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AlumiuN
15-02-2009, 02:10 AM
Feel free to comment and discuss this game here. Also, if you have any useful tips or tricks don't hesitate to share them with the others! Thanks!

Review & Download (if available) (http://www.abandonia.com/en/games/5575/Wrath+of+Earth.html)

Soulsick
16-02-2009, 03:45 PM
well i played this game olny 5 min (olny to check if it works) and i think that it is a pretty good game i write some more if i find some free time to play it ;)

angry axe
20-02-2009, 09:02 AM
awesome game, hate the mutants when they get close to you in a small space and you dont have time to change weapon

DooMJake
20-02-2009, 11:49 AM
how do i save in this game?

AlumiuN
21-02-2009, 08:40 PM
how do i save in this game?

F10 takes you to the menu. I know, it's kind of weird.

EDIT: AA, I'm glad you liked it. Remember to have the rapid ionic cannon out before you enter a room. :D

DooMJake
22-02-2009, 12:49 PM
Thanks. F10 worked.

Now another question what funktion does Weapon 2 have? It fires slower than the 3rd and does the same damage?

rsdworker
22-02-2009, 12:50 PM
looks great - i played it its amazing game but i was wondering if extras with it?

AlumiuN
23-02-2009, 05:33 AM
Thanks. F10 worked.

Now another question what funktion does Weapon 2 have? It fires slower than the 3rd and does the same damage?

Weapon 2 uses less energy per shot than Weapon 3. I use it a lot when I don't need to annihilate a large group of Mentors quickly (which is pretty much never :p). The usage rate of Weapon 3 is roughly equal to the recharge rate in the open at daytime, if that makes any sense. :p

looks great - i played it its amazing game but i was wondering if extras with it?

I do have a box, but it was part of a Softkey box set with some other shareware bits and pieces, so it would look kind of weird. I could ask Ermuli, he might have it. That or we could scab the shots from MobyGames. :D

DarkStar88
18-03-2009, 07:33 PM
How glad I am to see WoE up on Abandonia, with a fair review and working download link. Plucked from a discount rack years ago at a store whose name I forget, this obscure game surpassed my expectations on all measures. It is high time it was given a fair shake.

The essence of this game can be distilled to this: WoE has the ability to take you out of your seat and put you in the shoes of the protagonist. Turn off the lights, find a good set of headphones, and clear your schedule for the next eight hours. Block out the world for a time and you will become that lone soldier in the BTS suit. Exhausted. Jumpy. Horrified. Overwhelmed. Confused. And with the terrible knowledge that your mission is far, far from over.

Know your enemies, watch your status, and at all times remember the Golden Rule of Battle --- In order to win you must defeat every enemy you encounter. The enemy only has to defeat the one of you.

Perhaps one of these days I'll write a proper walkthrough for Woe, seeing as there is none.

AlumiuN
18-03-2009, 07:47 PM
How glad I am to see WoE up on Abandonia, with a fair review and working download link. Plucked from a discount rack years ago at a store whose name I forget, this obscure game surpassed my expectations on all measures. It is high time it was given a fair shake.

The essence of this game can be distilled to this: WoE has the ability to take you out of your seat and put you in the shoes of the protagonist. Turn off the lights, find a good set of headphones, and clear your schedule for the next eight hours. Block out the world for a time and you will become that lone soldier in the BTS suit. Exhausted. Jumpy. Horrified. Overwhelmed. Confused. And with the terrible knowledge that your mission is far, far from over.

Know your enemies, watch your status, and at all times remember the Golden Rule of Battle --- In order to win you must defeat every enemy you encounter. The enemy only has to defeat the one of you.

Perhaps one of these days I'll write a proper walkthrough for Woe, seeing as there is none.

I'm glad to see you agree with me. :) Although I'll admit that I spent far longer than 8 hours playing the game... ;) Did your budget version have a box?

EDIT: And did the Alien Artifact in Level 3 have a purpose?

DarkStar88
18-03-2009, 11:19 PM
I'm glad to see you agree with me. :) Although I'll admit that I spent far longer than 8 hours playing the game... ;) Did your budget version have a box?

Nope. It was just the CD case stuffed in among many others on a cheap CD rack. Thankfully the included documentation was pretty thorough.

AlumiuN
18-03-2009, 11:20 PM
Nope. It was just the CD case stuffed in among many others on a cheap CD rack. Thankfully the included documentation was pretty thorough.

Got a scanner? We could do with a manual and some boxshots (as long as it doesn't look like a budget case :p). :)

Ivan the Terrier
08-04-2009, 08:52 PM
Hi, folks

What a good game! Thanks very much for posting it. Sadly, there doesn't seem to be a walkthrough for it online anywhere, so I'm turning to you to get me un-stuck!

I'm on level 4 -- I've figured out how to deactivate the huge transmitter, but I can't teleport out of the area before it explodes. How do you get into the teleporter room?

Many thanks in advance for the help!
--Bill

AlumiuN
08-04-2009, 09:20 PM
Hi, folks

What a good game! Thanks very much for posting it. Sadly, there doesn't seem to be a walkthrough for it online anywhere, so I'm turning to you to get me un-stuck!

I'm on level 4 -- I've figured out how to deactivate the huge transmitter, but I can't teleport out of the area before it explodes. How do you get into the teleporter room?

Many thanks in advance for the help!
--Bill

Using some combination of the four switches near the doors. If I remember rightly, using the in the right order means that they don't turn each other off. I suggest you play around with them before you go cutting things up here and there to see what they do, although I think one of the door is locked until you do so. I'll take a look for you and see if I can figure out the combination. :)

DarkStar88
10-04-2009, 05:50 PM
Got a scanner? We could do with a manual and some boxshots (as long as it doesn't look like a budget case :p). :)

Sorry, wasn't clear on that. The documentation is on the CD itself in an executable.

I may include a list of enemies with screenshots of the list that appears at the main menu if you wait long enough if I ever get that walkthrough started. |-p

As to the questions---

Which Alien Artifact are you referring to? There's a green orb-like one in the alien pyramid that instantly heals you when used in the inventory menu. (good for several uses)

The teleporter room is a controlled-access deal that wasn't really supposed to be run by a single person. It's one of WOE's nastier logic puzzles, like an invisible lava bridge that'll show up later on.

Quite simply it's the old "this thingy turns off that one and that one, and this thingy etc, etc." Try completing the thing before you start the place blowing up. Note carefully which switches affect which other switches.

