You're a U.S. Special Ops soldier during World War II, and you've been captured by the Axis. Now you and the other POWs have got to figure out a way to escape your prison camp. Of course, it won't be easy. It'll involve scouting the camp while avoiding suspicion, communicating with your fellow prisoners to determine if they have any special skills, as well as gauging your guards and figuring out who to bribe. Along the way, you may pick up some useful intelligence on the Axis that will prove useful to Allied forces, if you can make it out alive. The are multiple prison camps and scenarios based on real-world places and events. As the mission-based plot unfolds, you may find yourself returning to earlier camps for additional information.
Please note: Prisoner of War is a cross-platform title. In the interests of saving time and avoiding needless rewrites that would essentially restate the same thing, only in a different font, a bulk of this text has been graciously provided by Aaron Boulding and his own fair and rather exhaustive review of the game for his Xbox channel. Rest assured, this decision to was made only after extensive play of the PC version and a realization that many (nearly all) of the same positives and negatives remained intact.
Naturally, where appropriate, text has been altered, removed, and PC-ified to fit this version and the personal opinions of this reviewer (little old Ivan). I've detailed some of the switches below, but for the most part, the games are comparable in nearly every single way. A forthcoming head-to-head feature will specifically detail which iteration is best and why, until then...
Hitting the Nazi prison camps of World War II for a little super stealth action was one of the more novel game ideas to come along in a while. The developers at Wide Games have brought that vision home with Prisoner of War, which should have been subtitled: As Close You'll Get to Walking the Yards of a Pleasant Stalag Luft and Colditz Castle. Even though it was originally conceived as a PC title, the game saw early console release on the PS2 and Xbox only a short month or so ago (if I cared about those systems, I'd be able to provide you with a more accurate date). Now it's finally home and retaining the minuses you were hoping would be ironed out. Still, the bad comes with the good.
Prisoner of War is the ultimate stealth game because you'll be using your mind and cunning, not guns and grenades, to succeed. But after a few successful escapes of our own with the game's main character, Captain Lewis Stone, it's clear that for all of its brilliant gameplay ideas (comprehensive camp A.I. routines), Prisoner of War perhaps demands too much patience from gamers who like a modicum of spice with their sugar.
The prison camps in POW are living environments full of suspicious guards on patrol, barbed wire fences, fellow POWs going about their business and time sensitive events. The daily routine, in order, includes morning roll call, breakfast, morning exercise, lunch, afternoon free time, dinner, evening roll call and lights out. They happen at the same time everyday and provide the structure for your activities since you'll be ditching meals and whatnot to accomplish tasks around the different prison camps. Miss a roll call however, and you'd better be prepared for some serious sneaking since it puts the entire camp on alert. The in-game clock always lets you know where you should be at that moment and what your next "appointment" is going to be.
The guards have vision cones and keeping track of these on your radar is imperative to your success (unrealistic but thankfully in place). As long as you're where you're supposed to be and doing what you're supposed to be doing there's no problem with the guards seeing you. If you're outside of your barracks after lights out or stand too close to the barbed wire fence surrounding the camp, they'll shoot and/or arrest you. I like the arrest then shoot combo, it reminds me of life in Russia. Bulky items like crowbars or disguises that can't be stuffed in a pocket and have to be held in plain sight will also set the guards off if they see you.
Each of the four missions in the game has several sub-missions or objectives to complete and often one leads into the other. For example, upon your arrival in Stalag Luft, you have to earn the respect of the other prisoners -- each of whom has a distinct personality and purpose in the game -- so you're given a mission to sneak into the camp's administrative building and play the national anthem over the camp loudspeakers. This objective, like many of the others, borrows from the cannon of great prison films like The Shawshank Redemption and The Great Escape. It's only after that you find out your prank was also meant as a diversion so the other POWs, lead by the camp's Escape Committee (now there's an inauguration meeting I'd like to attend), could steal some secret plans elsewhere in the prison. There are no problems with the basic set up of real time play and unlocking a story-driving cutscene.
The frustration sets in when you realize that very little is laid out for you in Prisoner of War. The developers encourage interaction with the dozen or more inmates, not to mention crooked guards, to gain valuable information about your current objective. It usually works where after completing the previous mission, you'll be given the next objective, but it's totally up to you to figure out how to go about it. The different prisoners have different dialects, angles and interacting with them can open up a menu of 2-4 phrases you can say to each of them. It takes a pretty comprehensive survey of guys to get the bits and pieces of info you need to come up with an idea of how to accomplish the task at hand. It will feel familiar to RPG fans but there's very little item collection or leveling up to make the chatter immediately worth it. Furthermore, the game more revolves around listening than talking. Sometimes it's necessary to sit for great lengths of time in a conversation.
Each prisoner has his own look with a distinctive uniform, insignia and face, but it's still extremely difficult to tell the difference between two similar characters at a glance. Since the game's clock is always ticking away, time is of the essence and it's really irritating to be talking to the wrong guy knowing time is running out. You eventually realize who the truly helpful prisoners are but knowing where and how to find them in a timely manner is an expert level skill that you probably won't develop until you're 75% through the game.
