Contents
INTRODUCTION — 1
WOLFENSTEIN LORE — 3
- THE STORY BEHIND THE SPEAR — 3
- THE SENSATIONAL SECRET! — 4
- WHO IS B.J. BLAZKOWICZ? — 4
- THE HISTORY OF WOLFENSTEIN — 5
- THE ENTIRE STORY — 5
- A ROLE PLAYING GAME? — 5
- THE CREATION OF A COVER — 6
HINTS AND STRATEGIES — 6
- THE KEY TO THE MAP — 9
WHAT ARE THEY SAYING? — 36
I'M SO GLAD WE HAD THIS TIME TOGETHER — 37
INTRODUCTION
France… Burned buildings and scorched countryside serve as an epitaph to a country destroyed by German lightning war. Now a frenzied Nazi people offer their obedience to their new Messiah. Never questioning the morality of their actions, they march forward with zealot conviction as entire cities are leveled by Hitler's war machine.
Those that survive are subject to the scheduled horrors of the Third Reich. Starvation, forced labor, and execution are their staple diet. Reprisals for insubordination are swift, as cities are crushed, and their beleaguered inhabitants summarily executed.
Meanwhile, Berlin dances to the requiem for a fallen France…
Meeting with the French Resistance
Hidden in an abandoned barn on the outskirts of a small French village, you meet with members of the French Resistance. With their assistance you hope to infiltrate Castle Nuremberg and retrieve the Spear of Destiny.
Leader of the French Resistance Jean Moulin paces the floor, as he adjusts the scarf that nearly conceals the scars across his throat. Captured and interrogated for covert activities, Moulin has first hand knowledge of the Nazi regime's brutality. He stops to stare out a nearby window as he describes your mission.
"I honestly believe that the Nazis have traded their soul for victory in a blood pact with their Führer. Hitler's control could only stem from Hell itself. Under the guidance of this madman a nation of thugs mindlessly feed off the suffering of others. I'm convinced that the Spear of Destiny is the source of Hitler's power. It must be taken, if we ever hope to end this bloodshed!"
Turning to face you, he continues, "However, I'm equally convinced that your mission is impossible. We'll get you into Germany, but you must enter the castle alone. I can't afford to send valuable men to their inevitable death. A soldier that would volunteer for this is either insane or invincible. Your battle record is proof of both!"
"Earlier this year we captured blueprints for the Nazi's reconstruction of the castle. They've installed elevators, heavy locked doors, and created numerous secret chambers, turning the castle into an impenetrable labyrinth. Combined with our intelligence reports and the original plans, we've been able to create a detailed schematic of the fortress.
This won't make the mission any less dangerous. Once you're in the castle, it will be a non-stop blood bath until the end. Here's what you're going to face…"
Wolfenstein Lore
The Story Behind the Spear
The story of the Spear of Destiny is a real-life account which begins with the death of Christ and ends with the fall of the Nazi Third Reich.
Today, the Spear of Destiny rests safely in a museum, but for centuries it was considered to be one of the most powerful Christian artifacts in the world.
As told by the apostle John, the Spear was used to pierce the side of Christ, while nailed to the cross. From that moment, the legend of the Spear of Destiny grew. It was a sign of God's favor and those who possessed it were invincible!
Through conquest or gift, the Spear fell into the possession of the Germanic people. There it remained for generations, as its leaders rode to victory with the Spear at their side. It became a symbol of German invincibility and prosperity.
However, with WWI German prosperity abruptly ended. The war shocked the world with images of young men crouched in mud-filled trenches, their faces concealed by gas masks, their bodies strewn across the scorched earth. Losing the war decimated Germany. Europe exacted extensive war reparations from a starving nation hoping that a strong Germany would never rise again. Among other national treasures, the Spear of Destiny was taken from Germany and placed in a museum in Versailles, where God's favor became a relic for the inspection of historians and tourists.
However, by the mid 1930's it was clear that Germany was finished paying and with the assistance of Adolf Hitler a strong Germany was rising once again. In return, the German people viewed their Führer as a savior, a role he readily accepted. Once with ambitions for priesthood, Hitler set his sights on loftier goals. For him, his will and the will of God became one. He was guided by Providence and the stage was set for a holy war!
Compelled to bring himself closer to God, he quests for those Christian icons which would mandate his victory. The most important of which, was the Spear of Destiny. In 1939, while Nazi tanks rolled into France, Hitler's armies retrieve the Spear and bring it to Nuremberg. Over the next five years, Hitler's bloody whims were unleashed upon the world, as millions die on battlefields and in concentration camps. And, with the Spear at Hitler's side, it appeared that the Nazis were invincible.
However, on April 28 Allied soldiers entered Nuremberg and take the Spear of Destiny. On that same day, Hitler committed suicide in his bunker in Berlin. The Third Reich ended.
The Sensational Secret!
The Spear of Destiny was part of the plot in DC Comic's Justice Society, no. 29.
It was billed as the "Most Sensational Secret of World War Two!" The issue was a DC special and not only used Hitler, the Spear of Destiny, a doomsday rocket, and a secret Nazi invasion into England as its plot devices, but revealed the untold origin of the Justice Society.
Who is B.J. Blazkowicz?
When we talk about B.J., the image below is who we have in mind. It was created by Id Software's computer artist, Adrian Carmack.
William Joseph Blazkowicz was born August 15, 1911, to Polish immigrants. Blazkowicz was a top spy for the Allied Forces, receiving the Congressional Medal of Honor and other accolades for his heroism.
"B.J.", (as he was called by his friends) married after World War II, at age 40, to Julia Marie Peterson. Their son, Arthur Kenneth Blazkowicz, became a television talk show personality in Milwaukee. For show biz purposes, Arthur changed his last name to Blaze. Arthur later married Susan Elizabeth McMichaels. They had one son (which they named after Arthur's father), William Joseph Blazkowicz II, or as he signs his grade school homework, B. Blaze.
The History of Wolfenstein
In the early days of personal computing, a game was created that stood out in the crowd. It had digitized speech, seemingly intelligent enemies, and clever strategies for one to discover — incredible for a game at the start of the eighties. In it, you play an Allied soldier held prisoner in a Nazi castle. Another inmate gives you a gun he has taken from a guard. He's wounded and can't make it, but maybe you can. Also in the castle are the plans for Operation Rheingold! If you can escape with them, so much the better.
The name of this ground-breaking program was, of course, Castle Wolfenstein. It was produced by MUSE Software, written by Silas Warner. Silas himself provided the voices of the Nazis, with screams of "Achtung!" and "SS!" (The guys at Id got to meet Silas and discuss the original and the new version with him. He's a nice guy, and tall — he's 6'9"!)
A sequel, Beyond Castle Wolfenstein, dealt with the real-life attempt on Hitler's life. Your mission is to sneak in and put a briefcase with a bomb in it next to Hitler during an important meeting. Silas Warner had little to do with this sequel.
The Id guys were planning a new 3-D game with an alien invasion plot, when Id programmer John Romero suggested they do a version of Castle Wolfenstein. It seemed a perfect match.
