----------------------------------------------------------------------- Return to Castle Wolfenstein FAQ/walkthrough Written by Nadia Varkovsky (varkovsky@hotmail.com) Last updated January 27, 2002 (Version 1.3) First of all, I would like to proudly dedicate this FAQ to Grace Yeo. I love you :) Contents: 1. Updates 2. Introduction 3. Game History 4. Game Overview 5. Items 6. Weapons 7. Enemies 8. Walkthrough Mission 1: Ominous Rumors Part 1: Escape! Part 2: Castle Keep Part 3: Tram Ride Mission 2: Dark Secrets Part 1: Village Part 2: Catacombs Part 3: Crypt Part 4: The Defiled Church + Boss Mission 3: Weapons of Vengeance Part 1: Forest Compound Part 2: Rocket Base Part 3: Radar Installation Part 4: Air Base Assault Mission 4: Deadly Design Part 1: Kugelstadt Part 2: The Bombed Factory Part 3: The Trainyards Part 4: Secret Weapons Facility Mission 5: Deathshead's Playground Part 1: Ice Station Norway Part 2: X-Labs Part 3: Super Soldier Mission 6: Return Engagement Part 1: Bramburg Dam Part 2: Paderborn Village Part 3: Chateau Schuftaffel Part 4: Unhallowed Ground Mission 7: Operation Resurrection Part 1: The Dig Part 2: Return to Castle Wolfenstein Part 3: Heinrich 9. Credits ----------------------------------------------------------------------- 1. Updates December 10, 2001: Started the walkthrough last weekend and managed to finish the format as well as typed up all the mission briefings and objectives as well as the "Enemies" section. (Version 1.0) December 10, 2001: Second update of the day at quarter to midnight. Managed to finish the "Weapons" section as well as adding the "Game History" section. Hopefully more will be coming tomorrow... (Version 1.1) December 11, 2001: Not much update today since I need to work on my math coursework which is due tomorrow. I've completed the "Items" section and the mission walkthrough should be starting tomorrow or Thursday... (Version 1.2) January 27, 2002: Many things had happened since the last update. First of all, I lost my walkthrough for mission 1 and 2 so I decided to start writing again from mission 3 instead (which is finished in this update). Secondly, the lack of update is also because of my vacation to Japan during Christmas and also due to mock exam which I am still doing now... Shame to all those people who sends extremely abusive letters to me about the walkthrough; they could at least say it in a better way don't you think? (Version 1.3) ----------------------------------------------------------------------- 2. Introduction I found it quite strange due to the fact that no one is interested in writing a walkthrough for Return to Castle Wolfenstein. Since I finished the game, I thought I might as well write the walkthrough. Please note that I'm very busy with schoolwork (I'm a grade 12 student) and updates may be very slow. I will try to update as often as I can but they will only come during weekends. This is my first FAQ so I hope you will forgive me on any mistakes and errors. If you have any critics, suggestions, comments and things to add, don't hesitate to email me at varkovsky@hotmail.com. One more thing, this FAQ is protected by the international Copyright Law so if there's anyone who wants to post this FAQ in his or her site, YOU HAVE TO LET ME KNOW FIRST!!! I've heard many stories about people plagiarizing other people's FAQ to make money and believe me, writing FAQ is not easy and to you know how it feels if your hard work is used by other people. So for all plagiarizers out there, be warned that if you do anything to my FAQ, I SWEAR THAT I WON'T LET YOU OFF THAT EASILY!!! ----------------------------------------------------------------------- 3. Game History In the ninth century A.D., the pre-Christian Saxon prince Heinrich sought to forge an independent Germanic state, separate from the powerful Frankish dynasty. Having discovered and translated the ancient texts from the East, he became convinced that his people were the direct descendants of Thule, a race of pure consciousness. He believed that he could tap into the power of Thule. Indeed he did, rising up a vast army of the evil undead, led by Dark Knights, whom he anointed in bizarre, dark rituals. Though the power of Thule had not been intended for evil, Heinrich harnessed it with sheer will, bending the power against all who would oppose him. Legend suggests that in 943 A.D. a mysterious and powerful monk finally stood against Heinrich and his army of Dark Knights. Following a fierce and bloody battle this lone monk enshrined Heinrich in a living tomb at the top of a remote mountain peak. Knowing that evil of this kind cannot be destroyed - only contained - he marked and sealed the ground with the curses of the ancient texts forbidding any human ever to enter the tomb. The rise of fascism in Germany in the twentieth century brought with it a fascination with the occult. Under direct orders to achieve world domination at all costs, Hitler's henchmen sought unorthodox measures to gain the upper hand on the Allies. Some worked on chemical weapons, others on the jet engine, still others on long-range missiles. But Hitler's lead henchman, head of the SS, Heinrich Himmler took the most drastic measures of all. Over time, Himmler became convinced that he could raise Heinrich from the dead, and in doing so, would then possess the power to command an army of the undead against the Allies. He began methodically researching how to approach the dark ritual, throwing scores of scientists, great cashes of wealth, and the full power of the Nazi war machine behind his effort. Month after month, he got closer and closer. By 1943, many of the pieces were in place including the all-important locating of Heinrich's grave. September, 1943 - Himmler has found the tomb and is in possession of the ancient texts. They are looking for a serum - in a hidden grave - which they plan to use to create their modern day Dark Knights. OSA intelligence suggests that Himmler has not yet succeeded; the reports of occult experimentation and genetic mutation indicate that he is close, very close. ----------------------------------------------------------------------- 4. Game Overview You are B.J. Blazkowicz, a highly decorated Army Ranger recruited into the Office of Secret Actions (OSA) tasked with escaping and then returning to Castle Wolfenstein in an attempt to thwart Heinrich Himmler's occult and genetic experiments. Himmler believes himself to be a reincarnation of a 10th century dark prince, Henry the Fowler, also known as Heinrich. Through genetic engineering and the harnessing of occult powers, Himmler hopes to raise an unstoppable army to level the Allies once and for all. You must first escape from imprisonment in the castle to report the strange creatures and happenings in and around Wolfenstein to the OSA. Your mission takes a drastic turn as you learn the depth of Himmler's plans and what you must do to defeat the evil he has unleashed. This is what you have been trained for. Your surroundings will be dangerous and hostile. The OSA is currently tracking activities believed to be associated with Himmler in locations throughout Germany including; villages overrun by the occult, hidden crypts, forests, air bases, secret weapons facilities, and genetic labs, to name only