Then you have the real time gameplay itself. Those times when you actually have to start climbing fences, hiding under trucks and throwing rocks for distraction purposes can be a bit frustrating as well, because Wide Games' third person action-adventure engine has a camera that will betray you at the most inopportune times. Classic mouse look with keyboard movement, this is not. The mouse swings the camera around the character as well as acts as turning (without any verticality) and the keys move. It's odd and takes a bit to get used to, especially when indoors. Including the first-person mode as a secret option is just wrong, as is switching briefly to the first-person whenever an action is carried out (opening doors).
Prisoner of War Cheats
Enter one of the following codes at the password screen. Passwords are case sensitive.PasswordEffectger1eng5All levels will be unlockeddefaultmLocks all levelsalltimesUnlocks all daily eventscoretimesUnlocks all core eventsBostonFirst person viewFoxyOverhead viewDinoGet unlimited money or rocksMuffinChanges guard sizeQuincyToggles guard awarenessFattyCannot be shotDtCreation date and time shownTogsavecanToggles in-game savesShowtimeShows current event at all timesJoeBarracks officer shows up on radar in chapters 2 to 5KazPeripheral vision radarFARLYMYDOGAll cheats are unlocked
Prisoner of War Game Walkthrough
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Game: Prisoner of War (PS2 / X-Box / PC - guide based on the PS2)
Updated: 30th August 2002
Version: 1.3 (probably the final update!)
Copyright: This FAQ is copyright S.E.Morris (aka Javakid). Please do not
republish it in whole or part without the author's permission.
Types of Cast Members
How Do I...? (FAQ)
Chapter 1 : The Cast
Chapter 1 : Objectives 1 to 4 Solutions
Chapter 2 : The Cast
Chapter 2 : The Games
Chapter 2 : The Tourist Guide
Chapter 2 : Objectives 1 to 4 Solutions
Chapter 3 : The Cast
Chapter 3 : The Games
Chapter 3 : The Tourist Guide
Chapter 3 : Objectives 1 to 4 Solutions
Chapter 4 : The Cast
Chapter 4 : The Games
Chapter 4 : The Tourist Guide
Chapter 4 : Objectives 1 to 4 Solutions
Chapter 5 : The Cast
Chapter 5 : The Games
Chapter 5 : The Tourist Guide
Chapter 5 : Objectives 1 to 4 Solutions
Fact or Fiction?
"Prisoner of War" is an original game from Codemasters, released on the
Playstation 2 and X-Box (currently) in July 2002. This guide is based upon
the Playstation 2 (PAL UK) version.
At the time of writing, I know of no other walk-through for this game.
Despite the occasional rough edge, this game has a strangely addictive
quality. The cries of "Halt prisoner" from the German guards is often
followed by a muttering of "...okay just one more game - and next time I'll
make it!" from the game player. However, some of the puzzles in the game
have proven too much for some players. So here I present a guide to each of
the five chapters. It details not only the characters you will meet and
interact with, but also a complete and blow-by-blow account of how to
complete each 'objective' within the camps and ultimately escape to freedom.
It also has a list of Frequently Asked Questions (FAQs) and a small section
on the historical accuracy of the game, with links to other real-life POW
In this update I've also added sections which detail the gambling games in
each chapters, with tips. Plus the 'Passwords' section is now more accurate
than any other source I've seen on-line. For those players who are looking
to extend the replay value of this game, there is also an 'Expert Challenges'
section written by myself and William Pettit.
The solutions provided in this document are the best/optimum solutions I
could find. In other words, the easiest way to get the job done - unless
Thanks must go to James Clark and William Pettit, who emailed me with a few
Additions, comments, corrections to the e-mail address listed.
v1.0 5th August 2002. Chapters one and two only.
v1.1 12th August 2002. Chapters three and four added. Chapters one and
two tweaked. FAQ added. Secrets added. Fact of Fiction added.
v1.2 22nd August 2002. Finally all chapters are complete. Various tweeks
and additions to many sections.
v1.3 30th August 2002. Edited the walk-throughs for better solutions,
added to the FAQ, completely re-wrote the Passwords section, added
Games sections for each necessary chapter, added an Expert Challenges
Types of Cast Members
Each character in the game serves a purpose. Some will give you gossip and
information, others know about the layout of the camp, while others will
offer their assistance - for a price.
The general roles are:
Escape Committee: These are the head characters in the camp, and will
usually be the source of your missions, as well as offering you hints on how
to solve the various puzzles in the game, often for a price. Getting hints
from these guys will lower your end-of-camp grade.
Assistant: These characters will cause distractions, upon request, but often
for a price.
Scrounger: These characters will offer you various items for sale, from
useful items, like boot polish, to down right essentials like keys.
Informant: These characters will give you information on people and events
elsewhere in the camp. They sometimes know the location of items or the
position within the camp of important buildings, as well as their security
Gambler: These guys will allow you to participate in games of skill, to win
the all-important currency needed for dealing with other characters.
How Do I...?
Q: How do I tell which way is North?
A: Use the map screen in your journal. The yellow arrow indicates which way
you are facing. Even easier, north is marked by a red label on the edge of
Q: How do I collect and use currency?
A: Currency, as the game calls it, are objects which can be traded for other
items, assistance or information. Currency is typically littered around each
camp, and can be picked up quite easily by simply walking up to or past it.
As for how to spend it? That's up to you, but talking to other prisoners
usually leads to oppotunities to buy favours and handy escape tools.
Q: How do I put on the disguises, boot polish, etc?
