Don't use the give all cheat on the first
stealth mission. Because you are orderd to
pick up the snopper rifle, and when you
have it whit full ammo, you can`t pick it up.
Don't use the cheat give all in the forest
compound mission if you do you won't be able
to pick up the snooper rifle.
How to enable cheats in RTCW:
1. Create a copy of your single player desktop shortcut.
2. Right-click on it and select "properties"
3. In the "Target" field, add the following to the very end (outside the quotes): +set sv_cheats 1
4. Click OK
5. Launch the game using that shortcut
Once you're in the game, you should be able to use the following cheat codes (hit the "~" key to bring down the console, then type them in)
It should look like:
"C:Program FilesReturn to Castle WolfensteinWolfSP.exe" +set sv_cheats 1
Notice that there are three spaces between the last " and the + in the Windows 2000 shortcut.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Here are the codes:
/god - God Mode
/notarget - Enemies Don't Attack
/noclip - No Clipping Mode
/give all - All Weapons and Ammo
/give armor - Give armor
/give health - Give health
/give stamina - Give stamina
/give ammo - Give ammo
/give # - Give Item # (See List below)
/mapname - Get the Current Map Name (See List below)
/spdevmap mapname - Jump to mapname
/dir maps - List all maps
/nofatigue - Unlimited Stamina
/cg_uselessnostalgia 1 - Original Wolfenstein Interface
/kill - Suicide
/quit - Exit game
/serverinfo - Show current server settings
/toggle r_fullscreen - Toggle between windowed and fullscreen; Restart game when changed
/toggle cg_drawcompass - Toggle compass display
/toggle cg_draw2d - Toggle HUD display
/cg_uselessnostalgia [0 or 1] Toggle old Wolfenstein HUD
/toggle cg_drawfps - Toggle frame rate display
/toggle cg_gibs - Toggle gibs
/toggle cg_drawteamoverlay - Toggle team overlays
/cg_FOV [number] - Change field of view
/toggle cg_drawtimer - Show time left
Cheat Codes (server)
While playing a game, press ~ to display the console window. Enter one of the following codes to activate the corresponding cheat function:
Reset map /map restart
Kick player from the server /kick [player name]
Toggle friendly fire /g_friendlyFire [0 or 1]
Force even teams /g_forcebalance
Set maximum players that can connect /sv_maxclients [number]
Set time limit /timelimit [number]
Set warm up time in seconds /g_warmup [number]
Set gravity; lower is less gravity /g_gravity [number]#
Set movement; lower is slower /g_speed [number]#
--from: Jason Bailey & Fertile
old wolfensteing HUD
If you enter /cg_uselessnostalgia 1 into the Wolf multiplayer console, you get the old wolfensteing HUD to play with. Got this one from WolfensteinX
type in dir maps
find a map name and type devmap mapname
map names:
escape1, escape2, tram, village1, village2, crypt1, crypt2, church, boss1, forest, rocket, dam, chateau, dark, dig, castle, end, beach, village, boss2, rocket, baseout, assault,mfactory, trainyard, norway, xlabs, wine, wine2, wine3
Items List: panzerfaust, thompson, mp42, mauser rifle, flamethrower, sten, fg42 paratroop rifle, grenade, colt 45, large health, medium health
cheat:
/give "fg42 paratroop rifle"
/give 9mm
/give sten
/give "snooper rifle"
/give "sniper scope"
/give "pineapple"
/give dynamite
/give thompson
/give "mauser rifle"
/give panzerfaust
/give flamethrower
/give "tesla gun"
while playing a game, press ~ to display the console window. Enter "/name [value]" to change the player's name and color. To change colors, include one of the following entries.
^1: Red
^2: Green
^3: Yellow
^4: Blue
^5: Light Blue
^6: Pink
^7: White
^8: Black
^9: Red
For example, to change your name to "AmericaTheBeautiful" in red, white, and blue, enter "name ^1America^7The^4Beautiful".
