ReturnToCastleWolfenstein-OperationResurrectionprimasOfficialStrategyGuide-2003.pdf
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primagames.com
®
TM
Michael Littlefield
Prima Games
A Division of Random House, Inc.
Jeff Barton
3000 Lava Ridge Court
Roseville, CA 95661
1-800-733-3000
www.primagames.com
CONTENTS
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.
Prima Games is a division of Random House, Inc.
Introduction ...........................2
Roll Call ..............................2
© 2003 by Id Software, Inc. 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 Id Software, Inc.
Basics .................................4
Associate Product Manager: Jill Hinckley
Senior Project Editor: Brooke N. Hall
Editorial Assistant: Tamar D. Foster
Production Assistance: Brandon Smith
Creative Development Manager: Donato Tica
Senior Production Assistant: Jimmy Monkerface
Design and Layout: Derek Hocking, Simon Olney
Weapons and Items ......................7
Enemies ...............................13
©2001-2003 Id Software, Inc. All rights reserved. Return to Castle Wolfenstein: Operation
Resurrection, Return to Castle Wolfenstein, the Return to Castle Wolfenstein logo, the id
Software name and the id logo are either registered trademarks or trademarks of id Software,
Inc. in the United States and/or other countries. All other trademarks and trade names are the
properties of their respective owners.
Combat Tactics and Mission Strategy...15
Map Briefing ..........................17
All products and characters mentioned in this book are trademarks of their respective
companies.
Mission 1: Prologue ...................18
Please be advised that the ESRB rating icons, “EC”, “K-A”, “E”, “T”, “M”, “AO” and “RP”
are copyrighted works and certification marks owned by the Interactive Digital Software
Association and the Entertainment Software Rating Board and may only be used with their
permission and authority. Under no circumstances may the rating icons be self-applied or used
in connection with any product that has not been rated by the ESRB. For information regarding
whether a product has been rated by the ESRB, please call the ESRB at 1-800-771-3772 or
visit www.esrb.org. For information regarding licensing issues, please call the IDSA at (212)
223-8936. Please note that ESRB ratings only apply to the content of the game itself and does
NOT apply to the content of this book.
Mission 2: Ominous Rumors.............37
Mission 3: Dark Secret................49
Mission 4: Weapons of Vengeance.......68
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, or completeness of the material in this book; nor does the publisher
assume liability for damages, either incidental or consequential, that may result from using the
information in this book. The publisher cannot provide information regarding game play, hints
and strategies, or problems with hardware or software. Questions should be directed to the
support numbers provided by the game and device manufacturers in their documentation. Some
game tricks require precise timing and may require repeated attempts before the desired result
is achieved.
Mission 5: Deadly Designs.............83
Mission 6: Deathshead’s Playground....96
Mission 7: Return Engagement.........106
ISBN: 0-7615-4271-X
Library of Congress Catalog Card Number: 2003101764
Mission 8: Operation Resurrection....123
IN
T
R
O
D
U
C
T
I
O
N
It’s been a long time. The dust has long settled, and the castle is a gray smear in the back of your memory. You’ve forgotten what you used to
know so well. The corners and secret walls, the shouts and shots are all a blur—no sharp images remain in your mind. You thought the war was over.
It seemed as if Castle Wolfenstein would recede into the mists of time, a legend, never seen but often mentioned. That is, until today.
The folks at Activision and Id have joined forces to bring you the next installment of the classic game that started it all. This time around, you
can expect a smarter breed of Nazi soldiers, more realistic weaponry, and beautiful 3-D levels.
In addition to the masterful game design, the story and gameplay are fantastic. Here’s your chance. Pick up the controller and get comfortable.
Yo u a r e about to
Return to Castle Wolfenstein
.
R
O
L
L
C
A
L
L
AGENT ONE
The OSA
The Office of Secret Actions is a joint venture between Britain and America,
created to pursue clandestine operations behind enemy lines. Information flows in
from OSA agents in the field and from contacts within the resistance movements
of occupied Europe. The OSA chases these threads of intelligence, trying to
figure out what the Nazis are planning next.
