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 |   .O.|/==/.     ###  ###   #   ##  #  # # ## ###  ###       .\==\|.O.   |
<+---+#>()_/   .   #    # #   #     # #  # #  # #    # #     .   \_()<#+---+>
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<+-+--+-+>   .     .                                     .     .   <+-+--+-+>
  \|><|/      .      .                                 .      .      \|><|/
   |><|        .       .           - o f -           .       .        |><|
   |><|         .        .                         .        .         |><|
   |><|          .   __      __   ________   _________     .          |><|
   |><|           .  ##      ##  _########_  #########_   .           |><|
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   |><|              ## _##_ ##  ##########  #########                |><|
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Game:        Prisoner of War (PS2 / X-Box / PC - guide based on the PS2)
From:        JavaKid
Email:       joeking@merseymail.com
Updated:     12th August 2002
Version:     1.1 (missing final chapter)
Copyright:   This FAQ is copyright S.E.Morris (aka Javakid).  Please do not
			 republish it in whole or part without the authors permission.


Types of Cast Members
How Do I...?

Chapter 1 : The Cast
Chapter 1 : Objectives 1 to 4 Solutions

Chapter 2 : The Cast
Chapter 2 : The Tourist Guide
Chapter 2 : Objectives 1 to 4 Solutions

Chapter 3 : The Cast
Chapter 3 : The Tourist Guide
Chapter 3 : Objectives 1 to 4 Solutions

Chapter 4 : The Cast
Chapter 4 : The Tourist Guide
Chapter 4 : Objectives 1 to 4 Solutions

Chapter 5 : The Cast

Fact or Fiction?


"Prisoner of War" is an original game from Codemasters, released on the
Playstation 2 and X-Box (currently) in July 2002.  This guide is based upon
the Playstation 2 (PAL UK) version.

At the time of writing, I know of no other walk-through for this game.

Despite the occasional rough edge, this game has a strangely addictive
quality.  The cries of "Halt prisoner" from the German guards is often
followed by a muttering of "...okay just one more game - and next time I'll
make it!" from the game player.  However, some of the puzzles in the game
have proven too much for some players.  So here I present a guide to the
first two camps.  It details not only the characters you will meet and
interact with, but also a complete and detailed account of how to complete
each 'objective' within the camp and ultimately escape to freedom.

I was planning to not post an update until all the chapters where done - but
there have been calls on various message boards to release the Colditz (3)
solution, plus the size of the latest solutions, convinced me to release an
update with the final chapter missing.  Hopefully next time...

Additions, comments, corrections to the e-mail address listed.


v1.0   5th August 2002.  Chapters one and two only.

v1.1   12th August 2002.  Chapters three and four added.  Chapters one and
	   two tweaked.  FAQ added.  Secrets added.  Fact of Fiction added.

Types of Cast Members

Each character in the game serves a purpose.  Some will give you gossip and
information, others know about the layout of the camp, while others will
offer their assistance - for a price.

The general roles are:

Escape Committee:  These are the head characters in the camp, and will
usually be the source of your missions, as well as offering you hints on how
to solve the various puzzles in the game, often for a price.  Getting hints
from these guys will lower your end-of-camp grade.

Assistant:  These characters will cause distractions, upon request, but often
for a price.

Scrounger:  These characters will offer you various items for sale, from
useful items, like boot polish, to down right essentials like keys.

Informant:  These characters will give you information on people and events
elsewhere in the camp.  They sometimes know the location of items or the
position within the camp of important buildings, as well as their security
Gambler:  These guys will allow you to participate in games of skill, to win
the all-important currency needed for dealing with other characters.

How Do I...?

Q: How do I tell which way is North?
A: Use the map screen in your journal.  The yellow arrow indicates which way
you are facing.  Even easier, north is marked by a red label on the edge of
your radar.

Q: How do I put on the disguises, boot polish, etc?
A: There are small shaving mirrors on the walls of some rooms.  Usually there
is one next to your bunk in the barracks.  Walk up to a mirror and the action
will become available (using the square button).  Do the same to remove the
disguise.  For hand-held objects like the guards uniform, you need to be
holding them before this will work.

Q: How do I pick locks?
A: On later camps, if you have a lock pick in your inventory, you can unlock
doors with it - but this will take time.  Walk up to the door, as usual, then
press AND HOLD the action button (cross on the PS2 controller) and you'll
hear Captain Stone mutter "This may take some time".  Keep it pressed until
Stone has successfully unlocked the door.  This is the disadvantage of the
lock pick - it isn't instant like the keys.  If you look at the clock in the
top left hand corner of the display you'll see a countdown of exactly how
long is left before the lock is open.

Q: How do I crawl underneath something?
A: Walk right up to it, crouch, the hit the action button (cross) and you
should find yourself under the object.  To get out, crawl to the very edge of
the object until Stone will go no further, then hit the action button.

Q: How do I stash objects for later use?
A: Pocket objects you can keep on you at all times without causing suspicion
- although if you get caught you will loose them to the guards.  Hand held
objects like crowbars, and stolen uniforms, will alert the guards on sight
alone - even if you are not in a forbidden part of the camp.  To safeguard
objects until you need them, visit your 'hiding place' which is next to your
bunk in the barracks.  You can store objects there until you need them, and
they will not get discovered by the guards.

Q: How do I use the camera?
A: Just like you use the mini-telescope.  Go into first person mode, look at
the thing you want to photograph, then switch to the camera using the R1
button and take a snap.

Q: How do I know when the guards will get suspicious?
A: When Captain Stone does something that might alert the guards, including
carrying objects, walking in restricted areas or unlocking doors, he stoops
slightly rather than standing up straight.  When being chased by some guards,
you must hide until Stone stands up straight before you can pass infront of
guards without alerting them again.

Q: How do I get through the lift-up barriers without alerting the guards?
A: Ducking and crouching underneath will alert any watching guard.  Instead
walk up to the middle of the red/white stripped bar and one of the action
buttons will highlight, giving you the opportunity to open it just like any
normal guard.

Q: How do I save my game?
A: There is usually a save point near your bunk in the barracks.  Activate it
and reply "yes" when asked if you want to save.

Q: How do I unlock the secrets?
A: Each camp unlocks a secret if you get a grade A rating when you finish it.

Q: How do I get a better grade when I complete a camp?
A: Grades are dependent upon many things.  The time you take to complete each
camp, the number of times you were captured or shot, how many hints you asked
for, how many times you enlisted other camp mates to cause distractions,
etc.  The lower/fewer these things, the better your score.  However, advice
which is given for free as part of the general conversation (particularly by
'informants') does not appear to affect your score.

Q: How do I get this game for the PS2 in America?
A: Well, the word in the camp is that goons have confiscated the PS2 version
for all American prisoners.  Or to put it another way, Microsoft has
negotiated an exclusivity contract to stop the PS2 version from being shipped
in the US market.  Whether this just delays the PS2 release or totally
eliminates it I don't know.  That's the rumour anyway - if you've got some
hard facts then let me know!  And no, I don't give currency in reward!

Welcome to Chapter 1 : Holding Camp

Chapter 1 : The Cast

Flight Lieutenant James Daly: your flying buddy.  Assistant.

Sergeant Jimmy O'Brien: Irish.  Escape committee.

Private Paul Clancy: Informant.

The Kommandant:  The twin brother of the German officer in Brit-com 'Allo
Allo', presumably?

The Cook:  German.  Just because he's not in a German uniform, doesn't mean
you can trust him!

Chapter 1 : Objective 1

Your first job is to steal some currency for Sergeant O'Brien.  Its a simple
enough task, and one which will give you the basics of the game.

Wait until meal time, and then run around to the back of the Mess Hall -
that's the eastern side, opposite the main door.  You'll see a wall which is
climbable.  Wait for the patrolling guard who circles the hall to walk away
from you, then climb over the wall.  You are now in the Sick Bay compound. 
Luckily nobody is ill - so head inside and collect the currency on the
trolley.  Then check out the door which leads into the back room (its a
little difficult to spot in the regular game view, so try first person mode)
to pick up some more currency.

Slip out the way you came, minding to avoid any overlooking tower guards. 
Make sure the patrolling Mess Hall guard isn't watching (use the radar in the
bottom left corner of the screen) and climb back inside the Mess Hall
compound and go see O'Brien who will give you some useful kit.

Jobs a good'n!

Chapter 1 : Objective 2

Okay, to get the crowbar you need to first steal a key.  This is in the
'German Barracks', which are a little harder to get into.  But not
impossible.  You can enlist JD's help to distract the guards, if needs be -
but its really not necessary.  Particularly as he insists on waiting until
morning exercise - which just wastes time.

Again, you wait until meal time, except this time you go over the fence to
the north, instead of the wall.  Make sure you time it right as before, or
the Mess Hall guard will spot you.  Once over, you will see a large raised
hut with steps leading up to the door.  This is the German Barracks.  Bad
news - there is a guard posted at the foot of the steps.  What are you to do?