AlumiuN
11-04-2009, 12:13 AM
Sorry, wasn't clear on that. The documentation is on the CD itself in an executable. I may include a list of enemies with screenshots of the list that appears at the main menu if you wait long enough if I ever get that walkthrough started. |-p


I've got that one myself. I don't know why I haven't added that as an extra yet. :S Can you still take some box shots if possible? :)


As to the questions---

Which Alien Artifact are you referring to? There's a green orb-like one in the alien pyramid that instantly heals you when used in the inventory menu. (good for several uses)

The red one in the level before the transmitter that when you pick it up, sh*t goes on fire and you start getting pelted by an evil totem pole. I must have missed the green one the first time around. :D


The teleporter room is a controlled-access deal that wasn't really supposed to be run by a single person. It's one of WOE's nastier logic puzzles, like an invisible lava bridge that'll show up later on.

Quite simply it's the old "this thingy turns off that one and that one, and this thingy etc, etc." Try completing the thing before you start the place blowing up. Note carefully which switches affect which other switches.

It would be easy if it weren't for those damn doors that let you in to the other four switches. :p Let's just say that out of the six switches, they have to be pushed so that you can go from one side the other without having to go back out the way you came in. :D

DarkStar88
11-04-2009, 12:35 AM
Oh - THAT Artifact!

To be honest I never discovered either how to get through the ring of fire or what the darn gizmo is even for. There's actually a fire extinguisher in that level or the previous one you can pick up and carry about but I couldn't seem to use it...

The 'evil totem pole' can be destroyed with a mine, although I'm not quite sure if that's the 'right' way to go about it.

AlumiuN
12-04-2009, 03:19 AM
Oh - THAT Artifact!

To be honest I never discovered either how to get through the ring of fire or what the darn gizmo is even for. There's actually a fire extinguisher in that level or the previous one you can pick up and carry about but I couldn't seem to use it...

The 'evil totem pole' can be destroyed with a mine, although I'm not quite sure if that's the 'right' way to go about it.

The fire extinguisher does nothing. Believe me, I've tried. :D But I didn't know you could blow up the pole with a mine... :sneaky: Maybe we should try and find the guy who designed the level. :)

DarkStar88
12-04-2009, 08:34 PM
The fire extinguisher does nothing. Believe me, I've tried. :D But I didn't know you could blow up the pole with a mine... :sneaky: Maybe we should try and find the guy who designed the level. :)

Dave Faller actually posted on MobyGames, answering a few common questions and providing other interesting information. And amazingly enough there's also a MG user who personally knew Andrew Amess. :max:

The posts can be found here:
http://www.mobygames.com/game/dos/wrath-of-earth/forums

That's something to start with at least. :) Unfortunately the source code (which was written in assembler) appears to have vanished somewhere along the line, at least according to Faller. Another member of the team might have kept a copy - although that's kind of a long shot. :(

AlumiuN
13-04-2009, 08:58 AM
Dave Faller actually posted on MobyGames, answering a few common questions and providing other interesting information. And amazingly enough there's also a MG user who personally knew Andrew Amess. :max:

The posts can be found here:
http://www.mobygames.com/game/dos/wrath-of-earth/forums

That's something to start with at least. :) Unfortunately the source code (which was written in assembler) appears to have vanished somewhere along the line, at least according to Faller. Another member of the team might have kept a copy - although that's kind of a long shot. :(

Yeah, I saw that. I actually emailed Dave Faller at one point, asking if he still had the level editor and if he could remember the solution to that annoying wheel puzzle in the Shuttle Bay. I think he ignored me after the first email... :p But he must be an amazing coder - doing all of that in Assembler. Pity no-one ever heard of it, really. :) We could try and get hold of some of the other guys, like Flez or Ian Bridle.

Unregisteredxxxxxxx
24-04-2009, 09:26 PM
How do you enter the number code to the transmission room?
I set the 3 number plates to the codes of the clipboards, but nothing happens. (And both doors are locked, even after both codes)

AlumiuN
25-04-2009, 12:08 AM
There are three codes on clipboards, one of them works. Use 000 to get back out again. :)

Unregisteredxxxxxxx
25-04-2009, 05:04 PM
Thanks, it worked.
What a mean puzzle...

AlumiuN
26-04-2009, 08:21 AM
That's the easy one. The force field one annoys me greatly (which is why I never come out that way. :D).

DarkStar88
06-05-2009, 05:47 PM
Has anyone actually figured out the valve-turning puzzle? I tried for hours before giving up in despair...the only time I cheated, ever. (and in RL you could just blast through the doors I suppose...)

AlumiuN
06-05-2009, 09:36 PM
Has anyone actually figured out the valve-turning puzzle? I tried for hours before giving up in despair...the only time I cheated, ever. (and in RL you could just blast through the doors I suppose...)

That really annoyed me too. Just go through methodically and check evey combination by looking at the screen near the door into that area. It should say 'Atmospheric Processing'. It'll take a while, but AFAIK there's no other solution. There is a possibility that it's one of the codes in the office on level 4 that aren't used in the level...

Dave Faller
07-05-2009, 11:04 AM
Hi,

Dave Faller here (yes, that one).

Apologies to AlumiuN, I changed e-mail provider a while back so I probably never received your e-mail.

Anyway, it's great to see discussions about WoE still going on after all this time (14 years!). Before anyone asks, I don't know how to get through the levels, it has been a long time! Reading through this thread I can't believe how much I had actually forgotten.

About the level editor. It required using two monitors to use, the normal VGA one and a monochrome monitor connected to a Hercules graphics card. The VGA displayed the game as normal, the monochrome had all the editing functions on it (yeah, two monitor systems back then, boy we rocked!). The question is, is the editor in the game that was released? I don't know. The only way to find out is to get hold of a Hercules card and plug it in and see what happens. On a technical note, the Hercules video ram mapped to a different address and IO range than VGA which allowed the two to co-exists, but did mean controlling the card directly.

The game wasn't entirely written in assembler, there was a semi-compiled lisp-like scripting system in there - the compiler created byte codes which were interpreted by the game. These scripts controlled all the game logic. Alas, this compiler no longer exists in my archives. This was the last project I did that involved so much assembler - it just takes too long to write anything in assembler.