the few we are aware of. There are more and you must find them. Failure is not an option. If Himmler succeeds, the war is over for the Allies... and the war is over for everyone. Return to Castle Wolfenstein is a first person shooter game, powered by the heavily tweaked Quake 3 engine. The single player game spans seven missions, each of which has several different levels. The game challenges you to not only survive, but to recover the many treasures and artifacts that the Nazi regime has stolen. ----------------------------------------------------------------------- 5. Items Ammunition Ammo comes in different forms throughout the game so keep an eye for them since they are vital for B.J. to survive from the enemies that he will be facing. Dead enemies also drop their weapons/ammunitions so be sure to grab them. Armor: Flak Jacket and Helmet Armor comes in two types, either as a flak jacket or a helmet. Their purpose is to absorb the damage that B.J. will receive from the enemies before his health is also affected. The flak jacket will raise B.J. armor by 75 points while the helmet will only provide 25 points. Health Packs Throughout his adventure, B.J. will frequently need these health packs when the damage that he received is too great. The amount of health restored depends on the size of the pack itself as well as the difficulty level of the game. If B.J. doesn't suffer from major wound, don't use these health packs, instead save it for later when they are really needed. Food: Hot and Cold Meals plus Brandy and Beer Similar to the health packs, meals will return lost health to B.J. Hot meals will increase more health than the cold ones. Brandy and beer will increase stamina thus letting B.J. to sprint to greater distance. Brandy does increase more stamina than the beer so be sure to grab them when B.J. feel thirsty. Reading Materials: Journals, Clipboards and Notes Clipboards and notes can be found throughout the game and B.J. can spend some of his time to read. They usually provide minor bits and pieces which will add more understanding to the game's storyline as a whole so don't miss them. Journals however, are mostly needed to provide critical information for the Allied war effort. B.J. can also read them as well to make sense of the Nazi's various hideous schemes. Alarm If B.J. is spotted by anyone, they may run to one of these and activate the alarm. If an alarm is activated, enemies throughout the level will be alerted to a higher level of readiness thus making B.J. mission slightly harder even triggering a mission failure for those missions where B.J. cannot be detected at all. The alarm can be turned off after they are activated and they can also be destroyed so the Nazis would not be able to use it anymore. Treasure Treasures are more commonly found in secret areas throughout the level. B.J. can collect them as souvenirs and they will be shown at the statistics table at the end of each level. There's nothing special about collecting every treasures, just personal satisfaction of finding every secret in the game aside from destroying Himmler's dream of ultimate domination. Some of them can be hard to find though so make sure to refer to the walkthrough for the complete list. ----------------------------------------------------------------------- 6. Weapons Knife The knife may seem and sounds useless but it is very effective for stealth missions. The knife is commonly used by sneaking behind an enemy and stabbing them. This would result in an instant and silent kill therefore preventing any alarms from being raised throughout the area. Pistols: Colt .45 Model 1911 and Luger 9mm Parabellum These pistols belong to Allied and Axis troops respectively. There's nothing special about them but the B.J. can held dual Colts to double the damage while a silencer can be fitted to the Luger. MP40 sub-machine gun The standard weapon for Nazi soldiers. It is quite effective against weaker enemies such as any human opponents but will prove rather futile to the undead and the other stronger foes. Its advantage is that it will never overheat. Thompson sub-machine gun The American equivalent of the German's MP40. It does more damage although it has a slightly smaller magazine than the MP40. Sten sub-machine gun A very powerful sub-machine gun made by the British. The main feature of this weapon is that it is silenced which makes it excellent for stealth missions. The only drawback however, is that it overheats quickly and B.J. has to wait for it to cool down first before firing the gun again. Mauser rifle This German produced sniper rifle proved to be quite a useful gun in the field. The main feature is to snipe but this can happen only if a scope is attached to it. The main disadvantage is that the rifle is very loud thus it can easily give away the shooter's position. It also takes quite awhile for the shooter to steady their aim and every shot always results in very strong recoil which throws the aim of the shooter. Overall, it's a good weapon since it can take down most enemies with one well-placed shots. Snooper rifle This is a specialized rifle developed by the OSA for covert sniping work. It can zoom at a further distance than the Mauser and is also equipped with a silencer which causes every shot to sound no louder than a spit. It also comes with a night vision scope which makes it suitable for night and day missions. The only drawback is that the ammo is quite limited. FG42 Paratrooper Rifle This is the standard rifle that is usually carried by Himmler's Black Guards. It is a semiautomatic rifle with large capacity and considerable damage even though its rate of fire isn't as fast as a sub-machine gun. It has a small scope that can be used to zoom although not as much as the Mauser or the Snooper. Panzerfaust This is an anti-tank missile launcher that is produced by the Germans. It is a very powerful weapon although the ammunition is rather limited. The missile would explode upon impact, most of the time disintegrating anything or anyone around the explosion zone. Venom Gun This is one of the most powerful weapons that B.J. can acquire. It takes awhile to spin up but once it does, nothing can withstand its power. The only drawback is that the venom gun uses ammo very rapidly and it can also overheat like the Sten. Flamethrower The flamethrower, as its name suggests, spews out flame that will roast the enemy caught in it. It has quite a long range and is also quite effective against both humans and undead opponents. Tesla Gun The tesla gun is one of the experimental guns that come out from Deathshead's weapon laboratories. It fires a powerful bolt of electricity that will affect everything in the vicinity. ----------------------------------------------------------------------- 7. Enemies Below is the list of the enemies that B.J. will encounter in the game: Nazi Soldier Soldiers are the weakest enemies that B.J. will find throughout the game. They usually come equipped with either the MP40 sub-machine gun or Mauser rifle. They are generally quite vulnerable and a well-placed headshot can take them down immediately. Nazi Officer Similar to the soldier except that they are only equipped with a Luger. Don't let their weapon become a distraction though because their