************* * File name : WOLFMAP.CFG * Last updated: Sat, Jul 17, 1993 * * Description : WOLFMAP configuration file for Wolfenstein 3D. * * This file has been tested with shareware versions 1.0, 1.1, * and 1.11 (it works with the non-shareware versions too). * * This file is used to: * * 1) Classify map and object values by groups. * 2) Assign characters to each group for printing on maps. * * This file is made up of 4 sections. Each section must begin * with a specific heading line. The heading must be typed * exactly as shown. Section descriptions are provided in the * comments following the section headers. * * 1) [MAP GROUPS] * 2) [OBJECT GROUPS] * 3) [MAP VALUES] * 4) [OBJECT VALUES] * * Blank lines can be left anywhere in the file. * Comments can be placed on lines that begin with an asterisk. ************* [MAP GROUPS] **** * These are the characters used to represent the various groups of map values * as defined in the [MAP VALUES] section. * These characters will appear on the maps that are generated by this program. * * A maximum of 255 groups can be defined (001 to 255). Each group is assigned * a character that will be used when generating the maps. * * Group 000 should be reserved for unknown/invalid/unrecognized map values. * * Undefined groups are assigned a space character. * * * Columns 1- 3: Map group : 3 digit decimal number (000 to 255) * Columns 5- 5: Character : single ASCII character to use on maps when * the /2 option is NOT used. * Columns 7- 8: Character : two ASCII characters to use on maps when * the /2 option is used. * Columns 10-10: Type of map value : Tells program what type of map value it is * 0 = other * 1 = wall * 2 = door * 3 = floor * Columns 12-12: Print on legend? : Y = Print character(s) on legend page * Columns 14-48: Description : Description of the map group (will * also appear on legend page). * (Maximum of 35 characters for description) * **** * * 111111111122222222223333333333444444444 *23456789012345678901234567890123456789012345678 * x xx x x xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx * 000 ? ?? 0 Y Unknown/Invalid/Unrecognized 001 ° °° 1 Y Wall 002 D ÍÍ 2 Y Door (horizontal) 003 L ðð 2 Y Locked door 004 E ®¯ 2 Y Elevator door 005 @ @@ 0 Y Outdoors scenery 006 3 Floor 007 D º 2 Y Door (vertical) 008 ² ²² 1 Y Wall with sign 009 A A 0 Comment 010 B B 0 Comment 011 C C 0 Comment 012 D D 0 Comment 013 E E 0 Comment 014 F F 0 Comment 015 G G 0 Comment 016 H H 0 Comment 017 I I 0 Comment 018 J J 0 Comment 019 K K 0 Comment 020 L L 0 Comment 021 M M 0 comment 022 N N 0 comment 023 O O 0 comment 024 P P 0 comment 025 Q Q 0 comment 026 R R 0 comment 027 S S 0 comment 028 T T 0 comment 029 U U 0 comment 030 V V 0 comment 031 W W 0 comment 032 X X 0 comment 033 Y Y 0 comment 034 Z Z 0 comment 035 a a 0 comment 036 b b 0 comment 037 c c 0 comment 038 d d 0 comment 039 e e 0 comment 040 f f 0 comment 041 g g 0 comment 042 h h 0 comment 043 i i 0 comment 044 j j 0 comment 045 k k 0 comment 046 l l 0 comment 047 m m 0 comment 048 n n 0 comment 049 o o 0 comment 050 p p 0 comment 051 q q 0 comment 052 r r 0 comment 053 s s 0 comment 054 t t 0 comment 055 u u 0 comment 056 v v 0 comment 057 w w 0 comment 058 x x 0 comment 059 y y 0 comment 060 z z 0 comment 061 0 comment (blank) 062 * * 0 comment (highlight) [OBJECT GROUPS] **** * These are the characters used to represent