A: There are small shaving mirrors on the walls of some rooms. Usually there
is one next to your bunk in the barracks. Walk up to a mirror and the action
will become available (using the 'square' button). Do the same to remove the
disguise. For hand-held objects like the guards uniform, you need to be
holding them before this will work.
Q: How do I pick locks?
A: On later camps, if you have a lock pick in your inventory, you can unlock
doors with it - but this will take time. Walk up to the door, as usual, then
press AND HOLD the action button (cross on the PS2 controller) and you'll
hear Captain Stone mutter "This may take some time". Keep it pressed until
Stone has successfully unlocked the door. This is the disadvantage of the
lock pick - it isn't instant like the keys. If you look at the clock in the
top left hand corner of the display you'll see a countdown of exactly how
long is left before the lock is open.
Q: How do I crawl underneath something?
A: Walk right up to it, crouch, the hit the action button (cross) and you
should find yourself under the object. To get out, crawl to the very edge of
the object until Stone will go no further, then hit the action button.
Q: How do I stash objects for later use?
A: Pocket objects you can keep on you at all times without causing suspicion
- although if you get caught you will loose them to the guards. Hand held
objects like crowbars, and stolen uniforms, will alert the guards on sight
alone - even if you are not in a forbidden part of the camp. To safeguard
objects until you need them, visit your 'hiding place' which is next to your
bunk in the barracks. You can store objects there until you need them, and
they will not get discovered by the guards.
Q: How do I stop the guards from picking up my dropped objects?
A: You can drop and leave held-held items and they will stay where they are -
this is especially handy for positioning key tools, ready for later
missions. But if a guard finds the item he'll take it and return it to its
original location (where you originally found it!) To avoid this, never
leave an item directly on a patrol route, and never leave an item when a
suspicious guard is walking over to check you out, as the guard will
Q: How do I find objects once they have been confiscated by the guards?
A: If you get caught all objects you hold will be taken from you. If a guard
finds a hand-held object you have dropped, he will also take it. Such
objects are typically returned to their original starting place in the game
(unless otherwise noted in the walk-through below). For example, if you get
caught with a brass key, it will be returned to the place from where you
stole it. (If you got it from a fellow prisioner, then ask them for advice.)
Q: How do I use the catapult?
A: The catapult turns up in chapter's four and five, and provides a much
stronger means of throwing stones. To use it you must first have it in your
personal inventory, plus a supply of stones to throw. Go into first person
mode, but instead of just hitting the button to throw a stone as usual, press
and hold it down. After a second or so pause, the catapult will appear on
screen. Target as usual, then release the button to fire. The stone will
have a red streak instead of the regular white one, and will carry more force
- meaning it can be fired longer distances. To exit the catapult mode
without firing, simply leave first person mode before releasing the fire
Q: How do I use the camera?
A: Just like you use the mini-telescope. Go into first person mode, look at
the thing you want to photograph, then switch to the camera using the R1
button and take a snap.
Q: How do I use the grappling hook?
A: Metal rings are placed around the Colditz camp which can be used to attach
the grappling hook. To climb down, walk up the ledge with the ring, and
press the action button to place the hook. Climbing up is a lot more tricky,
and requires throwing the hook. Stand beneath the ring you want to attach
the rope to, go into first person view mode to aim, then switch to the
grappling hook (R1 button on PS2) and throw it. If your aim is good the hook
will catch and you'll be able to scale the rope. If you miss, it will be
several seconds before you can gather the rope in to try again. One tip is
to position the ring in the south of the screen (near the bottom, and
Q: How do I use the grappling hook, really?
A: Stay in first person mode between attempts. Pay close attention to where
the hook travels in relation to the ring, and adjust carefully for each
attempt. It's a bit like throwing stones at the tin cans. Also, make sure
you are standing a suitable distance from the target - the higher the target,
the further out you should stand.
Q: How do I use the football?
A: You can find the football (or Soccer ball if you prefer) hidden in chapter
three, Colditz. Once you have it in your hand, go talk to Kapowski, Doc
Winters or Worthington. They will thank you for returning the ball (Logan
kicked it out of the yard, and was too afraid to go get it back) and will
leave you a gift in your hiding place - a grappling hook no less!
Q: How do I throw the football at Corporal Schliemann?
A: You can't. There was a rumour on GameFaqs message boards that you can
throw the ball at his groin and he will go "ouff!" and fall over. This has
been tested, and nobody I've contacted has been able to do it. Neither have
I. Chalk it up as a 'troll' - unless YOU know better?
Q: How do I know when the guards will get suspicious?
A: When Captain Stone does something that might alert the guards, including
carrying objects, walking in restricted areas or unlocking doors, he stoops
slightly rather than standing up straight. When being chased by the camp's
guards, you must hide until Stone stands up straight before you can pass
in-front of guards without alerting them again.
Q: How do I disable the search lights in Stalag Luft?
A: Using stones. This can be done either day or night, regardless of whether
the light is on or not. Regular stone throwing will work, but you'll have to
get close and be accurate. For best results, use the catapult (see above)
for a deadly shot which can take out a light from quite a distance away.
Q: How do I get through the lift-up barriers without alerting the guards?
A: When disguised as a German, ducking and crouching underneath will alert
any watching guard. Instead walk up to the middle of the red/white stripped
bar and one of the action buttons will highlight, giving you the opportunity
to open the barrier just like any normal guard.
