Table of Contents
- Credits
- Adam Williamson's Acknowledgements
- Note on This Document
- What Are Wolfenstein 3D and Spear of Destiny?
- Wolf3D Structure
- Spear of Destiny Structure
- Who Is B.J. Blazkowicz?
- Where Did id Get the Inspiration for Wolfenstein?
- System Requirements
- Hardware
- Operating Systems
- Where Can I Get Wolfenstein?
- Installation
- Game Version Numbers
- Available Platforms
- The Main Menu
- Default Controls
- Difficulty Levels
- Difficulty Descriptions
- Weapons
- Knife
- Parabellum P'08 Luger Pistol
- MP 40 Submachine Gun (Machine Gun)
- Venom AutoCannon (Chaingun / Gatling Gun)
- Ammunition and Items
- Pickups and Collectibles
- Health Items
- Treasure
- Keys
- Other Objects
- Enemies
- Soldier (Brown Guard)
- SS Trooper (SS-Waffen Soldier)
- Officer
- Dog (German Shepherd)
- Undead Mutant Zombie
- Hitler's Ghost / Clone
- Enemy Counts by Episode (Death Incarnate Difficulty)
- When Enemies Are Alerted
- Episode Guide
- Episode 1: Escape from Wolfenstein
- Episode 2: Operation Eisenfaust
- Episode 3: Die, Fuhrer, Die!
- Episode 4: A Dark Secret
- Episode 5: Trail of the Madman
- Episode 6: Confrontation
- Bosses: Descriptions and Strategies
- Hans Grosse (Episode 1, Boss Level)
- Schabbs (Episode 2, Boss Level)
- Adolf Hitler (Episode 3, Boss Level)
- Otto Giftmacher (Episode 4, Boss Level)
- Gretel Grosse (Episode 5, Boss Level)
- General Fettgesicht (Episode 6, Boss Level)
- Spear of Destiny Bosses
- Trans Grosse (Floor 5)
- Barnacle Wilhelm (Floor 10)
- UberMutant (Floor 16)
- Death Knight (Floor 18)
- Angel of Death (Floor 21)
- Secret Rooms
- How to Find Secret Rooms
- Secret Levels
- Game-Specific Questions
- Can I drink blood?
- What is Death Cam?
- What is the Jukebox?
- What are those music tunes?
- What is that Morse code message?
- What is that funny "Phone Apogee" object?
- What is the purpose of the codes at the end of game stats?
- Are there ghosts in Wolfenstein?
- Can I play Wolfenstein from a floppy disk?
- What is the extra life orb?
- Statistics and Records
- Score Values
- Minimum Rounds to Kill (Death Incarnate)
- Par Level Times (Wolf3D)
- Guard Dialogue and Translations
- Cheats and Debug Mode
- LIM Cheat (All versions)
- Debug Mode
- TEDLEVEL Command-Line Parameter
- Demo Recording (v1.0 only)
- Tips and Hints
- Common Problems and Solutions
- It crashes
- Sound problems
- Game hangs with sound stuck on the last note
- Game hangs at the "Get Psyched" screen
- Game hangs with horizontal stripes through the status bar
- Weird graphics then game hangs
- Game refuses to run under DR-DOS 6.0 with QEMM
- The sounds are screwed up
- You are left with a gun and 8 bullets after dying
- You always run out of ammo or health
- You can never get 100% statistics
- You are feeling dizzy while playing
- Game-specific bugs
- Map and Graphics Editors
- Available Editors
- Which Files Do the Editors Modify?
- Editing Guidelines
- Map Version Conversion
- Making a Printout of the Maps
- Add-Ons: Extra Levels and Graphics
- Extra Levels
- Extra Graphics
- Utilities and Other Add-Ons
- Wolfenstein Spin-offs and Inspired Games
- Modern Source Ports
- Wolf4SDL
- ECWolf
- LZWolf
- ECWolf 1.4 Multiplayer
- Player Count
- Internet Play
- Mod Compatibility
- Player and Enemy Sprites
- Deathmatch
- LZWolf Multiplayer
- Contacting the Original Developers
Credits
This document is a combined and reorganized edition of several fan-written FAQs and guides for Wolfenstein 3D and Spear of Destiny. All original material is preserved and credited to its respective author. No content has been added that is not derived from the originals.
- Adam Williamson (adam@scss.demon.co.uk) — Wolfenstein-3D and Spear of Destiny FAQ, Version 4.16 (last revised 15 November 1994). The foundational FAQ from which this compilation draws most heavily. Originally posted to comp.sys.ibm.pc.games.action and alt.games.apogee on Usenet.
- Ben Rudiak-Gould (benrg@uclink.berkeley.edu, AOL: BenjaminRG) — Wolfenstein 3-D Debug Mode File, reproduced within Adam Williamson's FAQ.
- Mikael Grizzly (losthills@poczta.fm) — Wolfenstein 3D FAQ v1.0 (2003).
- R. Matyas, aka Mewtwo4000 — Wolfenstein 3D FAQ, versions 0.5 and 0.51 (2002-2003).
- Vegetaman (vegeta_gohan_knight@hotmail.com) — Wolfenstein 3D Mini-FAQ/Guide, Version 4.0 (2002).
- Anonymous contributors — Wolf4SDL FAQ, ECWolf FAQ, LZWolf FAQ, and ECWolf 1.4 Multiplayer FAQ.
Adam Williamson's original copyright notice grants free reproduction in electronic or written form, provided the author and acknowledged contributors receive due credit. Mikael Grizzly's FAQ permits posting with proper credit and without alteration of text. Mewtwo4000's FAQ requires author notification before use outside GameFAQs. Vegetaman's FAQ is Copyright Vegetaman 2002; Wolfenstein 3D is Copyright id Software 1992.
All trademarks and copyrights are owned by their respective holders: id Software, Apogee, FormGen, PkWare, SoundBlaster, and others.
Adam Williamson's Acknowledgements
Adam Williamson thanks the following people who contributed to his FAQ, in no particular order:
- Ben Rudiak-Gould (benrg@ocf.Berkeley.EDU)
- Jay Wilbur (jayw@idcube.idsoftware.com)
- Brian D Milner (Brian.Milner@brunel.ac.uk)
- Fred Brown (brown@dgaust.oz.dg.com)
- Nancy Rabinowitz (nrabinow@itsmail1.hamilton.edu)
- Greg Cohen (rn.3332@rose.com)
- Stephen Schimpf (stephen@eggneb.astro.ucla.edu)
- Don Campbell (donc@cognos.com)
- Andrew Baker Glazier (glazier@isr.harvard.edu)
- Tony Lezard (tony@mantis.co.uk)
- Frans P. de Vries (fpv@xymph.iaf.nl)
- John Edwards (edwards@tincup.enet.dec.com)
- Bob O'Bob* (obrien@netcom.com)
- Richard Ward (rrward@netcom.com)
- Dov Sherman (ab3588@stat.appstate.edu)
- Ben Castricum (media03@relay.nluug.nl)
- Mark Deplyn (mbd@ukc.ac.uk)
- Joe Siegler (apogee@delphi.com)
- Elias Papavassilopoulos (ep104@cus.cam.ac.uk)
- John Romero* (romero@idcube.idsoftware.com)
- Iain Noble (100020.2125@CompuServe.COM)
- Douglas Bottoms (BOTTOMS_DOGLAS_J@Lilly.com)
- Charles E. Corway (72672.1553@CompuServe.COM)
- Stanley Stasiak
* = grabbed from News posts rather than e-mail, so the contributor may not even know they helped with the FAQ.
Adam Williamson also thanks id Software Inc., without whose efforts the FAQ would never have existed, and Apogee, the friendly shareware distributors.
Mikael Grizzly thanks his dad, who completed Episode 3.
Vegetaman thanks the Wolfenstein 3D Manual for the background story of B.J. Blazkowicz.
Note on This Document
From here onwards, "Wolfenstein-3D" is referred to as "Wolfenstein" or "Wolf3D," and "Spear of Destiny" is referred to as "Spear" or "SoD." Information about Wolfenstein applies to Spear as well, unless differences are specifically noted.
1. What Are Wolfenstein 3D and Spear of Destiny?
Wolfenstein 3D is a three-dimensional action game from id Software, distributed as shareware by Apogee. It is one of the first first-person shooters ever made. Released in 1992, the game features smooth scrolling gameplay, character animation, a full 360-degree view sweep, VGA graphics (320x200x256), Sound Blaster / Adlib / Sound Source support, and mouse, joystick, Gravis pad, and keyboard input.
Spear of Destiny is the commercial sequel with some enhanced graphics. Its story involves capturing the Spear of Destiny from a Nazi stronghold.
Story (Wolf3D): You are Captain William J. "B.J." Blazkowicz, a top Allied spy who has been captured and imprisoned in Castle Wolfenstein. After overpowering a guard and taking his knife and pistol with a mere 8 bullets, you must fight your way out and ultimately bring down the Nazi war machine.
Difficulty levels: 4
Violence rating: PC-13 (profound carnage, analogous to the movies' PG-13)
Warning: Some players have reported a kind of motion sickness while playing or watching others play. See the Dizziness section below for remedies.
Wolf3D Structure
- 6 episodes (parts), each containing 10 levels (9 regular + 1 secret)
- The shareware version contains only Episode 1 (10 levels)
- The registered version contains either 3 or 6 episodes (30 or 60 levels total)
Spear of Destiny Structure
- 1 set with 21 levels
- The demo version contains only the first 2 levels
- 2 secret levels plus a special end level
- Mission Packs 2 and 3 are also available
2. Who Is B.J. Blazkowicz?
"William Joseph Blazkowicz was born August 15, 1911, to Polish immigrants. Blazkowicz was a top spy for the Allied Forces, receiving the Congressional Medal of Honor and other accolades for heroism. 'B.J.,' as he was called by his friends, married after World War II, at age 40, to Julia Marie Peterson. Their son, Arthur Kenneth Blazkowicz, became a television talk show personality in Milwaukee. For show biz purposes, Arthur changed his last name to Blaze. Arthur later married Susan Elizabeth McMichaels. They had one son (which they named after Arthur's father), William Joseph Blazkowicz II, or as he signs his grade school homework, B. Blaze..."