- from Ken Colberg (This email address is being protected from spambots. You need JavaScript enabled to view it.) & Kimus (This email address is being protected from spambots. You need JavaScript enabled to view it.)
-----------------------------------------------------
Here's a way to kill the Boss Super Soldier just before Mission 6.
When you first enter the large area, hop down and run immediately to the Control Room. At this point, I noticed that when you hop on and off the Control Panel the Super Soldier becomes confused and freezes in place, looking around. (You may have to hop on and off a few times).
This allows you to take pot shots at him from the farthest end of the Control Room (the farthest distance from Super Soldier) - he's just standing in one place looking around. You might even be able to time this while he's looking in the other direction. To lessen any damage, you only have time for a quick shot or two before you duck back.
Shooting at him "unfreezes" him - and he begins to move toward you. Simply move again into the Control Room and hop on the Control Panel. He freezes again, just standing there and looking around.
Repeat until he's dead..
This also lets you easily snipe the Nazis as they appear on thecatwalk above. Super Soldier is frozen and won't attack you (just don't let him see you) so you can shoot them with ease.
-----------------------------------------------------------------------
Return to Castle Wolfenstein FAQ/walkthrough
Written by Nadia Varkovsky
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)
-----------------------------------------------------------------------
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 This email address is being protected from spambots. You need JavaScript enabled to view it..
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 50 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.
***********************************************************************
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.
***********************************************************************
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.
***********************************************************************
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.
-----------------------------------------------------------------------
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.
***********************************************************************
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.
-------------------------------------------------------------------------------
SECRETS FAQ
Written by Mike Lyon
Wolf Multiplayer alias: Kremin
Although I spend most of my time playing multiplayer Wolf, I think the
single player missions are great fun. I?ve been frustrated by the lack
of a secrets FAQ so I finally decided to do my own. I personally found
all of the secrets unaided with the exception of those listed in the
"Revision History and Thanks" section.
The FAQ is now complete and contains solutions to 42 out of 42 total
secrets.
-------
Mission 1: Ominous Rumors
Part 1: Escape!
Secrets: 7
Solutions for: 7/7
1- The first secret doesn?t come for a while. After you leave the
prison cell, move through the underbelly of the castle until you come
out into the open air for the first time (after climbing the large set
of stairs). Walk to the door across the embattlement you?re on, go down
the hall and kill the guard. Now you can go up or down the spiral
staircase. Go all the way down. At the very bottom turn left and kick
the wood barricade several times. Some ammo!
2- Hightail it back up the stairs to the door with the flashing red
light. Go inside and kill the guards and destroy the alarm. There are
technical schematics on the wall next to the alarm. Kick them! Ooh,
gold.
3- Go out the open window and down into the courtyard. Go into the
bunker on the opposite side of the yard. This is the bunker with the
stove in it. Go in between the second set of beds and you'll see some
funny looking stones on the floor. Shoot them out and get some more
gold!
4- Go back up into the tower and then across the embattlement to the
other side of the courtyard. Turn right and go in the upper door. Shoot
the Nazi by the fire and take out the fuckers shooting up the floor below
you. Fall down through the hole in the floor they?ve made. Turn to the
wall opposite the door where the Germans came out and kick it twice.
Ooh, secret bunker! There?s a meal on the table and grenades and a
health pack in the closet.
5- Go back out the hole you made and through the door into the armor
room. Move through the opening on the right, kill some Nazis in the
this short hallway, and take the door on the right. Turn immediately to
your right. Activate the broken candlestick and a wall will open behind
you. More gold for you! Also - more grenades and health in the closet.
6- Go back out the short hallway and in the other door. Kill Nazis,
etc, and then go over to the picture of Hitler. Smash it, and more gold
is yours!
7- Go through the door to the right of secret 6 and down the hallway.
