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Wolfenstein 3d Faq

Frequently Asked Questions
by Adam Williamson (adam@scss.demon.co.uk) [Version 4.16]
Last Revised on: Thursday 15 1994 18:37 GMT (Greenwich Mean Time)


1) From here onwards 'Wolfenstein-3D' will be referred to as  'Wolfenstein' or 'Wolf3D', and 'Spear of  Destiny' will be referred  to as 'Spear' or 'SoD', to avoid verbosity. Information about  Wolfenstein applies to Spear as well, unless differences are noted. 

2) All specific names included herein are trademarks and are so  acknowledged: iD, Apogee, FormGen, Wolfenstein-3D, Spear of Destiny,  PkWare, PkUnzip, SoundBlaster, etc. (forgive if any missed out)


0.0 About the FAQ.
0.1 The Copyright Notice.
0.2 Foreword.
0.3 Id, Apogee vs the FAQ.
0.4 How can the Wolfenstein FAQ author be contacted?
0.5 How can I obtain the most recent version of the Wolfenstein FAQ?
0.6 The NEW INFO coding system within the FAQ.
0.7 Wolfenstein & SoD related files availability via FTP.

1.0 The Wolfenstein Novice Questions (The bunch that new users usually ask).
1.1 What are Wolfenstein-3D and Spear of Destiny?
1.2 What are the requirements to run Wolfenstein?
1.3 Where can I get Wolfenstein from?
1.4 How do I unpack shareware Wolfenstein?
1.5 How do I install it to HD?
1.6 Can I play Wolfenstein from a floppy disk?
1.7 What's with the game version numbers?
1.8 Are there map/graphics editors available?  What are they & which files do they change?
1.9 Are there different sets of ready made Wolfenstein maps/graphics files, and where?
1.10 How can I CHEAT in Wolfenstein?
1.11 How can I contact iD Software?
1.12 I think I found an error in the FAQ.
1.13 Is Wolfenstein available on any other platform than an IBM compatible?
1.14 Where can I find version x.y of Wolfenstein?
1.15 Where did iD get the inspiration for Wolfenstein?

2.0 Specific questions about the game.
2.1 What do all those guards say in game? (for those with SoundBlaster  or compatible)
2.16 How many hits do all those enemies take?
2.17 What weapons do all those enemies carry
2.2 What's the difference between the difficulty levels of the game?
2.3 What are the secret rooms/doors in the game? How can I find one?
2.4 What are secret levels in Wolfenstein? How can I find one?
2.5 What is that funny object/sprite in the game?
2.6 What is the purpose of the codes listed at the end of game stats?
2.7 Are there ghosts in Wolfenstein? If so where? Can I kill them?
2.8 What do other objects apart from ammo, food, etc. do?
2.9 I've heard you can drink blood in Wolfenstein? Is that true? How?
2.10 What is 'Death Cam'? How is it activated?
2.11 What is the Jukebox feature of Wolfenstein? How is it accessed?
2.12 What are those music tunes in Wolfenstein?
2.13 What is that Morse code message in Wolfenstein?
2.14 Are there any more cheats/hints available?
2.15 The Statistics & Records Section (Numbers about the game).

3.0 The FLAMING Section. (You're annoyed with Wolfenstein because...)
3.1 It crashes.
3.2 The sounds are all screwed.
3.3 You are left with a gun and 8 bullets after you die.
3.4 It's too hard.
3.5 It's too easy.
3.6 You keep running into the walls and missing the doors.
3.7 You are feeling dizzy while you play it.
3.8 It never gives you 100% stats at the end of level/game.
3.9 You always run out of ammo/health.
3.10 You can never find any secret rooms.
3.11 You can never find a secret level.
3.12 You always get nuked by that big bad boss (guard) at the end.  (defeating the bosses).

4.0 Map/Graphics Editors Section (messing around with map/graphics files then this section is for you).
4.1 Discussion of available map/graphics editors.
4.2 Rules to follow when editing.
4.3 Common editing errors (What not to do and what they'll produce).
4.4 Map/Graphics files version conversion.
4.5 Editors compatibility with the game and each other.
4.6 How to make a hardcopy (printout) of the maps.

5.0 Wolfenstein Add-On Section.  (Discussion of extra levels/graphics you can get)
5.1 Extra levels.
5.2 Extra graphics.
5.3 Other Add-ons & Utilities.

6.0 Wolfenstein Bugs & Problems (known to date), and how to fix or get around them.
6.1 Hardware problems.
6.2 Software problems.
6.3 Game specific problems.

7.0 Wolfenstein Spin-offs.
7.01 Catacomb Abyss.
7.02 Blake Stone 3D.
7.03 Doom.
7.04 Ken's Labyrinth.
7.05 Hugo's Nitemare 3D.
7.06 Doom 2.
7.07 Terminator: Rampage.
7.08 Corridor 7.
7.09 The Fortress Of Dr. Radiaki.
7.10 Operation Bodycount.
7.11 Rise Of The Triad.
7.12 Heretic.
7.13 Duke Nukem 3: 3D.
7.14 Shadow Warrior 3D.
7.15 Ruins 3D.
7.16 Quake.
7.17 Descent.
7.18 Dark Forces.

8.0 Acknowledgements.

9.0 Revision History.

10.0 Future Additions To The FAQ.



I hereby grant the right to anyone who wishes to freely reproduce WOLFENSTEIN-3D and SPEAR of DESTINY FAQ in part or in full in any electronic or written form provided that the author as well as the acknowledged people (Section 8.0) are given due credit. 

Adam Williamson - new maintainer of Wolfenstein-3D and Spear of Destiny FAQ

Date: Nov 11th, 1993.

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Ok, It's been a couple of years now since the first release of this FAQ. Wolfenstein-3d has been out and available as shareware for over 3 years. Originally I wrote the FAQ to stem the very large number of posts and questions on Usenet's comp.sys.ibm.pc.games about this game. I must say that I think I've been successful in conserving some bandwidth by provision of this regular (most of the time) article.  This FAQ will be availible on the Games Domain WWW site (http://wcl-rs.bham.ac.uk /GamesDomain) and FTP site (wcl-rs.bham.ac.uk) and will be posted whenever I remember (about every month) to the Internet usegroups comp.sys.ibm.pc.games.action and alt.games.apogee.

I would like to thank all of the contributors to this FAQ.

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Now hear this! Apogee and iD Software have nothing to do with this FAQ. They do not give me support with it (not counting some e-mail thanks from J. Wilbur at iD Software). This is NOT an official publication of either iD Software or Apogee. The information contained within this article is provided 'as is' as I collect it from various Usenet sources. I do make an effort to check whether the information is correct at the time of the post, but as usual no guarantees are provided.

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I can be contacted via Internet e-mail at the following address: 

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1) Drop me an e-mail (--> See Section 0.4).
2) Get it from the FTP site wcl-rs.bham.ac.uk.
3) This article is also reposted about every month on comp.sys.ibm.pc.games.action.
4) Read it on the WWW site http://wcl-rs.bham.ac.uk /GamesDomain.

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Throughout this FAQ I'll be refering to some Wolfenstein related files. These can be obtained through Internet FTP archives.

ftp.cc.umanitoba.ca []

is the official wolf3d site.

****** <<<<<< (will be referred to as 'MANITOBA' from now on) >>>>>> ******

I will not include any information on wolf3d related files unless they make their way to one of these sites. (Nope, wuarchive.wustl.edu won't do Sorry!) If you don't know how to get them there or don't want to do it yourself or don't have ftp access then send them to me. I'll be happy to upload them
for you.

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Wolfenstein-3D is a 3-dimensional action game from iD Software. (distributed as shareware by Apogee). Spear of Destiny is the commercial sequel of the same game that includes some enhanced graphics.

OBJECTIVE: Survival/Exploration
TYPE: Action
VIEW: First person 3-dimensional perspective.
Smooth scrolling gameplay and character animation.
Full 360 degrees view sweep at any angle.
VGA graphics (320x200x256), SB/SB-Pro/Adlib/Sound Src support
Mouse/Joystick/Gravis pad/Keyboard interface.


VIOLENCE RATING: PC-13 (profound carnage - analogous to the movies' PG-13)

COMMENTS: Impacts visually. Highly addictive. Slighty violent.

STORY LINE: In Wolf3D: Basically you're a WWII allied spy imprisoned in Germany  and you're trying to escape (full story included with the game).   In SoD: Capture the Spear of Destiny from a Nazi stronghold.

AVAILABILITY: First part of Wolf3D is shareware. Extra parts can be ordered  from the distributor (more later). For Spear there is a 2-level  demo version and the full version can be obtained at your local  software store. There are now SoD: Missions 2+3 availible as well.


Wolf3D: 6 episodes (parts) each containing 10 levels.  The shareware version only contains episode 1.  The registered version (pay $$) contains either 3 or 6 episodes.   Altogether there are 10, 30 & 60 levels in the shareware and  two registered versions.

SoD: 1 set with 21 levels of pulse-pounding action.  The demo version only contains the first 2 levels.
The registered version (pay $$) contains the full 21 levels.

