought that was the end of the mission?  Think again!  The most diabolical
is yet to come!!

The second phase of this mission takes you down into the sewers again.  Head
to the Bell Tower again, where your grappling hook hangs and climb down, then
down the ladder to the ground floor.  (Leave the hook in place!)  Continue
outside and across the courtyard to the Mess Hall on the eastern side. 
Enter, and go up the stairs to the northeast and into the German Mess Hall. 
Make you way east across the hall and enter the Administration Office via the
door in the southeast corner.  Then across the office to the eastern door
which leads to the hallway with the staircase (which leads up to the
Kommandant's Office and German Barracks).  Don't go up the stairs, but
instead unlock (using the steel key) the door in the eastern wall, next to
the cupboard.  This is the Boiler Room door.  Proceed east then south down
the stone steps, then west and north to follow the corridor around until you
arrive at a door in the west wall.

Note: as the sewers are so dark, it's best to rely heavily on your radar to
guide you through the next section of the mission.

Use the keyhole to check out the corridor beyond.  An officer patrols
east/west - he seems impossible to pass.  But notice the two small alcoves in
the north wall?  These provide the trick to getting past him.  Wait until he
reaches the door, turns, and walks west.  Then quickly open the door, crouch
and dash into the first alcove.  (In the dark it's hard to see where to go -
it helps to just move west while pushing against the north wall, and you
should end up in the alcove.)  Now wait until he returns to the door again,
turns and walks west once more.  Quickly sneak out and follow him, ducking
into the second alcove before he turns.  (Again, moving west while hugging
the north wall helps in the darkness!)  Now, when the officer turns east to
go back to the door again, you can slip out and continue west a few paces,
before turning south and moving down to a second door.

(Note: if it helps you to locate the alcoves in the dark - the first is right
next to an illuminated bit of wall, and the second has a long faint spider's
web running across the top.)

Use the keyhole to wait until the coast is clear, then open the door, crouch,
and head west to behind the barrels just beyond.  The section of tunnel ahead
is in a figure of eight shape.  An officer patrols clockwise then
anti-clockwise around the northern square.  A second officer patrols
clockwise around the southern square.  Your destination is the adjacent
corner, in the southwest.  To get there you will have to avoid both guards. 
Using your radar, wait until the north guard travels to the corner where you
are hiding.  He will stop just beyond your barrels, turn, and retrace his
route.  Now watch the other guard - a few moments later he should turn off
the eastern corridor in-front of you and head west into the middle path of
the 'eight', meaning that the way is clear for you to sneak out from behind
the barrels and follow the first guard west, along the north path of the
'eight'.  Keep your distance as you follow the guard - make sure you are
never inside his sight range.  Eventually the two guards should turn and head
over to the eastern side of the 'eight', leaving the way open for you to
sprint down the west side to the southwest corner.

There are two possible exits from that corner, one south and one west.  The
southern one is blocked - but the western one leads to a door.  Open it
quickly and step inside, there are no guards to worry about.  You will find
yourself in a corridor which runs west a few paces, then north a while, then
west again a few paces, before terminating.  On the long north/south stretch
you'll see some wood propped up against the eastern wall.  Just south of that
is an alcove with a manhole.  Open the manhole and climb down, into the
Scientific Lab below.

Here you are at least, the final part of this mission - and the hardest
part.  You are on a high balcony over-looking the Scientific Lab.  You cannot
be seen up here - which is a good thing because it's best to observe the
movements of the two officers in the lab below before attempting to navigate
across the room.  The room is rectangular, running at a funny angle, not
quite straight north/south - so the compass directions in the following
description are therefore approximated (for easier reading!)

In the west side of the room (where you are) there are two white control
cabinets, one north and one south.  An officer patrols in a figure of eight
around them.  East of that, there is a large circular wall of white cabinets
with an exit north and south.  There is a doughnut shaped path inside.  The
south exit leads down into another set of control cabinets in the southeast
corner of the room.  A control panel can be seen in the extreme southeast
corner of the room - this is your destination.  A second guard patrols
north/south in and out of the areas either side of this doughnut, pausing at
each end.

The ladder to take you to the lab below is on the southern side of the
balcony.  When the first guard passes by and then turns north, climb down
quickly and hide next to the southern side of the near-by cabinet.  When the
guard returns he will wander down the western side of the cabinet, at this
point quickly dash around to the eastern side, then across the room to the
north entrance of the circular doughnut area - but do not go inside.  If you
time it right, the second guard should be inside that mini-compound.  Crouch
next to the entrance so that on his way out he won't see you as he passes you
by, then quickly slip inside behind his back and dash east around the
doughnut and into the section with the control panel.  Now tinker with the
controls, and a cut sequence will kick in to herald the end of the mission. 
Whew!