the various groups of objects * as defined in the [OBJECT VALUES] section. * These characters will appear on the maps that are generated by this program. * * A maximum of 255 groups can be defined (001 to 255). Each group is assigned * a character that will be used when generating the maps. * * Group 000 should be reserved for unknown/invalid/unrecognized object values. * * Undefined groups are assigned a space character. * * * Columns 1- 3: Object group : 3 digit decimal number (000 to 255) * Columns 5- 5: Character : single ASCII character to use on maps when * the /2 option is NOT used. * Columns 7- 8: Character : two ASCII characters to use on maps when * the /2 option is used. * Columns 10-10: Type of object : Tells program what type of object it is. * 0 = other * 1 = trivial object * 2 = non-trivial object * 3 = enemy * Columns 12-12: Print on legend? : Y = Print character(s) on legend page * Columns 14-48: Description : Description of the object group (will * also appear on legend page). * (Maximum of 35 characters for description) * **** * * 111111111122222222223333333333444444444 *23456789012345678901234567890123456789012345678 * x xx x x xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx * 000 ? ? 0 Unknown/Invalid/Unrecognized 001 0 Nothing 002 a a 2 Y Ammunition 003 f f 2 Y Food 004 + + 2 Y First aid 005 w W3 2 Y Weapon 3 (machine gun) 006 W W4 2 Y Weapon 4 (chain gun) 007 $ $ 2 Y Treasure 008 m m 2 Y Mirror 009 K gk 2 Y Gold Key 010 o o 1 Y Misc object (trivial) 011 1 D1 3 Y Dog (skill lvl 1 & 2) 012 1 G1 3 Y Guard (skill lvl 1 & 2) 013 1 S1 3 Y SS Guard (skill lvl 1 & 2) 014 B B! 3 Y Boss Arnold (Hans) 015 % %% 0 Y Secret passage 016 3 D3 3 Y Dog (skill lvl 3) 017 3 G3 3 Y Guard (skill lvl 3) 018 3 S3 3 Y SS Guard (skill lvl 3) 019 4 D4 3 Y Dog (skill lvl 4) 020 4 G4 3 Y Guard (skill lvl 4) 021 4 S4 3 Y SS Guard (skill lvl 4) 022 * * 0 Y Your starting location 023 0 Changes direction that enemy faces 024 X XX 0 Y Ends game (eXit) 025 1 O1 3 Y White clad Officer (skill lvl 1 & 2) 026 3 O3 3 Y White clad Officer (skill lvl 3) 027 4 O4 3 Y White clad Officer (skill lvl 4) 028 P P! 3 Y Black priest (Hitler's Ghost) 029 H H! 3 Y Hitler 030 S S! 3 Y Boss Dr. Schabbs 031 1 Z1 3 Y Zombie - Mutant (skill lvl 1 & 2) 032 3 Z3 3 Y Zombie - Mutant (skill lvl 3) 033 4 Z4 3 Y Zombie - Mutant (skill lvl 4) 034 K sk 2 Y Silver Key 035 T G! 3 Y Boss Gretel (Hans Sister) 036 G M! 3 Y Boss Otto GiftMacher 037 p RP 3 Y Pacman Ghost (invincible) 038 p YP 3 Y Pacman Ghost (invincible) 039 p PP 3 Y Pacman Ghost (invincible) 040 p BP 3 Y Pacman Ghost (invincible) 041 x x 0 Y Dead Guard 042 F F! 3 Y Boss Herr General Fettgesicht [MAP VALUES] **** * These are the map values which are found in the game's map file. * * A maximum of 256 values can be defined (00 to ff). Each value is assigned * a "group" value which is used to group similar map values together (eg. walls * doors, floors). * * Undefined map values are assigned a "group" value of 000 (unknown/invalid/ * unrecognized). * * * Columns 1- 2 : Map value : 2 digit hex number (00 to ff) * Columns 4- 6 : Map group number : 3 digit decimal number (000 to 255) * Columns 8-13 : Comment : Description of map group number * Columns 15+ : Comment : Description of map value * **** * * 11111111 *2345678901234567 * xxx xxxxxx xxxxxxxxxxx... * 01 001 Wall : Grey stone cube 02 001 