WARNING: Some people have reported being sick after playing or watching  others play (a kind of motion sickness if you like). --> See 3.7

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Processor: 80286 or better (Nope won't run on XT).
Graphics: 256Kb VGA or better.
Memory: 580Kb Conventional. Also supports EMS, XMS.
( If EMS/XMS are available the game will use them to preload  some of the graphics data. )
Hard Disk: Wolf3D: Approx. 1.38Mb (Shareware version)
Approx. 2.40Mb (Full 6 episodes version)
SoD : Approx. 1.24Mb (Demo version)
Approx. 3.06Mb (Full 21 levels version)
(Support SB, SBPro, Adlib)


DOS : 5.0, 6.0 (should be downward compatible to 3.3 but wasn't tested)
Other OS's : OS/2,
Windows: (Note if you've got a SB device driver installed under Windows or a Windows TSR like an hour chime running it may interfere with some of Wolfenstein's digitized sounds)
Running WOLF3d/SoD under Windows isn't really recommended.
Windows NT: unknown. (anyone?)
DR-DOS 6.0

Compatible with: Stacker: Yes (2.0 & 3.0)
Superstor: Yes
DOS 6.0's Double Space: Yes

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You can ftp Wolf3D game from MANITOBA, locating it in /pub/wolf3d . It is archived as a PkWare's ZIP file (wolf3d14.zip). You can also ftp it from UWP. Look in /pub/msdos/games/id (file 1wolf14.zip). (Note: ziped with PkZip v2.04g) You must have PkWare's PkUnzip software to unzip the .zip file. (You can obtain the pkzip/unzip software from garbo.uwasa.fi /pc/arcers  filename = pkz204g.exe) The archive size is approximately 750Kb. There is an unpacking installation with this latest version (v1.4) of
Wolfenstein so there should be no problem with getting started.

You can also get a full version from Apogee (iD's Wolfenstein distributor). Info on ordering is included in the shareware version. Lately the full version has also been commercialised and should be available from local software stores and other retail outlets (such as K-mart). (This info is U.S only. Other countries may have had it available this way  for a long time now).

You can ftp the demo of SoD from the same two sites (file soddemo2.zip). The archive size is approximately 740Kb.  You can get a full version from FormGen (iD's Spear of Destiny distributor).
Info on ordering is included in the demo version. SoD may also be obtained from your local software store.

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You'll need PkWare's PkUnzip software (version 2.04g) to 'unzip' the file. 
Create a spare directory, then copy the file you've obtained into it.
Next use pkunzip to unarchive the file. Like so:

pkunzip wolf3d14.zip
pkunzip soddemo2.zip

(Assuming your pkunzip.exe is on DOS's command path.)

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Through unarching the program in 1.4 above, an INSTALLATION copy of the game was placed in the current directory. Just run INSTALL program supplied to install a runable copy on your HD. You can delete the INSTALLATION copy once a runable copy has been made (to save disk space of course).

NOTE: Initially you'll need ~4Mb of HD space to unpack and install the game. For the SoD demo, unarching the program in 1.4 above will place a runable copy on your HD and you don't need to take any further installation steps.

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You can play the shareware version of Wolf3D and the demo of SoD from floppy disk since it's only about 1.38/1.24Mb (we're talking 3.5" High Density disk here). You'll have to install it to a hard disk first and then copy it across to a floppy disk. The full registered versions of Wolfenstein and Spear are much too big for a 1.44Mb floppy (unless you have something like a 20Mb floptical disk drive :) on which it would easily fit). The performance of the game running from a floppy is much the same except when you first load it up it takes it about a minute to load up all the graphics/map info, so just wait patiently. It's a bit slower between the levels as well. In the game itself there is usually no speed differential except in certain parts where it brings in a page of graphics for some wall panels. You can then notice a split second pause.

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The most current version of Wolfenstein 3D is 1.4. The newest version fixes all known bugs (as did 1.1 at the time, etc.) Apart from that there is not much of a difference unless it comes to map/graphics editors. --> See 1.8, 1.9 & 4.X A breakdown of the versions and what the differences are is below.  (If you never played Wolfenstein this will sound meaningless, but then again  if you NEVER played Wolfenstein then where were you this past two years? ;) NOTE: There may have been some other bugs fixed between the versions which I don't know about, so if you think you know e-mail me.

v1.0 - First release (05/05/92)
v1.1 - Fixed some secret doors map bugs (on level 7 & 8 in episode 1 there  were secret doors left out) and also some video problems (06/10/92)
v1.2 - Secret level elevator bug was fixed (introduced in 1.1 :( ) (06/22/92)
v1.3 - Was never released.
v1.4 - Fixed something but I forgot what. It also changed slightly the graphic backdrop on the opening screen and other menus, changed the interior  elevator graphic and added a calibration routine in the joystick setup  menu. (12/03/92)

The dates next to versions are the file stamp dates of the game .exe file. They are not the actual market release game dates.

There were other 'internal' changes between versions but they are only relevant
to mapping programs. --> See 4.X

The version numbering of Spear seems to have gone through the same routine,
but currently I only have info on the initial release:
v1.0 - First release (09/28/92)
v1.1 - No information available (yet? call on info)
v1.2 - " " " " " "
v1.3 - " " " " " "
v1.4 - Final release, changes from previous versions unknown  (01/05/93)

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Map/Graphics editors can be obtained from our page: Editors

No, they are not written by iD or Apogee nor supported by them. (Also --> See Section 4.2)

Apogee ask that you ONLY edit registered wolf3d. The latest level editors  will ONLY work on registered versions. Will FTP sites PLEASE withdraw levels  and graphics capable of running on shareware wolf3d. Anything that will work on registered wolf3d/SoD, and ONLY registered, is OK.
Ok, continuing on...

You can even share with the world your own map/graphics creations for Wolfenstein by uploading it to UWP in /pub/incoming/id . (--> See 1.9 for a complete list of iD's directories for that site.)

NOTE: You are strictly not allowed to distribute the executable files from the registered full version of the game, i.e. any .exe files. Nor anything from the game for $ unless selling the game to third party (Legitimate registration transfer).

The editors have been obtained by reverse engineering the map/graphics files and producing programs that changed those files in a manner consistent with the game requirements of them.

The editor archives are:
maped41.zip map viewer/editor
maped42.zip " " "
maped6.zip " " "
wolfed21.zip graphics viewer/editor
wolfm160.arj map viewer/editor version convertor
maped8.zip map viewer/editor

The last one will let you convert between different versions of Wolfenstein since the map encryption for 1.0 is not compatible with 1.1 and upwards (and you may feel left out if you designed maps before with 1.0 and now have  1.1 or 1.4, etc. Not so!  BTW: 1.1 through to 1.4 are map/graphics compatible as known to date.)

Also maped41[42][6]/wolfm160 will automatically detect what version of Wolfenstein you have installed so you need not worry if you don't want to convert maps (upgrade/downgrade (!) them).

All of these files include ample docs with them, if you already have them and want some tips or help on their differences and shortcomings, then --> See 4.X

In order to make the Map editors work for Spear of Destiny, an enhanced version of the .DEF files must be used. They should be obtainable in the same ftp sites as the map editors (file wmapdefs.zip and others). If you can't find them, some minor work will need to be done. Find the wall types (MAPDATA.DEF) and the object types (OBJDATA.DEF) that are undefined and define them in your *.DEF files.

The aforementioned editors change the following files:

Map editors:
where XXX is either .WL1 for the shareware version or .WL3 and .WL6 for the registered 3/6 episode versions respectively.

Note that GAMEMAPS.XXX replaced MAPTEMP.XXX in versions of Wolfenstein 1.1 and higher, i.e. MAPTEMP.XXX is only present in v1.0. It doesn't really make any difference since the map editors will recognize that. For Spear, XXX is either .SDM for the demo version or .SOD for the full version. To have some of the map editors work with them, you'll need to rename them to .WL6 files and then back to play the game. Please consult Section 4.1 to see if the map editor you're using will recognize SoD .SDM & .SOD file extensions.

Graphics editors:
where XXX is as before.

My own word (Adam) on level editors:

Basically, GET ONE NOW! They are very, very good. I use mapedit 8.0. I have  a regular conversation going with Warren Buss, one of the writers, and 8.1  is done, but not on general release. They are adding Corridor 7 support, and  it will be released with a higher no than 8.1 when this is done. Mapedit 8.0  supports every single object in wolf3d, and has many useful features. It  also supports SoD and Blake Stone 3D. Before anyone asks, there are NO plans  for Rise Of The Triad support - it is too different. Also, levels are very  easy to knock up quickly, but don't. It is not as bad as Doom (2 months  per level!), but try and think about it. Get the player lost. Build in  traps.

Graphics editing is very fun, but you need to be a reasonably talented  computer artist, prepared to work for a long time to achieve results. Enemys  have 20+ frames of animation, and these all need to be changed. I am working  on a major add-on, Warhammer Wolfenstein, which is being done with two  friends - they work on graphics, I do levels. We will have something decent  out by february 95.

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If you are looking for an alternative set of map or graphic files for your Wolfenstein game then the sites mentioned in Section 0.7 carry them as well in the same or sibling directories.  MANITOBA has the add-on maps/graphics/editors, etc. in the same directory as the game i.e. /pub/wolf3d . Make sure you look through an index file (normally 00index* or README to see what is what or --> See 5.1 & 5.2 for a short tour) At UWP have a look at /pub/msdos/games/id/home-brew directories.

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See our pages by clicking here

DEMO RECORDING MODE - This "debugging" feature is not accessed in the same way as the other commands. To record a demo, follow step one from the beginning of this file, and then hold down TAB at the title screen (the one with B.J. hiding from a guard). Unfortunately, there doesn't seem to be any way to display these demos after they've been recorded, but if you've ever had a secret desire to play Wolfenstein 3-D with a big "DEMO" sign at the  top of the screen, this is how to do it. Theory: I do not have 1.0 of  wolf3d - i use 1.1 - but I think that if you leave it on the title screen  long enough, you get a demo, and this is probably what you are recording.

