World War II Windfall Daily Quest Guide

Chapter 1 Introduction

With props and a day of confinement, our protagonist can see the light of day again. (Getting caught or shot will lower your score, try to avoid it so you don't waste your time) The game will automatically lose time, if the protagonist is not in the danger zone, you can also use the "time skip" function to skip to the time period you want.

The top left of the screen displays the time of day, while the bottom left shows a small radar, which is the most important thing in the game, and is a great way to keep an eye on your enemies! But don't think that the enemy's line of sight in this game is as fixed as it is in Allied Death Squad. When the light is good, they can detect things beyond the radar's line of sight, and the enemy's sense of hearing is also very sensitive, so any noise will arouse their suspicion.

Mission 1

First, go back to Barrack 1's place and drop off the big bag (the chest holds the items and the bed holds the game), then come out and talk to O'Brien, who says he's willing to help you break out of the prison but needs a little bit of "hard currency" from you. In the world it's dollars and marks, but here it's booze, canned goods, and chocolate (these "currencies" aren't considered props in the game, so you don't have to worry about confiscating them) There's quite a bit of this stuff in the medical room to the east. It's easy to get to, there's a stone wall at the back of the dining room, go over it (press the left mouse button as you approach the wall). Beware of the sentry tower to the south though, stay away from it, and the soldier that patrols around the dining room. Avoid them and get the item, come back and give it to O'Brien and you're done. In the middle of the night O'Brien will give you a nice prop - shoe polish.

Mission 2

Nothing like today to celebrate, and you know what I saw? I saw my old partner JD again, God forbid, I thought he'd been sent elsewhere or even dead! But not only was he alive and well, he brought me a new plan - to escape in a truck. But that would require warping open the door to the trucker's room, and that would require a crowbar; there were crowbars in the barracks' tool room, but we also needed the key to open the door.OK, let's start with the key!

This mission is also very simple, there is a bass key in the barracks north of the dining hall, there is a soldier guarding the door, as long as you go through the fence northeast of the dining hall, and then tiptoe behind him, and then enter the house to take the key with a big wiggle. If you're still unsure, you can have JD distract the enemy during the morning exercise and then you can go back, but I really don't think that's necessary. Get the key and come back to see JD, there's still a lot of work to be done in Operation Jailbreak.

Mission 3

It started to rain non-stop, which was rather good weather for us, we needed that cover for our plan.JD had scouted out the situation, the depot was not far behind our barracks, oh well, too bad there were still towers and patrollers there.

This mission is a lot more skillful than the first two. If you're not confident enough, you can set off at night and put some shoe polish on the main character (right mouse button on the mirror after you put it on), and you'll be much less likely to be spotted. This mission can be accomplished during the day just as well, though. When you get to the back of barrack 1, you can see a large hole in the opposite wall; after the soldier patrolling the aisle has passed to the right from here, quickly go over the fence, cross the road, crouch down, and go through the hole.

The depot is right in front of you, with towers to the left and right, and a soldier patrolling next to the house, so how do you get in? Run to the left first (after the patrolling soldier has turned his back, of course) and hide in the opposite position from the depot door. Crouch down and use the bushes around you to cover yourself, then keep an eye on the small radar and as soon as the tower sentry on the left turns his back go through his surveillance area. Go around to the wooden crate in front of the depot door, wait for the sentry on the ground to leave, and as soon as he turns around, follow him and pick the lock. Don't get too close to the window next to the door once you're inside, you'll be spotted by the enemy.

Now the question is how to go back, the basic technique is similar to the previous, but you should use the keyhole to observe the situation outside the house before going out. (Press the right mouse button near the door, the radar won't show the enemy's condition even when the room is isolated from the outside.) When you get back to the camp, don't let the Krauts see this big guy in your hand either, it will make them raise their guns, and it's better to get back to the barracks as soon as you can.

Mission 4

It's been raining, and our success or failure is tonight. Me, and JD, we got the tools we need, and we will use them to wait for the trucks that will leave this place, and return to the arms of freedom ......