The Entire Story
Wolfenstein 3-D is Id's first 3-D action game, that has B.J. as the main character. In the game, B.J. is captured behind enemy lines and brought to the prison fortress, Wolfenstein. There he overpowers his cell guard and must escape from the castle. There are six episodes in all: Escape From Wolfenstein; Operation Eisenfaust; Die, Führer, Die!; A Dark Secret; Trail of the Madman; and Confrontation. Every episode can be received from FormGen at 1-800-263-2390.
A Role-Playing Game?
The Wolfenstein 3-D series was originally designed to be a more complex game. The programming for items such as dragging bodies, silent attacks, exchanging uniforms, etc., had already been completed. However, these intricate actions slowed the game's pace. In the case of Spear of Destiny, fast action and role playing made for a bad marriage. Going back to the drawing board, Id decided to make the gameplay as fast and furious as possible, limiting the number of game controls to what could be accessed on a mouse or joystick. This resulted in a more heart pounding shoot-em-up adventure.
The Creation of a Cover
The cover illustration for Spear of Destiny was designed and created by the talented illustrator, Ken Rieger. Ken created the cover illustration for Id's original Wolfenstein 3-D and for the Commander Keen adventure, Aliens Ate My Baby Sitter! Ken worked closely with Jim Perkins, VP of FormGen to develop a design which embodied the concept of Spear of Destiny. The sketches that follow illustrate other ideas for the cover.
HINTS AND STRATEGIES
Once you're in the castle, the combat will be fierce. Let's go over a few rules of combat etiquette that will help you survive when the battle gets rough!
Get a Gallon of Gibs-To-Go! When severely injured (less than 10% health), you can regain strength by eating piles or puddles of viscera, commonly referred to as "gibs" or giblets. Torture rooms, prison areas, and kennels are the best places for finding floor slop. Remember, "pride goeth before a fall," and sometimes you have to be a real blood 'n' guts soldier!
Sneaky Keys and Hidden Halls The Nazis don't like walking across a crowded dungeon any better than you do! Often, there is a hidden door in or near the room where a key is located. This hidden door can reveal a safer (and much shorter) passage than the one you travelled to reach the key.
Cheaters Never Prosper! You know about the MLI keys. Much like a gift from above, pressing MLI will provide you with both keys, 99 ammo, 100% health, and a chaingun. What you may not realize is that MLI adds 10 minutes to your time and reduces your score to zero. You'll never make a top score pressing MLI.
Shoot 'Em in the Back! That's right! Quickly take advantage of the opportunity to surprise a guard and shoot him in the back. "War is no place for manners." A bullet in the back will cause double the damage.
Shooting Their Mouths Off! When Nazi guards hear your shots, often they'll bark a warning. This can work to your advantage. Shoot outside a doorway and count the voices from beyond the door. Warning: This is not always effective. Some SS and Officers are trained to keep their mouths shut, and Mutants never make a sound.
Big Guns Chew Ammo If you're low on ammunition you should use the machine gun instead of the chaingun. Get used to switching weapons quickly. A room full of brown shirt Guards can be easily dispatched with a machine gun, but a room full of SS requires more fire power.
Never Fight a Two-Front Battle Attempt to keep your fire-fight localized to a single entrance. If there are two or more doors into an area only open one. Then step back and wait for the guards to come to you.
Head Over Heals If you are near several sources of health (food or first aid kits) during combat, move to them and attempt to attract the enemy to you! Stay on top of the sources of health and slowly move over them as the fight progresses.
Be A Mouse-Key-Teer Using the keyboard and mouse together is a must for advanced play. The mouse is a more exact tool for movement than the keyboard. Use the Up Arrow and Right Shift keys to run like lightning through long corridors.
Ten Levels and a Wake Up Although you can finish the game in 18 floors, there are two secret floors which can be reached by hidden elevators. The secret floors are more difficult than other floors, but are filled with treasure.
A Good Soldier Secures the Area Clear a room or corridor of everything before searching for secret passages. Guards will come from nearby passages and sneak behind you. A close range attack can kill you in one or two shots.
Don't Dally in the Doorway Never stand in a doorway when you're engaged in a fire-fight. Your peripheral vision is poor and your attention is focused on your target. The best way to enter a doorway is to open the door and back up. To spot possible enemies within the room, slide left to right while the door remains open.
Waste Not, Want Not Killer dogs and Officers will run from left to right in the hopes that you'll shoot and miss. Don't fire until you move close enough to tag 'em with relative efficiency. Quickly shoot when they pause to attack you!
Elevators Are For Everyone! Don't become accustomed to seeing the elevator as a sanctuary. Often you'll be surprised by a Guard or SS! In the more difficult floors, several guards may be positioned in the freight elevators.
THE CASTLE MAPS
Here are the blueprints to Castle Nuremberg, revealing the location of treasure, ammo, health, secret passages, elevators, and guards.
From various sources we've been able to piece together the Nazis' duty roster. It is important to note that many of the guards have fixed areas they patrol, but will often leave their post to pursue you. This means that though they begin their rounds at a specific place, you may not be able to find them there once the combat begins.
Below each map is a description of how to progress from the beginning to end of the floor. Pay careful attention to this information. We've studied the blueprints to devise the most effective plan of attack, providing hints on avoiding the enemy, using special passages, finding weapons, etc. The information also provides a short description of the floor, the fastest path to the elevator, all of the secret paths, ammo stores, health caches, treasure troves, and tips for completing the level.
The castle is divided into five sections — tunnels, dungeons, main castle, ramparts, and the secret floors. Each area is increasingly difficult with more complex floors and challenging opponents. The exit to each section is guarded by a Super Nazi that Hitler has transferred here to protect the Spear. These opponents are extremely tough, sport more than the normal army issue equipment and wear heavy body armor.
In these specially guarded areas we provide information to assist in defeating the Super Nazi, entitled "Beating the Boss." This information will assist in navigating within the floor, as well as fighting the Boss at the end of each section.
The number of guards on each floor varies with the level of gameplay. The maps provided show the guards for the Death Incarnate play level. Not all of the guards shown are on the lower levels of difficulty.
THE TUNNELS
You'll enter the castle through the tunnels. Built centuries ago as an extension of the dungeon, this moss covered labyrinth is now being reconstructed by the Nazis to house ammunition and stolen treasure. The tunnels are the least guarded area in the castle, however, their meandering corridors and vine-covered paths can make combat difficult. They are primarily guarded by German shepherds and Guards.
Once on the attack, German shepherds will move directly toward their prey. A single bullet will bring down a killer dog. However, they are trained to quickly dodge during an attack, making them difficult to shoot. Don't waste your bullets on dogs until they are at close range.
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 menacing. Guards are slow to react and must stop to 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.
The tunnels end at floor five. Guarding the exit to the tunnels is Trans Grösse.
Trans (pronounced TRAHNZ) is so tough he chews up lead bars and spits out bullets.