(From the Wolfenstein 3D manual, reproduced in Vegetaman's FAQ.)
3. Where Did id Get the Inspiration for Wolfenstein?
The idea came from an old Apple II game called Castle Wolfenstein that the id team enjoyed. They had developed a 3D, texture-mapped, smoothly scrolling engine and needed a game to use it with. Castle Wolfenstein seemed ideal. They couldn't think of a better name, so their legal team obtained the copyright on the name, and Wolfenstein 3D was born.
4. System Requirements
Hardware
- Processor: 80286 or better (will not run on XT)
- Graphics: 256KB VGA or better
- Memory: 580KB Conventional; also supports EMS, XMS
- Hard disk (Wolf3D): 1.38MB (shareware), approx. 2.40MB (full 6-episode version)
- Hard disk (SoD): 1.24MB (demo), approx. 3.06MB (full version)
- Sound: SoundBlaster, SB Pro, Adlib supported
Operating Systems
- DOS 5.0, 6.0 (should be downward compatible to 3.3 but not tested)
- OS/2
- Windows (note: running Wolf3D under Windows is not recommended; SB device drivers or TSRs like an hour chime may interfere with digitized sounds)
- DR-DOS 6.0
Compatible with disk compression tools: Stacker 2.0 and 3.0, Superstor, and DOS 6.0 Double Space.
Modern note: See the Source Ports section at the bottom of this document for information on running Wolfenstein 3D on modern operating systems.
5. Where Can I Get Wolfenstein?
Wolfenstein 3D and Spear of Destiny are available from sites that offer freeware and abandonware. The original FTP distribution site was ftp.cc.umanitoba.ca in /pub/wolf3d. The archive files were wolf3d14.zip (Wolf3D shareware v1.4) and soddemo2.zip (SoD demo). PkWare's PkUnzip is required to unzip these files.
The full registered version was available from Apogee (Wolf3D) and FormGen (Spear), and later through retail outlets. Today both games are available on GOG.com and Steam.
6. Installation
To install from floppy disk:
- Insert the Wolf3D install disk into your floppy drive
- Go to the A:\ drive and type or click INSTALL.BAT
- Follow on-screen directions
- If installing to a nonexistent directory, click "Y"
- Wait for installation to finish
To install from the shareware ZIP archive, create a directory, copy wolf3d14.zip into it, then run:
pkunzip wolf3d14.zip
Then run the INSTALL program supplied to place a runnable copy on your hard drive. You will need approximately 4MB of free space to unpack and install. The shareware version and the SoD demo can also be run from a 3.5" high-density floppy disk, though loading times between levels will be slightly slower.
7. Game Version Numbers
The most current version of Wolfenstein 3D is 1.4. A breakdown:
- 0 (05/05/92): First release
- 1 (06/10/92): Fixed secret door map bugs on levels 7 and 8 in episode 1; some video problems also fixed
- 2 (06/22/92): Secret level elevator bug fixed (introduced in 1.1)
- 3: Was never released
- 4 (12/03/92): Further fixes; changed the graphic backdrop on the opening screen and other menus; changed the interior elevator graphic; added a joystick calibration routine
Versions 1.1 through 1.4 are map- and graphics-compatible. Version 1.0 uses a different map encryption and is not directly compatible with the later versions.
For Spear of Destiny, the initial release was v1.0 (09/28/92), with v1.4 being the final release (01/05/93).
8. Available Platforms
- PC (DOS): Original platform
- SNES: Blood changed to sweat, dogs changed to rats
- Jaguar: Uncensored version with slightly altered graphics
- Mac: Uses the Jaguar graphics set
- Acorn Archimedes: No additional graphics information
For modern systems, see the Source Ports section below.
9. The Main Menu
When you load the game, you will see:
- New Game: Start in the episode and difficulty of your choice
- Sound: Enable or disable sound effects, digitized sound (guard speech), and music. A Sound Blaster or compatible card is needed for digitized sound and music.
- Controls: Enable or disable mouse, joystick, and Gravis Gamepad; change mouse sensitivity; customize controls.
- Load Game: Load a previously saved game
- Save Game: Save your game (disabled until a game is started)
- Change View: Increase or decrease the in-game view screen size
- Read This!: Information about the game
- View Scores: View the high score list
- Back to Demo: Return to the intro sequence
- Quit: Exit the game
10. Default Controls
- Up: Move forward
- Down: Move backward
- Left: Turn left
- Right: Turn right
- Ctrl: Fire
- Alt: Strafe
- Spacebar: Open door
- Right Shift: Run
Controls can be fully customized from the main menu.
11. Difficulty Levels
There are four difficulty levels. Higher difficulties feature:
- More guards on the level
- Guards that can withstand more shots and require better aim to kill
- More damage taken when shot
- Note: difficulties 1 ("Can I Play Daddy") and 2 ("Don't Hurt Me") have the same number of guards; they differ in how much damage they deal and absorb. Difficulty 3 ("Bring 'em On") adds more guards, and difficulty 4 ("I Am Death Incarnate") significantly increases the guard count.
On the lowest difficulty, the first-aid kit sometimes restores more health than on harder difficulties.
Difficulty Descriptions
- Can I Play Daddy: The easiest setting. Guards are slow and stupid. Great for new players, younger players, or those wanting a quick run-through.
- Don't Hurt Me: Also easy. A little more challenge, but bosses are not much stronger.
- Bring 'em On: For the average player who has settled into the game and has a fair grasp of how to play.
- I Am Death Incarnate: For the best of the best. Near impossible to defeat Hitler, Otto, and the General on this setting. Completing the game on this difficulty truly makes you the ruler of Wolfenstein 3D.
12. Weapons
William Blazkowicz can carry four weapons. All use 9mm ammunition (clips of 8 rounds each; guards drop 4-round clips).
Knife
Damage: Low | Rate of fire: N/A | Ammo required: None
Your basic hand-to-hand weapon. The knife is silent and will not raise the alarm if you kill someone with it. Use it only when low on ammo, and avoid it against anything stronger than an Officer. It works fine against a single dog or guard.
Parabellum P'08 Luger Pistol
Damage: Medium | Rate of fire: Low
The weapon you start every episode with, alongside one 9mm clip. Slow rate of fire makes it less effective against groups, but adequate for picking off lone guards. Note: some players believe it is a Walther P38, but the gun in Wolfenstein does not have a hammer, identifying it as the Luger P'08. The P'08 was developed by Georg Luger and became a standard German army sidearm (later replaced by the Walther P38 because the P'08 had to be kept very clean to function reliably in combat).
MP 40 Submachine Gun (Machine Gun)
Damage: Medium | Rate of fire: Medium
The basic SMG of the German army during World War II. The Third Reich produced over 1,000,000 MP 40s due to their economical production process. Dropped by SS troopers when you kill them. Not overkill and not weak: a good balance for assaulting small to medium groups. Not recommended against most bosses, though it works fine against Dr. Schabbs.
Venom AutoCannon (Chaingun / Gatling Gun)
Damage: High | Rate of fire: High
The strongest weapon in the game. It did not exist in World War II and was introduced so the player would have something powerful enough to fight the bosses. It fires two bullets at a time in rapid succession, making short work of almost any enemy. A major ammo consumer, though. Without the chaingun, defeating most bosses on "I Am Death Incarnate" would be extremely difficult. Note the expression on B.J.'s face when you acquire it.
Ammunition and Items
- Ammo clip: 8 rounds (found lying around)
- Ammo from guards: 4 rounds per clip (dropped on death)
- Ammo box (SoD only): 25 rounds
- Ammo from Extra Life sphere: 25 rounds
- Maximum ammunition capacity: 99 rounds
- Ammo with acquired guns: 6 rounds
13. Pickups and Collectibles
Health Items
- Pool of blood / bloody skeleton: +1% health (can only be consumed if health is below 11%)
- Dog food: +4% health
- Chicken meal (Prison food): +10% health
- First-aid kit: +25% health (or +35% on the lowest difficulty level)
- Extra Life sphere: +100% health, +25 ammo, and +1 life
Maximum health: 100%. You cannot go above 100%.
Treasure
- Cross: 100 points (small golden cross with a red jewel in the center and a blue jewel on each corner)
- Chalice: 500 points (golden cup with red jewels around its rim)
- Treasure Chest: 1,000 points (box filled with gold, red, and blue coins and jewels)
- Crown: 5,000 points (the rarest; a red-and-gold crown)
Keys
- Silver key: Opens bright (silver) locked doors
- Gold key: Opens dark (gold) locked doors
Other Objects
Most other objects in the environment (plants, lamps, barrels, etc.) serve no functional purpose and are there to fill the space. The following do something:
- Machine gun / chaingun: Picks up the weapon and increases firepower
- Doors: Open and close with the Spacebar
- Elevator: Use to progress to the next level
14. Enemies
Every living human enemy will drop a 4-round 9mm clip when killed. Enemies do not run directly at you but strafe as they approach.
Soldier (Brown Guard)
Weapon: Luger pistol | Points: 100 | Rating: Low threat
The most common enemy. Wears a brown uniform and steel helmet. Slow, weak, and the least intelligent enemy in the game. Alone they are little threat, but in groups on harder difficulties they can overwhelm you quickly. They have a slow reaction time and pause to aim before shooting. A single bullet from behind or at close range will bring them down. Listen for their "Achtung!" to know they have spotted you.
Approximate shots to kill: 1-2 (close range), 2-3 (distance)
SS Trooper (SS-Waffen Soldier)
Weapon: MP 40 (you can pick it up when they die) | Points: 500 | Rating: High threat
The elite troops of the Third Reich. Wears a pristine blue uniform with a blue cap, blonde hair, and body armor. Trained, fast, and capable of killing you at full health in seconds. The machine gun they drop after death is one of your main sources for that weapon. Do not waste time with the knife against SS troopers. Open up with your own machine gun or chaingun the moment they appear.