Shoe polish on, crowbars in hand, and under the cover of night, our big heroes are about to leave this little temple. Exit barrack 1, turn left and head east, watch out for the searchlights and patrolmen on the far tower, go through the house where you got the key in mission 2 and then turn left and head north, knowing that you see a hut similar to the treasury on the side of the road. Dodge the patrolman, go over the fence and warp open the door to the room ...... Wow, Mr. Driver is snoring! Sneak out the door to the room on the other side and what do you see? Yes, a truck, get in, it's time to get the hell out of here.

Maybe it was destiny that I would have a grudge against this ugly kraut.Stahl - if it wasn't for his unexpected appearance, JD and I would have both been home for Christmas, but now, JD has said goodbye to this world forever.

Chapter 2: Prisoner of War

Mission 1

JD's death is something I'll never forgive myself for, I should have stopped him, but it's too late now. I need to get out of here as fast as I can, out of Stalag Luft, with the help of the EC Prison Break Society ......

The game should have officially started here, now comes the real adventure. This time Stone is staying in barracks #2, behind this room, there is just a small section of fence to get over, and once you cross the path, there is a large amount of canned goods, chocolates, etc. in a campsite on the opposite side of the road, and of course there are soldiers here as well, so don't try to go through the center of the campsite, and make much use of the crates and the underside of the trucks to cover yourself. (Ducking underneath the truck will help you avoid the big raid when you're absent from the assembly!)

There's also some fun to be had here, such as finding Wilson to play with stones to hit the cans, and Malone to gamble with the colors. The former can practice his stone-throwing skills, while the latter can only contribute to the increase in income (the rules are simple: press a key once and the color stops once, and you need to have the sum of the points of the two colors to be greater than or equal to 7)

There's more to it than that. members (they really remind me of the "POW officers" in "Victory Escape", the looks, including the personalities, haha!) They live in barracks #4, but it's just as effective to meet them outside. They decide to test Stone's abilities so they can help. But this task is a real tease - take a tape and broadcast it to the German office ......

This task is most also done at night, and it has to be done fast. Go back to the camp and take the tape out of the box, go over the fence behind camp 2 (don't look out for the one patrolling in front of the hut outside), turn right and run north, soon you'll see a road running east-west, look out for sentries! Turn right again and keep going until there's a sentry ahead. The sentry here doesn't move, which makes things easier. Turn north past him and over the fence to the site of the dining room, don't go in yet, there are two sentries ahead! Follow the fence and go around the right side to the back of the dining room. If you hide well and throw a stone on it, the soldiers will come out to check when they hear the noise, so take this opportunity to get in. The tape recorder is at the far end of the office, use it now! The happy music soon spread throughout the camp.

Now it's time to think about the way back to the camp. But the German soldiers were still outside the door, so it was better to hide! Hide behind the bookshelf, wait for the soldier to come back, and then sneak out when he turns his back on the door, and the rest of the way is pretty much the same as the beginning.

Mission 2

So I'm just bait? And a failed one at that! No wonder no Krauts bothered with me, Harding, who was actually on the mission, had already been arrested as a troublemaker. Well now, the EC guys have me in their sights.

Harding's job is to find a top secret file in Kommandan's office, and now it falls to you. It's a task that can be done during the day, but it requires an important prop - a German uniform. Go back to the barracks and get the Iron key given to you by the EC committee, next go out through the usual place behind the barracks, this time don't be too busy to leave yet, because what you want is inside that hut. Hide on the opposite side from the door of the hut, hit those iron trash cans with a rock, and when the patrollers come over quickly run to the door from the opposite direction and rush into the hut. Grab your clothes and put them on in front of the mirror right away, COOL! Now you don't have to be afraid of the sentries, but you still can't act strangely in front of the German soldiers (e.g. run, crouch, or hold something in your hand), and besides, the German officers can still tear you apart at a glance.

Walk along the road from the previous mission, north and then east, this time all the way until you see a two-story building on your left, which is Kommandan's residence, and of course the office. This is Kommandan's residence, and of course the office is here as well. Be aware that there is an officer guarding the door, and when you enter Kommandan'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 recognizes authenticity too, so you'll have to crouch down, lean against a bookshelf to escape, and then rush over to get the papers when he leaves his desk. The next step was to return the same way and report the results to the EC. One thing you can also tell is that Kommandan has a large cupboard in his upstairs bedroom, and it's possible to escape the collection by ducking inside!