What seems like a mission impossible is actually quite easy.  You can either
carefully sneak around the guard and onto the steps.  Or, for an even safer
bet run north down the side of the hut.  Then, climb under the hut to see the
sparkle of some currency - might as well collect it - before you crawl
westward to right next to the bottom of the steps.  Pop out from under the
hut, just behind the sentry guard, and slowly climb the steps, before opening
the door and slipping in.  At the far end of the room is some goodies -
including the key you need.

Now reverse the process to get out.  Crouch and walk down to the foot of the
steps.  Climb under the hut and crawl to a safe distance before reappearing
and dashing south over to the fence again.  Use the cover of the bushes
(crouch down) to hide yourself until you are sure the Mess Hall guard is not
a threat - then it's over the fence and back to the Mess Hall before anyone
notices you are missing.  Go see JD and inform him you have the key.

Chapter 1 : Objective 3

With the key safely in your inventory, you can make a move for the crowbar
you'll need to mount your escape plan.  This too can be done in broad
daylight, as long as you are careful.  Don't forget to take the brass key you
got from the last mission.

At the northern side of the barrack compound, at the rear of barrack 1 (the
opposite side to the door) you'll see a road with a brick wall on one side
and guards patrolling east and west, overlooked by a tower.  If you look
closely near the far western end of the wall, you'll see a hole.  That is
where you are heading.  Time your run across the fence and towards that hole
to avoid the patrolling guard and tower (this is where the mini telescope
comes in handy, if you got it from O'Brien).  Wait until the guard is walking
away from the hole towards the junction - then over you go.  Once you reach
the hole, crouch to get through and hide crouched down behind the logs on the
other side.

You will see a brick building with a guard who patrols one half of the
perimeter, back and forth.  This is the 'Tool Store'.  The crowbar you need
is inside.  When the guard is out of sight, make a dash for the western side
of the building - the opposite side to where the door is.  Use the bushes for
cover as needs be, there is an annoying sentry just outside the northwest
corner of the compound who delights in spotting you.

Sneak around the north side of the building and use the boxes for cover. 
Now, in what is the most tricky feat of timing so far, you have to time your
dash around the front of the building so that the patrolling guard won't see
you and get inside.  To do this, hide behind the boxes until he comes by, and
turns - then follow him quickly, stopping only to pick up the currency on a
near by box if you want.  Get to the door and open it with the brass key -
then quickly inside.

Once inside, stay away from the window at the left hand side of the door -
the patrolling guard will see you if he passes by.  Get the crowbar from the
desk.  Make sure you don't drop it (you should be able to see it in your hand
as you move).  Now head back to the door and use the keyhole to watch for the
guard outside and the tower.  You need to wait for the guard to come from the
direction of the boxes - heading south.  Once he passes by the keyhole wait
for a few seconds for him time to move around the corner.  The further he is
away from the door the more chance you have of escaping if the tower guard
should catch a sight of you.

Open the door and dash back around to the boxes on the north side and hide
again.  Then retrace your steps back around to the hole in the wall - using
the boxes, bushes, walls and logs as cover.  Keep an eye on the corner sentry
guard outside the compound, the patrolling guard inside the compound, and of
course the tower guard.  Once the coast is clear, make a dash through the
hole (remember to crouch) across the road (best to run) and then over the
fence to get back to the barracks.  Just to be on the safe side, dive
underneath the closest barrack, which should be barrack 1, and hide.  If your
buddies are off having a meal, you can wait here until it is safe to show
your face in the barrack compound again without the guards getting
suspicious.  Tell JD you've got the crowbar.

Chapter 1 : Objective 4

Time to blow this place.  Your ticket out of here is in the back of a truck
on the northwest side of the compound.  Wait until after evening roll call. 
Use the boot polish, and take the crowbar.  Slip out of barrack 1 and watch
out for the guards.  There is a brick building in the compound with yellow
signs on the door.  Head towards the spot of fence to the north side of that
building - the opposite side to where the sentry box is.  You'll see the road
which leads north/south between the crossing zone that you use to go to visit
the Mess Hall, and the junction with the watch tower that you saw in your
last mission.  There is a guard patrolling up and down the road.  You need to
time your run over the fence, across the road and over the opposite fence to
get into the Mess Hall compound on the east side of the road.

Once there, you need to run to the east side of the hall, and climb over the
fence again just like you did in objective 2 when you got the key.  Except
this time instead of heading inside the barracks, you carry on north, down
the side of the hut until you come to yet another climbable fence leading to
a road with another similar hut.  This is the 'Driver's Quarters', and you
need to get inside in order to access the compound with the trucks.  There is
a guard patrolling the road, so time your fence climb carefully.  Once over
the fence, you will see some logs straight infront of you, on the other side
of the road - you can hide behind these and wait for the guard to come your
way once more and then turn.  Once his back is turned, dash out and crowbar
the door, then go inside.

Slip into crouch mode.  If you make a noise in here you will wake up the
occupants.  Sneak over to the door on the far northeast side of the room, and
exit.  You'll find yourself in the northeast corner of the camp, with a
search light beam scanning the path ahead.  Stay out of the light - getting
detected here is fatal.  As the light moves into the corner of the compound,
dash around the corner of the sleeping quarters and make a run westward for
the cover of the vehicle.  Now keep making your way west, and hide behind the
junk littering the northwest corner of the compound.  Be careful - as a guard
patrols this corner.  You'll notice a wall leaving up to an opening to the
west.  Beyond that the truck which will take you to freedom.  Watch the guard
carefully, and time your run to get around the other side of the wall -
remember in the dark his vision is not so good - providing you stay low you
should be able to get pretty close to the opening in preparation for your

Okay - you're almost home.  The truck is right infront of you.  You just need
to find a way to get around to its rear.  There are guards just beyond the
western fence who can see you if you don't time it right - and don't forget
the guard you just slipped by on the other side of the opening.  When the
moment is right, make a mad dash for the back of the truck and just inside. 
JD will join you shortly.

Congratulations - you have just escaped your first POW camp.

Welcome to Chapter 2 : Stalag Luft

Chapter 2 : The Cast

Wing Commander James Temple-Smithson.  English (Toff).  Escape Committee.

Major Nicoli Radtke: Polish.  Escape Committee.

Lieutenant Peter Newsbit: Scottish.  Informant (gossip).

Private Xavier DuChamp:  French.  Informant (maps).

Second Lieutenant John McCormack:  English.  Informant (tricks).

Sergeant Harry Fox: English (Cockney).  Scrounger.

Private Oliver Vermass: Belgian.  Assistant (25 currency).

Private Henry Plunkett:  Southern USA.  Assistant (25 currency).

Flight Lieutenant Jonathan Fielding:  English.  Assistant (25 currency).

Private Mickey Malone:  USA (New York?).  Gambler (dice).

Private Charlie Wilson:  English (Cockney).  Gambler (tin cans).

Colonel Roger Harding:  English.  SOE agent (Special Operations Executive). 
A man with a secret?

The Kommandant: German.  A nasty piece of work.

General Stahl: German.  An even nastier piece of work.

The Cook:  German.  Don't expect any favours from him.

Chapter 2 : The Tourist Guide

Want a bucket full of currency?  There's a load in the construction yard to
the west of the barracks.  Its lightly patrolled, so a daytime raid is
possible.  Head behind barrack 2 and you will see a section of climbable
fence jutting out, with a guard and a hut beyond.  Linger near one end of
that fence, and once the guard turns his back to walk away, climb over and
run around the back of the hut.  (If he sees you, simply run around and
around the hut until he gives up the chase).  Now climb over the west fence
which leads to the construction yard.  There's currency a-plenty to be found
around the trucks, under the trucks, inside the unfinished huts and inside
the tent.  There's also a crowbar in the tent - handy.  Crouch in the bushes
for cover, when necessary.

Chapter 2 : Objective 1

You need to talk to the escape committee in hut 4.  They will ask you to
prove yourself by playing a tape of some music over the camp's speakers.  The
speaker system controls are in the Administration Office.  This is to the
north of the camp.  The tape will be deposited in your hiding place in
barrack 2.

You will have to act quickly for this mission - try to keep on the move as
much as possible and don't spend too long waiting for the guards.  Run when
possible, don't crouch.

After evening roll call, go to your hiding place and collect the tape.  Also
use some boot polish if you have any.  Exit barrack 2 and walk around to its
rear.  Here you will see a fence with a climbable section jutting out. 
Beyond the fence is a 'Store' hut, but between the hut and the fence a guard
patrols north and south.  Wait near the corner of the barrack for the guard
to come close and then turn.  As soon as be begins to walk away from you,
dash for the fence and climb over - then run behind the hut where he cannot
see you.  

