B.J. Blazkowicz’s Mission to Wulfburg & Defeating Helga – The Complete Wolfenstein: The Old Blood Walkthrough
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Wolfenstein: The Old Blood is an important chapter in B.J. Blazkowicz’s fight against the Nazis. As a standalone prequel to Wolfenstein: The New Order, it takes players back to 1946. In this version of history, World War II is far from over, and the Nazis are close to winning thanks to strange technology and dark magic. The story is split into two main parts: “Rudi Jäger and the Den of Wolves” and “The Dark Secrets of Helga Von Schabbs.” This guide breaks down each chapter and follows Blazkowicz’s intense mission to find the coordinates to General Deathshead’s compound.
Table of Contents
Prologue: German Alps
The story begins in the German Alps, setting a tense mood in 1946. OSA agent B.J. Blazkowicz and his partner Richard Wesley are sent to infiltrate the famous Castle Wolfenstein. The Allies are losing the war, so this mission is their last hope. The prologue introduces the game’s B-movie style, with Blazkowicz sneaking through dangerous mountain paths while trying to keep his cover. The first goal is to get past a heavily guarded Nazi checkpoint, showing just how much control the Nazis have over the area.
After getting through the first checkpoint, the next step is to sneak into the cable car station, which is the main way up to the fortress. This part acts as a tutorial, teaching players how to use stealth and what happens if they are caught. Players move through the cold, industrial station, taking out guards who block their path. The sight of Castle Wolfenstein in the distance is a constant reminder of the tough mission ahead.
The prologue ends with the agents reaching the entrance to Castle Wolfenstein. But getting inside is not easy. The fortress is huge and full of enemies, making things much harder. Blazkowicz has to use all his combat skills to break through the outer defenses. This chapter shows what’s at stake: if they fail, the Allies could lose the war, and Blazkowicz carries that heavy responsibility as he heads inside.

Chapter 1: Prison
Things go wrong when Blazkowicz and Wesley are caught by Rudi Jäger, the cruel warden of Castle Wolfenstein. Blazkowicz loses his weapons and is thrown into the castle’s prison. This chapter feels tense and closed-in, with the main goal being to escape the cell. Players have to improvise and use melee combat, often relying on the game’s pipe weapon to quietly take down guards and open new paths. Going from a well-armed soldier to a prisoner makes players think more carefully about every move.
While moving through the maze-like prison, Blazkowicz faces a new danger: the Super Soldiers. These are powerful, enhanced enemies that show how advanced the Nazis have become. Trying to avoid or defeat them without strong weapons is tough and shows just how outmatched Blazkowicz is. This part of the game mixes sneaking around with sudden fights, as Blazkowicz searches for weapons and armor to stay alive against Jäger’s forces.
This chapter has two main goals: getting the power back on for the barge system so Blazkowicz can escape, and finding Richard Wesley. The connection between the two agents pushes Blazkowicz through the dark, industrial parts of the castle. Each room he clears and each circuit he fixes brings him closer to Wesley. The chapter feels like a classic prison break, turning from a simple escape into a rescue, with Rudi Jäger’s threats echoing over the loudspeakers.

Chapter 2: Docks
After escaping the prison, Blazkowicz finds himself in the docklands outside Castle Wolfenstein. This area feels more open than the tight prison halls, but it brings new challenges. Snipers can see farther, and there’s less cover to hide behind. The goal here is to find a barge that will take Blazkowicz deeper into the castle, heading toward the lower levels where Helga von Schabbs keeps her secrets. The docks combine stone walls with industrial machines, so players need to move carefully.
Getting the barge isn’t as simple as just getting on board. The waterway is well guarded, so Blazkowicz has to deal with patrols. Players can use stealth to quietly take out enemies or switch to heavy gunfights if things go wrong. The docks have different levels, so you can attack from above or sneak along the lower paths. This part of the game shows that there are always different ways to reach your goal, whether you prefer action or stealth.
The main aim at the docks is to find a way into the lower levels of the Keep. Moving from the outside back into the fortress means Blazkowicz is heading right into the enemy’s main base. As he clears the docks and secures his ride, the tension rises. He’s leaving the danger of the prison behind and heading into even greater danger at the heart of the Nazi operation, getting closer to the folder Helga von Schabbs is hiding. The sounds of machines and the cold Alpine wind make the mood even darker as the next battles approach.

Chapter 3: Wolfenstein Keep
In Chapter 3: Wolfenstein Keep, Blazkowicz slips into Wolfenstein Keep He moves from rough stone walls to grand halls and decorated corridors, highlighting the power of those in charge. His mission is dangerous but clear: find the Anatomical Theatre, the center of the castle’s dark experiments. He also hopes to find Wesley and get the information they need.
To reach the Anatomical Theatre, Blazkowicz has to fight through Nazi guards who are now on high alert. The keep’s hallways turn into battlegrounds, and BJ Blazkowicz must use all his weapons. The story takes a darker turn when he finds out Richard Wesley was tortured and killed by the warden. This loss makes the mission personal, turning it into a quest for revenge against Rudi Jäger.
After Wesley’s death, Blazkowicz becomes even more determined. This chapter marks the emotional high point of the first act. Even though he learns where the folder is, the loss weighs heavily. The action ramps up, with more enemies and tougher opponents. The Keep, which was once just a place to sneak into, turns into a trap that Blazkowicz has to escape, leading to the dramatic end of the “Rudi Jäger and the Den of Wolves” story.

