How to open the door to Wolkenstein New Order. Will

The events of this game begin to unfold in 1946. The cowardly Americans still live by the affairs of the continent, afraid to stick their neck out and enter the Second World War. The Nazis continue to increase their combat power. They are destroying one state after another.

You are invited to play the game as an officer American army with Polish roots. His name is William Joseph BJ Blaskowitz. He and the assault group went on a mission by plane. He flies over the Baltic Sea to try to get to the German fortress of General Wilhelm Strasse. He has a nickname - Skull. This general is a brilliant scientist and designer. It was thanks to him that the Nazis began to win the alternative World War II.

Chapter 1 - Skull Fortress

The walkthrough of Wolfenstein: The New Order begins by watching a short starting video. Then you find yourself in the cockpit of an airplane. You play as Captain Blaskowicz. You are flying over the Baltic Sea, near the coast of Germany. Soon a nearby plane will be shot down. Yours will be damaged. Go to the technical compartment, close the pipeline of engine No. 6. Get out of the cabin and move in the right direction. Along the way, you will receive instructions on how to take pliers and wire from the cabinet.

You will find the locker on the left side of the cabin exit. To open it and take the necessary items, you must press the E button. When you get to the burning pipeline, close it. Then go to the cargo bay to drop the cargo. To do this, return to the locker where you took the tools from, and go from there to the back of the plane. On the left side of the box you will find documents.

So, there you are. Cut the slings that hold the load. They will be marked with red diamonds. To hit with a knife, you need to press LMB. After dropping the cargo, return to the cockpit and sit behind the turret. To do this, press E. Start shooting back at enemy fighters. When playing Wolfenstein: The New Order, you will not avoid colliding with one of the planes. After the crash main character will lose consciousness. You wake up and immediately pick up a first aid kit to restore your health. Then pull the lever in front of you from above. Then open the cockpit door on the right side, jump onto the wing of the plane that is nearby. To make a jump, you need to press left shift + spacebar.

Once you are on board the aircraft, whose call sign is “Condor 9”, go to the cockpit. The plane will then crash near the Skull Fortress. You find yourself near the shore in the cockpit of a crashed plane. Grab the yellow tube to answer via walkie-talkie. After completing negotiations on the radio, go to the turret on another plane, which also crashed. Exit the pilot's cabin, breaking the box with a knife. Then make your way forward along the corridor, pressing left Shift + left Ctrl along the way. This will help to roll under the rubble, as well as with an iron monster.

Go underwater in the cargo compartment, swim between the boxes to the hole in the hull. Once outside, swim along the cable with the lights flashing on it. Get to the next fallen plane. Dive out of the water and climb up to the turret. From it you can shoot the mechanical Panzerhund creatures running around on the shore.


Walkthrough of the game Wolfenstein: The New Order - get out of the turret, go through the controls as indicated. This way you will reach your ally. Talk to him and go to destroy the enemy pillbox. This is a kind of turret that is installed inside. Run forward to the fuselage of the fallen plane. In its bottom you will find a hole through which you can get into the enemy trenches. Get into the bunker and pick up grenades. With their help you can break the turret that shoots at the beach.

When you blow up the turret, jump into the hole under it and press left Alt and S. Shoot the fascist standing behind the door. When the door opens, you need to finish off your enemy and take his weapon.

Turn left and fight your way to the next bunker. In it you can find a map that lies on the boxes with the turret. At the exit of their bunker, go left along the trench. Kill enemies along the way. This way you will get to the next bunker. Eliminate the Nazi standing there using the knife. Sneak up from behind and press MMB.

Leave the bunker and continue moving in the right direction. Along the way, eliminate all enemies. First start killing officers who may give signs of alarm. When, during the passage of the game Wolfenstein: New Order, you find yourself at a large closed door, take a bomb in the small room on the left side. Install it at the point that will be indicated.

When everything explodes, get inside and go into the right room. There you can find a “fragment of the Enigma code.” Move along the rails. This way you will get to the area where there is an enemy turret on the bridge. In the left room there will be a plan of the bunker. When you destroy all the enemies, go under the bridge with the turret. Here in the wall on the left side there will be a small passage into a closed room. It contains a "Gold Medal". After leaving the room, go up several floors of stairs. Destroy the enemies you see there, then go up the stairs again. This will take you to the first weapon. It needs to be neutralized. To do this, simply kill the soldier who is sitting next to you.


When the area around the first gun is clear, you can sit behind it and start killing the “stomper” crawling on the shore. Then go to the left of the first gun, go up the stairs, go into the right room. There you will find a hidden door. You can open it using three levers. Activate left, right, middle. The walkthrough of Wolfenstein: The New Order continues. In the secret room you will find another fragment of the Enigma stake, as well as a pistol silencer. He puts it on by pressing the C button. Get out of the room, go along the corridor, continuing to kill enemy soldiers. Along the way, inspect the barracks. In one you can find not only supplies, but also “Oscar’s letter.”

When you get to the second gun, clear the area around it, use the gun to clear the passage to the left of the wreckage of the fallen plane. Also shoot at the soldiers. To reach the castle wall, you need to go around the second gun position along the corridor on the left side. There, under the tarp, you will find a golden cup. At the next closed door you will be attacked by an iron monster. He will attack after it opens. You can destroy him with Private Wyatt. Then go into the bunker from which the monster appeared. There will be another “fragment of the Enigma code.” Return to the private, climb up with his help.

Watch a short video, climb up the rope, shooting at the Nazis that stick out of the windows. As you continue through the game Wolfenstein: The New Order, climb to the very top. Get through the window, go left along the corridor straight to the stairs that lead to the floor below. After descending, activate the lever of the mechanism, which opens the gate. Then drop down into the hole in the floor. Chains pass through these holes. Kill all the enemies, take the “golden cup” in the dining room. You can also go down one floor. Then you will find in the room a “plan of the interior of the castle.” So, go back and go up the corridor with the stairs that lead up. So you will get to the room where there is a spiral staircase.

Climb the spiral staircase, clear the area above and find yourself in the next dining room. Climb from there through the window onto the balcony. You can use it to get to another room. Climb the steps, go right along the corridor to the courtyard where there are turrets. Stand behind one of these turrets and shoot the enemies. By the way, you can remove the turret if you hold down the E button.

After clearing the area, go to the crashed plane and climb inside. There you will see allies. Walkthrough of the game Wolfenstein: New Order continues. To get rid of the beam that is blocking your path, pick up a piece of iron thrown at you. Clear the path and climb up the shifted beam. There you need to take a running jump, crossing the abyss. In general, follow your allies. But you will still fall down.

So, you find yourself in a crematorium. First open the indicated door. Find the key in the box and open it. Also in one of the boxes you will find a “fragment of the Enigma code.” Then take the wounded and move to other rooms. There you will have a fight with a super soldier. He will jump out of a hole in the floor. Your partners will recommend shooting at the respirator. As a result, you will win, but will be captured by the Skull. Then there will be a short cutscene. You choose Wyatt or Fergus. If you don't make a choice, everyone will die.

If you choose Wyatt and watch the video, then grab the pipe that Fergus threw. With it, attack the super soldier by pressing MMB. Then reach the nozzles of the stoves and break them with blows from the pipe. Approach Fergus, who will remove the handcuffs. Then use the panel by the window. She will help you open it. To do this, move the mouse and close the contacts. Do this very quickly three times. All three lights need to light up. Everyone, jump out the window. Continue playing Wolfenstein: The New Order.

Computer game FPS (first-person shooter) genre, developed by a company called MachineGames, the game is published by Bethesda Softworks. It is part of the seminal series of this genre. Wolfenstein invites the player to plunge into an alternative universe in which Germany was able to win the Second World War with the help of a serious breakthrough in development, which was made possible thanks to unknown technologies. The main character of the series is US Army Ranger William Joseph Blaskowitz. It is he, under your leadership, who must turn the tide of the war and bring a new order to the world.

Chapter 1. Strength of the Skull

1946, Baltic Sea. The combined forces of England and the United States launch an attack on the fortress of General Wilhelm Strasse (nicknamed the Skull, this character is key in Germany’s technological breakthrough). The game begins with the fact that the main character (William Joseph B.J. Blaskowitz) is woken up in the cockpit by his colleague Fergus Reed, you are a direct participant in the military operation, the goal of which is to eliminate General Skull (Fergus is an old friend of Blaskowitz, the colleagues met before the beginning of the war and worked together in the port, and then joined the army).


Air defense the fortress opens fire on the Allied Squadron, as a result, Blaskowitz’s plane is shot down (namely, the fuel pipeline fails). Troubleshooting needs to be done.


To begin with, we leave the cockpit and turn left. Taking it out of the closet necessary tools and head to the place of the fuel leak. As soon as you get close to the fuel line, an explosion will occur, but you should not be afraid of it. We move to the marker and pinch the fuel supply hose. Next, you must head to the cargo compartment of the aircraft and dump excess cargo (use a knife to cut the ties). If you look at the cargo, then behind your back there will be a small hole, at the end of which there will be a bulletproof vest.






We return to the cabin. Fergus, seeing that the Allied fighters are not coping with their task (fighters usually shoot down enemy fighters, which in turn are sent to eliminate the bombers), asks the main character to sit down at the stationary machine gun in the cockpit and eliminate the threat. After several enemy planes are shot down, one of the pilots goes to ram, the main character loses consciousness, but Fergus revives him.




Next, we see a picture of one of the allied planes being shot down. It turns out that the pilots were killed, but one of the soldiers (White), under the leadership of Fergus, still manages to control and saves the situation. Blaskowitz and Fergus board the rescued plane and continue to fly to General Skull's fortress.




As a result of a hard landing, the main character ends up in the water and is attacked by a Panzerhund (a robot that looks like a huge dog), Blaskowicz finds himself locked in the cockpit. His colleague gets in touch with him and asks him to eliminate the robots using the aircraft’s stationary machine gun.


We dive under the water and head towards the target marker (it’s better not to surface, as the Germans are firing suppressive machine guns). We sit down at the machine gun and open fire on the robots.


Your allies are free. We join them and together we go to storm the enemy’s trenches (at this moment you will be given a firearm). Blaskowicz's fellow soldiers return fire to the suppression, giving you the opportunity to break through the line of fire.


We run forward to the body of the crashed plane and find ourselves in a trench, in which we use a grenade to destroy an automated machine-gun nest.


Through the gap below, we shoot the legs of the soldier, who, after being wounded, will open the door. We turn left and engage in battle with the first group of soldiers.




We move to the end of the trench and find ourselves in a bunker, in which there is a map of the area on one of the boxes.


We go further through the trenches, from around the corner the main character is attacked by a German shepherd, which he will have to fight off with a knife.


We move further through the enemy trenches and find another bunker, inside of which there will be an officer (you have the opportunity to learn quick kills).




Next, the player finds himself in the courtyard of enemy fortifications. The enemy does not yet know about your presence, as a result of which you can suddenly attack the enemy, or act covertly without raising the alarm (basically, it is always possible to eliminate everyone without making a fuss). First of all, we destroy the German officer. Information about his location can be obtained thanks to the signal that the transmitter emits (which in turn is used to call for reinforcements). This passage is based on the “silent” elimination of the enemy.


After clearing the area, we throw a grenade into the room with huge shells and punch a hole in the floor (if you go further, you can enter through the main entrance using explosives).


We go down into the sewer and move along a small tunnel (in it we also find a pistol with a silencer).


Fergus gives you an order - to liquidate anti-aircraft installations that shoot down Allied planes. Through a small hole, the main character finds himself in the bunker on level A.


We go down to the railway and eliminate the officer. To the right of its location, there is an iron door with the inscription Prohibited (Verboten, see map). We go around the room and behind the boxes we find a hole through which we find ourselves in a locked room. Inside it you will find a gold medal. If you walk forward a little from this door, then the player will find himself in a small arsenal (which contains detailed map bunker).





We go down the railway, to the left of the huge iron door in the room we find the first part of the Enigma Code.


We go back and begin to climb to the first anti-aircraft gun. We suppress enemy resistance and eliminate the shooter. We sit down at the gun and destroy the trampler (or walker). To destroy him, you need to hit him with a charge, just before the shot (to do this, you need to attract his attention to yourself and wait until he starts aiming at you).




We go through the opened door. To the right of the stairs there is a room in which there are three levers. We pull them in the following sequence (see diagram) and find ourselves in a secret room (there is another part of the Enigma code in it).


We continue to climb to the next gun. Along the way, we search the barracks of the soldiers and find a letter from one of the soldiers. This time the anti-aircraft gun is guarded by a stationary machine gun (a grenade or an accurate shot will solve the problem).


We eliminate another shooter and use the gun to clear a further passage for ourselves. Now your task is to get to the walls of the general's castle.


We move to the end of the trench and open the door. At this moment, the Panzerhund attacks the main character and bites his leg. We open fire on the robot, when you still manage to escape from it, Private White appears and destroys the dog with a grenade. We go to the bunker from which you were attacked and select another piece of the Enigma code.




Next, the main character joins his battle group, and under the leadership of Fergus, the assault on the castle begins. Using the lift, we climb inside and open the gate to our allies.


To the left of the gate mechanism there is a small hole in the floor. We jump into it and move deeper into the castle. Immediately outside the door you will meet the first officer (there is also a map of the castle).




We rise to a higher level and find another hole in the floor (see map), through which we find ourselves in a small old corridor (in which there is another part of the Enigma code). We leave this part of the castle through the hole and move on (in the room at the end of the location there is another trophy - a golden cup).


We go into a large hall with a twisting staircase (on the way you will come across a sentry and a German shepherd, which can also be eliminated without noise if you approach from behind). In the hall we take the golden sword as a trophy. Next, we activate the lever (the sword statue, which is located to the left of the portrait of the Skull) and falls into a secret passage, which leads us to a room with another officer (in this passage you can push out several stones and then you will have an excellent shooting position). On the table we take away the next part of the code.






We leave the room and turn left. There will be another officer in the large hall. Through the window we leave the castle level. Next, Fergus contacts you and asks for help in the yard.


We move towards the target marker, stand behind the machine gun and suppress enemy resistance in the sector (along the way you can find a gold trophy in one of the boxes).


After you reunite with your fireteam, due to an unfortunate coincidence, the soldiers fall straight into the Skull Crematorium.




White tries to open the door and activates the furnace. Fergus asks you to urgently find the keys to the exit, which are located in one of the boxes (search all the boxes, one of them contains the last part of the code). We pick up the wounded soldier and leave the oven.




In the new room you will be attacked by a very unusual German soldier(to kill him, you need to shoot at the pipes near the shoulders, and then aim for the head).




At this moment, General Skull comes to the crematorium premises, who starts the mechanism, the walls squeeze the survivors, but no one dies, but only loses the creation. The video follows. The so-called scientist forces the main character to make a choice between your colleagues (further passage is based on the fact that the choice was made in favor of Private White).




