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THE GREAT ESCAPE PRIMA’S OFFICIAL STRATEGY GUIDE primagames.com ® This game has received the following rating from the ESRB

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Page 1: U.S. $14.99 Can. $21.95 U.K. £12.99 Games/Action · 2019. 1. 8. · Playable Characters _ _ _ _ _ _ _ _ _ _ _ _ 8 Walkthrough Mission 1: Bomber Raid _ _ _ _ _ _ _ 10 Mission 2: Winter

U.S. $14.99 Can. $21.95 U.K. £12.99 Games/ActionPlatforms: Playstation®2

computer entertainment system,Microsoft Xbox™, and PC

TH

E G

RE

AT ES

CA

PE

™PRIM

A’S OFFICIA

L STRATEGY G

UID

EESSEN

TIAL STEA

LTH A

ND

COM

BAT STRATEG

IES

The Prima Games logo is a registered trademark of Random House, Inc.,registered in the United States and other countries. Primagames.com is aregistered trademark of Random House, Inc., registered in the United States.

primagames.com®

primagames.com®

This game has received thefollowing rating from the ESRB

Extensive walkthroughfor all 18 missions

Game secrets revealed—full detailson the secret mode

Complete bios on allfour playable characters;

use each one’sunique abilities

Advanced gameplaystrategies: sneak, choke,

and shoot your way to success

Historical information on thereal Great Escape from Stalag Luft III, Sagan, in 1944

Learn to pilot vehicles, includingthe famous motorbike, on your way to victory

THE GREAT ESCAPE Interactive Game (certain audiovisual components) ™ & © 2003

Metro-Goldwyn-Mayer Studios Inc. THE GREAT ESCAPE Motion Picture © 1963

Metro-Goldwyn-Mayer Studios Inc. THE GREAT ESCAPE Interactive Game (software)

© 2003 SCi Games Limited, developed by Pivotal Games Limited. Steve McQueen™

Licensed by Chadwick McQueen and The Terry McQueen Testamentary Trust Represented

by The Roger Richman Agency, Inc. www.stevemcqueen.com. Gotham Games and the

Gotham Games logo are trademarks of Take-Two Interactive Software, Inc. 2003 Take-Two

Interactive, Inc. ALL RIGHTS RESERVED.

Eric ‘ECM’ Mylonas

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PRIMA’S OFFICIAL STRATEGY GUIDE

ERIC 'ECM' MYLONAS

Prima GamesA DIVISION OF RANDOM HOUSE, INC.

3000 LAVA RIDGE COURTROSEVILLE, CA 95661

1-800-733-3000www.primagames.com

The Prima Games logo is a registered trademark of Random House, Inc., registered in the United States and other countries. Primagames.com is a registered trademark of Random House, Inc.,registered in the United States.

© 2003-2004 by Prima Games. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying,recording, or by any information storage or retrieval system without written permission from Prima Games. Prima Games is a division of Random House, Inc.

Product Manager: Sara WilsonProject Editor: Carrie Ponseti

THE GREAT ESCAPE Interactive Game (certain audiovisual components) ™ & © 2003 Metro-Goldwyn-MayerStudios Inc. THE GREAT ESCAPE Motion Picture © 1963 Metro-Goldwyn-Mayer Studios Inc. THE GREAT ESCAPEInteractive Game (software) © 2003 SCi Games Limited, developed by Pivotal Games Limited. Steve McQueen™Licensed by Chadwick McQueen and The Terry McQueen Testamentary Trust Represented by The Roger RichmanAgency, Inc. www.stevemcqueen.com

All products and characters mentioned in this book are trademarks of their respective companies.

Please be advised that the ESRB rating icons, "EC", "K-A", "E", "T", "M", "AO" and "RP" are copyrighted worksand certification marks owned by the Interactive Digital Software Association and the Entertainment SoftwareRating Board and may only be used with their permission and authority. Under no circumstances may the ratingicons be self-applied or used in connection with any product that has not been rated by the ESRB. For infor-mation regarding whether a product has been rated by the ESRB, please call the ESRB at 1-800-771-3772 or visitwww.esrb.org. For information regarding licensing issues, please call the IDSA at (212) 223-8936. Please notethat ESRB ratings only apply to the content of the game itself and does NOT apply to the content of this book.

Important:Prima Games has made every effort to determine that the information contained in this book is accurate.However, the publisher makes no warranty, either expressed or implied, as to the accuracy, effectiveness, orcompleteness of the material in this book; nor does the publisher assume liability for damages, either incidentalor consequential, that may result from using the information in this book. The publisher cannot provide infor-mation regarding game play, hints and strategies, or problems with hardware or software. Questions should bedirected to the support numbers provided by the game and device manufacturers in their documentation. Somegame tricks require precise timing and may require repeated attempts before the desired result is achieved.

ISBN: 0-7615-4415-1Library of Congress Catalog Card Number: 2003109552

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— 2 —

Contents

Introduction _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 3General Gameplay Strategy _ _ _ _ _ _ _ _ 6Playable Characters _ _ _ _ _ _ _ _ _ _ _ _ 8Walkthrough

Mission 1: Bomber Raid _ _ _ _ _ _ _ 10Mission 2: Winter Breakout _ _ _ _ _ 13Mission 3: The Castle_ _ _ _ _ _ _ _ _ 18Mission 4: Struggle in the Mountains 23Mission 5: Burn the Code Book_ _ _ _ 28Mission 6: The Cooler King _ _ _ _ _ _ 34Mission 7: Infiltration_ _ _ _ _ _ _ _ _ 39Mission 8: Delousing Breakout _ _ _ _ 44Mission 9: Reconnaissance _ _ _ _ _ 50Mission 10: The Great Escape _ _ _ _ 54Mission 11: Last Train Home _ _ _ _ _ 59Mission 12: Behind Enemy Lines _ _ _ 64Mission 13: Airfield Escape_ _ _ _ _ _ 70Mission 14: On the Run! _ _ _ _ _ _ _ 75Mission 15: Resistance Collaborator _ 80Mission 16: Ambush! _ _ _ _ _ _ _ _ _ 84Mission 17: Full Throttle _ _ _ _ _ _ _ 89Mission 18: Jump to Victory _ _ _ _ _ 92

Secrets!_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 95Cheats _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 96

AcknowledgmentsPrima and the author would like tothank Patrick O'Luanaigh and RayLivingston from SCi Games. The authorwould also like to thank Carrie Ponsetiand Sara Wilson from Prima Games,and Matt "Screen Monkey" Van Stone.

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INTRODUCTIONThe Great EscapeThe Great Escape is a game of high-level stealth: creeping through the dirt,scuttling down tunnels, picking locks,waiting in the shadows—with yourheart pounding wildly—watching,waiting for the right moment or thatagreed signal. And then it's action!Fast and silent and hopefullyunnoticed—get out, use the localcountryside, use your disguise, usevehicles and transportation, and useevery ounce of strength to get backhome. But in some situations you mustsmash your way out using anythingavailable—guns, grenades, or even asteam train!

Control SchemesPLAYSTATION 2

Game ControlsPause Game/Open Pause Menu: sAction Button: u

Movement ControlsMove Forward (walk/run): wMove Backward: xSidestep Left: aSidestep Right: dTurn Left: 4Turn Right: 6Change Stance (stand/crouch): oLie Down: Hold o

Stealth MovementStealth Mode: Hold l + left analog stickRoll Over Left/Right: a or d while lying down

Aggressive MovementPunch/Fire Weapon: RStrangle/Shake Off Dog: Tap R repeatedlyDrop a Strangled Guard after Dragging: u

Vehicle ControlsDrive Forward/Reverse: x or wSteer Left/Right: 4 or 6Motorcycle Kick Left/Right:U+R or U+LDuck (on motorcycle): LWheelie (on motorcycle): PSwitch Positions (while on vehicles with

weapons): Hold i

View ControlsLook Behind: RPeek Around Left/Right/Over: ;, ', or Keyhole View: [First-Person View: Press right Analog stick Zoom Sniper Scope: Press left Analog stick

Objectives/MapView Level Objectives: TRead Detailed Objective: u

InventoryOpen Inventory: Hold iSelect Inventory Item: w or x (then release i)

BlytheTo Give Orders: Hold o

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XBOX

Game ControlsPause Game/Open Pause Menu: 9Action Button: 1

Movement ControlsMove Forward (walk/run): TMove Backward: BSidestep Left: FSidestep Right: HTurn Left: JTurn Right: LChange Stance (stand/crouch): 2Lie Down: Hold 2

Stealth MovementStealth Mode: 7Roll Over Left/Right: F or H while lying down

Aggressive MovementPunch/Fire Weapon: 8Strangle/Shake Off Dog: Tap 8 repeatedlyDrop a Strangled Guard after Dragging: 1

Vehicle ControlsDrive Forward/Reverse: L or BSteer Left/Right: J or LMotorcycle Kick Left/Right: 7 or 8Duck (on motorcycle): 2Wheelie (on motorcycle): 3Switch Positions (while on vehicles with

weapons): Hold 4

View ControlsLook Behind: 6Peek Around Left/Right/Over: A, D, or WKeyhole View: A, D, or WFirst-Person View: kZoom Sniper Scope: L

Objectives/MapView Level Objectives: 0Read Detailed Objective: 1

InventoryOpen Inventory: Hold 4Select Inventory Item: A or D (then release 4)

BlytheTo Give Orders: Hold 2

PC

Game ControlsPause Game/Open Pause Menu:EAction Button:e

Movement ControlsMove Forward (walk/run):wMove Backward:sSidestep Left:aSidestep Right:dTurn Left: Mouse Left/CommaTurn Right: Mouse Right/PeriodChange Stance (stand/crouch): SpacebarLie Down: Hold Spacebar

Stealth MovementStealth Mode: Left DRoll Over Left/Right:a /d while lying down

Aggressive MovementPunch/Fire Weapon: Left MouseStrangle/Shake Off Dog: Left Mouse repeatedlyDrop a Strangled Guard after Dragging:e

Vehicle ControlsDrive Forward/Reverse:w/sSteer Left/Right: Mouse Left/Right or Comma/PeriodMotorcycle Kick Left/Right:a /d (while moving)Duck (on motorcycle): SpacebarWheelie (on motorcycle): Left DSwitch Positions (while on vehicles with weapons):f

View ControlsLook Behind: Left U + sPeek Around Left/Right/Over: Left Ua /d/wKeyhole View: Left U + wFirst-Person View: Right MouseZoom Sniper Scope: Mouse Wheel

Objectives/MapView Level Objectives:TRead Detailed Objective:e

InventoryOpen Inventory:fSelect Inventory Item: Mouse Cursor or

Arrow Up/Down

BlytheTo give orders: Hold c + Arrow Keys

— 4 —

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Using This GuideIn addition to a full walkthrough of the game, thisguide features numerous helpful Tips, Notes, andCautions that will aid you in your quest to free thecrew from the merciless clutches of the Third Reich.

TIPSTips are simple, bite-sized bits of info that give youthat little extra edge as you mow down Germanthugs and generally wreak as much havoc aspossible. Tips are something along the lines of:"Changing into that Nazi uniform now will save yousome valuable time later."

NOTESNotes point out items or locations of interest, ormake a point of indicating important locales or torelate some imperative bit of information. Forexample, a Note might point out the best place tohide while engaged in a nasty firefight.

CAUTIONSOf the three items enumerated here, Cautions are,by far, the most important and the ones you shouldpay the most heed. While notes and tips generally

point out optional information, Cautions arethere to keep you alive. Forexample, Cautions always pointout the start of a timed event or

an event that could, in alllikelihood, end with your demise if

you make a single misstep. Payvery close attention to Cautions!

The Real Great EscapeScattered throughout the walkthroughare sidebars that give you an idea ofwhat it was like in those POW campsduring World War II.

Fun Things to TryEXPLOSIVE HIGH JUMPFind a group of explosive barrels that are next toeach other. There is a stack of about five in "StruggleIn The Mountains" by the hut where the sniper rifle ishidden. Stand on the barrels, aim your gun at thebarrels below you and fire. If you get it right, you canlaunch yourself right over the hut roof!

TRAIN SLAMStand up on the train roof just as a bridge comespast and it will knock you off the train. But did youknow this can also happen to the enemy guards?When you're gun fighting on the train roof, distractthe guards (by firing near them) as the bridgecomes up. See how many you can fool intoconcrete oblivion.

MINEFIELD BULL FIGHTINGWhen driving on the motorbikethrough the minefield in the finallevel, stop and get off your bike in themiddle of the minefield. Your goal is tomove around and lure all the chasingbikers into the mines until there are noneleft. Alternatively, stop when there is abike and a car nearby, and try and lurethe biker into the path of the car!

SIDECAR SURPRISEDismount from your motorbikeduring the final two levels,and if you knock an enemyguard from their bike,you can steal it! Knockan enemy from themotorbike with sidecar(with a crafty punch),and you can drive thisunique vehicle, and trytaking the final jumpsin it!

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Shadow WarriorIf there's one thingyou must learnabout The GreatEscape, it's that thevast majority of thegame is played fromthe shadows. Whilesome missions are fairly straightforward run 'n' gunaffairs, the vast majority are won through stealthand subterfuge, not raw, unfettered force (thoughthat can come in handy on occasion).

THE SNEAK 'N' STRANGLEFirst, master thebasic chokemaneuver. This isyour single mostimportant move.

Stealthily approach…

To execute a successful strangle hold, enterStealth mode, thenvery quietly creepup behind a foe until you're withinstriking distance.

Wait for the signal.

You know you're there when the Hands iconappears, denoting that with a pull of the Attack

trigger, you'll latchon like a vampiredesperate for blood.