Q: How do I get the grappling hook on my first visit to Colditz?
A: The grappling hook is available in chapter three, although it isn't a
whole load of use as it doesn't open up any areas of the castle which cannot
already be accessed from other paths. See "How do I use the football?"
Q: How do I save my game?
A: There is usually a save point near your bunk in the barracks. Activate it
and reply "yes" when asked if you want to save.
Q: How do I unlock the secrets?
A: Each camp unlocks a secret if you get a grade A rating when you finish
it. See the section on secrets and what they do near the end of this guide.
Q: How do I get a better grade when I complete a camp?
A: Grades are dependent upon many things. The time you take to complete each
camp, the number of times you were captured or injured, how many hints you
asked for, how many times you enlisted other camp mates to cause
distractions, etc. The lower/fewer these things, the better your score.
However, advice which is given for free as part of the general conversation
(particularly by 'informants') does not appear to affect your score.
Q: How do I make this game easier?
A: See the Secrets section below. Try switching Unlimited Goodies to
'money', Guard Perception to 'low', and/or Defiency to 'off'. Each of those
will make the game easier - the first being the least easy, and the last the
Q: How do I make this game harder?
A: See the Secrets section below. Try switching Guard Perception to 'high',
Defiency to 'on' and/or First Person Mode to 'on'. Each of those will make
the game harder - the first being the least hard, and the last the most.
Q: How do I get this game for the PS2 in America?
A: Well, the word in the camp is that goons have confiscated the PS2 version
for all American prisoners. Or to put it another way, Microsoft has
negotiated an exclusivity contract to stop the PS2 version from being shipped
in the US market. Whether this just delays the PS2 release or totally
eliminates it I don't know. That's the rumour anyway - if you've got some
hard facts then let me know! And no, I don't give currency in reward!
Welcome to Chapter 1 : "Captured!" (Holding Camp)
Chapter 1 : The Cast
Flight Lieutenant James Daly: USA. Your flying buddy. Assistant.
Sergeant Jimmy O'Brien: Irish. Escape committee.
Private Paul Clancy: English. Informant.
The Kommandant: German. The twin brother of the German officer in Brit-com
'Allo Allo', presumably?
The Cook: German. Just because he's not in a German uniform, doesn't mean
you can trust him!
Chapter 1 : Objective 1
Your first job is to steal some currency for Sergeant O'Brien. It's a simple
enough task, and one which will give you the basics of the game.
Wait until meal time, and then run around to the back of the Mess Hall -
that's the eastern side, opposite the main door. You'll see a wall which is
climbable. Wait for the patrolling guard who circles the hall to walk away
from you, then climb over the wall. You are now in the Sickbay compound.
Luckily nobody is ill - so head inside and collect the currency on the
trolley. Then check out the door which leads into the back room (it's a
little difficult to spot in the regular game view, so try first person mode)
to pick up some more currency.
Slip out the way you came, minding to avoid any overlooking tower guards.
Make sure the patrolling Mess Hall guard isn't watching (use the radar in the
bottom left corner of the screen) and climb back inside the Mess Hall
compound and go see O'Brien who will give you some useful kit.
Jobs a good'n!
Chapter 1 : Objective 2
Okay, to get the crowbar you need to first steal a key. This is in the
'German Barracks', which are a little harder to get into. But not
impossible. You can enlist JD's help to distract the guards, if needs be -
but it's really not necessary. Particularly as he insists on waiting until
morning exercise - which just wastes time.
Again, you wait until meal time, except this time you go over the fence to
the north, instead of the wall. Make sure you time it right as before, or
the Mess Hall guard will spot you. Once over, you will see a large raised
hut with steps leading up to the door. This is the German Barracks. Bad
news - there is a guard posted at the foot of the steps. What are you to do?
What seems like a mission impossible is actually quite easy. You can either
carefully sneak around the guard and onto the steps. Or, for an even safer
bet run north down the side of the hut. Then, climb under the hut to see the
sparkle of some currency - might as well collect it - before you crawl
westward to right next to the bottom of the steps. Pop out from under the
hut, just behind the sentry guard, and slowly climb the steps, before opening
the door and slipping in. At the far end of the room is some goodies -
including the key you need.
Now reverse the process to get out. Crouch and walk down to the foot of the
steps. Climb under the hut and crawl to a safe distance before reappearing
and dashing south over to the fence again. Use the cover of the bushes
(crouch down) to hide yourself until you are sure the Mess Hall guard is not
a threat - then it's over the fence and back to the Mess Hall before anyone
notices you are missing. Go see JD and inform him you have the key.
Chapter 1 : Objective 3
With the key safely in your inventory, you can make a move for the crowbar
you'll need to mount your escape plan. This too can be done in broad
daylight, as long as you are careful. Don't forget to take the brass key you
got from the last mission.