My favourite puzzle is definately the three digit combination lock - specifically the code to get out. The code to get in is on one of the clipboards that others have mentioned. The only clue to the combination to get out is given by one of the NPCs, along the lines of "you need a code to get out as well as getting in". Now, if you think about it, to get into the room in the first place, the combination lock must be set to the code required to unlock the entrance, so you needed to make a note of the combination when you entered the room before changing the combination. Of course, most people missed this.

As for the valve-turning puzzle - there is a logic behind how they behave, but don't ask me what it is, I don't recall.

Dave Faller

P.S. Flez and Ian are the same person.

AlumiuN
07-05-2009, 11:18 PM
Hi,

Dave Faller here (yes, that one).

Apologies to AlumiuN, I changed e-mail provider a while back so I probably never received your e-mail.

Anyway, it's great to see discussions about WoE still going on after all this time (14 years!). Before anyone asks, I don't know how to get through the levels, it has been a long time! Reading through this thread I can't believe how much I had actually forgotten.

About the level editor. It required using two monitors to use, the normal VGA one and a monochrome monitor connected to a Hercules graphics card. The VGA displayed the game as normal, the monochrome had all the editing functions on it (yeah, two monitor systems back then, boy we rocked!). The question is, is the editor in the game that was released? I don't know. The only way to find out is to get hold of a Hercules card and plug it in and see what happens. On a technical note, the Hercules video ram mapped to a different address and IO range than VGA which allowed the two to co-exists, but did mean controlling the card directly.

The game wasn't entirely written in assembler, there was a semi-compiled lisp-like scripting system in there - the compiler created byte codes which were interpreted by the game. These scripts controlled all the game logic. Alas, this compiler no longer exists in my archives. This was the last project I did that involved so much assembler - it just takes too long to write anything in assembler.

My favourite puzzle is definately the three digit combination lock - specifically the code to get out. The code to get in is on one of the clipboards that others have mentioned. The only clue to the combination to get out is given by one of the NPCs, along the lines of "you need a code to get out as well as getting in". Now, if you think about it, to get into the room in the first place, the combination lock must be set to the code required to unlock the entrance, so you needed to make a note of the combination when you entered the room before changing the combination. Of course, most people missed this.

As for the valve-turning puzzle - there is a logic behind how they behave, but don't ask me what it is, I don't recall.

Dave Faller

P.S. Flez and Ian are the same person.

Good to hear from you again, Dave. I didn't think you had shunned me. :) On a side note, does anyone know any emulation software that supports dual-screens and Hercules graphics cards? :D Anyway, that valve-turning puzzle kept me busy for about 5 hours while I turned them all in succession, seeing as I couldn't find any sensible solution and the only sign that it worked was some of the machinery and the screen at the door. 512 combinations later... :D

Also, Ian and Flez are the same person? :hihihi:

Finally, one of my friends asked me yesterday if I wanted to help remake WoE in the Source engine. Knowing him, nothing will come out of it any time soon, but I foresee a remake in the future... :)

EDIT: Actually, can you remember the RSC and LIB file specs? Because if you can, I may be able to wangle an existing Wolfenstein editor to edit WoE. :)

Dave Faller
08-05-2009, 10:32 AM
Even if I did know the format of the RSC/LIB files, it probably wouldn't really help. The level data was significantly different to Wolf3Ds. Although both games fundamentally used the same system*, a grid based level where each square was either a wall or open space, WoE levels had far more data in them than Wolf3D. For starters, Wolf3D could only have one texture on any wall with the N/S sides brighter than E/W, WoE could have any texture on each face. Also, WoE could have quarter-blocks (columns) and 45 degree walls/doors. There was also ceiling/floor texture and upper wall texture (the bit at the top of the wall when looking at buildings from outside. And there was also temperature, radiation, light and footstep sound information on each block. Levels did take a while to build!

Remaking the game has been something I've always wanted to do. The story was good I think (although underdeveloped in WoE - there was a logical reason the robots had turned) and the game mechanics seemed to work well, there are gameplay elements I've not seen elsewhere (sonar! which I think could be used to 'see' cloaked enemies). However, there have been two main stumbling blocks. The first is time/money, games like this take a long time to make. The second is that I don't know who owns the rights to the game.

Any publishers out there reading this?

Dave

* My first iteration of the rendering engine was visually identical to Wolf3D because I reverse engineered the Wolf3D code using a nifty debugger called SoftIce. I subsequently improved the renderer, fixing the 45 degree error Wolf3D has (position yourself correctly and one pixel wide vertical strip of the wall will appear twice as far away as it should be - yeah, I fixed a John Carmack bug!).

AlumiuN
10-05-2009, 07:46 AM
Even if I did know the format of the RSC/LIB files, it probably wouldn't really help. The level data was significantly different to Wolf3Ds. Although both games fundamentally used the same system*, a grid based level where each square was either a wall or open space, WoE levels had far more data in them than Wolf3D. For starters, Wolf3D could only have one texture on any wall with the N/S sides brighter than E/W, WoE could have any texture on each face. Also, WoE could have quarter-blocks (columns) and 45 degree walls/doors. There was also ceiling/floor texture and upper wall texture (the bit at the top of the wall when looking at buildings from outside. And there was also temperature, radiation, light and footstep sound information on each block. Levels did take a while to build!

You should have seen me try something similar for the Wolf engine (ignoring footstep sounds). 8 planes (four times the original) does not tend to agree with the 16-bit, limited memory model Wolf engine. Then, of course, there was the fact that WDC, the only editor that actually supported more than 3 planes, had a bug that stopped it from saving anything over about 5 planes. So, yeah, that failed. But it could probably be done, just with a change in the output format. Hence 'wangle'. :)


* My first iteration of the rendering engine was visually identical to Wolf3D because I reverse engineered the Wolf3D code using a nifty debugger called SoftIce. I subsequently improved the renderer, fixing the 45 degree error Wolf3D has (position yourself correctly and one pixel wide vertical strip of the wall will appear twice as far away as it should be - yeah, I fixed a John Carmack bug!).

I knew it had a hidden relationship in there somewhere. :D

Firgof
11-07-2009, 09:26 PM
I am remaking the whole first level in Hammer right now. It won't have a lot of the data unfortunately as that'd require a bit more scripting/programming interaction with the VMTs and then recoding and/or adding portions of code to the display system so that I could switch between systems (i.e. Neotokyo's multiple display modes)... but I can at least do all the architecture on my own.