Run up the long path north, and you will encounter an east-west road, with
guards on watch.  Most of them are stationary, but one patrols east/west - so
watch out for him.  When the coast is clear, slip out onto this road and run
east a short distance until you see the north side fence is climbable
(there's a section just before the sentry box).  Climb this fence into the
yard with two guards and a building to the north side (this is actually the
Mess Hall where you eat your meals).  Hugging the fence, so not to fall into
the spotlight of the guards, make your way to the eastern side of that
building, and continue north.  You'll come out into a small yard with a
couple of currency near a door.  (You may also see the cook with his nose
pressed up against a wall - most strange!)  Go over the fence to the north. 
You are now in the compound with the Administration Office.  There's some
currency on the west wall if you want to collect it.

Stand outside the door (there is only one) and use the keyhole to spy on the
guard inside.  He patrols in an L-shaped pattern.  The tape recorder is
inside, at the bend in that L.  Immediately after he moves from the doorway,
open the door and rush after him.  Be careful not to bang into any chairs. 
(You may wish to stop and collect the currency on the desk by the door, if
you feel bold).  When the guard turns at the bend, you head in the opposite
direction and duck behind the tall bookcase in the darkened corner.  When the
coast is clear stroll over to the tape player next to the bookcase, and play
the tape.

(Note: an easier method which has been recommended (but I've not yet tried)
is that you hide behind the logs near the fence and cause a noise by throwing
stones at the barrels, causing the guard to come out and do a border patrol
of the compound.  Giving you enough time to slip inside and play the tape.)

There's a short animation (strangely nobody thinks to check the
Administration Office, which is where the tape player is!) and then its time
to head back to barrack 2 before roll call.  Wait for a few moments before
you leave the safety of the bookcase.  The guard will return from outside and
you don't want to get caught.  Once the guard is back inside and on patrol,
slip out past him and retrace your steps back to behind barrack 2.  Now
carefully get across the yard to barrack 4, and report to the Escape

Chapter 2 : Objective 2

Your previous mission was just a cover so that some documents could be
stolen.  But the mission failed and now the Escape Committee want YOU to get
the documents back.  For this purpose they have left a key in your hiding
place in barrack 2.  You much get to the Commandants Office to the east of
the camp, but a disguise will be needed first.

This mission can be completed in broad daylight.  Remember to take the brass
key from your hiding place, then head around the back of barrack 2, to the
west fence where you climbed over in the last objective.  The 'Store' hut is
still there, and so is the peskie guard who patrols north/south.  Wait up by
the northern end of the fence, then as soon as the guard turns his back,
climb over the fence and keep running past the metal bins.  Your next step is
to use the metal bins to distract the guard.  Either bang into them or throw
a stone at them - either way if he is close enough he will come and
investigate.  (Knocking on the wall would probably also work!)  Quickly dash
anti-clockwise around the hut, and circle around so that you arrive at the
door from the south.  The guard should be sniffing around the north wall -
giving you just enough time to unlock the door and head inside.  Inside, on a
table by the door, you will find a guards uniform.  Using the mirror, put it
on.  There - don't you look smart!?!

Casually WALK (do not run) out of the hut and head north, just like you did
on the last mission.  From this point on you must only run when you are not
within sight of a German guard.  Once you get to the east/west road, head
east and keep going past the barriers and gates which are used when the
prisoners move from the barracks to the Mess Hall.  You will see a large
house with a low wall perimeter ahead of you.  There are two barriers - one
on the southern wall and one on the west.  You'll use the western entrance,
so follow the path around to the north until you arrive next to the western
barrier (it is best to go as far north as you can - ie. the extreme
left-hand-side of the barrier).  The guard will be fooled by your disguise -
but you will see an officer (in dark blue uniform) patrolling the courtyard
outside the house.  He will spot you on sight - so you MUST avoid him.  His
route takes him down the side of the house and across the yard in an L
shape.  When nobody is looking, crouch under the barrier and wait in the
seclusion of the small wall to the north.  When the officer begins his walk
south along the side of the house, quickly dash over to the house and slip
inside behind his back.

Now - here is the most tricky part of the mission.  The room inside leads to
another room.  Inside this second room is a guard, and an officer.  The guard
can be fooled providing you don't run.  The officer however will blow your
cover on sight alone.  Looking through the keyhole you can see a bookcase on
the far eastern side of the room.  When the officer leaves his station to
patrol the room, quickly open then door and WALK past the guard, then make a
dash for the bookcase and hide behind it, crouching.  From the other end of
the long bookcase you can see your objective on the desk across the room. 
Wait for the officer to return to the door then dash to the desk and collect
the plans, dashing back pronto and crouch.  Now return to the other side of
the book case and wait for the officer to leave the door and wander to the
desk - then WALK out of the room past the guard.

Step outside into the courtyard and wait by the eastern wall next to the door
until you can synchronise your dash across the yard with the patrol of the
officer.  Now retrace your steps.  If you are very clever, you can wait until
the barrier and gates open for meal times and then simply walk into the
barrack compound via the gate - just like when you return from the Mess
Hall.  Head for your hiding place and stash the gear - then take the plans to
barrack 4 and show them to the Escape Committee.

Chapter 2 : Objective 3

A pair of bellows is required by the Escape Committee to assist in the
building of the tunnel.  What seems like a trivial mission is actually quite
hard.  Firstly, it helps to check in with Sergeant Harry Fox, and purchase an
iron key from him.  Its expensive, but it will do the same job as a crowbar
and it isn't nearly as much trouble to get about the camp with.  If the price
is a little steep, try visiting the construction yard (see the Tourist
Guide!).  Otherwise, you'll have to carry the crowbar and avoid the guards.

Okay, after morning roll call you can head on over to the Mess Hall.  The
bellows are there on the table behind the counter, where the cook works. 
Wait for the meal to be over, and the men will leave - including the cook. 
Unlock the northeast door, which leads out into the area south of the
Adminstration Office, where you played the tape in the first mission.  The
guard patrols outside by day - so keep an eye out for him as he will spot
you.  Head west along the wall and then unlock and enter the western door of
the Mess Hall - which will lead you into the kitchen area itself.  Careful -
the guard on the stool is still here.  Collect the bellows (they are just
south of the door) and collect the other currency as well (including a second
brass key, if you want!) and then exit - either by the west door or the
northeast door, sneaking past the seated guard by ducking down under the
serving hatch.

Head to the eastern wall of the Mess Hall, and crouch behind some logs.  This
is sufficiently far from the Administration Office, the road and the gate
guards for you to be not spotted - so you should be safe here.  Wait until
evening meal is over.  As the men walk out to return to their barracks,
mingle with them, avoiding any guards, and return to the barrack compound. 
Head for barrack 4 and give the bellows to the Escape Committee.

(Note: it occurred to me, after I had completed this level, that an easier
way to get the bellows to the Escape Committee would be to just wait out of
sight of a guard in (or around) the Mess Hall, until the evening meal.  Then
hand them over after the Wing Commander and Major enter for their food.  You
might want to give this a try.)

Chapter 2 : Objective 4

Time to escape.  There's an old abandoned tunnel in the other barrack
compound - which has now been re-assigned.  You need to break into that old
compound and access the tunnel.  This mission should be attempted after
evening roll call.

You'll need the iron key (or crowbar, if you want to make life hard).  Slip
into your German uniform disguise.  Now exit the barracks and head west to
the hut with the patrolling guard.  You've been here before, so you know what
to do - wait for him to turn and then slip over the fence and head north up
to the east/west road.  Now follow the path you took in the first mission -
go east and then over the fence into the Mess Hall compound.  Once in the
compound, WALK across the yard, then down the west side of the building, past
the kitchen door.  The north wall of this compound leads into the
Administration Office compound - EXCEPT for the very western part of it,
which leads into another 'Tools Store' compound.  Once the search light is
occupied elsewhere, climb the wall and use the key (or crowbar) to open the
hut door.  Step inside and you will find some extra currency (you can collect
it if you want - although it is useless to you at this late stage).  Inside
is another crowbar - you will need to take this for the abandoned barracks
next door if you left your original crowbar behind.  Take it and head back
outside.  In the northern wall of that compound is a hole - you can crouch
and squeeze through into the old barracks compound.

Here's the rub: the guards will spot you with a crowbar, so drop it whenever
they get suspicious.  They will come sniffing around you - but providing it
isn't in your hand they will get bored and walk off eventually.  Leaving you
to pick up the crowbar and continue with your mission.  There is also an
officer who patrols outside the barracks and around the centre of the
compound.  You must avoid him as all costs - he can see through your

The barracks are located on the southern side of the compound - there are
three of them.  You need to get to the middle one.  Time your walk westward,
using the vehicles for cover as needs be.  Watch the path of the officer -
when he turns away from the barrack buildings to head into the yard, dash out
and crowbar the middle door, then head inside.  The tunnel opening is located
in a darkened corner of that barrack.  Climb down and then crawl along the
tunnel - then up the ladder to freedom...

Jolly good show old chap - you just broke camp two!

Welcome to Chapter 3 : Colditz

Chapter 3 : The Cast

Major William Kingsley: English.  Escape Committee (head of...).