marksmanship should not be underestimated. A headshot will bring them down quickly as well. Elite Guard Despite their soft-looking appearance, these leather clad female soldiers from the SS Paranormal Division are actually very ruthless and cold-blooded killers. They would not hesitate to kill B.J. so take them out as soon as possible. They usually work in teams and are usually lethal with the silent Sten sub-machine gun aside from being a very agile killing machine. Always try to shoot their head to bring them down quickly. Himmler's Black Guard The SS Black Guards are Himmler's personal bodyguards and they are armed with the deadly FG42 paratroop rifle. The best thing to do is to go for headshot all the time to take them out quickly since they have a very good marksmanship similar to the Elite Guards. Venom Soldier As the name suggests, venom soldiers are either equipped with venom gun or flamethrower. These soldiers are very dangerous and deadly due to the fact that they wear full body armor and helmet. They can receive quite a lot of damage before going down so be exercise more caution when B.J. meet one or more of them in the field. Worker/Engineer Workers and engineers are generally harmless aside from their Lugers that they always carry. They also would not hesitate to shoot so don't ignore them although their accuracy are just average. Try to take care of them lastly while focusing on other more imposing enemies that might be present in the vicinity at the same time. Scientist These Nazi scientists spend most of their time researching biological and robotic engineering in their laboratories. Similar to the workers and engineers, they are only armed with a Luger which shouldn't pose too much of a problem. They will however, call out for guards whenever possible perhaps because of their lack of combat training which make them realized that they are not a worthy opponent. Zombie The SS Paranormal Division research into the occult has resulted in the resurrection of these zombies. They are expectedly slow but don't be deceived by their speed. They can emit phantom skulls which will chase B.J. even around corners so be careful. The most effective way to kill them is to aim the Sten at their heads to blow them apart quickly but be careful of overheating so fire in short bursts only. Zombie Knight Similar to their standard counterpart, zombie knights are equipped with a sword and a shield. The shield can be used to reflect gunfire so take notice of this when fighting them. There are two effective methods to kill them: the first is to try to blow their unprotected legs apart with gunfire or grenades while the second method will be to let them get close first. They will lower down their shield to swing at B.J. so use this chance to empty the Sten towards their head and they will collapse to the ground immediately. Fire Zombie This is one of the most dangerous foes that B.J. will meet along his adventure. Fire zombies are surrounded by fire and they can spew a fountain of fire that can travel very far. When facing one of these, always keep a good distance between B.J. and the zombie while unloading the Sten at its head to take it down quickly. An occasional one or two grenade at their feet will help to accomplish this task even faster. Loper Lopers are the result of Nazi scientists' research into combining robotic and biological engineering. They attack with their claws as well as lightning bolts that are emitted from the half-spherical plate lodged underneath their waist since they don't have any legs. Their ability to leap across considerable distance both vertically and horizontally proves to be fatal to anyone unlucky enough to be around. Exercise extreme caution when facing them. Although they would appear by themselves most of the time, never underestimate their power. Uber-Soldat (Super Soldier) prototype Similar to the lopers, these Uber-Soldat prototypes are powered by the tesla technology and are also the result of the combination between robotic and biological engineering. They are equipped with either the devastating venom gun or panzerfaust which can rip B.J to shreds in no time. The fact that they are covered with full metal body armor doesn't make fighting them any easier as well. The only way to kill them successfully will be to take advantage of their speed since they are very slow. Always find cover whenever possible and use the environment to gain the maximum advantage; never expose B.J. to them unless to take some quick shots. Panzerfaust and venom gun are very effective in taking them out so don't hesitate. Uber-Soldat (Super Soldier) These walking monstrosities are the improved version of the prototypes. They are more heavily armored and also come equipped with a tesla gun aside from the panzerfaust and the venom gun. Their tesla gun can reach a considerable distance so never let B.J. expose himself UNLESS attempting to shoot or running from cover to cover. They can take quite a lot of punishment before going down so exercise EXTREME caution when facing one of them. Similar to the prototypes, panzerfaust and venom gun works best against them. ----------------------------------------------------------------------- 8. Walkthrough Mission 1: Ominous Rumors *********************************************************************** Part 1: Escape! *********************************************************************** Briefing: Orders are as follows: Infiltrate Castle Wolfenstein and investigate increase in activity from SS Paranormal Division. Gather any intelligence information you may find regarding said SS Division and their activities in the area. Kessler, your contact, is a member of the German Resistance group called the Kreisau Circle. He has managed to partially infiltrate The SS Paranormal Division's temporary headquarters and had valuable information regarding their activities. Meet Kessler in the village near the archaeological dig site. He will have further information regarding your mission. Remember: If you or Agent One is captured, escape at all costs. Standing Order #71 remains in effect: If you are placed in a compromising position where you might divulge information regarding your mission or the OSA, take your own life by ingesting your cyanide tablet. As always the OSA will disavow any knowledge of your identity and mission if you are compromised. Good luck. Objectives: -Escape the dungeon by any means necessary. -Locate the exit to the lower keep. *********************************************************************** Part 2: Castle Keep *********************************************************************** Objectives: -Locate tram entrance. *********************************************************************** Part 3: Tram Ride *********************************************************************** Objectives: -Restore power to the tram. -Escape from Castle Wolfenstein. -Meet Kessler in the village of Wulfburg. ----------------------------------------------------------------------- Mission 2: Dark Secrets *********************************************************************** Part 1: Village *********************************************************************** Briefing: From OSA via Kreisau Circle contact Kessler: Learned of your