Camp 5 : Objective 4
~~~~~~~~~~~~~~~~~~~~
This is it, your final mission - and it follows directly on from your last
one.  With the camp in turmoil, you must get to the glider in less than five
minutes.  To make it worse, the guards are ordered to shoot on sight.  This
mission is a push-over if you are wearing the German guard uniform, as even
though they are in a high state of alert, they still cannot see through your
disguise.  It's like taking candy from a baby.  

You begin on the landing between the German Barracks and the Kommandant's
Office.  Head down the staircase, south, and you'll encounter a guard (who
wasn't there on previous missions).  Walk (don't run) past him and west, into
the Administration Office.  Now west again into the German Mess Hall.  Keep
walking west along the mess hall, and exit via the door on the east side
which takes you to the prisoner Mess Hall.  Go through the hall and exit west
into the courtyard.  Keep walking west through the checkpoint and into the
west side of the yard.  Now head for the Bell Tower which is in the southwest
corner.  Enter, and climb up the ladder.  Your grappling hook should still be
in position from last mission.  Climb up it to the circular balcony, then run
through the junk-filled room, into the Glider Room.

Now sit back with a grin on your face as Captain Stone escapes Colditz and
takes out General Shtal to boot!


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Secrets
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Guard Perception: Low/Normal/High.  Low makes the guards easier to avoid,
high makes them harder.  Unlocked after finishing chapter one with grade A.

Guard Size: Mini/Normal/Giant.  Changes the size of all German characters in
the game.  Nothing useful, but funny.  (Can taller guards see over fences??) 
Unlocked after finishing chapter two with grade A.

Defiency: Off/Normal/On.  Off means guards will never get suspicious of
Captain Stone.  On means that Stone is always stooped and guards will chase
him no matter where he is or what time it is.  Unlocked after finishing
chapter three with grade A.

Unlimited Goodies: Off/Money/Stones.  Gives unlimited currency or stones to
throw.  Unlocked after finishing chapter four with grade A.

Top Down Mode: On/Off.  Play with the camera looking down from above, and the
rotation always aligned to the compass.  Unlocked after finishing chapter
five with grade A.

First Person Mode: On/Off.  Play through the eyes of Captain Stone himself. 
Unlocked after finishing the game with all grade A's (?)


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Passwords
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QUINCY : Unlock Guard Perception in Secrets.

MUFFIN : Unlock Guard Size in Secrets.

FATTY : Unlock Defiency in Secrets.

DINO : Unlock Unlimited Goodies in Secrets.

FOXY : Unlock Top Down Mode in Secrets.

BOSTON : Unlock First Person Mode in Secrets.

GER1ENG5 : Unlock all levels in New Game menu.  (Thanks to Owen, Heskey and
Gerrard for that one!  You'll never walk alone!!  :-)

DEFAULTM : Re-lock all levels in New Game menu, except chapter one.

Other passwords, as yet untried: ALLTIMES, CORETIMES, FARLEYMYDOG,
TOGSAVECAN.


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Fact or Fiction?
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Prisoner of War, the game, plays on the popularity of the various escape
movies which have been made over the years.  From the 'true life' of "The
Wooden Horse" (1950) to the 'based loosely on a true story' of "The Great
Escape" (1963), and the totally outlandish "Escape to Victory" (1981).  So
how faithful is the Codemasters video game?

Well, there really was a Second World War (but you knew that already, right?)
and POW camps did exist on both sides - in compliance with the Geneva
Convention which protected captured soldiers, providing they were wearing a
uniform.  Once captured, it was every soldier's duty to attempt to escape,
thus tying up as much of the enemy's time and resources as possible with
trying to keep hold of its POW's.  Strangely although many prisoners managed
to flee from mainland Europe back to England, there was only one successful
escape from the UK back to Germany - that of Franz von Werra, the courageous
Luftwaffe pilot who's exploits were celebrated in the 1957 movie "The One
That Got Away".  You can read about him at this site:

The location "Stalag Luft" featured in two chapters of the game is not a
specific camp, but rather a series of camps.  The term is an abbreviation of
"Stammlager Luftwaffe" - permanent POW camps for air force officers,
administered by the Luftwaffe (the German air force).  Most were located in
Germany itself, but a few were in Poland, Lithuania and Russia.  

The camp in the game appears to be loosely based on many of the aspects of
the real Stalag Luft camps.  For more information on German POW camps, and
the Stalag Luft itself, visit the following sites:

Colditz Castle was supposedly one of the Nazi force's most feared and secure
POW camps.  It contained the most 'difficult' prisoners - many with multiple
escape attempts under their belt, and was supposedly inescapable.  That
didn't stop the men it contained from plotting, and many attempts were made. 
This included a daring plan which employed a home-made glider hidden in an
attic.  The camp was liberated by the Allies before the glider escape was
every tried, however.  (Although over fifty years later a reconstruction of
the glider proved that it did indeed fly!)

For information on the real Colditz, plus a map of the castle, try the sites