Skull leaves and leaves one of his soldiers behind, starting the furnace. The surviving White attracts his attention and manages to give you a piece of pipe, with which we kill the enemy.




Next, you need to damage the furnace mechanisms, break the lock on the window and leave the fortress. During the fall, the main character is seriously wounded in the head and loses consciousness.






The game will start on the plane. You will immediately be given the task of blocking the pipe. Do what is indicated in the task and return to your cabin. Next, you will need to go to the doors that have opened and cut absolutely all the fasteners in order to throw out the cargo. Return to your cabin again.

And now the time has come to destroy a couple of enemies, so move to the indicated weapon and start firing at the flying enemies that suddenly fell on you. You will have an accident, after which you will need to take a first aid kit. You will need to do a little more extreme sports, namely jump from your plane to the next one, nothing complicated. Once you find yourself on the Allied plane, talk to the soldiers and go to the pilot's compartment.

Watch the video and talk on the phone. After telephone conversation you will receive a new task. Destroy the boxes and slide under the mechanical robot. Dive into the water and swim to another plane (note that if you decide to get some fresh air and emerge, you will immediately take a bullet to the head). As soon as you swim, climb into the plane and sit in it at the machine gun. You need to shoot all the enemies, and then talk with the rest of your compatriots.

After the conversation, quickly run forward and climb into the hole that is in the floor. Move forward, take the grenades you come across and use them to blow up the turret you come across. The turret is destroyed, so move on. You need to remove one of the fascists who is behind the doors. Just shoot through the gap at his legs. Move forward while destroying enemies who are in the fortifications.

Move further according to your map. You need to get to the first position of the fascists. Kill all enemies and take dynamite from them. And now you have two options: you can destroy the doors here and now, or go back a little and destroy the hatch, which is located on the floor.

Move forward and soon you will need to climb up and sit down for the weapon. Attack the tank, then don’t linger and move on. Following the task, you now need to destroy the remains of the plane that blocked your path further. Immediately after the wreckage, a dog will attack you, which you also need to shoot, and then go upstairs.

Climb up the rope and look around. Now you have to fight not only with ordinary soldiers, but also with machine gun points. At the top, jump into the window.

Now we recommend that you do not move too fast, as you will encounter a lot of enemies. There is a secret passage here that can be opened by first pulling on the statue with a sword. The statue stands next to one of the paintings. Although you can just make meat and smash all the Krauts.

Climb through the window again, after which you will meet fascists with dogs and machine guns. Don’t think twice and take them down right away. After that, stand behind the machine gun and make bloody meat again. When the influx of enemies subsides, then drop the machine gun and break the indicated targets with a crowbar. Go through the vacated passage and go to the opposite bank, where you follow your soldiers.

When you wake up, you will be asked to find the key. It will be in the box next door. Take your wounded brother and drag him to the exit. Here you will need to defeat your first game boss - a metal enemy. It is most effective to fight him with two guns at the same time. Once you win, you will have to choose which of the two soldiers should die...

Chapter 2

Look new video video and after, you need to attack the soldier. Next, go into the corridor and neutralize the guards. Approaching the stairs you will find a shotgun - take it. Go down a little further and soon you will come across a control panel. Behind the button that opens the doors is a secret vault where you can get an upgrade for your health.

Leaving the building you will have to face a batch of new future meat. For your own comfort, you can find a more convenient shelter for yourself and fire from there. Next, go to the girl and watch the next video.

Chapter 3

Go down to the basement. In the basement there will be a closet in which you can find the figurine along with the apron. In the box nearby - take the glasses and now it’s time to interrogate the officer. Another video and back on the road.

In this task you can go either in stealth mode or destroy everyone in your path. In general, move through the territory to the transport.

Now climb the tower and go to the adjacent structure. Go down from here and follow the sign up the stairs. Here you need to neutralize one freak and press the button. As a result, you clear the area, pull the indicated lever and return to the car.

So, continue in the same vein and clear another place, after which get ready for a fight with two robots. You can destroy the robot by shooting from machine guns that are located on the towers, but there is also an option with buttons near the bodywork vehicles - this is where the pieces of iron came from.

Chapter 4

Pour some coffee and walk past the table at which the officers are sitting. They will not let you pass by and will ask you to sit down to take a short test. In the test, simply select the pictures you like and go to your room. Watch the video below. In your room, climb out the window and move along the ledge for a long time. Soon you will reach a pipe through which you will go down into the hatch.

In the next room you can find a hatch cutter along with a battery. Go a little higher and cut the grates as well. A cache will be hidden behind one of the bars. Next, jump from one house to another and kill the soldiers. On the wall you can find a map of the territory. Go further and neutralize another couple of enemies. After them, climb out the window and quickly jump onto the roof of the transport.

Climb to the top and walk across the roof. Somewhere on the edge you will need to cut the chain with your special tools and kill the soldiers. It is advisable to remove each soldier one by one. Throw a knife at them. You also need to be careful not to get caught by the turrets and not get too close to the red beams. Go through the obstacle and find a pipe in one corner - that’s where you need to go down.

Once you find yourself at the bottom, you will need to immediately run to the right side of the huge robot. Soon you will need to cut the chain and go down quickly. Afterwards, cut the blocking lattice and go down even lower.

Climb through the long ventilation shaft and at the exit you will find a soldier who decided to do his business in the toilet. Kill him as quietly as possible. Soon you will meet a couple more fighters, along with a dog. Once you are in the room where the sleeping part is located, there will be a key on the wall near the window that can open the door for you at the end.

Go across the bridge and cut the chains from the doors. At the very bottom, in a huge pile of coal, you can find treasures. Next, you will need to pick another lock, after which you will again meet a large robotic dog. Quickly run away from her and cut off the chains along the way. Soon you will be able to take the elevator up and free all the imprisoned people.

Climb onto the table and cut the chain, then kill the enemies. Walk forward a little and shoot all the freaks along the way. In some places, prisoners will help you. Turn off the power supply and follow your allies further. When your new friends start opening doors, provide cover for them. When you find yourself on the street, be extremely careful. On the left side there will be a car that you will need to jump into and then drive away. Soon your vehicle will turn over and you will need to quickly get out of it, since a tank is rushing towards you from behind.

Chapter 5

Quickly jump into the water and move to the shelter. Here, talk to the former fascist. In the room where the woman is, you can find important documents. Behind the painting you can also find a treasure. Next, you need to climb up to take the crowbar there. Now go back down to Max's room and destroy the wooden beam. Behind it will be important documents. After you pick them up, you can go back to Karel.

Chapter 6

So, take transport to the indicated point. Afterwards, you are shown a video, after which you again need to move towards the specified goal. Move to the passage in which the light is shining brightly. This is where you will have to make the tackle. A grate will appear on your way again, and after cutting it, the robot dog will chase you again. You need to run forward from this mechanical monster and eventually make a tackle again. After this, the mechanized creature will be stopped and freaks and a large robot will stand in your way - they must be destroyed.

As soon as you find yourself in the building, crowds of opponents will immediately attack you, so before you run into the thick of things, sit down on the stairs on the left side and begin to slowly destroy them from cover. Here you can find a safe that will hold the interest of your health. If you go up and climb into the hatch above, then you will find another treasure, and then you can find another treasure in the next room on a shelf.

Now lift the doors and kill the freaks. Climb up and you will find yourself in the main room, where there will be a button - click on it. Jump onto the beam and kill the guards here, then cut the chains that are on the hatch. Climb to the roof of one of the elevators and stand on the platform. At this point you need to shoot the brakes.

After the shelling, go into the room where they are testing new weapons. Climb up and cut the chains here that hold the huge slab in the testing room. Afterwards, start the testing process and pick up new weapons. Now you need to dump - cut a hole in the wall. If you climb up and cut through another hole, then you will find the treasure. And now you can reset another elevator.

In the next area you will encounter a huge number of enemies, so kill each enemy very carefully. Also, you can find a huge number of boxes full of health, armor and ammo, so you will always have equipment. Helicopters have machine guns, so the task can be made easier. After you deal with all the Germans, a huge robot will immediately appear. On this robot you can try to test your weapon, which can also be recharged from stations. The most convenient tactic is to lead the enemy in a circle. Once you defeat this “iron”, then move to the room where it came from - then climb up. Then go down and transfer your accomplice to the helicopter.

Chapter 7

(Secret level)

Once you are at your base, you will have a secret level unlocked. You can find this level if you go upstairs to the bed that says “nightmare”. You can pass this level every time, but after you return from the next task.

Talk to Anya and she will give you a new task. You need to find concrete that is covered with mold, but first you need to take the key from one of your comrades. Along the way, grab important documents that lie not far from the strange lady. Going down to the basement, you can find the treasured concrete. There is a slab on the left side - you will be forced to take it, after which you will fall through and you will have to find a passage. Down in the sewers you can find a couple of very useful items. Once you get out of here, go back to the moldy concrete and cut off a piece that you will need to take to Anna.

Chapter 8

So, you will get to the camp. Walk with the crowd down the corridor. After passing through the corridor, you need to go to the room where you will be branded - they will give you a number and a badge. Go to the next room and here you will be forced to mix concrete. In a conversation with an African partisan, you can find out where to find the person you need, but first break the concrete mixer. To do this, press the following keys: right, left, back. This action must be repeated until you break this technique. After one of the parts falls out, throw it into this concrete mixer and eventually break it. When an accident occurs, talk to a prisoner just like you. It is located on the right side. After the conversation, go to the barracks. You need to go there through the red exit.

In the house you will find an old man from whom you will learn what you need to do next. Go to the building that is located at the very end of this area. But before you enter, talk to the girl, dark skin tone. From her you will receive a new additional task.

As soon as you step down, they will immediately grab you. But when you wake up, you will be able to go through everything comfortably in stealth mode. In one of the rooms on the wall you can find a map. In order to complete the additional quest and kill the Knife, you will have to go back a little. Next, find the button and turn off the security system. Now you can go back out into the fresh air and tell the girl that the Knife has been killed. Talk further with your grandfather and go to the next wing.

Go through the factory and soon you will need to climb the scaffolding to the top. Next, try to proceed in stealth mode. If you move to the left and kill the dog and the guard very carefully, you can find a knife. Now go down and you will find a power unit there.

Now a video will follow, after which you will control a huge robot. Kill all the Nazis on your light machine gun, and as for robots like themselves, it is best to destroy them with your missiles. Go to the very end and drop off your grandfather. He will immediately start freeing the prisoners, and you will have to cover the back of his head. As soon as you can defeat everyone, go downstairs and go to the garage. Right there, in the garage, in the left room you can find another treasure. Now get into the transport and get out of here.

Chapter 9

To begin with, go and get a good night's sleep to get a new boost to your health. Well, if you want to play Wolfenstein 3D again, then go upstairs to sleep. But after sleep, you will need to go to the helicopters and talk with your comrades in order to find out the location of the welding machine. After this, return to the main hall and talk with the black man. As a result, dive for the fallen burner.

Afterwards, swim out and climb onto the edge. Charge your weapon and make your way to the opposite side. Shoot off the fasteners that hold the ladder at the top. Climb to the very top and you will just find yourself in the room where the hanging boxes are located. Shoot off the fasteners of absolutely all drawers. Next you will have to destroy the robots that suddenly appeared. How will you overcome cans, then move to the doors, after which climb into the ventilation shaft. Inside you will need to cut the chain that prevents the doors from opening.

Once you have done everything and return to the central hall, talk to the girl who is crying. She lost her ring and you will need to find it. The ring is in the toilet room, on the very top floor. In the end, give the indicated burner to grandpa and move on to your new task.

Chapter 10

Get into the submarine and swim to the passage. So, the first passage will be closed by a grate, so in order to go further, you will need to first cut the chains. In order to open the second passage, you will need to swim across and cut the chains on the other side. Next you will find yourself in a room with huge screws.

In this room you will need to go up the stairs and then turn the lever to the side. But keep in mind that it should turn out that the hole on the first screw and the second one is at the bottom. And after passing the second propeller you can find a couple of treasures. You will find the first treasure literally right away, but the second one, only at the very end of the tunnel on the left side.

Now get out on land straight to the pipe. Find the control room and pull the lever again to raise the water level. You can now swim further. In the next room you need to cut off the chains on the mines so that the path further is clear. Next, find the passage and then the elevator. As a result, you will have to cut a hole in the fence.

After penetration, you need to clear this area and keep in mind that there will be a huge number of different enemies. As a result, after a big mess, you will need to pull the lever, after which a huge robot will come. Next, open the doors again and find the control room. As soon as you press the button, a huge number of enemies will appear, among these enemies there will even be a couple of robots. After another showdown, go to the train and continue on.

Chapter 11

Get out of the torpedo. Then you can either secretly or noisily kill enemies. Climb up and there will be a painting in one room - remove it. Go further and kill all the Nazis in the cabins along the way. In one cabin you can find a treasure. Proceeding further, you will have a battle with two well-armored fighters. They are best killed with shotguns, but they are not the last. In the next room another pack of enemies awaits you. Keep in mind that you will have nowhere to hide, so you will need to be extremely careful. In the steering room, perform all the indicated actions.

So, you will find yourself under water. Go to the main hall and after, you will meet an old man, to whom you will give the weapon when he asks you for it. Move to the center of the room and on the left side on the stones you can take the treasure. You need to shoot the balls to make a ladder. Once the structure is activated, you can move to the next room and by the way, be careful and don’t miss the treasures on the shelf.

Chapter 12

So, push the ball and quickly jump onto the ledge. Then go to the carriage and you will come across an under-barrel grenade launcher. Demolish the turret and go to another carriage. As a result, move to the opposite side of this bridge. Now expect that just huge crowds of enemies will be waiting for you and keep in mind that one of this entire crowd of Nazis will be in armor. Once you deal with all of them, go upstairs. Using the beam, quickly move to the next carriage and you can collect all the valuable items in it. After collecting, take a sniper rifle and start dealing with enemies.

Then you will have to go as carefully as possible, since there will be a machine gun located on the right side. Go to the stairs and destroy all the enemies along the way, after them you will need to go down through the hatch. Having gone down, you will need to kill the local guards and go outside. Get into the helicopter and take the map to your seat.

When the helicopter arrives, it is best not to sit too long behind the helicopter, as the dog will attack you. Jump down and take a position on the right side of the cover. Here, by the way, you can find a safe in which there will be an increase in your lives. Finish off the remaining freaks and advance to the carriage.