Make sure you're packing plenty of ammunition and a chaingun before you face Trans. He's a heavily armored, two-fisted gunman that wields dual chainguns delivering more firepower than you can withstand in a toe-to-toe bullet battle.
THE DUNGEONS
Upon entering the dungeons you'll notice the extensive network of prison cells. Centuries ago, this area housed some of the most notorious criminals in German history.
The cells have been long since emptied due to their poor condition. However, according to our intelligence reports, some of the more nostalgic Nazis, mostly the SS, enjoy tossing their victims into an old cell during torture time. After the dogs finish off the questioning, the SS like to proudly display their victim's remains in old cages which hang from the ceiling — a morbid perspective on interior dungeon decorating.
The SS are well-trained and can rarely be surprised. Wearing bullet-proof vests and carrying a machine gun, the SS are difficult to bring down and pack a heavy punch. If an SS shoots you at close range, the encounter will be very brief.
Along with the SS are a number of Officers. They can rarely be surprised, and are swift, sagacious fighters. Officers will move to the left and right as they fire, making them difficult to hit as well as draining you of ammunition. An Officer's weapon of choice is a pistol. They wear light vests and can take about half the damage of an SS guard. Don't underestimate their abilities. In close quarters combat, these guys will make life miserable and short!
The final dungeon level is floor ten, guarded by Barnacle Wilhelm.
This salty dog barks a missile launcher/chaingun welcome from his weathered fists. Don't rub his fur the wrong way! The combination of fast attack and long range devastation makes Barnacle difficult to defeat.
THE MAIN CASTLE
The main castle floors are the most extensively developed area of the entire Nuremberg Castle. Continue with caution, its small chambers and corridors make combat difficult and confusing.
Existing for hundreds of years, the castle's past inhabitants have created numerous secret passages which now conceal treasure, ammo, and first aid. Use the passages wisely — some will enable you to sneak behind guards and deliver a surprising first strike.
The main castle is a heavily guarded beehive of activity. Once you enter, you won't spend a single second unattended by a Nazi host. The guardians of the main castle are the most dangerous you've faced. Besides SS, and Officers, Hitler's chief scientist and minister of the macabre, Dr. Schabbs has used the powers of the Spear of Destiny to create an army of mutant guards.
Mutants don't make a sound until they shoot, greeting you only with the crack of gunfire. Extremely aggressive fighters, Mutants will continue to attack until dead. Their fire power is limited, but their chest embedded pistol and meat cleavered hands deliver unusually heavy damage. Though they wear no armor, Mutants can take almost as much damage as an SS guard. Being dead does have its advantages during combat!
Floor sixteen is the top level of the main castle. Dr. Schabbs has been assigned to a facility which contains a more suitable lab for creating mutants. However, he's left his most prized creation to guard the Spear, the Übermutant.
The horrific jewel in the maniacal Dr. Schabbs' sadistic crown, the ÜberMutant is the perfect soldier with four cleaver-tipped arms and a chaingun in its chest!
THE RAMPARTS
You've finally made it to the upper floors of the castle, the ramparts. One of the most impenetrable castles in Europe, below these floors are solid stone walls that encompass the entire main castle area. For centuries they've effectively served as a barrier to even the most powerful armies. From a small passageway that leads to the center of the ramparts, you'll enter a tower that extends above the castle. It is there that you'll find the Spear of Destiny!
The ramparts have less complex floors than previous sections. However, they're heavily guarded and provide little assistance in weaponry and ammunition. Their symmetrical design makes it easy to become disoriented. Don't be relieved by their simple layout. The ramparts are crawling with Nazis, most of which are positioned for ambush. Unless you're careful, you'll be forced to face every guard on the floor before you escape!
Hidden at the top of the tower is the Spear of Destiny, the fuel of Hitler's invincible war machine. If you can successfully make it past the guards on the first floor, you'll take an elevator to the top of the tower. Enter with caution — guarding the entrance to the Spear's chamber is the ultimate Nazi warrior, the Death Knight.
The Death Knight wields two chainguns and a missile launcher, making him the most deadly opponent you've faced.
Unlike previous super guards, you won't have to search for the Death Knight. As soon as you enter the final chamber, he'll be standing at the door. You may be playing on Death Incarnate, but with two chainguns and two missile launchers, this guy is Death Incarnate.
THE DEATH DIMENSION
To protect the Spear, Hitler has made a blood pact with the Angel of Death, promising the souls of his Nazi soldiers. In return, Death guards the Spear for as long as Hitler is alive. If you want it, you must prove your worth by destroying this demon in Hell!
Guarding his lair are ghostly phantoms with an appetite for human flesh.
Ghosts are slow, but their touch is deadly. They can be stopped with a single bullet, but in a matter of seconds they'll reappear.
The Death Dimension provides tons of assistance in ammo and health. Since you're the only one here that can die, you'll probably need every bullet you can find!
The Angel of Death is a big beasty with a bad attitude. And this intrusion really p***es him off!
The only way to leave this lifeless lair is to defeat the Boss. No longer in the earthly realm, this demon has no need for conventional weapons. A single blast from his gnarled claws can kill.
It's not so bad going to Hell. Think positive. If you finally end up there you'll be able to fight your way out!
The Beginning of the End
The original ending for Spear of Destiny was simple. Defeat the Death Knight, enter the final chamber, touch the Spear, and the game would be over.
It was decided that this ending would be anti-climactic. So during the final weeks of the game's development, Id decided to focus its energies on creating an ending which would surprise the player. Hopefully the Death Dimension accomplishes this well.
Creative Director, Tom Hall, provides the artist with sketches of the game characters. To the left is Tom's version of the demon.
"What you know about death?" — from the artists' favorite movie.
IN CONCLUSION
What are they saying?
If you have a Sound Blaster, Disney Sound Source or 100% compatible sound board, you've been hearing some German phrases that you may not be able to recognize.
Some of the phrases make sense, some of them are just jokes, but all the German language in Spear of Destiny is right here!
Guards:
- Achtung! — Attention!
- Schutzstaffel! — Elite Guard!
- Mein leben! — My life!
- Spion! — Spy!
- Nein, so was! — Well, I never!
- Einer Sprachschnitzer! — A Mistake!
- Es ist schade! — What a pity!
Trans Grösse:
- Ach so — Oh, I see!
- Wenn schon! — So what!
Mutants:
- Argh!
ÜberMutant:
- Tod ist mein leben! — Death is my life!
- Alles ist verloren! — All is lost!
Angel of Death:
- Prove your worth, human! You may wield the Spear….
Id Software apologizes to German speaking people everywhere.
I'm so glad we had this time together.
Id Software greatly appreciates your purchase of Spear of Destiny and the Hint Manual. We hope that you have enjoyed playing Spear of Destiny as much as we have enjoyed making it for you. Look forward to seeing other exciting games from Id Software. We'll keep making them as long as you keep buying them! Isn't that a very generous offer?
Id Software is a group of programmers, designers, artists and musicians with the goal of providing cutting edge games, both in software technology and design.