And then there's always the MLI (Machine Langauge Interface) cheat.

What you do is press L, I and M all together and you get full health & ammo as well as the chain gun and both keys ;) However, it will reset your score to 0!  (This also renders the tab-I cheat useless).

The equivalent of this cheat for the Mac (I think...the sender did not name system) is typing in BURGER.

IMPORTANT: It seems that in later registered versions of v1.4 of Wolf3d the cheat mode has been disabled (appearently Apogee requested it). At the moment I have no additional info to differentiate these two versions of v1.4. If you have any such details (like file dates etc.) drop me a line.

Apogee has also stated that starting with release of their game 'Biomenace' all their subsequent shareware game releases will be devoid of any in-built cheat codes. This is apparently to encourage registering the game (where the registered versions would have some kind of cheat mode (???) etc.)

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1.11 HOW CAN I CONTACT iD Software or Apogee?

If you have some difficulties with Wolfenstein or Spear that are unresolved after reading this FAQ you can send e-mail to help@iDsoftware.com or apogee@delphi.com. Note that this FAQ is not produced or in any way sponsored by iD Software or Apogee, so they are not responsible for the material included herein. I would discourage asking them about the add-on products for Wolfenstein. Mail only if you have a setup, installation or hardware conflict, etc.

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If you find some information contained within this article incorrect
I'll appreciate you informing me of it ASAP.

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There is a SNES version (blood changed to sweat, dogs changed to rats) and a Jaguar (uncensored, slightly altered graphics) version. Mac version IS now availible, and uses the Jaguar graphics. The Archimedes version has just come out. No info on graphics.

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If you're looking for older versions of shareware Wolfenstein then MANITOBA is the place.
These are the files:

v1.0 - 1wolf3d.zip
v1.4 - wolf3d14.zip

If you want v1.1 (god knows why) you'll have to patch v1.0 using w3dpatch.zip (--> See Section 5.3)
I don't know where to get shareware patch for v1.2 but the only difference from 1.1 to 1.2 was the secret level bug fix on episode 1 level 1. If you have an editor you can patch it yourself. But really, you should only need v1.0 (for some add-ons) and v1.4 (for the rest).

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The The idea for Wolfenstein came from an old Apple ][ game called Castle Wolfenstein that the iD games liked. They had come up with the idea of the 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 guys went out and got the copyright on the name, and Wolfenstein 3D was born!

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See our Enemies pages by Clicking Here

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Here is detailed roughly how many shots each normal enemy takes to kill.

-  Dog - 1 shot, 1 knife hit.

- Brown Guard - 1 shot if close up and on target, or hit in back, and 2 if at a distance. If your aim is out it can be 3. About 2/3 knife hits.

- SS - About 8 shots or 12 knife hits.

- Officer - About 4 shots or 6 knife hits.

- Mutant - About 8 shots or twelve knife hits.

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See our Enemies pages by Clicking Here

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There are four main differences:
1) There are more guards on harder difficulty levels.
2) They are harder to kill (can take more shots and you have to aim better)  on harder difficulty levels.
3) On harder levels you take more damage when shot.
4) There are a certain number of guards on difficulty 1 (can I play  daddy), the same on difficulty 2 (don't hurt me), they just do more harm, more on difficulty level 3 (bring 'em on) and a hell of a lot on difficulty  level 4 (I am death incarnate! meaning: I am death personified, made into  a person).

There is another minor difference. On the lowest level the 'first-aid kit' sometimes bumps up your health more than on other harder levels. --> See 2.8 & 2.15 for more.

NOTE: on the lowest level 'Can I play Daddy?' you can generally pick off a guard even at long distance with one shot in the general direction (well, not every time but often). On the hardest level this usually  will not happen.

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The secret rooms are like any other room in Wolfenstein except they are accessed by a 'secret passage' (not really a door). There are certain wall panels which can be pushed (acted on) like a normal door. The wall will then slide back revealing a passage to another room. Secret rooms are usually used to store treasure, food, first aid and ammo packs and more powerful guns, i.e.
the items of interest when survival is at stake (the treasure helps get more points which accumulate to extra lives, etc.). Sometimes they are used to store keys to locked doors, but not often (not in the Wolf3D shareware episode anyway).

NOTE: There is nowhere in the game that anything vital to completion is hidden behind a secret wall. Keys are just to shortcut routes. iD thought necessary secret rooms would be too hard to find. This is strictly untrue, but the areas it is used (Episode 1, level 8 for example) are in tiny rooms where it is dead easy to find the pushwall.

Although there are no strict guidelines to where a secret room might be, you can get some slight hints on where one might be positioned. Since the maps in Wolfenstein are true (i.e. they're not warped space) then if you see a block of wall which is pretty thick and houses no standard rooms (operated by normal sliding doors) it could potentially house a secret room. Try first the obvious places on the walls e.g. Hitler's painting, nazi banner & other obvious wall decorations. Some secret panels are in the corners of a room, others in the middle of a wall (midpoint of a wall in a standard room). There are also a few between two objects, like between two plants or two barrels positioned against the walls.
--> See 3.10 for more.

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The secret levels are just another level which has been made a bit harder to find than others. To get to a secret level you must take a special elevator (well, they don't look special though, in fact in appearance they look like a normal elevator) from one of the normal (non-secret levels). Elevators like that are hidden. There's one secret level per episode (so there's one in the shareware version too :).
When you arrive at a secret level it will be marked 'level 10' on your status bar. In Spear there are two secret levels in total, marked 19 and 20. After you finish the secret level the exit elevator will take you back to the level that you should have gone were it not for the secret level. Say you got to secret level from level 1, then after secret level (10) you'll end up on level 2.
For a bit of a spoiler --> See 3.11

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That funny object only occurs in the registered 3 or 6 episode version of the game. It is a sign saying to call Apogee. See, it was going to be a part of a competition with the game, like you find it and then call the distributor (Apogee it was then) and you could win something (???).
The competition idea was dropped fairly quickly though, after all the mappers and editors were unleashed only weeks after the game's release. OK, for all those who haven't found it, the object is a wall saying "Phone Apogee Say Aardwolf." It isn't very exciting, trust me.

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Same thing as in 2.5 the code is the checksum for your score in game. It was going to be a proof that you actually went through the game and obtain such and such score.

NOTE: To my knowledge the codes only occur in Wolfenstein v1.0 & 1.1  (maybe 1.2, not sure)

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There are two kinds of ghosts in Wolfenstein. The Hitler's ghosts which haunt you in episode 3 level 9 (the boss level where you kill Hitler). You can certainly kill those.  There are also some funny Pacman Ghosts in episode 3 level 10 (secret level). You can't kill those but they can hurt you if you touch them. Just stay clear and you'll be ok. (Or cheat with GOD MODE --> See 1.10)  In Spear there are ghosts in the final floor (21). These white ghosts can be shot, but after a short while they reappear. They can also hurt you if you touch them.

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Umm, well ... nothing really. They're there 'cause they look nice.

To see a list of Usable items in the game, Click Here

Doors: open and close these.
Keys: access locked doors.
Elevator: use it to progress to next level.

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You can slurp up the blood pools and consume the bloody skeletons if your health falls below 10%.

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Death Cam is a animation replay of the final few seconds of the killing sequence of some the games bosses (you know, the huge guards). The only bosses subject to Death Cam are:

Dr. Schabbs (episode 2)
Hitler (episode 3)
Otto Giftmacher (episode 4)
General Fettgesicht (episode 6)

The Death Cam is activated after you kill one of these bosses. After the replay the current episode concludes regardless of whether you killed all other guards, etc. 

There is no Death Cam in Spear. It has a nice set of end screens though.

NOTE: Deathcam does not replay your killing, from your viewpoint - it just  shows all the guy's dying frames from close up, so it is always the same.

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The JukeBox feature of Wolfenstein is just a menu of different music scores that normally play through the different levels of Wolfenstein.  To access it press and hold 'm' while Wolfenstein starts (after you started it from DOS).

Now you can listen to that favourite tune from the game.  The Jukebox is present in all versions as I understand (shareware/registered 1.0 through to 1.4). The menu of music scores may be different between the versions but it nevertheless is there.

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What is the theme music for Wolfenstein 3-D?

The tune that opens Wolf 3-D is known as the "Horst Wessel Lied" (Horst Wessel's Song), which was the official Nazi party anthem. Here are the first couple of bars to the lyrics, though further research will follow:

(translated from the original German)

Raise high the flags! Stand rank-on-rank together.... SA will march with steady, quiet tread....

Historical background: Horst Wessel was an average SA (Sturmabteilung -- literally, Storm Detachment; which was the Nazi goon squad) trooper and local party leader in Berlin. He was killed in a street brawl with Communists in 1930, but not before leaving the words and music to the tune that became the Nazi anthem. It was played along with the official German national anthem, whose tune is still used today, although with different lyrics than what was played in Nazi Germany.

Other musical trivia: a few bars of the U.S. Army, Navy, Air Force, and Marine Corps anthems are played throughout the game. In one of the music pieces, a Morse-code message is played in the background...

The music on episode 1, mission 9 is vaguely reminiscent of the British  National Anthem, God Save The Queen/King (depending on who is the monarch  at the time).

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In Episodes 3 & 6 of the registered version the music seems to include a Morse code beeping in the background.

