Date 1943: physicist Dr.
John Russell is sent to Berlin by MI6 on a
covert mission to verify the authenticity of
secret Nazi documents indicating the development
of a new weapon of mass destruction. With the
help of this weapon the Nazis could very well
achieve their goal of world domination – a
horrific notion! Immediate action is of the
utmost importance!
Russell is far from a trained agent, but he will
have to infiltrate the most secure archives and
government facilities to find records and clues
that will lead him and his fellow agents on the
right trail.
The shocking truth is revealed in Berlin’s
Kaiser Wilhelm institute and Heereswaffenamt:
the documents confirm that the Nazis are very
close to completing the development of a
“uranium bomb” – a nuclear device! The new
weapons system is already nearing the first
test. Russell’s mission takes on a terrifying
new dimension: he finds evidence on the
production facilities - but his search leads him
right into the hands of a sinister German
general, who has his own fanatical plans with
the powerful, new weapon… Russell’s mission is
only just beginning!
Controls
ESC you can access the in-game menu at anytime
by pressing the escape key or clicking on the
menu button top left hand side of screen
SPACEBAR allows you to skip through dialogue
TAB KEY indicates all directions in which you
can go at that current time
BACKSPACE using in novice mode (found under
"video options" in main menu) you can access all
hotspots
Russell gets called to Col Travers office in London where he is briefed and meets Peter Graham, a spy, who will act as his guide .Col Travers orders Russell and Graham to go to Berlin immediately and asks Russell to wait outside while he speaks to Graham.
First task, Russell wants to open a first floor window from the car park so he can hear what the two men are saying.
Collect loose bar from cellar window, potato from dustbin, and read newspaper. Try to open the window with the bar – but it wont reach. Notice the crow on the branch and set the potato on the cobblestones to lure bird off branch. Now take branch. In inventory combine bar and branch to reach window. Get caught by Graham and told its time to leave.
Meet Schmidt, Graham’s contact. Talk to both men they are planning to secret into KWI (Kaiser Wilhelm institute )but there are two guards at the main gate they need to distract them. Schmidt will give you a penknife.
Go to delivery van open crate and take contents + rubber hose hanging in van. Pick up note on road at back of van and read.
Use the knife on soap to make soapflakes. Pick up some pepples and newspaper from the road.
Tie rubber hose to handle on side of van to use to catapult the pebbles. Graham takes over. Once the guards are distracted go to KWI with Graham.
The door is locked and Graham goes to find another way in.
Push newspaper under door and use pencil to push key out but key is too big to fit under the door.
Go back to truck and talk to Schmidt.
Pick up rubber hose
Combine hose and bottle in inventory and attach to van radiator. The bottle will fill with water. Add Ferrous Sulphate + Rock salt = Hydrochloric acid. Go back to KWI and pour in keyhole. It burns. Graham reappears.
The door is squeaky – how do you enter without waking the sleeping guard inside (snoring)
Go back to the truck.
Again Combine hose and bottle in inventory and attach to van radiator and fill with water add the soapflakes = liquid soap. Bring back and use on door to stop squeaking.
Enter KWI.
Wait for Peter to tiptoe past guard to laboratories
Go to storeroom on your right. Pick up the wire, plunger (or plumbers helper !), sticky tape and screwdriver. Exit.
Cross the foyer to the door to offices. Enter.
See three doors on the right of the screen in corridor. Try first door – a bathroom locked.
Enter second door – an office. Look around at bookshelf, blackboard and take the torch – its damaged. Lift scraps of paper from bin and check the cold radiator. Exit room
Goto third door . Locked but notice the window in door isn’t secure. Use the spirits from inventory to soften putty, the knife to scrape putty away and the plunger to remove glass. Then use the wire on opened window to enter.
Directors office. Look at grandfather clock to left of door – the second hand is missing. Check the bookcase, warm radiator and desk. The middle drawer is locked. Go to table clock on sideboard right of door and look closely – there’s the key. Take key and open desk drawer.
Take scraps of paper and combine in inventory with other scraps of paper .A screen opens. Drag the pieces by left clicking and turn with right click to solve the puzzle. When the pieces of paper are in the correct position they change colour from pale pink to white. Read message and note week 2:Pi
Read journal from drawer – he starts work at five to eight everyday
Take the metal pin from drawer and go to Grandfather clock. Place the pin (second hand) on clock and turn the hands to five to eight.
The bookcase opens to reveal a secret room.
Peter arrives.