Approximate shots to kill: 8 (pistol), or 12 knife hits
Officer
Weapon: Pistol (fires faster and does more damage than the brown guard's) | Points: 400 | Rating: Medium threat
Wears a white uniform with a white or violet cap. Much faster than brown guards, harder to hit because they dart from side to side, and their pistol is significantly more dangerous. They make no noise until they are on top of you, making them a trickier opponent than the brown guard despite carrying only a pistol. Start appearing frequently in episode 3 and are very common in episodes 4 through 6.
Approximate shots to kill: 4-5 (pistol), or 6 knife hits
Dog (German Shepherd)
Weapon: Bite | Points: 200 | Rating: Low threat
Fast, low to the ground, and always found in groups. They cannot open doors, so a doorway is an excellent chokepoint. One bullet or one knife stab kills them instantly. Dog food is often found near them. They are more of a nuisance than a real danger, but their speed means they can attack before you react if you are not paying attention.
Shots to kill: 1 (bullet or knife)
Undead Mutant Zombie
Weapon: MP 40 (mounted in chest) | Points: 700 | Rating: High threat
The results of Dr. Schabbs' experiments. Gray-skinned, silent, with a gun in their chest and blades in each hand. They make no sound until they open fire, have a high rate of fire, and are considerably more dangerous than a brown guard. Found primarily in Episode 2 and the secret level of Episode 6. The green blood they leave when killed is distinctive.
Approximate shots to kill: 8 (pistol), or 12 knife hits
Hitler's Ghost / Clone
Weapon: Energy fireballs | Points: 2,000 | Rating: High threat
Dark-robed figures wearing amulets on their necks. They shoot energy balls that are quite deadly and come in rapid succession. Found only on the 9th floor of Episode 3 (the boss level). Listen for the laugh when you kill one. They can be killed in approximately 6 shots (pistol).
Enemy Counts by Episode (Death Incarnate Difficulty)
Data from Mewtwo4000's FAQ. L9 is the boss level; L10 is the secret level.
Episode 1: Escape from Wolfenstein
| Enemy | L1 | L2 | L3 | L4 | L5 | L6 | L7 | L8 | L9 | L10 | Total |
| Brown Guard | 32 | 56 | 66 | 73 | 78 | 51 | 61 | 48 | 00 | 51 | 516 |
| Dogs | 05 | 11 | 04 | 12 | 16 | 09 | 00 | 02 | 00 | 06 | 65 |
| SS | 00 | 15 | 03 | 08 | 15 | 10 | 07 | 09 | 00 | 24 | 91 |
| Total | 37 | 82 | 73 | 93 | 109 | 70 | 68 | 59 | 00 | 81 | 672 |
Episode 2: Operation Eisenfaust
| Enemy | L1 | L2 | L3 | L4 | L5 | L6 | L7 | L8 | L9 | L10 | Total |
| Brown Guard | 00 | 37 | 16 | 19 | 41 | 28 | 26 | 41 | 00 | 10 | 218 |
| Dogs | 00 | 00 | 00 | 00 | 05 | 00 | 00 | 00 | 00 | 00 | 5 |
| Mutants | 25 | 11 | 12 | 40 | 25 | 33 | 11 | 15 | 08 | 39 | 219 |
| SS | 00 | 11 | 15 | 07 | 25 | 20 | 17 | 24 | 00 | 07 | 126 |
| Total | 25 | 59 | 43 | 66 | 96 | 81 | 54 | 80 | 08 | 56 | 568 |
Episode 3: Die, Fuhrer, Die!
| Enemy | L1 | L2 | L3 | L4 | L5 | L6 | L7 | L8 | L9 | L10 | Total |
| Brown Guard | 21 | 31 | 20 | 12 | 22 | 31 | 22 | 26 | 02 | 17 | 204 |
| Dogs | 00 | 04 | 00 | 03 | 02 | 00 | 00 | 00 | 00 | 00 | 9 |
| Officers | 01 | 02 | 04 | 12 | 13 | 33 | 10 | 39 | 08 | 02 | 124 |
| SS | 03 | 08 | 07 | 07 | 07 | 16 | 16 | 16 | 00 | 01 | 81 |
| Ghost Hitler | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 05 | 00 | 5 |
| Total | 25 | 45 | 31 | 34 | 44 | 80 | 48 | 81 | 15 | 20 | 423 |
Episode 4: A Dark Secret
| Enemy | L1 | L2 | L3 | L4 | L5 | L6 | L7 | L8 | L9 | L10 | Total |
| Brown Guard | 19 | 26 | 37 | 12 | 25 | 28 | 34 | 63 | 01 | 00 | 245 |
| Dogs | 00 | 00 | 00 | 00 | 15 | 00 | 00 | 00 | 00 | 00 | 15 |
| Officers | 09 | 12 | 42 | 31 | 58 | 67 | 47 | 72 | 20 | 75 | 433 |
| SS | 07 | 13 | 08 | 03 | 13 | 06 | 09 | 10 | 06 | 00 | 75 |
| Total | 35 | 51 | 87 | 46 | 111 | 101 | 90 | 145 | 27 | 75 | 768 |
Episode 5: Trail of the Madman
| Enemy | L1 | L2 | L3 | L4 | L5 | L6 | L7 | L8 | L9 | L10 | Total |
| Brown Guard | 32 | 11 | 10 | 26 | 23 | 14 | 14 | 23 | 00 | 00 | 153 |
| Dogs | 04 | 02 | 05 | 31 | 09 | 00 | 09 | 00 | 00 | 00 | 60 |
| Officers | 06 | 06 | 13 | 16 | 17 | 16 | 17 | 17 | 08 | 08 | 124 |
| SS | 14 | 33 | 13 | 21 | 20 | 17 | 33 | 18 | 09 | 08 | 186 |
| Total | 56 | 52 | 41 | 94 | 69 | 47 | 73 | 58 | 17 | 16 | 523 |
Episode 6: Confrontation
| Enemy | L1 | L2 | L3 | L4 | L5 | L6 | L7 | L8 | L9 | L10 | Total |
| Brown Guard | 59 | 61 | 38 | 33 | 14 | 22 | 43 | 12 | 21 | 13 | 316 |
| Dogs | 00 | 01 | 02 | 09 | 00 | 18 | 00 | 03 | 00 | 02 | 35 |
| Mutants | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 45 | 45 |
| Officers | 73 | 15 | 20 | 45 | 24 | 15 | 57 | 50 | 38 | 39 | 376 |
| SS | 05 | 20 | 20 | 23 | 37 | 29 | 29 | 64 | 27 | 16 | 270 |
| Total | 137 | 97 | 80 | 110 | 75 | 84 | 129 | 129 | 86 | 115 | 1,042 |
All Episodes Combined
| Enemy | Ep. 1 | Ep. 2 | Ep. 3 | Ep. 4 | Ep. 5 | Ep. 6 | Total |
| Brown Guard | 516 | 218 | 204 | 245 | 153 | 316 | 1,652 |
| Dogs | 65 | 5 | 9 | 15 | 60 | 35 | 189 |
| Mutants | 0 | 219 | 0 | 0 | 0 | 45 | 264 |
| Officers | 0 | 0 | 124 | 433 | 124 | 376 | 1,057 |
| SS Troopers | 91 | 126 | 81 | 75 | 186 | 270 | 829 |
| Ghost Hitler | 0 | 0 | 5 | 0 | 0 | 0 | 5 |
| Total | 672 | 568 | 423 | 768 | 523 | 1,042 | 3,996 |
(Data from Mewtwo4000's FAQ.)
When Enemies Are Alerted
Most enemies are alerted to your presence when you:
- Open a door
- Fire your weapon (this also alerts guards in other rooms that share the same floor type)
- Kill a comrade within their sight
- Enter their line of sight (roughly 180 degrees)
Guards standing on "deaf floors" (a special floor type in the editor) only react when you enter their line of sight, not when they hear gunfire. Guards standing on the same floor type as your current room will hear you shoot, even if they are in a different room with closed doors between you. When a door is open, both floor areas are temporarily connected for sound purposes. The knife is silent and will not alert guards unless you actually strike someone with it.
SS Troopers, Officers, and Mutants make no sound the majority of the time, making them harder to detect. Guards and dogs will announce themselves with their signature vocalization when alerted, making them easier to locate.
15. Episode Guide
Episode 1: Escape from Wolfenstein
Boss: Hans Grosse | Enemies: Dogs, Brown Guards, SS Troopers
B.J. Blazkowicz has been captured in Germany while searching for plans for Operation Eisenfaust, and taken prisoner in Castle Wolfenstein. He overpowers a guard, takes his knife and pistol with 8 bullets, and must fight his way to freedom. Levels are relatively simple, not overly complicated. Shareware players only get this episode.
Episode 2: Operation Eisenfaust
Boss: Dr. Schabbs | Enemies: Dogs, Brown Guards, SS Troopers, Officers, Undead Mutant Zombies
B.J. has escaped and learned that the rumors of Dr. Schabbs building an army from dead bodies are true. He must infiltrate Castle Hollehammer and blast through the doctor's mutant creations. The levels are big and somewhat complicated. The mutants make no sound, making this episode more challenging than the first.
Episode 3: Die, Fuhrer, Die!
Boss: Adolf Hitler | Enemies: Dogs, Brown Guards, SS Troopers, Officers, Hitler's Clones
As the Nazi war machine falters, Hitler hides in his titanic bunker beneath the Reichstag. B.J. searches the fortress to assassinate Hitler and end the war. Levels vary from small and simple to large and complex. The Hitler's Ghost clones on the boss floor add extra danger.
Episode 4: A Dark Secret
Boss: Dr. Otto Giftmacher | Enemies: Dogs, Brown Guards, SS Troopers, Officers
The Allied forces send B.J. to kill Dr. Otto Giftmacher (German: "Poison Maker"), the twisted scientist behind the Giftkrieg (Poison War) and one of the masterminds of a chemical weapons program. B.J. is deployed to Castle Erlangen using the element of surprise. The levels are big, complicated mazes.
Episode 5: Trail of the Madman
Boss: Gretel Grosse | Enemies: Dogs, Brown Guards, SS Troopers, Officers
After killing Giftmacher, B.J. remains in Castle Erlangen to recover the chemical weapon plans guarded by Gretel Grosse (yes, the sister of Hans). The levels are again large mazes. Finding the plans is vital to stopping the mayhem threatening all of Europe.
