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Adventures in Heaven 2
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wlf60
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wolfmap.cfg
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Text File
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1993-07-23
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26KB
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691 lines
*************
* 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 ══ 2 Y Door (horizontal)
003 L ≡≡ 2 Y Locked door
004 E «» 2 Y Elevator door
005 @ @@ 0 Y Outdoors scenery
006 3 Floor
007 D ║ 2 Y Door (vertical)
008 ▓ ▓▓ 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