C5M2:
Castle Babenstein

In a word: yow! Not only a tricky and exciting lone wolf mission with many high-pucker moments, but an authentic hottie as well! That's what this game needed. That's what every game needs. That's what I need, but never mind....

Situation:
This mission takes place entirely within a big, old-looking building complex which is referred to as a "castle" though I'm not altogether sure it qualifies; doesn't look like any castle I've ever seen, and I've seen a few, but maybe they built them different in Austria. Anyway it's a good-sized place with lots of corridors and passages and stairways, but you'll only be using a relatively small part of it.

Mission:

You have to use your disguise and your stolen paperwork to gain entry to the castle, then make contact with a secret agent on the inside (one Agent Salter; did I mention she's hot?) and, with her help, obtain the ever-popular secret documents. Then get out of there, bringing her with you.

Important Note: It's not spelled out all that clearly in the mission statement, but you do have to get her out alive. If she gets killed it fails the mission, not to mention being a terrible waste.

Special Notes:

This is a lone wolf mission. The other men show up on the startup menu, complete with their equipment, but in fact they play no part; for them this campaign is over.

And, as noted already, you need to use your man with the highest stealth factor, since the first part of this mission is in disguise. Make sure this man has the German uniform and the documents from the previous mission, and make sure, too, that he is selected as your viewpoint character. (The game will ask you to confirm the selection before you begin.)

Besides the uniform, give him an MP-40, the large medical kit, the documents, and as much ammo as he can carry on his belt. No knife, no grenades, nothing else. A compass isn't really needed and takes up belt space that needs to be used for ammo - because you're going to be doing some serious shooting before this is over, and you'll be glad of every round you've got on you.

Doing It:

When the cut scene ends you're standing in a large supply room (or whatever it's supposed to be) facing a pair of double doors. Get moving and go through them without hesitating, before somebody comes in and gets a look at you.

This is the secret to the first part of this mission: don't let yourself be seen any more than absolutely necessary. Especially frontally; they tumble to your act much faster face to face. If you stay cool and use good judgment and timing, you can minimize exposure so that your stealth meter rarely even bobbles - except at one point where it will scare the shit out of you, but if you've got a good high-stealth man you can make it. Whenever you do get any exposure, get out of sight again as quickly as you can and wait till it goes back up before proceeding.

Out through the double doors, then, and turn left down the hallway toward the arched door that opens onto the courtyard. Most likely there'll be a German walking along on the other side of the courtyard; watch him and let him pass so that as you cross the courtyard his back is to you. There's another one to the right of the doorway, by a fire, and he can see you, but there's nothing to be done about that and if you move fast he won't get a good look.

Run across the courtyard, angling slightly to your left, toward that long porch on the far side, with the columns and the arches. The office you want is the one with the red sign beside the door. Run in and go up to the desk. There's a red placement point, like the ones for explosives, on the desk. Go ahead and hit your Use button to deposit the documents; don't wait for the officer to speak.

The officer will start talking but you don't have to wait till he's done. (If your meter is really dropping precipitously, you can move to one side so you're out of his direct line of sight.) Turn around and haul ass out the door and back across that courtyard, back the way you just came, through that arched doorway into that hallway.

Go on back through those double doors into that big room, and walk up to the little desk with the telephone. Stand facing the desk and wait; don't look around. It will seem like a long wait and you'll be sure something's gone wrong, but then somebody will come in behind you and start talking, and at the end you'll hear him say that it's "gut" which even if your German is limited will tell you that you've passed. Hit your status sheet key long enough to check; you should have "success" showing on two lines, "Hand the documents to the officer" and "Wait for the soldiers."

Get out of there, now, before anybody else comes in. Your Disguise-O-Meter should be showing full strength, but if it's down any you better wait in the hallway a minute and let it go back up.

Turn left, then, once more, but this time just before you reach the arched doorway go through the last closed door on your right; and then down the little corridor and through a door on your left and down a longer passageway. At some point you're going to encounter a sentry. Just move on by him at a brisk trot and don't stop to discuss the price of schnapps. The only trouble you'll have is if he happens to be blocking a doorway; then just pull back and wait till he moves on.

At the end of the passageway go straight through the door (not the one on your left, that goes to the courtyard) and up the steps, then turn left and through another door. Now immediately turn right and up a flight of stairs. Ignore the first door you see and keep going, to your left, up another flight, to a set of double doors next to a painting on the wall.

(This sounds much more confusing and intricate than it really is; actually most of this is pretty obvious once you're there and doing it.)

Stop, now, and make sure your disguise is up to full strength and your wind is back to normal. The next part is pretty puckersome.

Go through the double doors and instantly turn left. You'll find yourself in a big fancy room with Nazi officers standing around talking. Don't even look their way and above all don't hestitate. Just keep going, across that end of the room to the door on the far side and through it. Run, don't walk; they don't notice.

Now you're at the end of a long passage with a medieval arched ceiling, the walls hung with stolen art works. There may be a guard; if he's walking away from you just wait till he's gone - he goes through a door up ahead - but if he's coming your way then hustle past him as quickly as you can. Go on down to the end of the passageway and through the door there and down the steps.

Turn and go through the door immediately on your right at the bottom of the steps, into a good-sized room full of shelved books, like a library. You won't see anybody at first as you walk in, but go on over to your left and in between the tiers you'll see a babe in a neat gray uniform and fetishy black jackboots. This is Agent Salter, known to the unsuspecting Germans as the Baroness Ilse von Strumpfgurtel.

Suppress the urge to say, "Hi, do you come here often?" Just walk up to her and you'll hear your character's deep manly voice say the code word "Aquitania." She will react with admirable cool and tell you to follow her. Do so; it won't be any hardship.