Episode 6: Confrontation
Boss: General Fettgesicht | Enemies: Dogs, Brown Guards, SS Troopers, Officers, Undead Mutants (secret level)
The final episode. B.J. has discovered many secrets in Castle Erlangen and followed them to Castle Heidenheim. He must take down General Fettgesicht ("Fatface"), the leader and organizer of the entire Giftkrieg, and put a permanent end to the chemical weapon threat. The episode and the game end when the General falls. Levels are large, complicated mazes.
16. Bosses: Descriptions and Strategies
General advice: Never lure a boss into a narrow corridor. Corridors eliminate your ability to dodge. Most boss rooms conveniently include solid pillars or blocks of wall you can duck behind while the boss fires its salvo. The general tactic is to open the door or strafe out, fire, retreat behind cover, wait for the firing to stop, then repeat. Always clear the room of ordinary guards before engaging a boss.
Each boss is worth 5,000 points.
Hans Grosse (Episode 1, Boss Level)
Weapon: Two chainguns | Difficulty: Hard | German: "Guten Tag!" (greeting) / "Mutti!" (death)
A massive soldier in blue power armor equipped with a double chaingun. Before opening the door to Hans's room, find the secret pushwall on the left wall of the hallway leading to him. Inside you will find health, ammo, and a chaingun. Use these to prepare for the fight.
Open the door to Hans and fire. Slowly retreat, watching your health. When health drops below 25%, run to the secret room to heal and resupply, then return quickly. If you linger in the secret room, Hans may follow you. Fire at him again and repeat as needed. When he falls, pick up the golden key from his body, open the door he was guarding, and escape. He also appears in cameo encounters in later episodes.
| F |
| |
|__ G__|
| |
| H |
___________|__ D__|____________
| |
| |
| |
| |
__| |
| | |
| 1 S |
_| | |
| |_____________ ___________|
| | | |
| 2 | | E |
|______| |___________|
E=Entrance, D=Door, H=Hans, G=Gold key door, F=Freedom, S=Secret panel
1=Secret ammo/health room, 2=Additional ammo cache
Dr. Schabbs (Episode 2, Boss Level)
Weapon: Syringes containing re-animation serum | Difficulty: Medium | German: "Oohahahaha!" (greeting) / "Mein Gott in Himmel!" (death, "My God in Heaven!")
The diabolical doctor responsible for creating the undead mutants. By far the easiest boss. He is found in a tower behind his zombie guards. Clear the mutants that occupy the room first. Two secret pushwalls in the chamber before his room contain extra ammo and health. When you advance on Schabbs, strafe from side to side to avoid his syringes, and return fire. Draw him back into the ammo room and continue firing. His room is accessed at night, so look at what is behind the column. Once defeated, his lab coat shows bloody red holes and you are treated to a Death Cam of his demise.
Adolf Hitler (Episode 3, Boss Level)
Weapon: Four chainguns (in armor), two chainguns (without) | Difficulty: Hard | German: "Die, Allied Schweinehund!" (greeting) / "Scheisse!" (armor lost) / "Eva, auf Wiedersehen!" (death)
The most iconic boss in the game, fought in two phases. Hitler's Ghost clones with flamethrowers populate the floors leading up to him. Once you dispatch them, you enter Adolf's room, where he appears in full mecha-armor carrying four automatic chainguns. He is slow in the armor but his firepower is devastating. Strafe out from behind walls and fire chaingun bursts, then duck back into cover when he aims at you.
After you destroy the armor, he shouts "Scheisse!" and emerges from the smoldering metal to face you with only two chainguns. He is significantly less dangerous without the armor. Backtrack to the secret pushwall room at the beginning of the level for ammo and health as needed; Hitler will follow you. Continue firing and retreating until he falls, at which point he bids farewell to Eva before collapsing. A Death Cam and mission debrief follow.
Otto Giftmacher (Episode 4, Boss Level)
Weapon: Rocket launcher | Difficulty: Easy | German: "Eine kleine Amerikaner!" (greeting, "A little American!") / "Donnerwetter!" (death, "Good heavens!")
The mad scientist who created the chemical weapons. Wears a white uniform and looks like a fat officer. Despite his dangerous-sounding weapon, his rockets are relatively easy to avoid: strafe to the side as they come. Keep your distance, use the wall-and-strafe technique, and keep your health and chaingun ammo full before entering. A stockpile of weapons and ammo is located in two nearby rooms. The episode ends once Otto falls, and you are treated to a Death Cam.
Gretel Grosse (Episode 5, Boss Level)
Weapon: Two chainguns | Difficulty: Medium | German: "Kein Durchgang!" (greeting, "No Trespassing!") / "Mein Busen!" (death, "My repentance!")
The sister of Hans Grosse. She has a grudge, and she shares her brother's double-chaingun arsenal. She is actually more durable than Hans, though her accuracy is somewhat poorer, giving you an advantage at distance. She pursues you relentlessly throughout the floor. Two secret pushwalls in the far corners of her room lead to treasure and approximately 40 rounds of ammunition. Additional health can be found near your starting point. Rooms full of ammo are accessible through doors on both sides of the room. After defeating her, take her golden key. The battle is not quite over: open the key door and immediately open fire, as guards and Officers are waiting inside. Once they fall, rush around the corner to claim the plans and complete the episode.
General Fettgesicht (Episode 6, Boss Level)
Weapon: Chaingun and rocket launcher | Difficulty: Hard | German: "Erlauben Sie, bitte!" (greeting, "Allow me, please!") / "Roseknospe..." (death, "Rosebud..." -- a reference to Citizen Kane)
The General is the organizer and leader of the entire Giftkrieg. Defeating him ends both the episode and the game. He combines a chaingun with a rocket launcher, making standing still extremely dangerous. The final level is effectively two bosses in one: waves of Guards, Officers, and SS pour through doors before you even reach the General's room. Mow them down first. A secret pushwall near the level start and another along the right wall of his room contain extra ammo and health. Clear all guards before going toe-to-toe with the General himself, then use the wall-strafe technique to bring him down. When he falls, a Death Cam and the final mission debrief conclude the game.
17. Spear of Destiny Bosses
Spear of Destiny has its own set of bosses on special floors. Their battle behaviors follow the same general principles as the Wolf3D bosses: clear regular guards first, use cover, and keep ammo and health replenished via nearby secret rooms.
Trans Grosse (Floor 5)
German: "Einer Sprachschnitzer!" (greeting, "A mistake!") / "Es ist schade!" (death, "What a pity!")
Barnacle Wilhelm (Floor 10)
German: "Ach so!" (greeting, "Oh, I see!") / "Wenn schon!" (death, "So what!")
UberMutant (Floor 16)
German: Silent (greeting) / "Argh!" (death)
Death Knight (Floor 18)
German: "Tod ist mein leben!" (greeting, "Death is my life!") / "Alles ist verloren!" (death, "All is lost!")
Angel of Death (Floor 21)
English: "Prove your worth, human!" (greeting) / "You may wield the Spear..." (death)
18. Secret Rooms
Secret rooms are ordinary rooms accessed through hidden passages. Certain wall panels can be "pushed" by pressing the action key (Spacebar) against them. The wall slides back to reveal a passage. Secret rooms typically contain treasure, food, first-aid kits, ammo, and more powerful weapons. They are rarely used to hide essential keys, though they do occasionally appear in that role.
There is no location in the game where anything vital to completion is hidden behind a secret wall. Keys in secret rooms provide shortcuts, not mandatory routes.
How to Find Secret Rooms
There are no strict rules, but some common locations:
- a) Different wall panels (Hitler's paintings, Nazi banners, and other distinctive decorations are prime suspects)
WWWWWWWW#WWWWWWW#WWWWWWWW
W ^ ^ W
W W
# < [
W W
W W
WWWWWWWWWWWWWWWWWWWWWWWWW
- b) Room corners
W?WWWWWWWWWWWWWWWWWWWWW?W
? W
W W
W [
W W
? W
W?WWWWWWWWWWWWWWWWWWWWW?W
- c) Between objects and at midpoints of a wall (two plants or two barrels positioned symmetrically against a wall often flank a secret door)
WWWWWWWWWWWW?WWWWWWWWWWWW
Wo W
? W
Wo [
W W
W o o W
WWWWWWWWWWWWWWWWW?WWWWWWW
- d) In narrow alcoves
W?W
? ?
? ?
WWWWWWWWW WWWWWWWWWW
W W
[ [
W W
WWWWWWWWWWWWWWWWWWWW
- e) On the wall panel in a straight line extending from an overhead lamp
WWWWWWW?WWWWWWWWWWW
W
W
[ o <-- A corridor
W
W
WWWWWWW?WWWWW
Key: W = wall, o = static object (barrel, plant, etc.), # = distinctive wall panel (painting, banner), [ = sliding door, ^ > < = direction of secret door, ? = possible secret door location
Note: Some secret rooms contain further secret rooms within them. Occasionally a pushwall can be moved to block another pushwall, preventing you from reaching a second secret area. This is also why some levels cannot reach 100% secrets ratio.
19. Secret Levels
Each episode has one secret level (marked "Level 10" on your status bar). In Spear there are two secret levels (marked 19 and 20) plus a special end level.
To reach a secret level, you must find a special hidden elevator on one of the regular levels. These elevators look identical to normal elevators and are concealed behind pushwall passages. After completing the secret level, the exit elevator returns you to the level you would have gone to had you not taken the secret exit.
Spoiler: Secret level in Episode 1
The secret level elevator for Episode 1 is located on Level 1 itself, in the room containing the normal elevator to Level 2. Push a series of secret walls in that final room.