Wall : Grey stone cube 03 008 Wall : Grey stone cube with flag 04 008 Wall : Grey stone cube with picture 05 001 Wall : Blue stone cube with cell door 06 008 Wall : Grey stone cube with bird and archway 07 001 Wall : Blue stone cube with cell door and skeleton 08 001 Wall : Blue stone cube 09 001 Wall : Blue stone cube 0a 008 Wall : Wood cube with picture of bird 0b 008 Wall : Wood cube with picture 0c 001 Wall : Wood cube 0d 004 Eleva: Elevator door (no red door handle) (ie. from prvs level) 0e 008 Wall : Steel cube (N/S="Verbotem", E/W="Achtung") 0f 001 Wall : Steel cube 10 005 Exit : Landscape view (N/S=sky & green land, E/W=dark & stars?) 11 001 Wall : Red brick cube 12 008 Wall : Red brick cube with green wreath 13 001 Wall : Purple and green cube 14 008 Wall : Red brick cube with tapestry of bird 15 001 Wall : Inside elevator (N/S=hand rail, E/W=controls in down position) 16 001 Wall : Inside elevator (N/S=blank wall, E/W=controls in up position) 17 008 Wall : Wood cube with green branches over a cross 18 001 Wall : (v1.1+) Grey stone cube with green moss/slime 19 001 Wall : Pink and green cube 1a 001 Wall : (v1.1+) Grey stone cube with green moss/slime 1b 001 Wall : Grey stone cube 1c 008 Wall : Grey stone cube (N/S="Verbotem", E/W="Achtung") 1d 001 Wall : (Eps.2+) Brown cave 1e 001 Wall : (Eps.2+) Brown cave with blood 1f 001 Wall : (Eps.2+) Brown cave with blood 20 001 Wall : (Eps.2+) Brown cave with blood 21 008 Wall : (Eps.2+) Stained glass window of Hitler 22 001 Wall : (Eps.2+) Blue brick wall with skulls 23 001 Wall : (Eps.2+) Grey brick wall 24 001 Wall : (Eps.2+) Blue brick wall with swastikas 25 001 Wall : (Eps.2+) Grey brick wall with hole 26 001 Wall : (Eps.2+) Red/grey/brown wall 27 001 Wall : (Eps.2+) Grey brick wall with crack 28 001 Wall : (Eps.2+) Blue brick wall 29 008 Wall : (Eps.2+) Blue stone wall with verboten sign 2a 001 Wall : (Eps.2+) Brown tiles 2b 008 Wall : (Eps.2+) Grey brick wall with map 2c 001 Wall : (Eps.2+) Orange stone wall 2d 001 Wall : (Eps.2+) Orange stone wall 2e 001 Wall : (Eps.2+) Brown tiles 2f 008 Wall : (Eps.2+) Brown tiles with banner 30 001 Wall : (Eps.2+) Orange panel on wood wall 31 008 Wall : (Eps.2+) Grey brick wall with Hitler 32 001 Wall : (Eps.2+) Jammed door 33 001 Wall : (Eps.2+) Side of doorway 35 003 Wall : Jammed Locked door 36 001 Wall : Garbled Image 1 37 001 Wall : Garbled Image 2 38 001 Wall : Garbled Image 3 39 001 Wall : Garbled Image 4 3a 001 Wall : Garbled Image 5 3b 001 Wall : Garbled Image 6 3c 001 Wall : Garbled Image 7 3d 001 Wall : Garbled Image 8 3e 001 Wall : Garbled Image 9 3f 001 Wall : Garbled Image 10 40 001 Wall : Grey stone cube 41 001 Wall : Grey stone cube 42 001 Wall : Grey stone cube 43 008 Wall : Grey stone cube with flag 44 008 Wall : Grey stone cube with picture 45 001 Wall : Blue stone cube with cell door 46 001 Wall : Grey stone cube with bird and archway 47 001 Wall : Blue stone cube with cell door and skeleton 48 001 Wall : Blue stone cube 49 001 Wall : Blue stone cube 4a 008 Wall : Wood cube with picture of bird 4b 008 Wall : Wood cube with picture 4c 001 Wall : Wood cube 4d 004 Eleva: Elevator door (no red door handle) 4e 008 Wall : Steel cube (N/S="Verbotem", E/W="Achtung") 4f 001 Wall : Steel cube 50 005 Exit : Exit (N/S=sky & green land, E/W=dark & stars?) 