Enter secret room.
Peter sees the safe but doesn’t know how to open. Look at safe . use Pi as the code as mentioned in journal and paper scraps.
Pi = 3.1415
Turn dial left to 3 (listen for click after each number) right to 1,left to 4, right to1, and left to 5. Safe opens. The uranium bomb is undergoing tests at HWA – Heereswaffenamt.
Take a look at the papers on the desk there is another code L = o-z-o R = o-o-z.
Exit the room and go to Peter at top of corridor. The guard in the foyer has woken because he is cold. Find a way to turn heating back on so he’ll go back to sleep.
Go to middle door (office) and over to desk drawers use code L = o-z-o R = o-o-z on drawers . left hand side top drawer open, middle drawer closed, bottom drawer open, Right hand side bottom drawer closed, middle drawer open and then the top drawer will open.Take the radiator valve wheel.
Use the valve wheel on cold radiator beside you – still no hot water flowing. Go to directors office to the warm radiator and use valve. Heating back on. Return to Peter at top of corridor and wait for guard to go to sleep.
Exit the institute and return to truck.
While Peter talks to Schmidt , use the wireless in the back of truck to contact Travers and inform him that they are going to HWI.
Follow Peter to the side entrance of the building. The door is locked. Meet Anne Taylor from MI6– Anne opens door . Peter stays outside as lookout and Anne and John enter building.
Office – hear a guard coming and duck into side office. Exhaust conversation with Anne. Look around the room. Take telephone cord and combine with knife in inventory to strip. Tie stripped telephone cord to door handle. Pick tied cord from inventory and use on electric socket to the bottom left of door.
Go back to Anne and get her to scream. Guard tries to open door and gets electrocuted. Undo phone cord and put back in inventory (I had to go back for this !)
Exit office and open broom cupboard opposite take floor polish and window cleaner. Go left of broom cupboard down corridor . Open door at end of corridor.
Archives dept.
Two guards are patrolling the lower level. Anne tries the light switch and learns from the guards conversation that when 2 lights are switched off the guards will check the fuse box and you’ll be caught.
Anne goes down to the bottom level the special archives is at the far end in the central aisle.
Stealth puzzle. – in the top right hand side of the screen a square is presented. It contains a floor plan divided into 12 sections. Each section has a light switch. For Anne to get to the special archives you must turn the light off in the section you want her to move to. Turn the light back on before you turn the next one off and make sure the guards aren’t looking or facing Anne when doing so.
I moved down the pathway 12 9 6 5 2
When Anne gets to the special archives she cant access without a code so she must return to John.
I used the same pathway back but had to be a bit more careful with the guards and had to wait in the shadows some times. If youre caught you’ll have to start the puzzle over again .
Anne talks to John and thinks the guards may have the code so they need to disable guards.
John’s turn – John goes down and notices the two rings at the base of the bookcases in aisle 12 . Tie the telephone cord to the rings.
Take th German flag from under the desk at the top of the middle aisle and douse with floor polish in inventory. Notice the dark spot on the floor in aisle 11 and use flag with floor polish on dark spot. John then goes to the side and shouts Helloooooo the guards come running and crash.
Search the closest guard and find a notebook with code 4 9 3 detailed. Got to Special Archives room door at top of middle aisle
Special Archives room.
Click the hidden flap right of door. Look closer and turn the dials 4 9 3 enter room.
Check behind the middle picture above desk and find bunch of keys.
Look at the lockers to the left. Use keys on lockers.
Two columns of keys appear on lhs screen and two columns of alphabetised lockers on rhs. Easy puzzle use top lh key with locker A and rh key with locker B and so forth down to locker U (for Uranium). John reads document and discovers that not will the rocket propulsion system not work but the uranium bomb wont work due to the implosion mechanism. The prototype is being constructed in a small town, Haigerloch near Stuttgart.
Von Pressnitz appears holding Peter captive and threatens them all if John doesn’t help fix the implosion mechanism. The prisoners are taken to house 12
House 12
Peter, John, Anne, a guard and Von Pressnitz all in a room. John tries to reason with Von Pressnitz when the light is switched off and John is pushed out a window.
John is in an alley. Hide in the doorway until the lorry leaves. Go back to the alleyand see the oil spot were the lorry was. Use the handkerchief in inventory to get oily handkerchief. Look at far end of alley and see blanket . Take blanket.Go to the top of alley and turn right onto the main street.
