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(Previous maintainer: Stanley Stasiak.

THE DISCLAIMER: #include <all_kind_of_crap_about_me_only_supplying_this_info_and_no_guarantees_ against_(insert_your_favourite_stuffup_or_natural_disaster_like_flood_ earthquake_alignment_of_all_solar_planets_or_invasion_of_inter_dimensional_ monsters_(aka_DOOM)_)_and_no_responsibility_liability_for_any_multi_million_$$$ _damage_and_stress_related_loss_of_hair_while_you_are_reaching_for_the_reset_ button_and_your_boss_walks_in_blah_blah_blah__.h>

			   Adam Williamson 
		 [Version 4.15] 
	  Last Revised on: Thursday 15 1994 18:37 GMT (Greenwich Mean Time) 

Note: 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, and where? 
What are they? And 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. 
 (The strategies for defeating the bosses). 

4.0 Map/Graphics Editors Section (If you're 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. 

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. *


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 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  

( /GamesDomain) and FTP site ( and will be posted whenever I remember (about every month) to the Internet usegroups and

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


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.


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


1) Drop me an e-mail (–> See Section 0.4). OR 2) Get it from the FTP site OR 3) This article is also reposted about every month on OR 4) Read it on the WWW site /GamesDomain.


Throughout this FAQ I'll be refering to some Wolfenstein related files. These can be obtained through Internet FTP archives. [] directory: /pub/wolf3d 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, 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.



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.

FEATURES: 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. 

STAGES: 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 



 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 


You can ftp Wolf3D game from MANITOBA, locating it in /pub/wolf3d . It is archived as a PkWare's ZIP file ( You can also ftp it from UWP. Look in /pub/msdos/games/id (file (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 /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 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.


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:



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


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.


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.


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




Map/Graphics editors can be obtained from the same ftp site as the game.

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

READ THIS! IMPORTANT! READ! THIS! IMPORTANT! READ! THIS! IMPORTANT! 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: map viewer/editor " " " " " " graphics viewer/editor wolfm160.arj map viewer/editor version convertor 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 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: MAPHEAD.XXX MAPTEMP.XXX GAMEMAPS.XXX 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: VSWAP.XXX 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.


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.


There is a document on in /pub/wolf3d called wolfdbug.txt that describes the various cheat options in Wolfenstein and how to access them. I have reproduced it here with some updates.



(v1.0 means Wolf3D version 1.0 and v1.1 means Wolf3D version 1.1. Cheating with other versions is equivalent to v1.1 except as noted.)

To enter the mode, do the following:

1. Invoke Wolfenstein 3-D with the "next" parameter (wolf3d -next)

for v1.0, or the "goobers" parameter for v1.1.  You can also use 
whatever other command-line parameters you want. 

2. Begin or restore a game. While in the game, hold down the TAB,

CONTROL, and ENTER keys simultaneously for v1.0, or the LEFT SHIFT, 
ALT, and BACKSPACE keys for v1.1.  You should get a message stating 
that debugging keys are now available. 

That's it!

To use debugging mode commands, hold down the TAB key and one of the letter keys listed below simultaneously:

B Changes the screen border color. Don't ask me why it's here, but

it's here. 

C Displays the number of statics, doors, and actors in the level.

Statics are things like food, ammo, pools of blood, etc., and actors 
are the bad guys.  Doors should be self-explanatory. 

E Moves you ahead two levels. That's right, not one level, but two.

Unlike the W command (see below), this also takes you to the "level 
completed" screen and gives you percentages, bonuses, etc. 
In Wolf3D v1.4 and SoD, it moves ahead just one level. If you have 
also used the "-tedlevel" parameter (see below), this command exits 
the game. 

F Displays your current position on the level (X,Y) and orientation (A).

To convert the X and Y values to coordinates that can be used in 
Mapedit, divide them by 65,536 and round down.  A is in degrees 
ranging counterclockwise from right.  ("Right" refers to the top 
view as seen in Mapedit.) 