I have scooped the following from UseNet's comp.sys.ibm.pc.games.action (I don't know the originator, you know who you are)

Here it is:

TO BIG BAD WOLF DE ["de" means "from" in amateur radio Morse code jargon]

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Yes Siree! There's certainly that Wolfenstein hintbook you can obtain for some extra $ (US$ 10 I last heard), when you order the full version of the game.  It's supposed to be packed with hints about the game levels and how to cheat in the game (--> See 1.10). I don't know all the details 'cause I don't have it.  (Er, the game's too easy anyway (No flames! --> See 3.X))

There's also the Spear of Destiny hintbook to be obtained for US$ 15.  It has lots of background info on the game, the storyline, its development history and the guys at iD Software, plus hints for playing, the full set of printed maps and how to access a few hidden features in the program.

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Ok, at the risk of repeating myself here goes:

The Wolfenstein game has:

10 levels per episode - 6 episodes (full version) - 1 secret level per episode.

The Spear of Destiny game has:

21 levels (full version) - 2 secret levels and a special end level.

Both games have:

4 difficulty levels - 4 weapon types: knife, pistol, machine gun & chain gun - 2 keys: gold & silver.

Max ammo: 99
Ammo with guns: 6
Ammo with clips: 8
Ammo with guards' clips: 4
Ammo with ammo box (SoD only): 25
Ammo with X-tra life: 25

Max health: 100 %
Health for blood/bones: 1% (Note: health must be <10% for this to work)
Health for dog food: 4%
Health for chicken meal: 10%
Health for first aid: 25% or 35% depending on which level of difficulty
Health for X-tra life: 100%

Score for brown guards: 100
Score for dogs: 200
Score for white ghosts (SoD): 200
Score for white officers: 400
Score for blue SS troopers: 500
Score for undead: 700
Score for ghosts of Hitler: 2000
Score for bosses: 5000
Score for cross: 100
Score for chalace: 500
Score for treasure chest: 1000
Score for golden crown: 5000
Score for 100% completed: 10000
Score for secret level completed: 15000
Score for boss level completed (SoD): 15000
Score for 1 sec under par level time: 500

The following table shows the par level times for all Wolf3D episodes:

Episode 1 2 3 4 5 6 7 8
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

The Boss and Secret levels have no par level time.

The following table shows the par level times for all SoD levels:

1 2 3 4 6 7 8 9 11 12 13 14 15 17
1:30 3:30 2:45 3:30 4:30 3:15 2:45 4:45 6:30 4:30 2:45 4:30 6:00 6:00

Once again, the boss and secret levels have no par level time.

Extra life: every 40000 points or if you find the icon.

NOTE: extra life icon counts as treasure! If you forget one --> no 100%  treasure statistic!

NOTE: Par times cannot be edited with any edit programs I know of - anyone  seen one?

Average number of rounds (on 'Death Incarnate' difficulty) required to kill:

Minimum number of rounds required to kill:
Ghost of Hitler: 25
Hans: 40
Hitler: 70 to blast him out of his harness &
another 70 to finish him off.
Other Bosses: 80

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Usually the reasons for Wolfenstein bombing out are these:

1) You have a hardware conflict with your soundcard.
2) You have a software configuration problem.
3) You have more than one version of Wolfenstein and some game files from the  versions are mixed.

1 & 2 are discussed later --> See 6.1 & 6.2

If you mixed Wolfenstein versions or put different home-brew add-on maps in the same directory then Wolfenstein might hang since map and graphics file formats are different from version 1.1 onwards.

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Either your card is not fully Soundblaster compatible or you have IRQ or DMA conflict. --> See 6.1

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a) Cheat (--> See 1.10)
b) Learn about secret rooms and how to find them (--> See 3.10), there is  plenty of ammo/food inside them.
c) Save often.
d) The blue SS troopers carry machine guns. Toast one with your gun and you can  pick up his machine gun. If you have the machine gun already, he just drops  an ammo pouch.

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--> See 3.3 & 3.10
Also start on an easy difficulty level. Don't despair, you'll get better. One of the advantages of veteran players is that they know the layout of the maze.  They know where to find ammo, food, etc. As you get familiar with the game you'll also be able to judge how many shots to fire and where to aim. Thus you can conserve your ammo.  To preserve health learn how to use the strafe function (useful when ducking around corners).  Also don't just plunge into rooms. Hang back and see if any guards come running out. Then ... Pang!

Some difficulty can also be attributed to disorientation of new players.  Several corridors or rooms may look alike. Try look for dead bodies (i.e. the trail that you've left behind) or other characteristic objects.  If you're having trouble with movement then --> See 3.6 & 3.7  One nice hint I've received is about slowing the game a little. If you have turned on debugging keys then holding TAB slows the game down a bit (not as slow as slow motion from the debugging options). This means that you can let off a couple of accurate shots before the targets (guards etc.) have time to react. Great for some tight rooms and conserves ammo as well.

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Like a challenge eh? Check out some home-brew maps. --> See 5.1  You might also try to reduce your health with the cheat mode (--> See 1.10) or decide to play without machine guns. Take that for a challenge.

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Sounds like a major new user disorientation syndrome to me, but could also be attributed to a slow computer. See, slower machines sacrifice the frame rate to keep the gameplay speed constant. Thus you might miss a few frames here and there and that will fool you into overshooting your targets (doors, guards when you're aiming your pistol at them, etc.) Strafe function helps here sometimes. You can also try experimenting with various input devices. Mouse is more accurate on position but slower when it comes to movement. Joystick is rather inaccurate but easy to handle and still slow. Especially your rotation speed. If you have a Thrustmaster or other joystick + configurable buttons you can program these for strafe & run functions. That should make it a little easier.

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There have been a lot of discussion about this phenomenon. In short some people experience dizziness attributed to the game movement. There were many theories, most along the line of motion sickness.  Some also said that the animation is too smooth so it fools your brain into believing it to be real. Others said its too jerky and it makes you vomit like being sea sick. Another popular theory is that lack of proper acceleration (like on-off high speed) attribute to the nausea.  I will not go into discussion of why. Rather I'll post some steps people suggested. Remedies are not guaranteed to work. There are many, all are experimental and some will have opposite effects on different people. This, it seems, is a very individual problem.

a) Try different display sizes. Either different size monitors or use the F5  function to vary the display window.

b) Try sitting closer/further from the display (but don't stick your nose in  it, I don't want you to get radiation sick). Combine with focusing/ defocusing on the display or surroundings (your room, etc.) This is to see  if you're being aware that you're looking at the monitor (by seeing other  objects around it) and hopefully it may convince your brain that what you  play is not really real.

c) Try different machine speeds. If you have a turbo switch try playing with  it on/off. See what the difference is.

d) Try different input devices (--> See 3.6) With a mouse you can control  acceleration more accurately than with a joystick or the keyboard.

Play on your friend's/collegue's computer. See if it's better/worse.

Have breaks while you play. Play in turns. Watch others play & then play  yourself.

g) If you have Soundblaster try playing with/without the sound. If your  soundcard is stereo try playing with headphones on. Reverse the headphones  so that left becomes right. Does it confuse you more. (It has no difference  on me if you want to know ;) This one is not meant as a torture (Hehe) only  to see if you're generally well adaptive.

After I switched machines from 386SX-25Mhz to 486DX-33Mhz I had problem adjusting too.  Everything seemed "too smooth". Now when I see it on the 386 it makes me want to vomit. Sometimes you'll have to give it time to adjust.

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Hmm, must have missed some treasure/secret room/enemies.


1) Improving secret room ratio --> See 3.10
2) Improving treasure ratio = Improving secret ratio since most remaining  treasure you missed is probably hidden.
3) Improving kill ratio.

A few dogs running wild may be the cause.  There's also a few places in the maze where the guards can follow you in  circles. Back up your tracks, you might smash into one around the corner.

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There's plenty of ammo/food/first aid around to last to twice the fun. Problem is knowing where to find it. Be careful to not leave behind ammo clips dropped by guards after you kill them. Its only 4 rounds but it adds up. Sometimes ammo/food/first aid is concentrated in a couple of rooms on a level. If you find that cache you'll have no problems. Some levels have relatively little food/first aid but lots of ammo. It may be wise to plan ahead and stay healthy for that level. You can also plainly waste ammo and overshoot ensuring you'll be hit as little as possible. Other levels may have little ammo and lots of food/first aid. Adopt ammo saving strategy there.  Remember that extra-life sphere boosts both your health and ammo.  Also --> See 3.10

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Secret rooms usually house most of the treasure, ammo and health bonuses as well as machine guns and extra lives.

Some "obvious" places where a secret room may be located are between two items (like a barrels, drums, plants, wall art.  Sometimes the wall art may be the secret.  Look for different wall panels in a wall of one type of graphic.  Sometimes it's a corner wall, and other times it could be close to the corner, or at the midpoint on a short wall.  They can be just about anywhere.  You just have to keep looking and you will discover the secrets of where a particular map maker likes to do things.

NOTE: Some secret rooms have secret rooms within them. Sometimes secret  movable panels can be moved to block each other. Be careful not to  block yourself in. This is also why sometimes you cannot get 100%  secret ratio for some levels.

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Well, if you read Section 2.4 you'd know that you need to find a secret level elevator to get to a secret level. These elevators are hidden inside secret rooms (that is, behind pushwall passages). They can be pretty darn hard to find without a map. To get you going here's one from episode one.