Chapter 13

When you arrive at the desired point, move immediately to the checkpoint. Next, go through the luggage compartment into the next room. Find weapons and open the next room. Kill the soldiers and move on. Near the red generator, you can find an upgrade for your weapon. Further in the corridor, clear all the indicated compartments. You can go through the ventilation. Go further, destroy all enemies and go back into the ventilation shaft. Next, find the red pipe and climb through it. When you find a spacesuit, put it on. Afterwards, you will exit to the lunar surface. Walk forward a little and you have to destroy two robots, and then jump onto the platform.

Once you are in the building, you can take off your spacesuit. On the counter on the right side, take the lying scalpel and move on. Next, you will have to either kill everyone again, or go quietly and unnoticed through the ventilation shaft. As a result, you have to take the elevator to the top. You will again meet Nazis who will need to be killed. After destroying a group of enemies, move towards the passage. Go out to the hall and press the button. On the left side you can find a safe, which will contain an upgrade for your health. Climb into the hatch and go further, simultaneously destroying all the guards. Next you need to crawl along the ventilation shaft to the elevator. Afterwards, get out of the elevator to the platform. Next, move to the escalator. In one room you can find a treasure.

Chapter 14

Shoot the enemy and then get out. At the very end of the huge room, climb into the hole on the left side, where you can cut the chains and go down. Here you need to destroy the soldiers and lower the indicated stand. Then move on and go down again. Don't rush forward, carefully destroy all enemies.

Now you have to shoot down the wandering pinwheel. To make it easier, go to the right side and shoot from the window, which is covered with a blue screen. Afterwards, you need to go lower and destroy the approaching enemies. Pick it up on the installation structure and go down a little lower straight to the pipes.

It’s better for you not to sit out for a long time in shelters, but to run and hide in the sewer. Charge your weapon. You have to provoke the robot in such a way that it, in turn, destroys the specified shelters. Next, shoot at his cannons when they turn red. Demolish the six devices first and then the main structure. When the robot takes aim, shoot him straight in the eye. In the end, you will need to make a dash and run under the robot in order to hit it into the opened hatch. You will have to repeat the above steps more than once, so be patient.

Chapter 15

You have to shoot the advancing enemies until old Max can drag the body of his friend to the hatch. Get ready for total “meat”, there will be just a huge number of enemies. Go upstairs and shoot the chain from the fan, then quickly jump down. Next you will have a very difficult and quite difficult battle with very serious enemies - armored soldiers. The best way to kill them is as always with shotguns. After them, move along the ventilation shaft.

Suddenly, a dog will attack you, so be careful. To kill her, it is best to use a cutter. Well, in order to recharge your weapon, move through the pipes from this creature. When the matter ends in victory, quickly go to your comrades, and then to the helicopter.

Chapter 16

Swim constantly forward and do not forget to pick up the treasure lying at the bottom. Go further and soon you will be given a huge amount of ammunition and weapons to stock up on. Break through further very carefully, as there will be simply a huge number of enemies. In one room you can find a map of this location. After which, you have to destroy the robot.

Further, not far from the doors with the guards, you have to cut a hole on the right. Afterwards, you need to very quietly and carefully break through to the machine gun, with which you can destroy all the Nazis. And you have a choice again, you can advance in the same way, that is, destroying everything in your path, or take a detour. Eventually, you will find another machine gun mount with which you will need to destroy the enemies. As a result, you have to destroy the blonde, and after killing him, watch the video and move on to the final battle.

General Skull

First you need to neutralize White. As soon as you are thrown out into the street, you will need to immediately collect grenades. You need to throw grenades at the enemy’s feet, and when a strange cell opens on your chest, quickly run up and attack.

After this battle, General Skull himself will appear. Therefore, quickly load your weapons. You will need to make a hole in the fence, but first distract General Skull, so throw grenades as a distraction. You have to move to the top and shoot down a huge airship with the indicated weapon. In order to gain time for a run, attack the enemy while he begins to recharge his energy shield.

After you smash a couple of airships to smithereens, then proceed to attack General Skull himself. To destroy his shield, it is best to use a cutter or a shotgun. Then it will suddenly be cracked by lightning and you will have time to patch yourself up a little and replenish your ammunition. Once you do this, you can go down again and fight the Skull. The most important thing at this stage is not to step into the fire, as it can be missed if you back away, so watch out for that. There is a convenient position, for example, a platform - from it you can fire from an under-barrel grenade launcher. After you defeat the robotic shell, all that remains is to finish off General Skull himself.

This is the finale, friends. Good luck everyone.

Chapter 1: Skull Fortress
Baltic Sea
Near the coast of Germany
1946

The outcome of World War II is practically a foregone conclusion: Nazi Germany, thanks to a technological leap, is confidently moving towards victory. William "BJ" Blaskowitz, a special agent of the Secret Operations Directorate, is part of a resistance squadron in a desperate attempt to storm the fascist fortress, which houses the notorious general and brilliant scientist Wilhelm Strasse, nicknamed "The Skull". His ideas brought Germany to a fundamentally new stage of development.

Partner Fergus Reed asks to replace him at the helm, but it didn’t work out that way. Another anti-aircraft salvo leads to a breakdown of the pipeline of the sixth engine. We go to the technical department and, turning left, take out pliers and wire from the cabinet. We get to a small opening in the far right corner, crawl to the engine and block the pipeline. Due to loss of power, the plane began to descend. We go to the cargo compartment, go down and use a knife to cut the white and yellow lines from the cargo. Returning to the cockpit, we use the turret in the bow of the plane and successively destroy numerous fighters. We monitor the condition of the aircraft using the indicator in the lower central part of the screen.

William "BJ" Blaskowitz.


Having collided head-on with one of the fighters, we lose consciousness for some time. Having woken up, we pick up the first aid kit and, after watching the landing plane, pull the upper lever. The plane is shot down and begins to descend rapidly. The pilot, Private Wyatt, begins to panic, but timely advice from Fergus saves the situation. We open the cockpit door and, following our partner, jump onto the wing of the plane from a running start. After talking with the soldier, we go to the cabin and bring Wyatt to his senses. The fortress is directly ahead: we make an emergency landing in the waters off the coast.

Mechanized panzerhunds prowl the shore like predators. Having miraculously escaped from one of these in the cockpit, we answer Fergus’ call and discuss further actions. We break the box in the passage with a knife, run up and, by pressing the squat button, slide under the rubble. There is a first aid kit on the left - pick it up and restore your health. We boldly dive into the water, swim to the other end of the cargo compartment and get out through the hole on the left side. The oxygen supply should be enough to swim to the next plane. We don’t stay in one place for a long time and, in general, try to swim quickly. We board the plane, climb the stairs and sit down behind the turret. Having shot two panzerhunds, we leave the transport and get to the allies.

Having received a walkie-talkie and a submachine gun, we rush straight through the center without looking back. Next, we go down, go to the machine gun nest and replenish the supply of grenades. We throw the projectile at the automatic turret. We jump down through the formed hole next to it. We take armor, ammunition and first aid kit from the racks. Standing in front of the door, we lie down on the floor and shoot the enemy’s leg through the slot. As soon as the door opens, we immediately finish off the Nazi. We move forward, killing enemies and using cover wisely. Don't forget to collect the remaining ammunition, armor and first aid kits. The map is updated as we explore the location, but if we find a ready-made map, the entire area will become available to us. We get to the very last machine gun nest and take the map from the box behind the turret.

Coming out, turn left and move along the trench. We shoot the Kampfhund that appears on the way as soon as possible. If the dog jumps on us, then quickly and often press the shot button to strike with a knife. We get to the next machine gun nest, crouch down and sneak up on the officer. Using a knife we ​​commit a silent murder. We select the dropped pistol, which can be equipped with a silencer and deal with enemies from a distance. For performing any similar actions (for example, silently killing five officers), you are given a corresponding perk that opens up additional opportunities (displaying officers on the map). We come out on the other side and kill another soldier.

Officers can sound the alarm and call for backup an unlimited number of times, which is why we always designate them as a priority target. The presence of officers will be indicated by a signal in the upper right corner. Judging by the map, you can get into the bunker in two ways - quiet (by shooting shells in the room (or throwing a grenade at them) and getting into the sewer through the gap formed) and noisy (by blowing up the gate with explosives, which is located in the room on the left side). We use the second option - through the sewer system. Moving along the narrow passage, we take ammunition from the hatch cover on the right side. Having entered the bunker through a small grate, crouching, we go to the left and exit the room. Let's hide behind the box and wait for the officer to go downstairs. With a well-aimed shot from a pistol with a silencer, we neutralize him and the soldier on the left side. After silently killing the officer, trophies, letters and Enigma codes will be marked on the map with question marks. Having reached the gate, we go into the room on the left and select a fragment of the Enigma code from the box. Returning to the stairs, let's look into the small room on the left and take the map from the rack. We pass along the rails to the end and behind the boxes we find an open ventilation hatch. We make our way through it to the morgue, where we pick up the “Gold Medal” trophy from the table.

Fergus Reid.


Rising higher and higher, we clear the floors of enemies. Meanwhile, the Allies had almost approached the fortress. We get to the anti-aircraft gun and kill the shooter. If desired, you can use the gun to destroy the huge trampler on the right side. Returning inside, we go to the right and go into the first room. There are three levers on the wall - we activate them in the following order: left - right - central. We take a fragment of the Enigma code from the table in the secret room. Move to the left side, go up one staircase, then up the second and, entering the room, pick up Oscar’s letter from the bed. Having made our way to the second anti-aircraft gun, we deal with the shooter and shoot at the obstacle on the left side. Returning inside, we go to the room on the right. The Golden Cup trophy is hidden under the tarpaulin - we crouch down to notice it. We go outside, deal with the enemies and get to the next checkpoint. Opening the door, a panzerhund will attack us. We shoot him until Private Wyatt comes to the rescue. We’re not in a hurry to offer a hand, first we’ll take the next Enigma code from the room where the mechanical beast escaped.

Together with a couple of comrades, we climb the wall, simultaneously killing the Nazis looking out of the windows. Most of the allies will remain below and cover us with fire. Having penetrated the fortress, we go down the stairs and pull the lever to open the gate. We cling to any of the chains and go down even lower. Crouching, we alternately overtake two opponents and neutralize them. We also eliminate the dog lying in front of the passage and the officer in a small room, from where we select the “Golden Cup” trophy from the chest of drawers. We get to the failure around the corner, which is blocked by boards. Having neutralized the enemy, we jump down and pick up a fragment of the Enigma code with the boxes. We get out through a small crack in the wall, immediately go to the boxes opposite and pick up a card from one of them. Having risen to the next floor, we interact with the statue to the left of the portrait painting of the Skull. We pick up the Golden Sword trophy from the statue on the right wall. We make our way into the office through a secret passage, kill the officer and take a fragment of the Enigma code from the table. We go back and climb the spiral staircase. The last officer loitering around the dining table area.

We go outside through the open window and shoot the enemies on our and the lower floors. We move to the neighboring building, climb the stairs and kill the dog. Having bypassed the obstacle, we break the box and take out the “Golden Floorball Prize” trophy from it. Having got out into the courtyard, we use the turret to clear the area from Nazis on the lower and upper levels. Having finished, we go to the right and take out a fragment of the Enigma code through a small crack in the wall. We pass inside the plane and meet with the allies. We pry the beam with the part received from Wyatt. Following the others, we make a running jump. The already flimsy floor finally collapses under the weight of five strong guys, who once again find themselves in captivity.

The mutilated bodies of the victims of the experiments are transferred here - to the crematorium. Inadvertently, Wyatt starts the four-phase burner system. Time is running out, so we act extremely quickly. Behind the opened door, a flat surface with a keyhole is revealed. In the drawer of the rightmost tabletop there is a fragment of the Enigma code, in the drawer of the leftmost tabletop there is a key. In the rest you can find a first aid kit and armor. Having unblocked the passage, we quickly pick up Blondie and take him out of the crematorium. The surprises did not end there: a super-soldier breaks out of the floor capsule and literally crushes the head of the blond Prendergast. Keeping a distance, we destroy the tubes on the shoulders of the enemy, and then continue to shoot at the respirator on his face to the bitter end. Near Blondie lies a bag with endless ammunition - we use it if necessary. The Skull appears in the crematorium and pins us within four walls.

The long-awaited meeting with the main enemy did not go exactly as planned: Skull puts us in front of a difficult choice - to use Wyatt or Fergus for our research. Depending on the decision taken, we will accordingly have the skill “Locking” or “Hacking”, which will allow us to further penetrate into unique and inaccessible places for another skill with ammunition, weapons and other useful things. In addition, along with trophies and fragments of Enigma codes, health or armor improvements will be hidden in locations, increasing the maximum value of the corresponding indicator by 10 units.

Wilhelm "Skull" Strasse.


Before leaving, the Skull activated the burner system and left one of the super soldiers to watch over us. With deft movements, Fergus (or Wyatt) distracts the super-soldier and throws a piece of pipe at us - we pick it up and neutralize the enemy. We jump onto the tables and damage the nozzles located above them, from which fire oozes. Then we approach a friend near the window and with his help we get rid of the handcuffs. We break open the metal box to the left of the window or its lock with the "Short" or "Hack" skill. Mini-games are essentially no different. In the first case, we close two bare wires and hold them in this position until all three lights come on, in the second, by rotating the right master key, we connect the green arrow to a series of holes and hold for several seconds. Jumping out of the window, a piece of shrapnel pierces our head. After some time, kind people find us alive in the vastness of the waters and take us to the hospital, where the doctor, after an x-ray examination of the skull, will find that very piece of metal in the brain. Being in a state of deep coma, with a disappointing prognosis, we are transferred to a mental hospital.

Chapter 2: Asylum
Poland

The Polish psychiatric hospital was run by a small family consisting of father Krzysztof Olive, a psychiatrist, mother, a pharmacist, and beautiful daughter Anya, a head nurse, who looked after us with special trepidation. The only concern was the occasional visits from the Nazis, led by Sturmbannführer Keller, who each time took with them several patients for Reich experiments.

One fine day, everything suddenly collapsed: the Nazis came with the goal of closing the institution, killing all the patients. We turn our heads to the left and observe the unceremonious actions of the guests. The soldier kills Anya's father and nurse. Anya herself gets away with only a blow to the head, after which she will be taken to Keller. Then the enemy will take care of the patients. We select a knife and, after waiting for our turn, quickly strike. Having acquired a pistol, we attach a silencer to it and leave the room.

We select a knife and silently kill the enemy. There is a map hanging on the wall on the left - take it. Two officers move along the corridors at once. We track them on the map and neutralize them. Having dealt with the rest, we go to the stairs “B”, go up and select a fragment of the Enigma code. Also on the second floor in the corner room there is a locker with a lock - we break it and take away the armor upgrade (Wyatt line). We go down to the first floor, clear it and go to the stairs “A”. Several steps in the lower half are damaged. Crouching, through the gap you can see a small door - we shoot through its lock. We go under the stairs and pick up Isabella's letter. There is a wall safe in the control room - we crack it and take out the health improvement (Fergus line). We press the button on the table, thereby opening the doors, and destroy the enemies that appear. We go outside and encounter even more Nazis. Drones will appear periodically, which are especially dangerous at close range. Near the truck on the right side is a bag with infinite pistol ammo. Under the front of the convertible lies the Golden Bonnet Decoration trophy. We transfer Anya to the car and leave the territory of the hospital. On the way, Anya will wake up and take us to the house of her grandfather Roman and grandmother Olenka Targonsky, who live near the German border.