Group Captain Henri Dubois: French.  Escape Committee (barrack officer).

Private Micheal Kapowski: USA.  Informant (tricks).

Lieutenant Cameron 'Doc' Winters:  USA.  Informant (maps).

Second Lieutenant Reginald Worthington: English.  Informant (gossip).

Private Dwight Johnson:  Southern USA.  Scrounger.

Private Luka Beratti: USA.  Assistant.

Second Lieutenant Dick Williams:  USA.  Assistant.

Flight Lieutenant Ricki Logan: USA (New York?).  Assistant.

Private Tony Caponi: USA (New York?).  Gambler (cards).

Corporal Douglas 'Sure Shot' Spears: English.  Gambler (stones).

Colonel Roger Harding:  English.  SOE agent (Special Operations Executive). 
You met him in the last camp.

The Kommandant: German.  Loves a small dachshund called Otto.  Nuff said!

General Stahl: German.  Loves visiting POW camps.  Even more nuff said!

Corporal Schliemann: German.  Colonel Harding's personal guard.

The Cook:  German.  German cooking - how could you resist?

Chapter 3 : Tourist Guide

Want to get about without that peskie lock pick which is so hard to swipe
from the barrack 1 entrance hall desk?  No problem.  After morning roll call
go to the Mess Hall with everyone else, but go south into the Cook's quarters
and when the moment is right, slip out through the south door and into the
hallway beyond.  Across the hall is the Kitchen door - enter it and collect
100 currency and a vital brass key.  Now rejoin your friends in the Mess Hall
by returning to the corridor and using the keyhole to study the movement
patterns of the Cook.  Be careful to time your entrance well, as he will
alert the guards if he sees you arrive from somewhere you shouldn't have

Want to get the lock pick too?  Okay, when you are in the Kitchen, after you
get all that lovely currency and the key, unlock and open the west door onto
the courtyard.  Wait for the patrolling guard to walk south and stop outside
the door, then turn west.  As soon as he begins to move west sneak out and
head south towards the Barrack A entrance.  Open the door and stand just
outside looking in, until the guard inside walks west into the narrow
hallway, and vanishes from your radar.  Quickly, dash inside and grab the
lock pick from the table, then crouch behind the table so the patrolling
guard can't see.  Wait until your friends move from the Mess Hall to the
yard, then slip out of the door to join them - and nobody is the wiser!

A bit more currency do you?  In the southwest corner of the west side of the
courtyard, you see an anonymous looking door.  Unlock it with either the lock
pick or the brass key, and step inside.  You'll find a ladder which leads up
to a room which in turn leads to the Sick Bay.  Get inside and collect the
currency hidden around the room and under the bed.

Want some fun?  In the western side of the prisoner's courtyard there is a
ladder leading up to a ledge with some currency and a football.  Collect the
ball and head back down to ground level.  Apparently (I've not tried this
yet) you can throw the ball at Schliemann (Harding's guard) and he will fall

Chapter 3 : Objective 1

You need to get to Colonel Harding.  He is being held in a room on his own in
the western side of Barrack B (which is to the north of the courtyard, next
to the Mess Hall).  You need to prepare for your mission first.  Get the
brass key from the Kitchen, as per the instructions in the 'Tourist Guide'
for this camp, above.  If you fancy a challenge, you can use the lock pick
instead - again, see the 'Tourist Guide'.

Right, so how do you get to Harding's room?  There are two ways of getting
there.  The long way, as hinted at by the characters in the game, or the
short way.

Okay, the long way first, as this is the solution that Kapowski, Doc and
Worthington recommend...

You cannot waste any time on this mission - there are lots of guards to avoid
and a lot of ground to cover.  First you need to get into the Library - which
is the (locked) door in the southwest corner of the hallway outside your
barracks - opposite the desk with the lock pick.  There are various ways of
getting past the guard, depending upon the time of day.  (a) if he is
standing behind his desk, walk up to the door and unlock it with the brass
key (from the Kitchen) then quickly step away from the door.  He will see you
and will investigate - but will loose interest and wander off.  As soon as
his back is turned from the door, open it and dash inside.  (b) if he is
patrolling east/west across the hall, time your run to the door so he is
heading towards the western part of the hall.  (c) after lights out, the
guard will fall asleep on the chair next to the Library door.  Crouch and
walk slowly up to the door and unlock/open it - if you are stealthy enough he
will not wake.

Once inside head south up the first flight of stairs until the U-bend.  But
STOP!  There is a guard posted on the landing ahead.  Luckily in the gloom
his vision is poor.  Crouch and sneak at your slowest pace up the stairs (it
helps to keep tight left, against the banister, I've found) and around him to
the door in the north-eastern corner of the landing (don't bother going down
the corridor to the south).  Open the door and step inside. You are now
inside the Library.  

Crouch and sneak east along the rail and wait at the foot of the steps which
lead into the main hall of the Library.  Against the west wall you will see a
double flight of stairs leading up to a balcony at the northern end of the
room.  A guard waits on these stairs, before walking down to do a circuit of
the main hall.  Time your run to avoid him (you might like to break your
journey up by sneaking behind the desk on the other side of the rail while he
is on the stairs).  Be careful when you get near the top of the stairs. 
There is another guard on the balcony.  When he isn't looking dash behind the
cover of the bookcases.  Now - watch your radar carefully.  You will see the
guard sitting on his chair at the south of the balcony.  Then you will see
his radar image move a few paces north (to look out of the window).  This is
the time to act.  Crouch and walk around the bookcases towards him - stopping
just behind and to the left of him.  He will turn east and walk a few paces
away from the window.  Stand and dash over to the window and open it,
climbing outside, and dropping down.

You are now on an east/west ledge above the courtyard (hope you don't suffer
from Vertigo!)  Use the ladder north and continue north until you reach a
ledge you can climb up onto.  Now head west along the ledge and follow the
path north and then west again.  You should arrive at a window, which you can
climb through.  Once inside, the grey door ahead of you leads to a store door
with a crowbar inside - if you choose to collect it.  Follow the hall along
and go around the bend.  In the darkened corner there is a trap door which
leads to a balcony above the theatre.

A brief cut sequence will play.  The Kommandant orders his men to guard the
theatre.  You need to get to the stage down below, so exit via the door next
to the ladder (the western wall).  You will find yourself outside in a hall
with some stairs leading down.  Below, on a landing, a guard patrols
east/west.  When the guard is seated by the theatre door, head down the first
flight of stairs and duck behind the screen next to his chair.  You'll not be
seen next time he gets up to do his route, leaving you to slip out once he
has passed and head over to the theatre door which is on the eastern side of
this landing.  Inside the theatre a lone guard patrols in a circuit of the
hall.  Wait in the gloom just beyond the door for him to pass, then crouch
and follow him down the length of the hall - but go up the ramp onto the
stage instead of turning as he does.  Collect the currency in the middle of
the stage if you want.  Then head over to the shadows of the northern part of
the stage, where you will be able to open and use a trap door which leads to
Barrack B.

Now you're inside Barrack B - but in the wrong room.  There is a door in the
west wall which leads to a corridor.  Careful, there is a guard posted
outside the main door to the south.  Across the corridor (on the western
side) you will see a door to another room.  Inside a guard patrols - this is
Corporal Schliemann, Harding's personal guard.  In the Northwestern corner is
the door to Harding's room.  Open the door and time your run across the room
to get to Harding's room.  Then slip inside.  The cut sequence will begin
which marks the end of the mission.

Okay, now the short way, as discovered by many players of the game...

At Afternoon Free Time, unlock and open the Theatre door on the northern side
of the western part of the courtyard.  You'll see a guard at the foot of a
staircase.  Crouch and slip inside and go west to stand next to the stairs
(be careful of the patrolling guards in the courtyard - keep one eye on your
radar).  Once safely inside, you'll need to distract the guard.  Across the
hall, on the other side of the main door is a bookcase with a pot on top. 
Throw a stone at it to create a noise.  When the guard leaves his post to
investigate, slip behind his back and west, up the stairs.  Stop near the top
of the stairs, crouch and move up against the north wall/banister.  There is
a coat-of-arms (or something) which blocks you from being seen by the guard
patrolling the landing at the top of the stairs.  When he returns to his
seat, hide behind the screen next to his chair and wait for him to wander
past you to the top of the stairs again.  Now sneak out behind the guard's
back and into the theatre through the door to the east.

Hide in the gloom near the door.  The stage is across the way, to the east -
this is your destination.  The guard inside patrols a circuit of the floor,
so wait for him to come by and then follow him down the room to the stage. 
Go up the ramp onto the stage and collect the currency, before heading into
the shadows of the northern part of the stage, open the trap door and climb
down.  You are now in Barrack B.  Check out the door (west wall) to be sure
Corporal Schliemann, Harding's personal guard, isn't around.  When Harding
leaves his room during the day, Schlieman will be absent too - so you may
wish to wait until a time when you know for sure Harding will be in another
part of the camp.  Open the door and slip out and across the hall into the
room opposite.  Be careful not to get spotted by the guard on the main door,
south.  Once inside, head for the northwestern part of the room where you'll
find a door to Harding's quarters.  Slip inside, and the cut sequence will
begin which marks the end of the mission.