G Turns what iD calls "GOD mode" on and off. Basically it just means

that you're invincible.  The screen still turns red when you would 
normally be hurt, though.  This can get very annoying if you want to 
do something fun like kill the episode's boss with your knife. 

H Hurts you (-16% health). Not much use to us, but I guess iD had to

debug their damage code just like everything else. 

I "Free items." Ups your health, ammo, and score, and gives you the

next most powerful weapon.  (Machine gun if you didn't have it, 
Gatling gun if you did.) 

M Displays memory usage. Loads of fun.

N Turns "No clipping" on or off. This lets you walk through walls.

Wall-walking does STRANGE things to the graphics (try approaching a 
door from the side and opening it).  It also does strange things 
to the bad guys.  If you walk into a room through the wall, often 
they won't notice you at all, even if you walk right in front of 
them or fire your machine gun (in some direction besides at them, 
of course).  This command is not available in the registered version 
of Wolf3D nor in shareware versions other than v1.0 but it is in SoD. 
(I guess we should be glad that ANY of the commands are available.) 

O Changes the main viewscreen to a map of the current level, which

you can scroll through using the movement keys or the mouse.  It's 
neat, but I wish that it weren't so ugly.  Those numbers are from 
the internal level format.  ESC will get you out.  Unfortunately 
this command doesn't work in v1.1 nor in SoD. 

P Pauses the game, without putting up the little "Paused" window.

I guess this makes it nice for taking a screen shot, although in 
v1.1 it changes the screen border to an ugly bright white. 

Q Bombs the machine in v1.0. Exits the game in v1.1. Both of these

functions are about equally useless. 

S Turns slow motion on or off. If you have a slow computer you don't

need this. 

T Pops up a window which displays graphics and sounds from the game.

Use the left and right arrow keys to page through the entries. 
If you come to a blank entry, keep going.  You'll know when you've 
reached the end (500-something) because you won't be able to go 
any higher.  ESC exits.  v1.1 has some interesting graphics that 
v1.0 lacks, including two sprites which are particularly intriguing. 
Don't bother calling Apogee and making yourself look like a fool 
only to be told that you didn't win anything; I already did. 
(You'll understand what I mean when you've seen the sprite.) 

V Asks you how many extra VBLs you want. High values seem to make

the game sluggish and not much else. 

W Warps to any level. Although it prompts for a value from 1 to 10,

you can actually enter any number up to 20 in the registered 
version.  Eleven through twenty correspond to levels one through 
ten in the episode following the one you're currently playing. 
In SoD, it prompts for a value from 1 to 21. 

X "Extra stuff." Doesn't appear to do anything. If you can amend

this, let me know. 

Miscellaneous notes:

TEDLEVEL - You can use the "-tedlevel" command-line parameter to quickly start Wolf3D and warp to any level. The parameter is followed by a two-digit number. The tens digit is the episode number minus one, and the ones digit is the level number minus one. For example, to go to level 10 of episode three, type:

wolf3d -tedlevel 29 

and to go to the first episode, level 2, type:

wolf3d -tedlevel 1 

By default, you will play the level on the "Don't hurt me" difficulty setting. To change this, use one of the command-line parameters "-baby" "-easy" "-normal" "-hard". They stand for the obvious difficulties. Using the "-tedlevel" parameter also gives you an infinite number of lives. Combine it with "-goobers" (or "-next") for even more fun.

DEMO RECORDING MODE - This "debugging" feature is not accessed in the same way as the other commands, and it is available only in v1.0. 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.

SPEAR OF DESTINY - SoD's debugging mode is quite similar to Wolf3D's. Just use the command-line parameter "-debugmode" and the same key combo as v1.1. Oh, and be sure to check out what happens to B.J. when you turn on God mode…

– Ben Rudiak-Gould AOL: BenjaminRG Internet:

and then there's always the LIM 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.)

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 or 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.


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


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.


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

v1.0 - v1.4 -

If you want v1.1 (god knows why) you'll have to patch v1.0 using (–> 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).


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!




