Our Total Conversion for Wolfenstein 3D. This TC does NOT require the original Wolfenstein to run.
Despite Adolf Hitler's
downfall, several groups of surviving Nazis refused to give in, and so started
mini-wars of their own. Many are worried because there are rumours that
a revolutionary new crystal has been discovered, called the Omega Crystal.
If refined correctly, it generates virtually limitless energy, but also
provides massive explosive power - and the Nazis intend to use it for its
The Grosse and Giftmacher family
are known to be involved. However, the supreme leader is believed to be
Martin Bormann, Hitler's fixer. But he committed suicide, didn't he...?
Or did he somehow cheat death?
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TIP: Some of the descriptions deliberately give away some of the levels'
content - read on for more secret intelligence!!
is dead, the Third Reich may not have collapsed as originally thought.
Intelligence claims that a large detachment of Nazis have taken refuge
inside a number of fortresses and are believed to be researching forbidden
technologies to start a World War III that the Allies have no chance of
winning. Whatever is happening must be stopped at all costs.
Level 1 - Security HQ
You jump off the back of a
truck into the fortress's security control centre. Take out any resistance
and find your way to the next floor.
Level 2 - Hitler's Court
The hidden and spectacular
mediaeval-like banquet courts; a Hitler family heirloom. Swastika banners
hang from the ceiling in the great corridor. Find the key into the main
banquet hall where a feast is already underway with the Officers, Guards
and the SS.
TIP: Don't run into the kitchen
unprepared - the officer chefs can shoot better than they can cook!
Level 3 - The Basement
A rather sadistic floor in
the fortress - a small army barracks right next to a prison full of rotting
skeletons. Find your way out of here before you have too many nightmares.
Level 4 - Engineering Bay
A little bit empty at the
moment; the vastness of the rooms used to be filled to the ceiling with
Gatling Guns, Panzerfausts (Rocket Launchers), Mortars and everything
else that they used during WWII. Thankfully, this engineering bay was
shut down several months ago, but that doesn't mean that it is unoccupied.
Level 5 - Tactical Ops
This is where Officers plot
their next move and hide their inventory. Scour the corridors and passageways,
eliminating every threat and acquiring anything that could be of use.
Level 6 - Parade Square
Make your way to the elevator
in a nearby structure. Try to avoid attracting the attention of the parade
squads, or your position could be overrun.
Level 7 - Command Centre
Penetrate the Command Centre
of this sector. Careful, many direct routes are blocked and require access
though some other means.
Level 8 - Espionage
Behold, the gardens of the
fortress at midnight! The thick foliage obscures your vision, the rock
faces form a virtual hedge maze, and the guard dogs that patrol the grounds
will not hesitate at ambushing you! What must you do? Find the entrance
to the secret
Level 9 - Top Secret!
Finally, the top secret offices;
unfortunately, security does not stop here! Three guardians shepherd the
doors of the archive rooms and the Top Secret documents of Martin Bormann's
whereabouts and his plans for the Omega Crystals, "Project: Omega".
Secret - Covert Ops
Things cannot get any more
secret than this. Though leaving this underground research facility is
easy enough, will curiosity tempt you to enter its portals into the unknown
world of "Project: Omega"?
With a map of the Nazi fortresses
and the plans for the Omega Crystals, you are parachuted into the specified
Level 1 - Perimeter
Locate the Jewelled-Bronze
Key to open the door to the entrance of the castle. Try not to take too
Level 2 - Entrance Hall
You're inside the castle,
but the elevator that leads to the upper floor has a safety lock on it.
Locate its silver key.
Level 3 - Corridor
Deeper inside! A massive corridor
is split into several segments, but you can't get cross the segments directly,
so you must work your way through the corridor - the long way!
Level 4 - Officers' Mess
Assassinate the Officers that
give this floor its name. Only then will the armies fall apart.
Level 5 - Treasury
Kill the three Guardians that
hang on to the keys; then, if you wish raid the treasuries!
Level 6 - Hot Pursuit
This cave is a navigation
training site and shooting range for Officers and SS's. Can you get to
the exit elevator before the elite warriors make you target practice?
What a headache!