You say asphyxiate, Isay strangle the lifeoutta him!

As soon as you've grabbed hold of a foe's neck,keep tapping the Attack button until the energy bar

fills up and your foegoes down.

Say hello to thesandman.

Once he's out cold, dump the body by pressingAction. Keep in mind that it doesn't do to just dumpthe body out in the open where anybody can see it.

Lure and LassoThis tactic can be very helpful in any of the prisoncamp missions to pare down the number of guardslurking about, allowing you to go about yourbusiness without fear of reprisal.

What's behind doornumber one?

First off, approach any nearby doorway. Peerthrough the keyhole and verify that a guard islurking nearby.

Open sesame!

— 6 —

General Gameplay Strategy

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If you spot a guard pacing back and forth onroutine patrol, note where he's moving to and from.When he startsmoving away fromyou, push open the door.

Curiosity killed theprison guard.

Door open, immediately head a few steps backwithin the building. Wait here and allow the guard to

come in to seewhat's what…

All's (not gonna be) well.

Before long, satisfied that nothing is amiss (howlittle he knows), he turns around and heads back

outside. Time to putthe kibosh on thiscurious cat.

No more air for you!

When his back is turned, send this fellow tosleepy land. Walk up behind him, wait for theStrangle icon, thenhave at it.

Quoth the raven:Nevermore.

Basic Gameplay TipsFIRST AID

Throughout thegame you find firstaid kits. What youmust rememberabout these kits,however, is thatthere is a lag whenusing them.

Nick of time!

For example, if you're down to half health andheading for certain death, use the kit sooner rather

than later. If you waittoo long, therecharge time on thekit won't be as fastas the bulletsshredding your hide.

DOA.

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SedgwickRank: Flight Lieutenant

Nationality: Australian

Date of Capture: June 22, 1941

An Australian enlisted in the Royal Air Force, Sedgwick’s a fixer andmechanic who is good with all types of tools and adept at mechanicalsabotage.

Playable characters

MacDonaldRank: Squadron Leader

Nationality: British

Date of Capture: October 31, 1940

MacDonald hails from Scotland andis one dedicated man when it comesto getting the job done. From imper-sonating a German guard to infil-trating a heavily defended location,he's your man.

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HiltsRank: Captain

Nationality: American

Date of Capture: July 16, 1942

Hilts is happy to formulate and workon his own escape plans and isn't oneto rush into working with others.Nicknamed "The Cooler King," due tohis nasty habit of getting in troubleand winding up in a solitaryconfinement cell for weeks on end,Hilts is the man to see when you wantto do some quick reconnaissance.

HendleyRank: Squadron Leader

Nationality: American

Date of Capture: October 31, 1940

Hendley (a.k.a. "TheScrounger") is a masterpickpocket and can getjust about anything youneed. He can get theguards to spill too

much information,secure any pass, identifi-

cation card, or ticket.

Blythe

Blythe's job is forging documents to use when prisoners escape. Hisskill is hampered only by one small detail: he's almost completely

blind. Even with that small problem (and having to depend on anotherperson to give him directions on where to go) he's the man to see for aSwiss passport.

— 9 —

Note Blythe is not a playable character

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Mission 1: Bomber Raid

CHARACTER: MacDonald

Our story opens with MacDonald doinghis part for his country, flying abomber into the heartof enemy territory tostrike a blow for theAllies against thenefarious Axis.

Alas, even thebest-laid

plans of mice and men do too oftengo astray….

Mission Objectives– Get the fire extinguisher.

– Fight the fires!

– Defend the aircraft.

– Destroy thecode book.

– Get aparachute.

– Abandonaircraft.

Get the FireExtinguisher

After getting struck by somenasty flak, MacDonald setsthe plane on autopilot.

That barrage of flak starteda fire in the middle of theplane! Head toward theback of the plane and spythe fire extinguisher on theleft side of the fuselage.

Press the Action buttonand MacDonald armshimself with the fireextinguisher—now it'stime to fight thosefires!

Fight the Fires!

Keep advancing (aftersnagging the extin-guisher) and you comeupon the first of thepesky blazes. Note theenergy bar thatappears.

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Press and hold theAction button to laythe smack down onthis gout of flame,then advance to the next.

Again, press and holdthe Action button todeal a swift blow tothe second, small, fire.Then run to the rear ofthe plane.

As you continue to theback, the Luftwaffe'sdeadly planes strike!Man the guns!

Defend the AircraftAs you reach the rearof the plane you see awhite arrow: hit theAction button toactivate theantiaircraft gun toknock those peskyplanes from the sky.

Machine-gun manned, pressAttack/Strangle to fire yourdouble-barreled answer toGerman treachery. Your bestbet is to use your sight tolead the planes just a hair.Send them to a long, fierydemise.

Aircraft handilyrepulsed, head backup the plane to snarethe code book.

Destroy the Code Book

The code book restson a narrow desk inthe middle of theplane. Grab it.

Use your lighter tosend the code book upinto smoke so thatthose bad guys can'tget their vile mitts on it.

With the code booknow a pile of ashes,head to the back of the plane.

Get a ParachuteYour plane is takingheavy fire, and it'sbecoming clear the oldgirl isn't going to comethrough this in onepiece—grab theparachute near themachine guns.

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Abandon Aircraft

A gaping holesuddenly appears inthe side of the plane!

With 'chutes strappedon, it's "geronimo!" for you and the rest of the crew.

Just in time,MacDonald sailsfitfully through thenightmarish skies ashis plane bursts intoflame….

Unfortunately,MacDonald has somerather unfriendlycompany waiting forhim as he comes in fora rough landing.

Captured!With MacDonaldnow in the clutchesof the German army,the Great Escapeofficially begins…NOW.

The Real Great EscapeThe prison guards, knowing that the POWs must be working on some

sort of escape plan, tried every possible action they could think of tobreak up escape attempts. POWs that were suspected of planningescapes were often transferred without warning to other prison camps.The guards also took the unusual step of segmenting the AmericanAirmen away from the other allies, hoping that would further disruptthe escape plans (apparently those Yanks had it in their heads thatthey weren't going to stick around for long).

Even with those setbacks, work on all three tunnels continued, untilthe tunnel nicknamed "Dick" (The other two were "Tom" and "Harry")had to be abandoned. The loss of one tunnel might seem like acrushing blow to the hopes of the POWs, but they continued to use thattunnel as a workshop, a hiding place for tools and, finally, as a place toput the dirt from the remaining two tunnels.

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Talk to the Senior British Officer

First visit the SBO.Head out the doorwayand left down thecorridor.

Through the nextopening and just tothe left, you find JohnRhodes, the SBO. Hefills you in on "the BigX," then he tosses youa compass to helpMacDonald get hisbearings.

Talk to the Big XBefore you meet withthe Big X, deal withone particularnuisance. First, headback down the longcorridor to the closeddoor at the far end butdo not go through it!

Instead, press up onthe Peek Camerabutton to peer throughthe keyhole and notethe pacing guard (theaforementioned"nuisance").

As he's moving left,turn around and headback down thecorridor, and headtoward the doorwayleading right.

Mission 2:WinterBreakout

CHARACTER: MacDonald

Incarcerated in Gulag #10, a German hellhole,MacDonald finds that salvation does, indeed,lie within … witha little help fromhis new friends,of course.

Mission Objectives– Talk to the senior British

officer.

– Talk to the Big X.

– Speak to the forger.

– Get a German pass.

– Get the German passto the forger.

– Return the German pass.

– Talk to thetunneler.

– Get the forged pass and exit the camp.

CAUTION Beware the spotlights:

Stumble into one of these roving "eyes" and the

entire German army will be all over MacDonald

before you can say "blitzkrieg."

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Through the doorway(and into the frigid air)lope left, then make aquick right as thefence leaps into view.

As you see analleyway to the right,hold back and use thePeek Camera button topeer around the cornerto check that the coastis clear.

When clear, jog to theopposite end of thealleyway, but don't runblindly into theopening at the other end!

Now situated againstthe wall on thealleyway's left side,use the Peek Camerabutton to peek around the corner and you should seethe "nuisance"approaching slowly.

With your back pressed tothe wall, wait for the guardto saunter by, then press theStealth button to sneak upbehind him, use theAttack/Strangle button tograb him, then keep rapidlypressing Attack/Strangle tillhe passes out.

Drag him into the alleyand dump him on theground. Dust off yourhands, and kick himonce in the ribs forgood measure.

With the "nuisance"out of commission,head back down thealleyway and throughthe first door on yourleft, into Barracks #2.

Just to the right youfind George Alexander,a.k.a. the Big X. Hedirects you to hisacquaintance sitting atthe table next to him.

Speak to the ForgerJimmy James is hisname, forgin' is hisgame: Jimmy tells youhe can make you afake ID if you can justget him an original to copy.

Luckily for you, anoriginal is located inthe guards' quarters,at the rear of Gulag#10. Head down thenearby corridor to getmoving in the rightdirection.

— 14 —

Tip Close doors behind your character just

in case a wandering guard’s interest is piqued by

an open doorway in subzero temperatures.

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Get a German PassHead through thedoorway, and move lefttoward the flying flag. Mind thespotlight, however,down to the left.

As you come up on thetrough to the left, dropinto stealth mode, thenmake for the door tothe soldiers' barracks.

Still in stealth mode,head through thedoorway and moveright (note the snoringguard to the left).

Find some legitimatepapers in the room'sback right corner.Scoop them up, thenreturn to JimmyJames.

Get the German Pass tothe ForgerThis sequence istimed, so sneak outthe way you came,then run back toJimmy so he can workhis magic.

Now that Jimmy hasthe info he needs,return the pass so thatnobody's the wiser.

Return the German PassNow that you'vereturned the pass withmoments to spare, it'stime to see a manabout a tunnel. Headback out and towardBarracks #3 (locatednext to Barracks #2).

Talk to the Tunneler

Through the doorwayleading into Barracks#3, head to theopposite end of therickety building tohave a talk with Pierre,the tunneler.

He informs you that he needs two items,the first of which is a shovel.

CAUTION Upon collecting the papersin the next room, a timed sequence begins!

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GET A SHOVEL

After your briefconversation withPierre, turn about andhead through thedoorway to the right and outside once more.

Now head to the right,down the alley, andsee the shovelpropped up against anearby fence. Watchfor the insidiousspotlight!

Shovel in hand, headback the way youcame to find Pierre … missing?!

No worries, though,the wily French gent is merely down belowconstructing the tunnel you need toescape. Where? Justunder the nearbycrate, of course.

Press the Action button to drag thecrate back to reveal aladder leading down.

Climb down the ladder into the depthsof the earth to deliveryour RSVP (in the formof the shovel) in a brief rendezvous with Pierre.

MacDonald's job isnever done, however.Now he has to fetchPierre some woodfrom a locked shednear the soldiers'barracks. Luckily,Pierre has the key.

GET SOME WOOD

As you're about toventure forth to grabsome much-neededwood, a squad of badguys busts intoBarracks #3!

But you're OK. Justhang back in thebarracks until theyfinish tossing the placeand you come outsmelling like a rose.

Once the guards leave,jog to the doorway onthe left and peepthrough the keyhole.Wait there until all theguards re-enter thebarracks.

Tip Always cover up Pierre's little hidey-hole so that your Axis "friends" don't uncoveryour masterful escape plan.

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After the last guard isout of sight, headdown the long corridor,out the door, and backtoward the soldiers'barracks.

You come upon twowood sheds—youwant the one on theright. Use the key tounlock it, bundle upthe wood, and thenreturn to Pierre.

Back down in the hole,toss Pierre the wood (itwouldn't do to have thecave collapsing onMacDonald's head),then head back toJimmy James to collectyour forged docs.

Get the Forged Pass andExit the Camp

Out of the depths ofthe earth, take thenearest door leadingright, zip across thealley, and head intoBarracks #2.

Grab the papers fromJimmy, pay yourrespects, then returnto the crate and godown the hole one last time.

Now hold StanceToggle till MacDonaldgoes prone, thenshimmy down Pierre'sably constructed bolthole to freedom.

At the opposite endyou find a ladder,mount it and….

Crawl to … Re-imprisonment?!MacDonald isdragging his bodyacross the frostyearth when twoGerman soldiersshow up.

Oh well: there's always next time.

The Real Great EscapeWith only two tunnels remaining, things soon went from bad to worse. Luftwaffe guards found theentrance to the second tunnel, Harry, in the summer of 1943, and destroyed it. All available effort was thenput into the completion of the last remaining tunnel, "Tom." Even with the increase in manpower, thetunnel wasn't completed until March of 1944—close to the actual end of the war itself (though, to be fair,when you're a prisoner every minute matters).

Why did it take so long? The length of the final tunnel was 28 feet deep and 336 feet long (from thehut to the outer perimeter fence of the prison). The list of tools and items to build the tunnel wasstaggering. Here's a sample: 1,000 feet of electrical wire, 3,400 towels, and over 4,000 pieces of woodtaken from beds alone.

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Mission 3:The Castle

CHARACTER: MacDonald

So far, MacDonald'sbeen shot downand imprisoned in a less-than-

hospitable locale. Could things possibly get anyworse? If the residents of the castle overlookinghis former accommodations have anything to sayabout it, yes.

Mission Objectives– Speak to Gerry.

– Get a uniform.

– Get the key.

– Get the hook.

– Cut the power.

– Escape!

Speak to GerryTalk to your cell-blockneighbor GerryHastings and he tossesyou the hacksawwhich, conveniently,goes great with thenearby bars.

Select the hacksawfrom MacDonald'sinventory, then hold theAction button until theblade chews its waythrough the shoddy iron bars.