Reports are coming in that don’t make sense. Heinrich Himmler has set
something out of the ordinary in motion. Always a believer in the occult,
Himmler’s SS Paranormal Division is unusually active. The OSA sends in its
best men to find out what’s going on.
A top
British agent for
the OSA, Agen
t One
is sen
t to assist Agent
Blazkowicz in the
Nazi
occu
lt activity investig
ation. Only elite
mem
bers of the OSA
, such as Agent O
ne,
have
the courage neede
d to walk into the
hellish
unkn
own of the parano
rmal and the Naz
i war
mach
ine.
B.J. Blazkowicz
THE DIRECTOR
O
ne of the top age
nts for the OSA
(Office of
S
ecret Actions), B
lazkowicz is a U.
S. Army
R
anger without a lo
t to say. His actio
ns more
th
an make up for h
is lack of chatter.
It’s 1943,
an
d his talents are n
eeded to investig
ate strange
g
oings-on within th
e Third Reich. T
he OSA
h
opes that Blazkow
icz can shed som
e light on
re
cent reports of in
creased occult ac
tivity in
th
e Nazi hierarchy.
To that end, he is
sent with a
p
artner, Agent On
e, into Castle Wo
lfenstein.
C
ontact is lost. Th
e OSA has no o
ption but to
w
ait and see what h
as become of its
boys.
This ca
pable Englishman
puts nothing pas
t the
Nazis. H
e does not dism
iss a report just
because
it seems outland
ish. The OSA m
ust
uncover
the truth, howev
er strange it appea
rs,
or the A
llied forces coul
d face a nasty sur
prise.
2
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R OLL CALL
JACK STONE
OBERFÜHRER MARIANNA
BLAVATSKY
The Di
rector’s trusted as
sistant, Jack Ston
e is
an Ame
rican with a keen
mind and thoroug
h
knowle
dge of the workin
gs of the Nazi wa
r
machin
e. The highest off
icials heed his ad
vice,
and he i
s responsible for
collating much o
f the
informa
tion that comes i
nto the OSA.
Mad
ame Blavatsky ha
s studied the blac
k arts
for
some time. She h
as established her
self as
the
premier practition
er of the occult i
n the
Naz
i realm. As such,
she has Himmle
r’s
ear,
and vast power w
ithin the SS
Pa r a
normal Division
.
B
lavatsky has ment
ored many, and
He
lga von Bulow is o
ne of her most
pas
sionate followers.
With patience
and
study, the Oberf
ührer has
com
piled informatio
n that could poin
t
the
Nazis to a power
greater than any
kno
wn to the modern
world.
The SS Paranormal Division
Heinrich Himmler is a high-ranking official in Hitler’s Third Reich. He’s an evil
bureaucrat, architect of some of the worst Nazi regime atrocities. Himmler has
founded the SS Paranormal Division, a collection of the Nazis’ most ardent
occult followers, dedicated to finding preternatural ways to further their war.
Himmler is chasing a myth. A tale from centuries past has yielded a glimmer of
light. It may be nothing, but Himmler and his cronies are bent on finding out.
They’ve uncovered pieces and parts that, brought together, could spell disaster for
the free world. The OSA has caught wind of this plan, and is ready to commit its
best to dash any chance that the round-spectacled little man has to unleash
something ancient and horrible.
HELGA VON BULOW
This head
strong woman has
studied
under Ma
rianna Blavatsky
and does
everythin
g she can to help
her teacher.
Helga ha
s become a leade
r in her own
right, es
tablishing the Eli
te Guards to
further t
he cause of the S
S
Pa r a norm
al Division.
While s
he has learned mu
ch from
Madame Blava
tsky, von Bulow i
s impetuous.
She tries too
hard, sometimes,
running
headlong into
situations that ca
ll for
discretion.