Who When Says What Translation

Guard: He sees you Achtung! "Warning" or "Attention"

			or hears you 

He dies. (irreproducible) He just screams in

											   a variety of ways.    

Blue SS Guard: He sees you Schutzstaffel! "Body Guard" (literal),

			or hears you                       "SS!"      

			He dies.        Mein leben!        "My life!"      

White Officer: He sees you Spion! "Spy!"

			or hears you 

			He dies.        Nein, so was!      "Well, I never!"      

Undead (Zombies): He sees you - Nothing. Silence

			or hears you 

			He dies         Khaaarrghkhkh!     (Really weird sound) 

Hans Huge Blue Guard, episode 1: He sees you. Guten Tag! "Good Day!" (strictly)

											   "Good Morning!" 

			He dies.        Mutti!             "Mommy!" 

Dr. Schabbs, episode 2: He sees you. Oohahahaha! (Laughs)

			He dies.      Mein Gott in Himmel! "My God in Heaven!" 

Hitler's ghost, episode 3: He sees you. Toter hund! "Dead Dog!"

			He dies.        Hahahahaha!        (Laughs) 

Hitler, episode 3: He sees you. Die, Allied "Die, Allied Pigdog!"


			You blow away   Scheisse!          "Sh-t!" 
			his armour. 

			He dies.        Eva, auf           "Good-bye Eva!" 
							Wiedersehen!       (NB: Eva Braun was 
											   Hitler's wife) 

Otto Giftmacher (Otto Poison- maker), episode 4: He sees you. Eine kleine "A little American!"


He dies. Donnerwetter! "Good heavens!"

Greta Grosse (Big Greta), episode 5: She sees you. Kein Durchgang! "No Trespassing!"

			She dies.       Mein Busen!        "My repentance!" 

General Fettgesicht (General Fat-Face), episode 6: He sees you. Erlauben Sie, "Allow me, please!"


He dies. Roseknospe… "Rosebud…"

											   (cf. film "Citizen Kane" 
											   for joke.) 

Trans Grosse, SoD floor 5: He sees you. Einer "A mistake!"


He dies. Es ist schade! "What a pity!"

Barnacle Wilhelm, SoD floor 10: He sees you. Ach so! "Oh, I see!"

			He dies.        Wenn schon!        "So what!" 

UberMutant, SoD floor 16: He sees you. - Nothing. Silence

			He dies.        Argh!              (Wierd scream) 

Death Knight, SoD floor 18: He sees you. Tod ist mein leben! "Death is my life!"

			He dies.       Alles ist verloren! "All is lost!" 

Angel of Death, SoD floor 21: He sees you. Prove your worth, human!

			He dies.        You may wield the Spear... 



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

1. Dog 1 shot, 1 knife hit.

2. 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.

3. SS Man About 8 shots or 12 knife hits.

4. Officer About 4 shots or 6 knife hits.

5. Mutant About 8 shots or twelve knife hits.

6. Hitler's Ghost About 6 shots or 10 knife hits.


1. Dog Bite

2. Brown Guard Pistol

3. SS Man Machine gun (you get it if you kill him)

4. Officer Pistol (does more damage and fires more rapidly than the guard's)

5. Mutant Pistol (Faster than officer's)

6. Hitler's Ghost Fireballs

7. Hans Grosse Two chainguns

8. Dr Schabbs Syringes

9. Hitler Four chainguns in armour, two out of it

10. Otto Giftmacher Can't remember (fill me in someone)

11. Gretel Grosse Two chainguns

12. General Fettgesicht Two chainguns and rocket launcher


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. 
 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. 

3) On harder levels you take more damage when shot. 4) NB: 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.


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.


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


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.


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) 


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.


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

Here's a short list of all the usable objects: Ammo clip: gives you ammo (duh) Ammo box (SoD only): gives you loads of ammo :) Machine guns (Schmeisser (some people call it PM-40) & Gatling gun): increase your firepower. NOTE: They do not actually take more powerful bullets, but the machine gun has rapid-fire and the chain-gun has 2 bullets at a time rapid-fire. Two bullets from a pistol will kill a guard, so will two from a pistol - it is just easier to fire from a chain-gun. Chicken meal, Dog food, Blood pool, Bloody skeleton & First aid kit: extra health Cross, Chalice, Treasure chest, Crown: points Sphere with your face on it: extra life + health + ammo

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


You can slurp up the blood pools and consume the bloody skeletons if your health falls below 11%.