Chapter 3 : Objective 2

Harding needs a German uniform.  He wants it so much that he is even prepared
to get you a brass key (although you'll have probably already stolen the one
from the kitchen, right?).  Luckily there are plenty of spare uniforms in the
Laundry to the south of the western side of the courtyard.  During a break
period, unlock and open the Laundry door, being careful of the courtyard
guards (keep an eye on your radar).  You'll see a hall with some stairs and a
guard.  When the guard inside goes to patrol upstairs, slip inside the hall
and through the door to the west, which leads into the main laundry room.

Being careful to avoid the patrolling guard inside, crouch and move around to
behind the table/bins.  Wait for him to halt near the screen at the southern
end of the room and the dash into the northwest corner of the room and
collect the German uniform, before dashing back to the table and crouching
once more.  When the guard moves to the northern side of the room, slip
behind screen where you will find a mirror.  Put on the German uniform, and
the WALK (do not run) out from behind the screen.  You can now calmly collect
all the currency in the room - your disguise will fool any guard, so long as
you don't do anything suspicious like run, crouch or carry an object in your

Go back out into the hall.  You can collect the currency here as well if you
like.  Now back out through the doors and across the courtyard and through
the barriers to Barrack B, which is in the northern side of the eastern part
of the courtyard.  Walk inside, past the sentry on the door, and enter the
west room which leads to Colonel Harding's room - just as you did in the last
objective.  Now calmly walk up to Schliemann, the Colonel's personal guard. 
A cut sequence will follow which marks the end of the mission.  Well done!

Chapter 3 : Objective 3

You'll need some travel papers for Harding.  They are located in the
Adminstration Office, on the officer's side of the courtyard.  Your
informants will hint at two ways of getting there.  One is hard, the other
easy (well, easier!).  Either way, you need to start this mission during meal
time, when the prisoners are in the Mess Hall.

(You might also like to know that there is now an unwell guard in the Sick
Bay - you can pay him a visit and steal his uniform to use as a disguise if
you want.  There is an way up to the Sick Bay through an anonymous looking
door in the southwest corner of the west yard.  Unlock the door, slip inside,
up the ladder and through the door into Sick Bay.  The guard is in the corner
of the room.  He must be very ill as he never seems to wake - I even tried
throwing stones at time!)

Okay, the hard way first, which requires the lock pick...

First you slip out of the Mess Hall via the Cook's door to the south of the
hall, behind the table where Cook stands.  Make sure he doesn't spot you
leave however, as he will alert the guards.  Heading east a short distance
along the corridor, you come to a door which is locked.  This leads to the
German's courtyard.  Pick the lock and open the door.  You'll find yourself
atop a flight of narrow steps on the eastern side of the yard.  To the north
you will see a grand set of steps leading up to a landing.  This is where you
are heading.  Be very careful!  There are guards all around and an officer
patrols the north stair case and the yard.  Use the cover of the trucks
(remember you can crawl underneath them to be totally invisible) and make
your way across the yard to the steps.  Go up the steps and unlock and go
through the door on the northwest side of the landing (collecting the
currency behind the sandbags, if you want!)  Be careful - remember there is a
German officer who patrols up and down these steps.

You are now inside the Administration Office.  Luckily it is usually
unmanned.  You'll see the travel papers on a desk on the far side of the
room.  Collect them and then retrace your steps by going back outside, down
the steps, across the yard and back up the narrow steps to the door which
leads the corridor between the two courtyards.  Slip inside and go find the
Escape Committee.  Avoid the kitchen if the prisoner's are in the yard - the
Cook will scream for the guards.  Instead go via the Mess Hall as it will be
empty.  Once you catch up with either member of the committee, tell them you
have the papers.  And your mission is at an end.

Too hard?  How about an easier way to get into the Administration Office? 
Okay, here goes...  

As hinted at, there is a quicker route from the Mess Hall which leads to the
Administration Office.  Again, you start your mission in the Mess Hall, but
this time you head up the small flight of steps in the northeast corner of
the room.  These lead to a door, north.  Go through it, and crouch.  You'll
find yourself behind a bookcase with a room running east/west, featuring two
large tables.  This is the German Mess Hall.  There are two guards.  The
first patrols in a circuit around the room.  The second pauses at the head of
the room, with his back to the bookcase, but occasionally wanders down the
centre of the room and returns.  When the first guard is far away enough, and
the second is waiting at the head of the room, crouch and slip out around the
second guard's back and climb under the southern table.  Crawl east until you
find your way blocked by a crate.  There is a gap to the south you can pop
out from - but wait until the circuit patrolling guard has passed you by. 
Slip out and continue to make you way quickly east (still crouched) to the
southeast corner of the room where you will be able to exit via a door.

Guess what?  You're in the Administration Office.  Luckily it is unguarded. 
I guess the Germans assumed nobody would have the nerve to break in here! 
The travel papers you need are on a desk near the north wall.  Once you have
the papers, its time to retrace your steps.  Exit the room via the door you
came in from (don't go via the south door, as this leads to the German
courtyard - you'll know all about that if you attempted the hard solution
first!).  You would be wise to use the keyhole to check the position of the
guards - wait until the circuit patrolling guard is heading west along the
southern wall again.  Crouch and make your way to the mid-way point on the
southern table, then climb underneath and continue west.  When the moment is
right, climb out and sneak around the back of the other guard, slipping back
behind the safety of the bookcase.  Now exit via the door to the Mess Hall,
and go find the Escape Committee - either member will do.  Tell them you have
the plans, and give yourself a pat of the back because you've just completed
objective three.

Chapter 3 : Objective 4

Time to join Harding in an escape plan.  Sounds like something is happening
down in the sewer system - so its time to head on down there and do a little
investigating of your own.  First you'll need the sewer key.  To get it you
need to visit the German coutyard, on the east side of the camp.  During a
meal time, exit the Mess Hall via the Cook's door to the south, and get into
the corridor which leads to the kitchen.  Instead, go to the east side of
this corridor - the door leads to the German courtyard (it was the one you
might have used if you went the hard way round to get the travel papers in
the last mission).  If it is locked, use the lock pick to open it.  Stepping
outside you will find yourself at the top of a set of narrow steps leading
down into the courtyard.

To the north of the yard you'll see some grand stone steps leading up to a
landing.  At the foot of those steps, just to the west side, is a table with
some currency and the sewer key.  Avoiding the guards (and the officer who
patrols up and down the steps) head into the northwest corner of the yard and
then east to pick up the items on the table.  The sewer key is a hand item,
so even if you are in disguise (did you steal the uniform from Sick Bay as
detailed in the last mission?) you will still be noticeable.  Make your way
back to the narrow stairs, via the northwest corner.  Go up the stairs and
back into the corridor which links the Mess Hall and Kitchen.

There are three possible entrances to the sewer.  One in the northwest corner
of the kitchen.  One in the prisoner courtyard, near the middle by the
barrier.  Either of these will take you down into the maze of tunnels below
the castle.  But be careful as officers patrol at every turn.  Harding is to
the northeast of the tunnel complex.

But what about the third entrance?  Well, unless you like your games extra
extra hard, this third entrance is the one for you.  It takes you directly to
Colonel Harding.  Located in the German Mess Hall, the easiest route is via
the prisoner Mess Hall.  You might want to wait until its not meal time, so
the hall will be empty (remember - even the Cook is against you!) then slip
into the Mess Hall and head up the steps to the northeast of the room.  Go
through the door to the west and you'll find yourself behind a bookcase in
the German Mess Hall.  The sewer entrance is right infront of you, in the
northwest corner of the room.  Use your radar to make sure the guards won't
discover you.  One patrols in a clockwise circuit of the hall, while the
other pauses at the west of the hall before occasionally wandering east and
back down the centre.  When it is safe, nip out and open the sewer cover,
then slip down inside.

Once inside head north a few paces and then around the corner to the east, to
find Harding, impatient as ever, waiting for you.  Crack open the Schapps,
you've just escaped Colditz.

Welcome to Chapter 4 : Stalag Luft (again!)

Chapter 4 : The Cast

Wing Commander James Temple-Smithson.  English (Toff).  Escape Committee.

Major Nicoli Radtke: Polish.  Escape Committee.

Lieutenant Peter Newsbit: Scottish.  Informant.

Private Xavier DuChamp:  French.  Informant.

Second Lieutenant John McCormack:  English.  Informant.

Sergeant Harry Fox: English (Cockney).  Scrounger.

Private Oliver Vermass: Belgian.  Assistant.

Private Henry Plunkett:  Southern USA.  Assistant.

Flight Lieutenant Jonathan Fielding:  English.  Assistant.

