A quick guide to door tricks in Wolfenstein 3D
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A quick guide to door tricks in Wolfenstein 3D
Updated 2 years ago by Shinboy

Hello, there are many instances of using enemies to open key doors to save time in Wolfenstein 3D. Here is a brief explanation on all of the door tricks. These tricks are described with the assumption that the basic layout of the stage is understood. These tricks are ones applicable to the Can I Play Daddy? difficulty. I will only explain the tricks that save time, there are a few tricks that do not save time with current strategies.

Episode 1: Escape From Castle Wolfenstein E1M5: The first door trick is fairly simple, albeit a little random. upon entering the room with the SS, run to the far left corner of the room. The SS should walk along the wall and open the door. It can take multiple tries to get to work.

E1M6: In the first long hallway, turn to the left. There should be a door indented into the wall. Open the door and fire a shot to alert the guards in the next room, and immediately run to the small corner on your right (left if looking down the hallway.)

E1M7: The first step is to open the door on your right, opening up the room with multiple chalices. Then move quickly to the alcove to your right to alert the guard to your position. It helps to move closer to the key door as to lure the guard closer. Next, run back to the chalice room and go to the far right corner of the room. Listen for the door opening and run back out and through the newly opened key door.

Episode 2: Operation: Eisenfaust

E2M8: The only useful door trick in episode 2, you start by going straight into the wood room, and fire off a shot to alert the guards in that room. Go to the alcove on your right, and stand next to the Hitler portrait on your left until you hear the sound of the key door being opened, then run on through.

Episode 3: Die, Fuhrer, Die!

E3M3: This one is very straightforward. Once you have acquired the gold key, open the key door and stand in the room that ends in the silver key door. All that is needed is a shot fired to alert the officer on the other side, and he will quickly open the door for you.

E3M4: Head straight to the room with the wood paneling in the center. Open the door on the right, and fire a shot to alert the officer inside. Run to the green lamp behind that door, and wait about seven seconds (that was about the time it took for him to open it) before running back through the door you previously opened. If you timed it right, the door should be open and the officer should have moved out of the way, allowing for easy access.

Episode 4: A Dark Secret

E4M2: After spawning in, run out into the hallway and turn left. Enter the hallway that starts with the blue urns and open the door at the end of it. The officer inside should see you. Run back out and continue left. Turn the corner and enter the first door on the left. If he hasn't already, the officer will open the door (almost always the one on the left) allowing you to get inside.

E4M6: After getting the gold key to get into the wood paneled rooms, open the door to the large room and fire a shot to alert the enemies in the room. Quickly turn left, then immediately turn left again. Enter the door to your right. Stand in the far right corner of the room with the ammunition. Listen for the door opening noise before running out to go through it.

E4M7: On this floor you can skip getting both keys. Immediately upon entering the level, fire a shot to alert the guards in the room ahead. Wait one second and they will open the key door. The next door is very similar. Take the left hallway in the first gray room and fire a shot immediately as the door to the hallway opens, alerting the officers in the next room. Quickly run to the end of the hallway, and the officers should open the door.

Episode 5: Trail of a Madman

E5M1: The first of SIX door tricks in this episode, this one is fairly consistent. Upon entering the blue stone hallways from the north door, go into the alcove on your left and stand at the next intersection. Once the guard makes his alert noise, retreat and instead stand into the right alcove's intersection and wait. Listen for the door opening and run to the door. You can also go immediately after the second guard enters into the room, and you should get to the door right as the guard opens it.

E5M3: This one is also consistent. Immediately upon entering the level, run to the right and alert the guard in the offshoot. Run back and go behind the structure you entered from. Stand right next to the entrance you walked through to have an easier time seeing the guard walk up. As soon as you see him, run to the left and stand in the corner. The guard will walk up and be right next to the key door. As soon as he comes into view, run around the structure. If done correctly he should open the door right as you return.

E5M4: Head to the door directly in front of you, and follow the hallway into the blue room. Once you get into the blue room, open the right door and fire a shot to alert the guard inside. Retreat back to the room you started in, and instead enter the right (the right of where you spawned in) door. Run to the far right corner of the room. You should only have to stand there for a brief second before returning to the room with the guard, with the key door open. This trick works more often than not, but can still fail.

E5M5: Turn to your right. Stand next to the potted plant on the left side of the door. The guard should awaken on contact and move left against the wall with the door. Run run across to the door on the right side of the key door, and if you are lucky, the guard will follow you and should open the door.

E5M7: This one is simple, but the difficulty is surviving to capitalize on the trick. This one is probably the least consistent in the episode. Enter the large red brick room from the rightmost door. Immediately run to the the far left corner. One of the SS should open the door quickly, but it can be hard to survive.

E5M8: Alert the guard at the very start, then lead him near the key door that leads to the end. Once he is relatively close, run down the hallway that ends in three doors. Go through the right one, and stand in front of the key door flanked by the two Hitler portraits. Wait a few seconds, and run back out, with enough luck, the door should be open, leading right to the end.

Episode 6: Confrontation

E6M3: This one is fairly simple. Upon entering the level, fire a shot to alert the guards in the room. Move slightly to the right, and wait for the door opening. Go through and access the secret level.

E6M10: Completing floor 10 is faster than completing the rest of floor 3, due to this door trick. Go behind the start and an alert the officer in the alcove. Run back to the spot where you entered the level, and the officer should open the door quickly.

E6M6: In room with the gold key door, run to the far left corner. If you are lucky, the guard should walk along the wall and open the door for you, similar to E1M5.

E6M8: Once you reach the end of the hallway with the key door flanked by the red bricks, do not kill the last officer. Lead him closer to the door, then run back around the outcropping and stand in the corner. The officer should open the door.

All of these tricks are demonstrated in my full episode runs. I may make a visual representation of these at some point, but for now refer to those videos for further help.