At the northern side of the barrack compound, at the rear of barrack 1 (the
opposite side to the door) you'll see a road with a brick wall on one side
and guards patrolling east and west, overlooked by a tower. If you look
closely near the far western end of the wall, you'll see a hole. That is
where you are heading. Time your run across the fence and towards that hole
to avoid the patrolling guard and tower (this is where the mini telescope
comes in handy, if you got it from O'Brien). Wait until the guard is walking
away from the hole towards the junction - then over you go. Once you reach
the hole, crouch to get through and hide crouched down behind the logs on the
You will see a brick building with a guard who patrols one half of the
perimeter, back and forth. This is the 'Tool Store'. The crowbar you need
is inside. When the guard is out of sight, make a dash for the western side
of the building - the opposite side to where the door is. Use the bushes for
cover as needs be, there is an annoying sentry just outside the northwest
corner of the compound who delights in spotting you.
Sneak around the north side of the building and use the boxes for cover.
Now, in what is the most tricky feat of timing so far, you have to time your
dash around the front of the building so that the patrolling guard won't see
you and get inside. To do this, hide behind the boxes until he comes by, and
turns - then follow him quickly, stopping only to pick up the currency on a
near by box if you want. Get to the door and open it with the brass key -
then quickly inside.
Once inside, stay away from the window at the left hand side of the door -
the patrolling guard will see you if he passes by. Get the crowbar from the
desk. Make sure you don't drop it (you should be able to see it in your hand
as you move). Now head back to the door and use the keyhole to watch for the
guard outside and the tower. You need to wait for the guard to come from the
direction of the boxes - heading south. Once he passes by the keyhole wait
for a few seconds for him time to move around the corner. The further he is
away from the door the more chance you have of escaping if the tower guard
should catch a sight of you.
Open the door and dash back around to the boxes on the north side and hide
again. Then retrace your steps back around to the hole in the wall - using
the boxes, bushes, walls and logs as cover. Keep an eye on the corner sentry
guard outside the compound, the patrolling guard inside the compound, and of
course the tower guard. Once the coast is clear, make a dash through the
hole (remember to crouch) across the road (best to run) and then over the
fence to get back to the barracks. Just to be on the safe side, dive
underneath the closest barrack, which should be barrack 1, and hide. If your
buddies are off having a meal, you can wait here until it is safe to show
your face in the barrack compound again without the guards getting
suspicious. Tell JD you've got the crowbar.
Chapter 1 : Objective 4
Time to blow this place. Your ticket out of here is in the back of a truck
on the northwest side of the compound. Wait until after evening roll call.
Use the boot polish, and take the crowbar. Slip out of barrack 1 and watch
out for the guards. There is a brick building in the compound with yellow
signs on the door. Head towards the spot of fence to the north side of that
building - the opposite side to where the sentry box is. You'll see the road
which leads north/south between the crossing zone that you use to go to visit
the Mess Hall, and the junction with the watch tower that you saw in your
last mission. There is a guard patrolling up and down the road. You need to
time your run over the fence, across the road and over the opposite fence to
get into the Mess Hall compound on the east side of the road.
Once there, you need to run to the east side of the hall, and climb over the
fence again just like you did in objective 2 when you got the key. Except
this time instead of heading inside the barracks, you carry on north, down
the side of the hut until you come to yet another climbable fence leading to
a road with another similar hut. This is the 'Driver's Quarters', and you
need to get inside in order to access the compound with the trucks. There is
a guard patrolling the road, so time your fence climb carefully. Once over
the fence, you will see some logs straight in-front of you, on the other side
of the road - you can hide behind these and wait for the guard to come your
way once more and then turn. Once his back is turned, dash out and crowbar
the door, then go inside.
Slip into crouch mode. If you make a noise in here you will wake up the
occupants. Sneak over to the door on the far northeast side of the room, and
exit. You'll find yourself in the northeast corner of the camp, with a
search light beam scanning the path ahead. Stay out of the light - getting
detected here is fatal. As the light moves into the corner of the compound,
dash around the corner of the sleeping quarters and make a run westward for
the cover of the vehicle. Now keep making your way west, and hide behind the
junk littering the northwest corner of the compound. Be careful - as a guard
patrols this corner. You'll notice a wall leaving up to an opening to the
west. Beyond that the truck which will take you to freedom. Watch the guard
carefully, and time your run to get around the other side of the wall -
remember in the dark his vision is not so good - providing you stay low you
should be able to get pretty close to the opening in preparation for your
Okay - you're almost home. The truck is right in-front of you. You just
need to find a way to get around to its rear. There are guards just beyond
the western fence who can see you if you don't time it right - and don't
forget the guard you just slipped by on the other side of the opening. When
the moment is right, make a mad dash for the back of the truck and just
inside. JD will join you shortly.
Congratulations - you have just escaped your first POW camp.
Welcome to Chapter 2 : "Prisoner of War" (Stalag Luft)
Chapter 2 : The Cast
Wing Commander James Temple-Smithson: English (Toff). Escape Committee.
Major Nicoli Radtke: Polish. Escape Committee.
Lieutenant Peter Newsbit: Scottish. Informant (gossip).
Private Xavier DuChamp: French. Informant (maps).
Second Lieutenant John McCormack: English. Informant (tricks).
Sergeant Harry Fox: English (Cockney). Scrounger.
Private Oliver Vermass: Belgian. Assistant (25 currency).
Private Henry Plunkett: Southern USA. Assistant (25 currency).
Flight Lieutenant Jonathan Fielding: English. Assistant (25 currency).
Private Mickey Malone: USA (New York?). Gambler (dice).
Private Charlie Wilson: English (Cockney). Gambler (tin cans).
Colonel Roger Harding: English. SOE agent (Special Operations Executive). A
man with a secret?