I'm even remaking the terminals and whatnot in Photoshop. This has become my 'little side project'. Not that I have a lot of time to myself these days, what with working on Star Ruler and IronCast. I have to say that I haven't seen such large levels in quite some time -- I kind of miss the days where levels popped up in no time at all. Hopefully Solid-state drives will help take care of that.

Anywho, if y'all don't mind me using y'all's game as a means to improve my LD by trying to 'tweak and improve' levels of Wrath of Earth that'd be awesome and I guess I can throw some interesting pics up somewhere.

On another note, I am surprised (happily!) to see developers of little-known-games around here. If only I could get in touch with the guys who worked on Star Ruler way back when -- I'd really enjoy talking to them about the production of that game.

AlumiuN
13-07-2009, 09:08 AM
You, my friend, are brilliant. I've mentioned to Dave Faller about remaking it, and he's also said that he would like to make a Wrath of Earth 2. Maybe we could make something out of this... :sneaky:

Dave Faller
15-07-2009, 10:19 PM
...and wondered if I could reverse engineer the game code and the data files, partly to keep those old gray cells working and partly just for the fun of it.

Anyway, I have managed to get some information about the game data!

OK, there's three main files, the executable (woe.exe) and two data files (woe.lib and woe.rsc).

woe.lib is very straightforward - it contains raw indexed colour image data for the walls and doors. Each graphic is a 64x64 pixel image or four 64x16 pixel images in one 64x64 block. There's 1360 tiles in all. There is no palette information in the file but you could get that data from a screen grab. Images are stored column wise, i.e. pixel (0,0) is followed by (0,1) then (0,2), (0,3)...(0,63), (1,0), (1,1), etc.

woe.rsc is a bit more complex. The file is a just a collection of files, a bit like a zip archive but without any compression. The number of files contained in the woe.rsc is given by the first word in the file. There follows from this an array of file information. The first dword in each record is the size of the data file. The second dword is ignored. The third dword is the absolute position in the woe.rsc file of the start of the data file and after that there is a zero terminated filename. The record is padded to 25 bytes long.

Once you've extracted all the data files, you'll have 309 data files. Of those 309, I've deduced the following:

Files with the extensions .fst, .spc and .smp are audio files. The format for these is 11Khz 8bit mono PCM. The .fst are footstep sounds, the .spc are the speech files and the .smp are general sound effects. There's also some .drv files and a snd.bin file which I think are the midi code/data. credits.bin and endgame.bin are RLE compressed data for the credits and endgame scrolling text, I'm not sure of the exact format. There's a bunch of PCX image files (H4.pcx is the one you might want to modify!).

I think the level data is in the 000 to 00b files - there were twelve levels in all.

There's also an RLE compressed set of images somewhere for all the sprites in the game.

The only other file type I can remember are the animation files - these were a modified FLC compressed format that double buffered the compression (so the image deltas were between even and odd frames).

Lastly, the order the files appear in the .rsc is important.

So, Firgof, you should be able to grab some of the original image data for your project.

AlumiuN
16-07-2009, 09:55 AM
You, my friend, are also brilliant. I shall write a LIB extractor tomorrow and work on an RSC extractor ASAP. Maybe we shall finally see some WoE mods. :) Now to find the BMP file format...

AlumiuN
19-07-2009, 03:56 AM
Right - here's a LIB and RSC extractor. It will produce 1360 BMPs from the LIB file and extract everything else from the RSC file. I tried to make one or the other optional with command line parameters, but for some reason, it failed. :p I've also discovered that half of a BMP header is redundant. :D

Wrath of Earth Extractor (http://www.mediafire.com/?yxtjioony2x)
Source Code (with Dev-C++ project) (http://www.mediafire.com/?nmihz1t0ucm)

Unumoctium
16-11-2010, 10:15 AM
hi

Does anyone here knows what is the combination of the valve-turning puzzle? There are 999 possible combinations. Do we really have to test them one by one?:(

Unumoctium
23-11-2010, 06:35 PM
Bump

_r.u.s.s.
29-11-2010, 03:02 AM
hi

Does anyone here knows what is the combination of the valve-turning puzzle? There are 999 possible combinations. Do we really have to test them one by one?:(
Bump
23.11 - 16.11 = 7 days
999/7= about 140 combinations per day
that's not so bad :ouch:

(nope, i don't, maybe you missed some hint? also: tried googling for some walkthrough without any luck. perhaps you could find a youtube video with the location with the valves)

Unumoctium
29-11-2010, 11:33 PM
23.11 - 16.11 = 7 days
999/7= about 140 combinations per day
that's not so bad :ouch:

(nope, i don't, maybe you missed some hint? also: tried googling for some walkthrough without any luck. perhaps you could find a youtube video with the location with the valves)

well, first, after checking i realized that it doesnt reach 999 combinations because each valve only has 8 positions, not 10. My mistake. But even so it must be several hundreds of combinations.

There is only one video of WoE at youtube, and it just shows the intro and the first part of the game.

There is no walktrough in the internet (then again, why should one exist? its an unknown old FPS. I dont think theres much interest in one out there)

In post nΊ 28 of this thread, made last year , one poster (alumiun) claims to have found the sequence...after experimenting 512 combinations. He said that there is no apparent clue to the solution of this puzzle. Even the game creator doesnt remember it...

DarthHelmet86
30-11-2010, 04:54 AM
Well sadly unless someone comes on who remembers the code, or has it written down somewhere you are going to need to just sit down and start guessing. That is at least if you want to beat the game.

Another idea might be to upload a save file just before the puzzle and see if anyone would like to help you with this problem (much better than asking people to start the game from the beginning and catch up.)

_r.u.s.s.
02-12-2010, 12:49 AM
or you can try digging in the hex editor, but i'd guess it'd be a pretty tough thing to track down

but hey, alumiun is active, you can contact him

Unregistered Person
11-12-2010, 01:24 AM
For those still looking for a solution to the valve puzzle in level 7 (the one with the docked shuttle/spaceship) - by going through every possible combination I have been able to come up with the correct positions for each valve. And since this site was the one which introduced me to this great game, I thought I might as well share the information to spare people the work of having to go through the combinations themselves:

x 1888 / y 5594 (the first valve you will encounter when coming from the entrance to the bronze area) = arrow in the UPPER LEFT

x 1442 / y 5669 (second one) = arrow in the LOWER RIGHT

x 1242 / y 5407 (last one) = arrow STRAIGHT DOWN

If you did everything right, the monitor at x 2274 / y 6042 should show the message "ATMOSPHERE PROCESSING" in bright blinking letters. This should unlock the doors at x 3516 / y 8031 and x 3237 / y 6485.

