With props and a day of confinement, our protagonist can see the light of day again. Being caught or shot will lower your customs clearance score, so try to avoid it so that your game won't waste time. ) Time will be lost automatically in the game. If the protagonist is not in the danger zone, you can jump to the time period you want through the "time jump" function.
The top left of the screen will show the time in the game, while the bottom left is a small radar, which is the most important thing in the game. Let him observe the enemy's movements! But don't think that the enemy's line of sight here is as fixed as that in the Allied Death Squad. When the light is good, they can perceive that the radar shows something beyond the line of sight, and the enemy's hearing is also very sensitive, and any noise will arouse their suspicion.
Task 1
Go back to the barracks 1 and put down your big bag (the items are stored in the box and the game is recorded on the bed), then come out and talk to O 'Brien. He offered to help you escape from prison, but he needed you to provide some "hard currency". In the world, it is dollars and marks, but here it is wine, canned food and chocolate. These "currencies" are not props in the game, so don't worry about being confiscated. ) There are many such things in medical clinics in the East. Good. Let's go. There is a stone wall behind the dining room. Just turn it over (press the left mouse button when approaching the wall). But be careful that there are watchtowers in the south, stay away from them, and soldiers patrol around the canteen. Avoid them, get something, come back and give it to O 'Brien, and it's over. In the middle of the night, O 'Brien will give you a beautiful prop-shoe polish.
Task 2
Nothing is worth celebrating more than today. Do you know what I saw? See old partner JD again. God bless me, I thought he was sent somewhere else, even dead! But he was not only alive and kicking, but also brought me a new plan-to escape by truck. But this requires opening the truck driver's door and a crowbar; There is a crowbar in the tool room of the barracks, but we still need the key to open the door. Ok, let's get to the point first!
This task is also very simple. There is a bass key in the barracks north of the canteen. A soldier guarded the door, just climbed over the fence on the northeast side of the restaurant, then slipped behind him and went into the room to get the key. If you are still not at ease, you can ask JD to distract the enemy during morning exercise and then go, but I really don't think it is necessary. Get the key and come back to see JD. Prison Break still has a lot of work to do.
Task 3
It's starting to rain, which is a good weather for us. Our plan needs such a cover. JD scouted the situation, and the warehouse is not far behind our barracks. Oh, it's a pity that there are towers and patrols there.
Compared with the first two tasks, this task is much more technical. If you don't have enough confidence, you can put some shoe polish on the protagonist from the evening (press the right mouse button in front of the mirror after bringing the shoe polish), which will be more difficult to find. But this task can also be completed during the day. When you come to the back of the barracks 1, you can see a big hole in the opposite wall. After the soldiers patrolling the corridor turned right from here, they quickly climbed over the fence, crossed the road, squatted down and drilled through the hole.
The warehouse is in front of us, with towers in both directions, and a soldier patrolling beside the house. How can I get in? Run to the left first (after the patrol soldiers turn their backs, of course) and hide in the position opposite the warehouse door. Get down, cover yourself with the surrounding shrubs, and then pay attention to the small radar. As soon as the tower whistle on the left turns around, it will immediately pass through his surveillance area. Go around the wooden box in front of the warehouse and wait for the sentry on the ground to leave. As soon as he turns around, he will follow him to unlock the lock. Don't get too close to the window near the door after entering the door, you will be found by the enemy.
The question now is how to get back. The basic method is similar to the last one, but you should use the keyhole to observe the situation outside the house before going out. Press the right mouse button near the door, and the radar will not display the enemy's situation in the case of indoor and outdoor isolation. After returning to the camp, don't let the Germans see this big guy in their hands, which will make them raise their guns and return to the barracks as soon as possible.
Task 4
It's been raining, and our success or failure is tonight. JD and I, we have got the tools we need, and we will use them to wait for the truck to leave here and return to the embrace of freedom. ...