Stay close to her as she leads the way through more doors and down more passageways lined with more hijacked artworks. (Though if that Gainsborough is an original I'm Otto Skorzeny.) When you meet Germans, she'll help block their view of you; maneuver so she's between you and the bad guys.

Finally she'll lead you into an office where an officer and an enlisted man are having a conversation, and then immediately she'll turn right and take you up some steps into a smaller room lined with various office-type furnishings. The documents are lying on top of a file cabinet in plain sight. By now this should not exactly knock you on your ass with surprise.

And at this point I strongly suggest you save. Because the shit is about to hit the fan, just as soon as you grab those documents.

Take them and instantly hustle back over to face the doorway. Stand so you're between Agent Salter and the door, shielding her with your more durable bod. A German officer is about to come through the door and up the steps and when he sees you your disguise isn't going to fool him for a second.

So don't wait. As soon as he comes through the doorway, blast his worthless Nazi ass, and as he falls hold down the trigger and get the son of a bitch in the room behind him with the rest of the clip.

A moment later an alarm will begin to go off. It is even more irritating than the one in that underground laboratory and you are going to get VERY TIRED OF HEARING IT in the time ahead but never mind that for now.

Step down and close the door; this will buy you a little bit of time. Agent Salter will be saying something about having to get out of there; sweet girl, but she does sometimes state the obvious. More to the point, an icon will now have appeared showing that she has become someone you can order around. Use the movement command "Move there" to have her move over to the side of the room, near the file cabinet, so she's out of the way of stray lead coming in the door. ("Advance over there" for God's sake, she'll probably think "What a dork," but it's no time to worry about bad dialogue scripting and she'll thank you later.)

Reload, if you haven't already, and go down the steps and open the door again. Probably you'll see a German with a rifle moving around in the room beyond; if not, move a bit and you'll spot him. Blast him, reload, and look cautiously for any more. There may be another one over to your right.

If not, run into the room quickly and across to stand by the window, where you can cover both entrances. The door in the north wall, over by that desk with the phone, is where the first threat is most likely to come; a German will come through any second, if he's not already doing it.

Nail him and then swing around to cover the other door, where you came in. Another German will come through there very soon and he's considerably more competent so be quick. By the way, your disguise is now terminated for the remainder of the mission, no matter what you do, so don't waste time trying to get it back.

Now pick up an MP-40 (there should be at least one or two lying around by now) and go back up the stairs and give it to your new partner. Give her some ammo, too, load her up with your clips and then go back down and scavenge more from the stiffs; not that she's going to be doing that much shooting but you might as well use her to carry your extras.

(Though she's certainly very capable of handling an MP-40, as I can attest; she shot a German once who came through a door behind my back, and she killed him with one shot. I'm telling you, you gotta love this lady - but you're going to try to avoid putting her in any such situation.)

One of the Germans has a small first aid kit; you might as well give her that too. Hell, you never know. And pick up a helmet to replace that useless cap you're wearing.

The one who came in by the north door - over by the desk with the phone - has a key on him. Get it, because you have to have it to open that door, which is your escape route. Don't go out the other door; it leads to trouble.

Give Agent Salter a Follow Me, then, and unlock the door and open it. Be ready to shoot; there's an officer with a pistol right there waiting for you.

Step through the door and wait a couple of seconds; sometimes another German, this one an enlisted man with a rifle, will come up the stairs and you can bust him as he comes around the corner.

Now go on down the stairs. You'll have to go almost all the way to the bottom before Agent Salter will get a move on and come on down onto the stairs behind you. (You're not even going together yet and already she's got you waiting for her. Bad sign.) If there's a dead guard on the stairs, give her your helmet and take his; you might as well both have as much protection as possible and besides she looks really cute in it.

If you've got a save left this would be as good a time as any to use it; there's only one rough part left. You've got to shoot your way out of there.

Tell Agent S. to wait where she is, and go on down the stairs, watching the doorway to the right at the bottom. Somebody may already be coming through it; a rifleman unless you already shot him on the stairs, probably an officer if you did. Shoot him, of course; but if nobody's coming through then you'll have to move cautiously down and look for them.

Basically your immediate problem is an officer and two enlisted men. As I say, you may have got one of them on the stairs, or one of them may be accommodating enough to come through the door and let you shoot him, or both. Then again they may all still be outside in which case you're going to have to do some fast and intense shooting.

If there's nobody in sight outside the door and you've got one or more unaccounted for, then back up to the foot of the stairs and go through that other door on the left, where you came through on your way in. The guard will still be in the passageway but you can get him if you're quick. Then go into the passageway and open the door on your right. This will give you another view of the courtyard and you might see an enemy or two you can shoot.

There's another guard somewhere out on the courtyard and you'll have to look around for him. There's a possibility he's over by that fire in the corner of the courtyard, in which case you can step out and get him from the doorway; but more likely he's wandering around somewhere. And he might even have disappeared into the building; sometimes he does that. You'll have to play him by ear.

There are two guards by the main gate. One will probably be standing near the gate; the other will be walking back and forth in the arched gallery above the gate. Both are out of effective range for that MP-40. Pick up a rifle - you shouldn't have any trouble finding one lying around by now - and use it to pick those two off.

You don't have to kill everybody in the castle, and in fact you'll probably get killed yourself if you try. There are still quite a few Germans lurking around in various areas (I did a scout once just out of curiosity) but they won't bother you if you leave them alone. All you have to worry about is the ones out in the open, in or around the courtyard.

So when you're sure you've got them all, give Agent Salter a Follow Me and take off across the courtyard toward the main gate. When you get there, turn around and be ready to provide covering fire just in case you missed somebody (though frankly I don't fancy your chances) and watch while she picks her leisurely way over to join you.

This may be the high point of the whole game.

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