Get a Uniform

After you cut the bars,speak to Gerry and heraises a ruckus to getthe guard's attention.

Go prone, then crawlthrough the narrowgap where the barsonce stood (mind themice skittering to and fro).

Once through, standand open the nearbydoor and step quietlyinto the hall….

CAUTION When Gerry causes a clamor, atimed event starts and you must get out of the room ASAP.

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Down the corridor tothe left, you spy theguard that Gerry'stoying with. Switch tostealth mode andsneak toward theunwitting fool.

After you're within life-ending range,reach out and chokethe guard until hesubmits to the icy gripof death while gasping"mein leiben!"

Guard subdued(permanently), headthrough the doorway tothe right, then head tothe left wall.

On the wall you findinteresting informationabout shutting downthe power and howthat'll disable thelights, and so on.Sounds like a plan.

Head back into thecorridor and take apeek through thekeyhole of the firstdoor on the left todetermine the guard's location.

When you're sure thatthe guard won't noticeyou, sprint to the endof the hall and throughthe door outside.

Now hug the right walland move left, acrossthe castle courtyard.Keep a wary eye outfor that guard!

Jog along the wall and head down theperimeter of thecourtyard toward thelooming spotlight.

Heading beneath theall-seeing eye, zip intothe corner, thenclamber up the twocrates to get up on the wall.

After you alight on thewall, follow it rightvery carefully, mindingthe spotlight illumi-nating the wall in your path.

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Beyond the spotlight'sreach, cruise past theshingled roof to yourright, and up and overthe low rise to reachthe next section.

Next you come upon a doorway embeddedin the wall to the left.Head through it andcontinue.

Now, beforeproceeding, lookthrough the keyhole tospy a guard patrollingback and forth.

When he heads awayfrom MacDonald, gothrough the door andengage stealth modeto pursue your quarrydown the lushlycarpeted hallway.

Before long, the guardducks into a nearbyroom to ponder whathe might do were hislife to continue formuch beyond the next five seconds.

Sneak in quietly yetquickly, and deliver the choke hold tofinish him off.

Head back into the hall to the left, thenduck into the first door on the right.

In the room's backright corner, acquire aGerman guard'suniform. Though it mayitch and stink of death,it'll have to do for now.

Get the Key

Head back into theprevious room and seea guard washing up.Send him to meet hismaker.

Return to the corridor,make a right, andhead down thehallway until youreach the last door on the right.

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Inside, find a key thatcomes in handy whenyou attempt to shutdown the generator.

Get the Hook

Return to the corridor,saunter left, and headthrough the seconddoorway to the right(where you choked aguard just a bit ago).

From here, zip downthe nearby stairwaywhere, before long,you find anotherguard. You know whatto do (just make sureyou do it from behind).

Guard dispatched,head through the doorhe was guarding andout, once more, intothe courtyard.

Head straight ahead,then through thestonework corridordirectly behind thefirst parked truck.

Follow the tunnel as itcontinues turning in onitself to the left, andfind a microphone.Flick it on and theGestapo (the onlysoldiers that know afake when they see it)will be out of your hair.

Return the way youcame only, this time,keep heading straightinstead of back outinto the courtyard.Follow that as it bendsto the right.

Down another set ofstairs, follow the route as it leads youstraight into a handymeat hook.

Cut the Power

Now head back up thestairs and into thecourtyard.

Staying to the left ofthe leftmost truck,make a beeline for theleftmost door (of three)on the far wall.

Head through thatdoor and into acrimson-hued hallway,proceeding along itsbrightly tintedconfines.

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The first doorway toyour left opens intothe generator room.Key in hand, unlockthe gate blocking yourway to the castle'spower source.

Jog over to the switchin the corner and, witha mighty heave,silence the castle'sitchy security devices.

Escape!

With the power cut,backtrack to thecourtyard, and gostraight across back tothe crates you climbedupon earlier.

Once more up andover the crates,retrace your stepsleading to the right,past the doorway youentered earlier and upthe nearby stairway.

One set of stairs gives way to yetanother. Sprint up the stairs and you'realmost there!

After you reach thetop, head right alongthe wall, hook in hand,and make for the polewith handy "wire tofreedom" attached!

A Scot in German AttireWaving goodbye tothe castle once andfor all, MacDonaldsoon finds himselffaced with a farmore daunting task….

The Real Great EscapeObviously, the entire prison camp couldn't use the tunnel and try to escape (even Naziprison guards tend to notice a little thing like an empty prison), so the POWs devisedseveral methods to determine who went and who stayed. If you worked on thetunnel, either digging or if you could speak German (which gave you the bestchance to escape the country), you were put at the front of the line. With firstdibs on forged passports and papers, as well as getting to be one of the first outof the tunnel (and get the best lead on the eventual pursuers), it really did payoff to help out and build the tunnel. If you were in the second group, you drewstraws and hoped that you got the right to escape. If that wasn't tough enough, the actual escape certainlywas. Taking clothes and only the food that you could carry, you could look forward to trudging through theGerman winter and hiking it all the way to a friendly country. It was brutal but success meant getting tosee your family or fight again, and that was surely worth the risk and hardships for the POWs.

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Mission 4:Struggle inthe Mountains

CHARACTER: MacDonald

Narrowly escaping alead-riddled demise,MacDonald slides intothe open and down a makeshift zipline to tentative freedom.

Mission Objectives– Escape

from themountains.

Escape from the Mountains

You're still garbed infull Nazi regalia, solope across thefootbridge just ahead.

Make a sharp rightturn at the firstbuilding, pass theguard outside, andproceed inside, yourfoes none the wiser.

Once inside, find theringing phone in theroom to the right, thusshort-circuiting anattempt to do you in.

A quick turnaroundand you come face-to-face with a guard!Don't lose your cool,though. After youcalmly explain whowas on the phone, helets you go.

After the guard leavesthe room, head to theright of the doorway tograb a first aid kit andsome Luger pistolammo. Now all youneed is a gun to fire it with….

Head out the door,straight across thehallway, past the guard and into thecorner where aphonograph plays.

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On the table thatsupports thephonograph, find aLuger, another first aid kit, and more pistol ammo.

On the opposite side ofthe closed door,another table housessome Kar 95 sniperrifle ammo.

Laden with enoughammo to start yourown war, head outthrough the nearbydoor and back out intothe crisp night air.

Make a quick left andhead for the low-slunggate just ahead.Unlatch it and headthrough.

Move forward,hugging the wall to the left while passingthe crates and barrelto your right.

Continue past asecond set of barrels,and slip behind thesnow- and ice-coatedshack just ahead.

In the center of theshack's back sidestands a ladder.Clamber up ontothe roof.

Note the handy hole in the roof: thread that "eye."

Down below, atopsome shelving, findanother pair of first aid kits. Sweep themup then mosey over to the small table inthe corner.

On the table find twostick grenades andsome more Lugerammo (‘cause you cannever have enoughammo).

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To the left of that small table, anotherholds a Kar 95 sniperrifle and somematching ammunition.

Just to the left of therifle are a series ofkeys. Grab thestoreroom key tocomplete the shack sack.

Key, rifle, and otherassorted miscellany intow, head out thenearby doorway andinto the next roomwhere you discovermore Kar 95 ammo. Issomeone trying to tellyou something?

Head through the nextclosed door and backinto the frigid night air. Move over thenearby crate.

Following themountainside as youadvance, next to thesecond crate, add twomore first aid kits toyour repertoire.

Now proceed to theleft side of the twostacked crates, at thevery corner of thissmall yard.

Firmly ensconced, pullout the sniper rifle: it'stime for a turkey huntwith the oddsdecidedly stacked inMacDonald's favor.

Aim at the machinegunner standing atopthe spotlight. A quickshot to the headrenders him "uncon-scious."

After rattling off that firstshot, immediately swing therifle downward and send thenext two enemy troopsstraight to hell.

Two more troops barreldown the hill, all tooeager to meet a similarfate. Don't disappoint.

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Tip If you are getting severelyshot up, use your first aid kits.

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Uh-oh! While you weredistracted with the claypigeons across theyard, an enemy soldiermanaged to sneak upbehind you. Smack himonce with the butt ofyour rifle, which dropshim in a hurry.

He wasn't alone:another guard istaking aim atMacDonald fromacross the yard. Sendhim on a long,permanent, vacationsomeplace hot.

Exiting the smallenclosure, make amad dash across theyard, then up to thenearby road headingup the side of the hill.

Run up the hill andalong the railing, pastand through the opengateway.

As you reach theterminus of the steelrailing, around the nextbend you find anotherpair of soldiers.

Continuing onward,you pass a truck: toyour right is atelephone pole with afirst aid kit at its base.

Directly behind thefirst aid kit, find an MP40 submachine gun,multiple clips of ammofor it, and yet anotherfirst aid kit.

Machine gun in hand,head down the corridorleading past the nearbytruck.

Shortly, past somebarrels, you reach alamppost just beyond asmall rock outcropping.Beyond this is anoblivious guard. Try outyour new toy.

One down, head aroundthe bend and spotanother soldier amongsome crates and threemore standing, foolishlyenough in a row, out in the open. Mow 'em down!

That small garrison oftroops blasted, headover to the stack ofcrates to collectanother first aid kitand still more sniperrifle ammo.

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Head toward theopening in the barbed-wire fence and spotanother soldier. Openfire and shave a fewinches off him.

Now, cautiously headforward, past the truck and around theback of the building to the right.

After you can spot themachine-gun bunker,pull out the sniper rifleand take out the guymanning it.

Rush forward, arm theMP 40, and mow downthe three soldierswaiting for you justbeyond the machine-gun bunker. Use a first aid kit if you getshot up.

Enter the machine-gun nestand take the controls asseveral more guards rushdown the slope, straight intoa Scot-powered meatgrinder.

The last remnantsdispatched (for now),head out of the bunker and down the road to….

Freedom at Last!Sprinting into the dark of night, we leave MacDonaldbehind for a time andtake up arms withSedgwick as the nextmission begins.

CAUTION In the next sequence, two guards drop inbehind you while you're moving forward. Be ready to turnaround and drop them as you come upon the crates to the right.

The Real Great EscapeIn a civilian prison, each prisoner is given an identical uniform to keep them separate from the guards andeasy to identify. But what do you do when all of your prisoners already have uniforms? Nothing.

Most POWs kept their uniforms or used whatever materials they could find to repair an old one or make anew one. Sometimes that wasn’t enough and soldiers had to wear a uniform (or a part of a uniform) fromanother branch or even another country. No Allied POW ever put on a German uniform voluntarily and,thankfully, he didn’t have to consider doing that.

After months of wearing the same uniform, a change would be nice, even just wearing civilian clothes, butthat was strictly against the rules. Prison guards weren’t going to let the POWs have anything that couldpossibly help them escape and get back to their own military.

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Mission 5: Burn the Code Book

CHARACTER: Sedgwick

Taking a break fromMacDonald for a time,we join Sedgwick on amission to locateanother code bookhoused in the burned-out husk of a downed bomber. Unfortunately, there are awhole lot of enemies between him and his objective.

Mission Objectives– Get into the Army depot.

– Steal a vehicle.

– Drive to the farmhouse.

– Burn thecode book.

Get into the Army Depot

We find Sedgwick on atrain track. Jog alongthe rails and headdown the short slopeleading toward thedepot.

Head behind the firstbuilding you see, justpast the large tree, tolook for a vehicle youmight abscond with.

Steal a VehicleKeep hugging the wallto the left, pass asecond structure onyour right, and follow itas it sweeps to theright.

Keep moving forwardand you come across abarbed-wire fence anda truck up on blocks.Continue forward,behind anotherbuilding following thefence.

You quickly come upona guard tower with themost oblivious guardof all time. Ignore him,because he seemsintent on ignoring you.

Around the next bend,you pass a few cratesof ordnance and,lookee here, a massivemachine gun!

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Step up to the cannonand hit the Actionbutton to activate it,then start mowingdown the troops asthey start spilling fromthe woodwork.

First blast the formerlyclueless guard in thetower with a few well-placed shots.

Next, turn yourattention to the pair ofguards on the far sideof the yard and meltthem with some red-hot lead.

Now rotate the cannonleft and fire betweenthe sand bags and(exploding barrels) tonail a few more.

Also, get the guard inthe other tower,because those peskybullets can sting evena hardened veteransuch as Sedgwick.

Rotate the cannon tothe left once moreto nail a sneakydevil hiding justright of a largebrick building.

Rotate the cannonback to the right andtake apart any otherfodder foolish enough to join thelopsided fray.

With the yard riddledwith spent shellcasings (and lots ofcorpses), dismountfrom the cannon andmove around to theright and toward theopen garage.

As you enter thegarage, enter stealthmode and creep to theright side of thehalftrack. Wait here fora moment.

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Before long, an unsuspectingmechanic comes outof the doorway at theback of the garage.Wait for him to goback inside, thensneak up behind him.

Apply the choke hold,then head to thenearby sink.

Just to the edge of thesink is a bottle. Grabthat, then head to thetable.

A first aid kit rests onthe table. Scoop it up.

One last stop beforeheading back to thehalftrack: there's awrench on the tablenear the doorway.Swoop that up (andanother first aid kitnearby), then head outto the garage-proper.

With a show ofimmense mechanicalaptitude, use thewrench to repair thehalftrack—it's time togo for a little joyride.

Now hit the Actionbutton and hop aboardyour brand new set ofwheels.

Piloting the HalftrackForward/Reverse: Character MovementForward/Backward

Steer Left/Right:View MovementLeft/Right

MachineGun/DrivingToggle: Inventory

Drive to the FarmhouseBehind the wheel ofyou new engine ofdestruction, exit thegarage and head downthe road toward thenearby tunnel.