Turn right and stop, look to your right. There are two alcoves with
designs in the center. Press the design on the left alcove and the
right one will slide open. You?ve just found the Holy Grail! Good job,
Indy...
-------
Part 2: Castle Keep
Secrets: 4
Solutions for: 4/4
A- This first one isn?t a secret, but it might as well be. Kill Nazis
in the first section of the castle until you reach the control room -
it?s right by the alarm that will be invariably set off as soon as you
kill someone. Shoot the mechanic and to the left of him will be a
yellow switch to open the armory. Way back at the beginning of the
level in the first door to your right is the armory. Enjoy!
1- At the beginning of the level, go into the door at the right. Kill
the general and go over to the picture of Himler. Use it, and then use
the switch that is revealed. Now turn and shoot the Nazi flag above the
fireplace. Grab a chair and throw it on the table. This next part is
super tricky. Get on top of the very top of the chair, and do a running
jump on top of the fireplace. Look into the hole and whaddayaknow,
gold!
2- This one?s in the wine room (you?ll know when you reach it because
a: it?s full of wine and b: two guards will talk about the wine). After
dispatching with the guards, go in between the two barrels closest to
the door and press the stone on the wall. That opens up one of the wine
racks. Inside? A nice 1938 Latour! Care for a drink?
3- Go out of the wine room and down the hall into the big dining room
area. Kill guards, go down the steps and kill more. There?s a certain
general who screams ?Protect the gold, you fools!? Hmm, think there?s a
secret down here? Kill everyone and go down the hallway, turn left and
go in the door with the red light above it. There should be two boilers
and a can of kerosene to the left of them. Chuck a grenade towards the
kerosene and high-tail it outta there. Kaboom! One hole in the wall.
And, guess what, gold.
4. When you exit the gold room, go right and through the door into the
room with a meal on the table and propaganda on the walls. There will
be a schematics board on the wall as well as a photo board. Break the
schematics board and then break the wall behind it. Voila! More gold!
-------
Part 3: Tram Ride
Secrets: o
-------
Mission 2: Dark Secret
Part 1: Village
Secrets: 2
Solutions for: 2/2
1- After speaking to the resistance member who gives you the Sten, exit
out the door he opens for you. Go left, straight ahead, off the bridge
and under it. Go right through the gate, then left and follow this
pathway all the way to a little bar. Kill all the soldiers and go over
to the bookcase. There?s one book on the second case that sticks out.
Push it in and the floor of the bar will open. In the basement you?ll
find medkits and GOLD!
A- Not a secret, but fun. After getting Secret one, head back out till
you?re by the bridge again. There should be a door to your right and a
set of stairs in front of you. Go in the door, it?s just a German gal
and some food. Take a chair. Now go back out and head up those
stairs. You?ll have to dispatch a couple Nazis, and then right in front
of you will be some steps down. There?s a ledge that goes around
towards a second story window, but you can?t jump in the window. So
creep along the ledge and carefully lay down the chair underneath the
window. Jump on chair, jump into window! Now you can take out 2
snipers before they whack you later on, and you?ll also find ammo and
health kits! (PS - I found a pipe on the other side of the wall that
you can just climb to get up here, but hey, why not do it the hard way?
Har!)
2- After the two above parts, move on until you get to the double doors
that lead down into the wine cellar (the one where the 2 officers are
chatting). There's a balcony along the far wall of this courtyard. Get
on a railing and jump from the railing to the snow-covered corner, then
to the next side and from there up to the balcony. The balcony has two
health packs.
-------
Part 2: Catacombs
Secrets: 1
Solutions for: 1/1
1- Sometimes, finding these secrets is just NOT FUN. But I digress.
After you?ve gotten Dr. Zemph?s journal, go through the crypt and up the
rubble to a room with four coffins. Around the corner is a hallway, and
to your left is the other part of the 2nd floor that you couldn?t get to
before because some of it collapsed. Kill the zombies. You?ll notice a
conspicuous painting to your left along the far wall. It won?t open.