51 001 Wall : Red brick cube 52 008 Wall : Red brick cube with green wreath 53 001 Wall : Pink and green cube 54 008 Wall : Red brick cube with tapestry of bird 55 001 Wall : Inside elevator (N/S=hand rail, E/W=controls in down position) 56 001 Wall : Inside elevator (N/S=blank wall, E/W=controls in up position) 57 008 Wall : Wood cube with green branches over a cross 59 001 Wall : Pink and green cube 5a 007 VDoor: Steel door (east/west doorway) (vertical on map) 5b 002 HDoor: Steel door (north/south doorway) (horizontal on map) 5c 003 Lock : Locked version of 5a (need gold key to open) 5d 003 Lock : Locked version of 5b (need gold key to open) 5e 003 Lock : Locked version of 5a (need silver key to open) 5f 003 Lock : Locked version of 5b (need silver key to open) 60 003 Lock : Locked version of 5a (can't open) 61 003 Lock : Locked version of 5b (can't open) 62 003 Lock : Locked version of 5a (can't open) 63 003 Lock : Locked version of 5b (can't open) 64 004 Eleva: Elevator door with a grey stone cube on north and south side 65 004 Eleva: Elevator door with a grey stone cube on east and west side 68 001 Wall: Blue Stone 1 **** * * Floor squares: * * Guards standing on same numbered floor squares are ALL alerted if ONE * of them is alerted (by a gunshot or seeing you). * * Guards on squares with a different number are oblivious to your * presence unless they see you. * **** 6a 006 Floor: Floor (guard can see right,left, and 1 square behind) **** * * 6b - 8f: Guard can only see in front of him * **** 6b 006 Floor: Floor 6c 006 Floor: Floor 6d 006 Floor: Floor 6e 006 Floor: Floor 6f 006 Floor: Floor 70 006 Floor: Floor 71 006 Floor: Floor 72 006 Floor: Floor 73 006 Floor: Floor 74 006 Floor: Floor 75 006 Floor: Floor 76 006 Floor: Floor 77 006 Floor: Floor 78 006 Floor: Floor 79 006 Floor: Floor 7a 006 Floor: Floor 7b 006 Floor: Floor 7c 006 Floor: Floor 7d 006 Floor: Floor 7e 006 Floor: Floor 7f 006 Floor: Floor 80 006 Floor: Floor 81 006 Floor: Floor 82 006 Floor: Floor 83 006 Floor: Floor 84 006 Floor: Floor 85 006 Floor: Floor 86 006 Floor: Floor 87 006 Floor: Floor 88 006 Floor: Floor 89 006 Floor: Floor 8a 006 Floor: Floor 8b 006 Floor: Floor 8c 006 Floor: Floor 8d 006 Floor: Floor 8e 006 Floor: Floor 8f 006 Floor: Floor 96 009 Comment: A 97 010 Comment: B 98 011 Comment: C 99 012 comment: D 9a 013 comment: E 9b 014 comment: F 9c 015 comment: G 9d 016 comment: H 9e 017 comment: I 9f 018 comment: J a0 019 comment: K a1 020 comment: L a2 021 comment: M a3 022 comment: N a4 023 comment: O a5 024 comment: P a6 025 comment: Q a7 026 comment: R a8 027 comment: S a9 028 comment: T aa 029 comment: U ab 030 comment: V ac 031 comment: W ad 032 comment: X ae 033 comment: Y af 034 comment: Z b0 035 comment: a b1 036 comment: b b2 037 comment: c b3 038 comment: d b4 039 comment: e b5 040 comment: f b6 041 comment: g b7 042 comment: h b8 043 comment: i b9 044 comment: j ba 045 comment: k bb 046 comment: l bc 047 comment: m bd 048 comment: n be 049 comment: o bf 050 comment: p c0 051 comment: q c1 052 comment: r c2 053 comment: s c3 054 comment: t c4 055 comment: u c5 056 comment: v c6 057 comment: w c7 058 comment: x c8 059 comment: y c9 060 comment: z ca 061 comment: blank cb 062 comment: highlight * [OBJECT VALUES] **** * These are the object values which are found in the game's map file. * * A maximum of 256 values can be defined (00 to ff). Each value is assigned * a "group" value which