The secret level elevator for episode 1 is on level 1! It is accessible by a series of secret doors (pushwalls) in the last room of that level (the room with the normal elevator).

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Note: This section is *far* from complete. Why not send in your hints  for wiping those tough guys at the end.

Well, here's a general guide submitted by Douglas Bottoms  (BOTTOMS_DOGLAS_J@Lilly.com)

"Usually, I try to get as close to the boss as possible, then back STRAIGHT away from the boss while firing. Then strafing left or right to hide behind a wall (or get out of the way)."

Note: You will find that most boss scenarios conveniently include blocks of wall behind which you can hide while the boss fires its 'salvo'.  Here is a specific one pertaining the Mad Doc at end of Episode 2.

Episode 2: This is the Mad Doctor who is creating all the Zombies. If you go t him straight on he'll just zap you with his syringes and you'll go all red-eyed and die. If you go to the corridor to the left of the room where he's hiding and wait for him to come out you can zap him with the old chain gun from the side. There's also a first-aid kit in there which helps. Once he's retired back to the room rush out to the beginning of the level where there is a secret room (which you will already have opened up) full of ammo clips and restock on ammo. Now you can go back in for a frontal assault and  finish him off. This guy doesn't fire much - I hit him a bit, get out of  the way, hit him a bit, get out of the way...
Episode 3: Hitler is to the left of the entrance to the final room in the final level. Hit him with the chain gun until his armor drops away. Then rush down to the end and turn right, knock off the 2 white guards in there and you'll find lots of extra ammo and some first aid. If you lurk here Hitler may come after you - in which case blast him, or if you wait long enough he'll seem to go away. If this happens go right back to the beginning of the level where there is a secret room full of ammo and stock up because you'll find he's trailed you. So turn round fast and give him everything you've got.

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There are 6 map/graphics editors available as far as I know.

Mapedit v4.1  - Written by Bill Kirby (who incidentally retired from working on his  creation).

This software will let you edit Wolfenstein's maps for any version  released to date (1.0 through to 1.4). It will recognize if your copy  is shareware, or registered (3 episode or 6 episode).  Turbo Pascal source is included so you can make your own adjustments.   NOTE: Not compatible with SoD.

This is the 'vanilla' version of this editor. Many have changed this  version to produce their custom 'enhanced' editors with more features  etc. (Thus this version is where the version tree splits). 

The following two are the most popular.

Mapedit v4.2 - Written by Ralf Seider (rauh@wrcd1.uni-wcppertal.de)

Some new functions were added to v4.1  - Item selection memory while editing.   - Can select items from map (pick up using mouse)   - Fill & rectangle functions for easier level construction.
NOTE: Not compatible with SoD.

Mapedit v6.0   - Written by Dave Huntoon & Brian Baker

Some bugs of v4.1 fixed.   Some new functionality added:  - Copy, Paste  - Exchange (maps)  - Help - Write / Read individual levels to / from disk  - Statistics display (# of actors on level etc.)  - Compatibility with SoD.

Mapedit v8.0 [FAQ editor's choice]  - Written by Warren Buss, David Huntoon and Bryan Baker

- Blake Stone compatibility   - Zap function   - Loads of other useful stuff!

Wolfmap - Written by Jan Peter Dijkstra (Sysma Automatisering).

This one was based on v old version of Mapedit but then evolved into  an editor of its own.   It's really more of a Wolfenstein map processor with functions such  as: version conversion, level map export into intermediate file  (allows moving and copying of levels), level ASCII dump for printing  purposes, etc. The editor is really based on Mapedit visually with  slightly more functionality. C++ source included.   NOTE: Not compatible with SoD.

Wolfedit - Written by Bill Kirby (again!).

This is a must if you want to change  Wolfenstein's graphics. Not only does it let you edit the wall  panels as well as images of guards and various objects. You can also  export/import images as GIF files. This makes editing with your  favorite paintbrush tool easy. The picture size is limited to 64x64
pixels but for importing images you can position a square on a  larger image and snap it into the editor.  Wolfedit will not read SoD graphics file as such (VSWAP.SOD file).  If you're trying to edit SoD graphics then just rename your  VSWAP.SOD file to VSWAP.WL6 before editing. Rename it back after  you finished.

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First of all I would like to stress that iD Software and Apogee are not responsible for the home-brew add-ons floating around. They will offer you no support whatsoever if you encounter problems with them so DO NOT CALL Apogee about them!  Even when Wolfenstein bombs out with an error message giving you the 1-800 number of Apogee DO NOT CALL if you were playing the non-original maps/graphics. Apogee especially DOES NOT appreciate it.  If you want to get help about it read the rest of this section. If you find no clues post to comp.sys.ibm.pc.games.action for help.

Ok, Here's a few guidelines if you're just starting to play around with the editors. I thought I'd put something down that might save you from screaming ARGHHH!! after a few hours of editing. Most of these are just a few pointers.

- First of all save your work often. This one needs no explanation.

- Also test it often. Some editing quirks will produce game bugs that are just  plain hard to get rid off. That might mean you'll have to start editing that  level from scratch.

- Landscape objects are similar in that they are displayed as landscape  when aligned east/west and as starry skies when aligned north/south.

- If you REALLY want to have elevators north/south then the elevator  lever would have to be one of the side panel (as you enter the  elevator).

- Secret elevator needs floor number 6B (hex) inside it to work  properly.

- Mobile guards and dogs can have arrows (turning points) to direct  them. Place these on the path you want them to move. When they notice  you they'll obviously break from that pattern, otherwise they'll  follow it. If no turning points are set, they will keep on walking in  the direction you set them off in, walking through walls and everything.   In other words, SET TURNING POINTS!

- Note that when placing guards and dogs on the same arrowed path  you might screw up the pattern since dogs are faster than the guards  and will finally 'bunch up' behind them.   See map of episode 1 level 2 for an example of this.

- Number of objects on one level is limited to 399.   Secret doors and guard guiding arrows are NOT objects.   Actors are not objects either.

- Number of actors (guards/dogs, etc.) on one level is limited to 149.   Note that dead guards are considered actors too.

- Number of doors (sliding doors, NOT secret doors) on one level is limited to 64. This includes unlocked, locked and elevator doors.

- Don't forget you need an entrance to a level.

- You also should have an exit or game end trigger (see level 9 of the  shareware version to see how it's done.)

- The exit must be the elevator icon unless you changed the graphic.

- Exit from level 9 leads to level 10. Thus you can have 10 straight  levels with no secret level.

- Secret doors can "collapse" onto one another. Thus if you have many  secret doors in a row with only the first secret door positioned over  a wall you can repeatedly push the same wall panel.

- Too many guards in one room or area will result in the disappearing  bodies phenomenon. --> See 6.3

- Only guards over the same floor as you will hear you shoot your gun.   Since this concept is quite important to game strategy here's a  little explanation:

If you fire your weapon (this does include the knife but only if you actually poke someone) in a room then all the non-deaf guys in the same room who stand/walk over the same floor values will hear you. That is they will become active and try hunt you down.  Also guys in other rooms which are not connected to your present room at the moment (What I mean is the doors between that room and your current room where you are are closed) will also hear you if they stand/move over the same floor value.  This allows for a variety of dynamic effects.

- The first floor value in the Mapedit/Wolfmap editor index is the DEAF floor (hex value=6A; this should be annotated in map editors).  The guards standing on deaf floors will react only if you pass within their sight (that seems to span slightly less than 180 degrees (~90 either side of their face)).

Note: If you mix floors in one room (other than the DEAF floor) then only the floor which connects to the door through which you entered will become active. Guards standing on other floors will be oblivious to you unless you shoot at them (not sure if you can run through them).

In a way when you enter through the sliding doors a change of active floor takes place (after the door shuts --> while it's open both floor values are active).

A classic example is when you enter a room through a secret door. If the floor in that room is different then no guard in that room will respond to you shooting.

If you're still unclear about this here's an explanation by iD's J. Romero (straight from the horse's mouth so to speak):

"Wolfenstein 3-D is basically made up of a lot of closed rooms. When you open a door, the guards get a chance to see you and opening the door connects your sound area to the revealed room's sound area, so a gunshot will be heard in both places. Guards in both places will respond to this kind of action".

- Putting an object inside a wall allows you and other actors to walk  through that wall. Now you know how that guard jumped you from the  wall.

- Directing moving actors (guards, dogs, etc.) into a wall of unity  thickness makes that square wall panel permeable. That is you can  walk through it in the same way as if you used the wall walking  cheat. (--> See 1.10)

- You must have a minimum of at least the following on any level you  create:

1 enemy (guard, dog, etc...)
1 piece of treasure (cross, jewels, etc...)
1 secret door

They are needed because Wolfenstein tries to calculate the % of each  of that you have killed, opened, picked up, etc..., and if there are  0 items of any one of the above, Wolfenstein will crash trying to  divide by zero.

- Secret doors can pass over/through any object that you can (kitchen  utensils, food, etc.) EXCEPT Dead Guards.

- Be careful not to set up secret doors that might go beyond the edge  of either the bottom or left-hand sides. The top and right hand edges  of the "world" are solid, but the left and bottom sides are permeable  (no range checking), and weird things can happen.

- Be careful not to set up secret doors such that a small passage  behind them is blocked when the 'pushwall moves too far' phenomenon  occurs. Either insure that the pushwall can move only 2 grid  locations or enlarge the passage. --> See 6.3

- Doors should be parallel to the walls you are inserting them in, as  you will get phantom blocks of grey stone otherwise.  Try placing a door all by itself without any walls and you will see  that it is accompanied by two phantom walls on either side. This has  presumably something to do with the opening act of a door (???). You  can go through these blocks, and even open the doors within them.