Chapter 3: New World

It's 1960. Germany won the war and now alone rules the world. America raised the white flag twelve years ago after the Nazis dropped an atomic bomb on its territory. The resistance has been broken, all its members have been captured and no one knows where they are being held. We go down to the basement to Keller, whom we previously found in the trunk of the car. To the right of him, from a small stand, we select the Golden Watch trophy. From the cabinet in the corner we take out an apron and an increase in health or armor, and from the drawer of the table we take glasses and a letter from Roman. Taking a chainsaw in his hands, Keller will rush at us with a knife. Quickly and often press the shot button to calm the prisoner. Under threat of death, he confesses that resistance fighters are being held in Berlin's Eisenwald prison.

Friedrich Keller.


Roman and Olenka kindly agreed to take us to the German capital. Having arrived in the eastern sector, we go down into the hole on the left side and go through the pipe into the sewer. In the corner, between the door and the next pipe, there is a fragment of the Enigma code - we select it. Moving through the corridor, we pick up a pistol from a stool and get out, dealing with the enemy in the passage. Turning around, we go up the stairs and, having ambushed the officer, we neutralize him. Having reached a small shed on the left side, we remove a fragment of the Enigma code from one side wall, and on the other, from the gap in the lower left corner we take out the golden trophy “Golden Egg”. Having made our way into the barracks building, we go up to the second floor and take the map from the wall. We select a fragment of the Enigma code from the device on the table, neutralize the second officer and clear the entire sector of the remaining enemies. We return to the car and drive to the platform under the bridge that blocks the path.

We go into the left tower, destroy the Nazis and in the room on the right from the cable drum we select a fragment of the Enigma code.

There is a shortcut to the -1st floor for the Wyatt line. Having broken open the door, we go down the stairs and deal with the enemies. We penetrate into the through ventilation shaft opposite the stairs and take away the increase in armor from there. Crossing the bridge, we break open the second door.

Fergus Line. We activate the elevator on the left side of the tower, take it up to the 2nd floor and select the health increase located between the wall and the cable drum. Watching your step, we cross the bridge to the right tower, go down to the 0th floor, and then through the hatch (“F” on the map) to the -1st.

Having neutralized two opponents, we go down the stairs and, having passed under it, go left. The safe path will lead us straight to the officer. We deal with the rest and go to the wall cells. In the slightly opened cell 43 lies a fragment of the Enigma code. Another fragment can be found in the car on the floor of the passenger seat in the platform room. We go upstairs using a lift or ladder and activate the gearbox platform lever. We leave the tower through the opened door on the left side, simultaneously destroying the enemies.

Having moved to the western sector, we go to the right building and neutralize the enemy there. We deal with the enemies along the road and get to the very last building on the left side. Having eliminated the dog at the entrance, we will observe the officer through the window. As soon as he turns away, we go inside and neutralize him. We go to the end of the room and from the table on the left side we select a fragment of the Enigma code. Returning to the previous building, we remove the turret from the machine and, going down, shoot out the metal hatch hidden behind the box between the stairs. We go inside, take the “Golden Medallion” trophy from the cabinet and at the same time replenish the supply of electric grenades. Returning to the car and about to leave the area, two large security robots suddenly appear. We paralyze them with electric grenades and quickly shoot them from stationary turrets. Opponents release electric spheres that detonate after a few seconds, thereby disabling the turrets for a short time. Therefore, when the grenades run out, we remove the turret from the machine and use it as a portable weapon. Having won, we climb into the trunk and, having reached the station, under cover we are placed on a train going to Berlin.

During a night out for coffee, we will be stopped by Obersturmbannführer Engel in the company of his charming companion Bubi. We put the tray on their table and sit down opposite them. Engel came up with her own test to determine the purity of Aryan blood. We choose any cards, after which we pick up the tray and go to the compartment car. From the slightly open cabinet on the left side we take out the “Golden Door Handle” trophy. We return to Anya’s and my compartment, walking to the end of the car.

Chapter 4: Eisenwald Prison

Irene Engel.


Prisoners are regularly taken to prison, where they are tortured in every possible way, “breaking” them both physically and mentally. Prison transport is the only way to get into Eisenwald. We go out onto the balcony and, moving along the cornice, we get to the next room. We take Erdmann's letter from the coffee table. Having passed along the cornice to the end, we go down the drainpipe and get inside through the hatch. In the room, we remove the battery from the generator and insert it into the laser workbench lying on the table. We go up to the second floor, charge the cutter through the charging station on the wall and cut out a closed figure (for example, a circle) on the metal mesh without releasing the shot button. Thus, having cut two fences, we get out into the room and cut the fences of the compartment to the right of the window. We jump over the box and pick up the “Golden Frame” trophy. On the first floor, in the compartment near the stairs, there is the “Golden Platter” trophy. We open the window, run up and jump onto the Gestapo building.

We get inside through the window on the right side, catch up with the guard and neutralize him. Carefully looking into the room, we observe the movements of the enemies and kill them, waiting for the right moment. We take a card from the board, and a folder from the filing cabinet on the right side. We place the folder in the drawer of the filing cabinet on the opposite wall (between the aisles), go down into the secret room and select a fragment of the Enigma code from the table.” We deal with the guards in the other corridor and with the Kampfhund in the operating room. We get to the office, neutralize the officer and pick up a fragment of the Enigma code from the table. Having climbed out through the window, we follow the prisoners along the ledge to the left to the prison transport.

We get off the parked vehicle, go up higher and go all the way to the left. We climb up the stairs, go right and, turning the corner, climb even higher along the next staircase. Having crossed to the other side, we neutralize the guard. From the conversation of the guards, it becomes clear that the prisoners from the resistance are being prepared to be sent to block B-2. We charge the cutter through the charging station on the wall and cut the chain on the door, concentrating the laser on one point for several seconds. We go down the stairs and jump down. We are afraid of turrets, if necessary, quickly run past them, or cut the fences. The guards are slow and not so dangerous due to their lack of firearms. If we are noticed, then in close combat we try to parry the first blow by pressing the knife strike button.

Having penetrated the building, we turn around and run away from the panzerhund. We roll under the pipes and quickly cut the chain of the floor grating, concentrating the laser on one point. Crouching, we get out into the corridor and cut the metal mesh on the left side. We go down, pick up a fragment of the Enigma code and go back. We neutralize the only guard in the corridor, go up the stairs and go forward to the end. We climb into the toilet through a small grate and silently eliminate the enemy relieving himself. At the fork in the corridor, we turn right and silently deal with the sleeping opponents on the chair and on the upper tier of the bed. We take the key from the metal box on the wall, and the card from the table. Returning to the corridor, we turn right and kill the dog. We get to the observation room, neutralize the officer and select a fragment of the Enigma code from the table. We unlock the door at the end of the corridor and go to the coal warehouse.

We go down lower, cross the left bridge and remove the battery from the generator. The new upgrade adds a shooting mode to the cutter. We go down and carefully examine the pile of coal in which lies the “Golden Nugget” trophy. We go back up to the upper central bridge, cross to the other side and get out to an already familiar place, where the panzerhund is still located. We quickly run along the right side and cut the chains of the fence. There is a charging station nearby - we charge the cutter if necessary.

Probst Wyatt.


Having reached prison block B-2, we kill two guards in the central room and use the elevator there. Having gone upstairs, we open the cell door and neutralize the enemy. We cut the chains of prisoners and communicate with Fergus (or Wyatt). Meanwhile, a group of armed Nazis is heading towards us. While the allies hold the door, we cut the chain of the hatch above the door and climb into the ventilation shaft. Having reached the observation room, we kill the officer and take away his weapon. We collect first aid kits, armor and ammunition. We pull the lever to the right of the door, shoot the enemies in the back and help Fergus (or Wyatt).

Fergus Line. In the surveillance room, simultaneously press two buttons, thereby opening all the cameras in the block. Crouching, we pass through the half-open door and begin to break through Lower level using fences as cover. We destroy automatic turrets using conventional weapons. The Panzerhund, trying to climb the stairs, will fall down and block the passage. We pull the switch to turn off the electricity supply and run after our partner.

Wyatt Line. We go down the elevator to the right of the observation room and quickly rush after our partner so as not to fall into the jaws of the mechanical beast.

While our partner opens the gate, we must cover him. We use the few shelters between the nets and shoot the enemies approaching from the flanks. We also quickly destroy the turrets and comb the area for ammunition, first aid kits, armor and grenades. Having moved to the opposite building, in the central room fenced with bars, we select a fragment of the Enigma code from the table. We go up to the second floor, go into the second room on the right and take out the “Golden Helmet” trophy from the locker. We pass to the end along the corridor, go up the stairs and select a fragment of the Enigma code from the table. Having got out, we break through to the car and drive it through the building. After an unsuccessful landing, we quickly cut the hatch chain and go down into the sewer system. Having walked forward, we go upstairs and hide from pursuit in a car prepared in advance by Anya.

Chapter 5: New Home

The Kreisau headquarters is a refuge for resistance members located right under the noses of the Nazis. We jump from the bridge into the fountain, swim to the hatch and use a cutter to saw the grate chain. We open the hatch, swim inside and get to the shelter itself.

In the corner room we use the workbench and take away the increase in armor. At Caroline's request, we go to Klaus for the folder with the “Whispers” project. We go up to the second floor, go into the first room and talk with Klaus. He said he left the folder in a drawer in Caroline's office. The next room belongs to Max, in which in a wall cache there is a treasured folder with the “Whisper” project. There are two ways to get the folder, the most obvious of which is to take the crowbar from the workshop on the third floor and use it to open the cache, which will cause Max concern.

The third room belongs to us: after taking a nap on the bed, we select an increase in health from the bedside table. In the next room, we select the plate from the floor. We go back down to the first floor and wait for Caroline to leave her office. Having gone inside, we select the card from the box in the corner and remove the poster from the wall, thereby gaining access to the secret room. We climb through the upper grate on the left side, get to our room and pick up the “Golden Vase” trophy from the floor near the small passage. We remove the folder from the wall hiding place (if we have not done this earlier), jump over the boxes and return to Caroline.

Chapter 6: London Nautica
London, England

Bobby Bram.


Project Whisper, developed over many years, is a unique prototype - a helicopter invisible to radar and silent in flight. Three prototypes are located in a scientific center called Nautica London. Bobby Bram, with forged documents, agreed to take us to our destination. Having dropped us off near the entrance, Bobby drives into the building in a car stuffed with explosives. Having passed along the right wall, we will get out to the illuminated area, where next to the officer’s body lies a fragment of the Enigma code. Returning back, we jump from the wreckage on the crushed car to the pedestal of the collapsed statue and pick up the “Golden Plate from the Statue” trophy. Moving along the path starting from the illuminated area a little to the left of the pedestal, we take a running start and roll under the rubble. Having cut the metal mesh with a cutter, we walk forward a little and then quickly move back. After the Panzerhund appears, we turn around and go left. At the next fork we turn left, walk along the car and, while running, make a tackle under the rubble on the right side. Continuing to run, we make the last tackle and finally get rid of the mechanized beast. Moving forward, we silently neutralize the wounded officer. Next, we deal with the soldier, select the machine gun and collect ammunition for it. When faced with a robot guard, we shoot his glowing eye. If necessary, we will paralyze the enemy with electric grenades scattered throughout the territory. Near the wall in the northeast (on the map), surrounded by rubble, lies a fragment of the Enigma code.

Having entered the building, we throw a couple of grenades towards the opened gate on the other side. In the room on the left in the safe there is a health increase. There is also a fragment of the Enigma code on the chair. We go up to the second floor and keep the defense in the corridor on the right side. Having dealt with everyone, we move to the other side and enter the ventilation shaft through the ceiling hatch in the utility room in the southwest (according to the map). Having passed to the grate, we select the “Golden Knife” trophy. Turning around, turn left at the fork and jump down. We go down the central staircase and pick up the “Golden Decanter” trophy from the wall display case opposite. In the room to the left of the gate, we break open the locker and take out the armor increase from it.

We open the gate, holding the handle, and rise to the control room above the lunar dome, simultaneously destroying annoying drones and soldiers. From the control panel we select a fragment of the Enigma code and pull the lever. Going lower, we move along the fence to the satellite from the outside and, using a cutter, saw the chain on which it rests. We use the satellite as a crossing, pass behind the wall and move forward, dealing with opponents. Having reached the grate, use a cutter to saw the chain of the hatch on the wall on the left side. Having penetrated the elevator shaft, we wait for the second cabin to collapse and jump onto it with a running start. Grabbing the rope, we destroy a couple of drones and a soldier and go upstairs. We open the hatch and, without leaving the counterweight, shoot the four safety brakes located in the corners of the elevator car. Having moved upstairs, we pass to the next hatch and go down to the laboratory.

Scientists were deciphering the Daat Ihud artifact. We transfer the manuscript data to Anya and collect five artifact parts from two tables. There is also a fragment of the Enigma code on one of the tables. There is a map hanging on the wall opposite the other table. We jump onto some object and use a cutter to saw through the two chains that hold the partition inside the chamber. Click on the button to start the test. We penetrate into the chamber and take away a lasercraft, capable of cutting through thin metal hatches and boxes. We cut out a hatch in the wall, get out into the elevator shaft and go up the stairs on the left side. Turning around, we cut out the hatch, go all the way through the ventilation shaft and pick up the “Golden Flask” trophy. Returning back, we shoot the brakes of the elevator car and move to the hatch through the pipes on the left side.

Anya Oliva.


Having made our way into the hangar, crouching, we go to the right and neutralize the soldier. In the room behind him you can find pistol ammunition. With a well-aimed shot from a pistol with a silencer, we eliminate the officer standing on the central platform. Continuing to move along the wall, we get as close as possible to the second officer to make it easier to aim and fire a shot. In the room behind the officer there is an improvement for the lasercraft, which allows you to shoot in automatic mode, and a fragment of the Enigma code. One way or another, having entered into battle with robots, the alarm will go off and reinforcements will arrive in the hangar. The last enemy will be a heavy robot, which differs from the security robot in stronger armor and powerful weapons, but still with the same weak point- head. In open spaces we will have practically no chance, since the enemy’s super laser cannon causes serious damage. We use stationary machine guns in helicopters in combination with electric grenades, first stunning the robot with them. If you run out of ammunition for weapons, then the laserkraftwerk is an excellent replacement - we charge it through the charging stations on the side walls of the central platform. Having won, we take a fragment of the Enigma code from the box under the southwestern (on the map) helipad.