Unumoctium
13-12-2010, 11:27 AM
For those still looking for a solution to the valve puzzle in level 7 (the one with the docked shuttle/spaceship) - by going through every possible combination I have been able to come up with the correct positions for each valve. And since this site was the one which introduced me to this great game, I thought I might as well share the information to spare people the work of having to go through the combinations themselves:

x 1888 / y 5594 (the first valve you will encounter when coming from the entrance to the bronze area) = arrow in the UPPER LEFT

x 1442 / y 5669 (second one) = arrow in the LOWER RIGHT

x 1242 / y 5407 (last one) = arrow STRAIGHT DOWN

If you did everything right, the monitor at x 2274 / y 6042 should show the message "ATMOSPHERE PROCESSING" in bright blinking letters. This should unlock the doors at x 3516 / y 8031 and x 3237 / y 6485.
It works. Thanks a lot, unregistered. Now i can proceed with the game.

ArodIX
16-01-2011, 07:18 AM
Played about 15 minutes and so far it's excellent.

ratpizza
09-07-2011, 09:47 PM
This is a plea for help! I'm having huge problems surviving on the ice-planet. (the one you end up on right after having destroyed the satelite-dish by cutting the power-cables) The cold drains away both my energy and life without mercy and on top of that there's dozens of enemies to fight. I just can't seem to find a sanctuary anywhere where I can recover my strength. Does anyone know of some useful tricks?

ratpizza
09-07-2011, 10:53 PM
I could really use some help. I'm having huge problems surviving on the ice-planet (where you are supposed to destroy some transmitter-station with seismic devices) The cold drains away both health and energy very quick and there is dozens of enemies which would be tough even in a more friendly eviroment. I have found the seismic pack but I simply don't know where to go or what do to be able to get somewhere without dying. Could someone please give me some advice?


(Sorry for this double post. I thought the previoius reply one hadn't been added. My mistake.)

ratpizza
11-07-2011, 08:42 PM
I did it! I finally found that damn coom-station and after having cleaned out the mutants inside it I now have that much needed sanctuary where I am safe to recover my strength.XD However, troubles are far from over it seems. My contact on the mother-ship informs me that i need to find 4 additional seismic gizmos in order to complete this mission.:wacko: Man, this game is tough! But also very fun.

Denseling
23-07-2011, 06:49 AM
Hi all,

Thanks for bringing this gem available here as well as a whole plethora of others. You're doing such a great job with all the enjoyable reviews and extras as well.

I'm currently living through severe WoE related woes similar to ones Ratpizza has reported here not so long ago. The icy environment of the fifth level has proven quite a showstopper for me so far. I'm playing on Difficult and it seems I'm in for quite a lesson on the definition of 'difficult'.

I have of course already scouted the level pretty thoroughly by now using the cheat codes and have figured out the route I think I should be running to acquire all the seismic devices as energy efficiently as I can, properly noting the energy packs and such. Using codes for the god mode or frequent recharges would naturally be the easy ticket to level 6 and the rest of this beautiful life.

The level design in this game, however, so impresses me that I still catch myself trying to do the damn Winterreise all without the cheats. Just to see if all those energy packs really add up even on Difficult. A true Finn should know his way with these things - ice, moons and aliens...

With all those enemies concentrated around the devices I don't feel I can pull this off like my forefathers would. Even if I get to replenish my energy and shields just before a major fight I can't avoid the situation where I'm going against a pack of Mentors with a dysfunctional arsenal. Like running in guns blazing except for that 'blazing' part. And there most certainly is not time or place for repairs out there other than the station far in the south-eastern corner. Or, is there? I think I should try to collect the first three devices in the north-east and north-west regions before dashing to the station and then go after the last two approachable from south. Guided missiles make short work of Ice droids and Subjucators but fighting Mentors with unguided rockets is more time consuming. Maneuvering past them in confined and slippery spaces seems an impossible feat as even a single hit taken in those conditions will easily prove lethal later if not sooner.

The Power saving mode doesn't really seem to make that much of a difference, does it? I kinda think the designers meant it to be a major part of the solution here though. Has someone noticed some other factors affecting the rate of energy consumption or shield and component deterioration? Other than the adverse effect of basking in incoming enemy fire?

It would be nice if someone would share some advice regarding this level - or any other for that matter. And hopefully Ratpizza gets back here soon with a success story too.

Thanks for any hints in advance!

And sorry for my lenghty and inconcise ramblings, it's been a long and inconcise night...

The Fifth Horseman
25-07-2011, 04:22 PM
Download removed per request from the original publisher.

ratpizza
31-07-2011, 07:09 PM
Hi all,

Thanks for bringing this gem available here as well as a whole plethora of others. You're doing such a great job with all the enjoyable reviews and extras as well.

I'm currently living through severe WoE related woes similar to ones Ratpizza has reported here not so long ago. The icy environment of the fifth level has proven quite a showstopper for me so far. I'm playing on Difficult and it seems I'm in for quite a lesson on the definition of 'difficult'.

I have of course already scouted the level pretty thoroughly by now using the cheat codes and have figured out the route I think I should be running to acquire all the seismic devices as energy efficiently as I can, properly noting the energy packs and such. Using codes for the god mode or frequent recharges would naturally be the easy ticket to level 6 and the rest of this beautiful life.

The level design in this game, however, so impresses me that I still catch myself trying to do the damn Winterreise all without the cheats. Just to see if all those energy packs really add up even on Difficult. A true Finn should know his way with these things - ice, moons and aliens...

With all those enemies concentrated around the devices I don't feel I can pull this off like my forefathers would. Even if I get to replenish my energy and shields just before a major fight I can't avoid the situation where I'm going against a pack of Mentors with a dysfunctional arsenal. Like running in guns blazing except for that 'blazing' part. And there most certainly is not time or place for repairs out there other than the station far in the south-eastern corner. Or, is there? I think I should try to collect the first three devices in the north-east and north-west regions before dashing to the station and then go after the last two approachable from south. Guided missiles make short work of Ice droids and Subjucators but fighting Mentors with unguided rockets is more time consuming. Maneuvering past them in confined and slippery spaces seems an impossible feat as even a single hit taken in those conditions will easily prove lethal later if not sooner.