Use the doorways to hide if you hear guards coming.Remember to double click to make John run
Go to drunken man at lamppost and talk to him completely . He is the siren operator and will give you money if you get him a bottle of his favourite fruit brandy. He also gives you directions to train station which is behind a roadblock.
Go right to the end of the street. See the checkpoint manned by two guards.
Look and see two buckets and a wall panel (the siren). The left bucket has water and the right has sand. The wall panel has the siren crank but is locked.
Fruit brandy.
Use your empty bottle in inventory on bucket of water then combine with spirits. Now we have alcohol but have to make it look like a bottle of fruit brandy. Head back left to the alley were John got the blanket and stop at doorway with poster on the right. Use the knife to get a corner of the poster. Go back to drunk and find out his favourite brand. Go back to the buckets and siren. combine the pencil with the poster corner to get what looks like a label (or enhanced poster corner ) now to stick on bottle. Use the enhanced poster corner with bucket of water and combine damp enhanced poster corner with bottle of spirits.
Go back to drunk and give him the bottle – he doesn’t recognise it so tell him it is an anniversary bottle. He takes it and gives you 5 Reichsmarks. Continue to talk to him and he will give you key for siren.
Go to train station
Go back to siren use key on lock. Use oil soaked handkerchief on crank. When the guards look up go to right street and down the alley. See barbed wire on top of fence. Throw blanket over barbed wire and climb fence to train station.
Arrive at train station pick up bowl at the bottom of the corner buiding and exit to marketplace (left)
Marketplace. Notice two soldiers go into the Inn at the top of the town. Look at the shop on your right and pick up hatchet and piece of wood to the left of the shop. Go to hawkers stall. Talk to the man and learn he wants cigarettes and claims he didn’t see soldiers.
Go to fountain and meet priest – he didn’t see soldiers either and talks to John in latin.
Go back to hawker and choose “anything else” from conversation tree and ask for information which he refuses but he does tell you the preist has lost his rosary beads.
Inn. Enter Inn. talk to barmaid. She hasn’t seen soldiers either. She flirts with John and promises “something” in return for a pair of nylons (stockings) she also wont go down to the cellar as she is afraid of spiders, rats etc.
Talk to the barman completely and no he didn’t see the soldiers either ! he refuses you entry to the cellar (entry behind him). Try and take the cigarettes from the bar counter.
Pick up rosary beads lying on floor between the tables.
Gain entry to cellar
Leave the Inn and go back to the preist by the fountain – talk to him and tell him you found his rosary beads and he will give you 5 Reichsmarks.
Go to hawker and buy stockings
Go back to Inn and give the stockings to the barmaid .she gives John a kiss ! not enough – accept a bottle of liquor. Exit Inn.
Look at kitchen window to left of Inn door use knife to open. Go left of the Inn and see a sack of grain use the knife to cut the sack and take the bowl from inventory and fill with grain.
Go back towards the fountain area and turn right . notice street sweeper. Go up street and notice the rat to the left of steps. Combine liquor and bowl of grain and set down for rat to eat. Take unconscious rat.
Go to open Inn window and put rat in. hear the barmaid scream and enter Inn. Take cigarettes from counter.
Return to marketplace and give hawker the cigarettes. The hawker then gives information in form of code:
“ The bear drives two hares into the maw of the wolf”
go back to Inn and enter cellar.
Inn cellar
Look close at the 4 dials on the wall between the barrels decorated with pictures of animals. save game before you turn any dials as there doesn’t seem to be a reset for this puzzle . to open a secret door use the hawkers code : The bear drives two hares into the maw of the wolf.each dial affects another ie. The first dial affects the first, second and fourth wheel, The second dial affects the second, third and fourth, the third dial affects the first and third and the fourth dial affects the second and fourth. You need to align the diagrams with the lines on the wall to the left of the dials in the order (from top to bottom)bear, hare, hare,and wolf.
Solution:
Click dial one once
Click dial four once
Click dial two three times
Secret door opens . enter tunnel.
Production facility
Go to the blocked sluice gate and use hatchet to open.
Enter room meet Anne.talk to Anne and look around. Look at the damaged control panel to the left. Pick up large gear wheel from table beside control panel. Go back to Anne and talk completely. Got through broken sluice at top right of screen.
Tank room - look around room .notice two gas cylinders to right of closed sluice gate held by chains. Go to tank at left of room theres a small crate at its base – pick up 2 small gear wheels. Next go on walkway to big tank and pick up a small gear wheel on steps. Turn and go through small sluice door to left.