We climb the stairs inside the compartment from which the heavy robot escaped, go through the ventilation shaft and get out into the control room, cutting out the hatch with a lasercraft. We open the hangar gate, pick up a fragment of the Enigma code from the table in the middle of the room and go down the elevator. We get to Caroline on the helipad, transfer her to the cockpit the nearest helicopter and return to headquarters.

Chapter 7: Secret

Anya managed to decipher the manuscripts we obtained from the laboratory, which describe the creation of “super concrete”, which is the main building material Nazi buildings. Also of interest is the encrypted list of Polish members of Daat Ihud during the war years, which must be compared with the official German lists. Our tasks are to get a piece of “super concrete” and look for German lists in the archives. We take out Bobby's letter from under the pillow on the bed. We go into the corner room, use the workbench and pick up the armor increase. We are trying to open the archive door. Tekla will tell you that Fergus (or Wyatt) may have the key. We go up to the second floor, go to our room and, after sleeping on the bed, select an increase in health from the bedside table. Let's visit Fergus's (or Wyatt's) room on the same floor, pick up the key and, going back downstairs, unlock the archive door. Going inside, we take the German lists from the table.

We leave the building, get out into the hangar and get to the farthest helicopter. Next to it there is a section of concrete affected by mold. To cut a piece you will need a circular saw, which lies in the corner on the left side. When we try to remove it from the boards, we fall into the sewer. We go to a dead end, destroy the turret and go around the grate on the right side. There is a charging station on the wall to the right of the doorway - we charge the laserkraftwerk. Having got out into the room, we take the record from the bottom shelf of the rack. We pass through the gap in the wall, turn right and, having reached a dead end, select an upgrade for the lasercraft. Now shots that hit surfaces will be reflected and continue to fly, albeit with weaker force. We turn around and go in the opposite direction. We destroy the next turret, cut the chain on the door and take the double-barreled shotgun and ammunition for it from the rack. We get to the drainage pit, simultaneously dealing with drones. We stand in front of the broken section of the fence, accelerate and make a jump. Having landed on the pipe, we go forward, go up the stairs and pick up the “Golden Ashtray” trophy from the barrel. Returning back the other way, we go up the stairs a little further from the pit and get out into the hangar. We saw off a piece of concrete with a circular saw, return to headquarters and go up to Max’s room. After studying the drawing on the wall, we will have an additional task - to find Max's toys. The first is marked on the map and is in the hangar, the second is on the bookshelf in the archive, the third is on the table in Caroline's office, the fourth is on the floor in a secret room behind the wall of Caroline's office. We return to Anya with our findings.

Chapter 8: Camp Belitsa


The disadvantages of “super concrete” are loss of strength over time and the formation of mold. Seth Roth, a member of Da'at Ihud, "modified" the composition of concrete by adding limestone, which this moment extracted by prisoners from the Belica concentration camp in northern Croatia. In 1947, Seth was arrested and later sent to the same concentration camp, where he may still be located to this day. Of course, we will have to infiltrate the camp and find a member of Daat Ihud.

In the Belitsa concentration camp, Engel and Bubi, whom they already met on the train, rule. Booby almost recognized our face, but, fortunately, he did not remember it. However, we, as the strongest team, will be separated from the main stream. We place our hand on the device and get a tattoo in the form of numbers and a “B6” patch. We get to the next room, where four more prisoners are working under the strict guidance of the guards. Standing behind the concrete mixer, we communicate with Bombato. We ask him about Seth Roth and find out that he is being kept in block “B4”, and you can only get there with the appropriate badge. Milo has one and he will gladly agree to exchange uniforms if we inform him that his wife is in our block. First you need to distract the guards by causing the concrete mixer to break down. We pull the right lever, rotate the left handle and press the button in the middle. We hit the button again, after which we crouch and pick up the flying part. We throw it into the concrete mixer, pull the right lever, rotate the left handle and press the button. After the breakdown, we come to an agreement with Milo and exchange robes with him.

Due to the absence of repairmen, our work is completed for today. We leave the factory, get to the barracks and go inside. We interact with the prisoner lying on the first bed in the left row, for whom medicine is required. On the last bed in the same row lies another prisoner, whom Seth Roth is caring for. He agreed to reveal the secrets of Daat Ihud if we helped create a sabotage, thereby freeing all the prisoners. Seth designed a robot control panel that would not work without a detron battery. The missing part can be found in the commandant's office workshop, which is located in the sixth block. To get there, you will have to disable the automatic turret from the security barracks. To the right of the main entrance to the barracks there is a hatch - we go to it. Let's talk to the prisoner standing near the tree. She will ask you to kill “The Knife” - a guard who deals with his victims in a particularly cruel way. We open the hatch, go inside and go all the way forward. We select a fragment of the Enigma code from the container. In the next room, we will be attacked by the Knife. After several stabs, we will lose consciousness and find ourselves among the corpses. We quickly remove the knife and get out of the oven.

We silently neutralize the dog and the guard. We go left, deal with another enemy and, turning left again, take the map from the wall. In the next room there will be another guard - we neutralize it and go back. We pass to the stairs, go upstairs and cross the bridge, simultaneously dealing with the guard. We get out into the corridor, turn right and go into the medical room. We pick up medicines from the table, and from the bottom shelf of the cart - a fragment of the Enigma code. Continuing to follow the corridor, we get to the "Knife" and silently kill him. From the top shelf we take a fragment of the Enigma code. We leave for the control room, neutralize the guard, take out the fragment of the Enigma code from the box and turn off the automatic turrets. After leaving the barracks, we take away the award in the form of a Golden Dagger trophy from a black prisoner. We also look into the barracks and find that the prisoner has died. We turn to his wife and receive a letter from Christa. We leave for Seth Roth, located near the entrance to the factory.


Let's move on to the second part of the plan. Having penetrated the factory, we move through it to the sixth block. We climb the scaffolding to the uppermost floor of the commandant's office and get inside through the balcony door. Although the guards are unarmed, we try to act silently. From the box in the left room we take out a fragment of the Enigma code. On the right is Engel's office, we take the sheet with the code from the desk drawer, remove the picture from the wall and, opening the safe, we take out the Golden Gun trophy and a couple of knives from it. We go down to the second floor and, moving in a squatting position, we eliminate enemies without much noise. In the corner at the other end of the room is a locker, from which we pick up a fragment of the Enigma code. We go down to the first floor and clear it of guards. From the cart leaning against the stairs, we select a fragment of the Enigma code. On the nightstand, behind the table, there is a “Golden Bust” trophy - we take it. Through a small room we go down to the workshop, deal with two guards and from the open locker, obliquely from the electrical panel, we get a fragment of the Enigma code. Interaction with the electrical panel will result in electric shock.

The Nazis, led by Frau Engel, came running to the noise. By her order, all the prisoners of the fourth block, including us, were handed over to be torn to pieces by cars. We give the battery to Set and watch how the robot deals with those to whom it was supposed to obey. Having taken possession of the colossus, we return to the camp, scattering everyone in our path, using the built-in machine gun and rocket launcher for this. Having reached the destination, we land Seth on the roof and continue to suppress the enemies with fire while the prisoners make an escape. Having finished, we get out of the car and go into the building. From the table drawer in the room on the left side we take out the “Golden Mask” trophy. We get into the truck and leave the camp.

Chapter 9: New Tactics

"Daat Yihud" is an ancient secret society, united by hundreds of shelters around the world, in which they were engaged in the invention of technologies of all stripes, from the simply unusual to the truly magical, ahead of modern progress for centuries to come. The Nazis discovered one of these shelters, gained access to unique developments and, accordingly, thanks to them, won the war. Seth Roth said that there is a large shelter in the depths of the Atlantic and to get to it, you will have to take possession of a submarine.

Seth will repair the tunnel glider, but for this he will need a welding machine. From the locker located between the beds we take out Charlotte's letter. We go into the corner room, use the machine and take away the increase in armor. We go to the archive and talk with Anna, sitting on the floor outside the door. She lost her ring and can't find it. We rise to the second floor, go into our room and, after sleeping on the bed, we select an increase in health from the bedside table. We rise to the third floor and take out the lost ring from the toilet bowl of the toilet cubicle in front of the workshop. By returning it to Anna, we will receive the “Golden Vase” trophy. We leave for the hangar, go to the distant helicopter and learn from Fergus (or Wyatt) that the welding machine landed in the water. We return to the headquarters room and ask the bombbat sitting on the chair to provide access to the door.

Having gone down, we saw through the hatch with a lasercraft and jump even lower. Having picked up the welding machine, we swim to the end of the pipe and float to the surface. We go up the stairs on the right side, charge the lasercraft if necessary and, having run up, jump over to the next platform. Having walked to the edge, we turn around and look up. The ladder is held on by a chain - we shoot it with a lasercraft. Having gone upstairs, turn right and select an improvement for the prototype. We get to the hangar, cut the chains on which the containers are suspended, and be sure to look around in search of first-aid kits and armor. By pulling the lever, two robots will appear. We keep our distance from them and actively hide behind the containers, at the same time recharging the laserkraftwerk through the stations inside them. After passing through the opened gate, we turn left and, having climbed two stairs, we select a plate from the floor. Having reached the closed door, we cut the hatch on the right side with a lazekraftwerk and make our way inside. Behind the bars on the left side you can see a chain - cut it and return to the door. Having got out to the archive, we take the welding machine to Seth. We take the note and give it to Anya.

Chapter 10: Berlin Catacombs

Caroline Baker.


Beneath the sewers, in the Berlin catacombs, lies the vast complex of the Nazis' central arsenal. The path to it lies through flooded tunnels, which can only be overcome on a glider designed specifically for repair work at depths. Using the device, we dive into the water and swim through the first tunnel. Having reached the gate, we get off the glider and cut the chain with a lasercraft. Returning to the glider, we swim through the gate on it and, without changing the depth of immersion, we swim up to the rock on the left side. We get off the device again and pay attention to the air bubbles coming out of the pipe. There is a passage there that will lead to the cave. On the cable drum near the left mattress is the Golden Book trophy, on the floor near the right mattress is Ingrid's letter. A little further on the table we will find a fragment of the Enigma code. We jump into the water, get into the glider and swim to the next gate. The chain holds them on the other side, so we leave the glider and swim to the other side through a small passage at the bottom. After cutting the chain, we return to the glider and on it we swim through the tunnel above, eventually reaching the surface.

Having sailed through the next tunnel, we go up the stairs. We switch the handle and, after waiting for the section of the water wheel with the missing blade to be at the bottom, release it. Having sailed through both wheels, we select the Golden Cove trophy from a small unflooded area on the right side. We pass through the pipe between the wheels, plunge into the water and at the bottom, approximately on the right side, we will find a safe - we break it open and get an increase in health. We return to land, climb the stairs and get to the control room. We select a card from the barrel, switch the handle and wait for the tank to fill. Opposite the stairs, now flooded, there is an entrance to a room where a fragment of the Enigma code lies on a box. We swim on the glider through the second wheel and pipe. From the room on the left side we take the “Golden Lantern” trophy. Inside the pipe, which is located in the corner, we will find the “Golden Snake” trophy.

Using the map as our guide, we get to the platform. We jump down and dive into the water. We saw the chain on which the mine rests and wait for it to float to the surface, hit a wooden barrier and explode. Another mine is located against the wall on the right side. We also cut the chain and swim into the tunnel after the mine. We climb out of the water onto land on the left side. We select a fragment of the Enigma code from the box, break open the utility room door and take the armor increase from the rack. Having left this tunnel, we swim into the next one. We leave the water on land on the left side and take a fragment of the Enigma code from the rack. We cut the chain on the door, jump down through the gap in the large round floor grate and, having reached the stairs, we go up. We pick up a fragment of the Enigma code from the rack, go into the next room and pick up the Golden Moon trophy from the floor. We jump over the boxes over the bars and use the elevator to go up to the armory.

Between the boxes is an upgrade for the Lasekraftwerk. We cut the metal mesh, get out to the railway tracks and get to the platform. Where it begins, under the stairs there is a fragment of the Enigma code - we select it. We slowly eliminate two soldiers, an officer and a Kampfhund. The second officer moves along the tracks. We track down and neutralize him, as well as the remaining opponents. Inside, on the first floor of the central block, on the walls of which the numbers 1, 2 are indicated, there is a fragment of the Enigma code on a shelf. There is a handle where the dog was lying - switch it and open the gate. Having dealt with the super soldier, we comb the area and collect all the useful items that we can find. We open the gate again and get to the control room of the central block. We select a fragment of the Enigma code from the panel, click on the button in the corner on the left side and prepare for the Nazi attack. We are not in a hurry to go down, since it is much more difficult to fight in open space. Having dealt with everyone, we hijack the train and deliver it to the allies. After unloading a number of boxes with weapons, we will be hidden inside a torpedo and sent straight to the submarine.

Chapter 11: Submarine

Klaus Kreuz.


Having got out of the torpedo, we neutralize two enemies on the first floor and three on the upper bridge, including the officer. We leave the torpedo compartment and take the map from the wall in the corridor. Having passed into the living compartment, we turn left and break open one of the doors. First, of course, we clear the compartment from enemies. There is a hatch on the common wall of the rooms, which is cut with a lasercraft. In the right room, on the bed there is a fragment of the Enigma code, and on the table is the Golden Letter Opener trophy. In the left room there is an improvement for the laserkraftwerk - an automatic sight that allows you to hit several enemies at once or one, but simultaneously in different parts of the body. In this case, the charge of the lasercraft will be consumed much faster. We go to the cabins: in three of the six we will find two fragments of the Enigma code and the Golden Tray trophy.

The submarine's captain, Anton Krieger, is aware of our presence and offers to surrender. We go down the stairs, open the door and quickly run across to the left side. Immediately two members of the fire squad, armed with shotguns loaded with ricocheting shrapnel, will try to stop us. Shrapnel bounces off surfaces well, making it very effective against enemies hiding around corners. There is a charging station on the wall, so using the sight, we deal with opponents from the lasercraft. Having destroyed the arriving reinforcements, we go up the stairs, pass through the pipes to the end and, having cut the metal hatch, go down.

All the submarine's forces are deployed to stop us. For the first time, you can take cover in the room on the left side and, crouching, control both passages. Then you still have to get out, as you will need ammunition and other useful items. We go up to the top floor and hold the defense, destroying enemies as they arrive. On the control panel, to the left of the chair, there is a fragment of the Enigma code - we select it. We go to the control room, go into the room on the left side and take another fragment of the Enigma code from the rack. We cut the chains of four buoys and contact Caroline via radio.

