Escaping the Prison & The Supersoldaten – The Old Blood Chapter 1: Prison Walkthrough
Wolfenstein: The Old Blood Chapter 1: Prison Walkthrough
After the failed infiltration of Castle Wolfenstein in the prologue, B.J. Blazkowicz wakes up deep inside the fortress. Chapter 1: Prison starts with B.J. coming to in a vertical concrete cell, with no clear way out. His partner, Richard Wesley (Agent One), is trapped in the next cell. The mood turns even darker when the cruel warden, Rudi Jäger, arrives with his mechanical hound, Greta. Jäger mocks the two agents, then has the SS take Wesley away for interrogation. Alone in the pit, B.J. must escape before time runs out and his partner is lost.
B.J. tries to climb out of his cell using exposed pipes, but they break under his weight. This setback gives him a new tool: two broken metal pipes. He uses them as climbing tools and weapons, letting him scale maintenance shafts and get past the main prison gates. These pipes become key for moving around the prison. Once out of the pit, B.J. starts sneaking through the high-security corridors, focused on finding Jäger and saving Wesley.

Surviving the Cellblock and the Supersoldaten
As B.J. goes deeper into the prison, he faces Supersoldaten for the first time. These early Super Soldiers are huge and armored, but they rely on overhead electrical rails for power. Since B.J. has no heavy weapons yet, he must use stealth to survive. Players need to move carefully through narrow catwalks and cells, avoiding the Supersoldaten’s line of sight. The sounds of their footsteps and the electrical rails add to the tension, making every move risky.
To get through the cellblock, B.J. needs to use the environment to disable the Supersoldaten or sneak past them. He can find wall switches or get behind the Supersoldaten to disconnect their power cables, making them easy targets. With his metal pipes, B.J. can take them down before they recover or call for help. This part of the chapter shows B.J. turning from a captive into a dangerous opponent, as he clears the high-security area and heads toward the next section. Getting through the cellblock takes patience and careful planning, preparing players for tougher challenges ahead.

The Horrors of the Sanitarium and the Panzerhund
The story gets darker as B.J. leaves the regular prison cells and enters the Sanitarium, a part of the castle where prisoners are experimented on. Here, Helga von Schabbs runs cruel and occult experiments, making this area feel more like a horror game. The halls are filled with signs of suffering, and the sounds of distressed prisoners fill the air. B.J. meets Markus, a prisoner who is lost in a daze and ignores everything around him. This moment shows the mental damage caused by the castle’s experiments and reminds B.J. why he must stop Jäger.
Things get even scarier when B.J. is hunted by a Panzerhund, a huge mechanical dog that patrols the Sanitarium’s tight corridors. Unlike human guards, the Panzerhund is fast and deadly, so B.J. must use vents and crawlspaces to avoid it. Players need to watch its patrols and move through shadows to stay safe. The sounds of its metal jaws and heavy body add to the fear. By staying out of sight and moving carefully, B.J. escapes the Sanitarium and heads to the industrial docks for the chapter’s final showdown.

Battle at the Docks and Acquiring the Kampfpistole
B.J. leaves the cramped Sanitarium and enters a huge underground cavern that acts as the prison’s docks. From above, he sees Rudi Jäger boarding a barge with Wesley, who is badly hurt. Wesley’s interrogation has clearly been brutal, and Jäger is taking him to the main fortress, the Keep. As the barge leaves, Jäger orders his guards to kill any remaining threats. Now, B.J.’s goal shifts from escaping to chasing the barge before Wesley is gone for good.
To get through the tough guards at the docks, B.J. finds a Kampfpistole, a flare and grenade launcher that gives him explosive power. The docks are full of Nazi guards and special soldiers, leading to a big firefight. B.J. uses the height of the docks and cover from crates to fight his way to the control station. The Kampfpistole is key for taking out groups and armored enemies that the pipes can’t handle. This part is the chapter’s action highlight, moving from stealth to the fast-paced combat the series is known for.

Restoring Power and the Pursuit of Jäger
For the last challenge in Chapter 1, B.J. needs to restore power to a second transport barge so he can follow Jäger. He heads to the barge control station, which is guarded by many enemies and a tough Supersoldat. Players must fight hard, using all of B.J.’s weapons to beat the odds. Once the area is clear, B.J. activates the power switch, bringing the rails back to life across the chasm. The sound of the machinery signals success, but the danger isn’t over yet as the chapter nears its end.
B.J. boards the second barge and starts the slow trip across the huge gap to the main Keep. As he travels, Castle Wolfenstein grows larger ahead, reminding him of what he’s just been through. The chapter ends on a cliffhanger, with B.J. ready to enter the Nazi stronghold to save his partner and learn more about Helga von Schabbs’ research. Moving from the prison’s darkness to the open mountain air marks a big change in the story. With the escape done, Chapter 2: Docks will see B.J. chasing Rudi Jäger and trying to save Agent One.