The Kommandant: German. A nasty piece of work.
General Stahl: German. An even nastier piece of work.
The Cook: German. Don't expect any favours from him.
Chapter 2 : The Games
Tin Cans (Private Charlie Wilson) : Knock off all the tin cans from their
perch within the time limit, using only the stones provided.
Time: 45 secs
Dice (Private Mickey Malone) : Repeatedly stop two rolling dice so that the
sum of their up-turned faces is equal to or greater than 7. The dice roll
faster and faster each round. (Tip: watch the faces on the surrounding sides
of the dice - they roll too quickly to stop them once they've turned over
onto the top face!)
Winnings: 10c (easy), 15c (medium), 25c (hard)
Rounds: 3 (easy), 5 (medium), 10 (hard)
Chapter 2 : The Tourist Guide
Want a bucket full of currency? There's a load in the construction yard to
the west of the barracks. It's lightly patrolled, so a daytime raid is
possible. Head behind barrack 2 and you will see a section of climbable
fence jutting out, with a guard and a hut beyond. Linger near one end of
that fence, and once the guard turns his back to walk away, climb over and
run around the back of the hut. (If he sees you, simply run around and
around the hut until he gives up the chase). Now climb over the west fence
which leads to the construction yard. There's currency a-plenty to be found
around the trucks, under the trucks, inside the unfinished huts and inside
the tent. There's also a crowbar in the tent - handy. Crouch in the bushes
for cover, when necessary.
Still hungry for some currency? On the east side of the camp you'll see a
big house - this is the Kommandant's building. There's some easy currency
inside - if, that is, you can get inside (hint: a disguide works best). Go
south from the Entrance Hall and west to check out the Kitchen. Up the
stairs and into the Kommandant's Study and Bedroom, plus access to the
balcony with a telescope. You'll find all kinds of useful stuff lying
Feel like exploring? The southeast corner of the camp is under
construction. Head over there and check out the barn and the surrounding
area for currency and a crowbar. Best to go in disguise. Also, if you can
find the right key (hint: check out the Kommandant's quarters) you should be
able to get yourself into the Laundry room and the Post room - both compounds
are on the east side of the camp, sandwiched between the barn and the
Chapter 2 : Objective 1
You need to talk to the escape committee in hut 4. They will ask you to
prove yourself by playing a tape of some music over the camp's speakers. The
speaker system controls are in the Administration Office. This is to the
north of the camp. The tape will be deposited in your hiding place in
You will have to act quickly for this mission - try to keep on the move as
much as possible and don't spend too long waiting for the guards. Run when
possible, don't crouch.
After evening roll call, go to your hiding place and collect the tape. Also
use some boot polish if you have any. Exit barrack 2 and walk around to its
rear. Here you will see a fence with a climbable section jutting out.
Beyond the fence is a 'Store' hut, but between the hut and the fence a guard
patrols north and south. Wait near the corner of the barrack for the guard
to come close and then turn. As soon as be begins to walk away from you,
dash for the fence and climb over - then run behind the hut where he cannot
Run up the long path north, and you will encounter an east-west road, with
guards on watch. Most of them are stationary, but one patrols east/west - so
watch out for him. When the coast is clear, slip out onto this road and run
east a short distance until you see the north side fence is climbable
(there's a section just before the sentry box). Climb this fence into the
yard with two guards and a building to the north side (this is actually the
Mess Hall where you eat your meals). Hugging the fence, so not to fall into
the spotlight of the guards, make your way to the eastern side of that
building, and continue north. You'll come out into a small yard with a
couple of currency near a door. (You may also see the cook with his nose
pressed up against a wall - most strange!) Go over the fence to the north.
You are now in the compound with the Administration Office. There's some
currency on the west wall if you want to collect it.
Stand outside the door (there is only one) and use the keyhole to spy on the
guard inside. He patrols in an L-shaped pattern. The tape recorder is
inside, at the bend in that L. Immediately after he moves from the doorway,
open the door and rush after him. Be careful not to bang into any chairs.
(You may wish to stop and collect the currency on the desk by the door, if
you feel bold). When the guard turns at the bend, you head in the opposite
direction and duck behind the tall bookcase in the darkened corner. When the
coast is clear stroll over to the tape player next to the bookcase, and play
(Note: an easier method which has been recommended (but I've not yet tried)
is that you hide behind the logs near the fence and cause a noise by throwing
stones at the barrels, causing the guard to come out and do a border patrol
of the compound. Giving you enough time to slip inside and play the tape.)
There's a short animation (strangely nobody thinks to check the
Administration Office, which is where the tape player is!) and then it's time
to head back to barrack 2 before roll call. Wait for a few moments before
you leave the safety of the bookcase. The guard will return from outside and
you don't want to get caught. Once the guard is back inside and on patrol,
slip out past him and retrace your steps back to behind barrack 2. Now
carefully get across the yard to barrack 4, and report to the Escape
(Note: if you get caught the tape will be taken from you. To get it back you
should talk to the overweight guard with the moustache who patrols the
exercise yard during the exercise periods. It will cost you some currency,
he will return it to your hiding place for you.)
Chapter 2 : Objective 2
Your previous mission was just a cover so that some documents could be
stolen. But the mission failed and now the Escape Committee want YOU to get
the documents back. For this purpose they have left a key in your hiding
place in barrack 2. You much get to the Kommandants Office to the east of
the camp, but a disguise will be needed first.