The Power saving mode doesn't really seem to make that much of a difference, does it? I kinda think the designers meant it to be a major part of the solution here though. Has someone noticed some other factors affecting the rate of energy consumption or shield and component deterioration? Other than the adverse effect of basking in incoming enemy fire?

It would be nice if someone would share some advice regarding this level - or any other for that matter. And hopefully Ratpizza gets back here soon with a success story too.

Thanks for any hints in advance!

And sorry for my lenghty and inconcise ramblings, it's been a long and inconcise night...


You too, huh? Well, I must admit I had to use god-mode in order to get all seismic packs. By the way, I recently finished WOE after a couple of weeks intense playing. What a game! It's such a shame it was virtually unheard of!

The Fifth Horseman
30-10-2011, 09:11 AM
We have received a permission from the original publisher to reinstate the download. :)

Unregistered 001
02-01-2012, 03:01 PM
Oh - THAT Artifact!

To be honest I never discovered either how to get through the ring of fire or what the darn gizmo is even for. There's actually a fire extinguisher in that level or the previous one you can pick up and carry about but I couldn't seem to use it...

The 'evil totem pole' can be destroyed with a mine, although I'm not quite sure if that's the 'right' way to go about it.


I just discovered this forum today. This is from way back. I remember placing the fire extinguisher on a circle in the floor to open a (force field?) somewhere.
I really have to get this game going again. If some people are interested in scans I have the cd case of the game (sorry no box set).

Tracker
02-01-2012, 03:26 PM
Of course, we always need new material for the site. If you register, you can make a thread about in the Offers forum.

- Tracker

Unregistered 002
05-02-2012, 03:00 PM
How do I get back to the shuttle bay after getting the access card for the transporter room?
The elevator does not work anymore.

DarkStar88
17-01-2013, 01:26 PM
I have, for once and all, started an attempt at a walkthrough, text-based at minimum and MAYBE with screenshots at some of the nastier bits.

Fingers crossed, this game is a doozy to write a walkthrough for!

WERTA
30-06-2013, 07:12 AM
I have, for once and all, started an attempt at a walkthrough, text-based at minimum and MAYBE with screenshots at some of the nastier bits.

Fingers crossed, this game is a doozy to write a walkthrough for!

We very need this solution. So, have anybody Wrath of Earth each levels complete saves? I would like to count how many levels in this game.

For example, such....
1. Planet -5?
2. Planets's Moon -4?
---------------------
Totally - 9?
is it right?

And who can explain what the screen in attachment?

WERTA
31-07-2013, 12:29 PM
Hello everybody. Good news...

Recently I have finished this game and I wrote full walkthrough for all 12 levels (on Russian language only). Wrath of Earth walkthrough (RUS) - was done at 07/28/2013! Unfortunately, now I have no enough time to translate this text on English. Also I included in the text coordinates (X,Y) of many important walkthrough points from the levels maps of this game. Mabe, it will be useful. So, look this link...
Wrath of Earth walkthrough (RUS) (http://www.old-games.ru/forum/showthread.php?p=1013384#post1013384)

But I have few unexplained questions.

Level 2 - Thermadax: Ore Extraction
Why we do need to run in the mines and perform two prolonged "quests" under the dictation of NPC, especially if it does not impact (especially in terms of ammunition supply) for the passage of the second level and subsequent levels too. This level may be quickly completed if you already found Lift Control Module without information from any NPC’s.

Level 3 - Thermadax: Ore Processing
I would like to know for certain: this is such concept in WoE with making taunt "dead ends" in the level passing with some apparent hint of the possibility of their solution, while perhaps the solution do not exist, and the player will be permanently locked. This is about the Doom-temple with the red Alien artifact.

Level 7 - Aragon Satellite: Mining Complex
Bug with an elevator to the ice mines. By many criterions it is a bug, definitely. But still I would like to get more detailed information about this lift on the level. And why did the testers could miss such bug in a final game release?

Level 10 - Aragon: Alien Construction
Similar to the case with a level 3. There is an extended branch passage that locking player on the map after wasting a monstrous efforts and time. Perhaps it was done to boost sales of keyboards and monitors, but definitely I would like to know: was any non-cheats decision for these "puzzles" or no, at all?

Great thanks for Dave Faller and his team developed this cool game - Wrath of Earth!

MTPDA
12-09-2013, 05:47 PM
Is there any news on that remake, or possibly sequel? I'd love to see one, in addition has anybody confirmed the existence of the level editor? I'd love to mess around with the levels and/or create new ones!

MTPDA
12-09-2013, 07:06 PM
I was wondering if it is possible to find the music for this game? I'd love to stick it on my mp3 player (converted of course).

WERTA
13-09-2013, 12:15 AM
I was wondering if it is possible to find the music for this game? I'd love to stick it on my mp3 player (converted of course).
In august 2013 I have made unpacked WoE maps viewer for removing of the bug with lift (downto ice mines) in WoE Level 7. This viewer can open and display 10 layers 128x128, door objects, monsters objects, sprite objects and ammo items. unfortunately, I can't understand the grouping indexation for wall textures (four textures, one for each N,E,W,S sides). Look at this screen:

WoE maps viewer
http://i58.fastpic.ru/big/2013/0913/8e/00d9979fcd3f43a92d19ccbb7a38388e.png

On old-games.ru we can remove the bug with lift in WoE Level7. The patcher is coming soon...

WERTA
13-09-2013, 12:18 AM
Is there any news on that remake, or possibly sequel? I'd love to see one, in addition has anybody confirmed the existence of the level editor? I'd love to mess around with the levels and/or create new ones!
In august 2013 I have made maps viewer for removing of the bug with lifts in WoE Level 7. This viewer can open and display 10 layers 128x128, door objects, monsters objects, sprite objects and ammo items. Unfortunately, I could not understand the group indexation for wall textures (four textures, one for each N,E,W,S sides). Look at this screen (Level 8 - Orbital Command Center):

http://i58.fastpic.ru/big/2013/0913/8e/00d9979fcd3f43a92d19ccbb7a38388e.png

On old-games.ru we can remove the bug with lift in WoE Level7. The patcher is coming soon...

I was wondering if it is possible to find the music for this game? I'd love to stick it on my mp3 player (converted of course).
It seems that music is in the snd.bin file from woe.rsc collection.