NOTE Sedgwick does not have

access to any of the first aid kits that

MacDonald collected during his adventures.

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As you cruise throughthe tunnel, a lonesoldier tries his best toslow you down. Floorthat accelerator!

Shortly you come upona series of barriers.Move around them andrun down (or shoot)the three nearbysoldiers.

As you pass the finalbarrier, one last soulmay try to make a runfor it—a wise but,ultimately, futiledecision.

Follow the road as ittwists, and beforelong, you come acrossa stone wall. Park thehalftrack behind it (donot park it on theroad!) and hop out.

Jog through the hole inthe wall and make forthe building in thedistance as fast asSegwick's legs willcarry him.

Lope up the stairs ofthe building (do not gopast the house!) untilyou reach the top, thenuse the Peek Camerabutton to peer at thenasty Panzer tanksitting on some …railroad tracks?

Taking advantage ofthis mild oversight ontheir part, enter thebuilding and head overto the bank of leverson the wall. Press theAction button to pullhard on a lever.

That sends a multitonlocomotive barrelingdown the tracks upon which the Panzer rests.

While you're up there,bag another first aidkit from the filecabinet, thenbacktrack to thehalftrack.

Now continue,unopposed, over thetracks and down theroad, admiring thecountry scenery as you zip along.

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Take a right turn whenthe road forks andcontinue easing ondown the road.

A couple of sharpturns later, you runinto three soldiers whoare ill-equipped todeal with a speedinghalftrack. Barrel themover and continue onyour way.

Shortly thereafter youcome upon a garage.Roll the halftrackinside and shut 'erdown. It's time to goon foot once more.

Burn the Code Book

Head out the nearbydoorway, hang a right,and start movingtoward the trucknearby.

Pass the truck (sorry,no more rides fornow), and enter thehouse just behind thetail of the truck.

Proceed to the house's final room and find another firstaid kit sitting on ayellow chair. Grab it,then make for thenearby door.

Head past a smallflock of chickens andup to the hedge onSedgwick's right.

Use the Peek Camerabutton to get a bird's-eye view of the soldierpacing back and forthjust over the wall.

Now, head to the left edge ofthe hedge, select the bottlefrom your inventory, thenclick View Toggle. When theguard reaches the right edgeof the wagon, toss the bottleprecisely as shown. Thisdistracts the guard while youmake a mad dash along the right side of the area, throughthe tunnel, and into the next section.

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After heading throughthe archway, head leftand then follow thepath as it runs through a peaceful,parklike area.

As you proceed up tothe next archway,select the lighter fromyour inventory andthen head through.

After watching theguards commiserate,make a mad dashacross the open fieldand head to the farside of the crashedbomber.

On the opposite side ofthe bomber, go throughthe gaping hole in itscrippled side andclamber into itssmoking remains.

In what remains of thecockpit lies the codebook. Pick it up andSedgwick does therest….

Captured!Unfortunately, thisleads to Sedgwick'scapture. However,take some solace inthe fact that heaccomplished hismission first.

Now it's time to catch up with Hilts.

The Real Great EscapePlanning an escape from prison is a tough task, but imagine what it was like for the POWs at StalagLuft III. First, the prisoners had to copy passes and identification cards, obtain money and clothingfrom the surrounding civilian areas (most of which are strictly forbidden), and then create the items

with the few materials that they had.

On top of all that, they had to figure out how to escape from the camp,which usually entailed digging tunnels that resembled death traps asmuch as routes to freedom. Amazingly, some POWs tried posing asGerman officers (with homemade uniforms and basic German speech

classes provided by other POWs) and walk out the front gate!

There was also the knowledge that, if they were caught, they'd be shot on the spot.

Now, when you add all of that up, imagine just how Herculean aneffort it would be to coordinate an escape of say 50 prisoners at

once—never mind five times that amount!

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Mission 6: TheCooler King

CHARACTER: Hilts

When we first meet Hilts, he's beencaptured (much like his compatriots)and is currently incarcerated in a German prisoncamp. Potentially, thisis a high-stealthmission, so be on yourtoes at all times.

Get the Lockpick

Head right and straightdown the hall leadingeast to the door.

Before headingthrough the door, peerthrough the keyhole tospy a guard makinghis rounds.

After he slides out ofdirect view, push thedoor open but do notgo outside. Instead,back up into the halland let him comeinside.

He barks like a dogthen turns to go backoutside. At this point,run up and apply achoke hold on him.

CAUTION This mission has a high

stealth quotient: You must be sneaking, peeping

through keyholes, watching for errant beams of

light, and so on at all times, so keep your eyes

and ears open.

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Mission Objectives– Get the lockpick.

– Get the official Germanstamp.

– Get ink and paper.

– Visit the forger.

– Obtain the map.

– Get the forgedpass.

– Exit thecamp byusing thetunnel.

– Free trapped POW.

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Turn around and headback down the halltoward the first dooron the left.

Check the keyholebefore venturingoutside, then jogacross the way to thenext building directlyin front of Hilts.

Once safely inside,move right around thefirst corner to thesmall table in thecorner to find the lockpick.

Get the Official German Stamp

Turn around and go tothe doorway on theopposite side of thebuilding but do not gooutside yet.

Peer through thekeyhole and anotherguard traipses intoview. Wait for him topass, then push thedoor open and back upa bit.

When the guarddecides everything's inorder, step up andthrottle him.

Now head outside,toward and throughthe large wooden gatedirectly ahead, veeringto the left as you passinside.

As you round the firstcorner of the building,duck through the firstdoor on your right.

Inside, behind thesecond cell door, is achap who can get Hiltsthe official Germanstamp he needs. Whipout your lockpick anduse the Action buttonto secure his release.

Talk to him and hehands over the officialGerman stamp. He'ssafe in his cell, sodon't give him anotherthought as you headback outside.

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Get Ink and Paper

Outside, retrace yoursteps through thelarge wooden gateand, this time, turnright after you'rethrough.

From here, head eastuntil you spy Barracks#4. Zip over and headinside.

Inside Barracks #4, thefirst room on the leftcontains the ink andpaper. Collect that, andalso snag the bottle.

Visit the Forger

Exit through the doorin which you came andbarrel across the wayand into the nextbarracks over.

Take the first left andthe first right insideand you find a forgerwho relieves you ofthe ink and paper. Now go to thecommandant's officeto secure a map.

Obtain the Map

Exit the barracks fromthe same door andquickly cross toBarracks #4.

Inside Barracks #4, thefirst room on the righthouses a fellow who'swilling to aid yourmission by providing a distraction.

Now, press Action tosend him to do hisgood deed.

Once he'soutside, theguard lurkingnearby races overto accost him,giving Hilts thechance to sneak by.

CAUTION Before stepping through

that door, watch out for the spotlight to the left!

CAUTION As soon as you hit Action, atimed event begins, so be on your toes!

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Race into the back leftcorner to the southand straight towardthe nearby building.

Head into the nearbyhouse and swoop up the

map sitting on the table.Return to the forger.

Get theForgedPass

Race once more pastthe distracted soldierand his "inebriatedfriend" and return tothe forger's barracks(the one behind #4).

He turns over theforged pass. Paperssecured, it's time tomeet a tunneler.

Exit the Camp Using the Tunnel

Head north, out to thenext alleyway andacross to the nextbarracks over.Continue through tothe next alleyway.

At the last barracks inthe camp, head insideand make a quick rightto come face-to-facewith the tunneler, whoinforms you of thetunnel beneath thebunk bed.

Using the Actionbutton, yank the bunkbed back, thenproceed to the gapinghole leading down,down, down….

Tragedy strikes! Thetunneler is buried inhis own creation! Ohthe humanity!

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FreeTrappedPOWYou must get a tool tofree him. Before youhead out, push the bedback into place.

Good thing you putthat bed back, becausea guard makes animpromptu arrival justas you're leaving.Choke him out if youfeel the need.

Head down the west-running hallway andout the door towardBarracks #5.

In the bowels of #5you find a fellowtaking a load off. Hehas a trowel you canuse to free the trappedtunneler.

Hurry back to thetrapped tunneler. HoldStance Change and go prone to get intothe rather tightquarters below.

Using the trowel, digthe tunneler free andthen Hilts crawls downthe tunnel of his ownvolition.

Trucking

Tunneler freed, Hilts is ready to move on to the next leg of his mission at the truck depot in Infiltration.

The Real Great EscapeSo how do you actually get your hands on things that are forbidden by the guards into a prison camp?Believe it or not, most things actually came from the guards!

Some guards could be prompted into doling out detailed information on the surrounding areas, trainschedules, or guard-watch shifts for as little as a piece of chocolate or a few cigarettes. Too much risk for toolittle reward? Not quite. Keep in mind that, during WWII, chocolate wasn't as easy to come by as it is today.

Sometimes POWs would even blackmail guards into giving up the goods on the local schedules. A POWwould simply give a prized item to a guard (again, chocolate or cigarettes), ask him to sign a receipt, andthen threaten to tell the higher ups that the guard was talking and getting chummy with POWs. Rather thanlet that happen (and deal with the serious repercussions that would surely follow) the guard would talk.

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Mission 7: INFILTRATION

CHARACTER: Hilts

Having successfully escaped from theprison camp, Hilts's next mission is tolocate and steal a truckto put a great deal moredistance betweenhimself and hisenemies.

Mission Objectives– Find a uniform.

– Enter the truck depot.

– Obtain thetransfer orders.

– Obtain thetruck keys.

– Exit thearea.

Find a Uniform

Start running straightahead, but mind theguards pacing to andfro with flashlights.Stealth is required.

Sneak over to the logon the far left side andgo prone, then crawlforward.

Past the initial log,continue straightahead and you comeupon a small rise witha log "bridge."

Continue beneath the"bridge," crawl a bitfarther forward, thenget up and startjogging, again, straightahead.

Proceeding throughthe verdant forest, yousoon spy a guardhousein the distance. Notethe guard lurking tothe building's left.

Head to the rear wallof the guardhouse,then wait for thatguard to come by. Wait until he startsheading back, thenpursue him slowly.

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Once you're withinrange, grab hold andsqueeze until hepasses out.

Now head up to theguardhouse andquietly go inside. Notethe sleeping guard inthe back.

Creep right, into thebedroom, and find afreshly laundereduniform.

Slip it on and headback toward thesleeping guard.

Creeping up to thetable on the right,snag the bottle andthe binoculars and add them to yourrepertoire.

Enter the Truck Depot

After exiting theguardhouse, head duenorth toward the gatedarea ahead.

At the gate, presentyour papers (handilycarried over from thelast mission) and theguard lets you pass.

Obtain the Transfer Orders

Now head due westfrom the gate, behindthe large warehouse.

Jog down the backside of the warehousewith the fence to yourright until a smallerfence pops into viewon your left.

Just around the bendis a gate. Get out your lockpick oncemore (again, carriedover from the lastmission) and jimmythat sucker open.

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From here, rapidly runaround and crouchbehind the crates justto your left.

Take aim with yourbottle as shown here,and let fly once theguard is approaching.

Overcome with astupidity developedthrough long centuriesof shared genetictraits with all villains,the guard is attractedto the broken bottle.

Sneak over and putthe whammy on the guard.

Move north and aroundthe corner to the leftpast some crates andup to a door.

Head through the doorand go up the stairstoward the back.

At the top of the stairs,go around to the sideand stop just short ofgoing through theopen doorway.

Use the Peek Camerato watch for the guardmarching around inthe room. Once heheads to the back,you're clear to head in.

Move to the stack ofcrates on the right andhold there till theguard leaves.

Once he disappears,run toward thedoorway he justpassed through andduck behind the cratesjust to its left.

Wait here till the guardheads back out, thengo inside and to theback of the room.

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CAUTION After you pick this lock, the

uniform Hilts is wearing does you no good, so it's

stealth, stealth, stealth from this point forward.

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On a desk in the back,find the transfer ordersamong the scatteredobjects.

With scant seconds tospare, run back out andcrouch once morebehind the crates thatprovided earlier cover.

Obtain the Truck Keys

Once the guard entersthe back room oncemore, hightail it out of there.

Outside, zip down thestairs you ascendedearlier and go right.

Proceed to the backwall straight ahead,then continue to theright, hiding behindstrategically placedcrates as you go.

From the last stack ofcrates in the backcorner, make a stealthmove on the guardwith his back turned.Apply a choke hold tonullify the threat.

Snag the truck keys onthe table nearby andreturn to the doorthrough which youcame to the east.

Exit the Area

Retrace your stepsaround the corner andout the gate youpicked earlier.

Once you're throughthe gate, take a 90-degree left and startrunning.

Follow the fence until itbends away from Hilts,then make a beelinefor the parked truckjust ahead.

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Hop in the truck andstart rolling. Turn rightand move toward theentrance to the truckdepot.

Cruise past theoblivious guards andfollow the road as itswings off to the left.

Before long you comeupon a checkpoint. Doas the guard"suggests" and getout and show him your papers.

Seeing that they areindeed in order, hewaves Hilts through.Score another victoryfor the Allied forces!

Have Wheels, Will TravelTotally free at last,Hilts trucks off intothe deep, dark nightwith nothing but histhoughts to keephim company. Now it's time to join MacDonald onceagain in the Delousing Breakout.

— 43 —

The Real Great EscapeEven though the POWs are sworn to try to escape, the prison guards don't sit idlyby and let them. Guards would try every means they could think of to detect anddestroy tunnels. The POWs soon named the guards that specialized inpreventing escape attempts, each name describing the way the guard acted.