Chief Operating Officer — Jay Wilbur Software Engineers — John Carmack & John Romero Master of the Pixel — Adrian Carmack Creative Director — Tom Hall Art & Manual Design — Kevin Cloud
The members of Id Software listed from the left: John Carmack, Kevin Cloud, Adrian Carmack, John Romero, Tom Hall, and Jay Wilbur.
MISSION 2: RETURN TO DANGER
PUBLISHED BY FormGen Corporation 11 Holland Drive Bolton, ON, Canada L7E 1G7
(905) 857-0022
PREREQUISITES
MISSION 2: RETURN TO DANGER is an add-on product for SPEAR OF DESTINY, the fantastic 3D action game! To use MISSION 2, you must have first purchased SPEAR OF DESTINY.
The instructions for SPEAR OF DESTINY are provided with the game and are not duplicated here.
The system requirements remain the same as for the original game.
INSTALLATION
Installation is simple! To install your MISSION 2: RETURN TO DANGER software follow these steps:
- Put the disk in the disk drive.
- Select the appropriate drive, by typing A: or B:, then pressing the ENTER key.
- Type INSTALL, then press the ENTER key.
- Follow the instructions given by the INSTALL program.
WELCOME TO YOUR NIGHTMARE!
You're leaning your back against a cold hard wall, your fist clenching your chaingun so tightly that your knuckles are white. You're soaked with sweat and the heat of your body is evaporating it, causing steam to drift around the corner giving a clue to your presence. You're exhausted but you know you can't risk resting — not yet! You inch slowly to the corner, then peer around cautiously . . . a guard spots you! You both raise your weapons! RAT-TAT-TAT-TAT-TAT!!!
. . . RING . . . RING . . . RING . . .
The phone wakes you . . . it was a dream . . . or rather a nightmare — another flashback to your ordeal at Castle Nuremberg.
. . . RING . . . RING . . . RING . . .
Still groggy you pick up the phone . . .
"Uh . . . yeah . . . who is it?"
"Hello, B.J. Blazkowicz?"
"Yes."
"This is Admiral Powell of the United States Navy. Listen B.J., we need your help."
"What is it, Admiral?"
"Hitler has recaptured the Spear! We've already lost 3 intelligence agents trying to infiltrate his headquarters. B.J., you're the only one who can help us now!"
Your mind is flooded with thoughts. It's been over a year since you've been back. You thought it was over. You've put your life on the line and now it was all for nothing!
NO!!!
Hitler's henchmen stole the Spear from American soil — NOW IT'S PERSONAL!!! The Spear must be regained!
"I'll do it Admiral!!!".
RETURN TO DANGER!
At the end of SPEAR OF DESTINY Mission 1, B.J. captured the Spear of Destiny and returned it to the U.S. where it was kept under tight security.
Hitler, desperate for the Spear, sent Major Hans "The Axe" von Schlieffen and a group of Storm Troopers to the U.S. to regain the Spear and the power he seeks.
After a bloody battle, only Hans manages to narrowly escape and make it back alive, with the Spear, to the Nazi's Secret Scandinavian Base.
Hitler had the new base built to carry out Atomic Research! The Atomic Research Lab is excavated from solid rock in a Scandinavian fjord, accessible only by submarine.
The U.S. Navy has arranged to take B.J. to the fjord, but underwater mines prevent them from taking him to the base. Instead B.J. is outfitted with scuba gear and will have to swim into the submarine pen to gain access to the base. Two naval frogmen accompany B.J. to within 100 yards of the base. Now it's all up to him!
While several U.S. intelligence agents were killed in the attempt, the allied spy network has discovered that the Spear of Destiny is located on the uppermost floor of the Research Lab, and is closely guarded. Proof of an Atomic Research Lab was also found.
NON-TRIVIAL TRIVIA
NAZI
The word "Nazi" is an acronym formed from the first syllable of NAtion and the second syllable of SoZIalist.
This method of creating words or terms was popular in the Third Reich. Another example is Gestapo which is formed from GEheime STAatsPOlizei (Secret State Police).
THE SWASTIKA
The swastika (hakenkreuz) is most often associated with the Nazis — but was used by many cultures for thousands of years before being adopted as the official emblem of the Nazi party.
As early as the fourth millennium B.C., swastikas appeared on ceramics in Iran. Later it appeared in Troy, Greece, India, Tibet and Japan.
Sometimes the swastika was used as a religious symbol. American Indians often used the symbol in their handicraft work.
DR. PAUL JOSEPH GOEBBELS
It was Dr. Joseph Goebbels, who popularized the swastika as the official Nazi emblem. Goebbels was Hitler's Reich Minister for Public Enlightenment and Propaganda.
Goebbels is said to be more responsible for Hitler's rise to power than any other individual.
Here is an interesting quote from Goebbels:
"Propaganda can be taught by the average person, like playing a violin. But there comes a point at which one must say: 'This is where you stop. What remains to be learned can be achieved only by a genius!' What else is Jesus Christ? Did he not make Propaganda? Did he write books or did he preach? And what about Muhammad? Did he compose sophisticated essays, or did he go to the people and tell them what he wanted? Were not Buddha and Zoroaster propagandists?"
THE HITLER SALUTE
The famous Hitler Salute was performed when Nazis greeted each other. Originally, Hitler had instituted a traditional military salute, hand to cap. However, the young Storm Troopers of the SA (precursors to the SS), had no military training and found that the regular salute took too much effort and started greeting their comrades with a wave of the hand!
As it developed, the salute stiffened into a quick upward thrust, typically accompanied with the phrase "Heil Hitler!".
THE SS
The Shutzstaffel (Elite Guard) originated as Hitler's personal body guard.
ALBERT EINSTEIN
At the time when Hitler came to power in 1933, Einstein was in California.
As the world's most famous living Jew, Einstein was a prime target of Nazi hostility and his post in Berlin was taken away from him almost immediately.
Although retiring by nature, Einstein was resolute in his opposition to Hitler and Nazism.
In 1939, Einstein signed a letter to President Franklin D. Roosevelt noting German advances in physics and warned of the real possibility of the Nazis developing a uranium bomb.
OPERATION FLASH
In 1943, an attempt on Hitler's life failed due to a defective detonator.
On March 13, 1943 Maj. Gen. Henning von Tresckow asked Col. Heinz Brandt to take some brandy to an old friend — Brandt agreed. Brandt unsuspectingly took the package containing a time-delayed bomb aboard the Fuehrer's plane.
When news came two and one-half hours later that Hitler had arrived safely, von Tresckow had to deal with a problem he hadn't expected — retrieving the defective bomb. He telephoned Brandt and asked that he hold the gift until he arrived: the date was wrong.
Von Tresckow arrived with two bottles of real brandy and exchanged it for the package containing the faulty bomb. Later that evening he dismantled the bomb in a railway car.
ITEMS TO PICK UP
All of the items have a new look in RETURN TO DANGER! As well there are some completely new items.
HEALTH
First Aid — 25% These packages are a sight for sore eyes as you crawl into a room near death. They give you a 25% increase in health.