Level 7 - Amazing!
The exit is straight in front
of you, but is blockaded. Work your way through the maze of corridors
to get to it from behind. This floor, however, has another reason why
it's called 'Amazing!'
Level 8 - Gatekeepers
The elevator stops one floor
short of the mines. More elevators lie nearby that WILL lead to the mines,
but they require three keys to activate, which are held by three guardians.
Will the shortage of ammo hold back a hero like yourself?
Level 9 - The Omega Mines
At last! The mines! Dozens
of raw Omega Crystals jut out from all over the place. The steel mining
machines are scattered around everywhere, drilling holes through the mine
walls, digging for Omega Crystals. The Remnants of the Third Reich would
usually use the freight lift to get down here, but that's in another part
of the mines behind sealed doors. Kill the guardian that wields the key
to the main mining area, and then locate Martin Bormann who is believed
to be overseeing the mining process. He, the organiser of this outrage,
must be eliminated.
Tip: If you do happen to find the freight lift (it has a long wall of
rails, and is filled with drums of refined Omega Crystals and two of the
mining machines) you will be rewarded!
Secret - Madness!
If you happen to find this
level, collect as much as you can before the SSs and the 'unexpected strangers'
get rid of you!
Tip: There is a giveaway pattern in which doors can and cannot be opened
by the gold key. You just have to be (very) observant.
With Martin Bormann assassinated,
the remnants of the Third Reich are scattered in disarray... except...
one last group, who withhold tonnes of Omega Crystal, and have a Omega
Refinery somewhere in their compound. Plus, they are now experimenting
with their eternal power. Combined with Schabbs's research and technology,
they have already worked out how to make mutants and summon Hitler Ghosts
with it - be warned, they have also created three UberMutants; and their
numbers may increase quickly. Stop them before it is too late!
Level 1 - Vehicle Depot
This is where the Omega Crystals
are transported. Kill the Officers and SSs located in this area.
Level 2 - Steel Temple
This is the nickname for a
security system built around a maze of steel passages and doors, and well-hidden
Level 3 - Prison Complex
Many unfortunate prisoners-of-war
were transported here to be transformed into mutants. No mutants lurk
around here, however; they have already been moved to the laboratories
elsewhere. Nevertheless, getting through will be a challenge, especially
with a Guardian holding the Gold Key to the exit.
Level 4 - Armoury
This dark and gloomy floor
holds ammunition and guns for mutants to have attached to their chests.
Be warned, a number of prepared mutants guard the armoury, and the first
Level 5 - Barracks
Because of the secrecy of
the Omega Crystals and their refining, many of the workers and guards
have to actually live in the fortress. Expect heavy resistance!
Level 6 - The Warehouse
This is the fortress's storage
facility and treasury. It is now almost empty. Just be careful - the route
out of the storage complex is locked and the necessary keys are hidden
in the store rooms. Note, most of the treasure and tools that used to
be stored here has already been spent or stored elsewhere, leaving an
empty, dark and rather spooky maze of rooms and access tunnels, but some
small stockpiles and loose items still remain.
Level 7 - Omega Refinery
This is the place where the
raw Omega Crystals are refined down to their hyper-explosive state. Mutants
are everywhere, but the biggest risk is when you have to shut down the
kiln - the shut-off switch is actually IN the kiln and someone has taken
away the fireproof suit! Therefore, you will have to enter it while it
Level 8 - Laboratories
This is the heart of the Omega
Crystal experimentation. Guards are everywhere, determined not to let
you into the main laboratory (where their latest creations await, including
the second UberMutant), OR onto the next floor where their GREATEST creation
awaits, greater than anything so far...
Level 9 - Project: Omega
Well, you made it onto the
next floor, but their 'greatest' creation was not at all what you expected.
It is a massive 'super-bomb'. Packed with several tonnes of refined Omega
Crystals, it has enough explosive power to destroy the whole of Europe
- and it is making very unusual sounds! The few remaining Nazis and mutants
are so determined to see the continent perish that they are willing to
make the ultimate sacrifice... to destroy their country to destroy Europe!
Locate and disarm the bomb
before its timer reaches zero.