WWWWWWWWWWWWWWWW L = the room with the normal elevator to level 2
WWWWWWWeWWWWWWWW e = elevator to level 2
WWWWWWWDWWWWWWWW E = elevator to level 10 (secret)
WWWWW WWWWWW + = first-aid kit
WWWWW WWWWWW [ = sliding door
WWWWW WWWWWW ? = secret door (pushwall)
WWWWW L W WWWW ^ = direction you face entering room L
WWWWW W+WWWW D = elevator door
WWWWW ? WWW B = Nazi banner wall
WWWWWWB[BWW?WWWW H = Hitler's portrait wall
WWWWW W WWW
WWWWW W WW
WWWWW ^ WW WW
WWWWW WW WW
WWWWW WW WW
WWWWW WW WW
WWWWW W WW
W WW
HBDBWW
WWEWWW
WWWWW WWWWWW
WWWWW WWWWWW
20. Game-Specific Questions
Can I drink blood?
Yes. You can consume blood pools and bloody skeletons if your health falls below 11%. The game will automatically pick them up when you walk over them at that health level.
What is Death Cam?
Death Cam is an animation replay of the final killing sequence of certain bosses. It activates automatically after you kill one of the following:
- Schabbs (Episode 2)
- Hitler (Episode 3)
- Otto Giftmacher (Episode 4)
- General Fettgesicht (Episode 6)
After the replay, the current episode concludes regardless of whether you killed all other guards. Death Cam does not replay your killing from your own viewpoint; it shows the boss's dying frames in close-up, so it is always identical. There is no Death Cam in Spear of Destiny, which instead has a set of end screens.
What is the Jukebox?
The Jukebox is a menu of the different music pieces that play through the game's levels. To access it, press and hold 'M' while Wolfenstein starts up (after launching from DOS). It is present in all versions from 1.0 through 1.4. The list of tracks may differ between versions.
What are those music tunes?
The theme that opens Wolf3D is the "Horst Wessel Lied" (Horst Wessel's Song), the official Nazi party anthem. Horst Wessel was a local Berlin SA party leader killed in a street brawl with Communists in 1930. His song was played alongside the German national anthem during the Third Reich. The game also features a few bars of the U.S. Army, Navy, Air Force, and Marine Corps anthems at various points. The music on Episode 1, Mission 9 is vaguely reminiscent of the British National Anthem.
What is that Morse code message?
In Episodes 3 and 6 of the registered version, the music includes a Morse code beeping in the background. Decoded, it reads:
TO BIG BAD WOLF DE LITTLE RED RIDING HOOD
ELIMINATE HITLER
IMPERATIVE COMPLETE MISSION WITHIN 24 HOURS
OUT
("DE" means "from" in amateur radio Morse code jargon.)
What is that funny "Phone Apogee" object?
In the registered 3 or 6 episode version, there is a wall object saying "Phone Apogee Say Aardwolf." It was originally intended to be part of a contest where you would call Apogee for a prize. The competition idea was dropped quickly after mappers and editors were released only weeks after the game's launch.
What is the purpose of the codes at the end of game stats?
The code is a checksum for your score, intended as proof that you had played through and achieved a certain score. The competition for which it was designed was never activated. The codes only appear in versions 1.0 and 1.1 (possibly 1.2).
Are there ghosts in Wolfenstein?
Yes. Hitler's Ghosts (the dark-robed clones) haunt Episode 3, Level 9; you can and must kill them. There are also Pac-Man-style ghosts in Episode 3, Level 10 (the secret level); you cannot kill them, but they can hurt you on contact, so stay clear. In Spear of Destiny, white ghosts appear on the final floor (21). They can be shot but reappear after a short while. They hurt you on contact.
Can I play Wolfenstein from a floppy disk?
Yes, but only the shareware version (1.38MB) or the SoD demo (1.24MB), which fit on a 3.5" high-density floppy. The full registered versions are too large for a single 1.44MB floppy. Performance is similar except for a longer initial load time (about a minute) and a slightly slower transition between levels.
What is the extra life orb?
The sphere with B.J.'s head on it grants one extra life, restores your health to 100%, and provides 25 rounds of ammo. You can have a maximum of 9 lives. The orb counts as treasure for the end-of-level statistics, so forgetting to collect it will prevent you from reaching 100% treasure.
21. Statistics and Records
Wolf3D: 10 levels per episode, 6 episodes (full version), 1 secret level per episode.
Spear of Destiny: 21 levels (full version), 2 secret levels, and a special end level.
Both games: 4 difficulty levels, 4 weapon types (knife, pistol, machine gun, chain gun), 2 key types (gold and silver).
Score Values
- Brown guards: 100 points
- Dogs: 200 points
- White ghosts (SoD): 200 points
- White Officers: 400 points
- Blue SS Troopers: 500 points
- Undead Mutants: 700 points
- Ghosts of Hitler: 2,000 points
- Bosses: 5,000 points each
- Cross: 100 points
- Chalice: 500 points
- Treasure chest: 1,000 points
- Golden crown: 5,000 points
- 100% statistics bonus: 10,000 points
- Secret level completed: 15,000 points
- Boss level completed (SoD): 15,000 points
- Each second under par level time: 500 points
- Extra life: every 40,000 points, or when you collect the orb
Minimum Rounds to Kill (Death Incarnate)
- Dog: 1
- White ghost (SoD): 1
- Brown guard: 2
- SS trooper: 5
- White officer: 3
- Undead mutant: 3
- Ghost of Hitler: 25
- Hans Grosse: 40
- Hitler: 70 to destroy the armor + 70 more to finish him off
- Other bosses: approximately 80
Par Level Times (Wolf3D)
| Episode | L1 | L2 | L3 | L4 | L5 | L6 | L7 | L8 |
| 1 | 1:30 | 2:00 | 2:00 | 3:30 | 3:00 | 3:00 | 2:30 | 2:30 |
| 2 | 1:30 | 3:30 | 3:00 | 2:00 | 4:00 | 6:00 | 1:00 | 3:00 |
| 3 | 1:30 | 1:30 | 2:30 | 2:30 | 3:30 | 2:30 | 2:00 | 6:00 |
| 4 | 2:00 | 2:00 | 1:30 | 1:00 | 4:30 | 3:30 | 2:00 | 4:30 |
| 5 | 2:30 | 1:30 | 2:30 | 2:30 | 4:00 | 3:00 | 4:30 | 3:30 |
| 6 | 6:30 | 4:00 | 4:30 | 6:00 | 5:00 | 5:30 | 5:30 | 8:30 |
Boss and secret levels have no par time. For SoD par times: Level 1 = 1:30, Level 2 = 3:30, Level 3 = 2:45, Level 4 = 3:30, Level 6 = 4:30, Level 7 = 3:15, Level 8 = 2:45, Level 9 = 4:45, Level 11 = 6:30, Level 12 = 4:30, Level 13 = 2:45, Level 14 = 4:30, Level 15 = 6:00, Level 17 = 6:00.
22. Guard Dialogue and Translations
| Character | Situation | German | English |
| Brown Guard | Spots you / hears shot | Achtung! | Attention! / Warning! |
| Brown Guard | Dies | (various screams) | |
| SS Trooper | Spots you / hears shot | Schutzstaffel! | Elite Guard! / SS! |
| SS Trooper | Dies | Mein Leben! | My life! |
| White Officer | Spots you / hears shot | Spion! | Spy! |
| White Officer | Dies | Nein, so was! | Well, I never! (colloquial) |
| Undead Mutant | Spots you / hears shot | (silence) | |
| Undead Mutant | Dies | Khaaarrghkhkh! | (very strange scream) |
| Hans Grosse (Ep. 1 boss) | Spots you | Guten Tag! | Good day! / Good morning! |
| Hans Grosse | Dies | Mutti! | Mommy! |
| Dr. Schabbs (Ep. 2 boss) | Spots you | Oohahahaha! | (laughs) |
| Dr. Schabbs | Dies | Mein Gott in Himmel! | My God in Heaven! |
| Hitler's Ghost / Clone | Spots you | Toter Hund! | Dead Dog! |
| Hitler's Ghost / Clone | Dies | Hahahahaha! | (laughs) |
| Hitler (Ep. 3 boss) | Spots you | Die, Allied Schweinehund! | Die, Allied Pigdog! |
| Hitler | Armor destroyed | Scheisse! | (expletive) |
| Hitler | Dies | Eva, auf Wiedersehen! | Goodbye, Eva! (Eva Braun was Hitler's wife) |
| Otto Giftmacher (Ep. 4 boss) | Spots you | Eine kleine Amerikaner! | A little American! |
| Otto Giftmacher | Dies | Donnerwetter! | Good heavens! |
| Gretel Grosse (Ep. 5 boss) | Spots you | Kein Durchgang! | No Trespassing! |
| Gretel Grosse | Dies | Mein Busen! | My repentance! |
| General Fettgesicht (Ep. 6 boss) | Spots you | Erlauben Sie, bitte! | Allow me, please! |
| General Fettgesicht | Dies | Roseknospe... | Rosebud... (reference to the film Citizen Kane) |
| Trans Grosse (SoD floor 5) | Spots you | Einer Sprachschnitzer! | A mistake! |
| Trans Grosse | Dies | Es ist schade! | What a pity! |
| Barnacle Wilhelm (SoD floor 10) | Spots you | Ach so! | Oh, I see! |
| Barnacle Wilhelm | Dies | Wenn schon! | So what! |
| UberMutant (SoD floor 16) | Spots you | (silence) | |
| UberMutant | Dies | Argh! | (weird scream) |
| Death Knight (SoD floor 18) | Spots you | Tod ist mein Leben! | Death is my life! |
| Death Knight | Dies | Alles ist verloren! | All is lost! |
| Angel of Death (SoD floor 21) | Spots you | Prove your worth, human! | |
| Angel of Death | Dies | You may wield the Spear... | |
23. Cheats and Debug Mode
LIM Cheat (All versions)
During gameplay, press L, I, and M simultaneously. This gives you full health, full ammo, the chain gun, and both keys. Warning: your score is reset to 0. In later registered versions of v1.4 the cheat mode was disabled at Apogee's request. There is currently no way to tell these versions apart by version number alone; file dates may differ. For the Mac version, the equivalent is typing BURGER.
Apogee announced that starting with "Biomenace," all subsequent shareware releases would ship without built-in cheat codes to encourage registration.
Debug Mode
To access debug mode:
- Launch Wolf3D with the command-line parameter -next (v1.0) or -goobers (v1.1 and later). You can also use -debugmode for Spear of Destiny.