MTPDA
14-09-2013, 02:12 AM
In august 2013 I have made maps viewer for removing of the bug with lifts in WoE Level 7. This viewer can open and display 10 layers 128x128, door objects, monsters objects, sprite objects and ammo items. Unfortunately, I could not understand the group indexation for wall textures (four textures, one for each N,E,W,S sides). Look at this screen (Level 8 - Orbital Command Center):

http://i58.fastpic.ru/big/2013/0913/8e/00d9979fcd3f43a92d19ccbb7a38388e.png

On old-games.ru we can remove the bug with lift in WoE Level7. The patcher is coming soon...


It seems that music is in the snd.bin file from woe.rsc collection.

Thanks, I've yet to determine the stream type for the snd.bin, it's not like the others. Any ideas?

SledgeNE
23-09-2013, 02:13 PM
Hello together :-)

i am very confused on the Level Transmission Complex. The Quest is to destroy the dish. I read on a picture from a picture gallery i must cut four cables in the Control Room of this Station. But where can i find the knife or scissor or how can i cut the cables? I would be very happy if you could help me. Many thanks in advance. :-)

WERTA
23-09-2013, 02:46 PM
Hello together :-)

i am very confused on the Level Transmission Complex. The Quest is to destroy the dish. I read on a picture from a picture gallery i must cut four cables in the Control Room of this Station. But where can i find the knife or scissor or how can i cut the cables? I would be very happy if you could help me. Many thanks in advance. :-)

No problems, SledgeNE.

1. You need to visit one NPC in medical isolator at the beginning of level. He will tell you about four entrances to four transmitter cables and what you need make to enter in each.
2. After that NPC you need to get Laser Cutter in the Cargo Storage (large zone with boxes at the East from beginning of level near waste basin). The Laser Cutter is located among the boxes at SE part of storage.
3. After getting Laser Cutter you may to proceed in Offices. There you can find few clipdoards. At on of the clipboards will be typed three-digits code. This code you need to enter from west to first cable. To enter to the second cable (from south) you need to jump at small teleports. Jump only at disabled teleports. At third entrance (form East) you need to ran through energy channel with red flying blasts. And last entrance (from North) you need correctly switch force field walls.
4. Near each cable you need to cut cable. Select Laser Cutter in inventory and press U (Use).
5. After cutting last cable you will have only five minutes to run at the level beginning. There you need enable series of last four switches near exit teleporter (read and blue color). Begin to enable far switcher at right side and further perform your path to other switches like “X“ letter.

If you understand Russian, you can read my walkthrough on old-games.ru
WoE walkthrough ( http://www.old-games.ru/forum/showthread.php?p=1013384#post1013384)
And if you can not read Russian text, you may read in my walkthrough only the X,Y coordinates for important points in each level.

SledgeNE
23-09-2013, 03:55 PM
@ WERTA

Thank you so much! :-) It tooked me days of searching. I like this game, but it is so complicated. But a great little milestone in PC-Games History in the 90's. Unfortunately i don't speak russian and my english is not the very best. I'm from germany and i read many days here in the forum. I have the CD-Version from WOE.

WERTA
23-09-2013, 04:36 PM
@ WERTA

Thank you so much! :-) It tooked me days of searching. I like this game, but it is so complicated. But a great little milestone in PC-Games History in the 90's. Unfortunately i don't speak russian and my english is not the very best. I'm from germany and i read many days here in the forum. I have the CD-Version from WOE.

SledgeNE, thanks for your words. I have been looked up this beautiful game in far-far 2007. But I couldn't to pass whole game because I had no free time in that years. The 2013 was decisive year when 26.06.2013 I began to resurrect attention to Wrath of Earth from the deepest oblivion. It was began just from here, from this Abandonia theme. In July I have took an interview with Dave Faller. He is one of the autors of WoE. You can see this interview (see English text under CUT-tag at the begin of interview Russian text).

Interview (http://www.old-games.ru/articles/58452.html)

In July-August 2013 we managed to analize all formats of files in woe.rsc collection. At 04/08/2013 the Russian translation works were begin. And at 05/09/2013 I have made last corrections. So we have a Russian version of Wrath of Earth. Look videos in my channel at YouTube.
http://www.youtube.com/watch?v=nv2XybXtGmU

The game is very hard. You may ask me about any question what you will have at WoE levels maps. Warning! At the level 7 you will encounter one mappers critical bug with lift when return from ice mines. We repair this bug and I hope that in this week the patcher will be done.

You wrote that you have a game CD. May I ask you about manual (Deutsche or English)? I have never heard about WoE-manual and I thought that there no manual in both WoE disk version (ENG and DEU).

SledgeNE
24-09-2013, 06:46 AM
Back in the year 1995, i was on a german Computer Convention in Duesseldorf. It was nothing big, not like a gamescom, but it was every year like a little E3 for me. Blockbuster Games was showing on a big TV ( for example Hexen, Terminal Velocity, Quake, Duke Nukem 3D every year later) and in 1995, i think it must be in October (Hexen was released and i bought a copy from there), i saw Wrath of Earth on a screen. I believe it was a self running demo, but i'm not sure. The Game looks really pretty, but at this time i don't had more money for buying this. But some years later i found a german full version on a market place. I bought it, and finally i've got it. At home i want to install and for the next years i arrived the error "insufficient XMS/EMS memory". I thought i bought a defect copy. In the old years, games could have corrupted files on CD-Versions. I was very sadly. In autumn of 2004 i get Internet with 56 k Modem (very horrible ;-)) and i looked for tutorials and solutions to run WOE. And yeah, with dosbox it worked. I thought WOE would be a FPS like Doom, find a keycard, defaeat the enemies and go to Level-Exit. I tooked years to understand this was like a roleplaying game. :-)

Yes, there is a german Manual in the Box. It has some pages with information, about Story, Controls, Enemies and a very little Walkthorugh for the first Level and the Cheats are listed. The Manual is in black-white. German Version was published by CDV. I don't have a USK-Sticker on the Cover.

SledgeNE
24-09-2013, 07:56 AM
It's very great that you create a WOE-Version in your language. It must be very big work.