Ferrets were some of the most dangerous guards. They could comeinto any hut (where the POWs lived) and search for anything at anytime. They were trained to recognize the telltale signs of tunneling,such as missing wood from the hut or extra dirt outside. To combatthis, the POWs developed a system of signs to alert the tunnel workerswhen a ferret was on the prowl and heading in their direction. Withtime to put away tools and clean up, the POWs knew that the tunnelingwould continue.

This wasn't always a good thing, though: Sometimes a ferret would learn of atunnel and wait until it was almost fully ready before getting a fleet of heavy trucks toroll above the tunnel and cave in all the hard work, crushing spirits along with thetunnels themselves.

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— 44 —

Mission 8:DelousingBreakout

CHARACTER: MacDonald

Now wecheck back in onMacDonald who'sabout to engage in arescue mission tosecure the freedom oftwo British officers.

It's a rough job but somebody's got to do it, andsince he's already been through worse…

Mission Objectives– Get a disguise.

– Get the pocketknife.

– Cut the telephone wire.

– Get the delousing pass.

– Escort the POWs.

– Get the timetable.

– Return to the camp.

Get a DisguiseFor starters, speak tothe gent sitting in thecorner, and he directsyou to pick up agoon's uniformlocated under thebuilding MacDonald is currently in.

Exit the room, take a right, and run down the hall and out the door.

Once outside, whenthe coast is clear, headbehind the building.Make sure nobody'saround or it'll be ashort mission.

From the side of thebarrack, hold StanceChange till MacDonaldgoes flat, then shimmyforward under thebuilding.

On the opposite sideyou spy a bundle thatcontains the stolenuniform. Snap it up,then head back out.

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Before heading backout, make sure noguards prowl about.Then roll out and headback inside.

Once back inside, whipout your shiny newgoon suit. Now it'stime to head for thecommandant'squarters and thepocketknife.

Get the Pocket Knife

Go down the corridorrunning left andthrough the doorwayleading right.

Once outside, jog overto the menacing-looking gate to thenorth.

Speak to the guardstanding watchoutside thecommandant'scompound. He hasslesyou a little, but then he lets you through"just this once."

Go through the gateand around the back ofthe central building.Keep a wary eyepeeled for nosyguards.

From the rear of thebuilding, crawlunderneath and to thesouthern corner to findthe pocketknife.

Back out and jog dueeast toward the twobuildings in the backcorner.

Cut the Telephone Wire

Keep jogging east andyou pass some cratesand a series of barrels.Turn right at the end ofthe building to find thephone wire.

The phone wire is inthe center. Pull outyour pocket knife andcut off their communi-cations.

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— 46 —

Get the Delousing Pass

Now backtrack west,between the buildingsand to the structureopposite the one youfound the knife under.

After heading inside,turn left and gothrough a seconddoorway to find somebad guys.

Grab the pass on thedesk. The guard asksyou a few questionsand then lets you go.

Now head backoutside and into thecommandant's office(the central buildingunder which you foundthe knife).

Inside, continueforward to the nextdoorway. Have yourpass ready as youhead deeper inside.

In the back of thecommandant's office,move to the table inthe corner and makeyourself official bystamping your own pass.

You need to get backto make roll call.

Uh-oh … thecommandant'sreturned! Quicklyabout-face and headto the corner to hidebehind some crates.

Hang back here till thecommandant does alazy circle, then headup to the door. Peerthrough the keyholebefore going through!

The chap checking outthe books needs a hug(or a good choking, ifyou prefer). Open thedoor and sneak upbehind him.

CAUTION A timed event beginsimmediately after the next step, so be onyour toes!

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Race back to the gate.Don't forget! You'rebeing timed!

At the gate, presentyour legitimate papersto the guard and heallows you back intothe prison's generalpopulation.

Run between the firsttwo buildings.

Duck through the firstdoor on your right,then quickly changeback to your "prison"garb.

Head through the doorat the end of thehallway and back intothe prison yard whilethe clock ticks down.

Keep sprinting untilyou reach the camp'ssouthern corner withjust enough time tomake roll call.

Escort the POWs

Once accounted for,about-face and headalong the right side ofthe camp. Check thatyou're not beingwatched, then switchback to the goon suit.

Continue to the lastbuilding on the right,around the corner tothe left, and speak tothe two POWs.

After quick conver-sation you're ready to escort them tofreedom.

POWs in tow, head tothe commandant'scompound and useyour pass to get pastthe guard and into theless secure area.

Safely through, headnorth until you spotsome tire tracks in theground. Lead the POWsdown these tracks.

TIP The POWs follow onlyif you stay fairly close to them,so walk them out.

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The road leads to aparked truck. Headjust past that andcome to anothersecurity gate.

Before long, you cometo the final securitycheckpoint. Show theguard your pass andhe tries to ring thecamp for more info.

Despite the phone linebeing cut, thecommandant picks areally bad time (forMacDonald, anyway)to come to the securitycheck. The POWs freak out and hightail it.

Get the Timetable

This leaves you alonewith the commandantand assorted heaviesapproaching. Turn anddash back toward thecompound.

If the commandantsees you, it's curtains,so head off to the leftfrom the parked truckand run toward thefence to thesouthwest.

Now hang back hereuntil the commandantgets to the securitycheckpoint, then dashback into thecommandant'scompound to the left.

At this point, you mustsecure the timetable. Headback into thecommandant's area, pastthe guard ahead, thentake a left heading east.

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Go between thebuildings to the lastone on the right, andhead through the door.

The timetable is on thetable over which theguard hovers. Hedoesn't much care foryou, so head to theback of the building.

FollowingMacDonald's advice,flip on the radionearby and watch asthe guard approachesto listen in.

After he vacates hisdesk, run over andgrab the timetable,then head backoutside. We're nearlyall the way home.

Return to the Camp

Back outside again,head back to thegates, show your pass.

MissionAccomplished!MacDonald onceagain emergesvictorious in hisconfrontations withthe enemies andcan take somesolace in the fact that he rescued a few good men.

The Real Great EscapeWhen it comes time to actually dig a tunnel, you can rely on the same three things most important to anybusiness: Location, location, location.

When you live in a hut that's above ground on a wooden plank and the only thing that goes all the waythrough to the ground is your stove, you don't have many options. Of the more than 105 (!) tunnels dug at StalagIII, the vast majority led down through the stoves and into the ground.

Even when you get the entrance done right, and keep it hidden from the constant checks by the Ferrets,you've got one major problem: dirt, and lots of it. It's not going to simply vanish.

The secret the POWs used was to deputize other POWs (who called themselves "Penguins") to get them tospread the dirt around the prison. The Penguins would fill a sock or other piece of clothing with dirt, hide thatinside their pant legs, and then casually walk around the prison, dropping dirt with each step.

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Mission 9:Reconnaissance

CHARACTER: Hilts

Hilts has to escape the prison camp todo some recon of the surrounding area,though his goal is not to get away. Hewants to be recaptured and to return to the camp with the information.

Visit Manufacturer

Hilts first needs to talkto the gent seated inthe corner to learnabout Sedgwick themanufacturer.

Head out into thehallway going right,then make the first leftto come to a door.Check the keyhole,then head outside.

Head straight across tothe next building overand enter.

Collect a pair of firstaid kits.

Move to the doorwayon the left wall. Checkthat it's clear, thenhead out.

— 50 —

Mission Objectives– Visit manufacturer.

– Cover the hiding place.

– Cut the fence.

– Escape from the camp.

– Enter the woods.

– Go throughthe woods.

– Head forthe river.

– Escape toSagan.

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Once again, headstraight across theyard to the nextbuilding over andenter.

Move to the rear of thebuilding where youfind Sedgwick.

Cover the Hiding Place

Uh-oh, randomsecurity check. HaveHilts slide the variousbookcases overSedgwick'scontraband.

While Hilts plays itcool, the guardsrummage about,looking for banneditems. Too bad theywon't find any.

After the guardsdepart, slide back thethird shelf from theleft and get the wirecutters.

Cut the Fence

Now take the firstdoorway on the rightfrom Sedgwick's room,and jog across to thenext building over.

Take the left-leadinghallway to the nextdoor, check forbaddies, then journeyoutside and head tothe building to the west.

Once inside, take thefirst left and head outthe next door. Note thefence to Hilts's right.

After you reach thefence, break out thewire cutters and getclipping.

Escape from the Camp

Go prone and crawlthrough the gap youmade to exit the campand continue with themission.

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Enter the Woods

Strike out northwestand you're gentlyguided into the depthsof the woods.

In the woods there'sonly one way to go—straight ahead!

Go through the Woods

Now the missionbecomes a mad dash.Just keep moving,even when confrontedwith soldiers, bullets,and anything else.

These flashlight-wielding guards are of no consequence.Put your head downand run!

At the stone houseahead, take a hardright as you crest ashort hill.

Head for the River

You spot a truckcoming down the road.Ignore it and keepchugging along.

After you pass thetruck, keep zippingnorth and you findyourself in a shallowriver.

Escape to Sagan

Continue north-northeast, with bulletswhizzing by.

You soon come acrossa stone fence. Use thewood pile to the rightto vault over it at fullspeed then hang aquick right.

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TIP It is best to wait at the bottom of theslope for the alarm to fade, otherwise the guardswill shoot to kill.

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Recon Complete!

With the entrance to the body of the tunnel taking shape,the really dangerous part happens. You didn't think thatgetting caught digging an escape tunnel was the worst ofit did you? Imagine being 20 feet or more underground, in asmall hole when, all of a sudden—cave-in! Now hope thatyour buddy (always dig with the buddy system) can dig youout before you go from digging dirt to sleeping in it …forever.

The easiest way for the POWs to prevent a cave-in wasto use as much wood as possible to prop up the top. With alimited amount of wood, this becomes difficult.

The solution the POWs came up with was to take planksof wood from their beds. This made things unpleasantwhen you couldn't lie on your bunk bed because it mightbreak and crush the poor guy beneath you.

Though he ends up recaptured, it was all apart of the plan, and Hilts comes away withsome very valuable intelligence on thesurrounding area.

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The Real Great Escape

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Mission 10: The Great Escape

CHARACTERS:Sedgwick, Hilts

This is it: the game'seponymous mission—The Great Escape.You controlSedgwick andHilts as theyattempt to gainfreedom forthemselves andtheir compatriotsvia a tunnel, 30 feet of rope, and some good ol'fashioned sabotage.

Speak to Hendley

Have a quick chat with Hendley and hegives you the Vorlagergate keys.

Speak to Ashley-PittNow turn left and headto the door. Do a quickkeyhole check to verifythe location of theguard outside.

When it's all clear,head through the doorand move left. Take asecond left at thecorner of the buildingheading west.

Head right when youemerge from betweenthe two buildings, andgo through the firstdoor on the right.

— 54 —

Mission Objectives– Speak to Hendley.

– Speak to Ashley-Pitt.

– Get the rope.

– Examine the generator.

– Get a wrench.

– Sabotage the transformers.

– Get the rope to Big X.

– Set up the ropesignal.

– Signal to the POWs.

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Inside, talk to Ashley-Pitt and heagrees to cause adiversion for you.

Get the Rope

Ashley-Pitt headsoutside and startsraising a clamor. Have Sedgwick exitthrough the rear (toavoid the spotlight)and go around frontonce more.

Now move to theVorlager gate. Walkstraight to the fenceahead, hang a right,and you'll soon tripover it.

Once through the gate,head due east to grabthe rope lyingunderneath a shed.

Examine the GeneratorNow let's take a peekat the generator.Quietly head southwestfrom where youlocated the rope andduck down the narrowalley to the left.

Get a Wrench

Head through the firstgateway on your left,and close it behind youjust in case.

Just inside this pen,you find the generatorhumming along. It'sgoing to be shrapnelsoon.

Head back to the gate,but peer over the wallbefore stepping out.

Once back outside,head right and returnto where you found therope. Hang there for amoment and watch forpatrolling goons.

CAUTION As soon as you send

Ashley-Pitt to create a diversion, you

trigger a timed event so don't dawdle!

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When the coast isclear, head to thehouse just south of theshed. Move around tothe opposite side.

Engage stealth modesbefore entering thedoor. Then move insidevery quietly.

Spot a guard snoozingin a chair. Sneak byhim carefully and head left.

Grab the wrench fromthe desk.

Sabotage theTransformers

Now take Sedgwickback to the generators.Keep an eye peeled formeandering goons asyou hightail it back tothe generator pen.

Pull out the wrenchand sabotage bothgenerators.

Head through the doorto the right and takeout the controls.

Get the Rope to Big X

Back out, go past thegenerators again,move around to theleft, and start joggingnorth.

At the corner of thebuilding, peer aroundto make sure the pathis clear, then startrunning west.

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TIP Check those keyholes before wandering

through a doorway.

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Follow the fence untilyou get back to theVorlager gate and headthrough it.

Go northeast back tothe barracks in whichyou started.

Inside, descend intothe hole to track down Big X anddeliver the rope.

Down in the hole, hopon the cart and wheelyourself into the inkydepths.

At the end of the firstcart ride, go prone toboard another cart forthe second leg of yoursubterraneanadventure.

At the end of yoursecond cart ride, youfind Big X and Hiltshanging out. Turn therope over to Big X.

Set up the Rope Signal

From this pointforward, you controlHilts, with the recentlyacquired rope.

First climb the ladder and exit this dank hole.

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Move to the tree andbush directly aheadand set up the ropesignal.

Signal to the POWs

With the rope signalset up, it's time to getyour friends out, butwatch for the guardsbefore you yank on it.

In short order you'llhave accomplishedyour mission andmanaged to strike stillanother blow againstyour tormentors.Congratulations!

