( Thanks to GameDetectives alongside the BFEE Community on solving an excellent Easter Egg hunt. All credit goes to the excellent BFEE Community members.)
World War I was the first war to use mass media and propaganda played a huge role in keeping the people at home informed of what was going on in Europe. World War I was also the first war in which the government produced propaganda as a way to target their population and alter their opinion as the war went on.
During the war, Britain didn’t have a propaganda agency so the British government decided to create a propaganda agency in response to Germany which already had a propaganda agency and was successful. This propaganda agency was known as “Wellington House.”
Wellington House was created in August 1914 as it was discovered that Germany had a propaganda agency. David Lloyd George was given the task of setting up a British propaganda agency and he appointed Charles Masterman to head the organization and it began in September 1914 when Masterman invited 25 British authors to discuss ways on how to promote Britain’s interests in this war and all the authors agreed to secrecy and two years later, Wellington House’s activities were subsumed under the office of the Secretary of State for Foreign Affairs. In 1917, the British government had established a Department of Information and it ceased to exist by 1918.
In Battlefield 1, Wellington House appears within the game as an EE that began in February 2017. Within Battlefield 1, Wellington House appears to be doing something shady behind the propaganda and recently, it wrapped up so here’s a guide on doing the Masterman EE.
( First Step.)
One pair of headphones is hidden on each map. The headphones are indestructible and can be located on every server, as long as they have not already been picked up. Upon picking up the headphones, head towards the hidden MCOM and you’ll hear morse code:
GO STRAIGHT TO <location_name>. OLD METHODS COMPROMISED. MUST ACQUIRE NEW KEY. WILL MISS DROPOFF IF DELAY OR INCORRECT LOCATION.
AMIENS NEUF FURNITURE: Amiens
BALLROOM MAP VARENNES: Ballroom Blitz (Formerly
ABBEY MAP VARENNES)
BUCKET MARSHLANDS FAW: Fao Fortress
CANAL KANTARA VASES: Suez
CASTELLO ISLE ADRIATIC: Empire Edge
CHURCH RUINS AMIENS: Amiens
COASTAL FORTRESS ADRIATIC: Empire Edge
CRATE JABAL JIFAR: Sinai Desert
CRATE SEREN VENETIAN: Monte Grappa
CRATE TRENCH CANAL: Suez
FERRO FIRE VENETIAN: Monte Grappa
HILL BARN ADRIATIC: Empire Edge
HILL TOWER CANAL: Suez
HOTEL CHECK PERONNE: St. Quentin Scar
LONGUEVILLE STATUE AMIENS: Amiens
LUGGAGE BASEMENT APREMONT: Argonne Forest (Formerly
LUGGAGE BASEMENT VARENNES)
OUTPOST BARREL FAW: Fao Fortress
PANEL WATER APREMONT: Argonne Forest (Formerly
PANEL WATER VARENNES)
PILLAR OUTSKIRTS JIFAR: Sinai Desert
PILLOW MAZAR JIFAR: Sinai Desert
RUIN VENTURE PERONNE: St. Quentin Scar
STATUES GARDEN VARENNES: Ballroom Blitz (Formerly
STATUES GARDEN APREMONT)
STOVE TURRET VENETIAN: Monte Grappa
TRAVECY ATTIC PERONNE: St. Quentin Scar
TREE FORTRESS FAW: Fao Fortress
TREE TRAIN APREMONT: Argonne Forest (Formerly
TREE TRAIN VARENNES)
VARENNES SERVANT BED: Ballroom Blitz (Formerly
APREMONT RITZ BED)
The message will repeat until you move away from the telegraph station, at which point the telegraph station will explode. Each of the locations mentioned above has a symbol near it.
Step #1: Symbols
The first symbols discovered at each location are difficult to find; they are small double arrows pointing to the left and right, and only appear when the player comes within 0.4 meters. You’ll need to crouch or go prone in order to be able to see the symbol. Additionally, you can only see the symbol at the location you’ve been “assigned” to. When examining a symbol up close, a creepy sound is played and that means that you have reached a checkpoint.
( STEP 1: STEP #2: MESSAGES.)