Dinner — 10% Hey, these guys aren't bad cooks! Besides at 10% each, a few meals will restore your health in a hurry.
Dog Food — 4% Actually not bad once you get used to it, dog food will give you a 4% increase in health — but if you smell dog breath over your shoulder — move quick!
Blood — 1% You'll have to take this drink straight up if you want the 1% increase in health it provides. It'll only provide benefit if you have 10% or less health. Bones with blood will also supply a 1% health increase. Cheers!
ARMAMENT
Chain Gun When you're up against a room full of SS, one of these comes in real handy! There's no instruction manual, but it's easy to use — just point and shoot!
Machine Gun The machine gun won't clear a room as quickly as a chaingun — but it will leave you with more ammo!
Ammo Box — 25 bullets! While you can't eat the bullets, a case of ammo will probably save you more health than you get when you eat dog food — and you won't get indigestion.
Ammo Clips — 4 or 8 bullets Clips are worth 8 bullets if you find them lying around and 4 if you get them from a guard you've killed.
"What luck for rulers that men do not think." — Adolf Hitler
SPECIAL ITEMS
Keys Certain areas will be inaccessible unless you have the gold or silver key. Sometimes they are well hidden behind secret walls!
One Ups These are a rare find. One Ups will give you 100% health, 25 bullets and an extra life. Finding one of these can give you a "second chance".
PRIZES
To make them more difficult to locate, the Nazis store components used to create nuclear bombs and sub radios scattered about the base. When you see them — grab them to reduce the nuclear threat.
Radio — 100 points These radios are required for communications with subs. Picking up one will get you a 100 point bonus.
Plutonium — 500 points The active component of the bomb — plutonium — is central to Hitler's planned nuclear threat. Each Plutonium canister will get you an extra 500 points!
Control Panel — 1,000 points The control panel contains the electronic circuitry for the bomb. Each of these items will get you a 1000 point bonus!!
Bomb Casing — 5,000 points Bomb casings are scattered about the base ready to be assembled. Pick up as many as you can — you'll get 5000 points for each!
MEET YOUR NEW ADVERSARIES
REGULAR GUARDS
Guards You can take out one of these green guards with a single bullet, but be careful, they would gladly do the same for you.
SS These members of the elite corps, the Schutzstafell, are known for their brute strength and cold cruelty.
Dogs These Dobermans are trained to kill. Easy enough to handle alone, packs become canine piranhas.
Bats With machine guns attached to their feet, these beasts are truly "bats out of hell"!
Officers Fast and furious, these officers get down to business — eliminating you! Think quick!
THE BIG BOYS!
Submarine Willy After the lobotomy Willy was no longer allowed to captain his submarine. Often confused and always angry, he's accidentally killed several Nazi guards.
Professor Quarkblitz Another of Hitler's "mad scientists", the professor is responsible for creating the machine gun toting bats.
Major Hans "The Axe" von Schlieffen "The Axe" has orders to kill intruders on sight and he has the dual chainguns to do it!!
Robot The latest result of the professor's work, this robot's combination of artificial intelligence and artillery make him almost impossible to beat!
HINTS AND STRATEGIES
MEMORIES OF THE PAST
Your chances of survival increase dramatically if you can remember where you've been and your way around a floor. Your memory is your best defense! Well, after your chaingun at least!
OH RATS!
Occasionally, when the Nazis enter a secret area, a rat gets splattered when a wall is moved. Sometimes a dead rat can point you to a hidden area!
WAYS TO PLAY
Different players have different styles of playing, and as a result the game is completely different.
SPEED!
The PAR time given after completing a level is based on the original mission, but a "TIME TO BEAT" for this mission is listed below the "blueprint" of each map.
The game won't display your time after completing a Boss or secret floor, so you'll have to use your watch or a stopwatch on those levels.
EVERY NOOK AND CRANNY!
If you take your time and explore every inch of the floor you're bound to find some surprises (or they might find you!).
FAST AND SLOOOOWWW. . .
If you are normally methodical and move slowly and cautiously — try moving quickly through a level or two and shooting anything that moves.
Afterwards you may still prefer the slow methodical approach — but you will have sharpened your reaction time and improved your playing so that when you are in a tight spot you'll do much better.
Likewise, if you normally play fast and furious — slow it down a bit. Think about who might be around the corner and how you can take them out! Or what you'll do if there's a troop of 20 guards!
ADAPT YOUR PLAYING . . .
Change the way you play according to your health and ammo. If you're almost dead but you're loaded with ammo — it's kamikaze time! — go in with your gun blazing and ask questions later. If your health is great but you only have 3 bullets left — don't shoot from a distance — wait until you're nose to nose with a guard before you plug him!
MOVING
CONFUSED?
If you're finding it difficult to make your way around a floor, try always going in the same direction — left or right. This should make retracing your steps easier. Still, you could end up circling an area without entering it — so remember to check every door before you leave the floor if you want to play the entire level.
"HOOVER MANEUVER"
Once you've cleared an area of any threat — quickly run around picking up all the ammo and health and other items you can. You never know when someone is going to open that door with guns blazing!
DON'T GET SHOT IN THE BACK!
When you're trying to get out of an area in a hurry with guards chasing you, don't just wait for a door to open — run to the door, open it, and spin around quickly with your gun blazing. Don't forget to use your RUN key when you spin!
RUN BACKWARDS?
Often you'll see a room that appears to be clear — but you know these guys like to hide by the door and wait for you! Running in backwards can give you a big advantage in picking off guards on either side of the doorway.
KILLING
THANK THE DOORMAN . . .
Sometimes it's convenient to have a door stay open so you can see who's coming. Kill a guard or dog in a doorway to hold it open. If you're lucky, you can use this trick to hold open a locked door that you don't even have the key for!
REAL MEN USE KNIVES . . .
If you're low on ammo, conserve it by using your knife. Knives work well on dogs and green guards. Of course, if a couple of SS or bats come in while you have your knife out — you'll probably be dead before you switch to your Chaingun! Real men die fast!
ATTACK! RETREAT! ATTACK! RETREAT!
Having problems killing the bosses? Bosses alternately shoot, then pause before shooting again. Try running towards them with chaingun blazing while they're pausing, then run backwards and stop shooting to conserve ammo when they start firing. This works best in a large open area. Try it!
THE SUBMARINE PEN
After swimming to the entrance of the base, B.J. arrives at the lowest level of the complex — the Submarine Pen.
The first few levels of the base are actually below sea level making the Submarine Pen cold and damp. Generally the lighting is dim and the walls are made of rock or steel plate. Large pipes protrude from the floor with smaller pipes being visible along walls.
With the Submarine Pen being the entrance to the base for all personnel and visitors, B.J. has to move stealthily to go undetected.
SUBMARINE WILLY
Willy is one nasty Nazi! Not the brightest individual to start with, Willy had to undergo a lobotomy after repeatedly attacking several guards and officers. On the most recent attack Willy lost one of his front teeth while fellow guards struggled to control him so that the Professor could sedate him. Now his evil grin is all the more unnerving.