The submarine "Eva's Hammer" is equipped nuclear weapons. The captain took the encryption keys to his grave, so the only way to get them would be to visit the lunar station, where the keys are stored on a physical medium. The team at headquarters is already actively developing a plan to infiltrate the space facility.

Together with Seth we dive into the depths Atlantic Ocean and discover the passage to the Daat Ihud shelter. Having gone inside the huge capsule, we press the button. We move to the other side and take the elevator to the main hall of the shelter. After fiddling with the console, Seth will raise the bridge. The electromagnetic field has ceased to function, so to reach the upper platform, you will have to charge the coils manually. We approach Seth and build a special prism into the lasercraft. Having moved to the center, turn left 90 degrees, swim across to the pillar and pick up the “Golden Skull” trophy. Returning to the center, we shoot at the hexagonal coils (starting from the bottom) and at the same time climb the resulting steps. Do not hesitate, as the steps will disappear after some time. We try not to miss a single coil, otherwise you might fall down at the most inopportune moment. The laserkraftwerk is also charged from these coils. Having reached the platform, press the button to lower it. We press the button again when our comrades move towards us.

Once in the storage room, we collect the trophies “Golden Chamber Pot” (on the triangular shelf), “Golden Toy Robot” (under the triangular shelf opposite), “Golden Crown” (on the gear, slightly to the right of one of the wall columns). We also select an object located on the part a little to the left of one of the columns. On the wall there is a pyramid of parts corresponding to the details in the recesses of the wall columns. We activate by starting with the part at the top of the pyramid and ending with the parts at its base, moving down from left to right. After each correct activation, the recesses will be filled with bright light. Next, open the recess in the sixth column and take away the improvement for the lasercraft that appears on the right side, which will constantly charge the prototype. We insert the previously found item into the device near Fergus (or Wyatt).


A scientist involved in the Skull's super-soldier program is preparing to be sent to a lunar station. At the moment he is in a military high-speed train, the route of which lies across the Gibraltar Bridge. If we intercept the train, kill the scientist and steal his documents, then we will have a great chance to go to space.

Chapter 12: Gibraltar Bridge

Armed with Daat Ihud technologies, we go to the bridge and drop the “rotation spindle” from the helicopter. Before disembarking from the helicopter, we select the map from the seat. We go to the other end of the car, go inside and shoot two opponents. We collect a bunch of useful items, including an improvement for the machine gun - a rocket launcher. There is a rocket launcher in the next car - we deal with him with a rocket launcher. We also destroy the automatic turret, which is attached to the roof of the carriage that was knocked over on its side. Having got out of the car, we immediately turn right and walk along the metal beam. The body of a soldier sticks half out of the window, with a suitcase attached to his arm. We cut the chain and take a fragment of the Enigma code. Returning back, we climb up the next carriage and enter it through the side door. We go outside on the other side and go down to the lower car. Having run up, we jump onto the bridge and go to the tower on the left side. We rise to the very top, pick up a fragment of the Enigma code from the floor and jump down with a running start. We return to the carriage from which we jumped to the other side of the bridge and get inside. A little short of reaching the exit, we crouch and move to the left and go in the opposite direction. We select a fragment of the Enigma code and leave the carriage.

We go around the car on the right side and near the support we will find a fragment of the Enigma code. We pass from one carriage to another and from the floor near the broken side wall we select a fragment of the Enigma code. We rise to the roof and take away the sniper rifle from there. We destroy the automatic turret and the enemies located in the car opposite. Then we pass through this same carriage and pick up the “Golden Soldier” trophy from the ground. Returning to the car, we rise to the second floor and through the hatch we get out onto the roof. We go along the beam to the next car, cut the metal mesh and, climbing onto the top box, jump onto the grate at an angle on the left side. We select the “Golden Compass” trophy from the box, leave this carriage and enter the next one, which is in a hanging position. We jump lower and lower, simultaneously cutting metal grids. Outside, we will face a large number of enemies. First of all, we deal with the super soldier, so that we can then take possession of his weapon and shoot weaker opponents. From the cell of the carriage where the super soldier escaped, we take the “Golden Rabbit” trophy. Having cleared the territory, we rise to the surviving area diagonally from the carriage and from there we jump onto the carriage itself with a running start. We follow the beams to another surviving area, where we will find a fragment of the Enigma code. Returning back, we go into the checkpoint building, go up the stairs and deal with the remaining enemies. We break open the door with master keys and take away the improvement of armor from the control panel. We go down a little lower, saw through the floor hatch and get inside.

First of all, without getting off the ventilation pipe, powerful aimed shot We hit the super soldier and, if necessary, quickly finish him off. We kill two more soldiers and, going down, collect a large number of useful items, including those in drawers. Inside the first box, on the shelf to the left of the gate, there is a fragment of the Enigma code. We go down to the intermediate landing, turn left and go down from the ventilation pipe. Having dealt with the enemies, we go outside and, turning right, jump over the gap with a running start. Our partner will arrive to the rescue just in time and save us from the super soldier. Again we run up and jump into the helicopter. The pilot will take us closer to the carriage with the scientist.

Using the turret, we shoot the approaching enemies. Having disembarked from the helicopter, we go into the room on the right side. There is a fragment of the Enigma code on the safe - we select it. We also break open the safe and get an increase in health from it. We get to the failure, go down through the car and destroy the rocket man. We enter the carriage, which is in a hanging position, carefully jump from one seat to another and take away the documents of the dead scientist.

Chapter 13: Lunar Station


The shuttle took off from London Nautica and delivered us safely to the lunar station. Having left the shuttle cabin, we move through the terminal and undergo a standard x-ray procedure. We make our way into the luggage compartment on the belt conveyor. On the tape on the other side of the X-ray scanner is the Golden Cane trophy. We take the equipment out of the suitcase and, after contacting Caroline and Anya, we receive instructions on further actions. Continuing to move along the conveyor belt, we will eventually come across a box - we saw it with a lasekraftwerk and get an increase in armor. Returning to the compartment, we cut the metal wall under the glass and go into a small room. We press the button on the table and pick up the gun. Having dealt with two space marines and a stormtrooper, we select their weapon or, to be more precise, an improvement for a sniper rifle. Modified weapons are charged through the same charging stations as the Laserkraftwerk. Also, ammunition can be obtained in the old fashioned way - from the bodies of dead enemies.

Having passed through the tunnel, we move forward clockwise, silently neutralizing paratroopers and officers with a pistol with a silencer. At the northern stairs there is a turret, to the right of which there is a map on the counter - we take it. Having cleared the territory of enemies, we leave through the eastern gate and go down the stairs. Continuing to act without attracting attention, we deal with the paratrooper in the corridor and two sleeping officers in the rooms. On the toilet in the toilet, opposite the bed in the left room, there is a fragment of the Enigma code. Lastly, we destroy the super soldier and leave the living compartment through the ventilation system.

Having made our way into the laboratory building, we deal with the paratroopers and take a fragment of the Enigma code from the bottom shelf of the table in the second room. Next, we go through the disinfection procedure, kill the enemy on the first floor and pick up the “Golden Face Mask” trophy from the nightstand in the center. We go up the stairs and, moving clockwise, silently neutralize the enemies one by one, including the officer. There is a second officer inside the premises - we kill him and from the table, to the left of the common passage of the second and third premises, we take Dieter’s letter. On the ventilation shaft in the last room we go down to the lower floor.

From the table in the corner of the next room we select a fragment of the Enigma code, go through the red tunnel and go down the next ventilation shaft even lower. We put on a spacesuit, go to the gateway and press the button on the right side. Moving along the path, we will soon encounter three drones. Having destroyed them, we pick up the “Golden Meteorite Fragment” trophy, lying near the boulder under the slope. We go down the next slope, jump over to the island on the right side, and then onto the platform. Having made our way into the command module, we go to the right and pick up a scalpel from the table, with which we get rid of the mark on the hand that was stuffed in the Belitsa camp.

We pass through the room on the left side and get out into the corridor, simultaneously picking up a fragment of the Enigma code from the table. To the right of the gate there is an entrance to the ventilation system, which will lead us to the living room. We move from it to the other side, climb the stairs and successively eliminate two officers using a pistol with a silencer. In the absence of ammunition, we act more prudently, since it will not be possible to eliminate the attack aircraft unnoticed. We deal with the remaining enemies and use the elevator that is at the other end. Destroying enemies, we rise to the topmost ring. Using the map as a guide, we get to the area between the eastern and south-eastern connections and select a fragment of the Enigma code from the white stand. We leave the territory through the gate in the north and go through the tunnel to the cleaning block. We go to the server room, print out the codes for launching nuclear missiles and destroy the arriving reinforcements.


We take a fragment of the Enigma code from the large round table. There is a safe to the left of the door - we crack it and get an increase in health. We go down into the ventilation system through the floor hatch in front of the door and, having made our way through it, we kill two paratroopers. We saw through the thin metal wall, go down and deal with several enemies. Having made our way through the ventilation shaft, we go down the escalator to the platform. We select the “Golden Bottle” trophy, located behind the red bag, and take the train to the hangar.

Thanks to the efforts of the security robot, we were unable to reach the end point of the route. We get out of the car through the floor hatch and on our own we get to the station, and then to the terminal. We go down to the hangar, after a while two super-soldiers will emerge from the shuttle. There are charging stations on the walls, which will allow you to unlimitedly use the power of the lasekraftwerk when shooting in aimed mode. We step on board the shuttle and go into the cockpit.

Chapter 14: Return to London Nautica

After an unsuccessful landing, we crouch and sit behind cover. When the shuttle is about to fall off the bridge, we get out of it with a running start. Having burst into the building on a cable, we will neutralize the officer as soon as possible, who will rush away from the bar on the right side. Slowly but surely, the attack aircraft will approach us, so we won’t be able to stay in one place for a long time. If necessary, we run to the bar, where there is a charging station on the wall. To the right of the window through which we burst inside, there is a box on the bench - we take out a fragment of the Enigma code from it. We get out through the gap in the wall on the other side. We cut the chain on one side of the flooring, go down and get to a similar flooring held on by chains. We go to the concrete area on the right side, select the “Golden Bracelet” trophy, lying directly under the drainpipe, and cut the nearest flooring chain. We jump lower with a running start and make our way into the building.

Having climbed the stairs, we load the sniper rifle and deal with the enemies. In the room on the right from the table we select a fragment of the Enigma code. We interact with the picture hanging on the wall and from the top shelf in the secret room we take out the “Golden Soccer Ball” trophy. Depending on the line, we hack the door at the end of the corridor or the control panel in the room on the left. In the first option: we get out into the elevator shaft, jump onto the lower cabin and penetrate it, cutting out the hatch with a lasercraft. In the second option: we call the platform, along which we go to the right, get to the room and, having cleared it of enemies, go down the stairs.

Having shot down the helicopter, we select a map from the kitchen counter. Among the rubble in the corner, to the left of the collapsed floor, lies a fragment of the Enigma code. We go down to the second floor, deal with the enemies and pick up a fragment of the Enigma code from the floor to the right of the blue tarp near the southern (on the map) wall. We jump down the rubble, reach the first floor and clear it of enemies. From the drawer of the filing cabinet near the southern wall we take out a fragment of the Enigma code. We get out and along the scaffolding we get to the platform on which we go down to the construction site.

We actively hide from the giant London monitor, which is tens of times larger than us in size, in the sewer, where we also replenish the charge of the lasercraft and sniper rifle. Getting ready to hit us with a laser, the enemy's eye will open - we quickly shoot at him. Then the London monitor will launch rocket launchers (three guns in each hand) - we immediately destroy one of them. Next, having finished with the rocket launchers, we begin to act more aggressively. Being as close as possible to the enemy, we once again shoot in the eye and, running under the robot as quickly as possible, we shoot the engine point-blank. Don’t forget about the turrets - we destroy them or hide behind the numerous pipes on the site. Having won, together with Klaus we go to Berlin.

Chapter 15: Manhunt


Nazi soldiers, led by the miraculously surviving Frau Engel, discovered a shelter and captured almost all of our friends. Having unsuccessfully driven a car into a drained fountain, the enemy shoots Klaus and we could have been next in line, but Max, who appeared in time, saves us from this fate. We collect ammunition and fight off a couple of soldiers and drones. When Max opens the hatch, we run inside and get to the headquarters. We silently neutralize the officer and two soldiers. Having dealt with the stormtrooper on the second floor, we go into Max’s room and pick up Max’s letter from the floor. In Klaus’s room there is a “Golden Shoehorn” trophy on the table - take it. We go up to the third floor, destroy another attack aircraft and, passing through the workshop, cut the chain of the ventilation shaft grate.

Moving through the mine, we will meet Tekla, who has resigned herself to her fate and bravely killed a couple more fascists before she was shot. Having got out into the sewer, we collect useful items scattered along the fence. First of all, we destroy the two super-soldiers as soon as possible and only then the soldiers who came running. We go up the stairs and through the ventilation shaft we get to the hangar. Caroline literally gained a second life thanks to her power armor. Having gotten rid of the robot guards, she will begin to return the helicopter. We collect the armor, kill two soldiers and a panzerhund, against which only the assault rifle’s grenade launcher and laser craft are effective. The enemy is fast and strong in close combat, so we run around less open spaces. Having won, we get into the helicopter and leave the shelter.

Chapter 16: Return to Skull Fortress

The operation to free my friends is urgent. The plan is simple: approach the fortress on a submarine, destroy the wall with a cannon and get inside. We pass through the gateway, interact with the control system and, having surfaced, shoot at the complex with a “rotation spindle”. The proven technology coped with the task perfectly. Swimming to the shore on your own, we dive into the water and pick up the “Golden Shovel” trophy, lying to the left of the stairs. Having risen to the shore, we go inside and collect useful items. Having reached the exit, namely the broken wall, we take the “Golden Armor” trophy from the corner chamber.

We walk along the corridor to the end, go into the room and take out a fragment of the Enigma code from the file cabinet drawer. There is a card on one of the tables - we select it. Having cleared the hall, we go down to the courtyard and deal with numerous enemies. We try to take a place behind the turret as soon as possible to make our task easier. We press the button that is located in the center on the concrete block. Almost before reaching the opened door, we take out the “Golden Teapot” trophy from a container on wheels near the column. Having gone inside, we continue to exterminate the Nazis. From the farthest bench in the center of the hall we select a fragment of the Enigma code. We go down the stairs, open the gate, holding the lever for a while, and get to the laboratory. We take a fragment of the Enigma code from the table near the left wall. Having climbed the stairs in the next room, we are attacked by Bubi. Having overcome the effect of synthetic titanospasmin, we bite through the neck of the offender when he leans towards us. We kill Bubi or leave him alive.