Put on shoe polish and grab a crowbar. Under the cover of night, our hero will leave this small temple. When you get out of the barracks 1, turn left and then go east. Watch out for searchlights and patrols on distant towers. After crossing the house with the key in Task 2, turn left and walk north until you see a hut similar to a warehouse on the roadside. Avoid the patrol, climb over the fence, open the door ... Oh, the driver is snoring! Sneak out through the other door. What do you see? Yes, a truck. Do it. It's time to get the hell out of here.
Maybe it's destiny takes a hand that I will form a hatred with this ugly German. Stahl-if it weren't for his unexpected appearance, JD and I would have spent Christmas at home long ago, but now JD has said goodbye to this world forever.
Chapter II Prisoners of War
Task 1
I can never forgive myself for JD's death. I should have stopped him, but it's too late now. I want to leave here as soon as possible, leave Stalag Luft, with the help of the European Community Prison Break Association. ...
The game should officially start from here, and now is the real adventure. Si Tong lived in Barracks No.2 this time. Behind the house, there is only a short fence to climb over. After crossing the path, there are many cans and chocolates in the opposite camp. Of course, there are soldiers here. Don't try to cross the center of the camp. Cover yourself with boxes and the bottom of trucks. Hiding under the car can avoid the big surprise when you are away! )
Besides, there are some interesting things, such as playing with stones and cans with Wilson and playing dice with Malone. The former can practice the technique of throwing stones, and the latter can only help to increase income (the rule is simple, pressing the key once to stop the dice requires the sum of two dice points to be greater than or equal to 7).
Anyway, let's get to know the members of the EC Committee (they really remind me of the "prisoners of war officials" in The Great Escape, including their looks and personalities, haha! ), they live in barracks No.4, but the effect of meeting outside is the same. They decided to test Si Tong's ability in order to help. But this task is really funny-take the tape to the German office to broadcast. ...
This task is done at night, and it should be quick. Back to the camp, take out the tape from the box, turn it out from the fence behind Camp No.2 (don't look at the one patrolling in front of the hut outside), turn right and run north, and soon you will see a road that runs across the east and west, pay attention to the sentry! Turn right again until there is a checkpoint ahead. The sentry here does not move, so things will be easy. Turn north next to him, climb over the fence and come to the dining room. Don't go in yet. Where are the two sentries in front? Along the fence, go around from the back of the restaurant on the right, and in front is the destination-the administrative office. Don't worry, there are sentries in the office. See the iron bucket by the door? After hiding, throw a stone on it, and the soldiers in the house will come out to check when they hear the noise, and then take the opportunity to go in. The tape recorder is at the back of the office. Use it now! Happy music soon spread throughout the prison camp.
Next, it's time to consider the way back. It is strange that no one cares about such boring things. However, German soldiers are still outside the door. Let's hide! Hide behind the bookshelf, then wait for the soldier to come back, and then sneak out when he walks with his back to the door. The rest of the road is similar to the beginning.
Task 2
So I'm just bait? A failed bait! No wonder no Germans take care of me. Harding, who really carried out the task, was caught as a troublemaker. It's okay now. Those people in EC have a crush on me.
All Harding has to do is go to Komandan's office to find a top secret document, and now it falls on you. This task can be completed in the daytime, but it needs an important prop-German military uniform. Go back to the barracks and get the iron key given to you by the commission, and then go out from the old place behind the barracks. Don't worry this time, because what you want is in that hut. Hide opposite the door of the hut, hit the iron trash cans with stones, then run to the door in the opposite direction and rush into the hut after the patrol came. Pick up your clothes and put them on in front of the mirror at once. Cool! Don't be afraid of the sentry now, but you still can't do strange things in front of German soldiers (such as running, squatting or holding something in your hand). German officers can still expose you at a glance.
Follow the road of the last mission, go north, then east, and go straight this time until you see a two-story building on the left. This is Kommandan's residence, and of course the office is here. Pay attention to the officer guarding the door. After entering Komandan's residence, enter the kitchen through the door on the left, and then enter the office through the door on the other side of the kitchen. Don't forget that Kommandan can tell the truth from the false, so he has to crouch down and lean on the bookshelf until he leaves his desk to get the documents. The next step is to go back and report the results to EC. One thing I can tell you is that there is a big cupboard in the bedroom upstairs in Kommandan. You can hide inside and avoid the rally!