capture and subsequent escape from Castle Wolfenstein; Agent One's death a tragedy, but unavoidable. Himmler's SS Paranormal Division, headed by Helga von Bulow, is staging a massive archaeological dig near the outskirts of the village. OSA recently intercepted fragments of high-level encoded message coming from the site directly to Himmler himself, but up to this point we have been unable to fully decode any of the messages. Karl Villigut, a member of the Kreisau Circle, is in the village with an important item for you. If possible, locate him and obtain the item, then proceed as per Kessler's instructions to archaeological dig and investigate the situation. Remember to gather any intelligence information you may find along the way. You will receive new orders once you reach the dig site. Objectives: -Infiltrate the village through Kessler's secret passage. -Locate the SS Paranormal Division's dig site. *********************************************************************** Part 2: Catacombs *********************************************************************** Briefing: According to Kreisau Circle members from Wulfburg, these catacombs run a great distance under the village, ultimately leading to an ancient church that is no longer accessible by normal means. Helga von Bulow is reported to be there now, with a large contingent of her "Elite Guard" and a team of scientists from the SS Paranormal Division. Your orders are to navigate the catacombs and locate the church. Gather any artifacts that you may find along the way for future analysis. Kreisau Circle reports "supernatural" activities are taking place in the catacombs; these are most likely unfounded rumors, but they are from a reliable source and must be heeded. Kreisau informants have also revealed that Professor Zemph often carries a journal into the dig site. The journal may provide important insight into his activities at Castle Wolfenstein. Objectives: -Locate Professor Zemph's journal. -Pursue SS Paranormal Division through the catacombs. *********************************************************************** Part 3: Crypt *********************************************************************** Objectives: -Navigate the catacombs to the Wulfburg church entrance. *********************************************************************** Part 4: The Defiled Church *********************************************************************** Briefing: Residents of Wulfburg call this "The Defiled Church". It apparently has a rather sordid history dating back 1000 years. Over the ages it has been rumored to have been used for a number of occult ceremonies. Rumors aside, we do know that Helga von Bulow and her SS Paranormal Division team are there now. We do not know what they are planning, so it is imperative that you investigate and recover as much intelligence information as possible. A word of caution; the Kreisau Circle has reported that Helga von Bulow's "Elite Guard" is made up of a small group of extremely capable women who have been trained to an exceptionally high level, both physically and with small arms. They are also reportedly bound together as a witch's coven. Objectives: -Infiltrate Wulfburg Church. -Pursue Helga von Bulow to the ruined cathedral. -Eliminate all of von Bulow's personal "Elite guards". *********************************************************************** Part 4: The Defiled Church (Boss) *********************************************************************** Objectives: -Eliminate Helga von Bulow. -Retrieve the "Dagger of Warding" for further study. ----------------------------------------------------------------------- Mission 3: Weapons of Vengeance *********************************************************************** Part 1: Forest Compound *********************************************************************** Briefing: Deathshead has been tracked to a remote rocket base located near the Baltic Coast, where he intends to fire a V2 rocket at London fitted with some kind of new chemical warhead. Your only viable method of infiltration is to stow away aboard a supply truck bound for the base. You will parachute into the outlying forest area armed only with your knife and silenced Sten. The rest of your gear will be deployed separately in two drop containers. In one of them you will find the new OSA M1S "Snooper" rifle which has been shown to be highly effective for long range, covert "wet work". Due to the fact that this weapon uses very specialized ammunition, we can only issue you with a limited amount. Also, due to its experimental nature, it is imperative that you recover this item lest it fall into enemy hands. The area is lightly guarded, but there are alarm stations scattered throughout. If any alarms are sounded the base will be alerted and the mission will be scrubbed. If you encounter any enemies, eliminate them before they can sound any alarm. Remember: Do not eliminate the final guard who controls access into the compound; if you do, the supply truck will not be able to get inside the rocket base. Objectives: -Infiltrate supply compound. -Stowaway aboard supply truck bound for rocket base. -Ensure that no alarms are sounded. -Recover OSA M1S "Snooper" rifle. Secret areas: 1 Treasure: 1 Keep going forward past the mini valley between the two hills and B.J. should reach a clearing. There should be a barn there with a lone soldier patrolling outside. Take him out with the knife then approach the barn. Peek through the window to spot a guard standing next to a table; take him out with the knife then head to the other exit and kill the guard looking towards the lake there as well. Now cross the lake to the far end and look to the right to find the first containers under some trees which consists of two health packs, a Colt 45. and some ammo. Now head back to the barn head across another small valley from the main entrance to reach another clearing. There should be a small house with another patrolling guard outside. Take him out then enter the house to dispose of the officer who is listening to the gramophone. Go back out and head to the right all the way to the closed tunnel (don't get spotted by the guard tower). Head left from the tunnel past another mini valley then B.J. should be able to see a concrete bridge with another tunnel to the left. Stick close to the right and approach the tunnel. Climb the guard tower along the way and quickly take out the guard there who is looking towards the tunnel with the knife and watch him plunge to his death. Destroy the alarm box in the tower and climb back down again. Run all the way to the tunnel then reach the opening to the right near the end before B.J. gets spotted. Open the door and travel along the long corridor to climb the ladder at the far end. Head to the right and keep going forward until B.J. can see a machine gun emplacement ahead of him. Quickly descend from the mountain and hide behind the brick wall to hear and officer and a soldier talking. Wait until they finished then knife the officer followed by the guard. Take out the alarm box near the MG42 and grab the helmet next to it. Head to the other side (where the officer was going before) to find the second container in a corner which consists of the snooper rifle, a