Mission 3

The pattern on the document has us worried, are the Krauts going to blow up the world with these things called rockets? Can't really imagine. Now EC has more things to do, including opening up an underground passageway to get out, it's so close, it needs some tools, wrap it up on me! I have the costume anyway.

The blower needed for the mission is in the dining room, and now that I'm in disguise, it's all a lot easier to grab the Iron key, go to the back of the dining room, open the two doors at the back of the dining room, and then wait until there's only the snoozing sentry left in the dining room, then you can run to the kitchen and pick up the blower. The way back is a little bit more annoying because you'll be suspected if you take the blower, but there's absolutely nothing wrong with following the route back from mission 1. Even if you attract attention, you can escape by dropping the blower on the ground. (Very silly setup ......)

Mission 4

Damn Stahl is at it again, he's captured Harding, destroyed EC's transmitter, and contact with London has been broken ......EC has decided to let me escape and take the Rocket's message out.

Grab your keys, get dressed, and head out into the night. Go to the Administration Office first, I don't need to repeat the route, do I? It's next to the Dining Hall. After dodging the lights of the tower, go over its western wall, a campsite full of debris, and a large hole in the wall on the north side of the campsite, drill through it, and you'll be greeted by some cars, an officer, and three houses. Go around the back of the cars to the opposite side, then wait for the officer to turn his back on the house and immediately rush over to open the center door! Hidden on the wall to the right of the house is the passage to freedom ......

Chapter 3 Colditz City

Quest 1

Poor freedom lasted only three days, and I was captured again by two idiots. I was ready to go back, but they sent me to Colditz again. Isn't that where Harding is being held?

Needing to get in touch with Harding wasn't easy, as he was under 24-hour surveillance and it was impossible to get a free moment for easy conversation unless you were in his room.

First do some preparations, get the BASS KEY and the lock pick. When you get to the dining room, go around to the door behind the chef, wait for the chef to turn his head and then rush out the door, there is a small passage inside, the east and west doors are locked, the door in front of you is leading to the kitchen, take the inside BASS KEY. then come out and open the door on the west side, dodge the patrols and then look south to the entrance of the barracks A, open the door, but don't go inside, wait for the soldiers to patrol to the right corridor, then rush in the lock picker on the table. Rush in and use the lockpick on the table.

When you're ready, wait for the afternoon break, go to the west side of the plaza, and open the door to the north theater. Then sneak in. There's a soldier at the top of the stairs, so you'll have to distract him. See the kettle on the bookshelf to the right? Hit it with a rock! Take the opportunity to go upstairs, then crouch down and hide behind a pile of clothes to protect yourself from the guards upstairs. When he heads for his chair, be sure to follow him and take the opportunity to walk to the door on the east side. Behind the door is the theater, and there's a secret passage to the left of the stage that leads to Camp B. This isn't Harding's room yet, though, and you'll need to go through a patrolling guard on your way out. Be careful to come here when Harding is out (like at lunchtime) this makes it much easier.

Mission 2

Talking to Harding is quickly interrupted, but gets the message that he wants to escape, which requires a German uniform, SO EASY.

South of the western part of the plaza is the German laundry. First wait for the Krauts guarding near the stairs to go upstairs, then go in and turn right. The clothes are inside, and there's a guard inside, but with all the experience you've had for so long, getting past him shouldn't be a problem, right, and the mirror is in the northwest corner of the room, so change right away and you'll be completely safe.

Mission 3

Harding and I put on a good show, and the silly krauts had to do nothing but stare. Now Harding, who is hiding somewhere, has come to us for help again and needs some paper.

The task looks hard, but it's actually too easy. See the door labeled Infirmary (Sickbay) in the southwest section of Plaza West? There's a small door next to that, slip in, climb the ladder up the stairs, and proceed to the infirmary, where there's not only a piece of paper, but also a uniform! Hurry up and get in touch with the EC's!

Mission 4

Something may have gone wrong with the sewers inside the castle, and orders have been given from above to block off all access, could Harding be in there?