Go back towards the room with 4 coffins but take a left and you?ll come
to another room with 4 coffins - there?s a dead Nazi on the ground and
one of the torches has burnt out. Anyway, to the right of the Nazi?s
body along the far wall is a loose brick. Rummage around until you find
it, and press it. Once you press it, you have only several seconds to
get back to that painting I mentioned before. Sprint to the painting,
go inside and get The Helmet. Whew...
-------
Part 3: Crypt
Secrets: 2
Solutions for: 2/2
1- After getting across the bridge guarded by the fire-breathing zombie,
there?ll be a big, garish cross to your left. Kick it a few times and
it will fall and make a hole in the floor. Go through until you reach
the crypt, which has ammo and health! To get out, the switch is behind
the coffin.
2- Eventually, you?ll get to the room with the three traps you have to
spring to get the elevator platform to come down. Do them in this
order: First, the one with the eye symbol above the door; Second, the
one with the crane symbol over the door; Third, the one with the snake
symbol. When you go up to the second level, go around to either side of
the alcove with the lever. Both sides will be opened up and inside will
be a chest of treasure!
-------
Part 4: The Defiled Church
Secrets: 1
Solutions for: 1/1
1- When you reach the chapel full of Nazi death girls, kill them all and
go up the ladder in the room left of the altar. Go onwards until you
can get out on the balcony overlooking the altar. Jump on the railing
and then over onto the second floor area that?s normally inaccessible.
Go through the door at the far end and get health, ammo, and a creepy
Skull!
-------
Mission 3: Weapons of Vengeance
Part 1: Forest Compound
Secrets: 1
Solutions for: 1/1
1- Here?s how I find it to be most effective to get into the military
base and get this secret without triggering the alarm. After you get
the Snoop and see the base in sight, pull the Snoop out and dispatch the
guard by the alarm box and the guard above the gate. Usually the alarms
won?t go off. Now go around the far left side of the base, and crawl in
the window. Shoot or stab the commander in the back, then go out the
window on the opposite side of the place. Stay behind the boxes and
look at the water tower. Wait for the sniper to come around and Snoop
him. Then go up to the gate that overlooks the exit to the level. As
they say in the mission profile, DON?T kill the guard who will let you
through the gate. Turn on the Snoop and point it at the truck you?ll be
leaving in. Eventually the guard will come by; cap him. Now you can go
back to the place where you killed the commander easily. You?ll see a
stack of boxes outside the building and a cable stringing towards the
warehouse. Jump on one box, then another, then onto the cable, onto the
roof of the warehouse, and in through the hole. Long-winded enough for
you? Inside you?ll find ammo and armor. Shoot the gas tanks and get
some treasure as well, a helmet!
-------
Part 2: Rocket Base
Secrets: 1
Solutions for: 1/1
1- The hardest secret in the game, really. After you?ve destroyed the
rocket and made your way back towards the beginning of the level, you?ll
run into a room filled with computers. Behind a radar schematic is a lock
box. Turn around and go over to the table with the document on it from
Himmler to Deathshead. Edge around the left side while crouching and
you'll see a tiny switch on the underside of the table. Press it to open
the lock box and get some gold!
-------
Part 3: Radar Installation
Secrets: 1
Solutions for: 1/1
1- When you make it to the machine shop (2 ways to identify it - 1:
there are a lot of machine tools around (heh), and 2: it?s right by
where the south radar would be if you were playing this level
multiplayer), there is a grate on the floor. Kick it out and go down
the tubes till you reach a storage room. Ammo and armor for you!
-------
Part 4: Air Base Assault
Secrets: 0
-------
Mission 4: Deadly Designs
Part 1: Kugelstadt
Secrets: 1
Solutions for: 1/1
1- In the last area of this mission, right before you jump down the hole
to the next mission, climb one of the steel girders tipped against the
first pole. From the top you can jump up to the ruined second floor of
this building and find some ammo and health!
