This wad is a WolfenDOOM scenario for DOOM II; in other
words, a Wolf3D TC. Lots of destructible objects, including
office lamps, water coolers, coffee cups, fire
extinguishers, propane tanks, oil drums, fire hydrants, and
the lamp posts on the street. You might also want to shoot
some of the prisoners in the jail and interrogation rooms
and put them out of their misery.
Because the maps in this wad exceed the limitations of the
regular doom2.exe, and to avoid having to use DeHackEd and
DEUSF, I advise PC users to run this wad with one of the
source port engines such as Legacy or Boom. You can
download any of the source ports from Doomworld at
Title: Operation: Rheingold, Episode 2: "Gestapo
Author: Laz Rojas
Email Address: firstname.lastname@example.org, email@example.com
Misc. Author Info: web site at
Description: 3-level WolfenDOOM adventure, featuring new
enemies and ambient sounds. Created on a Macintosh.
Additional Credits to: The guys at id, for creating both
Doom and Wolfenstein. Also Edmundo Bordeu of Ace Software
for the 3D models of the Tiger, Panzer, Elefant, and
half-track, and Joel Murdoch for beta testing the levels.
RHEIN2.WAD -- maps, interface, sprites, sounds, textures,
floors & ceilings
RHEIN2.DEH -- patch file
Game: Doom II
Level #: MAP04-MAP06
Single Player: Yes
Cooperative 2-4 Player: Yes
Deathmatch 2-4 Player: Yes
Difficulty Settings: No
New Sounds: Yes
New Graphics: Yes
New Music: No
Demos Replaced: None
Base: New levels from scratch
Build Time: five months, on and off
Editor(s) Used: Demon, HellMaker, Deimos, MacBSP, DeMacked,
DeHacked, NWT Pro, WinTex
Known Bugs: None
The past couple of days have been no picnic.
The Gestapo want to know whether Agent 17 told you anything
about Rheingold when he first contacted you in Paris, and
whether you told anyone else about your contact with him
before you arrived at the hotel. You've told them over and
over again you have no idea what they're talking about.
Whatever Agent 17 was going to tell you about Rheingold, it
died with him back at the hotel. But the Gestapo aren't
buying it, even though it's the truth.
And so, for the last two days, they've tried every kind of
persuasive technique to get you to talk, and your body
bears the scars of their tenacity. Your only comfort lies
in the knowledge that your interrogators will not kill you
until you give them what they want... but they seem to have
perfected ways to torture you to the brink of death and then
stop at the last instant. And so you are at an impasse. You
have no information to give them, and they won't kill you
until you talk. How much longer can this stalemate continue?
You wake up after some fitful sleep and sit up on the cold
floor of your cell. The pain from the last interrogation
session lingers, reminding you of what you have to look
forward to today. You don't even know if it's day or night,
locked away in this dungeon. The stench of urine fills the
air, hungry rats constantly try to get a bite out of you,
and the occasional scream from another prisoner breaks the
silence. At least Agent 17 had a quick death.
After a while, you hear the sound of approaching footsteps.
A guard is coming to drag you back to the interrogation room
for another session. Will this be the session when your
captors finally lose their patience and decide to kill you,
or even kill you accidentally? You have no wish to die here,
because whatever Rheingold is, somebody's got to find out
and do something about it. If you're going to make your
move, it's going to have to be now.
You lie down on the floor again and pretend to be asleep,
your back to the door. Your eyes closed, you hear the guard
fiddle with his key and unlock the door. You don't need to
see him to know what is happening. It's been exactly the
same every time for the past two days. Right now, he's
standing just outside the open door, his pistol drawn and
aimed at you.
"Kommen Sie hier, schwein!" he barks angrily. Is that the
extent of his vocabulary? You'd always thought Germans were
more creative than that.
You don't respond or move a muscle. The guard barks the
same words again, louder and angrier this time. You still
don't move. As far as he knows, you're still unconscious
from the last torture session.
Growing impatient, the guard decides to come in and drag
you out. His boots clatter on the stone floor as he quickly
approaches you, the sound echoing through the dungeon. Then
he nudges you in the back with his foot, roughly, ordering
you to your feet. Despite the pain, you force yourself to
relax your body as completely as possible, and still don't
The guard pauses for a moment, staring down at you.
Considering the possibility that you're dead, he reaches
down to roll you over on your back. The time to make your
move is now. If you continue the charade, chances are he'll
call for another guard to come help him.
The instant you feel his hand touch your shoulder, you
spring into action. Rolling over, you smash your elbow into
his gut, knocking him off balance as you leap to your feet.
Before he can recover, you push him back and pin him
against the wall. For the next several seconds, you
struggle to keep him there and keep him from sticking his
gun in your face. You know that in your condition, you
can't fight him for too long. So you shove your knee into
his groin. Once, twice, as hard as you can. His grip on the
gun weakens and you manage to knock it away. He breaks away
from you to try to retrieve it, but you grab him in a bear
hug and don't let go until you've snapped his neck. With a
sadistic sense of pleasure, you let his lifeless body sag
to the floor, then take a minute to catch your breath. Then
you grab the gun from the floor and take a couple of clips
from your victim's belt.
The stalemate has been broken.
Authors may not use this level as a base to build
You may distribute this WAD as long as this read me is
*Where to get this WAD*