- Begin or restore a game. During gameplay, hold down TAB + CTRL + ENTER (v1.0) or LEFT SHIFT + ALT + BACKSPACE (v1.1 and later) simultaneously. A message will confirm that debugging keys are now available.
Then hold TAB and press one of these keys:
- B: Changes the screen border color
- C: Displays the number of statics (food, ammo, blood pools, etc.), doors, and actors (enemies) in the current level
- E: Skips ahead two levels in v1.0 (including the "level completed" screen and percentages); in v1.4 and SoD, skips ahead one level. If you also used -tedlevel, this exits the game instead.
- F: Displays your current position (X, Y) and orientation (A). To convert X and Y to Mapedit coordinates, divide by 65,536 and round down.
- G: Toggles God Mode (invincibility). The screen still turns red when you would normally be hurt.
- H: Hurts you (-16% health, roughly)
- I: "Free items": ups your health, ammo, and score, and gives you the next more powerful weapon (machine gun if you didn't have it, gatling gun if you did); also awards 1,000 points
- M: Displays memory usage
- N: Toggles No Clipping (walk through walls). Not available in the registered version of Wolf3D or shareware versions other than v1.0, but available in SoD.
- O: Changes the main viewscreen to a scrollable level map (not available in v1.1 or SoD)
- P: Pauses the game without the "Paused" window (in v1.1 this changes the border to white)
- Q: Bombs the machine in v1.0; exits the game in v1.1
- S: Toggles slow motion
- T: Opens a window displaying graphics and sounds from the game. Use left and right arrow keys to browse; ESC exits. There are around 500 entries, including some interesting sprites in v1.1 that were absent in v1.0.
- V: Asks how many extra VBLs you want. High values tend to make the game sluggish.
- W: Warps to any level. Prompts for 1 to 10, but you can enter up to 20 in the registered version (11-20 = levels 1-10 in the next episode). SoD prompts for 1 to 21.
- X: "Extra stuff." Does not appear to do anything visible.
TEDLEVEL Command-Line Parameter
You can use -tedlevel followed by a two-digit number to quickly warp to any level. The tens digit is the episode number minus one, and the ones digit is the level number minus one. Examples:
- Level 10 of Episode 3: wolf3d -tedlevel 29
- Level 2 of Episode 1: wolf3d -tedlevel 1
Using -tedlevel also gives you infinite lives. Combine it with -goobers for extra fun. To set the starting difficulty, add -baby, -easy, -normal, or -hard.
Demo Recording (v1.0 only)
Hold down TAB at the title screen (B.J. hiding from a guard) to record a demo. There is no known way to play back these demos, but it does let you play with a "DEMO" sign at the top of the screen.
24. Tips and Hints
- Strafe when fighting; it makes you much harder to hit.
- Watch your ammo, especially when using the chain gun.
- You can lure enemies by firing a shot. They hear it and will come to investigate.
- Killing a guard with the knife makes no sound and will not alert nearby guards.
- To maximize the benefit of health items, save first-aid kits for when you are badly damaged. Using a 25% first-aid kit at 97% health wastes most of its effect.
- Always pick up the 4-round clips dropped by dead guards. It adds up.
- Do not rush into rooms. Hang back and let guards come out to you. One shot as they round the corner saves ammunition and health.
- Look for dead bodies you left behind as landmarks when you feel disoriented. Distinctive objects (lamps, banners) also help orient you in the maze.
- Use the strafe function to safely peek around corners and in and out of doorways.
- Hold TAB while debugging keys are active to slow the game down slightly, which allows for more accurate shooting in tight rooms.
- Learn the difference between levels heavy on ammo versus levels heavy on health pickups, and plan your strategy accordingly.
- Extra-life spheres restore both health and ammo fully; prioritize picking them up when in good shape rather than saving them.
- Use the "can I play Daddy?" difficulty to learn the layout of levels before attempting them on higher difficulties.
- Dogs cannot open doors. Use doorways as chokepoints against them.
- Explore every room. Most treasure, ammo, and health is concentrated in a few rooms per level. Finding the cache makes the rest of the level far easier.
25. Common Problems and Solutions
It crashes
Most crashes are caused by:
- Hardware conflict with your sound card. See Sound Blaster section below.
- Software configuration problems. Check TSRs and memory managers.
- Mixed version files. If you have map or graphics files from two different versions of Wolf3D in the same directory, the game may hang. Map and graphics file formats changed from version 1.1 onwards. Clean up the directory and make sure all files match the same version.
Sound problems
If sounds are cut short, distorted, or cause the game to hang, you likely have an IRQ or DMA conflict. Try changing the IRQ number on your sound card; values 5 and 7 tend to work. The BLASTER environment variable should be set in AUTOEXEC.BAT:
SET BLASTER=A220 I5 D1 T4
- A = port address of your sound card
- I = interrupt number
- D = DMA channel (default is 1)
- T = card type (T3 = regular SoundBlaster, T4 = SB Pro; consult your manual for others)
Game hangs with sound stuck on the last note
Try removing some TSRs from your startup. Some EMM managers also cause this issue with older versions of Wolf3D. Version 1.1 is particularly notorious for hanging under EMM386.EXE, especially with early HiColor VGA cards or early SoundBlaster chips. If you have EMM386 with EMS enabled (/RAM), try the /NOEMS switch instead. If that still fails, try running with only HIMEM.SYS and no EMM386 (extended memory only).
Game hangs at the "Get Psyched" screen
You probably have mixed map file versions in the directory, or too many add-on maps installed at once.
Game hangs with horizontal stripes through the status bar
Usually a transient glitch, especially with add-on maps. Reboot and try again. Also caused by mixing versions of VSWAP.??? files or map files in the same directory.
Weird graphics then game hangs
- Try changing your SB IRQ number, as some graphics cards clash with certain settings.
- If you have a VLB (VESA local bus) system, try version 1.4, as v1.0 had a video problem on VLB.
Game refuses to run under DR-DOS 6.0 with QEMM
Disable stealth mode in QEMM. Wolf3D is not compatible with QEMM stealth mode.
The sounds are screwed up
Either your card is not fully Sound Blaster compatible, or there is an IRQ or DMA conflict. See the Sound Blaster section above.
You are left with a gun and 8 bullets after dying
- Use the LIM cheat or debug mode.
- Learn to find secret rooms, which are stocked with ammo and food.
- Save often.
- Kill SS troopers and pick up their machine guns.
You always run out of ammo or health
There is plenty of ammo and food on every level, but it is concentrated in certain rooms. Finding the main cache on a level makes the rest of it straightforward. Conserve ammo by using fewer shots per guard, and learn to strafe to take less damage. Do not leave 4-round clips dropped by dead guards uncollected.
You can never get 100% statistics
- Secrets: See the Secret Rooms section for how to find hidden walls.
- Treasure: Most missed treasure is in secret rooms. Also remember the extra-life orb counts as treasure.
- Kills: Dogs may still be roaming. There are also a few places in the maze where guards can loop around behind you. Back up your route to find them.
- Note: some levels cannot reach 100% secrets because pushwalls can block each other.
You are feeling dizzy while playing
This is a known phenomenon, likely related to the rapid movement and the lack of proper acceleration cues. Some remedies that people have found helpful (results vary):
- Try a different display size using F5 to change the view window
- Sit closer or further from the monitor
- Try different machine speeds (turbo on or off)
- Use a mouse instead of keyboard or joystick for more precise control over acceleration
- Take breaks and play in turns with others
- Play with or without sound; try headphones reversed to see if audio cues are contributing
Game-specific bugs
Disappearing bodies: When too many enemies are on screen at once, the game stops displaying some sprites. This is a hard limit in the engine and cannot be fixed. Avoid placing too many actors in one room if you are editing maps.
Pushwall moves too far: Occasionally a secret door moves three grid locations instead of the expected two, blocking access to the room behind it. This happens most often on Episode 6, Level 2. There is no known fix; save frequently and if it happens, reload and try again.
"Map not 64x64" error: Usually caused by mixing map files from different versions of Wolf3D.
"GetNewActor: No free spots in objlist!" error: Too many guards on the level (limit: 149 actors).
"Too many static objects" error: Too many placed objects on the level (limit: 399).
"64+ doors on level" error: Too many sliding doors on the level (limit: 64, including elevator doors).
"Tried to load sparse page" error: You have objects or walls in your map that belong to a non-shareware episode, but you are running the shareware version. If you saved before the last level exit, you will need to reload that save, as the invalid data is stored in the save file.
"MM_GetPtr: Out of Memory!" error: This occurs in some edited maps on first death in a level, even with plenty of RAM. Cause unknown.
26. Map and Graphics Editors
Several editors allow you to create your own Wolfenstein maps and alter the game's graphics. These were reverse-engineered by fans and are not supported by id Software or Apogee. Do not contact Apogee about problems with edited maps or graphics. Apogee also asks that you edit only the registered version of Wolf3D; the latest editors work only with registered versions.
Important legal note: You are strictly not allowed to distribute the executable files from the registered full version of the game, or to sell anything from the game unless performing a legitimate registration transfer to a third party.
Available Editors
Mapedit v4.1 (written by Bill Kirby): The original, "vanilla" map editor. Works with all Wolf3D versions 1.0 through 1.4, including shareware and both registered variants. Includes Turbo Pascal source. Not compatible with SoD.
Mapedit v4.2 (written by Ralf Seider): An enhanced fork of v4.1 adding item selection memory, click-to-select from the map, and fill and rectangle functions. Not compatible with SoD.
Mapedit v6.0 (written by Dave Huntoon and Brian Baker): Adds copy/paste, level import/export, a help function, statistics display, and SoD compatibility.
Mapedit v8.0 (written by Warren Buss, David Huntoon, and Bryan Baker) -- FAQ editor's choice: Adds Blake Stone compatibility, a Zap function, and many other improvements. Supports every object in Wolf3D and SoD.
Wolfmap v1.6 (written by Jan Peter Dijkstra): More of a map processor than a pure editor. Features version conversion between all Wolf3D versions, level export to intermediate files for copying and moving levels, and ASCII map dump for printing. C++ source included. Not compatible with SoD without additional definition files.