The sewers are blocked, so you'll need a little tool to open them. First, go to the dining room, go through the door that the cook has, and open the door on the left to another square inside the castle. The key to the sewers is on a table near the left under a stone platform, avoid the officers and guards, get the key, then return to the dining hall the same way you came. Make sure you go back at a time that is not meal time. When you get to the dining room, quietly enter the room where the Germans are eating through the door in the northeast of the dining room. Hide behind the bookshelf, wait for the guards to move away, and then immediately go and open the sewer cover in front of you. Once down there, head to the side without the door and soon reach Harding's hideout.

Chapter 4 Sabotage

Mission 1

Stalag Luft, I'm back again! Not with misfortune this time, but with a mission! Damn those German rockets, go to hell!

The members of the EC have once again welcomed me graciously, and according to their intel, a mailbag came here recently, possibly important documents, and we should get him. (The EC committee will also send Stone a slingshot, which enhances the stone's bouncing distance, but it still doesn't kill anyone.)

Despite being a revisit, there are changes to the scene, most notably the location of the campsite has changed, with the westernmost pile of debris inside Chapter 2 becoming a POW camp, and the original campsite used for piles of stuff, with the new campsite looking out over a wall. The roads are all still the same roads though.

Find a uniform to wear first! It's actually in the second chapter where you put the uniform, except the house is now in front of the compound, again because there's no IRON KEY ...... in your hand to go over another fence to the original camp first, and now there are only two depots here, go to the smaller one to the southeast, which has the crowbar in it. Don't try to go straight through the center of the camp, and don't forget that there are guards in the vaults. After you get the crowbar go back to that hut and get the clothes, this seems a little easier than in chapter two.

The next step is to go the old way again. Remember how to get to Kommandan's place? It's really just this one big road that runs east-west across the city. Go all the way to the end, avoiding the officer class. Look at the wall on the left. Is there a big hole? Drill through it, get the lock pick in the back of the truck, then back up and go through the door on the other side that's blocked by a crossbar. The Battlefield Post Office is the hut on the right, with a guard at the door, so if he keeps staring at the door it might be a good idea to hit the iron and brass around it with a rock so you can distract him. The way back is a little bit more difficult because the parcel can only be held in the hand, but remember that the Krauts will not pick the parcels that are on the ground.

Mission 2

How interesting! What a birthday present after all that effort? But there's a camera in there, eh, could be put to good use filming the Krauts' secret research.

Prepare yourselves for the journey. Head east, turn right at the post office and head south, and soon you'll see a tall building that is the German secret factory. There is a door on the front side that needs to be unlocked and is watched by sentries, so disregard it. The best entrance is at the back of the factory, but you'll encounter an officer in the process of rappelling through, so try to take advantage of the truck's cover feature! When you get to the ladder at the back of the factory don't hustle up the ladder first, watch the radar and wait for the sentries in the surrounding towers to turn around. Once you get to the second floor, run to the left and keep climbing the ladder. On the top floor you can see the rocket in full view, so you can take out your camera and take a picture of it. Once you've taken the picture, go down the nearby chimney. Below is an engine room, guarded by an officer. Use his moment away from the stairs to get down quickly, there's a document waiting down there.

Below is still guarded by an officer, and the needed document is still stored deep within his patrol route. But don't worry, pay attention to the map, and notice the "notches" in his path. These barriers made of machines are the best cover. Follow the officer, crouch down into the "notches", and wait for him to go in the opposite direction.

Open the safe and get the documents, and you're halfway through the mission. There's no change to the way home, but this time you can open the front door and walk right out.

Mission 3

It seems that the Germans have developed quite advanced rockets, and with the documents indicating that the target of their bombing will be London, England, the EC's British officer sits back a bit and asks that the RAF be notified as soon as possible. OK, I'll put up the effort, EC the access and the Germans the equipment ......

The EC's new access is in barracks 2, under a carpet. Once you go down and keep going deeper, you will come to a room full of groceries after exiting the hole. To the right of the door is the room where the radio is, but you can't get in there now, it's full of officers. See the key on the wall? Avoid the guards and get it, then go left and you'll see a staircase, but be aware that there are officers patrolling the staircase. Once you enter the room on the second floor, you'll find one of the most attractive but least useful items in the game - the officer's uniform, which allows you to hide from the eyes of normal officers, except for high-ranking ones, such as the gray-coated Nazi in the radio room. So it was just a matter of biding his time, waiting for the moment to come when he was hungry enough to go to dinner and the moment to use the radio came.