WERTA
24-09-2013, 10:10 AM
I tooked years to understand this was like a roleplaying game. :-)
In my opinion it is not RPG. The WoE is typical 3D-shooter with various and many cool features. I have managed count these innovation features, released in game:
• dynamic lighting
• change color palette in the gameplay
• translucency (implementation of point fills )
• subtle texture walls ( destructible , permeable , impermeable)
• carried inventory items
• a limited number of slots for inventory items
• destruction (damage) of some carried inventory items
• interaction with carried inventory items (pick up , use , throw it away)
• interaction with triggers (contact pressure or shot)
• interaction with NPC (receiving items , conversation , valuable information)
• interaction with the physical factors (temperature , radiation)
• interaction with static lighting (battery recharging)
• interaction with the surface of the floor ( the sound of footsteps , sliding)
• complex multi-level damage model
• landscapes (animated backs and sky)
• implementation of the displacement at a constant rate (moving of character) on the map
• use beveled at 45 deg. diagonal edges of sectors
• use on the maps textured thin quarter-blocks in two orientations of their location on the main sector
• animated textures
• performing tasks with objects on the scheme of multi-inputs logical "AND"
• walking was implemented with small oscillations of screen in vertical axe
• scoring of text messages
• conditionally friendly characters (NPC)
• a player can affect the physical properties of the floor surface
• a player can affect the lighting properties

This is 3D-shooter with NPC and items interactions, with dialogs, quests and puzzles. And one more… Did you remember Doom-temple at WoE level 3? You can’t get Alien Artifact from the temple, isn’t it? So, you will encounter at level 10 such walkthrough branch into the Pyramid center. But after you obtain Green Artifact you will blocked at level forever. There are a joke branches in WoE.

Yes, there is a german Manual in the Box. It has some pages with information, about Story, Controls, Enemies and a very little Walkthorugh for the first Level and the Cheats are listed. The Manual is in black-white. German Version was published by CDV. I don't have a USK-Sticker on the Cover.
A!… I know this. In English version ISO was included cool DOS-application help.exe. This information also present in this application. So, the manual has a identical electronic DOS-version.

It's very great that you create a WOE-Version in your language. It must be very big work.
Thanks, it was really hard works during two months.

SledgeNE
30-09-2013, 07:05 AM
Now, i played the game to the end by yesterday. It was really great! Yeah, i must cheat on two maps, some times in the Mines-Level (the 3rd map i think, i don't know how to explode the rocks) and in the Ice Station to find the red key card. I got some problems with orientation many times, because my english. I translate the walkthrough with Google Translator and it works. It was a big help for the Ship-Map before coming to Aragon. ;-)

A really great game, very sadly that there was no Wrath of Earth 2 released, but i read about Return to Earth (?). A Remake with a newer Game Engine would fantastic!

Had Wrath of Earth a big budget?

WERTA
30-09-2013, 09:58 AM
SledgeNE, good news! Please, take my congratulations!
Yeah, i must cheat on two maps, some times in the Mines-Level (the 3rd map i think, i don't know how to explode the rocks) and in the Ice Station to find the red key card.

1. WoE Level 2 - Ore Processing
You must explode the rocks near the enter to locked mine with many miners. For explode just shoot with any weapon to thiny wall with rock texture. After this your will save all miners. Unfortunately, this branch of walkthrough is not strongly recommended. You may leave this level very quickly by the finding of lift control module near one of the lifts. In Russian version we have made optional feature to disable this easy branch by programm patcher.

2. WoE Level 7 - Mining complex
You must find NPC blocked by enemy in farthest mines corner on SW. In this mine you must tell with a NPC called Neylor. Another NPC's in this mine will say you: "...Tell with Neylor, he is in the corner...". Neylor will take for you red keycard. And after this moment, you must come back to shuttle. At the east side of big room with shuttle you will find a door to teleporter to leave the Level 7.

For all your questions about the game and it's cancelled sequel I would like to strongly recommend for you the Interview with Dave Faller (see link in my upper post). The article with interview is written on Russian language, but equivalent English text of interview also present in same page. You just need find the CUT-tag with text English text of the Interview, open this CUT-tag and you will see the English text of interview.

WERTA
23-10-2013, 01:03 PM
This is patcher for any WoE English version in attachment. Just run exe-file in same folder near woe.rsc file. This patch is remove bug with lifts on 7-th level "Mining complex" (shuttle bay, three valves puzzle, ice mines...).

SledgeNE
20-11-2013, 07:52 AM
@ WERTA

Thank you for this patch! :-)

lwvtutor
20-11-2013, 11:42 AM
Fun game if you ask me ;)

MTPDA
23-12-2013, 02:58 AM
I think the patch is the cause of a sound error (when you switch weapons). It hurts the ears on headphones.

MTPDA
23-12-2013, 03:10 AM
You need to have the speech addon to hear it.

MTPDA
21-07-2015, 12:01 AM
The speech sound files appear to have either been corrupted or have the wrong address when they were repacked, as such the system plays them all at once when starting a new game, afterwords all speech files end up as static. I hope this helps (And I hope this form isn't dead, It's been two years)

dtp35
03-12-2015, 08:12 AM
Just a few extras.
DEMO: There was a 1 level demo. It had the level you had to destroy the sat dish, cut the 4 cables. It was on the front of a cd game mag. I have looked but can't find it. I was surprised when i got the full game that the game didn't start at that level..

Did the level viewer get released?? That looks handy!!

The game was also on a china CD "Best Multimedia Club".

I personally love the game!! I have never finished it.. But hope to one day. The guy who did the music has a page on the internet. Pitty the source code can't be found...

DarkStar88
27-05-2017, 04:07 PM
This is patcher for any WoE English version in attachment. Just run exe-file in same folder near woe.rsc file. This patch is remove bug with lifts on 7-th level "Mining complex" (shuttle bay, three valves puzzle, ice mines...).

Patcher appears to cause sound issues. Can you investigate this?

I am actually starting a full proper walkthrough, just because I have fond memories about this game and it was so bloody hard.

Also if anyone has contact information about the big developers (Dave Faller, Andrew Amess) please let me know, I would like to ask them a thing or two!

BIG EDIT: People...after all these years I finally managed to find the box. Image incoming.

catchaserguns
30-01-2021, 10:26 AM
The game screen flickers. Anyway to solve it?

catchaserguns
30-01-2021, 10:21 PM
Dosbox 0.65 works better than 0.74 on this game.

Smiling Spectre
01-02-2021, 03:46 PM
DOSBox Staging (https://dosbox-staging.github.io/)