Ride that Train

With the GreatEscape concluded,it's time for Hendleyand Blythe to catcha ride on the rails. Of course it's a bit morecomplicated then it sounds, namely because Blytheis blind….

The Real Great EscapeWhen you're deep down in the earth digging tunnels, air is luxury item. Forexample, a two-foot by two-foot cave under 30 feet of dirt doesn't get a lot of air.

Without it, the tunnelers have a hard time maintaining consciousness, letalone digging.

However, the POWs came up with an ingenious way to get air to the"miners" below. Using materials that were procured from the huts or

"liberated" from the Germans, they made hand-held air pumpsand placed them at the entrance to each tunnel, ensuring asteady, if low quality, stream of air.

In addition to making breathing a bit easier, wooden railsand wheeled sleds (think makeshift mine carts) were built into

the tunnels, helping to get the diggers into the tunnels and thedirt out as quickly as possible.

Amazingly enough, in some cases, lights were even installedthanks to a quick-thinking POW who spotted some unattended

electrical wire and snagged it. Bad news for the guy that wassupposed to guard that wire—when the tunnel was discovered, he

was blamed for it and executed!

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Get Blythe

Have Hendley handover his ticket to theconductor at the outsetof the mission.

Now chat with Blythe.Take him to the backof the train so thathe's in position forescaping.

To control Blythe,press and hold theBlythe Orders button,then select from oneof three options: standup/sit down, stop, andfollow.

First, have Blythe getup, then have himfollow Hendley to theback of the car.

Now move to the nextcar, open the door, andwait for him to catchup (he's a bit slow).

Keep moving to thethird car, while Blythefollows.

Mission 11: Last Train Home

CHARACTERS: Blythe, Hendley

After making the great escape, Blythe andHendley board a train that they hope willlead them to freedom.Unfortunately, thepresence of SS troopslooking for escapedEnglishmen make thismore than a lazy ridethrough the Germancountryside.

Mission Objectives– Get Blythe.

– Hide from the Gestapo.

– Find a key.

– Jump fromthe train.

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By the time you reachthe tail end of the thirdcar, the Gestapo showup hunting forEnglishmen.

Hide from the Gestapo

Duck into the watercloset at the end of thecar on the right side.Close the door behindHendley and Blythe.

Peek through thekeyhole and watch forthe Gestapo agent. Itmay be a bit, so justsit tight and ride it out.

Eventually he showsup. Wait for him tomove out of the caryou're in.

Find a KeyOnce he moves out,head out of the watercloset (make Blythestay) and move towardthe front of the train,shadowing theGestapo from a safedistance.

Once you reach car 5,take to the train's roofvia the ladder.

After you've taken tothe roof, continuemoving forward. Don'tfall off the edges of the car.

To leap from car tocar, move to theedge of one car,wait for thetelltale arrow,and press Actionto make a safeleap.

CAUTION When traversing the

train's roof, be wary of oncoming obstacles

such as tunnels. Moving stealthily keeps you

from getting nailed.

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Once you clear car 4,head to the far end ofcar 3 and slide downthe ladder on theroof's right side.

This deposits you onthe side of a speedingtrain! Watch your stepas you sidle along tothe open doorway justahead.

Before steppingthrough, peer aroundthe corner to find arather unfriendly face.

When the guy turnshis back, have Hendleyapply a little pressureto his neck.

Then continue forwardwhere a studious-looking fellow isstanding. Pick hispocket.

Proceed through thedoor and hand yourfirst-class ticket to theticket-taker.

Duck into one of thecompartments andwait for a soldier tocome along. When heturns to leave, bringthe pain.

Continue forward tothe next car, finallyentering the very firstcar on the train.

Inside you find twofirst aid kits and thetrain keys.

Gather the booty, headto the back left corner,and crouch to hidefrom an approachingsoldier.

When he turns around, sneak out and choke him.

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Now return to car 3(the car you initiallydescended into) andfind a cache of goodieslocked in the cage: anArminius M10 revolver,first aid kit, MP 40submachine gun, andrevolver andsubmachine-gunammo.

Find another first aidkit to the left of theweapons locker andanother just behind it.

Arms all collected,head back out and upthe ladder to the roofagain.

The second you setfoot on the roof, thegoon squad attacks!Draw your gun andreturn fire.

After the hail of gunfireceases, continueforward across theback of car 3, but beon your guard!

Halfway up, you'reassaulted again.Steady your hands,take aim, and blowthat Gestapo agentaway.

Hopping across to car4, you once againcome under enemyfire. Keep your cooland return fire inmeasured bursts.

If you manage to getup close and personalwith a foe, feed himthe butt of your MP 40.

At car 5, head downthe ladder and makefor the doorway to car 6.

Barrel through the car.Don't shoot theinnocent people (youneed to save yourammo).

CAUTION From here you head backup to the roof, where a goon squad waits. Havea weapon armed prior to mounting the ladder.

TIP If you're getting shot to pieces be sure to

use your first aid kits. There's a lag in using them,

so use them sooner rather than later.

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Open the door to car7, and you find twogoons hanging back(with a third on hisway). Step forward,plant your foot, andkeep firing until you'vepainted the walls.

Halfway through car 7,another soldier comesstorming at Hendley.Show him thebusiness end of yourMP 40 then keepmoving.

Continuing forward,you pass through car 9unmolested until youcome car 10, whereyou deposited Blythe.

When you reach thewater closet Blythe'sstashed in, turnaround and mow downthe four Gestapoagents.

Gather up Blythe andexit the door to the leftof the bathroom.

AndAway We Go

And with that,Hendley and Blythe(with a littlecoaxing) leap fromthe rear of the train.

The Real Great EscapeDigging a tunnel isn't an exact science, and even the best-laid plans can go awry. When the

first POW poked his head out of the tunnel, he panicked, seeing that the tunnel was muchshorter than planned—it was much closer to the guard towers thanthe POWs would have liked. The situation became tense, and a

decision had to be made. All of the forged passports andpaperwork were dated for the following day, much longer thanit would take to start digging again and add those vital extrafeet to the tunnel. Either the POWs chanced it and went thatnight, or it would all have been for naught and the escape

would be called off. The taste of freedom, however brief it mightbe, was far too alluring to the POWs and a signaling system was

rapidly put into place. The first man out of the tunnel would hide out ofsight, and then use a rope to signal to the others and let them know when the

guards patrolling the fence had little chance to see them. The system worked andmen started to trickle out of the tunnel and into the snow.

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Get a Key

Run straight ahead tothe nook in the left-hand wall.

Turn around and alocomotive and itscargo comeslumbering by, almostsquishing poorMacDonald.

Head back out into thetunnel and continueeast, stopping short atthe end of the tunnel.

Now turn right andstand in front of thelarge parked trainimmediately in front ofMacDonald.

Peering around thecorner, you see apacing guard.

Mission 12: Behind Enemy Lines

CHARACTER: MacDonald

Now it's MacDonald's turn to try to escapethe country, attempting to go via rail as didBlythe and Hendley. Will hebe more successful? Notbloody likely…

Mission Objectives– Get a key.

– Enter the military area.

– Enter the civilian area.

– Buy a ticket.

– Exit the station.

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When you know wherethe guard is, head tothe left side of theyard and jog throughsome lumber andrailroad ties.

Continuing forward,you come to a smallstructure. Sneakinside, minding thesnoring guard, andgrab the door key onthe table.

Enter the Military Area

Head back outside,checking for otherguards.

Cross the yard to themilitary trains, stillchecking formiscreants.

Head into the doorwaywith the black crossover it.

Move to and throughthe door (after, ofcourse, checking thekeyhole).

Enter the Civilian Area

Go down the hall and,before rounding thecorner, peer over andsee if any guards arepresent, then headaround the bend.

Now duck through thefirst door on the right,and enter a room fullof luggage.

Move to the back ofthe room where an airvent is close to theground.

Go prone and sendMacDonald scurryingthrough the air vent asit heads due west.

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Exit the duct andcarefully move downthe slope leading west.

From there, headaround the bend andmount the next ductleading upward,following that until itlevels out.

At this point, you spyanother hole tosqueeze through andout into a normalhallway. Head left andthrough the first dooryou see.

In the next room,check the nearby tableand grab a handyhacksaw blade.

Head into the nextroom (a lavatory) andscoop up the bottle,then head back outinto the hallway.

Go left and take thefirst hall leading left.

Bop through the firstdoor you come across,then hang a right tothe barred hole in thewall to the right.

With the hacksaw inhand, chew throughthe wrought iron bars.

Turn around and moveto the big red buttonon the opposite wall.Press it to set off thealarm.

Shimmy through theformerly barred holeinto a room with a fewcrates and anotherdoor.

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Head through the door,turn left, and gothrough the doordirectly ahead.

Inside you findanother grating justbegging to be sawedthrough. Don'tdisappoint.

Enter the hole, andcrawl to another grate.Whip out the hacksawand make short workof that one, too.

Buy a Ticket

In the next room, twistthe valve on the leftwall. Then headthrough the door.

The janitor'sdistracted, and you'rein a washroom. Headto the exit in theopposite corner.

MacDonald emerges inthe main lobby of thetrain station. Cross tothe ticket counter andprocure a ticket.

Turn around and makefor the lobby exit in thesoutheastern cornerwhen a chap calls youover. Gulp!

You forgot yourchange. Go to theticket counter andcollect your cash, thenhead for the exit oncemore (you can checkfor gray hairs later).

Exit the Station

On the train platform,get out your ticket andID and proceedforward.

Hand over your ticketand ID to the gentasking for them.Unfortunately, heneeds to double-checkyour ID.

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That sick chill goingdown your spine is thesudden realization thatthe jig is up.

Run straight for thenearest guard anddrop him with a well-placed blow to hisglass jaw.

Next you come across the SSofficer that made you. Wind upanother haymaker and drop

him where he stands, then it'soff to the races.

Begin sprinting eastand down the first setof stairs MacDonaldcomes across.

Barrel down the hall inan adrenaline-inspiredsprint.

Up the next stairwell,head left and towardthe opening with thestained-glass hangingabove.

As you enter the nextroom, a guard rises togreet you. Show himMacDonald's well-calloused knuckles.TIP From this point

forward, run, run, run until you

hear otherwise.

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Turn left and continueyour mad sprint downand to the right.

As the tunnel opensout into the exit, turnleft and be prepared todeal with an unfriendlyGerman shepherd.

Ignoring the guard, theshepherd grabs hold ofMacDonald's arm.Press Attack/Stranglerapidly to shake himoff, then make a maddash for the exit.

Freedom beckons! Runlike the wind,MacDonald!

You Win Some, You Lose Some

Well, MacDonaldmay be a bit worsefor the wear but atleast he's stillbreathing.

Now let's see how Blythe and Hendley are faring.

The Real Great EscapeThe added time it took to use the signaling system, and the timenecessary to put it into place, slowed the pace of the escapemuch more than anyone would have dared imagine. By the earlymorning, only 76 men had escaped. With daylight coming up soon,the word was quickly passed that anyone with a number in theescape line over 100 was, sadly, not going to get their chance.Disappointed, the men stayed in the hut, knowing that they would behassled in the morning for attempting to escape, but avoiding getting shot forwalking outside a hut during the night. Unfortunately, 100 men did not make itout of the tunnel. The 87th man, confusing the "stay there" signal with "gonow," exited the tunnel at the same time as a German soldier happened to beonly feet from it. A warning shot was fired and the alarm quickly raised. Themen already out of the tunnel began to run, hoping to get as far away as theycould before the guards went into the forest looking for them. Those leftbehind in the tunnel and the camp could do nothing except wish their friendsgood luck and wait for another day in the Stalag Luft III prison camp.

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Mission 13:Airfield Escape

CHARACTERS: Hendley, Blythe

Having had an unfortunate experiencewith travel by rail, Hendley and Blytheconclude that flying is the way to go.Unfortunately,that meansstealing aGerman aircraft.

Enter the Airfield

Have Blythe followHendley to the fence.

Wary of any guardspatrolling theperimeter, use the wirecutters to chewthrough the fence togain access to theairfield.

Once inside the field,head over to thenearby shack anddeposit Blythe inside.You'll return for himlater.

Find a Uniform

Head north across theairfield and to the leftof the leftmost hangar.

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Mission Objectives– Enter the airfield.

– Find a uniform.

– Locate a plane.

– Get a starter crank.

– Get a valve handle.

– Get a key.

– Refuel the plane.

– Fly away!

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Coming around theback of the hangar,you spot a rusty watertower. Head to the nexthangar over.

Entering the centralhangar from the rear,carefully move,watching for anyguards lurking inside.

Once the flighttechnician disappearsto the left, run up tothe nearby table andbag a technician'suniform.

Retreat to the hallwayyou entered throughand quickly changeduds.

Locate a Plane

Head out the dooronce more, then hanga right and startjogging southeast,between two hangars.

In front of the centralhangar is a vehicle. Noone's using it, soborrow it.

Notice a plane to thesoutheast. Roll yournew wheels over thereto have a look.

Perfect! This plane will do nicely.

Get a Starter Crank

Now enter the hangarnext to the plane andmove to the table inthe rear.

Acquire the starter crank.

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Get a Valve Handle

Head back out to yourjalopy and proceed tothe tower just behindthe central hangar.

At the tower, gothrough the doorwayto the left side of thebarrels.

Head across the halland climb the stairsyou come to.

You should see aguard doing his roundsat the top of the stairs(if not, wait for him).When he passes,strangle him.

Head into the nearbyroom, hang a quickleft, and zip to thetable to grab the IDcard.

Lope back down thestairs and hang a rightat the next inter-section.