After a lot of hassle it was finally connected to London, the next step was to go back and inform the EC, the way back couldn't have been easier.

Mission 4

The RAF bombers were about to arrive, and everyone had almost evacuated the area through the passageway, but the Germans seemed to want to play something even crazier. They're going to send the rockets out right now, and I'm going to do everything I can to stop them.

This mission only has 5 minutes to complete, and it's the first one that will be a game over if you don't finish, so save a file, then quickly make a mad dash for the factory (there's no one on the way ...... anyway). After entering the factory main gate, go up the stairs first, there is an officer guarding the upstairs (sometimes there will be two, if it's two, read the block if you can't get past it by trying, it's a bit too difficult in this time limit) spare him to get a maneuvering key on the wall on the left side (there is a yellow marking on the wall), and then use it on the machine by the wall on the right side. Then go downstairs and follow the same instructions as last time you got the file to sneak into that control room on the 1st floor and perform the same operation as on the 2nd floor. Then, just take your time and watch the fun!

Chapter 5: Unfinished Business

Mission 1

Stahl must have been stupid to laugh after his rocket crumbled into powder. He thinks I'm just some random fool he can capture?No, I just have unfinished business ......

Presumably Harding is the same? I wonder what he's up to now, and this castle, which seems to be hiding many, many more secrets.

To explore the secrets, let's find something to wear first! Remember that little door to the infirmary back in chapter 2? Go up from there, into the infirmary, and through the door on the left (remember to avoid the nurse, if he finds you he can drill under the bed). There's a guard downstairs, but he won't turn around unless there's a special circumstance. Sneak down the stairs, look behind you on the left, and GOOD! There's a mirror right next to the guard, but it's better to go back and change.

Next, go to the Administration Office and get the brass key. Go from the prisoners' dining room to the Germans' dining room again, then go through the door to the southeast to get there.

After getting the key, go back to Barracks A in the southeast part of the square, go up the stairs through the deepest door and keep going up and through the library until there's no way out. Ah no, there are windows to go through. Open the window and go left (counterclockwise), climb the rope, keep going, and finally roll the window into Harding's private stash location, and whoops! There's actually a glider.

Next you need to go back and report to the EC, but this time you can't go back the same way, you have to bring the rope back for the rest of the mission. After climbing down the rope, put it away, then go all the way back in the direction you came from, but don't go through the window. With the rope, you can go down to the iron ring at the other end of the road! Below is a platform that can be accessed by a ladder. It's a long way back to the rope, though. I have a good idea to save some energy: leave the rope on the platform and go back for it later. Come down and enter the barracks directly through the side door to get to the EC, so that after one episode, both Stone and the rope are back in their bunks.

Mission 2

Harding's behavior was indeed surprising, but EC tells me that now they have something even more troubling to deal with - there's a spy within the POWs, and it's safe to assume that he's been snitching on the Germans every day, and we have to find solid evidence to take him out.

Get dressed, grab your keys, camera and rope, and free time in the afternoon is your time to act. First you need to take the big guy with the rope to the dining hall, there are two guards in the middle from the barracks door to the dining hall door, one patrolling and one standing still, avoid the one patrolling and drill through behind the one standing guard. Once inside the dining hall, go to the kitchen path (the one to get the sewer key, remember?). The kitchen path (the way to get the sewer key, remember?). The situation in the square across the street has changed a bit, mainly because of the extra sentry post. The north side of the fence is completely over, though, so don't worry about that.

Look closely at the large platform, there's a large iron ring on one side of it, now it's time for you to show off your rope-throwing skills. Make sure you're spot on, there's no time to lose. (The key is to keep the ring at the bottom right of the screen, and if the guards are about to come back from their patrols, throw the rope as soon as possible.) Climb up to the top, and there's a guard with his back to you, but he's taken up the exact spot where you can continue to throw the rope upwards, so you'll have to use the "stone thrower" method to distract him. Go upstairs and collect the rope. Upstairs is a small balcony with a slightly open window, just enough for the camera to reach through .......

Mission 3

The conversation between the traitor and the prisoner of war was really exciting, I know there is a secret of Stahl's underneath the castle, I will find it, and in the meantime I will fix Harding's glider.