Private Mickey Malone:  USA (New York?).  Gambler (dice).

Private Charlie Wilson:  English (Cockney).  Gambler (stones).

The Kommandant: German.  A nasty piece of work.

General Stahl: German.  An even nastier piece of work.

The Cook:  German.  Same Cook, same food.

Chapter 4 : Tourist Guide

The camp has been re-arranged a fair bit since your last visit.  First the
construction yard from your first visit is now the prisoner's compound.  The
old prisoner's compound is now a Storage Compound for the 'facility' which is
being built next door, on the southeast side of the camp.  Also, it is now
the middle of Winter, so expect it to be dark for most of the day.

The missions in this camp are harder than before.  You'd really be better off
getting yourself a load of currency, a lock pick and a disguise.  Here's

Starting in the afternoon, head over to the east side of the prisoner's
compound.  Up near the northeast corner of the compound you'll see a staff
car with a load of currency glittering around and under it.  Time your
journey over the fence so that the guard who patrols the store hut to the
south won't see you.  (This is actually the same hut as the one you stole the
German guard uniform from in chapter 2.)  Keep heading east over the fence
and into the Storage Compound.  Your next port of call is the large store
building (Store A) right infront of you (in the northeast corner of the
camp).  The door is on the east side, so run along the north side between the
building and the fence, wait for the patrolling officer to move away if
necessary, then quickly inside.  You'll find yourself inside the hut with two
walls of boxes.  A guard patrols north/south between them.  Luckily there is
a clear path through on the north and he has a habit of pausing at the south
end of the hut - so crouch behind the boxes and then make a dash for it to
the western side when his back is turned.  Here you will find some currency
and a crowbar.  Head back across the room when the guard turns south and out
of the door.  

Our next stop is the smaller store (Store B) on the southeast side of the
compound.  Its too dangerous to run across the middle of the compound, so
head east towards the northeast corner, sticking close to the north fence,
avoiding the patrolling officer who occasionally walks that far north.  Turn
and head south until you reach the hut.  When there is nobody around (you can
hide under the vehicle) crowbar the door and head inside.  Here you will find
lots more currency and a lock pick.  By now it will be getting dark, and
close to roll call.  Head back outside (checking the keyhole first from
guards) and hide under a vehicle.  Wait for the alarm to be raised and all
hell to break loose.  After a while the guards will give up and you can sneak
out safely.  Which is good, because the next part is almost impossible to do
without the cover of night.

Make your way west across the yard carefully, stopping to collect currency
from the tents, crates and vehicles if you want.  Use trucks and other
obstacles to shield yourself from discovery.  You need to arrive at the west
fence, just south of the store hut on the other side.  If you are good with
maps, you will recall this hut was the same one that you stole a German
uniform from in chapter two.  And guess what?  You're going to steal another
one from the same place.  When the guard is occupied over the west side of
the hut, climb the fence and hide on the south side.  The search light from
the tower to the south should just fail to reach you if you don't stray too
far from the wall, and the guard never ventures around to the south side,
unless you alert him.  Okay, now you wait until the guard is making his way
once more around to the west side of the hut - giving you plenty of time to
dash out and crowbar the door on the east side.  Step inside and collect the
guard's uniform.  Put it on and pick up your crowbar again.

Remember - you may be in uniform but while holding the crowbar you will make
the guards suspicious.  So you cannot just wander out like you did before. 
So use the keyhole to check for when the guard outside heads north, on his
anti-clockwise route to the west side.  Then slip out and head back round to
the safety of the south wall.  Now all that remains is to time your journey
across the fence back into the prisoner compound, avoiding both the hut
patrolling guard, the tower south, and the prisoner compound guards.  Head
back to your barracks and put your crowbar and uniform in your hiding place. 
Then save the game!

If you are ever stuck for currency, there's a load in the Kommandant's
building in the northeast of the camp.  But you'll need a German uniform in
order to get in, unless you like suicide missions.  On the second story of
the building there is a telescope, accessible via the bedroom.  Perhaps the
Kommandant is keen on the stars?  Or maybe he was just hoping that General
Stahl's new facility to the south was going to be a women's POW camp?

Chapter 4 : Objective 1

Things have changed a lot since your last visit to this camp.  Compounds have
been switched around, and new sections constructed.  The missions here are
quite tricky, so before you start you might want to take advantage of the
goodies hidden in the Storage Compound to the east - check the Tourist Guide
for details.  I'll assume for the sake of the walk through that you are
wearing the German uniform, but I'll give alternative directions for those
who prefer the hard way.  You'll also need some way to unlock a door - brass
key or pick lock will do!  (Don't worry if you don't have one - you can pick
one up on the way!)

The first objective is to get that parcel from the Post Compound, at the
extreme east of the camp.  You can attempt this mission at any time of day or
night, although it is safe enough to do during daylight.  Head over to the
northeast side of the barrack compound - there is a quiet spot just north of
the staff car where you can climb the fence without too much hassle from
guards.  Once over go through the barriers onto the east/west road and keep
heading east.  Remember to walk when you get close to a fellow guard.  

Once you get over to the eastern side of the camp the buildings change to
solid bricks and mortar and walls instead of fences.  You'll see a guard
patrolling north/south between the eastern side of the Storage Compound and
some brick buildings.  Keep heading east to the north side of the brick
building and you will see a barrier.  Open it and walk south into the
compound, this is the Post Compound, and the building you need to enter is
the one you just walked around on the west side of the compound.  Bad news,
there is a guard monitoring the door.  Good news, there are some bins near
by, to his south.  Throw a stone at the bins and the guard will go to
investigate - giving you the chance to unlock the Post Room door and get

(Note: Don't have a lock pick?  Well, before you turn south into the Post
Compound, keep going a short distance east, and just beyond a sentry you'll
see a hole in the north side brick wall.  Carefully (because there are tower
guards in the area) crouch and go through that hole.  You'll find a truck,
and around the north side of the truck a handy lock pick waiting!)

Collect the parcel.  Open the door and slip out then race south and hide
under the truck.  If the guard is monitoring the door when you try to leave,
open the door, stand in the doorway and throw another stone at the bins to
get him to move.  Once under the truck, crawl east so you can see the Storage
Compound, along with the guard you saw earlier patrolling north/south.  When
he walks part you to the north, climb out, stand and follow him north - BUT
drop the parcel before he sees you holding it.  He will calmly walk past you
to the south once more - allowing you to collect your parcel from the ground
and dash north and then turn back onto the east/west road - this time heading
west back towards the barracks.  Remember - when a guard gets close to you,
drop the parcel until he passes.

Keep going until you reach the northeast corner of the prisoner compound,
turn south off the road through the wooden barrier and (once the coast is
clear) climb the fence just north of the staff car and re-enter the prisoner
barracks compound.  Now make your way to barrack four, and show the Escape
Committee your prize.

For those without the uniform (I've not tested this too much, but it should
work, although might be easiest to do this at night only) ...

Head to the east side of the prisoner's compound and over the fence just
north of the staff car.  Instead of heading onto the road, climb over the
east fence into the Storage Compound and make your way over to the east side
of that compound, avoiding the officers.  There is a guard who patrols
north/south just beyond the east Storage Compound fence.  Looking beyond the
guard you'll see a wall with a hole in it and a truck backed up to the hole. 
Wait near the northeast side of the Storage Compound and when he turns south
quickly dart out, climb the fence and, while keeping behind his back, get to
that truck and climb underneath it before the guard turns north.  Now exit on
the north side of the truck get as close to the Post Room door as you dare
(that's the brick building on the west side of the compound you are in). 
Throw a stone at the bins to distract the guard.  Dash out and open the door
and dash inside.  Collect the parcel and then exit the building and go south
to hide under the truck again (if the guard is in the way, throw a stone at
the bins again to make him move!)  Now, retrace your steps back to the
prisoner compound and go show the Escape Committee what you found.

Chapter 4 : Objective 2

Ready for what has to be the hardest task so far?  For this one you really
WILL need the German uniform - the mission is hard enough already!  Check out
the Tourist Guide for this chapter to find out how to get your hands on one.

Okay, time go get us some evidence on what the Germans are up to.  You can
attempt this at any time - but personally I prefer to start in the daytime,
either just after morning roll call or afternoon freetime.  Be warned, this
is a long mission which will likely keep you out through at least one roll
call.  Keep an eye on the clock.  When the sirens are about to scream, find
yourself a hiding place inside or underneath something and hide until the
search is over.  You don't stand a chance otherwise.

Don you uniform and take the camera and a lock pick.  Remember not to act
suspiciously when in the presence of other Germans.  Head over to the staff
car just outside the northeast side of the prisoner compound.  Climb the
fence just north of the staff car, as you have done before, and head north
onto the east/west road which cuts through the camp.  Head east quickly. 
Keep going until you reach the Post Compound from the previous mission (its
the stone building to the east of the Storage Compound).  Once again, you
enter the Post Compound via the barrier to the north, but this time you keep
doing south through the next barrier and into the Laundry Compound.  (You can
take a quick detour first around the truck in the Post Compound if you want
to collect the currency).  Walk south through the Laundry Compound until you
reach another barrier.  Raise the barrier and walk into the facility.  The
huge building infront of you is your destination - but how do you get
inside?  The easiest way in is to go around the back.