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.


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.


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).


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 (I don't know the originator, you know who you are)

Here it is:



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.


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 key types: 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 <11% 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: Level 1 2 3 4 6 7 8

1:30    3:30    2:45    3:30    4:30    3:15    2:45 

Level 9 11 12 13 14 15 17

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 - anyone seen one?

Average number of rounds (on 'Death Incarnate' difficulty) required to kill: Dog: 1 White ghost (SoD): 1 Brown guard: 2 SS trooper: 5 White officer: 3 Undead: 3

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



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.


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


Solution 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. 


–> 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.


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.


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.


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. 

e) Play on your friend's/collegue's computer. See if it's better/worse. f) Have breaks while you play. Play in turns. Watch others play & then play


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.


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

Solution: 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. 


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


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 shown below:

NOTE: W = wall, o = static object like: barrel, drum, plant, etc.

  #  = different wall panel like: Hitler's painting, Nazi banner, etc. 
  [  = Sliding door. 
  Possible secret doors are pointed to by < ^ and > or shown as ? 

a) Different wall panels


b) Room corners.


c) Between objects and at midpoints of a wall.


d) In narrow alcoves


? ? 
? ? 


e) On wall panel in straight line extending from an object

 (classic object in this example is an overhead lamp!) 


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. 


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.


Here we go. 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). I've drawn the room out below.

WWWWWWWWWWWWWWWW L = the room with the normal WWWWWWWeWWWWWWWW elevator to level 2 WWWWWWWDWWWWWWWW e = elevator to level 2 WWWWW WWWWWW E = elevator to level 10 WWWWW WWWWWW + = first aid kit :) WWWWW WWWWWW [ = Sliding door WWWWW L W WWWW ? = secret door (aka pushwall) WWWWW W+WWWW ^ = direction you face when you WWWWW ? WWW are about to enter the last room L WWWWWWB[BWW?WWWW D = Elevator door WWWWW W WWW B = Nazi banner wall WWWWW W WW H = Hitler's portrait wall. WWWWW ^ WW WW WWWWW WW WW WWWWW WW WW WWWWW WW WW WWWWW W WW

  W   WW 




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 (

"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 at 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… —

.and here is one specific one for Hitler at the end of Episode 3. — 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.



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

a) MAPEDIT v4.1 - Map editor.

a) MAPEDIT v4.2 - Map editor.

a) MAPEDIT v6.0 - Map editor.

a) MAPEDIT v8.0 - Map editor.

b) WOLFMAP v1.6 - Map editor/version convertor.

c) WOLFEDIT v2.1 - Graphics editor/extractor.

Mapedit v4.1

  1. Written by Bill Kirby (who incidentally retired from working on his


  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

  1. Written by Ralf Seider (

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

  1. Written by Dave Huntoon & Brian Baker

Some bugs of v4.1 fixed.

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

Mapedit v8.0 [* FAQ editor's choice *]

  1. 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. 


IMPORTANT! READ THIS! IMPORTANT! READ THIS! IMPORTANT! READ THIS! IMPORTANT! 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 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. 

