Return to Castle Wolfenstein

Return to Castle Wolfenstein

18.10.2013 08:12:26
-----------------------------------------------------------------------
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.



 
Kommentare:
Der Kommentar wurde gespeichert!
The Captcha element applies the Captcha validation, which uses reCaptcha's anti-bot service to reduce spam submissions.

Dt. Munitions- und Gesundheitstrainer
Trainer

17.Oktober 2013
Alle-Levels-Savegame
Savegame

15.Oktober 2013
Trainer

17.Oktober 2013
Engl. FAQ

16.Oktober 2013
In Depth Lieutenant FAQ
Engl. FAQ

17.Oktober 2013
In Depth Engineer FAQ
Engl. FAQ

17.Oktober 2013
Cheats

18.Oktober 2013
Secrets

18.Oktober 2013
Munitionstrainer (für v1.33)
Trainer

16.Oktober 2013
Engl. Cheats

17.Oktober 2013
God-Modus- und Munitionstrainer (für US-Version bis v1.3)
Trainer

18.Oktober 2013
Engl. FAQ

16.Oktober 2013
Engl. Hinweise

16.Oktober 2013
FAQ

15.Oktober 2013
Trainer

17.Oktober 2013
Dt. Lebens und Munitionstrainer (für US-Version)
Trainer

17.Oktober 2013
Liste der Konsolen-Befehle
Hinweise

14.Oktober 2013
Dt. Lösung im Word-Format
Lösung

18.Oktober 2013
Engl. Lösung

18.Oktober 2013
Engl. Secrets

18.Oktober 2013
Dt. Unverwundbarkeits- und Munitionstrainer
Trainer

18.Oktober 2013
Ihr startet am anfang jeder Mission, höchster Schwierigkeitsgrad
Savegame

17.Oktober 2013
Leider keine weiteren Informationen vorhanden (Achtung: 1 MB)
Savegame

14.Oktober 2013
Trainer

16.Oktober 2013
Alle Level-Savegame (Achtung: 1.2 MB)
Savegame

15.Oktober 2013
Hinweise für die Testversion
Engl. Hinweise

15.Oktober 2013
 
Beliebte Cheats
01.Dezember 2014
25.September 2015
07.April 2014
30.Dezember 2013
07.Juli 2015
11.Februar 2016
24.Juli 2014
09.November 2015
01.April 2020
01.April 2020
01.April 2020
24.März 2020
24.März 2020
24.März 2020