Thompson sub-machine gun with some ammo plus two health packs. Go back to the emplacement and look to the right towards the supply compound. Use the snooper rifle to snipe the immobile guard near the main gate followed by the officer above it. Climb the tower near the MG42 emplacement and dispose of the guard there then watch him plunge to his death again like his previous comrade. Climb back down again and run all the way to the supply compound. Train the snooper rifle at the water tower in the compound and wait for a patrolling guard to walk to the left first before eliminating him to avoid someone spotting the corpse. Enter the compound through the main gate and snipe the guard near the truck loading bay to the right then head inside the house slightly to the left. Take out the officer here with the knife then go back out again. Open the gate leading into the inner compound area then head into the house to the left by entering from a window at the back (don't forget to miss the sniper scope lying on the table as well). Take out the officer in there then go back out again. Head to the back of the house and climb the crates there then jump up to the piece of wire leading to the adjacent building. Travel across the wire to the adjacent building and drop down inside from a hole on the roof to find the FIRST SECRET AREA. Grab the helmet and ammunition here then blow up the canisters here to reveal a gold helmet in the crate next to it. Now simply head back to the main gate area and hug the right wall closely while B.J. make his way towards the loading bay. Enter the truck from behind to conclude the level. Mission accomplished!!! *********************************************************************** Part 2: Rocket Base *********************************************************************** Briefing: German resistance informs us that the rocket Deathshead intends to fire at London carries some kind of new chemical warhead, the destructiveness of which is currently unknown. German resistance also informs us that all of these rockets have a "self-destruct" switch, usually located in the main rocket control room. Unfortunately, we know virtually nothing of the interior layout of the base. It will be up to you to determine the best means of reaching the main control room so that you can destroy the rocket before it reaches London. After destroying the rocket it is likely that the base will be on full alert. Use all means available to exit the base and proceed to the outer compound. Objectives: -Locate main control room. -Terminate launch of V2 rocket. -Locate exit and proceed to the outer compound. Secret areas: 1 Treasure: 2 Get out of the truck and look to the right. B.J. will see a technician walking from behind a crate up the staircase to the north. Don't shoot him but get B.J. to head to the left, and hug the wall as he circle around the room. He should be able to see another technician in front of a console on the raised area. Hug the wall and head to the console but stay out of sight. Peek around the corner to see a closed hatch on the ground then wait for the technicians to talk. The hatch will be opened in a while and a box of canisters will be lowered inside. Make sure that B.J. is inside the box when it is lowered. Stay there and the box will be placed on a train. Wait awhile and it will move so just sit back and relax until it stops. Quickly jump out then turn around to waste the technician operating the console next to the train. Kill the two guards who should be coming down from the elevator and press the lever to get it go back up again. Immediately take out the three technicians working on a machine just ahead of the elevator then turn right to climb a ladder there. Quickly turn around as soon as B.J. ascends the ladder to take out a lone guard just behind. Open the door next to the dead guard to access the control room. Kill the three technicians here and another guard will come running from the door leading to the control room. Kill him then enter the door to take out three more scientists. Head straight to the console next to the window and press the red button to commence the rocket's self-destruct sequence. After the rocket is blown up, B.J. will see about four guards running towards him so quickly climb back down and head to the machine where the there were three technicians before (after the elevator ride). Head to the right to access the rocket pad then kill the three guards who are waiting for B.J. there. Quickly turn the corner and take out the Mauser-equipped guard who are standing in the tunnel. Follow the tunnel and turn right at the end where B.J. would have to shoot another bunch of guards at the far end. Grab the dead guards' weapons then turn left to kill another two guards across a metal bridge. As B.J. is crossing the bridge, look to the right and kill another three guards who should be running to the left, trying to cross another bridge. Immediately turn left afterwards to kill a lone guard there. Head forward and descend the staircase until B.J. reaches the bridge with the three dead guards. Keep going straight and then waste another guard who should be running from the left. Turn left and stop halfway to check the storage room to the right which contains a flak jacket, a helmet, an MP40, some ammunition and health packs. Wait awhile and five guards will come running from the right so shoot them all. Head back along the tunnel from where the five recently dead guards just came from and turn left at the end to waste another guard. Head forward again and go to the right to shoo another guard across a collapsing bridge. Quickly jump across the bridge and grab the dead guard's weapon just in time to waste another one. Keep going forward and B.J. will enter an office. Turn left straight away to kill another guard then shoot the left bulletin board right ahead to reveal closed panel. Go press the switch under the table to the right to open it (use the snooper rifle to find it if it's hard to see). The panel is the FIRST SECRET AREA which contains two gold bars. Now head out of the office from the other exit and B.J. will find himself at the starting position of the level. Open the door to the left and kill the guard there. Ascend the staircase to the second level and kill two more guards along the way. Head to the end and open the door to reach the metal platform outside. Ignore everything else and just run all the way until the end where B.J. will find a metal grate. Destroy it and quickly go inside. Mission accomplished!!! *********************************************************************** Part 3: Radar Installation *********************************************************************** Briefing: Proceed through the outer compound en route to the X-Airbase where you will find the Bachem 317 "Kobra" rocket plane. It is certain that after the destruction of the rocket base the outer compound will also be on full alert, so once again use all means at your disposal in eliminating all resistance along the way. Also, the outer compound contains a new MVK-mk1 radar installation. Your orders are to destroy the radar installation before proceeding to the X-Airbase. German resistance also reports that some of Himmler's new "Black Guard" soldiers