Tip 1: You may find a few scattered mutants and 'creations' along the
way... and... if you're unlucky... the final UberMutant! If you do locate
and kill the UberMutant however, all the doors in the maze will be unlocked,
making it much easier to get through.
Tip 2: Take advantage of Mutants opening locked doors for you by killing
them while they are still in the doorway; it could considerably shorten
the route to the bomb for you.
We salute you... well, we
will if we still exist after you go in!
Secret - "Undeadly!"
The name says it all. This
level has mutants! There are plenty of rewards if you find this level,
but you have to locate the Jewelled Bronze Key and take the gold and silver
keys away from the two Guardians which appear somewhere in this secret
Tip: Acquiring the keys is difficult, especially on the highest difficulty
rating, "I am Death Incarnate", but a secret room, not too deep
into the complex, does contain copies of all three keys.
To find secrets, hold SPACE
(or whatever you have the "Open" command set to) and run down
against a wall, facing it. This technique will not open doors but it will
open secret pushback walls.
Try not to pick up unused ammunition
clips (not dropped by soldiers) if you have 95 bullets or more, as you
will waste the full 8. Collect it when your bullet count is lower.
Running allows you to get out
of danger quickly; use it whenever you can, because you might beat the
par time as well.
ALWAYS run in E3L9! You can
cover more ground in less time.
Use the knife if possible to
kill lone guards. Every bullet counts.
Do not use the knife against
1UPs give you 25 bullets and
heal you back to full health; do not waste them; extra lives are worthless
during the immediate future.
Shooting might attract the
attention of guards and dogs nearby. Using the knife does not do this
until you injure or kill an enemy.
If you run low on ammunition,
try to get away to find more ammunition, especially if you are fighting
Bullets, both yours and enemies',
do more damage at closer range.
Learn how to strafe (side-step).
Use it to hide behind walls while fighting Guardians, so you can keep
facing them, and to avoid the White Guardians' (Otto Giftmacher) and Martin
Bormann's rockets and the Hitler Ghosts' fireballs.
Do not be fooled by a false
sense of security. If you open a door to a room that appears empty, check
who is lurking to the side of the door, just out of view! Too many times
have cocky amateur players rushed straight in and got shot in the back.
Do not assume that all of the
enemies are in front of your gun's barrels! Periodically check if a guard
has not sneaked up behind you.
Some, but not all, obstacles
can block rockets and fireballs, but not bullets. Use them for cover.
Do not assume that the exit
lies behind an elevator door. It might be a booby-trap.
If you cannot find a key for
a locked door, it might be wielded by a Guardian. However, if the only
key for a locked door is hidden behind a pushwall, it is not usually required
to complete the level with (none of the "Project: Omega" levels
If, when pressing a wall, you
hear a sound similar to when pressing on a locked door without the matching
key, it is a pushback wall that is blocked from behind or cannot move
in that particular direction. Try pressing it from another angle.
Do not always use the Gatling
Gun - it consumes ammo like popcorn. The machine gun, pistol or even the
knife in some cases can be better weapons to use against weak enemies
like guard dogs.
Watch where patrolling guards
march; you never know, they might lead you somewhere worth noting.
Take advantage if a guard opens
a locked door that you do not yet have the key for. Shoot the guard in
the doorway so it is jammed open.
Be careful of dogs and guards.
Though they are weak, they can act as cover for more powerful enemies,
such as SSs, behind them.
Martin Bormann is a ruthless
murderer who will merrily mow down his own men if they get in the way
of his firepower. Use this to your advantage!
"End of Level" Bonuses:
If you prove yourself superior and scour the floors undefeated, you may
be rewarded with the secret bonus!
At the end of a level, you
may be rewarded extra bonus points:
You get 25,000 points for finding and completing the secret level, but
no other end-of-level bonuses are rewarded in this instance.
Killed all enemies on level:
Opened up all secret doors: 10,000 points
Collected all of the treasure: 10,000 points
Completed level under par: 500 points per second
Can I play, daddy? - 10,000 points
Don't hurt me. - 20,000 points
Bring 'em on! - 50,000 points
I am Death Incarnate! - 85,000 points
At the end of the BOSS level,
you may be rewarded extra bonus points:
NOTE: The 'episode' counts as levels 1 through 8 only.