Task 3
The pattern on the document worries us. Are Germans going to blow up the world with this thing called a rocket? I can't imagine. Now EC has more things to do, including opening the underground passage and going out. It's still a little short You need some tools. Trust me! I have clothes anyway.
The blower needed for this task is in the dining room. Now with camouflage, everything is much more convenient. Take the iron key, first go to the back of the restaurant, open the two doors at the back of the restaurant, then wait until there are only sentinels who love to doze off in the restaurant, and then run to the kitchen to pick up the blower. The way back is more troublesome, because holding the blower will be suspected, but it is absolutely no problem to go back according to the route of mission 1. Even if it attracts the attention of the other party, you can throw the blower underground to escape. (Silly setting ...)
Task 4
Damn Starr again. He took Harding, destroyed EC's launcher, and lost contact with London ... EC decided to let me escape and take the news of the rocket out.
Take your keys, get dressed and start in the dark. Go to the administrative office first, so I don't have to repeat the route, do I? Next to the restaurant. After avoiding the light of the tower and turning over from its western wall, it is a camp full of sundries. There is a big hole in the north wall of the camp. If you drill through, you will see some cars, an officer and three rooms. Go around the opposite side from the rear of the car, then wait for the officer to turn his back to the house and rush to open the middle door at once! On the wall on the right side of the room, there is a hidden passage to freedom. ...
Chapter III Koudizi City
Task 1
Poor freedom only lasted three days, and I was arrested by two idiots again. I was going back, but they sent me to Cortez again. Hmm? Isn't Harding locked up here?
It is not easy to get in touch with Harding, because he is under 24-hour surveillance, and unless he is in his room, it is impossible to have a free and relaxed conversation.
First, do some preparatory work and get the bass key and lock opener. When you get to the restaurant, bypass the door behind the chef, and the chef turns his head and rushes out the door immediately. There is a small passage inside, and both doors are locked. The front door leads to the kitchen. Take the bass key in. Then come out and open the west gate, avoid the patrol and go south to the door of barracks A, open the door, but don't go in, wait for the soldiers inside to patrol to the depths of the corridor on the right, and then rush in and get the lock opener on the table.
When you are ready, just wait for the afternoon break, go to the west of the square and open the door of the north theater. Then sneak in. There is a soldier at the stairs. We must distract him. See the kettle on the shelf on the right? Rock and roll. Take the opportunity to go upstairs, then squat down and hide behind a pile of clothes to guard against the guards upstairs. When he walks to the chair, be sure to follow him and take the opportunity to walk to the east gate. Behind the door is the theater, and there is a secret passage on the left side of the stage, which can lead to Camp B, but this is not Harding's room. You need to pass a patrolling guard after going out. Note that it will be much easier to come here when Harding is away (such as lunch time).
Task 2
The conversation with Harding was quickly interrupted, but he got the news that he wanted to escape. It needs a German military uniform. It's too easy.
To the south of the west side of the square is the German laundry. Wait for the Germans guarding the stairs to go upstairs before going in and turning right. The clothes are inside, and there are guards inside, but with the experience of parents, it should not be a problem to pass through him. The mirror is in the northwest corner of the room, so it is completely safe to change it immediately. Now go to barracks B and find Harding!
Task 3
Harding and I played a golden cicada, and the stupid Germans could only stare. Harding, who is hiding somewhere now, asks us for help again. He needs some paper.
This task seems difficult, but in fact it is too simple. See the door marked infirmary in the southwest of the west side of the square? There is a small door next to it, sneak in, climb the stairs, and then go to the infirmary, where there is not only a piece of paper, but also a uniform! Contact the EC people quickly!
Task 4
There may be something wrong with the sewer in the castle. It was ordered to block all the passages. Is Harding in there?