A guard wants to seesome ID. Provide it,then enter the nearbydoorway when heallows you past.

Here you find the valvehandle, which youneed to fuel the plane.

Get a Key

Head back out into thehall, past the guardand out the door to the right.

A sharp left takes youbehind the barrels andthrough anotherdoorway.

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Afterseveral

excruciatingflights of stairs,

Hendley emerges inthe tower.

These two gents needto be subduedseparately.

Once they are in thesepositions, run over andtake out the fellow inthe dark blue togs.

"Relax, it'll all be overin a second…"

With the one down, theother's a snap. Justget behind him and dowhat you gotta do.

The second fellow, asit turns out, wascarrying the fuel truckkey. With that, headback to your wheels.

Refuel the Plane

The fuel trucks areeast of the tower. Stepon it and get overthere—Blythe must be positively frantic by now.

Hop into the fuel truckand return south to theplane.

Park the fuel truck asclose to the plane aspossible, then move tothe aircraft to beginthe fueling processwith the valve handle.

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With the plane toppedoff, it's just about timeto go … but aren't youforgetting something?

Fly Away!

Hop back into the fueltruck and go and pickup Blythe. He's still inhis shack nearly duewest of the plane.

It's a quick return tripdue east to the plane.

With Blythe turning thecrank, the plane roarsto life! It's time to packit in and head back toEngland.

Off We Go!

That completes"The Misadventuresof Hendley andBlythe." Now werejoin MacDonald for a pair of missions.

The Real Great EscapeAs you can imagine, the German guards weren't too pleased with the escape. In fact, word rapidly went all

the way up the line of the German military until it reached Adolf Hitler. His response was simple:"Any prisoner found during an escape is to be shot on sight." He quickly changed that order to

"over half are to be shot and cremated," and the directive was passeddown the line of command. Under the Geneva Convention (which is a

basic set of rules and guidelines on how to treat foreign prisonersof war), so long as a solider carried some form of identification or

rank on him, he could not be shot as a spy. This meant that thePOWs who were carrying these items (and most, if not all of them,

were) knew that they would be returned to the camp without the ultimatepunishment. They would surely be punished, locked into solitary

confinement for a long time or maybe even transferred to a moreremote and secure prison, but life would go on and the hope of

returning home would remain. Surely the German Army wouldfollow those rules and not shoot unarmed men trying

to escape home.

.

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FleeThe Gestapo agentswaylaid, take off at amad dash headingdown the streetrunning northeast atfull throttle.

At the first fork, take asharp right and rounda corner headingstraight toward aparked truck.

Head through the doorahead, then motor pasta series of crates asyou barrel down anarrow alleyway.

The road comes to anabrupt dead end.Clamber up the cratesin MacDonald's path.

Turn east, drop fromthe wall, and keeprunning (ignore thesoldier who pops up totake some potshots atMacDonald).

Ignore the next roadstriking off to the rightand keep headingforward, rounding thestreet as it leads left.

Mission 14: On the Run!

CHARACTER: MacDonald

Now we turn to everybody's favoriteScotsman, MacDonald, as he makes hisfinal run at freedom.Seemingly an entirebattalion of the ThirdReich is nipping at hisheels in this high-speedfoot race.

Mission Objectives– Flee.

– Keep running.

– Escape.

NOTE On this mission, escaping is everything.Don't stop moving (except in very rare instances) anddon't engage any foes in protracted battles.

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Sprint past anotherparked truck. Keepfollowing the roadthrough a narrow gap.

Spy a staircase to theleft. Take those stepsthree at a time, withGerman shepherdsnipping atMacDonald's feet.

After exiting the stairs,follow the ledgearound the bend,dodging bullets andgenerally making theenemies really workfor their money.

Before long you cometo the end of the ledge.Drop through the gap,onto the crates, andhead east into thetunnel.

Spot an open manhole.Grab the ladder, swingMacDonald over, andhead down.

Keep RunningOnce you're in thesewer, take the pathleading to the left andkeep running as thesplashing waterechoes.

Take the next left(ignoring the path tothe right) to find theladder leading back todaylight.

Weave between twosets of crates, andmake a beeline for thestairwell loomingahead.

Barge through the doorat the top of the stairs,then duck to the left.

Push the crate in thecorner so that it blocksthe door, buyingMacDonald some extra time.

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Heading to the back ofthe room, grab the keylying on the table andthen zip through thedoor just to the left.

In the back right sideof the next room, nearsome file cabinets, baga first aid kit.

Exit the doorway justahead, clamber atopthe flower beds, thenjump across to theroof just ahead.

Make a sharp left andleap across to the red-tiled roof. Watchyour step!

Continue straightahead ripping downthe red tiles until youreach the edge of the roof, then swingright and leap to thegray roof.

One last jump to go!Run west and leap to the invitingwalkway just ahead,strewn with severalflower boxes.

Dart through the floralarrangements, theneither zip through thedoor or hop over andthrough the nearbywindow.

As you come throughthe window, youpractically step onanother first aid kit.

Head around thecorner and find some stairs leadingdown. You're nearlyhome free!

In the next room, headdue east ignoring thedesk, door, and otherassorted objects. Runfor the far desk,however.

That desk holdsanother first aid kit,which you may yet need.

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Down the corridor tothe left you enter afairly large roomdecorated with someodd tapestries.

Leave that building fora spacious courtyardframing a fountain.Head past the parkedcar and down the roadto the right.

Follow the road as ittwists and turns, pastan obelisk and downand to the left.

Keep heading north,ignoring the spurleading right, andcontinue to the left. Trynot to sweat theGerman shepherds inhot pursuit.

Before too long, youcome to another pathleading right, just pasta bicycle. Head downthis corridor and watchfor that approachingpuppy!

Racing down this fairlynarrow alleyway (don'tlook back!) you spot afew crates alongside awall. Mount them andhead over the wall.

EscapeOnce on the other side, proceed into therear entrance of asmall cafe. Ignore the scowling cook and head into the next room.

In the cafe proper, theenemies show up tolock the joint down.Duck into the doorwayto the left and grab thecoat and hat.

Duck into the watercloset at the end of thehall and don your newduds, then make yourway back into thedining room.

Now, back in the cafe,walk (don't run!)toward the exit. Don'tdraw any undueattention.

Tip To get rid of the dogs, grab the meat from

the table in the market stall to your left. When the

dogs come, throw the meat on the ground and they

go for that rather than you!

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Exit through the frontdoor, past the unsus-pecting guards anddown the street to the west.

As soon as you're afew feet from theguards, make one last mad dash forfreedom!

Woe to thevanquished! And with that,MacDonald stridesinto the sunset,leaving his pursuersscratching theirfairly empty heads in abject puzzlement.

The Real Great EscapeThe captured men were quickly handed over to the Gestapo (thesecret police of the German military), and that must have been

when the POW's started to wonder. Usually, an escaped POWwas handed over to the civilian police and held until hecould be returned to the prison from which he escaped.

Having the Gestapo pick you up is something altogetherdifferent—many times worse. The Gestapo weren't above

the law; they were it and they were free to do almostanything they wanted. Both the German military andGerman civilians were deathly afraid of them, and forgood reason. Fifty of the men were rounded up by theGestapo, taken to fields and allowed to rest and thenshot to death. In almost every case, the report waswritten the same way: "The prisoners, whilstrelieving themselves, bolted for freedom and wereshot whilst trying to escape." It was obviously a lie,but the end result was the same. Fifty Allied Airmenwho heroically fought for their countries weremowed down like cattle.

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Rendezvous with Anton

Jog right until you seea strip of exposedearth. Go prone andstart crawling east,parallel the river.

As you crawl past thefirst tree on the rightyou find a "Jerry"standing alongside theriver. Continueslithering forward.

Hug the riverbank, andafter you crawl past asmall rise, pause andlook for a guardtrotting back and forthto the east.

Once the guard movesout of sight, get toyour feet and startjogging carefully to therightmost set ofrailroad ties.

Hang back behind theties until the guardventures off to the leftand away fromSedgwick. From there, get cracking to the east.

Head underneath thearchway of the bridge,moving toward theblock and tacklesuspending a clutch oflumber in the air.

Mission 15:ResistanceCollaborator

CHARACTER: Sedgwick

We now meet up with Sedgwick, who'smade a deal with members of the FrenchResistance: If he helpsthem accomplish theirmission, they'll get himto a free country. Itsounds good on paper…

Mission Objectives– Rendezvous with Anton.

– Find a disguise.

– Return to Anton.

– Get onto the bridge.

– Obtain someexplosives.

– Exit the area.

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Anton waitsunderneath thelumber. Talk to him,then it's off to securea uniform.

Find a Disguise

Behind Anton's hidingspot (a series of rails)peer around the cornerto check where theguards are.

Once the guard beginsto head away fromSedgwick, rush outand make a break forthe small house.

Inside the house, inthe back, is a set ofworker's clothing. Putit on to blend in withthe other laborers.

You may be tempted togo back and seeAnton, but exit thehouse and move west.

Proceed to the truck inthe distance (don'tsweat the guards), andin its bed find a coil ofwire. Now head backto Anton.

Return to Anton

Meet up with Antonbehind the rails oncemore, have a quickchat, then head to thefellows swinging theirpickaxes.

Get onto the Bridge

Talk to the burly fellowin front and he initiatesthe distraction at yourcommand. Put yourgame face on.

Diversion started, jogup the hill to the rightand wait for the guardat the top to check outwhat all the fuss isabout.

CAUTION The next sequence is a

timed event. Be ready to move as soon as you

start the process.

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As the guard movesaway from his post,head over to thenearby ladder. Startclimbing.

When you reach theplatform, don't tarry!Mount the next ladderand continue climbing.

Obtain Some Explosives

Once you reach thetop, dash along the leftedge of the bridge.Watch your step,though! It's a long way down.

Keep running along the left edge of thebridge, along the sideof a large locomotive.

Make a U-turn aroundthe rear of the trainwhere you spot anunsuspecting guard.

Sidle up behind himand apply a viciouschoke hold.

Just to the left, spot abox full of explosives.Gather up the TNT andmove to the right sideof the bridge.

Exit the Area

Start jogging backdown the right side ofthe bridge, past whereyou exited the ladder.

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When you come uponthe set of rails to theleft, be very quiet andcarefully pick your waypast the guard spittingoff the side of thebridge.

Keep sneaking forward and you passa large red train/cranecar. Pause and watchout for roaming interlopers.

From the crane, creepcarefully to the stackof crates in the middleof the tracks. Pausethere and check theguard's location.

Once the guard movesoff, climb aboard thecar just to the left ofthe oblivious laborer.

All Aboard!With that, Sedgwick rides the rails with a hail of gunfire at his back. The enemies are pretty awful shots, sothere's nothing toworry about.

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The Real Great EscapeOut of the 86 men that made it out of the tunnel, 83 were caught. Fifty of those wereexecuted and the remaining 33 were returned to the Stalag Luft III prison camp (or anotherprison camp). What happened to the other three?

They actually made it and escaped home. Per Bergsland and Jens Muller escaped andeventually made their way to Sweden. Bram van der Stok traveled out of Germany andthrough Holland, Belgium, France, and Spain before finally reaching freedom in Gibraltar.When word of the 50 executed prisoners reached the prison camp, it was given to theSenior British Officer. The new warden (the former one was arrested and subsequentlyspent two years in jail) told the SBO that 50 men had been shot while trying to escape.The SBO's first question was full of hope and easy to see coming: "How many arewounded?" "None" was the reply. A memorial and cemetery were built by thePOWs after getting permission from the Luftwaffe guards (many of whom wereoutraged by the executions and didn't want to be thought of as being like theGestapo) and, after the war, the memorial and cemetary were moved to theOld Garrison Cemetery at Poznan where both still remain to this day.

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Mission 16:Ambush!

CHARACTER: Sedgwick

The first part of his mission accom-plished, Sedgwick now finds himselfpinned down by the enemy in a massiveambush against him and his allies. Fromhere on out it's an "allguns blazing" affair,so keep that triggerfinger well-oiled andspare magazines at the ready.

Free the Resistance Members

Head straight throughthe opening in thefence and look for thebarn. The FrenchResistance membersare being held on theupper floor of thatbarn, so that's yourdestination.

Walk to the back sideof the barn and peekaround. One Germanguard patrols theperimeter of the barn.Not good. Sneak insideand avoid him for now.

Inside the barn, notethe ladder to thesecond floor. Actquickly and head up it,before the outsideguard makes anotherpass and spots you.

Another guard hasyour friends atgunpoint upstairs. Givehim the strangle holduntil he drops lifelesson the floor.

Drop his corpse andturn around. Behindyou, on the hay bales,find a Luger P05 pistoland one clip of ammofor it. How generous ofthe Germans to leaveguns lying around for you.

Mission Objectives– Rendezvous

with Anton.

– Free theResistancemembers.

– Recover thedetonator.

– Clear the north side of thetown of Jerries.

– Place the explosives.

– Place the detonator.

– Intercept the convoy.

– Recover the dossier.

– Exit the area.

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Talk to yourResistance friends andhear their tale of woe.The Jerries have takenthe detonator and aremassing in the town.Time to forgo stealthand get with the shootin'.

Recover the Detonator Head back down theladder and face theopen door in front ofyou. The patrollingguard is still there—give him a nice littlelead surprise to the head.

Exit and head left. Oneof the Resistancemembers is crouchedbehind a wagon. Talkto her, and she tellsyou to get thedetonator andeliminate the Germanpresence from thenorth side of town.

Turn the corner to theright, and you get anice little surprise.Three German guardspatrol the area. Usethe Luger.