We go up the stairs, get to the elevator and take it down to the cameras. We go to the right and find friends. Together with them, we use the elevator again and, stuck between floors, help Bombato, Seth and Anya go upstairs. The elevator will start working at the most inopportune moment, taking us straight to the Skull. For many years, the general kept the brains of his subjects in capsules. He embeds a capsule with contents belonging to Wyatt (or Fergus) into a prototype robot, to which he gives the only instructions - to destroy us. We quickly press the button and go outside.

Max Hass.


We destroy the wooden boxes, take out electric grenades from them and quickly move to the armored glass at the other end of the territory. Having hit the enemy with a grenade, he will be immobilized for a couple of seconds - during this time we must have time to run up to him from the front and remove the capsule with the brain. Having alleviated the suffering of Wyatt (or Fergus), we hide behind the glass and cut out the metal mesh behind our backs. If we inflict enough damage on the enemy, he will stop attacking us and begin restoring his electrical shield. Taking advantage of these pauses, the first thing we do is go through the net and take equipment from the weapon cabinets, including armor and first aid kits, and rush to one of the sides. We quickly move along the metal mesh, collecting useful items, reach the stairs and, having risen higher, continue to run forward. Having reached the anti-aircraft gun, we aim it at the sky and fire at the airship. In a similar way, we get to another anti-aircraft gun and use it to destroy the second airship. We shoot the enemy until lightning strikes him. Returning to the site, we get to the building where we came from and saw the boxes on the right side of the entrance. One of them contains the "Golden Pot" trophy.

From the center we go down and continue the fight with the Skull. In conditions of limited space, we try to stay away from the enemy and collect all kinds of useful items. We expose ourselves to the Skull’s fire as little as possible, using cover wisely, and shoot as much as possible ourselves. There are plenty of charging stations here to charge the laserkraftwerk and use it to hit the enemy with powerful targeted shots. Having weakened the furs, we approach it, remove the Skulls from the cabin and strike with a knife. After waiting for the allies to leave the fortress by helicopter, Blaskowitz will give the signal for a nuclear attack.

General information:

Achievement Difficulty: 4/10

Offline: 50/50 (1000 )

Online: 0/50 (0 )

Approximate time to get 1000: 18-26 hours

Minimum number of playthroughs: 1 (Chapter Select)

Achievements you can miss: No

Does difficulty affect achievements? Yes (See Guide)

Unbreakable/glitchy achievements: No

Optional equipment: Not required

Campaign - Difficulty Uber

Since this game only has a single player campaign, it will take up all your time. I recommend starting the game right away with difficulty "U" BER ". Although this is the most high level difficulty in the game, but it shouldn't pose too much of a challenge due to frequent ammo overruns and dull AI. During the campaign, you will automatically receive achievements Gunner/ Shooter”, Vive la resistance! / Vive La Resistance! , Powertothelaser/ Ray of hope", Hiddeninthedeep/ Hidden in the depths”, “ London uprising / London Rising And Deliverance/ The rescue"after completing certain tasks in the chapters. In addition to story achievements, you will also receive achievements for completing the campaign on different difficulties: “Liberation / Liberation”, “Super hero / Real fighter” And “Uber hero / Uber fighter”.

Also remember that when you reach the end of the first chapter, you will have to make a decision and save one of your soldiers. By choosing Fergus you will receive the achievement Fergussaved/ Fergus is saved, if you choose Wyatt, you will get the achievement Wyatt saved / Wyatt saved . Since you can only choose one of your comrades, you can get the second achievement by simply replaying 1 chapter later.

Collectibles and Perks

During my playthrough on difficulty U BER , be sure to explore the levels thoroughly for collectibles. In total, you must find 72 enigma elements, as well as 10 letters and 50 gold objects. Although most items are in plain sight, some are well hidden in hidden passages and rooms. Once you find all 10 letters, you will unlock the achievement “”. The same goes for gold items. Finding the half will give you the achievement “Allthatglitters/ All that glitters ”, and after finding all the gold items, you will receive “”. Unfortunately, simply finding all the Enigma elements will not earn you the achievement. Instead, you will need to go to the Advanced section in the Main Menu and decipher the 4 Enigma codes and you will receive all 4 achievements “Secrets revealed / The secret becomes apparent ”.

In addition to the collectibles, there are 32 perk-related achievements in the game. Perks are divided into 4 classes: Stealth, Tactical, Combat and Explosive. The Stealth tree involves performing stealth kills and throwing knives, while the Tactical tree requires performing behind-the-cover and headshot kills with a variety of weapons. Next is the combat perk tree, which requires the use of dual weapons and turrets for kills and the Explosives tree, and as the name suggests, you need to use grenades and grenade launchers for kills. In general, each perk has its own achievement, and you can earn them at any point in the campaign. Don't forget to change your playstyle and go to the Perks menu to track your progress and view the requirements to complete them.

Stripping

At this point, if you missed any achievements related to perks or collectibles, then it's time to go to the Chapter Select section and tackle them. Your progress on perks will be saved when you use Chapter Select and even if you die. Remember that it won't take long to get the missing perks.

The same goes for collecting. Items are saved immediately after you pick them up, so you can safely exit the mission right away. Don't worry about different time periods of the game. None of the items are missable, as they are independent of the choice made in the first chapter (Fergus or Wyatt).

Also remember that when choosing a chapter, you can lower the difficulty, and this will not reset the statistics on perks and collectibles. Just never press the "new game" button or you will lose all your progress.


Gunner / Shooter

20

Save Allied planes.


At the very beginning of Chapter 1 “Skull Fortress”, you will receive an order to stop the fire in the engine compartment and dump all the cargo from the plane. Once completed, return to the cockpit and sit at the turret at the request of the pilot. Once you land, you will need to destroy about 3 enemy planes before they shoot down at least one of the allied planes. The achievement will unlock after the last plane is shot down and thanks from the allies.

Remember that you can technically miss this achievement if you are slow and don't shoot down the planes quickly.


Fergus saved / Fergus saved

30

Save Fergus.


Cm. " Wyattsaved/ Wyatt is saved”.


Wyatt saved / Wyatt saved

30

Save Wyatt.

At the end of Chapter 1 “Skull Fortress”, you have to give an answer to the Skull and choose who to save – Wyatt or Fergus. Remember that the one you “choose” will be the one who gets killed. So if you choose Wyatt, you will save Fergus, and vice versa.

You can always unlock the second achievement by simply replaying 1 chapter later.


Vive la resistance! / Vive La Resistance!

20

Find resistance.


During Chapter 4 “Anseinwald Prison” you will sooner or later end up in a cell B 2 in prison. Once you open the cell door, kill the lone guard in the room and use Laser Cutter to free 5 resistance fighters from captivity. The achievement will unlock once they are all freed.


Power to the laser / Ray of hope

30

Find "Laserkraftwerk".

Story achievement, impossible to miss.

During Chapter 6 of London Nautica, you will be taken to a small laboratory in the house Laserkraftwerk(LKV). After the cutscene in this laboratory, go up the stairs to the left of the LKV test chamber, and then jump onto the roof of the chamber. Use Laser Cutter to cut the 2 small chains holding the thick metal wall.

After the wall falls, we go down and launch LKW using the yellow button in front of the test chamber. Now that the way inside the chamber has opened for you, go and pick up a new energy weapon. The achievement will unlock.


Hidden in the deep / Hidden in the depths

20

Find an underwater cache.


Story achievement, impossible to miss.

During Chapter 11 “Submarine”, you will find yourself in an underwater cave with Seth Roth and Wyatt/Fergus. After you open the stairs with LKV and use the elevator, you will go up to a small treasure room. As soon as the elevator stops, the achievement will open. Remember that by solving the puzzle in this room you will receive an upgrade to the portable reactor for LKV.


London uprising / Uprising in London

20

Defeat the London Monitor.


Story achievement, impossible to miss.

At the end of Chapter 14, “Return to London Nautica,” you will find yourself in a large parking lot, where you will receive the task of destroying the London Monitor. To do this, you will have to rely on your LKV and charging stations located in the underground tunnels of the parking lot. Firstly, when the London Monitor opens its eye, be sure to aim and shoot that red eye. He will then start charging his arms to fire missiles at you. When he opens 3 compartments with missiles on each arm and is preparing to fire, then quickly shoot them with the LKV. Repeat this process until all 3 compartments on each arm are destroyed. Finally, we move on to the final stage of the battle with the London Monitor, where you will need to shoot him a couple of times in the engine compartment located below. When he opens his eye, shoot him to stun him. Then run under it to the center and shoot at the glowing hole under it. You only need to do this a couple of times for the London Monitor to catch fire and fall. Then you will receive the achievement.


Deliverance / Salvation

30

Free your friend.


Story achievement, impossible to miss.

During the final part of Chapter 16, “Return to Skull Fortress,” you will see a cutscene featuring Blazkowicz, Skull, and an old friend. Once the cutscene is over, run up to the door and destroy the console to take the battle out into the open air. Once on the street with only one knife, you will need to break the wooden boxes that are placed everywhere and collect adze grenades. Use grenades and throw them at enemies, and as soon as they are stunned by the explosion, run up to them and pressto interact with them. A short cutscene will then follow, after which the achievement will unlock.


Liberation / Liberation

100

Complete the game on any difficulty.

Cm . “ Uber hero / Uber- fighter”.


Super hero / Real fighter

50

Complete the game on "I AM DEATH INcarnate" difficulty! (or U BER).

Cm . “ Uber hero / Uber- fighter”.


Uber hero / Uber fighter

50

Beat the game on U difficulty BER.

Complexity U BER - The highest difficulty in the game, but due to the stupid AI, super powerful weapons and ammo surplus in each level, you will find that playing on this difficulty is equivalent to the average difficulty of most shooters.

In total, you will have to go through 16 chapters in the game to fully complete the campaign. In each chapter, you can use two playstyles: rush or stealth. You will notice that most chapters will be easier to complete using the stealth approach. Thus, with the help of a pistol with a silencer, silent kills and throwing knives, you can easily clear a room with opponents. If you want to go ahead with a loud machine gun at the ready and calling out everything in your path, then no one can stop you from doing this.

Whatever playstyle you choose, just remember a few tips:

  • Throwing knives can be taken back after being thrown.
  • Silent killings of officers are prevented by calling for reinforcements.
  • Since the game's AI is dumb as hell, they will rarely notice you, even if the guard is a couple of feet away from you, looking in your direction, or if you are standing next to his dead comrade.
  • Dual wielding increases damage dealt but decreases accuracy.
  • Lean to the sides to shoot enemies from behind cover.

You can watch a video guide to the battle with the final boss.

Overall completion of the campaign on difficulty U BER shouldn't cause any problems. Obviously, you will need to change your play style from time to time. Remember that you are not limited to one playstyle, so be more careful about this issue in each chapter. Some boss battles can be frustrating, but with a little persistence, the final chapter will be just around the corner. After completing Chapter 16, the achievement will unlock.

Note:There is a glitch in the game that allows you to get all 3 achievements on a lower difficulty. First, you will need to complete several chapters on U difficulty BER , starting from the very beginning of the game. About halfway through the game, change the difficulty to " Can I Play, Daddy" (EASY ) and end the game. After the game ends and the credits roll, all three difficulty achievements should unlock.

Note 2:If you started the game on difficulty lower than U ber , that is, another useful glitch. Just play through the entire game on low difficulty (i.e. e. Can I Play, Daddy ?) and then switch to U ber , when you reach chapter 16. Now you just need to complete the final chapter on U difficulty ber and watch the credits, and all 3 achievements for completing the game will open.


All that glitters / All that glitters

20

Find 25 gold items.


Cm . “Heart of gold / Rich son of a bitch”.


Heart of gold / Rich son of a bitch

30

Find all the gold items.

In total, you can find 50 gold items throughout the game. Starting from busts and knives to other small but very valuable trinkets.

Like any collectible, almost all gold items will be hidden in well-hidden rooms or passages that will not always be on the way to the main objective of the quest. Be sure to explore every corner of the chapter and look carefully at the map so that there is not a single unexplored black spot left on it.

Video guides on all collectibles you canlook .


The lives of others / Other people's lives

30

Find all letters.


In total, you can find 10 letters throughout the game. These collectibles will help you learn more about the fascist world in The New Order. The letters are well hidden in the hidden areas of each chapter, so keep your ears open and explore the levels very carefully.

Remember that you can view the progress of each chapter by clicking onand going to the collectibles tab. Also remember that the game saves the collectible immediately, so you can immediately exit the chapter if you collect missed items using the Chapter Select menu.


Secrets revealed I / Secret becomes apparent I

30

Decipher the first Enigma code.


Cm . “Secrets revealed IV / Secretbecomesexplicit IV ”.


Secrets revealed II / Secret becomes apparent II

30

Decipher the second Enigma code.

Cm . “Secrets revealed IV / Secretbecomesexplicit IV ”.


Secrets revealed III / Secret becomes apparent III

30

Decipher the third Enigma code.


Cm . “Secrets revealed IV / Secretbecomesexplicit IV ”.


Secrets revealed IV / Secret becomes apparent IV

30

Decipher the fourth Enigma code.

There are a total of 72 Enigma code elements scattered throughout the game. These elements are small pieces of paper with two numbers, which together form 4 large Enigma codes. Each Enigma code consists of 18 pairs of digits.

You can watch video guides on all collectibles. When you have collected all 72 code elements, return to the Main Menu and enter “Enigma Codes” in the Advanced section. Here you can enter the following codes:

Code 1:

01 02 03 04 05 06 07 08 09

08 07 06 05 04 03 02 01 09

Code 2:

02 04 06 08 01 03 05 07 09

07 05 03 01 08 06 04 02 09

Code 3:

03 06 09 03 06 09 03 06 09

06 03 09 06 03 09 06 03 09

Code 4:

04 08 03 07 02 06 01 05 09

05 01 06 02 07 03 08 04 09

Remember that you can view the progress of each chapter by clicking onand going to the collectibles tab. Also remember that the game saves the collectible immediately, so you can immediately exit the chapter if you collect missed items using the Chapter Select menu.

After you crack all 4 codes, you will have access to 4 new game modes:

Code 1 – Mode “999”

  • 999% more action.
  • You start the game with 999 health points.
  • Endless ammo.
  • The complexity of UBER.

Code 2 – “Walk in the Park” Mode

  • All interface elements are disabled except for interactive tooltips.
  • Rely on your feelings to survive.
  • Difficulty “ I AM THE EMBODIMENT OF DEATH!”

Code 3 - Hardcore Mode

  • All first aid kits and armor have been removed from the game.
  • Complexity U BER.

Code 4 -IronmanMode

  • Only 1 life.
  • Game over if you die.
  • Complexity U BER.

All of these modes are quite interesting and can offer an additional gaming experience for players after completing everything else. It is not yet clear whether these additional modes will disable achievements in the game.


Scout I / Scout I

10

Get the stealth perk 1.