Mapping hints:

  1. When placing elevators, put them like this:
  • * * *E [ D E * *E [ = Normal door D = Elevator door E = Elevator segment. 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, e.g. see below: 1 2 3 WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW G1 G2 W G4 W G5 W W [ G3 [ Y W W W W WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW ^^^^^^ ^^^^^^^^ ^^^^^^^^^^^ room room room with with with floor floor floor A B A Here's a quick sketch of 3 rooms (walls=W) connected by sliding doors [. You (Y) are in room 1. Rooms 1 & 3 have the same type of floor. Room 2 has a different type of floor. G1-G5 are guards. If you shoot your weapon in room 1 then guards G1, G2 as well as G5 will become aware of your presence (G1 & G2 probably are already aware of you if they saw you). G5 will run from room 3 to room 2 (tracking your position in straight line). Eventually he would get to room 1. If you fire your weapon while either of the doors are open then G3 & G4 will will become aware of you too. NOTE: You didn't open either doors (I'm assuming G5 or G3 or G4 does that) unless you ran for it ;) 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 that 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. To clarify that here's a sketch of a door just by itself with no walls around: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ P[P ^ [ - Door P - Phantom wall block ^ - Direction you face when opening the door. Now, if you place the door perpendicular to the wall its embedded in here's what you'll end up with: P WWWWWWWW[WWWWWW P Obviously you can't see the door until you pass through the P wall. BTW: The phantom walls P look like the regular stone wall (or the first wall in the graphics file for that matter). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 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 that 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 4.3 COMMON EDITING ERRORS (WHAT NOT TO DO AND WHAT THEY'LL PRODUCE). - 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. 4.4 MAP/GRAPHICS FILES VERSION CONVERSION. 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. 4.5 EDITORS COMPATIBILITY WITH THE GAME AND EACH OTHER. 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.) 4.6 HOW TO MAKE A HARDCOPY (PRINTOUT) OF THE MAPS. I recall there are four ways. 1) Use printscreen key + 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 5.0 WOLFENSTEIN ADD-ON SECTION. =============================================================================== 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. Version number in square brackets indicates which version of Wolfenstein you will need with the specific programs listed. Also archive file extensions were omitted (.zip .arj etc.) unless they differentiate two different add-ons with otherwise same archive name. For example: [1.1 S] means version 'The shareware version 1.1'. I have also included my own rating (number of *'s). This is merely my opinion of the maps/graphics originality/artwork & bloodbath factor. * = tame/yawn, * = suicidal!/wicked! Note: The shareware version of Wolf3D has been ranked '*' for bloodbath factor at Death incarnate level to compare with ratings given to other maps at the same level. This is in no way to hint at its playability and is just for comparison purposes. Remember versions 1.1 to 1.4 are equivalent! To install any of the maps/graphics sets, just ensure you have the correct version of Wolf3D and copy the files that came with the archive into your Wolf3D directory (unless specifically stated otherwise. See below or documentation that came with the add-on if any.) Lastly if anyone knows of anymore maps etc. let me know eh? 5.1 EXTRA LEVELS. - map1 [1.0 S] * - Only level 1 was appreciably changed from original maps. - newwmap [1.0 S] - Maps are the same as original. Only more

guards were added. - wlfnwmap [1.0 S] - All levels were changed. Levels 4,6,7 & 8 are very short & differ only in wall color. - wlfset11 [1.0 S] * - Extension Set One v1.1. All levels apart

			  from 1, 4 & 10 were designed from scratch. 
			  Docs included. 

- wolfmap [1.0 S] * - All levels are different from original. Quite challenging. - nitemare [1.0 S] * - Enigma's Nitemare I. Level 1 was greatly

			  changed. Others redesigned from scratch. 
			  This one for really trigger happy! 

- enite-ii [1.1 S] - Enigma's Nitemare II. This archive contains

			  maps + graphics replacements. All maps 
			  different from original. Graphics cool. 
			  Self-(de)installation (but you can bypass it 
			  if you're paranoid about viruses etc.). 
			  Intro + docs. 

- enite3fx [1.1 S] * - This is the third installment of Enigma's

			  Nitemare. In this package you'll find all 3 
			  nitemare parts (many bugs corrected) plus the 
			  graphics file as well. 
			  This archive has a full intro/installation 
			  with it so you need not mess with renaming 
			  the files. Read the doc before you start. 
			  For Wolf3D experts that one... 

- enm3-v30 [1.1 S] * - This is the same as enite3fx but has some

			  more bugfixes. You should really get this 
			  instead of any other Enigma maps. 

