The guard is the most common enemy in Wolfenstein 3D and appears in all of the Wolfenstein 3D family games.
Tactics[]
He is one of the slowest and easiest foes to dispose of. The guards patrol around environments or stand completely stationery until they are alarmed and then begin searching for the player. When in sight of the player, they will stop in place to draw their pistol and fire a single shot. Due to his simplicity mappers usually ensure that the guard is the first opponent a player will face after starting a new game.
While guards on their own pose the smallest challenge of any enemies in Wolfenstein, clever map placement or large groupings of guards can render them deadly.
The used clip that a guard drops carries 4 rounds of ammunition. Because a guard may only take 1-4 shots to kill and a solitary guard can easily be killed with a knife, hunting for guards in a level is a valid, if laborious, way of replenishing ammo.
"Achtung!" ("Danger/" Attention") plays when a guard sees the player.
*Various screams"* plays when a guard dies.
Official Hint Book Description[]
From The Official Wolfenstein 3D Hint Book:
- Guards are the grist for the Nazi mill, but can be an effective force if fighting in groups. They wear no body armor and can be brought down in a single shot. Carrying only a pistol, their firepower isn't exactly menacing. Guards are slow to react and must stop and take aim before shooting, making them particularly vulnerable to a machine gun attack. Using the chaingun on these fellows is really a waste of good lead.
ECWolf DECORATE Definitions[]
actor Guard : WolfensteinMonster 11
{
points 100
health 25
speed 1, 3
sighttime 1, 4
dropitem "Clip"
attacksound "guard/attack"
deathsound "guard/death"
secretdeathsound "guard/fart"
seesound "guard/sight"
states
{
Spawn:
GARD A -1 NOP A_Look
stop
Path:
GARD B 10 NOP A_Chase
GARD B 2.5
GARD C 7.5 NOP A_Chase
GARD D 10 NOP A_Chase
GARD D 2.5
GARD E 7.5 NOP A_Chase
loop
See:
GARD B 5 NOP A_Chase
GARD B 1.5
GARD C 4 NOP A_Chase
GARD D 5 NOP A_Chase
GARD D 1.5
GARD E 4 NOP A_Chase
loop
Missile:
GARD FG 10 A_FaceTarget
GARD H 10 bright A_WolfAttack
goto See
Pain:
GARD I 5 A_JumpIf(health & 1, 1)
goto See
GARD J 5
goto See
Death:
GARD K 7.5 A_Fall
GARD L 7.5 A_Scream
GARD M 7.5
GARD N -1
stop
}
}
actor GreenGuard : Guard 93
{
attacksound "greenguard/attack"
deathsound "greenguard/death"
secretdeathsound "greenguard/crash"
seesound "greenguard/sight"
dropitem "BlueClip"
states
{
Spawn:
GGRD A -1 NOP A_Look
stop
Path:
GGRD B 10 NOP A_Chase
GGRD B 2.5
GGRD C 7.5 NOP A_Chase
GGRD D 10 NOP A_Chase
GGRD D 2.5
GGRD E 7.5 NOP A_Chase
loop
See:
GGRD B 5 NOP A_Chase
GGRD B 1.5
GGRD C 4 NOP A_Chase
GGRD D 5 NOP A_Chase
GGRD D 1.5
GGRD E 4 NOP A_Chase
loop
Missile:
GGRD FG 10 A_FaceTarget
GGRD H 10 bright A_WolfAttack
goto See
Pain:
GGRD I 5 A_JumpIf(health & 1, 1)
goto See
GGRD J 5
goto See
Death:
GGRD K 7.5 A_Fall
GGRD L 7.5 A_Scream
GGRD M 7.5
GGRD N -1
stop
}
}
actor DeadGuard 81
{
+ISMONSTER // Blocks pushwalls
states
{
Spawn:
GARD N -1
stop
}
}
actor DeadGreenGuard : DeadGuard 98
{
states
{
Spawn:
GGRD N -1
stop
}
}