Wolfedit v2.1 (written by Bill Kirby): The essential graphics editor. Allows editing of wall panels, guard and object graphics, and GIF import/export. Objects have a size parameter that can cause problems if overrun; the editor will refuse to save if any objects are at fault. Objects require a bright pink background in the editor to render correctly. Will not read SoD's VSWAP.SOD file directly; rename it to VSWAP.WL6 before editing.
Which Files Do the Editors Modify?
Map editors modify:
- XXX
- XXX (or MAPTEMP.XXX in v1.0)
- Where XXX is .WL1 (shareware), .WL3 or .WL6 (registered 3 or 6 episode versions), .SDM (SoD demo), or .SOD (SoD full)
Graphics editors modify:
- XXX (same extensions as above)
Editing Guidelines
- Save your work often. Some editing quirks produce bugs that are hard to remove; you may have to redo a level from scratch.
- Test frequently. Do not build a complete level before playing it.
- Every level must contain at least 1 enemy, 1 piece of treasure, and 1 secret door. Wolf3D will crash trying to divide by zero if any of these counts is 0.
- Every level must have an entrance (player start) and an exit (elevator icon, unless you have changed the graphic).
- Maximum 149 actors (guards, dogs, dead bodies count too) per level.
- Maximum 399 static objects (food, ammo, scenery) per level. Secret doors and guard arrows are not objects. Actors are not objects either.
- Maximum 64 sliding doors per level (including unlocked, locked, and elevator doors).
- Secret elevators need floor value 6B (hexadecimal) inside them to work properly.
- Mobile guards and dogs follow arrow (turning point) objects placed on their path. Without turning points, they walk in their initial direction forever, passing through walls. Always set turning points.
- Do not mix dogs and guards on the same arrowed path; dogs are faster and will eventually bunch up behind slower guards.
- Doors must be parallel to the walls around them. Perpendicular doors produce phantom wall blocks on either side.
- Putting a Deaf Guard floor tile in front of or behind a sliding door makes the door invisible and effectively creates an invisible barrier.
- Too many actors in view at once produces the "disappearing bodies" phenomenon; this is an engine limit.
- Secret doors can pass through most static objects (food, furniture) but not through dead guards. Be careful not to create traps with pushwalls that move into each other or that can block further access.
Map Version Conversion
Wolfmap 1.6 can convert between any version of Wolf3D map files. Maps for v1.1 and higher are considered equivalent. Note that some wall panels do not map correctly across versions (the false door of v1.0 becomes a mud-wall in v1.1, for example). Inspect converted maps carefully. You can also convert maps manually using Mapedit 6.0's import/export feature.
No known tool converts graphics files between versions. You would need to re-import all walls and objects as GIF files into the destination version.
Making a Printout of the Maps
- Use the Print Screen key plus graphics.com under DOS to capture the editor screen
- Use Wolfmap's ASCII map dump feature, then print as any text file
- Capture the editor screen under Windows and print it (costly on ink or toner)
- Use a TSR screen capture utility such as PCX-Dump, then print the resulting graphics file
Pre-made ASCII maps for all Wolf3D and SoD levels were compiled by Frans de Vries as the file allwolfsodmaps (using wmap41 and the enhanced definition files in allwolfsodmapdefs), available from the FTP sites.
27. Add-Ons: Extra Levels and Graphics
A note on Adam Williamson's rating system: * = tame/yawn, ***** = suicidal! / wicked! The shareware episode is rated * for comparison purposes. Versions in brackets indicate which version of Wolf3D is required. Remember: versions 1.1 through 1.4 are equivalent.
Extra Levels
- map1 [1.0 S] * - Only level 1 appreciably changed from original maps.
- newwmap [1.0 S] ** - Same maps as original, but more guards added.
- wlfnwmap [1.0 S] ** - All levels changed; levels 4, 6, 7, and 8 are very short and differ only in wall color.
- wlfset11 [1.0 S] *** - Extension Set One v1.1. All levels except 1, 4, and 10 designed from scratch. Docs included.
- wolfmap [1.0 S] *** - All levels different from the original. Quite challenging.
- nitemare [1.0 S] *** - Enigma's Nitemare I. Level 1 greatly changed; others redesigned from scratch. For the trigger-happy.
- enite-ii [1.1 S] **** - Enigma's Nitemare II. Contains maps and graphics replacements. All maps different from original. Includes self-(de)installation, intro, and docs.
- enite3fx [1.1 S] ***** - Third installment of Enigma's Nitemare. Contains all three Nitemare parts (many bugs corrected) plus the graphics file. Full intro/installation included. For Wolf3D experts.
- enm3-v30 [1.1 S] ***** - Same as enite3fx but with additional bugfixes. Recommended over any other Enigma maps release.
- wolf316 [1.1 R] ** - First 30 maps redesigned. A "mazey" experience. Replaces Nazi symbolism with a drug-cult theme (3:16 drug); guards become men in shirts and ties; food becomes the drug; weapons become lasers. Digitized sounds also changed.
- darkmap1 [1.0 S] *** 1/2 - DarkStar's Castle Wolfenstein-3D levels. All levels redesigned from scratch. Quite tough.
- w3d_cc1 [1.1 R] **** - A total of 58 new maps (2 secret levels unchanged). Not as hard as the Nitemare series but very enjoyable.
- sodblst2 [SoD R] - Blast Brothers' Spear of Destiny levels. Level 1 greatly extended and all others redesigned from scratch.
- sod_cc1 [SoD R] **** - All 21 SoD levels partially or completely redesigned. Does a great job of keeping the spirit of the original.
- insanity [1.1 R] ***** - Temporary Insanity by Nathaniel Rudiak-Gould. 60 levels of mystery using undocumented engine features: walk-through walls and objects, self-moving wall blocks, invisible enemies, uncontrollable movement zones, insanity areas that take your machine gun, red-hot walls, force fields, areas accessible only on certain difficulties. Includes a 120KB hint file. Not for players who want 100% stats on every run.
- xmasswlf [1.1 S] **** 1/2 - Maps similar to originals but characters replaced with crazy Santas and snowball-throwing snowmen. Sounds changed too.
- wolfen60 [1.1 R] **** - A collection of various levels rolled into one 6-episode package.
Extra Graphics
- wolfnpac [1.0 S] ** - Replaces the brown guard with a 3D Pac-Man sphere. Nice animation.
- wlfnewgr [1.0 S] ** - Replaces ordinary wall panels with explicit images. [Warning: may be offensive]
- wolfus [1.1 S] *1/2 - Wolf3D U.S. All Nazi symbolism replaced with U.S. symbolism.
- w3dcool [1.1 S] *** - Mixed graphics from SoD, registered Wolf3D, and other games including X-Wing tie bombers and real-world people. A very weird environment.
- wolfbonk [?.? S] ** - Bonkenstien3D. Treasure replaced with computer supplies; elevators replaced with moongates; guns replaced with joysticks.
- wolfclwn [1.1 S] **1/2 - Wolfenstein meets the Demon Clowns of Death. The brown guard replaced with a colorful clown.
- wolfstf [1.0 S] **1/2 - Wolfenstein 3D Street Fighter 2. All characters replaced with Ryu, Ken, and E. Honda. For Street Fighter 2 fans only.
- wlfkosh1 [1.1 S] ** - Wolfenstein 3D Kosher by Peter Ringering. Shooting at objects rather than people. All gory content removed. PG-rated.
- 3dbusse [?.? S] *1/2 - Minor graphics touches: SS guard machine guns now eject shells; swastikas removed; soldiers wear camouflage helmets and boots; guns have laser targeting dots.
- barney10 [1.0 S] *** - The Barney patch for v1.0. Barney is the episode boss; guards replaced by Beavis and Butthead; sounds replaced.
- barney14 [1.1 S] *** - Same Barney patch for v1.1/1.4.
Utilities and Other Add-Ons
- w3dpatch [1.0 S] - Official patch to upgrade from version 1.0 to 1.1.
- w6patch [1.1 R] - Map upgrade for the full 6-episode version to v1.2 (fixes the corrected maps only).
- wcheat [1.0 S] - Edit Wolf3D save game files to add ammo, health, guns, etc.
- winwolf [N/A] - BMP files of game graphics, suitable for Windows wallpaper.
- wmap41 [All] - Generates ASCII maps of any level for printing.
- wmaps-60 [All R] - ASCII maps of all 6 episodes.
- nfo [1.0 S] - Instructions on patching Wolfenstein for infinite ammo, health, etc.
- wolfmaps [All S] - ASCII maps for the first (shareware) episode.
- exe [All versions] - Redirects digitized sounds to the PC speaker for those without a sound card. Shooting and screaming sounds come through; some sounds are degraded. Also works with SoD. Supersedes wolfspk3.exe, wolfspk.exe, and wolf1spk.exe. To revert, delete your CONFIG.WL? file.
- wolfsnd [1.1 Reg (6)] - Utility for exporting and importing digitized sounds from VSWAP.WL6. Reads/writes VOC files. Requires the full 6-episode version.
- wfgrchrt [All versions] - Conversion chart showing decimal numbers for all objects in the various graphics files.
- wlfaud11 [All S] - Audio Editor v1.1 by Bill Neisius. Exports/imports digitized samples from/to the shareware VSWAP.WL1 file. Accepts .AU, .VOC, .WAV, .SND, and other formats.
- allwolfsodmaps - All Wolf3D and SoD ASCII maps by Frans de Vries. Includes a Unix routine to print on separate pages. Works on both Unix and DOS.
- allwolfsodmapdefs - Enhanced definition files for Wolfmap and wmap41. Standardizes legends, adds Spear definitions, improves colors, and adds missing objects/walls.
- ultwlf13 [?.?] - Patches Wolf3D for Gravis UltraSound support. Redirects digitized sounds to the GUS in native mode (no SBOS required). Also plays MOD soundtracks in the background.
28. Wolfenstein Spin-offs and Inspired Games
Wolfenstein inspired a large wave of first-person shooter games throughout the early and mid-1990s. This section is preserved from Adam Williamson's FAQ (1994).