The first stealth perk in the game Scout I. This perk adds key objects to the current map when silently killing an officer.

  • Silently kill an officer.

Advice:You will receive this perk naturally in the first mission. As you move through enemy trenches, the game will notify you on how to perform silent kills. In the next room you enter, you will see an officer bending over a table. Sneak up from behind and click onto make a silent kill, get a perk and achievement.


Knife throwing / Throwing knives

10

Get the stealth perk 2.

Second stealth perk in the game Throwing knives. This perk will allow you to throw knives.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Perform 5 silent kills.

Advice:Once you've unlocked your first stealth perk, move on and keep at it, as enemies will usually favor silent killing. Perform a total of 5 silent kills. If you stumble somewhere and are noticed, then simply reload the checkpoint and try again.


Knife sheath + / Knife sling +

10

Get stealth perk 3.


The third stealth perk in the game Knife sling +. This perk allows you to carry another knife with you.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Perform 5 silent kills using knife throwing.

Advice:You can reload Chapter 1 and work on the requirement for this perk in the trenches, but during your playthrough, you will come across more than once the right moments to get the perk.


Knife sheath ++

10

Get stealth perk 4.


The fourth stealth perk in the game Knife sling ++. This perk allows you to carry one more knife on top of it.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Perform 20 silent kills using knife throwing.

Advice:Use a stealth playstyle to fulfill the requirements for this perk. Can actually be completed very quickly at the beginning of Chapter 2. After you leave the room in the shelter, you will automatically pick up one knife. Going further, you will find a second knife on the ground next to the corpse of a nurse. On this floor you will meet 3 regular soldiers and 2 officers. All of them can be taken out in one minute. Then we reload the checkpoint and repeat until we get the perk. Remember that you can collect knives after throwing them.


Silent shot / Silent shooting

10

Get stealth perk 5.


The fifth stealth perk in the game Silent shooting. This perk increases damage when firing a pistol with a silencer.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

Get 10 silent kills using a silenced pistol.

Advice:During Chapter 1, try to find the cafeteria by going down the metal chain. In the dining room you can find a silencer lying on a large wooden table. Once you have your pistol equipped, simply click onto install the muffler. Now you just need to stealthily kill 10 enemies with a silenced pistol.


Vampire / Vampire

10

Get stealth perk 6.


The sixth stealth perk in the game A vampire. This perk allows you to gain health for silent kills.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Perform 10 silent kills while at too much health.

Advice:In the first chapter, during the assault on the Skull Fortress, you will climb a rope into the window of the fortress and then you will need to pull the lever to move two concrete blocks blocking the path further. Once the blocks are down, go down and you will see a first aid kit on the floor. Take it to increase your health and go down the narrow hall. Along the way, you will meet one guard who will stand with his back to you. Kill him silently, then reload the checkpoint and repeat until you get the perk and achievement.


Scout II / Scout II

10

Get stealth perk 7.

The seventh stealth perk in the game Scout II. This perk shows officers on the map.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Silently kill 5 officers.

Advice:After silently killing your first officer, you will receive a perk that adds a small radar to the interface. It shows how far or close you are from the next officer when you are in the same area. When you see the radar begin to respond, crawl very slowly and look for the officer. This ability will help a lot in getting this perk.


Assassin / Assassin

30

Get stealth perk 8.

The last stealth perk in the game Assassin. This perk makes running quieter and increases movement speed while crouching.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Kill 50 enemy soldiers silently, either in melee or with a thrown weapon.
  • Silently kill 5 Kampfhunds, either in melee or with a thrown weapon.

Advice:You will most likely get this perk naturally as you progress through the game. Kampfhunds are enemy watchdogs. In Chapter 4, you can kill several of them by sneaking up on them while they are sleeping. Killing 50 soldiers should not cause any particular difficulties.


Deadeye/Sniper

10

Get tactical perk 1.

The first tactical perk in the game Sniper. This perk increases the damage of cross-hair headshots.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Destroy 3 enemies with a targeted shot to the head using a machine gun.
  • Destroy 1 enemy with a targeted headshot using a pistol.

Advice:Once you receive this weapon, be sure to complete the required number of headshot kills while aiming. You will receive this perk before the end of the first chapter.


Quick draw / Quick reaction

10

Get tactical perk 2.


Second tactical perk in the game Fast reaction. This perk increases the speed at which you draw and stow weapons.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Perform 40 headshots with any weapon.

Advice:Everything is clear here. Just aim for the head of your enemies. Sniper rifle and pistol, of course the best choice to get this perk. The assault rifle has a lot of spread, and the shotgun is simply not suitable for headshots.


Quick regeneration / Quick regeneration

10

Get tactical perk 3.


The third tactical perk in the game Fast regeneration. This perk speeds up health recovery.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Reach over 200 health.

Advice:As long as you loot enemy corpses and explore rooms for loot, you can get this perk without special effort. However, if you have problems with this perk, the easiest way to get it is in the laboratory Laserkraftwerk during Chapter 6, as there you will find more than 5 first aid kits that will increase your health to 300+ points.


Gun magazine + / Gun magazine +

10

Get tactical perk 4.


The fourth tactical perk in the game Gun magazine +. This perk increases the pistol's magazine capacity.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Get 15 pistol kills while behind cover.

Advice:Everything is clear here too. Leaning out from behind cover, kill the required number of enemies with a pistol.


Shotgun magazine + / Shotgun magazine +

10

Get tactical perk 5.


The fifth tactical perk in the game Shotgun magazine +. This perk increases the magazine capacity of a shotgun.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Get 10 ricochet kills using the Shotgun's shrapnel mode.

Advice:After you get the Shotgun upgrades at the very beginning of Chapter 11, you can tackle this perk immediately after exiting the torpedo. In fact, when you exit the torpedo, you will already have a shotgun in your hands in shrapnel mode. Shrapnel bounces off walls and the ground, so aim close to enemies to kill it with the ricochet. At the starting location you can get 3 to 4 kills, then reset the checkpoint and repeat.


AR magazine + / Automatic magazine +

10

Get tactical perk 6.


The sixth tactical perk in the game Vending machine store +. This perk increases the magazine capacity of an assault rifle.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Get 80 kills from cover using an assault rifle (normal fire).

Advice:Everything is clear here too. Leaning out from behind cover, kill the required number of opponents with a machine gun.


Marksman magazine + / Sniper rifle store +

10

Get tactical perk 7.

The seventh tactical perk in the game Sniper rifle magazine +. This perk increases the magazine capacity of a sniper rifle.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Get 3 kills with a sniper rifle while still aiming.

Advice:Easiest to obtain during Chapter 3 when you first encounter sniper rifle on the roof of the first location. Just go to the first building on your left, pick the lock to get inside, and go up to the roof. Here you will find a rifle. Now switch to aim mode and kill the three enemies on the other building without leaving it.


Quick reload / Quick reload

30

Get tactical perk 8.


The final tactical perk in the game Fast reload. This perk speeds up weapon reloading.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Get 100 kills with a machine gun.
  • Get 50 kills with a pistol.
  • Get 25 kills with a sniper rifle.

Advice:This is a cumulative perk and counts all kills during the campaign (including when reloading checkpoints and selecting chapters). Just switch between different weapons rather than using just one. You will receive this perk on recent chapters games.


Double reload / Double reload

10

Get combat perk 1.

The first combat perk in the game Double recharge. This perk speeds up reload time when using two guns.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Get 10 kills with two guns.

Advice:The ability to use two guns is available from the very beginning of the game. To do this you need to click onafter you have a second weapon in your inventory. Get 10 kills and you'll get the achievement and perk.


Endurance I

10

Get combat perk 2.


Second combat perk in the game Endurance I. This perk increases your running speed with a weapon in each hand.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Get 3 kills in a tackle (with one or dual weapons).

Advice:In order to make a tackle, you need to click onwhile running. Using any weapon, although a shotgun and machine gun are best, just use a tackle and fill the enemy with bullets at this point. This can be done early in the game.


Scavenger / Seeker

10

Get combat perk 3.


The third combat perk in the game Seeker. This perk increases the amount of ammo on enemies destroyed when attacking with both hands.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Perform consecutive kills of 3 opponents using dual machine guns without releasing the trigger.

Advice:You can work on this perk during the early stages of Chapter 1. In front of the bunker, where you are first asked to silently kill an officer, move slowly until a group of guards begins to move towards you. Take cover behind boxes or barrels and try to mow them down using two machine guns without releasing the trigger.


Bullet feeder / Feeding mechanism

10

Get combat perk 4.


The fourth combat perk in the game Feeder. This perk increases the ammo capacity of all easel weapons.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Perform 20 kills with a gun on a machine.

Advice:Heavy machine guns will be encountered more than once during the game. The best place to obtain the perk is located in the first chapter, namely inside the Skull Fortress. At this point you will need to kill no more than 8-10 enemies, and then reset the checkpoint and repeat. If you don't reload the checkpoint in time and decide to kill everyone in that location, the game will create a new checkpoint and you won't be able to score additional kills at that location to get the perk.


Endurance II

10

Get combat perk 5.


Fifth combat perk in the game Endurance II. This perk increases movement speed with mounted weapons.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Perform 5 kills in 10 seconds using a removed machine gun.

Advice:Can be done in the same place in Chapter 1 as the previous perk. Simply detach the machine gun and get 5 kills with it in 10 seconds.


Autopanzer / Autopanzer

10

Get combat perk 6.


The sixth combat perk in the game Autopanzer. This perk adds armor when quickly destroying multiple enemies.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Use up your entire supply of LKV without missing a single shot.

Advice:Remember that you will only receive LKV in the middle of Chapter 6. Don't forget to fully charge your weapon at special stations. At the end of the chapter you will meet 2 robots. Simply aim and load a full shot, then pull the trigger. Hitting the robot will give you a perk.


LKW battery + / Laserkraftwerk battery +

10

Get combat perk 7.


The seventh combat perk in the game Battery "Laserkraftwerk" +. This perk increases battery capacity for all energy weapons.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Get 5 ricochet kills using an improved LKW.

Advice:Once you have received the rebound improvement for your LKV, you can start obtaining the perk at any point in the game. Just shoot at the walls and floor so that the beam ricochets and hits your opponents. Do this 5 times and the perk will unlock.


Dual-wield expert / Ambidextrous

30

Get combat perk 8.


The final combat perk in the game Ambidextrous. This perk increases the maximum ammo capacity for all standard weapons, as well as the chance of dismembering enemies when attacking with both hands.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Complete 100 with two hands
  • Get 25 kills with LKV

Advice:Remember that you won't get LKV until Chapter 6, but you will likely be able to complete the requirements for the perk before Chapter 7. Also remember that this weapon has 2 firing modes: Laser Cutting and Energy Blast. Use Energy Blast to kill opponents. As for the other requirement, any weapon (pistols, shotguns, machine guns) will fit this requirement!


Throwback / Reverse throw

10

Get the explosives technician 1 perk.


First explosives perk in the game Reverse throw. This perk allows you to pick up an enemy grenade and throw it back.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Kill 2 enemies with 1 grenade.

Advice:This can be done early in the game, once you have grenades. In fact, the first chapter is just perfect, since groups of enemies are often crowded into the narrow passages of the trenches. Just throw a grenade at a group of enemies and you will get this perk without any problems.


Grenade pouch + / Bag with grenades +

10

Get the explosives technician 2 perk.


Second explosives perk in the game Bag with grenades +. This perk allows you to carry another grenade with you.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Kill 10 enemies with grenades.

Advice:The requirement for this perk is cumulative, so everything is very simple. Just use grenades in narrow corridors and small rooms.


Grenade pouch ++ / Bag with grenades ++

10

Get the explosives technician 3 perk.


The third explosives perk in the game Bag of grenades++. This perk allows you to carry one more grenade on top of it.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Kill the officer with a grenade.

Advice:After silently killing the officer in the first chapter, simply reload the checkpoint and throw a grenade at him. This is the easiest and earliest way to get this perk.


Bullseye / Bullseye

10

Get the explosives technician 4 perk.


The fourth explosives perk in the game Exactly. This perk causes grenades to explode on contact with a target.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Kill 5 mechanical enemies with grenades.

Advice:At the end of the second chapter where you discover front door psychiatric hospital and go out into the courtyard, clear out the first wave of enemies. Afterwards, the storming of the yard will begin and the opponents will release a flying bot. You will need to use grenades against the Tesla bot, which are lying on the wooden table on the veranda. After destroying the first bot, reload the checkpoint and repeat until you get the perk.


Rocket magazine + / Rockets +

10

Get the explosives perk 5.


The fifth explosives perk in the game Rockets +. This perk increases the maximum supply of rockets for an assault rifle.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Get 5 two-handed kills using grenade launchers.

Advice:You won't get the grenade launcher until the very beginning of Chapter 12, so I highly recommend that after you get it, go back to Chapter 2 of the game to make it easier to get. At the end of the second chapter, when you go out into the courtyard of the psychiatric hospital, switch to two machine guns and switch the firing mode to the under-barrel grenade launcher using the corresponding button on the cross. Now just kill five enemies with grenade launchers as quickly as possible to get the perk.


Vaporize / Super Explosive

10

Get the explosives perk 6.


The sixth explosives perk in the game Super explosive. This perk increases the grenade's damage radius.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Kill 5 enemies with grenades that they themselves dropped.

Advice:The easiest way to get it is in the first chapter. After destroying the large metal door and going inside, you will eventually be ambushed by more enemies. One of the opponents will sit on the balcony (near the tower) and periodically throw grenades at you. Before throwing, he usually warns about this. As soon as he is about to do this, shoot him, but do not kill him so that he drops the grenade. The explosion will kill him and possibly the guard nearby. Reload the checkpoint and repeat until you get the perk.


Sentinel/Guardian

10

Get the explosives perk 7.


The seventh explosives perk in the game Guardian. This perk reduces the damage you take from your explosives.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Kill 5 enemies by throwing their own grenade back at them.

Advice:This can be done early in the game, such as in the trenches or bunker in Chapter 1. Instead of waiting for an enemy to throw a grenade at you, simply throw your grenade at your feet, then pick it up and throw it at the nearest enemy. This method is much simpler than waiting for grenades from enemies.


Hardened

30

Get the explosives perk 8.


The final explosives perk in the game Sturdy. This perk reduces the damage you take from enemy explosives.

To unlock this perk, you will need to meet the following requirement at any stage of the campaign:

  • Get 50 kills using grenades or rockets.

Advice:Remember that you will only receive an under-barrel grenade launcher for the machine gun at the beginning of Chapter 12, so until then you will have to rely only on grenades and kill them from time to time, especially large concentrations of enemies in tight places. After receiving an under-barrel grenade launcher, as well as improving the explosion radius and damage dealt, fulfilling the condition and getting the perk will not be difficult.

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