This mission can be completed in broad daylight. Remember to take the brass
key from your hiding place, then head around the back of barrack 2, to the
west fence where you climbed over in the last objective. The 'Store' hut is
still there, and so is the peskie guard who patrols north/south. Wait up by
the northern end of the fence, then as soon as the guard turns his back,
climb over the fence and keep running past the metal bins. Your next step is
to use the metal bins to distract the guard. Either bang into them or throw
a stone at them - either way if he is close enough he will come and
investigate. (Knocking on the wall would probably also work!) Quickly dash
anti-clockwise around the hut, and circle around so that you arrive at the
door from the south. The guard should be sniffing around the north wall -
giving you just enough time to unlock the door and head inside. Inside, on a
table by the door, you will find a guards uniform. Using the mirror, put it
on. There - don't you look smart!?!
Casually WALK (do not run) out of the hut and head north, just like you did
on the last mission. From this point on you must only run when you are not
within sight of a German guard. Once you get to the east/west road, head
east and keep going past the barriers and gates which are used when the
prisoners move from the barracks to the Mess Hall. You will see a large
house with a low wall perimeter ahead of you. There are two barriers - one
on the southern wall and one on the west. You'll use the western entrance,
so follow the path around to the north until you arrive next to the western
barrier (it is best to go as far north as you can - ie. the extreme
left-hand-side of the barrier). The guard will be fooled by your disguise -
but you will see an officer (in dark blue uniform) patrolling the courtyard
outside the house. He will spot you on sight - so you MUST avoid him. His
route takes him down the side of the house and across the yard in an L
shape. When nobody is looking, crouch under the barrier and wait in the
seclusion of the small wall to the north. When the officer begins his walk
south along the side of the house, quickly dash over to the house and slip
inside behind his back.
There's two ways to do the next part, the easy way and the hard way. The
hard way first...
Now - here is the most tricky part of the mission. The room inside leads to
another room. Inside this second room is a guard, and an officer. The guard
can be fooled providing you don't run. The officer however will blow your
cover on sight alone. Looking through the keyhole you can see a bookcase on
the far eastern side of the room. When the officer leaves his station to
patrol the room, quickly open then door and WALK past the guard, then make a
dash for the bookcase and hide behind it, crouching. From the other end of
the long bookcase you can see your objective on the desk across the room.
Wait for the officer to return to the door then dash to the desk and collect
the plans, dashing back pronto and crouch. Now return to the other side of
the book case and wait for the officer to leave the door and wander to the
desk - then WALK out of the room past the guard. Next is the easy route, so
continue at the last paragraph, beginning "Step outside...".
The easy way now...
From the Entrance Hall where you currently are, head south through the
Hallway and then west into the Kitchen. You can go upstairs to collect a
load of goddies from the Study and Bedroom if want, including a handy key,
before returning back to the kitchen. Walk up to the north door and crouch.
Open the door to see the room with the plans, and a handy bookcase
partitioning the west side of the room. Observe the officer, and when the
coast is clear dash from the door to behind the bookcase. Now move to the
north side of the bookcase. You will be able to see the sparkle of the plans
on the desk in the northeast corner of the room. Then the officer patrols to
the south of the room, rush out and collect the plans, and quickly back to
behind the bookcase. Go to the southern end of the bookcase and time your
run back trough the door into the Kitchen. Then east into the Hallway and
around to the north door back to the Entrace Hall.
Step outside into the courtyard and wait by the eastern wall next to the door
until you can synchronise your dash across the yard with the patrol of the
officer. Now retrace your steps. If you are very clever, you can wait until
the barrier and gates open for meal times and then simply walk into the
barrack compound via the gate - just like when you return from the Mess
Hall. Head for your hiding place and stash the gear - then take the plans to
barrack 4 and show them to the Escape Committee.
Chapter 2 : Objective 3
A pair of bellows is required by the Escape Committee to assist in the
building of the tunnel. What seems like a trivial mission is actually quite
hard. Firstly, it helps to check in with Sergeant Harry Fox, and purchase an
iron key from him. It's expensive, but it will do the same job as a crowbar
and it isn't nearly as much trouble to get about the camp with. If the price
is a little steep, try visiting the construction yard (see the Tourist
Guide!). Otherwise, you'll have to carry the crowbar and avoid the guards.
Okay, after morning roll call you can head on over to the Mess Hall. The
bellows are there on the table behind the counter, where the cook works.
Wait for the meal to be over, and the men will leave - including the cook.
Unlock the northeast door, which leads out into the area south of the
Adminstration Office, where you played the tape in the first mission. The
guard patrols outside by day - so keep an eye out for him as he will spot
you. Head west along the wall and then unlock and enter the western door of
the Mess Hall - which will lead you into the kitchen area itself. Careful -
the guard on the stool is still here. Collect the bellows (they are just
south of the door) and collect the other currency as well (including a second
brass key, if you want!) and then exit - either by the west door or the
northeast door, sneaking past the seated guard by ducking down under the
Head to the eastern wall of the Mess Hall, and crouch behind some logs. This
is sufficiently far from the Administration Office, the road and the gate
guards for you to be not spotted - so you should be safe here. Wait until
evening meal is over. As the men walk out to return to their barracks,
mingle with them, avoiding any guards, and return to the barrack compound.