WILHELM STRASSE
(A.K.A. DEATHSHEAD)
This N
azi’s skull-like v
isage and twisted
avenues of
scienti
fic research have e
arned him his ni
ckname:
Deaths
head. A high-ran
king Nazi officer,
Strasse is
close
to Himmler but
does not subscrib
e to his
occu
lt beliefs.
De
athshead have two
passions: scienc
e and
mach
inery. He has spe
nt years on his Pr
oject Über
Soldat
, fusing metal and
flesh with horrif
ic results. His
experi
ments have spawn
ed a host of creat
ures no longer
human
, yet not fully me
chanical.
He
believes that victo
ry is dependent o
n his work—a
view n
ot shared by Mad
ame Blavatsky or
Heinrich
Himm
ler. Because of h
is rejection of the
occult,
Death
shead is a formid
able foe. He gives
credence only
to tha
t which is tangible
, and fights guns
with guns. Do
not un
derestimate his c
reations simply b
ecause his
super
iors do.
3
B
AS
I
C
S
Consider this boot camp, soldier. You won’t survive out there if you
don’t learn what’s in here. This section covers all the skills needed to
bring down the Nazi SS Paranormal Division.
As an Army Ranger, Blazkowicz is highly trained in essential combat
skills. However, it never hurts to brush up before any serious mission.
Here, we’ll cover the combat field training that provides you with the
skills essential to operating and surviving in a combat environment. To
review your weapons training, see the “Weapons” section.
enemy without being heard or shot at. This helps you conserve ammo and
prevents risk to your health. To walk, gently push the control stick in the
direction you want to go. Fully pushing the control stick results in a run, so take
a moment to practice the difference.
Crouching
Crouch to crawl into vents and
other hard-to-fit places.
Controls
Familiarizing yourself with the game controls is always a good idea. Listed are the
default button presses. These controls are fully customizable in the Options
menu if you feel more comfortable with a different button configuration.
Crouching is one of the most versatile
movements available to you. It enables
you to duck behind cover and escape
enemy fire, as well as crawl through vents,
windows, and other small openings.
Crouching is also the only method of movement that permits you to move while
keeping your scope up, allowing you to slowly change positions without taking
your eye off your target. Though walking when crouched is slow and causes you
to wobble, it can be used to move silently and sneak up on enemies. As an added
bonus, crouching gives you a low center of gravity, making your shots more
accurate. This is helpful when sniping.
DEFAULT CONTROLS
Button Press Action
Left Analog Stick Move
Right Analog Stick Look
p
Jumping
Jump onto this desk to
reach the secret area behind
the picture.
Button Press Action
r
Kick
Reload
Centerview
Jumping allows you to hop onto things
such as crates and ledges, letting you
reach otherwise inaccessible places. If
you’re in a pinch, jump to escape or
dodge enemy fire.
R3
Next Weapon
L3
o
Previous Weapon
;
Select Item
u
Activate
/
Flip View
i
Scope/Binoculars
‘
Use Item
Swimming
Take to the water when walking
isn’t an option.
L
Jump
s
Menu
l
Crouch
t
Notebook
R
Attack
Movement
On your missions, you encounter all types of obstacles and terrain. Listed here
are the basic moves that every OSA agent must know to successfully navigate
through and survive the missions.
Some places require you to take a dip.
Swimming often takes you to a secret
area or an alternate underwater passage.
Like in life, you need air to breathe;
staying underwater too long causes you to
lose health and drown. While you are underwater, enemies can fire at you (if
they’re above the water), but you cannot fire back. With the exception of the
Combat Knife, weapons will not work underwater.
Walking
Walking allows you to sneak
up behind an enemy without
him or her realizing death is a
moment away.
Though running should be your default
method of movement, walking plays a
key role in your survival. Unlike
running, walking is silent, permitting you to sneak up on enemies and quietly
pass through doors. Often this means you can creep into a room or behind an
4
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