-------
Part 2: The Bombed Factory
Secrets: 0
-------
Part 3: The Trainyards
Secrets: 2
Solutions for: 2/2
1- At the front of the level, get down so the train is in front of you.
Go all the way to the left side of the train and to your left will be a
ladder. Go up to this rooftop and from the cement railing do a running
jump onto the train. Go down into the train and get armor, health, ammo
and gold!
2- At the end of the level will be the room with scaffolding above you
(where you go up top to press the button to open the door to exit the
level). From the scaffolding, run around until you?re facing the garage
door on the opposite side of the room with the red light above it. Get
up on the railing and do a short running jump over to that platform.
Turn left and jump over to the platform with the lift controls. Go
through the door to get your secret as well as weapons and armor.
-------
Part 4: Secret Weapons Facility
Secrets: 4
Solutions for: 4/4
1- Really, I'm just a super idiot for having to be told about this one!
At the very beginning of the level, right up in front of the elevator to
your left, are some gas tanks. Blow them up and head into the gated
room to get ammo, health and armor.
2- After the first electric beast is released, go out through the double
doors and kill two more. Then open up the remaining closed door and
kill the one inside. In his cell will be a hole into the gated room.
Go in to get ammo and health!
3- Right before the entrance to the sub pen, you?ll see there?s open
water you can jump into. Right as you jump in, go around the sides of
the big pipes and break the grate. Move underwater to your right, and
there?s a ladder on your right. Climb it to find the secret area. The
button will open bars on the air ducts above you. Then go up the
ladder, down to the other end of the hall, up another ladder, across a
catwalk, open up the panel and twist the wheel. This?ll fill the area
below you with water!
4- So drop down off the catwalk after secret 2 and jump in the water!
Go around the corner underwater and you?ll see a hole in the ceiling.
Swim through it, go up the ladder, and you?re in the gated room that was
inaccessible before! Ammo and health for you.
-------
Mission 5: Deathshead?s Playground
Part 1: Ice Station Norway
Secrets: 1
Solutions for: 1/1
1- After getting across where the submarine was docked, go over to the
large building on the right past the gates. Go around to the back of
the building and there will be a grate you can destroy. Go through the
crawl space and up into the locked room to get weapons, armor and
health!
-------
Part 2: X-labs
Secrets: 1
Solutions for: 1/1
1- This is one convoluted explanation, but here?s the exact directions:
Start in the room with the steel window looking into the vat of water.
Take the ladder down and swim through the tunnels until you reach a big
room. Head for the steel door in front of you and open it. Take a
right at the first opportunity and open that steel door. Go left around
the wall and open the steel door on your left. Go right and up into a
room with ammo and health! Careful though, one of those big super
soldier fuckers is about to blast through the door...
-------
Part 3: Super Soldier
Secrets: 0
-------
Missions 6: Return Engagement
Part 1: Bramburg Dam
Secrets: 1
Solutions for: 1/1
1- When you go down to the bottom of the dam, dispatch the soldiers by
the pipes and get to the tram. Press the tram button but don?t get on
it. As it goes up it will reveal a grate - destroy it and climb through
the crawl area to reach the locked room, which holds ammo, armor and
health!
-------
Part 2: Paderborn Village
Secrets: 5
Solutions for: 5/5
1- After assassinating Major Hochstedder, go into the ajoining room
where his mistress is dressing. Go up to the right hand side of the
chest sitting at the foot of the bed and kick it open. More gold for
you!
2- After Hochstedder's assassination, move through the passageway to
the next part of town. On your right will be a small door with a lock
on it. Shoot off the lock and crouch through the door. After going
through the basement you?ll come up in a room with gold and armor! For
extra yucks, listen to the alchemist in the next room rave, and then
shoot him. Har!