Head for barrack 4 and give the bellows to the Escape Committee.
(Note: it occurred to me, after I had completed this level, that an easier
way to get the bellows to the Escape Committee would be to just wait out of
sight of a guard in (or around) the Mess Hall, until the evening meal. Then
hand them over after the Wing Commander and Major enter for their food. You
might want to give this a try.)
Chapter 2 : Objective 4
Time to escape. There's an old abandoned tunnel in the other barrack
compound - which has now been re-assigned. You need to break into that old
compound and access the tunnel. This mission should be attempted after
evening roll call.
You'll need the iron key (or crowbar, if you want to make life hard). Slip
into your German uniform disguise. Now exit the barracks and head west to
the hut with the patrolling guard. You've been here before, so you know what
to do - wait for him to turn and then slip over the fence and head north up
to the east/west road. Now follow the path you took in the first mission -
go east and then over the fence into the Mess Hall compound. Once in the
compound, WALK across the yard, then down the west side of the building, past
the kitchen door. The north wall of this compound leads into the
Administration Office compound - EXCEPT for the very western part of it,
which leads into another 'Tools Store' compound. Once the search light is
occupied elsewhere, climb the wall and use the key (or crowbar) to open the
hut door. Step inside and you will find some extra currency (you can collect
it if you want - although it is useless to you at this late stage). Inside
is another crowbar - you will need to take this for the abandoned barracks
next door if you left your original crowbar behind. Take it and head back
outside. In the northern wall of that compound is a hole - you can crouch
and squeeze through into the old barracks compound.
Here's the rub: the guards will spot you with a crowbar, so drop it whenever
they get suspicious. They will come sniffing around you - but providing it
isn't in your hand they will get bored and walk off eventually. Leaving you
to pick up the crowbar and continue with your mission. There is also an
officer who patrols outside the barracks and around the centre of the
compound. You must avoid him as all costs - he can see through your
The barracks are located on the southern side of the compound - there are
three of them. You need to get to the middle one. Time your walk westward,
using the vehicles for cover as needs be. Watch the path of the officer -
when he turns away from the barrack buildings to head into the yard, dash out
and crowbar the middle door, then head inside. The tunnel opening is located
in a darkened corner of that barrack. Climb down and then crawl along the
tunnel - then up the ladder to freedom...
Jolly good show old chap - you just broke camp two!
Welcome to Chapter 3 : "Castle Colditz" (Colditz)
Chapter 3 : The Cast
Major William Kingsley: English. Escape Committee (head of...).
Group Captain Henri Dubois: French. Escape Committee (barrack officer).
Private Micheal Kapowski: USA. Informant (tricks).
Lieutenant Cameron 'Doc' Winters: USA. Informant (maps).
Second Lieutenant Reginald Worthington: English. Informant (gossip).
Private Dwight Johnson: Southern USA. Scrounger.
Private Luka Beratti: USA. Assistant.
Second Lieutenant Dick Williams: USA. Assistant.
Flight Lieutenant Ricki Logan: USA (New York?). Assistant.
Private Tony Caponi: USA (New York?). Gambler (cards).
Corporal Douglas 'Sure Shot' Spears: English. Gambler (tin cans).
Colonel Roger Harding: English. SOE agent (Special Operations Executive).
You met him in the last camp.
The Kommandant: German. Loves a small dachshund called Otto. Nuff said!
General Stahl: German. Loves visiting POW camps. Even more nuff said!
Corporal Schliemann: German. Colonel Harding's personal guard.
The Cook: German. German cooking - how could you resist?
Chapter 3 : The Games
Tin Cans (Corporal Douglas 'Sure Shot' Spears) : Knock off all the tin cans
from their perch within the time limit, using only the stones provided.
Time: 30 secs
Cards (Private Tony Caponi) : Deal a given number of card, predicting each
time whether the next card will be higher or lower than the last. Aces are
high (rated above a king).
Winnings: 10c (easy), 15c (medium), 25c (hard)
Cards: 3 (easy), 5 (medium), 10 (hard)
Chapter 3 : Tourist Guide
Want to get about without that peskie lock pick which is so hard to swipe
from the barrack 1 entrance hall desk? No problem. After morning roll call
go to the Mess Hall with everyone else, but go south into the Cook's quarters
and when the moment is right, slip out through the south door and into the
hallway beyond. Across the hall is the Kitchen door - enter it and collect
100 currency and a vital brass key. Now rejoin your friends in the Mess Hall
by returning to the corridor and using the keyhole to study the movement
patterns of the Cook. Be careful to time your entrance well, as he will
alert the guards if he sees you arrive from somewhere you shouldn't have
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. If you give it to either Kapowski,
Doc Winters or Worthington, they will thank you and will leave you a
grappling hook in your hiding place in return. (It isn't as useful in this
chapter as it is in later chapters, however!)
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
Okay, the long way first, as this is the solution that Kapowski, Doc and
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
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
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
Want an even faster route to the travel papers...?
Amazing as it seems, if you pay the unwell guard a visit in Sickbay to steal
his uniform, the Nurse has some travel papers on her desk just ready and
waiting! It seems just TOO easy! You can get to Sickbay via the bell tower
chimney in the southwest corner of the yard, remember!
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 corri