The operation caused Willy to resign his position as a submarine captain and now he guards the exit from the Submarine Pen.
Always angry, Willy is known as one of the meanest men in the base. While he often wanders around confused, he shoots at most anything that moves. The guards have gotten used to avoiding him — you'd better keep a sharp eye out too!
You'll need a good stash of ammo and a chaingun to take Willy down! With a chaingun of his own, he'll be tough to beat!
You'll also notice a good number of dogs on the floors in the Submarine Pen. Hitler has had these Dobermans trained to kill! The dogs are left unchained to patrol the floors and frequently find intruders before the guards do. Tread softly — their barking could alert their SS masters!
SECRET WEAPONS RESEARCH
This section is used for preliminary research on Atomic Devices and various "Secret Weapons".
The floors have better lighting than those in the Submarine Pen and contain a lot of long halls and many small lab areas. Due to the nature of the research being done, the section is better protected with more and tougher guards!
Also, note that armament (radio, control panel, bomb casing and plutonium) is used in the research, so more of it is hidden in secret areas on these floors. Reduce the nuclear threat by grabbing these items whenever you can!
PROFESSOR QUARKBLITZ
Hitler has a penchant for mad scientists and the professor is his latest recruit.
The professor was formally trained in computers, artificial intelligence and robotics and was a highly regarded expert before the war took its toll on him.
Initially disillusioned with the capabilities of artificial intelligence, the professor focused his energies on the integration of machines with animals.
Successful in the worst meaning of the word, the professor has created bats with machine guns attached to their feet.
The professor's most recent interest is the combination of chemistry with traditional computer microprocessor design. His hypothesis is that since organic beings contain chemicals — computers that combine the use of chemicals will be far more superior at simulating "true" intelligence.
The professor guards the exit from the Secret Weapons Research area. Since he's got a chaingun and a rocket launcher, this may very well be where your mission ends!
The professor is a busy man and will want to get rid of you in a hurry! This is HIS turf and intruders had better beware!
ATOMIC RESEARCH
The main research for the Atomic weapon is carried out in the Atomic Research Area. Hitler's ominous term for the Atomic weapon is "The Final Solution"!
This area is very well guarded! The floors are well-lit like the Secret Weapons Research area, but the labs in the Atomic Research area are much larger.
Along with the usual armament, these floors contain large numbers of bomb casings! Grab all that you can — they are worth 5000 points each!
MAJOR HANS "THE AXE" VON SCHLIEFFEN
It was "The Axe" that lead the group of storm troopers that journeyed to the United States to recapture the Spear.
Despite being hand selected by Hitler himself and undergoing extensive training, of the twenty-three men that went, only the Major survived the bloody battle.
"The Axe" returned with the Spear and received a commendation from Hitler. The Axe is now held in high regard by the Fuehrer who has given him the responsibility of guarding the exit from the Atomic Research area, thus insuring that the Command Bunker remains impenetrable.
Tough, fierce and loyal, The Axe is the perfect soldier. There is no question that he will carry out Hitler's orders to the letter!
With dual chainguns, The Axe is a one-man army! Approach him cautiously and be ready to move quickly or you will be history!
Fortunately (for you!), the Nazis have stored a wealth of ammo on these floors in case of intruders — but it'll work just as well in your stolen chaingun as it will in theirs!
While it will be difficult, you can take him down — but you've been warned — this war machine really has an axe to grind!
THE COMMAND BUNKER
This is the final area of the base and it is where the Spear is kept — and it's well guarded! Your mission is nearing completion — but don't relax now — the worst is yet to come!
Filled with guards of every type, the security in the bunker is greater than in any other area. Getting the keys will be more difficult — it's even possible to make a key inaccessible! You'll need both brain and brawn to make it through these floors!
THE ROBOT
A masterpiece of the demented Professor Quarkblitz — the Robot was designed as the ultimate killing machine!
Experimenting with the use of chemicals in addition to the use of traditional electronics for the Robot's brain, the professor has managed to provide the Robot with Human-like reasoning.
The state-of-the-art brain allows for "tangents" in thought, so that the Robot does not simply carry out actions that have been programmed into it — it adapts and learns!
It's not only its state-of-the-art brain that gives the Robot an edge — equipped with dual chainguns AND dual rocket launchers, he may well be impossible to beat!
The combination of its sophisticated brain, artificial intelligence and fire power make this the toughest Boss yet!
Use all of your strength and cunning to take the Robot down and your reward will be the key to the area where the Spear is kept! You will have succeeded in your mission, foiling Hitler's diabolical plot of dominating the world using nuclear threat!
You'll be able to return home a hero! Finally, it will be over!
. . . or is it? . . .
THE FINAL RETREAT
Upon recapturing the Spear, B.J. is transported to a fantasy world of terror! Here, you will face Hitler's most powerful fiend — the Devil Incarnate!
There is plenty of ammo lying around — so grab what you can — you'll need it! Don't forget to check for secret walls — that's where the real help can be found!
GHOULISH GHOSTS
Loyal to Hitler even in death — the ghosts of dead SS patrol the final floor!
The ghosts have the touch of death — contact with them will drain the life out of you! Shooting them will make them disappear briefly — but they soon resurrect to continue their relentless pursuit!
Be cautious when preoccupied with battling the Devil Incarnate — a ghost is likely to sneak up behind you meaning almost certain death!
THE DEVIL INCARNATE!
Once he detects your presence, the Devil Incarnate will tirelessly attack with atomic weapon blasts! This dude is BIG, BAD and UGLY!
Defeat the Devil Incarnate and you will have saved the Spear and foiled Hitler's plans of World Domination! Good Luck!
SAY WHAT?
With a Sound Blaster, Disney Sound Source or 100% compatible sound board, you'll hear what the guards and Bosses are saying . . .
Guards:
- Alarm! — Danger!
- Glück gwhabt! — You were lucky!
- Mammi! — Mommy!
- Au! Das tut weh! — Ow! That hurts!
SS:
- Wer da? — Who's there?
- Tod fürs Vaterland! — Death for the Father country!
Officers:
- Denkste! — You thought so!
- Heil Hitler! — Hail Hitler!
Submarine Willy:
- Was zum Teufel? — What the hell?
- Verdammt! — Damn!
Professor Quarkblitz:
- Dein letzter Fehler! — Your last mistake!
- Nein, nicht schon wieder! — No, not again!
Major Hans "The Axe" von Schlieffen:
- Zeig was du kanns, du Fiegling! — Show what you can, you wimp!
- Du bist der störleste. — You are the strongest.
MISSION 3: THE ULTIMATE CHALLENGE
PUBLISHED BY FormGen Corporation 11 Holland Drive Bolton, ON, Canada L7E 1G7
(905) 857-0022
PREREQUISITES
MISSION 3: ULTIMATE CHALLENGE is an add-on product for SPEAR OF DESTINY, the fantastic 3D action game! To use MISSION 3, you must have first purchased SPEAR OF DESTINY.
The instructions for SPEAR OF DESTINY are provided with the game and are not duplicated here.