The sewer is sealed and needs some tools to open it. Go to the restaurant first, go out from the chef's door, open the door on the left and come to another square of the castle. The key to the sewer is on the table near the stone platform on the left. Avoid officers and guards, get the key, and then go back to the restaurant the same way. Calculate the time, and go back at non-meal time. After arriving at the restaurant, quietly enter the German restaurant from the northeast gate of the restaurant. Hide behind the bookshelf, wait for the guards to go away, and then open the sewer cover in front immediately. After going down, I went to the side without a door and soon reached Harding's hiding place.
Chapter IV Destruction
Task 1
Stalag Luft, I'm back! This time it's not misfortune, it's mission! Damn German rockets, go to hell!
Members of the European Community once again warmly welcomed me. According to their information, a parcel came here recently, which may be an important document. We deserve it. (The EC will also send the stone a slingshot, which can increase the ejection distance of the stone, but it will not kill people. )
Despite revisiting the old place, the scene has changed a little. The most important thing is that the location of the camp has changed. In the second chapter, the westernmost place where sundries were piled up became a prison camp. The original camp was used to pile things and watch the new camp. But the road is the same.
Find a military uniform to wear first! In fact, the uniform was put there in the second chapter, but the house is now in front of the compound, and because there is no iron key in hand ... First, climb over a fence and come to the original camp. There are only two warehouses now. Go to the smaller warehouse in the southeast, where there is a crowbar. Don't try to go directly through the center of the camp and don't forget that there are guards in the warehouse. After getting the crowbar, go back to the cabin to get clothes, which seems a little easier than the second chapter.
Next, we have to take the old road again. Remember how to get to Kommandan's residence? In fact, there is only one way to go east and west. Go all the way to the end, avoiding the officers. Look at the left wall. Is there a big hole? Go through, get the lock opener at the back of the truck, then come back and go in through the door blocked by the crossbar on the other side. The battlefield post office is the cabin on the right. There are guards at the door. If he keeps staring at the door, he might as well throw stones at the iron and copper around him, which will distract him. The way back is a bit difficult, because the package can only be held in your hand, but remember, the Germans will not pick up the package on the ground.
Task 2
How interesting! What kind of birthday present did you go to so much trouble to get? But there is a camera in it. Well, we can make good use of it and film the secret research of the German army.
Get your gear ready. It's a long way to go, Xiu Yuan. Go straight east first, then turn right and go south when you reach the post office. Soon you will see a tall building, which is the secret factory of the German army. There is a door in front, which needs to be unlocked, and there is sentry monitoring, so it is not considered. The best entrance is behind the factory, but you will meet an officer when you pass by. Make full use of the cover function of the truck! Don't climb the ladder behind the factory, watch the radar and wait for the sentries in the surrounding towers to turn around. Run to the left immediately after going to the second floor, and then continue to climb the ladder. You can see the whole picture of the rocket from the top floor. At this time, you can take out your camera and take pictures. After that, go downstairs from the nearby chimney. Below is a computer room, guarded by an officer. Use the time when he left the stairs to go downstairs quickly. There is still a document waiting to be taken below.
The following is still guarded by officers, and the required documents are still stored in the depths of his patrol route. But don't worry, pay attention to the map and find those "grooves" on his walking route? These barriers made of machines are the best bunkers. Follow the officer, squat down to the "groove" and wait for him to go in the opposite direction.
Open the safe and get the file, and the task is completed. There is no change on the way home, but this time you can open the front door and go out fair and square.
Task 3
It seems that German rockets have developed quite advanced, and the documents show that their bombing target will be London, England. The British officer in the European Community is a little fidgety, and he wants to inform the Royal Air Force as soon as possible. Ok, I'll contribute, EC will go out of the tunnel, and the Germans will provide the equipment. ...