After you have discovered your symbols, return to the telegraph post that you began your journey on with a pair of headphones. Additionally, each time you return, the telegraph will have a different color for each step. The message starts with one of the map names above, here is a transcription of what they say.
<reversed_location_name> REMEMBER FIRST RULE. IF COMPROMISED L PILL.
<atbash_cipher> SECOND RULE. SIGHTING. REPORT AND WAIT. INVESTIGATING ALONE COULD LEAD TO DEATH
<rot_cipher> THIRD RULE. IF TAKEN BY THE OTHERS DISCOVER MEANS TO COMMUNICATE TO HOUSE
<rail_fence> FOURTH RULE. KILL ALL ON SAME TRAIL. REMOVE DOG TAGS AND REPORT TO HOUSE
<double_cipher> MORSE MESSAGES BEING INTERCEPTED. BEGINNING FULL ENCRYPTION SOON
PXCGRJIEWSVPIQPVRUIQJEJDPOEEJFEQXETOSWDEUDWHJEDLIVANVPMHOCRQFHYLFWLHZAJDPOEEJDPZWYJXWHED : TRANSLATION: LUGGAGEBASEMENTVARENNESALLIESCANBECLOTHEDASENEMIESENEMIESCANBECLOTHEDASALLIESALWAYSUSEID
ONADIFZWMPTJSHJGXROUUEKUWFHGJHNWUYMESYQYXXFAWAUGQNMESY : TRANSLATION: HILLBARNADRIATICFINALBELIEVEEVERYTHINGREPORTEVERYTHING
ZABCDEFGHIJKLMNOPQRSTUVWXY : TRANSLATION: GIANTSSHADOWWINDMILLBALCONYLOOKUP
After returning to the telegraph post, you’ll be greeted with one final message which is the same for everyone. The final message directs you to Giant’s Shadow, specifically, the windmill that is nearest to the German spawnpoint. Standing on the balcony looking outward/slightly upwards for two minutes will trigger a messenger pigeon to your location and will drop a brand new dogtag which will be ready to use when you equip it.
In addition to your reward, you can return to the telegraph post on the map that you did this first step on and the telegraph will turn to an ominous red. Another morse message can be decoded, but at a lower pitch than before and will be accompanied by spooky sounds which decodes to:
( SECOND STEP: SOISSONS.)
The second step which was added in July of 2017 isn’t as tedious as the first step was but it’s as annoying as the first step. In July, a ciphertext was added on the map “Soissons” in the northwest section of the Chateau. Above the text were graphical hints, including the icon of “A Beginning.” Ciphertext is as follows:
INSIDE THE CHATEAU WHEN ALL IS DARK THERE YOU GO AND YOU WILL FIND THE SPARKS.
After killing all the lights inside the Chateau, an ominous mechanical sound will play. After doing this, the candles will become interactable. Interacting with the candles will causes the state of each candle to be turned on and off, along with the position of each candle. There are a total of 7 candles and the objective is to get all of them to turn on and once all have been turned on, another ominous mechanical sound will play, and this allows us to proceed to the final step.
After the mechanical sound plays, some panels on the walls outside will become interactable. There are 8 interactable pillars in total, on both sides: north and south.
To the northeast of the Chateau, where you entered from, is a statue sunk into the ground, along with some square steps leading down to the statue. Once the second mechanical sound plays, sandbags will appear on these steps and the objective here is to manipulate the lights inside the chateau so their pattern is the same as the sandbags outside.
The pattern inside consists of an 8×8 grid. At the beginning all of the lights are turned off and each pair can be turned on or off by the panels outside, there are 8 panels outside on the side of the chateau and each panel corresponds to either a row or a column on the grid and pressing each button outside corresponds to the first row, second row, or third row. For example, if you pressed “1 and 3.” , then the light position “1,3” will be toggled on inside.
However, at the start of the pre-round, the rows and columns are completely randomized so there is no correct way so you’ll have to use trial and error in order to see which panels activate which rows and columns.
One method you could use to see which panels activate which rows and columns:
- Choose a random panel from one of the panels outside, like 1.
- Press your chosen panel followed by an arbitrary panel, like 2.
- Go back inside and check the grid, if no light is turned on, go back outside and pick another panel and once a light is turned on, write it down in a notebook or a piece of paper. ( For example: 1,3 or 1,5.)