- Deaf Guard floors directly in front or behind a sliding door result  in the door being invisible. The floor seems to be replaced with a  "force field" (it becomes an invisible wall).   Of course, if what you want is an invisible barrier, then this is how  to do it.

Note: If you put a Deaf Guard in an elevator, you will not be  able to get in! (I think this only occurs in v1.0 of Wolfenstein,  later versions allow you to have deaf elevator floors)

- If you make regular sliding doors into secret doors, they behave  rather strangely, when you "open" them. They move away and transform  into a random wall panel.

- Placing two or more doors side-by-side will produce a bizarre "picket  fence" wall of crazed wall panels, and will not allow you to pass  through them (except the last door on the right side) but will let the bad guys through.

Editing the graphics, hints:  --> See later part of 4.5

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- You forgot to put an entry position into a level.  When you start that level you'll find that you can't move around and  you see walls in all directions.

- You put too many guards in one level.   Wolfenstein will terminate with the following error when entering  that level:  'GetNewActor: No free spots in objlist!'

- You put too many objects in one level.  Wolfenstein will terminate with the following error when entering  that level:  'Too many static objects'

- You put too many doors in one level.  Wolfenstein will terminate with the following error when entering  that level:  '64+ doors on level'

- You included in your shareware episode map some objects used in  non-shareware episodes only.
Wolfenstein will terminate with the following error when that  object/wall comes into your view:  'Tried to load sparse page'

If you patch the map and try to continue from the last saved position  within the same level, you'll still get this error as Wolfenstein  stores the map as loaded on level entry in the save-game file. You  must restart from a saved position in the previous level.  Hint: always save before taking up the exit elevator of a level.

- You have mixed versions of Wolfenstein maps or have corrupted  map files.   Wolfenstein will terminate with the following error when you start  the play:  'Map not 64x64'   Usually this is due to the fact that you might have only one  MAPHEAD.??? file in the editor's directory and many MAPTEMP.???/GAMEMAPS.??? files. In short you're confusing the program.   Determine which map files are the ones you want to play and clean up  the directory.

- One more error which I cannot attribute to anything I know can occur.   It happens when you die for the first time on a level. Wolfenstein  kicks out with this message:  'MM_GetPtr: Out of Memory!'
This can occur in spite of the fact that the level has few actors or  objects and there's plenty of RAM around.  If you know how to fix it or what the cause is let me know.

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Map files version conversion:

Wolfmap 1.6 can convert between any version of Wolfenstein map files.  Maps for versions 1.1 and higher are considered equivalent.  Note though that not all wall panels map directly to the same panels through this conversion. In particular the false door of v1.0 has been  removed and after conversion to v1.1 will appear as a mud-wall which  will cause you problems if the maps were only the 1-episode shareware  which doesn't have the graphic for that wall.

In short: don't trust the conversion. Look through the maps carefully  to see if something has gone wrong. I suspect some objects are  converted to 'unknown' objects as described by the editors.  Also by using Mapedit 6.0 you can convert between versions of Wolfenstein 'by hand' using the individual map import / export  facility. Just load up maps of one version, export all the levels  to disk (one at a time). Quit the editor, restart with map files  of a different version and import those individual levels in.

Note: This does mean you have to have the destination version map  file available (as a place holder for the imported maps).

Graphic files version conversion:

No known convertors exist. If you know one let me know.   Yes, that does mean you'll have to import all the walls etc. as GIFs  into the version of the file you want.

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Mapedit, Wolfmap and Wolfedit are compatible with all versions of Wolfenstein from 1.0 to 1.4 shareware and both of the registered releases.  Mapedit 6.0 and 8.0 will also read/write SoD files. For Wolfmap you'll need new definition files. --> See 5.3

Wolfmap is compatible with Mapedit, but Mapedit is NOT compatible with Wolfmap.  That is, files processed by Wolfmap are not readable by Mapedit.

Sometimes the objects edited do not always appear as they should. An example is missing sliding doors when they were placed in the map. The door vacancy is present instead but you cannot move through it. Someone suggested that this can by fixed by changing floor values next to the object/door in question.  You can also move the door to another place on the wall. I know it may stuffup your design but it should help.

NOTE: Placing a deaf-floor by the door will always make it invisible. For some  reason v1.0 of Wolfenstein experiences more of these problems (?).  Also --> See 4.2

Wolfedit has no major problems with wall panel graphics. There are some problems when it comes to objects such as lamps, dog food, guards, etc. It seems each object has a 'size' parameter. Editing the object may overrun that limit. Wolfedit won't let you save the file if any objects are at fault. Curiously even editing the colour (shade) of an object may adversely affect it.  Most importantly though objects need to have a blank background. This is denoted by the bright pink background colour in the Wolfedit editor. (Have a look at some standard objects that came with Wolfenstein.)

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I recall there are four ways:

1) Use printscreen key + graphics.com program under DOS to capture the screen  of one of the map editors.

2) Use Wolfmap's ASCII map dump feature. Then print it as any file. There are  also other utilities for that. --> See 5.3

3) Capture map screen under Windows and print it later (costly on ribbon or  toner since in bitmap mode).

4) Use a TSR screen shot utility such as PCX-Dump to dump a screen from one  of the editors. Then print it as you would a graphics file.

NOTE: If you only want maps to original Wolfenstein then there are some already  made. --> See 5.3

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All of the programs listed in this section can be found on the two ftp sites mentioned in Section 0.7
I will not include anything herein until it finds its way to either of these two sites.

Downloads can be found on the following places:

Shareware Mods - Chick Here
Wolfenstein Mods - Click Here
Spear of Destiny Mods - Click Here

You can also get them from Brian Lowe's homepage by Clicking Here

Lastly if anyone knows of anymore maps etc. let me know eh?

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See 5.0 Above

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See above Section  5.0

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- w3dpatch [1.0 S] - This is an official patch release of the  game to upgrade from version 1.0 to 1.1.

- w6patch [1.1 R] - This is the map upgrade for the full version  (6 episode) to version 1.2. Note though that  this is not an official patch that will fix  your version to say 1.2. Only the corrected  map files (since this is an only difference  between v1.1 & 1.2 anyway).

- wcheat [1.0 S] - Edit Wolf3D save game files. Add ammo,  health, guns, etc.

- winwolf [N/A] - Some BMP files of graphics from the game.  Great for Windows backdrop.

- wmap41 [All] - Generates ASCII maps of any level you like.  Suitable for dump to printer.

- wmaps-60 [All R] - ASCII maps of all 6 episodes of the game.

- wolf3d1.nfo [1.0 S] - Instructions on how to patch Wolfenstein  for infinite ammo, health, etc.

- wolfmaps [All S] - ASCII maps for the 1st (shareware) episode.

- wolfspk4.exe [All versions] - This little utility will redirect digitised  sounds in the game to the PC speaker.  (For all of you people with no soundcard!)  Some sounds come out a bit dodgy but all the
shooting & screaming is audible. This file  also works with Spear of Destiny. Note: there  are other files like this e.g. wolfspk3.exe,  wolfspk.exe, wolf1spk.exe, but wolfspk4.exe  supercedes them.
To revert back to PC squicker sounds  delete CONFIG.WL? file.

- wolfsnd [1.1 Reg(6)] - This is a little utility for exporting &  importing digitised sounds from the VSWAP.WL6  file. Reads/writes VOC files.  Must have the full 6 episode version.

- wfgrchrt [All versions] - A conversion chart showing the numbers (in  decimal) for all objects contained in the  various graphics files.

- wlfaud11 [All S] - Audio Editor v1.1  Utility by Bill Neisius to export/import  digitised samples from/to shareware versions  of Wolfenstein. Will accept many formats  (.AU, .VOC, .WAV, .SND etc.)  Doesn't seem to handle ALL the sounds found in  the VSWAP.WL1 file (first 20 I think).

- allwolfsodmaps - All Wolf3D and SoD maps (by Frans de Vries)  Contains a small Unix routine to print them  on separate pages. These WILL work on UNIX  & DOS boxes. Created using wmap41 and the  following add-on:

- allwolfsodmapdefs - New definition files for the Wolfmap editor  (works with Mapedit v4.1 & v6.0 too :) and  the wmap41 ASCII dump utility. Standardizes  the legends, adds Spear definitions, improves  a few colors and adds missing objects/walls.

- ultwlf13 [?.? ?] - Patches wolf for GUS support. Digitised  sounds will be redirected to your GUS in  native mode (No SBOS). Additionally some nice  MOD soundtracks will play in the background.

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- Sound FX all screwed or cut out (SB + compat only).  If your sounds are short or hang the machine shortly into the game  then most likely you have an IRQ mismatch on your soundcard. Try  changing it. Good values are 5 & 7.  Also try DMA channel change, although #1 (default) should be ok.   ... and don't forget to set your BLASTER variable in DOS like this:  (Best to put this in AUTOEXEC.BAT)


A=??? port number for your soundcard.
I=? interrupt number for your soundcard.
D=? DMA channel number for your soundcard.
T=? Type of your sound card (must consult manual).
99% of the time you'll only need to fiddle around with I & T.

NOTE: the values pointed at may be different for you.  Consult your SB & Computer manual.  As far as I know T4=SB Pro & T3=Regular Sb.  Dunno About others (anyone?).