Head past the corpseuntil you come to abroken-down car.Behind it and to theright is a smalloutpost, and that'syour next target.

Alongside the outpost,find the detonator, afirst aid kit, a Sten MK2 submachine gun andone mag of Stenammo. Take it all andget ready to slug it outwith the German Army.

Clear the North Side ofthe Town of Jerries

From the outpost, runalongside the truck andhead toward town.Look for the wall that'sbeen bombed topieces, as that's whereyou'll start laying downthe hurt.

Stand on the bombcrater and lookthrough the wall. Aguard sees you, butit's too late for him.Make quick work ofhim with a pistol roundto the head.

Take another stepforward, and find yetanother guard to putdown. After a fewwell-placed rounds hewon't trouble you, oranyone, ever again.

Ignore the next coupleguards and run quicklyleft. Beyond the pilesof wood, make a leftand head in the door tothe building.

Inside, find two first aidkits and two piles ofSten ammo. Take themall, then head backoutside to join thefight.

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Watch out as you headfor the door. A fewsneaky Germans arewaiting around it toambush you. Break outthe Sten and finishthem off.

Once out the door,quickly run into thechicken coop directlyin front of you. Thereare no chickens here,but there is a first aidkit. Take it, then headback outside.

Two guards are dug inand ready to shoot you,so make your aim trueand get them beforethey get you. Staunchyour wounds with firstaid kits as needed.

Look for the smallbrick building with twoentrances. Find a stickgrenade and a first aidkit inside. This buildingprovides good cover.

Back outside, you'vegot two more guardsto kill. One is behindthe bunker in thestreet and the other ison the second floor ofthe building with nowall. They are startingto get sneaky now, soshoot them before they cause you too much trouble.

Head back down thestreet and you've goteven more guards tokill. Three await you,two in buildings andone in the street. Oncethey are out of theway, it's time to blowthat bridge up.

Whoops … spoke toosoon. Watch outbehind you. One guardremains and he snuckout the door behindyou. Drop him andhead for the bridge.

Place the Explosives

After you've eliminatedall the guards, yourfriends show up.Quickly plant theexplosives on thebridge and run to thefirst building on the left after the bridge.

Place the Detonator

Through the door andupstairs, you find theperfect vantage pointto place the detonatorand blow up thebridge.

CAUTION The next sequence is a

timed event. Be ready to move as soon as you

plant the explosives.

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Intercept the Convoy

Enjoy your handiworkand watch that bridgeblow to pieces. Now,you must get thatdossier at all costs.

Recover the DossierHead back downstairsand take two lefts,hugging the side of thebuilding. Guards prowland shoot at you, butyou won't take toomuch damage justrunning past them. Thesmall building just tothe left and behind the barrels is your next haven.

Inside, find three clipsof Luger ammunition,a first aid kit, and aPanzerfaust. Hole upin the building and killall the guards whocome looking for you.You can expect atleast five corpses tolitter the ground, hopefully none of them will be Sedgwick!

Turn left, past thesmall barn on the rightand head for thebuilding behind thebarrel on the left.Inside find anotherfirst aid kit.

Hole up yet again andkill any guards thatcome your way. A fewshots in each makesquick work of themand clears the path.

Head outside and tothe left again. There isa half track with agunner shootingrounds at you, but payhim no mind (for now)and dash for thebuilding's brown door.

Heal up and pick up allthe supplies you can.Help yourself to twopacks of Sten ammo,two first aid kits, andanother Panzerfaust,then head out the door.

Through the smallcourtyard, find an opendoor and three guardsinside. Kill them andhead upstairs. Thedossier is close!

Stop halfway up thestairs. It's time to clearthe next room of thetwo soldiers guardingthe dossier. Switch tofirst-person view,select the stickgrenade, and lob it intothe room. Wait for theexplosion, then headinside.

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In the corner, you findthe dossier. It was a lotof trouble to get, but itwill be invaluable toyour Resistancefriends. Take it, alongwith the two packs ofSten ammo on the bed.

Exit the AreaRemember that halftrack with the machinegunner shooting atyou? Well, it's time toreturn the favor. Fromthe opening in thewall, give him a fewSten rounds and puthim out of your misery.

Drop down through the wall, and headpast the half track.Sedgwick is almostfree, with just a fewmore guards betweenhim and sweet, sweetfreedom.

With three guards tokill, the easiest thingto do is use thePanzerfaust ("armoredfist") on them. Thisrocket-propelledgrenade allowsSedgwick to blowthem up from a safedistance. Use both Panzerfausts on the guards, then youare home free.

Freedom

Sedgwick's talewith the Resistanceends, and he runsoff into the forestwith them, hopingto finally be a free man. Are his struggles all behindhim, or does another challenge await?

— 88 —

The Real Great EscapeOne of the worst aspects of the prison camp (if anything could actually beworse than being a prisoner of war) was the food. The "culinary arts" of theAllied army were a lot like the bombing of the day—mostly broad misseswith a few hits here and there. Most of the time, the POWs bordered on theedge of starvation and were kept in good spirits largely thanks to thefoodstuffs sent from home (yes, even in a WWII prison camp you canstill get mom's cooking sent to you). Most of the time, the POWs wouldpool these aid packages together so that every man could share in thespoils and never go hungry. Needless to say, day-to-day rationsprobably weren't complained about … too heavily.

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Mission 17:Full Throttle

CHARACTER: Hilts

Hilts must now make his final escapefrom the grasp of the enemy soldiers,and he plans to do it withpure style from the backof a motorcycle.

Mission Objectives– Get a motorbike.

– Get a uniform.

– Escape from town.

– Head for theSwiss border.

Get a Motorbike

Hilts is sporting a blueshirt and white pants.Steer west through thesparsely populatedforest and make forthe abandonedbuilding in thedistance.

After you reach thehouse, get out yourlockpick and pick thatpesky lock.

In the back of thebuilding you find ahandy coil of wire.Pick it up and headoutside.

Proceed to the nearbypost and use the coilof wire on it. WatchHilts string it acrossthe road.

Before long, aspeeding Germanmotorbike passes.Biker meet wire; wiremeet biker.

Race over and grabthe downed bike,climb aboard and open that throttle up.It's race time!

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Get a Uniform

Immediately steerwest, past thebarricades and outonto the patch of grass to the right.

From here, Hilts must run over to the guardhouse to the northwest veryquietly.

Note the guard goose-stepping about. Afterhe heads across theroad, run over and grabthe uniform sitting bythe guard post.

Disguised as theenemy, head back towhere you left the bikeand climb aboard.

Continue down theroad, past the guardpost, and on to town.

Escape from Town

Follow the roadthrough town until youcome to a trucklumbering around aright corner.

A scant few turns later you come acrosssome barbed wiredbarricades abutting a small barn.

Cut through the barnand spot a pile ofearth. Gun that throttle,daredevil!

After cruising off thepile of earth, you cometo a hard landing nearan enemy biker. Keeprevving that engineand get out of there!

Head for the Swiss BorderHanging a very sharp left, continuebarreling forward,ripping through anarrow canyon.

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If the bikers get tooclose, a swift kick tothe side quickly curestheir aggressivetendencies.

At the stone bridge,ride down theembankment on theright and then up theother side.

Whoa! Watch for thetank as you zip out ofthe riverbed. Don't runinto that multitonmonstrosity.

Continue down theroad, and a secondtank lumbers intoview. His cannon can'thit you, but do notcollide with him!

If the enemies menaceyou, ease off thethrottle and deliver aswift kick to the thighto fend them off.

The random guardsthat you spot along theway are of little conse-quence. Either runthem down (if they getin your path) or simplyspeed right on by.

This bit is tricky: Youcome upon a barriernot long after passingan inert machine-gunnest. From here, usethe ramp to the rightto fly clear over it.

As soon as you touchdown, you passanother barrier to yourleft. Just around thecorner, three soldiersare determined tobring you down.

They may get in a fewlucky shots but, at thispoint, you're practicallyhome free. Speed on tomake your escape.

Next to Last

With that, Hiltsmakes it to the finalleg of his journey.One more blastthrough the rollingcountryside and the Cooler King can cool his heelsin a much more friendly locale.

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Escape!

First up you come to abarrier with an enemysitting nearby. Blow byhim and continue upthe road.

Shortly after passingthe barrier, watch outfor the oncoming car.That would end yourescape in a hurry!

Just past the car,make a hard right and head south downthe road.

In the distance you spy a barricadedarchway. Twist thehandlebars and headoff to the road neatlyhidden to the right.

Very rapidly you comeupon two bouldersflanking a log. Gun it,hit the log, andintroduce the enemiesto the fine folks atMichelin.

Barrel underneath adowned tree andtumble down a shortslope.

Mission 18:Jump toVictory

CHARACTER: Hilts

This final mission featuresone of the most memorablemotion-picture sequences inhistory: Hilts's (a.k.a. SteveMcQueen's) motorcyclejump to victory andfreedom!

Mission Objectives– Escape!

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Head to the right of therunning enemy soldier,and roll your bike upand around the lip tocontinue to the left.

Follow the road west,minding the bulletsand assorted soldiers,and head into a narrowcrevice.

You pass a series ofhay bales insomeone's pasture.Keep heading westtoward the gap in thestone wall.

As the fighter planebarrels overhead,make for the next gapin the stone wall to theleft, flanked by anenemy soldier on amotorbike.

Make a hard leftthrough that gap,watching out for thetwo bikers coming uphard and fast. Kick ifneed be to keep themoff your back.

Continue west to spyanother stone wallending in a sign notingthe dangers of landmines that, unfortu-nately, lie just ahead.

Avoid the copiousmines by hugging thewall to the left, pickingyour way alongcarefully. Your pursuersblow themselves upalong the way.

The next hard rightsignals the end to theminefield, so open thatthrottle once more andmake a break for it.

An incoming fighterplane bombs a truckalong the roadside.Just don't collide withthe truck's husk.

Around the bend youhave to contend with amakeshift blockade.Thread the truck andthe bales of hay andignore the incomingmachine-gun fire asbest you can.

Racing along to thenorth, turn the bikewest as the road opensup. Before long you spota tank in the distancethat lets loose with athunderous clap (again,no worries unless yourun into the tank).

Just past the tank, zipup the side of the hill,over and past thebarrier placed squarelyin your way.

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Blowing down the roadheading south, you'reaccosted byexplosions. Keep yourcool and run down theguard standing on thebridge for goodmeasure.

As you enter a large,open meadow, make abeeline for the fence tothe left, then gun it,paralleling the fenceand racing over theberm directly in your path.

This handy shortcutlaunches Hilts over abarrier of boulders andshakes some nastypursuit in the process.

Coming upon a small,white farmhouse, takea hard right and motor west.

Barreling across theopen field, you comeupon a fence barri-cading the way. Bust a U-turn, and headback east.

Rocket along, lookingfor the depression inthe grass pointingtoward the fence.

Launch yourself off the depression. Hilts isexactly one step awayfrom breaking out!

Race to the end of theenclosed area and,once more, bust a U-turn and startbooking north.

Once more, point yourbike toward the smalldepression in thegrass and open thethrottle all the way!

The GreatestEscape!

And with that, Hiltsrockets to freedom!Congratulations,you've completedthe Great Escape!

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Secrets

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Victory!You have been partof the massbreakout of StalagLuft III, which isestimated to havetied up theresources of amillion Germansoldiers, Gestapoagents, police,workers, andcitizens.

This interruptionto the Axis warinfrastructure cameat a critical time.With the Russiansclosing in on theReich, Allied forcesadvancing throughItaly, and prepa-rations for D-Dayalready wellunderway, this wasa disruption that theGerman command could ill-afford.

It has justifiably been written down in history as the Great Escape.

THE GREATEST ESCAPE

Welcome to TheGreatest Escape!

Note the timer on the screen.

Just when youthought you'd seenit all, there's more! After clearing the game once,you unearth The Greatest Escape mode! Here youfind a Time Attack mode with a very limited amountof time to complete each mission. These missionsaren't for the faint of heart—only the hardcore need apply.

LEVEL SELECT

Clearing the gamealso grants youaccess to a LevelSelect mode so thatyou can skip to anyof the game'sstages to relive yourgreatest moments.

Secrets!

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When it's all said and done, an Allied POW needs all the help he can get, whetherit's from his fellow inmates or a handy set of cheat codes that allow for skippinglevels and unlocking a torrent of ammunition.

That's where the following codes come in very handy when you need that one lastpush to get through a level. And remember: Cheaters prosper!

Cheats

PlayStation 2 CheatsTo unlock The Greatest Escape and Level Select(enter at Main Menu):

p,l,p,r,o,R,o,L,l,r,o,p

To watch all the FMV and Movies (enter at MainMenu):

l,L,p,o,o,r,R,p,p,o,L,R

To have unlimited ammunition (enter at PauseMenu):

p,o,l,R,r,L,o,p,L,R,L,R

Xbox CheatsTo unlock The Greatest Escape and Level Select(enter at Main Menu):

4,8,4,3,4,8,3,7,3,3,3,4

To watch all the FMV and Movies (enter at MainMenu):

7,7,4,3,3,8,8,4,4,3,7,8

To have unlimited ammunition (enter at PauseMenu):

3,4,7,8,7,8,3,4,7,3,3,8

PC CheatsTo unlock The Greatest Escape and Level Select(enter at Main Menu while holding left SHIFT):

CAUGHTAGAINcaughtagain

To watch all the FMV and Movies (enter at MainMenu while holding left SHIFT):

WH1337BIKEwh1337bike

To have unlimited ammunition (enter at PauseMenu while holding left SHIFT):

MAKETEANOTWARmaketeanotwar