3- After leaving the alchemists there will be a sniper in a second floor
window right in front of you. Shoot him and walk up to the wall under
the window. There will be a drain pipe to your right. Climb it and
sneak in the window to score health and ammo.
4- Go down into the wine cellar and kill the guard. Go over to the room
right of this area where there are two big barrels in the center of the
room. Go up to the left barrel and press the spigot in. A wall will
open up to the left. Go in and find gold!
5- When you kill General Haupman, there is a portrait of Hitler behind
his desk. Break it and flip the switch. A secret compartment will open
on the opposite side of the room, containing very good ammo and gold.
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Part 3: Chateau Schufstaffel
Secrets: 2
Solutions for: 2/2
1- In the room right before the gigantic staircase, the one with the
fireplace, shoot the painting of Hitler on the wall and then the
swastika behind it. This will open up the door at the base of the
stairs. Descend the spiral staircase to get a grail and armor.
2- When you fall in through the roof into the library, dispatch all the
Nazis in this large area. Then go to the large fireplace surrounded by
paintings. Go up to the fireplace and pull the fire poker. The
fireplace will slide open and you?ll find much gold inside!
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Part 4: Unhallowed Ground
Secrets: 1
Solutions for: 1/1
1- On the second hill is a ruined house; this is the hill that has a
door set into it below the ruins, but you can?t go in. Go up to the
house and kill the Nazi girl and the sniper in the tree off ahead of
you. You?re going to fire at the floor, but it?s not terribly obvious
where. Stand so that the fireplace is facing your back and walk forward
until you?re almost to the first wall jutting out. Turn right, face
down, and set those guns ablaze! Jump down into the basement and find a
good ton of gold, as well as some health and armor!
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Mission 7: Operation Resurrection
Part 1: The Dig
Secrets: 2
Solutions for: 2/2
1- Right at the beginning of the level there?s a big suspension bridge
to cross. Jump up on the right hand side and move up the beam till
you?re at the top. Look to your right and you?ll make out a ledge in
the darkness. Jump over to the ledge and climb in through the tiny
hole. Inside you?ll find gold.
2- Near the end of the level you?ll come to a door that?s boarded up and
has many warning signs on it. Kick through and go through the first
room. In the second room turn to your right and there will be a
gasoline barrel against the wall. Shoot it and the wall will explode
open, revealing a Nazi relic.
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Part 2: Return to Castle Wolfenstein
Secrets: 2
Solutions for: 2/2
1- After the room with 4 tombs on either side of the wall (2 mummies
will attack you) you?ll come to a staircase. At the base of the
staircase to your right are some bars. Kick them out and go into the
lost crypt to find some gold!
2- After taking out the Nazis and zombies in the ruined church, go up
the stairs to the second floor overlooking the courtyard. Go over to the
right side of this u-shaped floor and climb the diagonal beam going up
into the roof. Break the wood in front of you and move ahead, and on
your left will be a room with a hole in the floor. Drop through the
hole and you?ll find much-needed ammo and health.
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Part 3: Heinrich
Secrets: 0
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And that?s the end of the game! This FAQ actually ends up being far
more complete than I had anticipated; practically a walkthrough!
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Revision History and Thanks:
Version 1.0 - My first run through reveals 37/42 secrets.
Version 1.1 - Added the solution to secret 3 in 1-1, "Escape!".
Version 1.2 - Added the solution to secret 1 in 3-2, "Rocket Base".
Version 2.0 - Added the solution to secret 2 in 2-1, "Village".
Added the solution to secret 1 in 4-4, "SWF"
Added the solution to secret 1 in 6-2, "Paderborn Village".
Version 2.01- Added last treasure location in 3-1, "Forest Compound".
THANKS to:
Orrin McClellan and Michelle Stanton for providing the solution to
secret 3 in 1-1!
Ray T.L. Lim for providing the solutions to secret 2 in 2-1, 1 in 4-4,
and 1 in 6-2! A masterful player, indeed!