- wolf316 [1.1 R] - First 30 maps were redesigned. This one quite 'mazey'. This archive also includes new graphics file replacement. Guards have been replaced with men in shirts + ties. All nazi symbolism was replaced by 3:16 symbolism (3:16 is a drug of some sort - the game now has a drug cult worship of some kind). Food etc. replaced with the drug itself. Digitised sounds were also changed. Weapons changed to lasers now. - darkmap1 [1.0 S] * 1/2 - DarkStar's Castle Wolfenstein-3D levels.

			  All levels redesigned from scratch. 
			  Quite a toughie this one. 

- w3d_cc1 [1.1 R] - A total of 58 new maps (2 secret levels were

			  left unchanged). Not as hard as the Nitemare 
			  series but nevertheless 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 levels either partially or completely

			  redesigned. Does a great job in keeping up 
			  the 'spirit' of the original levels. 

- insanity [1.1 R] * - Temporary Insanity. By Nathaniel Rudiak-Gould.

			  What can I say, these levels are truly insane. 
			  Enter 60 levels of mystery where pushing the 
			  wrong wall or firing a shot can spell ... 
			  Doom (no pun intended :). 
			  These maps use various undocumented features 
			  of Wolfenstein's engine to come up with a 
			  variety of effects such as: 
			  walk through walls/objects, self-moving wall 
			  blocks, invisible enemies, areas where you 
			  move uncontrolably, 'insanity areas' which 
			  make you lose your m/gun, red hot walls, 
			  unopenable doors, force fields, areas only 
			  accessible on certain difficulty levels etc. 
			  et al. 
			  So if you love solving riddles this one is 
			  definitely for you. It has a large (120K) 
			  hint file with it if you get frustrated. 
			  WARNING: This is definitelly not for all 
			  you "wham! bam! thank you 'mam" type action 
			  hero folks who like getting 100% stats every 
			  time. This one will require some brain power. 

- xmasswlf [1.1 S] 1/2 - The maps themselves will remind you of the

			  originals. The characters, however, have 
			  been replaced with crazy Santas and Snowball 
			  throwing snowman. Sounds have changed too. 
			  Great Stuff. 

- wolfen60 [1.1 R] - This is basically a collection of various

			  levels floating around all rolled into  
			  one 6 episode package. You'll recognise 
			  a few of the levels from other add-ons. 

- wolflev1 [1.1 R] (can't really rate it - I did it!) - This is my set

			  of levels - still in progress. So far, 17 levels done. 

- warwolf [1.1 R] (I did it, and still early stages) - This is the

			  all-new Warhammer Wolfenstein. All graphics will be changed 
			  (at the moment, a few wall panels and some of the guns are 
			  done) and it will be a full 60 levels. Looking BRILLIANT! 


- wolfnpac [1.0 S] - Replacement for the graphics file. The only change is that it replaces the brown guard with a 3D pacman sphere. Nice animation sequence though. - wlfnewgr [1.0 S] - Replacement for the graphics file. Replaces

			  ordinary wall panels with ... x-rated images. 
			  This one not for the kiddies ... although not 
			  greatly explicit. 
			  [WARNING! this add-on may be offensive!] 

- wolfus [1.1 S] *1/2 - Wolf3D U.S. All nazi symbolism replaced with

			  US symbolism. 

- w3dcool [1.1 S] * - This is basically a package that has been thrown together by someone. Don't get me wrong, its nice but most of the graphics come from SoD or registered Wolfenstein or other games like X-Wing (a few tie bombers around) and some real-life people etc. Try it for really weird playing environment. - wolfbonk [?.? S] - Bonkenstien3D. Some graphics changed to

			  appear more 'appealing'. 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 boring old brown SA guard replaced with a colorful clown. - wolfstf [1.0 S] 1/2 - Wolfenstein-3d Street Fighter 2.

			  All characters have been replaced with Ryu, 
			  Ken, and E. Honda. For SF2 die hard fans only. 