- You get some weird graphics on the screen then later the games hangs.

a) Change your SB IRQ number. Some graphics cards will clash with  it (Don't ask me why, it could help...)
b) If your system is VLB you might try a newer Wolfenstein version.  Try version 1.4 (since version 1.0 has a video problem)

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- Game hangs. Sound hangs on last note.

Try getting rid of some TSRs. Also some EMM managers can cause the problem with older versions of
Wolfenstein.  v1.1 is notorious for hanging under EMM386.EXE. The problem is  apparently related to VGA card compatibility. It seems some of the  earlier HiColor cards (15/16 bit RAMDACs) do not coexist peacefully  with Creative Labs. SB products. Some of the early SB chips are posing  some problems too.  If Wolfenstein hangs with EMM386 with EMS enabled (/RAM option) then  try the /NOEMS switch. If still no joy then try only HIMEM.SYS with  no EMM386 (extended memory only).

- Game hangs or refuses to run with memory problems.

If you have DR-DOS 6.0 + QEMM with stealth then disable stealth mode.  Wolfenstein doesn't quite agree with it.

- Game hangs at the 'Get Psyched' screen.

Err, you probably mixed some version numbers and have a very messy  directory with 999 add-on maps installed. Wolfenstein won't like that.

- Game hangs with some horizontal stripes through the status bar.  - Heisen-bug, a glitch. Mostly with the add-on maps.  Reboot, probably won't happen again.  - Also happens if you mixed versions of the VSWAP.??? file and of the  game itself. Make sure you have the appropriate version of the game.

- Game seems to run but all you can see is some weird graphics.

Must have got a slightly corrupt VSWAP.??? file. Hope you have  a backup somewhere (Nya Nya Nya!)  - You cheater! You tried to go above the last level 10 with the TAB-W  cheat. Ha! (Yes this IS possible with some versions).  - Err, if you edited that map then you forgot to place level entrance  somewhere (duh).

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- 'DISAPPEARING BODIES' phenomenon. This occurs when there are so many enemies  in your view at a time that the game stops displaying some. The game engine as  it seems is limited to only so many "sprites". Anything beyond that and you  won't be sure which guys will start disappearing. This only occurs on a  couple of levels in Wolfenstein I think. Be aware if you are editing your own  map! There is no fix. The engine is set and iD won't rework it.

- 'PUSHWALL MOVES TOO FAR' phenomenon. This is when the pushwall (or secret door  if you prefer) moves TOO FAR and blocks your further passage into the room  full of goodies etc. I cannot recall if there is one in episode one, but  apparently there are at least two places where this occurs in episode 6 - Specifically Episode 6, level 2.

NOTE: This does not always happen. That is, sometimes the pushwall will move  2 grid locations, i.e. correctly.  Also any interference from guards behind it is not connected with this  since that would prevent pushwall moving at all or impede it to move  only 1 grid location.

Solution: Well, it looks like there isn't one at the moment.   There was a suggestion of inserting "stacks 9, 256" in the config.sys file,  but this doesn't seem to help.   The only suggestion is to save frequently and if you experience the problem,  to start over from the last saved position. Maybe the pushwall moves back  correctly this time.

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In this section of the FAQ, I will detail the many games which Wolfenstein has inspired. If you can't get enough Wolfenstein, get some of these! NB: I am not including RPG type games - ie Shadowcaster - as these have taken their inspiration more from Ultima Underworld.

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This was an iD game for those with EGA monitors, loosely based on the Wolfenstein engine. It was released by Gamer's Edge, who put nowhere near the same standard of presentation on it as Apogee would have. The sound was bad - no SB music! However, all this aside, Catacomb Abyss is a very good game. It introduced some new features. You fire fireballs, of which you have an unlimited number, at the undead enemies. Ha! Undead? DEAD! You can pick up spells, such as the machine-gun effect spell, which streams off a line of fireballs at the enemy. The graphics are nothing to write home about - "functional" is as far as it gets. However, this is highly recommended to Wolfenstein fans.

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This was the real sequel to Wolfenstein 3D. Released around the same time as Doom (oops), it was set in a futuristic setting. Very similar to Wolfenstein, although with more enemies, and some other new features, like food units, "intelligent" enemies, floor mounted enemies, remote-linked doors and a cool gun, the Plasma discharger. Basically a grenade launcher with a different name. This is a very atmospheric game which did not get the attention it deserved at the time, due to the release of...

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7.03 DOOM.

Wow. What else can I say. This was (and still is) the ultimate 3D game. The major differences between this and Wolfenstein were:

-Non-orthagonal walls (they can be at any angle to each other, not just 90 degrees)
-Different height levels
-Different lighting levels (ie: it's bloody dark)
-Weapons with different strengths (ie: the shotgun is more powerful than the chaingun, but it's not rapid-fire)
-Real heavy-duty weapons (rocket-launcher? BFG-9000 (also known as the Antichrist)
-Network, serial and modem multiplayer support
-Armour (yes, i'm British)

This is an absolute landmark of a game. If it isn't in your collection (and if you've got a VGA 386 with 4MB of ram or better), go get it now.

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This was knocked up by one guy after playing Wolfenstein, and it shows. Crap. Crap to the nth degree. Utter dog-poo. Don't waste the download time.

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This is an interesting game, firmly in the Wolfenstein mode. It puts a more "puzzly" face onto things. Certain guns are more effective against certain enemies. Try it if you liked Enigma for Wolfenstein

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7.06 DOOM 2.

The new sequel to Doom, sub-titled Hell On Earth. This added a few new enemies and a double-barreled shotgun. It is also insanely hard. You get about 50 enemies in one room attacking you...on level 3! The general opinion is that it didn't add enough to Doom.

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A commercial Wolfenstein look-alike by Bethesda Softworks. This isn't very good, the main criticisms being that it is:

a) Too slow
b) Too complicated.
It does have a good variety of weapons, though.

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7.08 CORRIDOR 7.

This is another commercial offering, by Gametek. They licensed the Wolfenstein engine, and proceeded to totally mess it up, and produce a boring, slow, repetitive game. Oh dear...what a wasted oppurtunity.

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This is yet another commercial offering, and has exactly the same criticisms as the others.

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See above.

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This is Apogee's new stunner. It should be released around December (hopefully), and will feature digitised enemies, trillions of weapons, massive maps, different heights, look up/down, different lighting, shoot everything (windows, doors, walls, hamsters...)God power up (you become massive, and
walk on enemy soldiers), Dog power-up (God backwards) where you become small (enabling you to go through small passages) and invincible, and bite enemies. It still has those orthoganal (at 90 degrees to each other) walls, though. Damn.

Edit:  It has arrived! ROtT is a good game. It is definitely more like Wolf3D than Doom - it has its own "feel" totally. Some people have complained that the "coins" and little circular things that replace steps, and jumpads make them feel like Super Mario. I say what's so bad about that. There have been very mixed feelings about this, but I like it.

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This is a new game, by Raven Software, using the Doom engine. It should be coming out the same time as ROtT, and little is known about it other than the fact that it will be a fantasy setting (swords and sorcerors).   This has arrived too. This was a bit of a disappointment on the fantasy side - there were no standard fantasy elements, it just felt like Doom with different graphics. It seems, basically, to be a TC (Total Conversion) add-on to Doom, but that's no bad thing. Brilliant level design makes this
one a winner.

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7.13 DUKE NUKEM 3: 3D.

Another new 3D game by Apogee's new offshoot, 3D Realms. You get the chance to fly a jetpack. Should be out first quarter 95.

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Another 3D Realms release. Should introduce some interesting concepts, like throwing stars. First quarter 95.

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7.15 RUINS 3D.

ANOTHER 3D Realms release. Set in a roughly Egyptian style. First quarter 95.

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7.16 QUAKE.

This is the one iD are really into at the moment. This is going to go so far ahead on technology - one of the iD guys said that it would be sort of like "Doom = Pong". Among other things, it will have:

-Proper gravity.
-Character interaction.
-Programmed on a client/server basis (READ: LOADS of people over a network).
-Look up and down.
-Full world "hierarchy".
-Totally modular (READ: Easily hackable...add-ons galore).
-Maps made in 3D, not "forced" 3D (ie: 2D maps made 3D by the engine).

We won't see it before 96, though.

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This is the game that has taken first-person perspective into a new dimension - literally! In this game you are in a ship which can be orientated in any direction. You are in a maze of tunnels, which work really well with the engine. You fly through these tunnels, combating detailed polygonal robots, destroying the reactor and getting out before the planet blows! Totally cool.

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Lucasarts new 3D game, set in the Star Wars universe, featuring a lone mercenary's (READ: No multiplay) battle for the rebels. In the demo you play the first level, involving grabbing the plans for the Star Destroyer. More news when I actually _play_ the demo...

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Lastly I would like to thank all who contributed to this FAQ. In no particular order, thanks go to:

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 (ooops...forgotten your e-mail address...apologies)

????? ????? brown@dgaust.oz.dg.com <<< ( Could not trace this address )

Lastly iD Software Inc. cannot be forgotten since without their efforts this FAQ would never have existed (Buhahahahahaha!) Oh, and did I mention Apogee, the friendly shareware distributors ;)

If I forgot your name here then e-mail me a whinge and I'll fix that.