may be stationed near the base. Objectives: -Locate and destroy MVK-mk1 radar array. -Locate entrance to X-Aircraft facility. Secret areas: 1 Treasure: 2 Get out of the grate by shooting the metal barrier at the end. Shoot the guards who will come running out of the doomed rocket facility to the left. Look to the right then take out another guard on the concrete bridge. Jump down from the grate and equip the Mauser. Snipe the guard at the second level of the building to the far end across the concrete bridge (near the MG42). Cross the bridge then kill the guard who will be coming out of the small house to the right followed by another one from the left. Enter the building to the left and open the second door to kill the guard waiting there. Climb the ladder to the second level and open the door there to kill another guard. Grab hold of the MG42 and aim towards the left. Wait awhile then waste the Nazi soldiers who would come running towards B.J. Make sure that there aren't anymore then go down and head towards the dead bodies to grab some MP40s. Keep going forward and B.J. will see an overhead bridge. Shoot the guard standing in the middle of the bridge then take out the sniper to the left. Head forward again and take out the spotlight then equip the Mauser again. Peer carefully to the left and take out the soldier manning the MG42 just to the left. Keep going forward and a soldier will come running out of a building. Kill him then enter the building and head to the back. Shoot out the window at the back and jump out the man the MG42. Kill the two guards further down then head to the left. Enter the barracks (door facing the MG42) and kill another three soldiers inside. Grab the MP40, health packs and sniper scope lying inside then go back out. Kill the two soldiers who are waiting for B.J. outside then continue further down the road. Kill two more soldiers at the raised area right at the end then ascend the staircase. Enter the door to the right to access the machine shop. Look for a grate on the floor then break it. Go into the vent and come out at the other end to access the FIRST SECRET AREA. Grab all the weapons and ammos in here then go out through the door. Kill the guard here and access the room at the opposite end to find three dynamites. Go back out and follow the corridor then ascend the staircase at the end. Kill the three guards to the left then open the door to the right and kill the guard outside the radio tower. Head inside and grab the two gold bars sitting on the table. Now go back inside and head to the other side to open the door there. B.J. should be able to see the MVK-mk1 radar array to the left. Go into the radar installation and plant a dynamite there then get away so B.J. won't get blown up in the process. Wait for the other door in this area to open then take out the two guards inside. Open the door leading into another room then jump down into the opening to the lower level and waste the two soldiers here. Open the door to the left and exit through the only door in the room. Mission accomplished!!! *********************************************************************** Part 4: Air Base Assault *********************************************************************** Briefing: Enter the experimental aircraft test facility via the outer compound of the rocket base. The airbase houses the latest Bachem Ba317 "Kobra" experimental rocket plane in a hangar at the northern perimeter. Upon infiltration of the airbase, eliminate any resistance and proceed to the "Kobra" launch hangar. You will need to prep the "Kobra" for launch, so look for launch procedure documentation in the facility. Once you have appropriated the "Kobra" and are airborne, proceed immediately back to the OSA airbase in Malta. The Ba317 is reported to travel at speeds in excess of 500 knots, so enemy air defenses should offer no problem. Contact OSA immediately upon touchdown in Malta for debriefing and further orders. Good luck. Objectives: -Gain access to "Kobra" launch silo. -Prep "Kobra" for launch. -Capture "Kobra" and fly to OSA airbase in Malta. Secret areas: 0 Treasure: 0 Stand at the edge of the vent with a Mauser and take aim at the two soldiers to the right who are patrolling on the control tower. Jump out of the vent then aim around the airfield to take out a few more Nazi soldiers unlucky enough to be outside. A truck will then appear and stop at the center of the tarmac. Take out every single soldier that come running out of the truck. Jump down to the ground floor and head to the east towards the gate there while eliminating any soldiers who were not sniped earlier. Use the Mauser to snipe the lone guard at the guard tower to the left of the gate then B.J. should make his way there. Climb the ladder to the tower then destroy the alarm box there (shut it off first if it's been triggered). Throw the switch at the console in the tower to open the gate. Equip the Mauser again and snipe the four soldiers who should come running from the airfield area. Climb back down from the tower and head into the gate that was just opened. Kill the two guards who should be waiting for B.J. near the truck. Equip the Mauser and quickly snipe the Nazi sniper hiding on the upper platform of the Kobra launch facility. Finally, take out the final soldier who should be lingering around near the hangar entrance. Head into the hangar and quickly shoot the guard hiding behind the crates then run towards the staircase. Kill two more Nazi soldiers there and ascend the staircase then open the door at the far end. Ascend another set of stairs then turn right to enter a corridor then quickly turn left to take out a mechanic at the far end. Enter the door that is facing B.J. (the one with green and yellow sign on the sides) and listen to the mechanic's explanation inside then kill him. Push the left lever on the console (the yellow one) and B.J. will see the Kobra being raised on the other side of the window. Go back out and turn left then open the door at the far end. Go through another door in this room and B.J. will be standing on the hangar's upper platform. Look to the right and he will see a group of paratroopers coming in. QUICKLY shoot down all of their parachutes to kill them; if there are any surviving ones, shoot them before they can run into the hangar or use the leftover panzerfaust from the previous level. B.J. should be able to take out all of them. When all of the paratroopers are all dead, climb the ladders to reach the highest level of the hangar. Open the door at the top (with the green sign) and open another door at the far end. Take out the mechanic hiding behind the set of crates then turn the valve to the left. Grab the health packs in this room since B.J. must have been injured during the brief skirmish with the paratroopers. Go back out and climb down the ladders again. Head back to the door with the yellow and green signs but enter the door to the left instead (far end of the corridor). Kill the two mechanics here and pull the red lever on the console to refuel the Kobra. Wait awhile and kill the two guards who will come running into the room. Open the door leading into the corridor and shoot the remaining guard who is waiting for B.J. there. Head outside and turn right