The system requirements remain the same as for the original game.
INSTALLATION
Installation is simple! To install your MISSION 3: ULTIMATE CHALLENGE software follow these steps:
- Put the disk in the disk drive.
- Select the appropriate drive, by typing A: or B:, then pressing the ENTER key.
- Type INSTALL, then press the ENTER key.
- Follow the instructions given by the INSTALL program.
THE DEVIL'S DOORSTEP
THE SEANCE
In pursuing the fulfillment of his twisted dream, Hitler calls upon the dark forces of the occult. With his inner circle of advisors he arranges for a secret meeting during which he holds a seance.
Hitler and his advisors gather in the map room of the Fuehrerbunker (Leader's Bunker), Hitler's subterranean headquarters below the Chancellery in Berlin.
Clutching hands, the group circles slowly to the left while chanting to attract evil influences. Hitler speaks loudly as the chanting continues . . .
"ABIGOR! Demon of darkness . . .
"Commander of sixty infernal legions. . . . who sees the future and knows all of the secrets of war! I call on you now!"
A VISIT FROM BEYOND
A heaviness takes over the air . . . Then a green mist starts to form. The mist is still at first — then slowly it begins circling the room. The mist becomes denser and swirls with increasing power.
The swirling mist starts to rise and gather in the center of the room. As it does it begins to illuminate an eerie glow. Becoming increasingly bright, the intensity of the light becomes almost blinding.
Suddenly, out of the light, a lightning bolt shoots with a deafening "CRACK!" — the force thrusts the men to the ground.
Through the light, an image appears — that of a warrior on a winged horse. . . the warrior speaks with a deep, unearthly voice that breaks the now silent room . . .
"WHO BECKONS ME?!"
"I, Hitler, Fuehrer of Germany, call upon you!"
"WHAT IS IT THAT YOU SEEK?"
"I ask that you teach me the secrets of war. . . . that you allow me to glimpse into the future and learn of the most powerful and devastating weapons of warfare!"
"YOU POSSESS THE SPEAR, DO YOU NOT?!"
"Yes!"
"THEN THE SPEAR SHALL PROVIDE WHAT YOU SEEK! IT WILL EMPOWER YOUR VISION! AS LONG AS YOU POSSESS THE SPEAR, YOUR QUEST WILL BE FULFILLED!"
THE ULTIMATE CHALLENGE!
Hitler, more paranoid than ever, has expanded the Fuehrerbunker beneath the Chancellery in Berlin. The bunker is excavated and expanded to carry out the development of future weapons systems.
All previous entries to the Fuehrerbunker have been permanently sealed off. The bunker is only accessible from the lowest level by means of a service elevator which is heavily guarded.
Allied intelligence agents have been unable to infiltrate the bunker — but have managed to obtain invaluable blueprints. A system of air ducts is required to carry fresh air to the underground complex and could be used to access the bunker undetected.
Other agents have tried and failed. Only B.J. can retrieve the Spear and smash Hitler's dream of world domination!
The fate of the world awaits . . .
THE OCCULT CONNECTION
THE THULE SOCIETY
This secret society worshiped the sun as a sacred symbol of the Aryans. It also practiced Satan worship — the inner core of the society were all Satanists who practiced Black Magic.
Members of the society were not simply working-men, but included scientists, doctors, university professors and other men of high standing.
The members of the Thule Society were the foundation of the Nazi Party. The committee and the forty original members of the New German Worker's Party were all from the Thule Society.
In the Thule Society, Hitler found the perverted beliefs that were to lead him to power and have such a devastating effect on the world.
Dietrich Eckart was a dedicated Satanist and co-founder of both the Nazi party and the Thule Society.
On his death bed, Eckart is quoted:
"Follow Hitler. He will dance, but it is I who have called the tune! I have initiated him into the 'Secret Doctrine' — opened his centers in vision and given him the means to communicate with the Powers. Do not mourn for me — I shall have influenced history more than any German."
NAZI SYMBOLISM
The Nazis were strongly drawn to symbolism and placed an almost holy status on some symbols.
THE RUNES
'Rune' means 'secret script' — rune characters were used in pre-Christian Europe by the Germanic tribes for magical and ordinary writing.
In the 1st century Germans used runes as a method of gaining insight into the future or the unknown by supernatural means. By the early 20th century, some groups, notably the Thule Society, began looking again to runes.
The Nazi "SS" symbol is drawn as a rune consisting of two lightning bolts. Lightning is associated with evil and the devil.
THE DEATH'S HEAD
The one symbol most firmly associated with the SS is The Death's Head or Totenkopf. The grinning skull and crossed bones could be seen on Nazi caps, daggers, jackets and other articles.
THE DEATH'S HEAD RING
Struck in solid silver, The SS Death's Head Ring was instituted by Himmler in 1934 as a symbol of recognition of loyalty to Hitler and his ideals.
The design of the ring was adapted from Pagan Germanic mythology — Thor had a silver ring on which oaths could be taken — and binding treaties were carved in Runes on Wotan's spear. On either side of the Totenkopf, the ring was embossed with numerous symbolic runes.
The rings were held in such reverence that when an SS soldier was killed in action the ring had to be retrieved from the body. Himmler kept these retrieved rings at his castle in Wewelsburg as a "Shrine to Holders of the Death's Head Ring".
To prevent the allies from capturing the rings, Himmler ordered that the rings from the Shrine be blast-sealed into the side of the mountain near his castle in the spring of 1945. They have never been found.
"A violently active, dominating, brutal youth — that is what I'm after. Youth must be indifferent to pain. . . . I will have no intellectual training. Knowledge is ruin to my young men". — Adolf Hitler
ITEMS TO PICK UP . . .
All of the items in ULTIMATE CHALLENGE are redesigned from the original game. A number of items are completely new.
HEALTH
First Aid — 25% These first aid packs will give you a 25% increase in health — and a new lease on life!
Dinner — 10% Warm or cold, these dinners will give your health a 10% boost. Now this is fast food!
Dog Food — 4% This dog food contains meat — well, something like meat — actually we're not sure what it contains — but if you need the 4% health boost, you'd better eat it!
Blood — 1% Cannibal or not, when your health is below 11%, you'll gladly drink blood (or bones w/blood) for the 1% health increase — but don't slurp so loudly, will 'ya!
ARMAMENT
Chain Gun Ah! The weapon of choice! This fellow will become one of your closest life-long friends.
Machine Gun The main weapon of the SS — the machine gun will take down the enemy and leave you some ammo.
Ammo Box — 25 bullets! If you use your chaingun often — you'll need to find a lot of these! Chill with the trigger finger though or you'll go through a case in a couple of seconds!
Ammo Clips — 4 or 8 bullets If you find a clip lying around you score 8 bullets. Pry them from a dead guard's fingers and you only get 4 — he won't need 'em anyway.
SPECIAL ITEMS
Keys You'll need the silver or gold key to access some areas of the Fuehrerbunker. If you can't find them — they may be hidden — start pushing!
One Ups One-ups are literally life savers. They provide you with 100% health, 25 bullets and an extra life.