* - means grabbed from News posts rather than e-mail  so you may not even know you helped with the FAQ ;)

Last, last note from the keeper (Adam):

Can someone PLEASE write/tell me where there is an editor for the power  of the weapons/guards. Then Warhammer Wolfenstein will REALLY rock!  Oh, for anyone who knows anything about Warhammer, Hitler will be turned  into a big Orc, and you will kill him (apparently). BUT, his body will
die, and the head will live on! Cool, eh?

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Changes to the FAQ - for anyone interested and my beta testers (Thank you ;)

2.0 - Initial upgrade. Subdivided the whole FAQ into many sections. Extensive help on map editors, extra maps, trivia, etc.  Officially started stamping version numbers on the FAQ.

2.01 - Added Section 2.2 part 3) Tony Lezard (tony@mantis.co.uk) Thank you.

2.02 - Added sounds of undead (Section 2.1), scores for undead & white  officers (Section 2.15). Corrected tons of spelling & whitespace.  fpv@xymph.iaf.nl (Frans de Vries) Thank you.  Corrected some of the email info in preamble upfront.

2.02b - Filled paragraphs to at least 75 characters. Added Hitler's Ghost  score plus kill averages (Section 2.15).  Also some minor layout corrections.  fpv@xymph.iaf.nl (Frans de Vries) Thank you.

2.02c - Added Section 9.0 Revision History. Also included 2nd reason for crash  (Section 6.2) with horizontal stripes.

2.03 - Added 'pushwall phenomenon' (Section 6.3).  fpv@xymph.iaf.nl (Frans de Vries) Thank you.

2.10 - Removed word 'castle' from Wolfenstein's title.  Standardised name of iD Software throughout (thx Jay).  (remember to rescan DEBUG file after each update)  Added my e-mail address to the FAQ header proper.  Added a copyright notice blurb (Section 0.1)  Added object in wall bug & effect to Section 4.2  Minute changes Section 9.0  Standardised sample map characters (Sections 6.3 & 3.10)
More help with SB setting (Section 6.1)  Weird graphics cause added (Section 6.2)  More maps/graphics add-ons info added (Sections 5.1 & 5.2)  Added my sig to EOF.

2.10b - Added iD's help e-mail address (Section 1.11)  Added Section 1.12  Added Section 10.0  Added more info on how to get most recent version of FAQ.

2.11 - Some spelling stuffups all over the place.  Added Section 2.4 (secret levels etc.), renamed sections above 2.4  Added Section 3.11  Added sound import/export utility to Section 5.3

2.12 - Fixed a number of bugs in Section 4.2 (6c should be 6b etc.) ab3588@stat.appstate.edu (Dov Sherman) Thank you.  Also added more guidelines to Section 4.2   rrward@netcom.com (Richard Ward) Thank you.  Section 4.6 .exe should be .com  Added LIM Cheat to Section 1.10 media03@relay.nluug.nl (Ben Castricum) Thanks for reminder.  Added enm3-v30 and darkmap1 to Section 5.1  More typos fixed (ARRGGGHH!)  Added w3dcool to Section 5.2

2.13 - Section 2.15 bonus for time is 500 not 1000.  Other minor numeric errors in Section 2.15 bosses score.  Some Grammar in Section 2.4

2.14 - Inserted Section 2.10 Death Cam Question. Renumbered subsequent  sections and pointers.
Ran spell-checker again (!!!)

2.15 - More paragraphing and whitespace corrections.  Included suggestion to Section 6.3.
fpv@xymph.iaf.nl (Frans de Vries) Thank you.

2.16 - Removed references to self-extracting Wolfenstein archive from  Sections 1.3 & 1.4 (No longer valid)  and forgot to thank someone for it (hmm who was it?)  Added info to Section 1.3 about where to find PkUnzip software.  Changed the wording of Section 0.0  Changed ftp FAQ upload compression from compress (.Z) to pkzip (.zip)  Changed Section 1.12 to reflect the change.

2.17 - Removed one more reference to self-extracting archive (Section 1.3)  Added another mapping hint for secret doors and fixed deaf floor  value (Section 4.2). Elaborated on 'sparse page' problem (Section 4.3)  Added secret level completion score and par level time table to  Section 2.15 fpv@xymph.iaf.nl (Frans de Vries) Thank you.

2.17b - Removed e-mail addresses which will seize to be valid soon.  More stuff for (Section 9.0)
Added AUTOEXEC.BAT reference to Section 6.1.  Identified 'mbd' in Section 9.0 and added Apogee ack (duh).

3.0 - Major upgrade to include info on Spear of Destiny.  edwards@tincup.enet.dec.com (John Edwards) and  fpv@xymph.iaf.nl (Frans de Vries) Thank you.

3.01 - More minor fixes all over the place (does this guy ever give up? :)  Clarified debugging mode keys functionality for different versions of  the games and added 'score lost' warning to LIM cheat (Section 1.10).  Added 'landscape' mapping hint (Section 4.2) and 'input device' hint to  dizziness phenomenon (Section 3.7). Added 'w3d_cc1' and 'sod_cc1' maps  (Section 5.1) and 'wfgrchrt' add-on (Section 5.3)  fpv@xymph.iaf.nl (Frans de Vries) Thank you.

3.10 - Small fixes all over the place apogee@delphi.com (Joe Siegler)  Thank you.  Game slowdown hint included in Section 3.4 ep104@cus.cam.ac.uk  (Elias 'CaveMan' Papavassilopoulos) Thank you.  Section 1.7 elaborated for SoD.  Added SoD Boss sounds to Section 2.1  Sections 2.8,2.15 'ammo chest' is now 'ammo box'.  Added 'PM-40' and Elevator use to section 2.8  Added SoD related info to Section 2.11  Added number of weapons/keys to section 2.15  fpv@xymph.iaf.nl (Frans de Vries) Thank you.  Moved major section 2.X behind section 4.X and renamed the Sections  accordingly. (section 2.X=4.X, 3.X=2.X, 4.X=3.X) Realigned all pointers  (hopefully).  Added 'map not 64x64' error to Section 4.3  Added VLB suggestion (hopefully it works...) in Section 6.1  Included both Unix & DOS versions in uploads.

3.11 - Basically a bugfix release.  Some more hints for Section 4.2.  (wolf sound area explanation J. Romero (romero@idcube.idsoftware.com))  Some more stuff in sections 4.3,4.4,4.5.  Forgot to renumber section 9.0 consistent with section reshuffle  in version 3.10. Fixed.  Removed beta-testing remark in section 2.1

3.12 - Added 'cheat mode disabled' notice to Section 1.10  Added '=' main section underlines.  Changed 1.12 repost frequency info to 4 weeks.  Changed 2.15 rounds/boss quoted as 'minimum' not 'average'.  Added more editors info to Section 4.1

3.20 - Greatly expanded Section 0.  Slightly changed Sections 1.3, 1.8 & 1.9 to comply with expansion
of Section 0.  Section 1.12 info moved to Section 0.5  Section 1.12 replaced with info on bug finding within FAQ.  Added non-existance of cheat modes in subsequent Apogee games  notice to Section 1.10  Added 'Death Incarnate' remark to Section 2.15   Added info for 'by-hand' map version conversion with Mapedit 6.0  to Section 4.4   Added PCX-Dump option to Section 4.6   Clarified EMM/RAMDAC related sound problems in Section 6.2   Inserted new Section 2.11 (Jukebox feature) & moved up Sections  above 2.11   Added Section 1.13 Availability for other platforms.  Added Section 3.12 Boss strategy BOTTOMS_DOGLAS_J@Lilly.com  (Douglas Bottoms) Thank you.   Added note about not calling Apogee about add-ons to Section 4.2   Added 'music trivia' Section 2.12 & moved up Sections above 2.12  72672.1553@CompuServe.COM (Charles E. Corway) Thank you.  Added 'Morse code message' Section 2.13 & moved up Sections above 2.13  (originator unknown)  Added Wolf3D commercialisation note to Section 1.3  Added info on finding different versions of Wolfenstein as Section 1.14  Added 'wlfaud11' & 'morewolf3dmaps' to Section 5.3   Added T4 & T3 to Section 6.1

3.21 - YABRE: Yet Another Bugfix ReleasE :) (Yep, he does it one more time ;)  Spelling, spacing and filling changes not tagged.  Corrected pointer to Section 2.15 in Section 2.2, and numbering of  Sections 2.14 & 2.15  Added remark about Wolfmap definition files to Section 4.5  Added rating & comment for 'sod_cc1' to Section 5.1  Replaced 'morewolf3dmaps' with 'allwolfsodmaps' and added
'allwolfsodmapdefs' to Section 5.3  fpv@xymph.iaf.nl (Frans de Vries) Thank you.

3.30 - Added more boss strategies to Section 3.12   100020.2125@CompuServe.COM (Ian Noble) Thank you.  Fixed some of that German in Section 2.1

4.00 - General update of information.

4.10 - Table 2.1 narrowed. "Where did iD Get the idea for Wolfenstein?"  added. All occurences of id changed to iD (cos its the logo they used for  the old Keen games and it looks cool). Added "Wolfenstein Spin-offs"  section.

4.15 - Added "How many hits do all those enemies take?" and "What weapons  all those enemies carry?" sections.

4.16 - Added Dark Forces and Descent to the Wolfenstein Spin-offs section.  modified ROTT's and Heretic's entry in same, due to them coming out.

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On the agenda are:

- More specific Boss strategies (call on info)
- Include pointer to detailed map/graphics filespecs (if and when they arrive)

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So there! Phew!
That's the end.
Now go and play the game!

Adam (The demon Wolf3d editor!)

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