Publisher: Activision
Publisher: Activision
Genre: Shooter
Release Date: August 18, 2009 (US)
Release Date: August 21, 2009 (UK)
Release Date: August 19, 2009 (AU)
M for Mature: Blood and Gore, Intense Violence, Language
PEGI: 18+
Wolfenstein

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Publisher: Activision
Publisher: Activision
Genre: Shooter
Release Date: August 18, 2009 (US)
Release Date: August 21, 2009 (UK)
Release Date: August 19, 2009 (AU)
M for Mature: Blood and Gore, Intense Violence, Language
PEGI: 18+

Wolfenstein Walkthrough & Strategy Guide

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Published: Jan 26, 2009

Wolfenstein Walkthrough

Part One Part Two Part Three Part Four Part Five

Mission Two: Dig Site (Continued)

With the first piece of intel acquired, it's time to head on inside the cave, which will be back and on the right, if you're at the location of the piece of intel. As long as you managed to draw out the few Nazi soldiers guarding this initial corridor in the cave during your earlier firefight, you should have absolutely no adversaries to deal with for a while. However, still keep your firearm at the ready, since you never know if you drew all of them out or not. As you head down this corridor, keep an eye out for a table on your left, where another piece of Intel can be found (2/6). You can also find more potato mashers and ammunition on the far side of the same table. As you continue forward, you'll eventually hear some mysterious talk from an unknown, dark-sounding voice. This will let you know that you're headed in the right direction.

As soon as you turn the corner, you'll see what's going on in the room. Some sort of priest is speaking Latin, casting some sort of spell as two Nazi soldiers and two Nazi officers look on. Using your Kar98, carefully aim at the back of the priest's head, and do him in -- he's the biggest threat here. Once he collapses to the ground, you'll need to deal with the other four adversaries in the room. Thankfully, there's plenty of cover to utilize here, so you have little to actually worry about. When all hostiles are downed, approach the center altar and activate it. You'll be able to grab the Thune Medallion from it, the artifact the scholar talked about earlier. Speaking of that scholar, he'll now show up and give you another artifact, which when combined with the medallion will give you incredible powers. Intrigued? You should be.

The medallion creates something known as a Veil, which will allow you to see things and access areas that would otherwise be completely obscured from vision. Your scholar friend will give you a quick rundown on its various uses, including how to turn it on and off, what to expect when you're "wearing" it, how to refill its energy, et cetera and so on. Thus, you'll want to be sure to pay close attention to just what is being said. When you're prepared, put on the Veil and move through the room behind where the scholar was once standing. This will lead into a hidden corridor that has nothing of interest, except two primary exceptions. The first is an area where you can refill the Veil's energy, and the second is another door that you can go through. Take off the Veil, and you can't see it. Put it on, and you can see it just fine. Just be certain you never remove a Veil when in limbo; that is to say, when you're in one of these doors. Doing so will force an instant death sentence upon yourself.

Once through the door into the next room, you can remove the Veil and go to town on the standard soldiers you encounter. You may run into some extraordinary enemies that will require the use of the Veil, so be on the lookout for those types of foes. Remember that you can always retreat back through the door behind you using the Veil to escape any danger you may run into. When the enemy threat is finally nullified, you can move forward through the area, but not before grabbing a few items. Directly in front of the Veil-specific doorway, you'll find Intel (3/6). If you go to the right from there, to a dead end, you'll find a nice cache of Gold (4/11), $500 worth.

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