to kill a lone mechanic there. Turn right again and ascend the staircase there. Open the door to the right and shoot all four mechanics in this area. Simply press the red button on the small console next to the closed hangar door to open it. Walk forward and board the Kobra aircraft. Mission accomplished!!! ----------------------------------------------------------------------- Mission 4: Deadly Design *********************************************************************** Part 1: Kugelstadt *********************************************************************** Briefing: Deathshead has been tracked to what we believe is his Secret Weapons Facility (SWF). This is an industrial complex located near Kugelstadt, a city that has undergone intensive aerial bombardment by the Allies for the past 48 hours. Deathshead's connection to the events at Castle Wolfenstein is becoming clearer, but it is imperative that we learn more about what his "Special Projects Division" is up to. The OSA has wanted to investigate the SWF since learning of it existence a few months ago, but we have been unable to pinpoint its exact location or gain entry. The Kreisau Circle has also informed us that a top scientist from the SWF wishes to defect. They have commandeered a Panzer tank near the entrance to the complex and will be able to assist you in gaining entry to the facility. Once you link up with the resistance members afford them any help they might need in securing the safe defection of the scientist. Preliminary reports have come to us from the defecting scientist through our Kreisau Circle contacts. These reports state the existence of a project book that fully discloses information on Deathshead's experimental "Venom Gun". OSA will provide further information regarding the project book after the defecting scientist's debriefing. Objectives: -Eliminate panzergrenadier team. -Escort the captured Panzer safely to the SWF complex. -Aid Kreisau Circle in safe defection of SWF scientist. -Gain access to SWF complex. Secret areas: Treasure: *********************************************************************** Part 2: The Bombed Factory *********************************************************************** Briefing: The first part of the SWF industrial complex is the weapons factory. Various aircraft and heavy weapons were being manufactured here before the bombing raid. Intelligence has learned that this was also to be one of manufacturing points for the Nazi's new "Venom" machine gun. This weapon has been rumored to have an incredible rate of fire and if it is half as powerful as reports would indicate could pose a serious threat to the Allies. The defecting scientist has confirmed the reports that there is a "Venom Gun" project book located somewhere in the factory which contains all of that weapon's technical information and specifications. The procurement of this "Venom Gun" project book would be a major stroke of good fortune for the Allies; it is imperative that you find it before proceeding. Objectives: -Infiltrate the Kugelstadt weapons factory. -Obtain "Venom Gun" project book. *********************************************************************** Part 3: The Trainyards *********************************************************************** Briefing: The second part of the SWF industrial complex is the train yards/freight depot. Aerial recon reports that this area appears to have been less damaged than the factory. The real strategic importance of this area is that it is the only entrance into the Secret Weapons Facility itself, which lies underground and out of reach of Allied bombers. Unfortunately, our tactical knowledge of this area is minimal at best, so you must discover on your own which building contains the SWF entrance. Objectives: -Gain access to the main warehouse complex. -Locate the primary lift and proceed to the SWF. *********************************************************************** Part 4: Secret Weapons Facility *********************************************************************** Briefing: Besides advanced weapons research and development, the OSA has very little information on what goes on inside the SWF. Kreisau Circle intelligence does suggest that the SWF contains a U-boat pen that may be used as a debarkation point for another of Deathshead's secret research projects, although we have no idea what that might be at this time. Also be on the lookout for advanced weapons proto-types. The bombing raid has made a mess of communications topside, so you should be able to enter the facility without their knowledge. Objectives: -Locate Deathshead's U-boat pen. -Obtain information on Deathshead's destination. ----------------------------------------------------------------------- Mission 5: Deathshead's Playground *********************************************************************** Part 1: Ice Station Norway *********************************************************************** Briefing: Your interrogation of the officer in the SWF has yielded the location of Deathshead's "X-Labs" in occupied Norway. Our defecting SWF scientist has also revealed the nature of what is taking place at the "X-Labs"; project 'Uber Soldat" or Super Soldier. This is Deathshead's most advanced technology project, apparently combining robotic and biological engineering to create the "ultimate killing machine". By itself this super soldier could pose a considerable threat to the Allies, but it appears that this project may have some other connection to the SS Paranormal Division. In any event, the "X-Labs" must be infiltrated at all costs; we must know what Deathshead's ultimate goal is for these Super Soldiers and, if possible, what their connection is to the SS Paranormal Division. Objectives: -Breach "X-Labs" outer compound. -Gain access to main secure lab area. *********************************************************************** Part 2: X-Labs *********************************************************************** Briefing: There is very little information about the "X-Labs" themselves. Our defecting scientist worked in weapons research and although he is aware of the existence of the "X-Labs" he has never been there. He has however, informed us that the "X-Labs" do make extensive use of "Tesla" technology to create powerful, guided electrical fields. These are apparently used for everything from security gating to local power generation. It is also rumored that this technology is what drives the nervous systems of what our scientist calls the "X-creatures". This last statement indicates that you will probably engage more of the "Lopers" that you first encountered at the Secret Weapons Facility, as well as other unknown types of "X-creatures". You should proceed with caution into any new areas until you can ascertain what it is you are dealing with. Your ultimate mission is to discover exactly what Project "Uber Soldat" (Super Soldier) is and what Deathshead's ultimate plans for said projects are. Be on the lookout for any documentation linking Deathshead's activities with Operation: Resurrection. Objectives: -Locate and procure any documents related to Operation Resurrection. -Locate entrance to main "Uber Soldat" gestation area. *********************************************************************** Part 