The new passage of EC is in barracks 2, under the carpet. Go deep after going down, and when you get out of the hole, you will find a room full of groceries. On the right of the door is the room where the radio station is located, but now I can't get in. It's full of officials. See the key on the wall? Take him out of the guard's sight, then walk to the left, and you will see a staircase. Pay attention to the police officers patrolling by the stairs. After entering the room on the second floor, you will find the most attractive but useless prop in this game-the officer's uniform. Wearing it can avoid the eyes of ordinary officials, except senior officials, the Nazi in gray in the radio room. So we have to wait for the right time. When he is hungry and wants to eat, it is time to use the radio.
After many twists and turns, I finally connected to London. Next, I have to go back and inform EC. The way back is simple.
Task 4
The Royal Air Force bombers will arrive soon, and almost everyone has evacuated here through the tunnel, but the Germans seem to want to play something crazier. They want to launch the rocket at once? My God. I'll do everything I can to stop them.
This task is only 5 minutes for you to complete, and it is the first task that can be played over-played, so save a file first, and then run quickly in the direction of the factory (there is no one on the road anyway ...). Enter the main entrance of the factory and go upstairs. There are officers guarding the upstairs (sometimes two, if two, try to read the file if you can't get through, which is a bit too difficult under this time limit). Let him go to the left wall and get a control key (there is a yellow mark on the wall), and then use it on the machine next to the right wall. Then go downstairs and sneak into the control room on the 1 floor according to the main points of the last file, and do the same operation as the second floor. Then, watch the program slowly!
Chapter V Unfinished Mission
Task 1
Starr must be stupid, he can still laugh after his rocket smashed into powder. He thought I was a fool and let him catch me? No, I just have unfinished business.
Maybe Harding is the same? I don't know what he is doing now. This castle seems to contain many secrets.
If you want to explore, find something to wear first! Remember the second chapter, the small door of the infirmary? Go up there, enter the infirmary, and then go in through the door on the left (remember to avoid the nurse, if he finds out, you can drill down). There are guards downstairs, but he won't turn around unless there are special circumstances. He quietly goes downstairs and looks left and rear. Good! A German military uniform. There is a mirror next to the doorman, but it's better to go back and change it.
Next, go to the administrative office to get the brass key. The location is not difficult to find. From the prisoner's restaurant to the German restaurant, and then through the southeast gate.
After getting the key, go back to barracks A in the southeast of the square, go upstairs from the deepest door, go all the way up, and go through the library until there is no way out. Ah, no, there are windows to go. Open the window, turn left (counterclockwise), climb the rope, keep walking, and finally climb over the window and enter Harding's hiding place. Oh! There is a glider.
Next, I need to go back and report to EC, but this time I can't go back. Next task, I have to take the rope back. After climbing down the rope, put it away and go straight back, but don't turn over the window. With the rope, you can get down from the hoop at the other end of the road! Below is a platform, you can go down through the ladder. But it's still a long way to get the rope back. The author has a bad idea to save some energy: leave the rope on the platform and wait until the party in the evening. Come down and find EC directly from the barracks next door. After such a thing, stones and ropes will return to their beds.
Task 2
Harding's behavior is really surprising, but EC told me that they have more troublesome things to solve now-there are spies inside the prisoners of war. To be sure, he tells the Germans every day that we must find concrete evidence and catch him.
Get dressed, take the key, camera and rope. Free time in the afternoon is your time to act. First, you need to take a rope to the restaurant. There are two guards between the camp door and the dining room door. One is on patrol, the other is standing still, avoiding the patrolman and drilling behind the guard. Take the kitchen path when you enter the restaurant (the way to get the sewer key, remember? )。 The situation in the opposite square has changed a little, mainly because there are more checkpoints. But the north side of the fence can be turned over completely, don't worry.
Take a closer look at that big platform. There is a big iron ring next to it. Now it's time for you to show the rope throwing. It must be accurate, and time waits for no one. (The key point is to position the hula hoop at the bottom right of the screen. If the guards want to patrol back, throw away the rope as soon as possible. Climb up, there is a guard with his back to you, but he just occupies the position where he throws the rope, so he has to use the method of "throwing stones to explore the road" to distract his attention. Go upstairs and put the rope away. Upstairs is a small balcony, the window is slightly open, just to let the camera lens in.