Go down corridor pick up another gear wheel from floor. Enter sluice at end of corridor.
Laboratory – look around. Take cable from table besides steps , take the red Bunsen burner from the shelves on left wall, and take another gear wheel from desk with red and green flasks. Go back to Anne in the tank room.
Tank room. – use the Bunsen burner on the chain holding the gas cylinder. When it falls use the hatchet on its valve and watch it propel itself and smash the sluice door.
Storage room – dark in here. Remove broken fuse from fuse box. Take the gearwheels from the crates in the foreground. Go left through sluice and see cabinet at left of door.
Gear puzzle – you’ll need to place all your gear wheels you’ve been collecting so they’ll all turn from top left hand large gear to bottom right hand large gear to initiate door opening mechanism.
As you place the wheels the colour will change between green where you can place, and red where you cant.
Also try turning the handle on the top gear as you go to make sure they are turning.
Once completed Open door.
Production room – Enter and see four bodies (bad Von Pressnitz !) Anne tries to open the door at the far end but its locked and tells John to keep looking around.pick up key between two bodies to left.
Laboratory – go back to the laboratory and the full length lockers. Try the keys in the lockers – it works on locker far right. Inside find a plastic box and a fuse.take both
Storage room – go to the dark storage room and place the new fuse in fuse box. Now you can see better.look around and notice a secret door left of the storage area on the back wall.
Secret tunnel – enter secret tunnel and meet Peter.Talk to Peter completely. Peter tells him to wait here while he searches the production facility.
Outside – theres access to outside go out and just have a quick look return to tunnel.
Storage room – go back into storage room – theres a sack of gold bars in center of room (how careless!) take one of the bars. Go back to the production room where the bodies were and see Anne has managed to open the sluice door.Enter
Communications room – Anne asks John to contact and update Travers while she goes and has a look around.
Look at the radio log the last transmission was by Von Pressnitz reporting to Col Gen Keller about the status of the prototype.
The transmission unit is not working. Use the cable in inventory on the generator (in the cabinet to the left of the door). Transmission unit now working and John updates Travers.
Outside – go back through the secret tunnel outside [save game here]
Pick up the gun on the pathway.
Peter is throttling Anne. If you stall or shoot Anne Peter will shoot you. Shoot Peter.and listen to things as they unfold.
Airfield Hangar – go left to airfield hangar. Enter hangar.The bomb is already on the plane – try to ground plane to prevent it leaving.
Take screwdriver to fuel line on truck. Place the plastic box from inventory on the sieve at end of fuel hose. Reattach with screwdriver. Hear Von Pressnitz approach and hide in plane. The plane has already been fuelled (doh !) the plane takes off with Anne and John on board.
The plane is shot down by antiaircraft fire and Anne and John are discovered by the guards. Anne is trapped in the wreck. Von Pressnitz orders the guard to shoot John and then leaves. The guard shoots in the air and does a runner himself
Put out fire - this is against the clock. Pick up German helmet in foreground . See the sandbags under the wing to the left. Cut the sandbag with knife and use helmet with sandbag. Watch John put out fire with helmets of sand.
Alley – go under the wing to alley. Talk to Anne. Pick up the empty canteen on the right hand side of path and try to pick up machine gun barrel to left of Anne. Its frozen to ground. Use helmet with snow in the middle of screen to get helmet full of snow. Go back to plane wreck and place helmet with snow where you put out fire. (to get helmet of warm water) Take the helmet of warm water back and place on machine gun barrel to defreeze. Take machine gun barrel.
Street – go through to the street at the end of the alley. A soldier sees them but is shot by sniper .The sniper is in the water tower. Combine the helmet with gun barrel in inventory and use on water tower. The sniper shoots the helmet – while hes reloading run !
Factory entrance – a soldier is guarding the door. Notice the loose bricks above him. Use the gold bar on the bricks. Take grenade from unconscious soldier and enter factory
Factory – take the two wooden beams to your right. Got to the hall in the centre of the screen and use one of the beams as a support on the rubble above. Entrance to hall opens.
See a collapsed staircase. Take the wooden beam again on the right. Use the two wooden beams on the stair landing and climb stairs [save game]
Bomb – enter the room and Anne arrives .See the ticking bomb. John talks through the instructions to disarm bomb by cutting through 4 wires. Place cursor on wire to cut and click. Solution: bottom wire, eighth wire down, fifth wire down, top wire.