Here's the longest and hardest mission of the game, starting with fixing the glider! A **** requires three materials. First, do some prep work, and when you're free, sneak back to Barracks B to get dressed and grab the key and rope. Then head towards the platform with the ladder next to Barracks A (the one you passed on your way back from Mission 1), at which point there's a guard near the stairs. If he happens to be in your line of sight, you can run to the large wooden door off to the side, knock on it a few times with your back to it, and then leave immediately. After that guard comes over to check, his line of sight will change when he goes back to stand guard. Climbing up the stairs, he comes down after hanging the rope up.

Next, get the wood. The wood is in the Chapel, on the west side of the square, and it's very recognizable. There's only one guard inside, so it's easy to deal with. Take the wood and go out the door and make a quick right, enter the little door that leads to the infirmary, go upstairs, and drop the wood on the floor.

The next item is a quilt, inside the barracks of the German soldiers. Go to the Administration Office first, then go out the door on the other side of it, see the stairs and go upstairs, open the door to the east (the door to the west is the officer's office, so ......) Go inside and find two soldiers guarding a quilt, don't worry, as soon as they doze off, feel free to take the quilt! Don't worry, as soon as they doze off, you can just take the quilt. Once you've got it, you have to take the quilt to the glider, which is a bit of a hassle because you can't hide the quilt either, and you have to pass the German mess hall guarded by two Germans on the way. Of course everything was the same old trick of observing the opponent's course of action and counting the steps. Once back in the square you send the quilt up through the path you just built with the rope. Don't forget to take the rope, it will be of great use later.

After patching the wing with the quilt, the other two things are simple. The room where the glider is located has two doors (you need a crowbar to open the door, which is available around here): one leads to a room full of crates, where the wires you'll need at the end are hidden deep inside, while the other leads to a circular bell tower, so rig up the ropes, climb down, and below you'll find the place where you threw the logs earlier.

But it's not over yet; leave the rope in the bell tower, and Captain Stone has an underground adventure ahead of him. Go to that staircase near the Administration Office, but instead of going up, open the door to the east and go down the stone staircase inside the house to the secret underground base.

Looking through the keyhole, there's an officer walking back and forth on the opposite side of the room. Going straight through is completely impossible, but you can only move forward in segments by separating those wall protrusions on the right side, so watch for the right moment to do it, and make sure you open the door quickly and accurately, and don't be greedy and go too far at once.

The next door is still behind the officers, using the same tactics as before, and then hiding in the last alcove, observing the two officers in the next figure-of-eight space. When they are both facing east, quickly dash down the west path to the southwest corner, open the west door, and continue underground.

The rest of the way settles down a bit, but the hardest part comes when you open the last manhole cover. There are two officers, one patrolling the outer perimeter horizontally and the other milling about in a small figure-eight space inside. Start by going downstairs and hiding by the cabinet on the south side, and when the perimeter guy comes over to patrol, immediately rush east while he's looking to the west! Duck a little to the south of the figure-of-eight space, wait for the man inside to come over, then follow his back to sneak in and press the innermost switch without thinking! Victory is at hand.

Mission 4

Stahl wants to kill me? His dreams are dashed, and my mission is accomplished. I'm getting out of here and going home ......

This mission leaves you with only 5 minutes to spare, but since you were well-prepared for the last mission and the enemy still doesn't recognize your disguise, it's all very simple, so lighten up and get out!

Captain Stone flew his plane away, and with the cheerful music ringing in his ears again, he suddenly remembered the ending of the famous World War II movie, "Prisoner of War", which also ended the same way. Some people say that "Prisoners of War" is a prison version of "Alloy Gear", I think the difference between the two is still very big, first of all, the former to solve the events of the routes and methods of a variety of ways, and I I introduced only one or two of the self-professed easiest, the rest depends on the player's preferences. Also you can find a lot of the shadow of the World War II film in "Prisoners of War", as I said earlier there is the "Tiger's Mouth" in the glider, as well as "Victory Escape" in the successful escape from prison Stallone in order to the mission and intentionally captured again, as well as "Golden Saucer" inside the rocket, but also prisoners of war and the rocket's story ......