Task 3
The dialogue between traitors and war criminals is really exciting. I know Stahl's secret is hidden under this castle. I'll find it, and at the same time I'll fix Harding's glider.
The following is the longest and most difficult task of this game. Let's talk about repairing gliders first! A * * * needs three kinds of materials. Do some preparatory work first, and then sneak back to barracks B when you are free to move, put on clothes, bring keys and ropes. Then he took the ladder to the platform next to Camp A (mission 1 where he came back), and there were guards near the stairs. If his eyes are on your route, you can run to the big wooden door, knock a few times and leave immediately. When the guard comes to check, he will go back to stand guard and his observation direction will change. Climb the stairs, hang up the rope and come down.
Then get the wood. The wood is in the chapel, west of the square, and it is easy to recognize. There is only one guard inside, which is easy to deal with. Take out the wood, turn right quickly, enter the small door that can go to the infirmary, go upstairs and throw the wood on the ground.
The next thing is a quilt, in the barracks of German soldiers. Go to the administrative office first, and then go out through the other door. When you see the stairs, go upstairs and open the east door (the west door is the officer's office, so …). You go in and find two soldiers guarding a quilt. Don't worry, as long as they doze off, you can take the quilt at will. After getting it, I have to send the quilt to the glider, which is a bit troublesome, because the quilt can't be hidden and I have to go through a German restaurant guarded by two Germans. Of course, everything is still the same, observe each other's action route and count the steps. After returning to the square, I sent the quilt up through the road just built with rope. Don't forget to bring the rope, it will be of great use in the future.
After mending the wings with the quilt, the other two things will be simple. There are two doors in the room where the glider is located (a crowbar is needed to open the door, and there are also nearby): one leads to a room full of boxes, and the last needed wires are hidden in the depths of the boxes; The other leads to a circular bell tower. Put on the rope and climb down. This is where the wood was thrown just now.
But it's not over yet. Leave the rope in the bell tower, and Captain Si Tong will begin his underground adventure. Go to the stairs near the administrative office, but don't go upstairs. But open the east gate, walk down the stone steps in the house and come to the secret underground base.
Looking through the keyhole, there was an officer walking back and forth across the street. It is impossible to pass directly. You can only move forward by the protruding part of the right wall. Seize the opportunity to open the door quickly and accurately, and don't go too far at a time.
Behind the next door is an officer, using the same tactics as before, and then hiding in the last groove, observing the two officers in the next figure-eight space. When they were all facing east, they quickly rushed from the west road to the southwest corner, opened the west gate and continued to go underground.
The next road is a little safer, but when you open the last manhole cover, the hardest part has arrived. Two officers, one patrolling horizontally in the periphery and the other hovering in a small space with a figure of eight inside. Go downstairs and hide next to the cabinet in the south. When people from the periphery come to patrol, he looks at the west and rushes east! Hide in the south of the figure-eight space, wait for the people inside, then sneak behind him and press the innermost switch in despair! ! Victory is at hand.
Task 4
Will Starr kill me? His dream was shattered and my mission was completed. I want to leave here and go home. ...
You only have five minutes left in this task, but because the last task was well prepared, the enemy still couldn't recognize your disguise, so everything was simple and easy to leave!
Captain Si Tong flew away, and cheerful music sounded in his ears. It suddenly occurred to him that the ending of the famous World War II movie "Escape" was the same. Some people say that "Prisoner of War" is a prison version of "metal gear", but I think there is still a big difference between the two. First of all, there are many routes and methods for the former to solve the incident. The author only introduces one or two of them, and the others depend on the preferences of the players. Also, you can find many shadows of World War II movies in Prisoner of War. As mentioned above, there is a glider in Prison Break, Stallone who successfully escaped from prison in The Great Escape was deliberately arrested to perform a task, and the rocket in Golden Disc is also a story of prisoners of war and rockets. ...