- wlfkosh1 [1.1 S] - Wolfenstein 3-D kosher. By: Peter Ringering Make your Wolfenstein 3-D a kosher game. Instead of shooting at people, you shoot at objects which will shoot at you. All the gory stuff was removed as well. PG-rated if you like. - 3dbusse [?.? S] *1/2 - Some minor touches to the graphics. SS guard's m/guns now eject shells. Swastikas were removed. Soldiers now wear camouflage helmets & boots. Guns have targeting laser dots. - barney10 [1.0 S] * - This the the famous Barney patch.

			  Barney is the end of episode boss. The guards 
			  are replaced by Beavis & Butthead. The sounds 
			  are replaced also. 

- barney14 [1.1 S] *** - This the the same Barney patch for v1.1/1.4

			  of Wolf3d. 

For more graphics see enm3-v30, and wolf316 in Section 5.1.


- 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. 




- 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) 


- 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 
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.

  1. Heisen-bug, a glitch. Mostly with the add-on maps.

Reboot, probably won't happen again.

  1. 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.

  1. Must have got a slightly corrupt VSWAP.??? file. Hope you have

a backup somewhere (Nya Nya Nya!)

  1. You cheater! You tried to go above the last level 10 with the TAB-W

cheat. Ha! (Yes this IS possible with some versions).

  1. Err, if you edited that map then you forgot to place level entrance

somewhere (duh).


- '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. 

Episode 6, level 2. This is the FIRST pushwall in the map. All others on

this level are *behind* it. 

This is shown below:


	?*  WWW 



	 ?   *  WWW 


You are where the '*' is, and you push the pushwall '?'.

'W' is other parts of walls. 
It's supposed to move two grid locations and stop, so you can go around it. 
Instead, it moves three, and blocks everything. 

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. 


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.


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.


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…

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 you've got a VGA 386 with 4MB of ram or better), go get it now.


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.


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 (See Wolfenstein add-ons section).

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.


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.

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.


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


See above.


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.


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).

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.


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

7.15 RUINS 3D.

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

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). -Vehicles. -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.


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 ( Brian D Milner ( Fred Brown ( Nancy Rabinowitz ( Greg Cohen ( Stephen Schimpf ( Don Campbell ( Andrew Baker Glazier ( Tony Lezard ( Frans P. de Vries ( John Edwards ( *Bob O'Bob ( Richard Ward ( Dov Sherman ( Ben Castricum ( Mark Deplyn ( Joe Siegler ( Elias Papavassilopoulos ( *John Romero ( Iain Noble (100020.2125@CompuServe.COM) Douglas Bottoms ( Charles E. Corway (72672.1553@CompuServe.COM) Stanley Stasiak (ooops…forgotten your e-mail address…apologies)

????? ????? «< ( 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?


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 ( Thank you. 2.02 - Added sounds of undead (Section 2.1), scores for undead & white

officers (Section 2.15). Corrected tons of spelling & whitespace. (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. (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). (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. 

2.10 - 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.) (Dov Sherman) Thank you. 
Also added more guidelines to Section 4.2 (Richard Ward) Thank you. 
Section 4.6 .exe should be .com 
Added LIM Cheat to Section 1.10 (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. (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 (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. (John Edwards) and (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) (Frans de Vries) Thank you. 

3.10 - Small fixes all over the place (Joe Siegler)

Thank you. 
Game slowdown hint included in Section 3.4 
(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 (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 
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 ( 
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 
(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 'wolfbonk', 'wolfclwn' & 'wolfstf' to Section 5.2 
Added 'insanity' levels to Section 5.1 
Added '3dbusse' & 'wlfkosh1' to Section 5.2 
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 (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 
Added 'xmasswlf' & 'wolfen60' to Section 5.1 
Added 'barney10' & 'barney14' to Section 5.2 
Added 'ultwlf13' to Section 5.3 

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" 

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

all those enemies carry?" sections. 


On the agenda are:

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


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

Adam (The demon Wolf3d editor!)

——————————————– -Doom is a load of rubbish. - -ARRRGGGHHL! - -Put the chainsaw down…I was only joking.-

-Adam Williamson - -

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