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The guard is the most common enemy in Wolfenstein 3D and appears in all of the Wolfenstein 3D family games.

TacticsEdit

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.

Official Hint Book DescriptionEdit

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 DefinitionsEdit

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
    }
}
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