Chapter 4: Escape!
With the mission blown and his partner gone, Blazkowicz has to get out fast. Chapter 4, “Escape!”, is all about a quick and tense run to leave Castle Wolfenstein. The main way out is the cable car, which first appeared in the prologue, tying the story together. The ride down is risky, as Blazkowicz battles alert guards to reach the village. The action moves quickly, focusing on speed and intense fighting.
After escaping, Blazkowicz sneaks into the village of Paderborn. Unlike the castle, the village is a civilian area under Nazi control. Its tight streets and buildings give both hiding spots and dangers of surprise attacks. Blazkowicz’s goal is to reach the local tavern, where the final fight of this part of the story happens. The tense mood in Paderborn shows the harsh rule of the Nazis.
Chapter 4 finishes with a boss fight against Rudi Jäger in the village tavern.
Jäger wears power armor and represents the castle’s cruelty. Blazkowicz has to use big weapons and take cover to win. Beating Jäger is a satisfying moment, as it avenges Wesley and ends the prison escape. Now, with Jäger gone, Blazkowicz can turn to his next goal: going after Helga von Schabbs and her folder.

Chapter 5: Wulfburg
Chapter 5 begins the next part of the story, called “The Dark Secrets of Helga Von Schabbs.” Blazkowicz travels to Wulfburg, a town famous for its history and old supernatural legends. His new mission is to find the local resistance. He meets “Agent Two,” who is actually Pippa, and she gives him key information about Helga’s plans. This meeting proves that resistance groups still survive across Europe, even under Nazi rule.
The main goal is to sneak in while disguised, using a classic spy move. Blazkowicz has to get into the Wulfburg tavern, which is a busy spot for the local SS. This part of the story builds suspense by letting the player watch the enemy before the action starts. Blazkowicz is looking for Helga von Schabbs, who is leading a strange archaeological dig. Her interest in the occult shapes what happens in the second act.
Blazkowicz’s attempt to steal Helga’s secret folder does not work, showing that she is obsessed with finding ancient power. This chapter brings in the supernatural element that changes the rest of the game. As Blazkowicz gets closer to her, Wulfburg turns from a military base into the center of a coming disaster. The story now mixes military spying with rising supernatural horror, getting the player ready for the outbreak about to hit the town.

Chapter 6: Ruins
In Chapter 6, Helga von Schabbs’ reckless ambition leads to disaster. Her dig uncovers an ancient power that causes a supernatural plague, turning people into grotesque, zombie-like “Shamblers.” The game shifts from a war shooter to survival horror. At first, your only goal is to survive the outbreak inside the Wulfburg tavern. The burning tavern turns into chaos as Blazkowicz battles both Nazis and the undead, who attack everyone around them.
After escaping the burning tavern, Blazkowicz moves through the ruined streets of Wulfburg. The town, once tightly controlled, is now in chaos. Shamblers fill the streets, so players have to change their combat tactics to handle groups of enemies up close. Fires burn everywhere, and the sounds of panic fill the air, showing how completely order has broken down.
In the middle of the chaos, Blazkowicz has to find and protect Annette and Kessler. They show the innocent people trapped by Helga’s actions and the ongoing war. Getting to their workshop is tough, with waves of undead blocking the way and limited ammo. This chapter highlights the real cost of the war and the dangers of the Nazis’ reckless experiments.

Chapter 7: Old Town
As things get worse in Wulfburg, Chapter 7 changes the gameplay by giving Blazkowicz control of a Laderoboter, a huge industrial robot. Using this mech, players can smash through undead enemies and Nazi barricades with powerful weapons. The strength of the Laderoboter feels very different from the desperate survival of the last chapter.
The goal is to get through Old Town and reach the bridge to the church. The streets are full of undead, but the Laderoboter helps even the odds. Blazkowicz uses the machine to clear obstacles and move forward, but it can still be damaged. Players need to choose their targets carefully, since Nazis are also fighting the Shamblers. Sometimes, you can let the enemies fight each other before finishing off whoever is left.
Crossing the bridge to the Old Town church is the last big challenge before the game’s climax. The bridge is crowded with enemies and well-defended. At times, Blazkowicz has to leave the mech and fight on foot, which feels riskier after being protected by the robot. The church ahead marks the spot for the final showdown. Helga is performing her last ritual there, and Blazkowicz must stop her before the ancient power destroys everything.

Chapter 8: Dig Site
In the final chapter, Blazkowicz goes into the dig site beneath the Wulfburg church. The area combines ancient crypts with Nazi machinery, showing how the regime tries to turn history into a weapon. The air is dusty and charged with strange energy. Blazkowicz must fight Helga’s top guards and endless Shamblers lurking in the shadows.
The story wraps up with Blazkowicz facing Helga von Schabbs in the ancient crypt. Her arrogance unleashes “The Monstrosity,” a massive creature that serves as the final boss. This battle tests everything the player has learned, from quick movement to good aim and resource management. Helga loses control of the power she released and pays the price, leaving Blazkowicz to handle what comes next.
After defeating the ancient monster and closing the gateway, Blazkowicz finishes his mission. He finds a secret folder on Helga’s remains that contains the coordinates to General Deathshead’s hidden base. The ending of The Old Blood leads straight into Wolfenstein: The New Order, with Blazkowicz launching the attack that starts the main game. It’s a strong but bittersweet ending, showing how much effort and sacrifice it took to reach this point in the fight against Deathshead.