- Then pick a panel that you haven’t pressed yet, keep the panel that you already pressed. Continue to use trial and error that includes the first panel until another light is toggled on inside.
- By this point, you should have 2 toggled lights on and you should have 1 panel in common with those two lights. The two lights you turned on will share a row or column with the first panel.
- The panel that the lights had in common can now be associated with the row or column that contains the lights on the grid. Now, just repeat the whole process, starting with a different panel.
Once each panel’s functionality has been determined, matching the lights up with the sandbags is kind of tedious and annoying but fairly easy. The sandbags appear on some of the steps outside which corresponds to the rings inside on the grid. The position of the sandbags along each step shows you that the light in the corresponding location on the grid needs to be turned on, all the other lights need to be turned off. Here is an example:
Once you have the correct order and the sandbag is complete, a plume of black smoke appears and a conflict dogtag is rewarded to you. The dogtag has the same skull icon as A Beginning.
( THIRD STEP: ALBION.)
In December 2017, the Turning Tides update released which added another step to the Easter Egg. After a good amount of time attempting to solve it, the community was led to the map Albion where they had to use a code which was taken from the new maps within the Turning Tides expansion.
According to the Morse messages found on the Heligoland Bight map, travel to Albion and go to a small house by the fishing village and destroy a cabinet where you will find a switch but don’t press it until you do this next step.
Near control point D, there is a radio tower with a bunch of boxes and 9 metal crates that can be interacted with. Here is the steps on how to complete this next step:
- Destroy the wooden boxes with a frag grenade and interact with the 9 metal crates once.
- Interact with the switch at the house once.
- Go back and interact with the 9 metal crates again but in reverse.
- Interact with the switch at the house 9 times.
After completing these steps, the radio tower will begin beeping a unique morse code. The best way to hear it is by going prone at the base and recording it, here is what you’ll get:
CAEEB <5 letters of unique morse> FEAADDAD
Step #2: Inputting the Morse
Inside of the lighthouse are 6 switches. These switches cannot be interacted with until you go to some houses by the lighthouse and destroying the lanterns there, here is the map:
Once you get that done, quickly run back to the lighthouse and start inputting morse from top to bottom: A is top and F is at the very bottom of the lighthouse and your code can now be entered. Be warned that if the lighthouse is destroyed at any time, you’ll have to restart all over again.
Once done, quickly run to the top of the lighthouse and go prone. You’ll notice that a small button has become interactable and once you press it, you’ll be greeted by smoke and a new skin for the American Browning M1917 LMG, this skin will become important later on.
( FOURTH STEP: Zeebrugge.)
On January 30th, 2018, the Turning Tides update released which brought another step to the Masterman puzzle, this time on the Zeebrugge map.
You must head on over to Zeebrugge and equip the Infiltrator kit which can be found on the HMS Vindictive and run on over to a water tower on the other side of the map and climb all the way to the top until you hear a spooky sound. Once heard, morse will begin to play, here is what it says:
DULCE ET DECORUM EST PRO PATRIA MORI
Just be aware that the morse is unique to each player and it will be up to you to fill in the missing letters so here is a bit of help considering not all of us are super spies:
A = 3 F = 1 M = 9 S = 9
B = 5 G = 8 N = 6 T = 0
C = 1 I = 5 O = 2 U = 3
D = 2 K = 8 P = 0 X = 6
E = 7 L = 7 R = 4 Z = 4
0 = —–
1 = .—-
2 = ..—
3 = …–
4 = ….-
5 = …..
6 = -….
7 = –…
8 = —..
9 = —-.
All of these numbers will be placed into generators on the mole. Here is a picture:
Upon putting in the correct letters, you’ll be greeted with smoke and a spooky sound which signifies that you have earned An Omen dogtag and that you’re coming to the end of the Easter Egg.
( FIFTH STEP: Passchendale.)
Congratulations, you have come to the end of this extraordinary journey so I’ll leave you with a YouTube video linked down below because it’s hard to describe:
Congratulations, you have now become a Phantom Operative and you have arrived to the end of the Easter Egg.
Bask in the glory, newly minted operative.