(You might want to collect the boot polish in the sentry box against the
building's north wall - but be careful as there are tower guards and patrols
just outside the perimeter fence.)

Walk west past the sentry guard into a yard with two trucks.  Be careful, an
officer patrols in an L shape east/west between the trucks and north/south
down the side of the building.  The way to avoid him is to dash west and run
around the back of the trucks when he isn't around, then south to the low
wall south of the trucks.  Wait here for the officer to make his way north
towards the trucks again and then slip past him and walk south.  Be careful -
the tower guards will shoot if they see you run.  When you get to the south
side of the compound, head east around the rear of the building and get
behind the boxes.  You'll see a ladder (the camera angle will change when you
get near it!).

Okay - this next bit is tricky!  You're a sitting duck for the tower guards -
so you have to be quick.  Stand right by the ladder, ready to ascend.  Use
your radar - wait until the officer in the yard is safely going north, then
watch the tower guard on the southeast of the camp.  Wait until his vision
turns due south, then quickly (and I mean quickly!) up the ladder, and dash
west and around the corner and dash north along the west side of the second
story.  If you alert the tower guard in the southwest corner (and you almost
certainly will) you must run and hide behind the bit of wall that sticks out
just south of the second ladder, as this will obscure his view.  Once all the
guards are looking the other way, climb the second ladder (its easy to find
as the camera angle changes again) and up onto the roof.

Now head across the roof to the east, climbing over pipes as needed.  On the
eastern side of the building you will be able to see a rocket waiting for
take-off.  Take a snap of it with your camera.  You know you've got it right
when Stone says "That's one for the egg heads back home".  Now head over to
the northeast corner of the roof and you'll see a chimney which will take us
down inside.  (Careful - the tower guards can see you!)  Head down inside the
building so we can complete our second task for this mission.

Once inside you'll find yourself on the northeast edge of a landing shaped
like a letter U but with a crossbar added (sort of like an upturned letter
A).  An officer patrols a clockwise circuit, but luckily he stays in the
south part of the room and doesn't bother with the 'legs' of the landing to
the north.  You need to get across the landing to the northwest side, where
there is a flight of stairs.  Wait behind the cover of the equipment by the
crossbar for him to pass by, and then dash across the crossbar and north down
the stairs.  Now dash across to the northeast side of the ground floor and
hide inside the seclusion of the well-lit seating area on the eastern side of
the building (as there is a second officer on the ground floor, y'see!)

The ground floor is dominated by a pile of equipment in the centre of the
south of the building.  There is a path which winds down from the north of
the room (where you are) south and then anti-clockwise around this equipment
to a room on the eastern side of the building.  Good news is that this is the
room you need to get to.  Bad news is that the door is to the south, so you
have to go all the way around the path.

The ground floor officer patrols in an up-side-down question mark, south and
then three-quarters of the way around the equipment, before retracing his
steps.  Remember, this guy is an officer so your disguise won't help!  When
he is safely heading south, make a move towards the northwest side of the
equipment.  You will see a small space with two low boxes jutting out - one
brown and one light grey.  Hide behind the light grey box, so that when the
guard comes back round to head north again, he won't see you.  Once he does
pass by, dash out and race south and then east and then north around the
equipment to reach the door of the room with the safe.  Careful, if you bang
into the canisters which line the corners you'll alert the officer.  Once
inside the room, you can use the lock pick to open the safe, and take the
documents inside.

Now to get out and back to the Escape Committee.  Hide next to the door,
inside the room, and the officer won't see you when he next completes his
route around the equipment.  Once he turns and starts to make his way back
around, follow him carefully.  You need to follow him around until he heads
into the north of the building.  Hide in the northwest corner of the
equipment like you did before - except this time hide behind the brown box so
he won't see you when he heads south.  Once he has safely passed by, you can
dash north and head up the stairs back to the top landing.  Careful to wait
for the circuit patrolling officer, make your way back over the crossbar and
to the chimney ladder on the northeast side of the door.  Climb up onto the
roof and make your way west to the second ladder.  Descend, then head south
to the first ladder.  (It REALLY helps if it is dark when you try this, to
prevent the tower guards from spotting you.  Note: if they are scanning the
ground with their spotlight, a well aimed stone will smash the lamp, giving
you an advantage.)  Get down the ladder back to ground level and retrace your
steps around the west of the building (mind the officer) and back round to
the north.  Walk north through the barrier into the Laundry Compound and keep
going north into the Post Compound.  Then up through the final barrier and
onto the east/west road.  Now make you way west, back to the edge of the
prisoner compound.  Retrace your path south to the staff car and then over
the fence back inside the compound itself.  Now go find the Escape Committee
for a debriefing.

Chapter 4 : Objective 3

No rest for the wicked.  The rocket is planned for take-off soon.  Captain
Stone must alert the English and get them to bomb the camp by sending a radio
message.  This mission really isn't that trying, compared to the last one. 
Even so, it isn't easy either - so be careful.

Don your uniform and head over to barrack 2.  Inside you'll see some rugs
curiously scattered against the wall.  This is the entrance to the tunnel. 
Once inside, crawl on-top of the wooden dolly and hit the necessary action
button so you can whiz through the tunnels.  Get off at the corner and crawl
around to get on the next dolly.  Whiz along until you can go no further,
then climb off, around another corner, and onto the final dolly.  At the end
of this tunnel is the entrance out into the German Compound.  

You'll emerge in a store room near the southwest corner.  Exit into the
German Compound, which takes the form of a yard encircled by buildings.  The
Radio Room is in the southeast corner, accessible through a door to the south
of the yard.  But it is too heavily guarded to just wander in.  We need a
better disguise.  Walk across to the east side of the yard where you can
collect a brass key from the wall (mind the patrolling guard).  Now head
north through the gap in the buildings and you'll find a staircase on the
outside of the northeastern building (the German Mess Hall).  This staircase
leads up to the door of the Officer's Quarters.  Head up the staircase and
unlock the door - paying close attention to the tower guard near by.  Inside
there is some currency and the all-important German officer's uniform.  Using
the mirror on the wall, swap your clothes (you'll have to leave your old
disguise behind) and head back outside and down the steps.

Head south back inside the yard.  In the southeastern corner of the yard you
will see a window through which you can see there sits a high ranking officer
in a grey overcoat.  Be warned - he is the only man who can see through your
new disguise.  Fortunately he leaves his post as lunchtime, so hide out in
one of the other buildings (and collect some currency while you're at it)
until the camp schedule rolls around to 'move to the mess hall'.  He will
then leave his post and wander north through the yard to the German Mess
Hall, which is located underneath the Officer's Quarters where we stole the
new uniform.

Head over to the Administration Office, which is the southern door in the
yard (the one next to the store room with the tunnel).  Walk inside and
casually walk around the officers, east, towards the radio room.  Enter the
radio room and use the equipment to contact London.  "Field mouse calling
Early Bird.  Let slip the dogs!"

With your job done, it is time to leave.  Exit the Radio Room, walk through
the Administration Office and exit out into the yard.  Go next door to the
store room with the tunnel, and descend once more into the gloom.  Whiz along
all three sections of the tunnel on the dolly's and re-surface in barrack
two.  Now go find the Escape Committee.

Chapter 4 : Objective 4

With the bombs falling, you have five minutes to sabotage the rocket.  There
are two keys which must be placed into two control panels.  Can it be done? 
Sure it can!  (It's game over if you fail!)

There aren't any guards around (except for the Facility itself), so the only
thing we need is a lock pick.  Run like the clappers out of the barrack and
towards the northeast corner of the compound.  Over the fence you go and
through the wooden barriers onto the east/west road.  Now dash east until you
get to the Post Compound.  Head south through the Post Compound, Laundry
Compound and finally into the facility compound itself.  With no guards
around you can do what you like.  This time, no need to go around the back - 
lock pick the front door on the north side and enter.  (Time check: you
should still have approximately four minutes left.)

Once inside, you must avoid the guards - even if you are in disguise.  Head
south, up the stairs on the west side of the door, to reach the landing.  The
key is in a yellow box on the east side of the crossbar and the control panel
on the west side of the crossbar.  Careful of the officer's patrol, get
across the room and collect the key from the wall, then back again and slot
it into the control panel.  (Time check: you should ideally still have
between three and two and a half minutes still left.)

Now head back downstairs - there's another key and control panel in the room
to the east of the ground floor.  The same room which had the safe.  This
time, however, there are two officers on patrol.  Using the same technique as
in mission three of hiding behind bits of the equipment in the southern part
of the room, make your way around anti-clockwise to the entrance of the east
room.  (Because this is against the clock, there's no point in giving you a
detailed description of how to do this - just wing it!)  Once inside, collect
the key from the east wall and insert it into the control panel on the north
wall of the room.