Killed all enemies on entire
episode: 100,000 points
Opened up all secret doors: 100,000 points
Collected all of the treasure: 100,000 points
Secret Bonus (On boss level):
Can I play, daddy? - 25,000 points
Don't hurt me. - 50,000 points
Bring 'em on! - 100,000 points
I am Death Incarnate! - 250,000 points
- Episode 1 is now playable
- Par time for E3L7 changed
from 08:00 to 10:00
- Episode 3 title changed
- E3L9 name changed to "Project:
- Floor Colour changed for
- Level title displayed at
"Get Psyched" screen
- Martin Bormann is now a
modified Death Knight, including the
"Sighting" and "Death" voices.
- UberMutant makes a different
sound when killed
- New explosive barrel
- New destructible Nazi-banner
- Dogs now do more damage
if they bite you
- Rockets now produce a powerful
explosion on Death Incarnate mode (except Martin Bormann's, which always
produce the explosion).
- Some level layouts changed
- Secret pickup (not ready
for use yet) added to engine (hidden, lone explosive barrels in some levels
mark where they will be placed)
New Features to the Wolfenstein
Many new types of door:
Locked Door (Opened by Jewelled bronze key)
Locked Door (Can never be opened by player, because it has no
matching key - used more or less for decoration)
Reactor Door (Same in principle as the normal and elevator
doors, but with a reactor-wall texture)
Mechanical Door (Initially Open)
Mechanical Door (Initially Closed)
Mechanical doors that are
toggled by a switch.
Jewelled Bronze Key (A third
Ubermutant from S.o.D. with
slight AI modification (Drops Jewelled Bronze Key and is more aggressive
Countdown Timer on very last
New Bonuses at end of Level/Episode.
Discover how to claim the secret bonus yourself!
New Nazi banner that disintegrates
slowly when shot.
New Explosive Barrel that
can take several enemies out at once if shot.
Tile 0xca is now an invisible
wall that is totally transparent, yet blocking to actors and the player.
These are generally used for effect in level transitions (i.e. between
levels 8 and 9 of Episode 1)
Modifications to already existing
Secret Doors (Pushback walls) now ALWAYS move back 2 spaces. They occasionally
moved 3 spaces due to a bug in a mathematical expression.
Elevator "Back Maps"
have been changed.
Otto Giftmacher now drops
a Jewelled-bronze key.
Gretel Grosse now drops a
Dr. Schabbs art & code
replaced with that of the UberMutant.
General Fettgeschist art &
code replaced with that of the Death Knight.
UberMutant and Death Knight
Martin Bormann's (Death Knight)
rockets produce a powerful splash-damage explosion, as do the White Guardian's
rockets on "I am Death Incarnate" mode.
trigger adapted so it ends the level with an open door sound (because
they are placed in front of doors, to give the impression of the player
opening it to go into the next sector) rather than ending the episode.
Note that it only works for levels 1-8, and level 10. Walking over an
"ENDGAME" on level 9 will end the episode as it does normally.
Other Miscellaneous Changes:
Much new art (wall textures, door textures and sprite textures).
now accessible from Main Menu.
Menu Color Scheme changed.
Intro, menu and level music
Ceiling Colours have been
Floor Colour has been changed
J. Gareth "Praetor PredAtor" Moreton.
Jennifer H. Moreton (Levels 1, 3 and 4 of Episode 1).
J. Gareth "Praetor PredAtor" Moreton (Episodes 2 & 3 and
levels 2 and 5-10 of Episode 1).
J. Gareth "Praetor PredAtor" Moreton.
Adrian Carmack (ID Software).
...and the artists from a few other Wolfenstein 3D TCs.
Bobby Prince (ID Software)
J. Gareth "Praetor PredAtor" Moreton
John Romero (ID Software)
B.J. Rowan (For the Wolf3D source from his website and for the basic tutorials)
Borland International (for
Turbo C++ 3.0)
...and ID Software for such
a revolutionary game!
After more Wolfenstein resources?
Have a look at the Wolfenstein
section of the links page.