3: Super Soldier *********************************************************************** Objectives: -Pursue Deathshead to the "Uber Soldat" test lab. -Eliminate Deathshead's "Uber Soldat". -Locate exit and proceed to surface. ----------------------------------------------------------------------- Mission 6: Return Engagement *********************************************************************** Part 1: Bramburg Dam *********************************************************************** Briefing: The mission to the "X-Labs" had the effect of driving Deathshead into hiding, at this time his whereabouts are unknown. However, it is now known that he was only a supporting character in Himmler's ultimate goal; to resurrect Heinrich I. It appears that three of Deathshead's Super Soldiers will be "anointed" by Marianna Blavatsky in a ceremony to be held near Chateau Schufstaffel in the village of Paderborn. They will then be brought to the grave of Heinrich I located near Castle Wolfenstein for the "Resurrection". While many in the OSA remain skeptical of this ceremony, recent events have shown that nothing can be ruled out. Your mission is to infiltrate Chateau Shufstaffel and stop this ceremony at all costs. To reduce the chances of alerting the enemy, you will be air dropped near a dam to kilometers from Paderborn. You must cross the dam to reach Paderborn and from there gain access to the chateau. Once in Paderborn you are to assassinate The Paranormal Division officers and discover the exact location of the ceremonies. Should you arrive too late, proceed with all speed to Castle Wolfenstein and ensure the "Resurrection" does not take place. Objectives: -Get across the Bramburg Dam. -Locate the road to the village of Paderborn. *********************************************************************** Part 2: Paderborn Village *********************************************************************** Briefing: Paderborn, home to many of Germany's leading occultists, is currently hosting the elite of the SS Paranormal Division. As learned in recently decoded SS transmissions, Marianna Blavatsky will perform a ritual termed "Anointing of the Dark Knights". The ceremony is scheduled to take place somewhere near Chateau Schufstaffel. Resistance intelligence tells us the only viable route into the chateau is through the village, as it is the least guarded path. However, there is a general alarm somewhere in the village near the chateau. If the alarm is raised there will be no chance of getting inside. You must, therefore, proceed through the village as quietly as possible, using your silenced weapons. Also, with the "Anointing Ceremony" about to take place at the chateau, there are five key SS Paranormal operatives residing in the village. This presents a unique opportunity to deliver a crippling blow to the SS Paranormal's chain of command. Therefore, these SS Operatives must be eliminated before proceeding. Objectives: -Eliminate Major Hochstedder. -Eliminate General von Stauff. -Eliminate Colonel Strache. -Eliminate General Burkhalter. -Eliminate General Haupman. -Ensure alarm is not sounded. -Gain access to Chateau Schufstaffel. *********************************************************************** Part 3: Chateau Schufstaffel *********************************************************************** Briefing: The "Anointing Ceremony" for the Super Soldiers is reported to be taking place somewhere near the chateau. According to the Operation: Resurrection project book recovered from the "X-Labs", the three Super Soldiers are to be "anointed" by Marianna Blavatsky whereby they will be transformed into Dark Knights. According to the project book the presence of these "Dark Knights" is necessary for the final phase of their plan; to raise Heinrich I from his 1000 year old burial site. You must, if possible, stop the ceremony before it begins and destroy the Super Soldiers before their transformation. If their transformation does take place there will be no way of judging how much more powerful they will be or if it will even be possible to stop them. Also, there will still be a number of SS Paranormal operatives in and around the chateau; ensure that you eliminate them. Objectives: -Eliminate General von Shurber. -Locate rear exit of the chateau. *********************************************************************** Part 4: Unhallowed Ground *********************************************************************** Objectives: -Locate site of "Anointing Ceremony". -Destroy all Super Soldiers. ----------------------------------------------------------------------- Mission 7: Operation Resurrection *********************************************************************** Part 1: The Dig *********************************************************************** Briefing: We have virtually no information for you at this time regarding your mission. You are in uncharted territory, so it will be up to you to determine the best possible course of action. If you were unable to disrupt the ceremony and prevent the Super Soldiers from being transformed into "Dark Knights", then you will ultimately have to stop Blavatsky and the resurrection ritual. The fate of the free world now rests on your shoulders Agent Blazkowicz. Failure is not an option. Objectives: -Pursue SS Paranormal Division operatives through the dig site. -Locate alternate entrance to Castle Wolfenstein. *********************************************************************** Part 2: Return to Castle Wolfenstein *********************************************************************** Objectives: -Locate the entrance to the main dig site. *********************************************************************** Part 3: Heinrich *********************************************************************** Objectives: -Destroy Heinrich I. ----------------------------------------------------------------------- 9. Credits God - for giving me the ability to write. Gray Matter - for creating the long awaited sequel to the granddaddy of all shooters!!! ^_^ C Jay C - for posting this FAQ. ^_^ Me - for writing this FAQ. ^_^ You - for reading this first FAQ of mine. ^_^ Anton Kibalnik - for correcting my mistake on the amount of health acquired from flak jackets. This FAQ is Copyright 2002 of Nadia Varkovsky. This work is supposed to appear only on these following websites: 1. http://www.gamefaqs.com 2. http://www.orten.org 3. http://DLH.Net 4. http://vgstrategies.about.com 7. http://www.neoseeker.com 8. http://www.cheatplanet.com 9. http://www.gamespot.com 10. http://www.cheatportal.com 11. http://www.911codes.com 12. http://www.911cheats.com 13. http://www.fastcheater.com 14. http://www.25000cheats.com 15. http://www.actiontrip.com 16. http://www.hot.ee/cgo/walkrough.hml 17. http://gameguru.box.sk 18. http://www.psreporter.com The most updated version of this walkthrough can always be found at GameFAQS. This FAQ is not supposed to appear in any other places or websites other than those listed above. This FAQ is not to be edited, altered or changed in any way without the author's permission. Lastly, any further questions, comments, critics, suggestions and additional info should be forwarded to varkovsky@hotmail.com.