below.  As you can see, the game version retains the basic shape and much of
the layout of the real camp.

SOE - the Special Operations Executive of which Colonel Harding is an agent,
really did exist.  At the instigation of Winston Churchill himself this
top-secret 'behind the lines' force was set up in 1940.  The applicants (both
men and women) weren't even told exactly what type of job they were applying
for until after they had enrolled.  Their mission was simple, but highly
dangerous, as dictated by their first boss, Hugh Dalton: "We must use many
different methods, including military sabotage, labour agitations and
strikes, continuous propaganda, terrorist acts against traitors and German
leaders, boycotts and riots."

In many respects, these 'secret agents' did in real life what you only play
at as Captain Stone in the game - the only difference is that as 'spies' they
didn't have the protection of the Geneva Convention.  Out of 200 SOE agents
captured in France, for example, only 30 survived.  Use of extreme torture by
their interrogators was not uncommon.  You can read more about SOE here:


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Bugs
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Despite being fun, Prisoner of War is not as polished as other games.  Most
of the bugs below are non-fatal.  They do nothing but spoil the atmosphere. 
Luckily the game is addictive enough to overcome these handicaps.  Let's just
hope that Prisoner of War II (if it ever appears) will have less rough edges.

Strange bugs:

1) Sometimes the background music becomes choppy - that is to say it strobes
on and off rapidly.  To cure this, pause the game and return.

2) The speech sound samples are sometimes clipped - odd syllables, often at
the start of a sentence, will go missing.

3) Sometimes the speech sound will stick.  A character will be animating and
his lips moving, but all that will be heard is a-a-a-a-a-a-a-a-a-a-a-a-a....

4) Sometimes the background sounds will become very loud.  While stealing the
bellows I was shocked to hear the quacking ducks in the background suddenly
shot up in volume.  I was convinced this was part of the game - I'd disturbed
the ducks and now they were going to wake the sleeping guard.  But no - it
was just a bug!

5) Jerky animations.  The action will skip a frame or two, particularly just
before someone is about to talk (it would seem the DVD access to locate the
speech sample causes the animation to stutter!)

6) Mouth animations sometimes stop on the second sentence.  The sound carries
on but the mouths stop.  Perhaps the occupants of the camp are learning how
to throw their voice, in preparation for a lucrative career as children's
entertainers after the war?

7) Sometimes the camera judders, particularly when Stone is pushed into a
tight corner.  To cure, simply re-centre the camera.

8) It snows inside the barracks in Colditz.  In the courtyard, try opening a
door and stand looking inside when it's snowing.  The snow effect appears to
extend inside the room you are looking at!

9) The guards can sometimes shoot through objects.  You'll rush through a
door or duck behind something, only to have the guard hot on your heels fire
straight through the object and hit you.

10) In Stalag Luft, in the bedroom on the top floor of the Kommandants
building, you can crouch and walk straight through the bed as if you were a
ghost!  Spooky!

11) The day displayed on the on-screen clock appears to be a little screwy. 
When saving and continuing on day three, you'll often reload only to find
that it is now day four!  However - the description of the 'save game' on the
loading screen does say day three, plus when the day ticks over at midnight
it stays on the same day - so I'm guessing it's just the clock which is wrong
after you reload.

Fatal bugs:

1) A couple of people have reported that the game has problems reloading save
games.  Specifically, it hangs after attempting to load a previously saved
game, often at points mid-way between camps (when the game allows you to save
after completing a camp).  Personally I've not experienced this - and it may
be an effect of the anti-piracy features built into Codemasters games, which
have been known to deliberately do strange things to save games.  My advice
is to use two save games, and alternate between them.

2) On the Colditz camp, after climbing down the trap door from the theatre
into the Barrack B sleeping quarters, the square button is highlighted with
an action icon.  If you move, then it will vanish.  However, if you hit the
square button into select it, you get transported into a small space outside
of the regular game map, in which all the graphics are screwy.  (I think it
may be the tiny inaccessible store room right next to the barracks).  There's
no way out - so you'll have to quit the game and reload.

3) Try doing something like picking a lock and being interrupted by a cut
sequence.  The game camera goes completely screwy, so much so in fact that
the only remedy seems to be quit and reload.

And a handful of annoyances:

1) The menu button navigation in the game is either too slow or too fast. 
For example, when selecting the time of day to skip to, you must hold down
the D-Pad (or left stick) for a while before the selection changes.  When
moving things between your inventory and your hiding place, the selection
skips up and down like a mad thing, and often a few attempts must be made to
highlight the right item!

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