Catacomb Abyss (id Software / Gamer's Edge): An id game for EGA monitors, loosely based on the Wolf3D engine. Sound was poor (no SB music), presentation was basic, but the gameplay was good. You fire unlimited fireballs at undead enemies and collect spells like a machine-gun stream of fireballs. Highly recommended for Wolf3D fans.
Blake Stone 3D (Apogee): The real commercial sequel to Wolf3D, released around the same time as Doom (which overshadowed it). Set in a futuristic environment. Added features like food units, "intelligent" enemies, floor-mounted enemies, remote-linked doors, and a plasma discharger. Atmospheric and underrated.
Doom (id Software): At the time of the FAQ's writing, the ultimate 3D game. Improvements over Wolf3D include non-orthogonal walls, different height levels, different lighting levels, weapons with varying strengths, heavy-duty weapons (rocket launcher, BFG-9000), and network/serial/modem multiplayer. A landmark of gaming.
Ken's Labyrinth: Made by one person after playing Wolf3D. Not recommended.
Hugo's Nitemare 3D: Firmly in the Wolf3D mold but with a "puzzly" face. Certain guns are more effective against certain enemies. Worth trying if you liked the Enigma add-on maps for Wolf3D.
Doom 2 (id Software): Subtitled "Hell On Earth." Adds new enemies and a double-barreled shotgun. Significantly harder than the original. Generally considered not to have added enough to justify being a full sequel.
Terminator: Rampage (Bethesda Softworks): A commercial Wolf3D look-alike. Criticized for being too slow and too complicated, though it has a good variety of weapons.
Corridor 7 (Gametek): Licensed the Wolf3D engine but produced a slow, boring, and repetitive game.
The Fortress of Dr. Radiaki: Another commercial Wolf3D-engine game with similar problems to the above.
Operation Bodycount: See above.
Rise of the Triad (Apogee): Features digitized enemies, many weapons, large maps, different heights, look up/down, different lighting, and the ability to shoot almost everything (windows, doors, walls, hamsters...). Includes a God power-up where you become massive and walk on enemy soldiers, and a Dog power-up (God backwards) where you become small, enabling you to go through small passages, and invincible. Still has those orthogonal (90-degree) walls. On release: a good game with its own "feel" totally. Some people complained that the coins and little circular things that replace steps, and jumpads, make it feel like Super Mario. Very mixed feelings, overall.
Heretic (Raven Software): A new game by Raven Software using the Doom engine, set in a fantasy world. On release: a bit of a disappointment on the fantasy side; there were no standard fantasy elements, it just felt like Doom with different graphics. Seems basically to be a total conversion add-on to Doom, but that is no bad thing. Brilliant level design makes this one a winner.
Duke Nukem 3D (3D Realms): Another new 3D game by Apogee's new offshoot, 3D Realms. You get the chance to fly a jetpack. (Note: at the time of Adam Williamson's writing this was a pre-release entry, slated for first quarter 1995.)
Shadow Warrior 3D (3D Realms): Another 3D Realms release. Should introduce some interesting concepts, like throwing stars. (Pre-release entry, first quarter 1995.)
Ruins 3D (3D Realms): Another 3D Realms release. Set in a roughly Egyptian style. (Pre-release entry, first quarter 1995.)
Quake (id Software): The one id were really focused on at the time of writing. Going far ahead on technology; one of the id guys said it would be sort of like "Doom = Pong." Features planned: proper gravity, character interaction, programmed on a client/server basis (meaning loads of people over a network), vehicles, look up and down, full world "hierarchy," totally modular (easily hackable, add-ons galore), and maps made in true 3D, not "forced" 3D. Not expected before 1996. (Pre-release entry.)
Descent (Parallax Software): The game that took first-person perspective into a new dimension. You are in a ship that can be oriented in any direction, flying through maze-like tunnels, combating detailed polygonal robots, destroying the reactor, and getting out before the planet blows. Totally cool.
Dark Forces (LucasArts): LucasArts' new 3D game set in the Star Wars universe, featuring a lone mercenary's battle for the rebels. The demo's first level involves grabbing the plans for a Star Destroyer. (Entry written before a full review was possible.)
29. Modern Source Ports
Several source ports allow Wolfenstein 3D and Spear of Destiny to run on modern operating systems with various improvements.
Wolf4SDL
Wolf4SDL is an open-source port of Wolfenstein 3D to the cross-platform multimedia library SDL (Simple DirectMedia Layer). It is designed to keep the original feel while incorporating bug fixes and minor improvements. It serves as the base for a large number of modern Wolf3D mods.
Supported systems:
- Windows 98 through Windows 7 (32- and 64-bit)
- Linux
- BSD variants
- Mac OS X (x86)
- KallistiOS (Dreamcast)
To use Wolf4SDL: Place the Wolf4SDL executable and its two .dll files in the same directory as your game installation.
Wolf4SDL remains one of the primary engine choices for modern Wolf3D mods because its structure and code formatting was kept close to the original DOS engine, making existing tutorials and modding knowledge still applicable. Unlike the DOS original, it is not constrained by memory limitations.
The "master branch" repository maintained by KS-Presto (formerly AryanWolf3D) is generally considered the canonical version by the modding community. Other contributors include AlumiuN, Chris Chokan, and Andy_Nonymous.
ECWolf
ECWolf is a source port for Wolfenstein 3D developed by Blzut3. It is designed to make creating and playing mods easier and to serve as a universal engine for all games built on the Wolf3D engine.
Supported games (within one installation):
- Wolfenstein 3D (full and shareware versions)
- Spear of Destiny (full, demo, and Mission Packs)
- Super 3D Noah's Ark
- Support for Blake Stone: Planet Strike, Blake Stone: Aliens of Gold, MacWolf, Rise of the Triad: Dark War, Corridor 7, and Operation Body Count is in development
Supported systems:
- Windows
- Mac OS X
- Linux
- Android
- RetroPie (ECWolf on Raspberry Pi)
- RetroArch (emulator frontend; supports up to 24 platforms)
Where to download: Two versions are available from the main ECWolf website: a stable version (Windows 32- and 64-bit, Mac, Linux, Android) and a development version (Windows 32- and 64-bit). The stable version is sufficient for the commercial games. Many mods created since 2016 require the development version.
Key features:
- Dedicated WASD control schemes
- Widescreen resolution support
- DECORATE scripting language for mod creation
- "Soft modding" (mod files do not modify original game files)
- Automatic detection of Steam or GOG.com copies of retail games
Save file location (Windows): C:\Users\USERNAME\Saved Games\ECWolf
Config file location (Windows): C:\Users\USERNAME\AppData\Roaming\ECWolf\ecwolf.cfg (delete to reset controls)
Original Wolfenstein 3D save files are not compatible with ECWolf.
Running mods in ECWolf: ECWolf can run map packs and sprite replacements for Wolf3D, Spear, and Super 3D Noah's Ark that do not require a custom .exe file. To do so: leave the mod files in their zip archive, add a blank file named ECWOLF.WL6 (or the appropriate game extension) to the zip, then drag and drop the zip onto the ECWolf executable. ECWolf will treat it like a PK3.
Note on Doom compatibility: While ECWolf adapts some code and ideas from zDoom, it is built on the Wolf4SDL engine and cannot play Doom.
LZWolf
LZWolf is a source port forked from ECWolf (specifically from ECWolf 1.3), developed by Linuxwolf in close collaboration with the Wolf3D modding community. It contains all of ECWolf's features plus expanded modding capabilities. It is particularly suited to experienced Wolf3D modders as well as Doom modders familiar with zDoom's DECORATE scripting, since LZWolf's variant of DECORATE shares similarities with zDoom's.
Where to download: Available from Linuxwolf's Dropbox repository.
Additional features over ECWolf (as of February 2020):
- Parallaxing skies
- Atmospheric effects (rain, snow)
- Weapon damage attributes and weapon resistances (e.g., fire damage)
- Custom death animations (enemy dies differently depending on damage type)
- Custom music triggers
- Factions (enemies can be set to fight each other or ally with the player)
- Lighting effects, including shading and zone lighting
- Hub level capabilities (travel back and forth between levels)
Most mods built for ECWolf will also work in LZWolf. Bug reports and feature requests can be submitted at: https://bitbucket.org/linuxwolf6/lzwolf/issues/new
LZWolf does not currently support multiplayer (see below).
30. ECWolf 1.4 Multiplayer
ECWolf version 1.4 introduced multiplayer support. Official Multiplayer Notes are available on the ECWolf website.
Player Count
ECWolf 1.4 applies the limits of Rise of the Triad: Dark War, supporting up to 11 players including the host.
Internet Play
Internet play is possible with some configuration or third-party tools like Hamachi. ECWolf expects latency of at worst 1/70th of a second and compensates for higher latencies by dropping frames. Poor connections can lead to an unplayable experience.
Mod Compatibility
Most mods that work in ECWolf 1.4 are multiplayer-compatible, though support depends on what the mod author included in their files.
Player and Enemy Sprites
By default, ECWolf does not include sprites for the player character, so other players appear as a large exclamation mark. For Wolf3D, Spear of Destiny, and many mapsets, the Multiplayer Patch For ECWolf adds player sprites and most enemy rotation sprites.
Enemies in co-operative multiplayer shoot in all directions, but the game lacks the sprites to show this and defaults to the original forward-facing shooting sprite. In projects with custom enemy sprites, it is up to the author to provide rotation sprites.
Deathmatch
Multiplayer focus is currently on cooperative play. Basic groundwork for deathmatch exists: start a deathmatch session by launching with the --battle parameter. Enemies are removed, players can damage each other, and points are awarded for kills. However, player lives are currently infinite and there is no victory condition, so these games continue until players exit.
LZWolf Multiplayer
LZWolf was forked from ECWolf 1.3 to expand modding features, and Linuxwolf currently has no plans to rebuild the engine for multiplayer. This may be subject to change.
31. Contacting the Original Developers
This FAQ is not produced or sponsored by id Software or Apogee. For genuine setup, installation, or hardware conflicts with the original game, you could historically reach them at help@idsoftware.com or apogee@delphi.com. Do not contact them about fan-made add-on products for Wolfenstein. These addresses are historical and are preserved for reference only.
End of document. Now go play the game!