is used to group similar object values together * (eg. food, treasure, miscellaneous objects, guards, dogs, etc). * * Undefined object values are assigned a "group" value of 000 (unknown/invalid/ * unrecognized). * * * Columns 1- 2 : Object value : 2 digit hex number (00 to ff) * Columns 4- 6 : Object group number: 3 digit decimal number (000 to 255) * Columns 8-13 : Comment : Description of object group number * Columns 15+ : Comment : Description of object value * **** * * 11111111 *2345678901234567 * xxx xxxxxx xxxxxxxxxxx... * 00 001 Nothi: Nothing 13 022 Start: Starting location, facing north 14 022 Start: Starting location, facing east 15 022 Start: Starting location, facing south 16 022 Start: Starting location, facing west 17 001 Objec: Puddle of water 18 010 Objec: Green barrel 19 010 Objec: Table and two chairs 1a 010 Objec: Floor lamp 1b 001 Objec: Chandelier 1c 010 Objec: Skeleton handing from hook in ceiling 1d 003 Food : Bowl of dog food 1e 010 Objec: Stone pillar 1f 010 Objec: Potted tree 20 001 Objec: Skeleton lying on ground 21 010 Objec: Sink 22 010 Objec: Potted plant 23 010 Objec: Blue vase 24 010 Objec: Round table 25 001 Objec: Ceiling light 26 010 Objec: 5 Pots and pans hanging from wood beam attached to ceiling 27 010 Objec: Suit of armour 28 010 Objec: Hanging cage 29 010 Objec: Hanging cage with skeleton inside 2a 001 Objec: Pile of bones 2b 009 GKey : Gold key 2c 034 SKey : Silver key 2d 010 Objec: Cot 2e 001 Objec: Bucket 2f 003 Food : Plate of food 30 004 Aid : First aid kit 31 002 Ammo : Ammo 32 005 Weap3: Weapon 3 33 006 Weap4: Weapon 4 34 007 Treas: Jewelled cross 35 007 Treas: Gold chalice 36 007 Treas: Jewelled box 37 007 Treas: Crown 38 008 Mirro: Blue mirror with face 39 001 Objec: Bones and blood 3a 010 Objec: Wood barrel 3b 010 Objec: Stone well with water 3c 010 Objec: Stone well no water 3d 001 Objec: Blood 3e 010 Objec: Flag pole and flag 3f 010 Objec: (v1.1) Floating sign: "CALL APOGEE. SAY "SNAPPITY" * (v1.11) Floating sign: "CALL APOGEE. SAY "AARDWOLF" 40 010 Objec: (v1.1+) Broken glass on floor (or crushed bones?) 41 010 Objec: (v1.1+) Broken glass on floor (or crushed bones?) 42 010 Objec: (v1.1+) Broken glass on floor (or crushed bones?) 43 010 Objec: (v1.1+) Pot, pan, and ladle hanging from ceiling 44 010 Objec: (v1.1+) Iron wood-burning stove 45 010 Objec: (v1.1+) Rack of poles (spears ?) 46 010 Objec: (v1.1+) Green vines hanging from ceiling 49 000 ?????: Unknown purpose (found in episode 1, on level 3) Causes Vers 1.4 to abort when room is entered with this code. 5a 023 Face : Makes enemy face east 5b 023 Face : Makes enemy face north east 5c 023 Face : Makes enemy face north 5d 023 Face : Makes enemy face north west 5e 023 Face : Makes enemy face west 5f 023 Face : Makes enemy face south west 60 023 Face : Makes enemy face south 61 023 Face : Makes enemy face south east 62 015 Secre: Block is a secret passage 63 024 End : Ends game 6c 012 Guard: Tan soldier (skill level 1 & 2), standing still facing east 6d 012 Guard: Tan soldier (skill level 1 & 2), standing still facing north 6e 012 Guard: Tan soldier (skill level 1 & 2), standing still facing west 6f 012 Guard: Tan soldier (skill level 1 & 2), standing still facing south 70 012 Guard: Tan soldier (skill level 1 & 2), walking east 71 012 Guard: Tan soldier (skill level 1 & 2), walking north 72 012 Guard: Tan soldier (skill level 1 & 2), walking west 73 012 Guard: Tan soldier (skill level 1 & 2), walking south 74 025 WGuar: (Eps.2+) White guard (skill level 1 & 2), standing facing east 75 025 WGuar: (Eps.2+) White guard (skill level 1 & 2), standing facing north 76 025 WGuar: (Eps.2+) White guard (skill level 1 & 2), standing facing west 77 025 WGuar: (Eps.2+) White guard (skill level 1 & 2), standing facing south 78 025 WGuar: (Eps.2+) White guard (skill level 1 & 2), walking east 79 025 WGuar: (Eps.2+) White guard (skill level 1 & 2), walking north 7a 025 WGuar: (Eps.2+) White guard (skill level 1 & 2), walking west 7b 025 WGuar: (Eps.2+) White guard (skill level 1 & 2), walking south 7c 041 Objec: Dead tan soldier 7e 013 SS : Blue soldier (skill level 1 & 2), standing still, facing east 7f 013 SS : Blue soldier (skill level 1 & 2), standing still, facing north 80 013 SS : Blue soldier (skill level 1 & 2), standing still, facing west 81 013 SS : Blue soldier (skill level 1 & 2), standing still, facing south 82 013 SS : Blue soldier (skill level 1 & 2), walking east 83 013 SS : Blue soldier (skill level 1 & 2), walking north 84 013 SS : Blue soldier (skill level 1 & 2), walking west 85 013 SS : Blue soldier (skill level 1 & 2), walking south 8a 011 Dog : Dog (skill level 1 & 2), running east 8b 011 Dog : Dog (skill level 1 & 2), running north 8c 011 Dog : Dog (skill level 1 & 2), running west 8d 011 Dog : Dog (skill level 1 & 2), running south 90 017 Guar3: Tan soldier (skill level 3), standing still, facing east 91 017 Guar3: Tan soldier (skill level 3), standing still, facing north 92 017 Guar3: Tan soldier (skill level 3), standing still, facing west 93 017 Guar3: Tan soldier (skill level 3), standing still, facing south 94 017 Guar3: Tan soldier (skill level 3), walking east 95 017 Guar3: Tan soldier (skill level 3), walking north 96 017 Guar3: Tan soldier (skill level 3), walking west 97 017 Guar3: Tan soldier (skill level 3), walking south 98 026 WGua3: (Eps.2+) White guard (skill level 3), standing, facing east 99 026 WGua3: (Eps.2+) White guard (skill level 3), standing, facing north 9a 026 WGua3: (Eps.2+) White guard (skill level 3), standing, facing west 9b 026 WGua3: (Eps.2+) White guard (skill level 3), standing, facing south 9c 026 WGua3: (Eps.2+) White guard (skill level 3), walking east 9d 026 WGua3: (Eps.2+) White guard (skill level 3), walking north 9e 026 WGua3: (Eps.2+) White guard (skill level 3), walking west 9f 026 WGua3: (Eps.2+) White guard (skill level 3), walking south a0 028 Pries: (Eps.2+) Black priest a2 018 SS3 : Blue soldier (skill level 3), standing still, facing east a3 018 SS3 : Blue soldier (skill level 3), standing still, facing north a4 018 SS3 : Blue soldier (skill level 3), standing still, facing west a5 018 SS3 : Blue soldier (skill level 3), standing still, facing south a6 018 SS3 : Blue soldier (skill level 3), walking east a7 018 SS3 : Blue soldier (skill level 3), walking north a8 018 SS3 : Blue soldier (skill level 3), walking west a9 018 SS3 : Blue soldier (skill level 3), walking south ab 001 Invis: ???? ae 016 Dog3 : Dog (skill level 3), running east af 016 Dog3 : Dog (skill level 3), running north b0 016 Dog3 : Dog (skill level 3), running west b1 016 Dog3 : Dog (skill level 3), running south b2 029 Hitlr: (Eps.2+) Hitler b3 042 Genrl: (Eps.2+) General Fettgesicht b4 020 Guar4: Tan