Congratulations, you've just saved humanity from the Nazi's.  No rest for the
wicked - time to catch up with Colonel Harding back at Colditz.

Welcome to Chapter 5 : Colditz (again!)

Chapter 5 : The Cast

Major William Kingsley: English.  Escape Committee (head of...).

Group Captain Henri Dubois: French.  Escape Committee (barrack officer).

Corporal Vincent Bernier: French.  Informant.  Newly arrived.

Lieutenant Cameron 'Doc' Winters:  USA.  Informant (maps).

Second Lieutenant Reginald Worthington: English.  Informant (gossip).

Private Dwight Johnson:  Southern USA.  Scrounger.

Private Luka Beratti: USA.  Assistant.

Second Lieutenant Dick Williams:  USA.  Assistant.

Flight Lieutenant Ricki Logan: USA (New York?).  Assistant.

Private Tony Caponi: USA (New York?).  Gambler (cards).

Corporal Douglas 'Sure Shot' Spears: English.  Gambler (cans).

Staff Sergeant Daniel Crown: English. (?)  Newly arrived.

Colonel Roger Harding:  English.  SOE agent (Special Operations Executive). 
He's back again, and under even heavier guard.

The Kommandant: German.  A man with a moustache.

General Stahl: German.  What secret is he keeping down below (the castle!)

The Cook:  German.  I feel like knockwurst tonight, knockwurst tonight!

To be continued...


Guard perception: Low/Normal/High.  Low makes the guards easier to avoid,
high makes them harder.

Guard size: Mini/Normal/Giant.  Changes the size of all German characters in
the game.  Nothing useful, but funny.  (Can taller guards see over fences??)

Defiency: Off/Normal/On.  Off means guards will never get suspicious of
Captain Stone.  On means that Stone is always stooped and guards will chase
him no matter where he is or what time it is.

Unlimited goodies: Off/Money/Stones.  Gives unlimited currency or stones to

Top down mode.  Play with the camera looking down from above.

First person mode.  Play through the eyes of Captain Stone himself.

Fact or Fiction?

Prisoner of War, the game, plays on the popularity of the various escape
movies which have been made over the years.  From the 'true life' of "The
Wooden Horse" (1950) to the 'based loosely on a true story' of "The Great
Escape" (1963), and the totally outlandish "Escape to Victory" (1981).  So
how faithful is the Codemasters video game?

Well, there really was a Second World War (but you knew that already, right?)
and POW camps did exist on both sides - in compliance with the Geneva
Convention which protected captured soldiers, providing they were wearing a
uniform.  Once captured, it was every soldier's duty to attempt to escape,
thus tying up as much of the enemy's time and resources as possible with
trying to keep hold of it's POW's.  Strangely although many prisoners managed
to flee from mainland Europe back to England, there was only one successful
escape from the UK back to Germany - that of Franz von Werra, the courageous
Luftwaffe pilot who's exploits were celebrated in the 1957 movie "The One
That Got Away".  You can read about him at this site:


The location "Stalag Luft" featured in two chapters of the game is not a
specific camp, but rather a series of camps.  The term is an abbreviation of
"Stammlager Luftwaffe" - permanent POW camps for air force officers,
administered by the Luftwaffe (the German air force).  Most were located in
Germany itself, but a few were in Poland, Lithuania and Russia.  

The camp in the game appears to be loosely based on many of the aspects of
the real Stalag Luft camps.  For more information on German POW camps, and
the Stalag Luft itself, visit the following sites:


Colditz Castle was supposedly one of the Nazi force's most feared and secure
POW camps.  That didn't stop the men it contained of dreaming of escape - and
many attempts were made.  This including a daring plan which employed a
home-made glider.  The camp was liberated by the Allies before the escape was
every tried, however.  (Although over fifty years later a reconstruction of
the glider proved that it did indeed fly!)

For a map of the real Colditz, try the site below.  As you can see, the game
version retains the basic shape and much of the layout of the real camp.


SOE - the Special Operations Executive of which Colonel Harding is an agent,
really did exist.  At the instigation of Winston Churchill himself this
top-secret 'behind the lines' force was set up in 1940.  The applicants (both
men and women) weren't even told exactly what type of job they were applying
for until after they had enrolled.  Their mission was simple, but highly
dangerous, as dictated by their first boss, Hugh Dalton: "We must use many
different methods, including military sabotage, labour agitations and
strikes, continuous propaganda, terrorist acts against traitors and German
leaders, boycotts and riots."

In many respects, these 'secret agents' did in real life what you only play
at as Captain Stone in the game - the only difference is that as 'spies' they
didn't have the protection of the Geneva Convention.  Out of 200 SOE agents
captured in France, for example, only 30 survived.  Torture by their
interrogators was not uncommon.  You can read more about SOE here:



Despite being fun, Prisoner of War is not as polished as other games.  Most
of the bugs below are non-fatal.  They do nothing but spoil the atmosphere. 
Luckily the game is addictive enough to overcome these handicaps.  Let's just
hope that Prisoner of War II (if it ever appears) will have less rough edges.

Strange bugs:

1) Sometimes the background music becomes choppy - that is to say it strobes
on and off rapidly.  To cure this, pause the game and return.

2) The speech sound samples are sometimes clipped - odd syllables, often at
the start of a sentence, will go missing.

3) Sometimes the speech sound will stick.  A character will be animating and
his lips moving, but all that will be heard is a-a-a-a-a-a-a-a-a-a-a-a-a....

4) Sometimes the background sounds will become very loud.  While stealing the
bellows I was shocked to hear the quacking ducks in the background suddenly
shot up in volume.  I was convinced this was part of the game - I'd disturbed
the ducks and now they were going to wake the sleeping guard.  But no - it
was just a bug!

5) Jerky animations.  The action will skip a frame or two, particularly just
before someone is about to talk (it would seem the DVD access to locate the
speech sample causes the animation to stutter!)

6) Mouth animations sometimes stop on the second sentence.  The sound carries
on but the mouths stop.  Perhaps the occupants of the camp are learning how
to throw their voice, in preparation for a lucrative career as children's
entertainers after the war?

7) Sometimes the camera judders, particularly when Stone is pushed into a
tight corner.  To cure, simply re-centre the camera.

8) It snows inside the barracks in Colditz.  In the courtyard, try opening a
door and stand looking inside when its snowing.  The snow effect appears to
extend inside the room you are looking at!

9) The guards can sometimes shoot through objects.  You'll rush through a
door or duck behind something, only to have the guard hot on your heels fire
straight through the object and hit you.

10) In Stalag Luft, in the bedroom on the top floor of the Kommandants
building, you can crouch and walk straight through the bed as if you were a
ghost!  Spooky!

11) The day displayed on the on-screen clock appears to be a little screwy. 
When saving and continuing on day three, you'll often reload only to find
that it is now day four!  However - the description of the 'save game' on the
loading screen does say day three, plus when the day ticks over at midnight
it stays on the same day - so I'm guessing its just the clock which is wrong
after you reload.

Fatal bugs:

1) A couple of people have reported that the game has problems reloading save
games.  Specifically, it hangs after attempting to load a previously saved
game, often at points mid-way between camps (when the game allows you to save
after completing a camp).  Personally I've not experienced this - and it may
be an effect of the anti-piracy features built into Codemasters games, which
have been known to deliberately do strange things to save games.  My advice
is to use two save games, and alternate between them.

2) On the Colditz camp, after climbing down the trap door from the theatre
into the Barrack B sleeping quarters, the square button is highlighted with
an action icon.  If you move, then it will vanish.  However, if you hit the
square button into select it, you get transported into a small space outside
of the regular game map, in which all the graphics are screwy.  (I think it
may be the tiny inaccessible store room right next to the barracks).  There's
no way out - so you'll have to quit the game and reload.

3) Try doing something like picking a lock and being interrupted by a cut
sequence.  The game camera goes completely screwy, so much so in fact that
the only remedy seems to be quit and reload.

And a handful of annoyances:

1) The menu button navigation in the game is either too slow or too fast. 
For example, when selecting the time of day to skip to, you must hold down
the D-Pad (or left stick) for a while before the selection changes.  When
moving things between your inventory and your hiding place, the selection
skips up and down like a mad thing, and often a few attempts must be made to
highlight the right item!

2) When crawling out from underneath an object, is it *really* necessary for
the camera to rest on a close-up view of Captain Stone's arse?  Why not
automatically re-centre the camera for us, instead of expecting the player to
tap the re-centre button manually?

3) The save game system enables the player to add more than one save game,
but does not give an option to delete saves.  As they are all gathered under
one file on the memory card, you cannot selectively remove specific saves in
order to save space (they are 300k+ each!).  The only way of avoid this is to
use a second memory card - load the game, swapping the card, and then
re-saving onto the new card to create a file without the extra baggage.