soldier (skill level 4), standing still, facing east b5 020 Guar4: Tan soldier (skill level 4), standing still, facing north b6 020 Guar4: Tan soldier (skill level 4), standing still, facing west b7 020 Guar4: Tan soldier (skill level 4), standing still, facing south b8 020 Guar4: Tan soldier (skill level 4), walking east b9 020 Guar4: Tan soldier (skill level 4), walking north ba 020 Guar4: Tan soldier (skill level 4), walking west bb 020 Guar4: Tan soldier (skill level 4), walking south bc 027 WGua4: (Eps.2+) White guard (skill level 4), standing, facing east bd 027 WGua4: (Eps.2+) White guard (skill level 4), standing, facing north be 027 WGua4: (Eps.2+) White guard (skill level 4), standing, facing west bf 027 WGua4: (Eps.2+) White guard (skill level 4), standing, facing south c0 027 WGua4: (Eps.2+) White guard (skill level 4), walking east c1 027 WGua4: (Eps.2+) White guard (skill level 4), walking north c2 027 WGua4: (Eps.2+) White guard (skill level 4), walking west c3 027 WGua4: (Eps.2+) White guard (skill level 4), walking south c4 030 Schab: (Eps.2+) Dr. Schabbs c5 035 Grete: (Eps.2+) Gretel Grosse (Hans sister) c6 021 SS4 : Blue soldier (skill level 4), standing still, facing east c7 021 SS4 : Blue soldier (skill level 4), standing still, facing north c8 021 SS4 : Blue soldier (skill level 4), standing still, facing west c9 021 SS4 : Blue soldier (skill level 4), standing still, facing south ca 021 SS4 : Blue soldier (skill level 4), walking east cb 021 SS4 : Blue soldier (skill level 4), walking north cc 021 SS4 : Blue soldier (skill level 4), walking west cd 021 SS4 : Blue soldier (skill level 4), walking south d2 019 Dog4 : Dog (skill level 4), running east d3 019 Dog4 : Dog (skill level 4), running north d4 019 Dog4 : Dog (skill level 4), running west d5 019 Dog4 : Dog (skill level 4), running south d6 014 Boss : Final boss (blue) ("Hans") d7 036 Boss : GiftMacher d8 031 Zomb1: (Eps.2+) Zombie (skill level 1 & 2), standing facing east d9 031 Zomb1: (Eps.2+) Zombie (skill level 1 & 2), standing facing north da 031 Zomb1: (Eps.2+) Zombie (skill level 1 & 2), standing facing west db 031 Zomb1: (Eps.2+) Zombie (skill level 1 & 2), standing facing south dc 031 Zomb1: (Eps.2+) Zombie (skill level 1 & 2), walking east dd 031 Zomb1: (Eps.2+) Zombie (skill level 1 & 2), walking north de 031 Zomb1: (Eps.2+) Zombie (skill level 1 & 2), walking west df 031 Zomb1: (Eps.2+) Zombie (skill level 1 & 2), walking south e0 037 RGhos: Red Pacman Ghost e1 038 YGhos: Yellow PacMan Ghost e2 039 PGhos: Pink Pacman Ghost e3 040 BGhos: Blue Pacman Ghost ea 032 Zomb3: (Eps.2+) Zombie (skill level 3), standing facing east eb 032 Zomb3: (Eps.2+) Zombie (skill level 3), standing facing north ec 032 Zomb3: (Eps.2+) Zombie (skill level 3), standing facing west ed 032 Zomb3: (Eps.2+) Zombie (skill level 3), standing facing south ee 032 Zomb3: (Eps.2+) Zombie (skill level 3), walking east ef 032 Zomb3: (Eps.2+) Zombie (skill level 3), walking north f0 032 Zomb3: (Eps.2+) Zombie (skill level 3), walking west f1 032 Zomb3: (Eps.2+) Zombie (skill level 3), walking south fc 033 Zomb4: (Eps.2+) Zombie (skill level 4), standing facing east fd 033 Zomb4: (Eps.2+) Zombie (skill level 4), standing facing north fe 033 Zomb4: (Eps.2+) Zombie (skill level 4), standing facing west ff 033 Zomb4: (Eps.2+) Zombie (skill level 4), standing facing south