PRIZES
Scattered about the floors are radios and components used for creating nuclear bombs. Pick them up for extra points and to reduce Hitler's nuclear power!
Radio — 100 points Radios are used to communicate with Hitler's fleet of subs. Grab them for 100 points each.
Plutonium — 500 points Grab as much plutonium as you can — it'll provide you with an additional 500 points! Careful though — you don't want to drop it!
Control Panel — 1,000 points The "brain" of the bomb is the control panel. Pick them up when you see them — you'll get a 1000 point bonus.
Bomb Casing — 5,000 points Without bomb casings, the Nazis will have a hard time making bombs! At 5000 points each these items will ring up your score in no time!
MEET YOUR NEW ADVERSARIES
REGULAR GUARDS
Guards These guys ain't so tough! You can take down a green guard in one shot! Of course, if you meet a dozen of them, it's a different story . . .
SS The SS are the backbone of the Nazi machine. Fire first and they won't ask any questions.
Dogs These Dobermans have a bite that's worse than their bark. You can kill them with a knife or a single bullet — but watch out for packs of 'em!
Bats Hitler doesn't bother with wimpy vampire bats — these suckers carry machine guns!
Officers The boys in white move quick and have a nasty habit of putting a gun barrel in your ear to get your attention!
THE BOSSES!
Submarine Willy Willy used to be a submarine captain before his lobotomy. He shoots at anything that moves — if you stay perfectly still he may not notice you — NOT!
Professor Quarkblitz The "prof" is a certified "Mad Scientist" — with the emphasis on MAD!
Major Hans "The Axe" von Schlieffen A favorite of Hitler's, "The Axe" is meaner than he is ugly — well, maybe not!
Robot The Robot has a state-of-the-art brain that provides it with the advantage of artificial intelligence and human-like reasoning! It'll be tough to beat!
HINTS AND STRATEGIES
REMEMBER WHEN?
Spear is a game that really challenges your memory — the ultimate maze game! Try to remember where you've been and you'll avoid running in circles.
HELPFUL HINTS
You'll notice that hidden areas are often indicated by some object on the floor — a rat, bones, etc. Keep an eye out for these helpful clues!
WAYS TO PLAY
Change your playing style to improve your game — or just for fun!
SPEED!
The original mission gave a PAR time after completing a level.
A "TIME TO BEAT" for this mission is listed below the "blueprint" of each map. See if you can beat it! The game won't display your time after completing a Boss or secret floor, so you'll have to use your watch or a stopwatch on those levels.
I CAN'T BELIEVE I PLAYED THE WHOLE THING!
If you always take the fast path to the elevator — you'll be missing out on some of the best action in the game!
If you've played through the game fast — go back and play it out completely!
PICK A DIRECTION
Some floors are almost impossible just because it's tough to move around without getting lost! Try always moving left (or right) and taking the first door that you see.
This should make it easier to backtrack when you want to. Using this technique, you can end up circling an area — so be careful that you don't miss anything.
MAKE A KILLING
When fighting dogs try to limit the directions that they can get you from. You can successfully fight an entire pack of dogs in a doorway with a knife. If you are in an area where there is a recess in the wall, tuck into the recess so the dogs can only get you straight on!
LISTEN UP!
Use the audio to help you know where guards are. Being cordial hosts, guards will often greet you once they know that you're visiting.
TAKE A HIKE!
Ever open a door and get that sinking feeling when you see a couple of dozen guards and you have only 10 bullets left? If you've been a good soldier and secured the areas you've already been in — you can get them to come after you and spread them out over a few areas. It'll be easier to dust 'em in small groups!
DON'T GET MISTY EYED!
Here's a tricky one! It's the final level of the game and you're plugging away at the DEVIL INCARNATE, but you keep getting overtaken by radioactive mist! Shoot at it, then go to the exact spot where it was — it won't reactivate until you move from that spot! When you do move — move quickly!
PEEK-A-BOO!
When you come to a corner — rather than moving around it to see what, or rather WHO is there — just turn rather than move. Some angles give you more visibility than others — but you should be able to see guards without activating them!
Once you know what's in store, move slightly closer to the corner and activate only a few of the guards. Once you're finished with them, go back and peek around the corner a little farther.
This works great with Bosses — although it's a little unnerving to see a Boss standing around the corner waiting for you!
RANK AND PRIVILEGE
There will be many times when you'll be faced with an onslaught of guards of every type. If you have no choice other than to fight it out (or maybe you just want to!) go for the toughest guards first because they'll do the most damage.
USE YOUR AMMO WISELY
Ammo will get you through times of low health better than health will get you through times of low ammo! Sure, blast away when ammo is abundant — but don't let it get too low!
By strafing over ammo (or any item) sideways or backwards, you can avoid picking it up until you need it!
COMPUTER TECHNOLOGY LABS
B.J. enters the Fuehrerbunker via the air ducts that provide the underground complex with fresh air. A vent at the lowest level of the complex allows B.J. to gain access to the Fuehrerbunker. This is the first floor of the Computer Technology Labs Section.
In the Computer Technology Labs, the Nazis are working on developing silicon chips and other basic components used to build computers.
Computers play a major role in Hitler's plans — future weapons systems require computers to control them.
While progress is steady, periodic setbacks occur. This is partially because Hitler has not yet obtained all of the information required to complete the computer systems, and partially because the Nazis have focused their energy on aggression at the expense of intellectual advancement.
SUBMARINE WILLY
A soldier's soldier — Willy is big and mean. Willy was always a bit "off the deep end" and finally ended up getting a lobotomy when he started killing more of Hitler's men than the enemy.
Still, his brute strength and willingness to obey has made him a favorite with Hitler, who gave him the important post of guarding the exit from the Computer Technology Labs.
Willy is the first Boss you'll be up against — so be forewarned — it will take a HUGE amount of ammo to take him down. You'll also need a chaingun — you don't want to face this guy with just a machine gun!
LASER GUIDANCE SYSTEMS
The work in this section is divided into two major projects — the development of assault helicopters and the laser guidance systems that will be used by them.
Being integral with research in other areas, work on lasers comprises the largest portion of this section.
Hitler's plans call for the use of laser guidance systems for anti-aircraft missiles. Preliminary work is also being performed on the use of laser guidance systems in conjunction with satellite systems. This will give Hitler the ability to remotely attack any location in the world!
PROFESSOR QUARKBLITZ
The professor has been one of Hitler's most valuable followers.
Blinded by loyalty, the professor has used his impressive talents to aid Hitler's evil plans!
A "Mad Scientist" of the worst kind, ethics pose no problem for Professor Quarkblitz. The professor's experiments include bats as large as dogs that use machine guns on their prey!
The prof is also responsible for creating the most intelligent robot on the face of the planet — intelligence that is used to kill intruders rather than help society.
If you make it — you'll have to face this metal monster before you can recapture the Spear! Of course, with Professor Quarkblitz guarding the exit from the Laser Guidance Systems area, this may be the end of the line for you!
It looks simple to grab the gold key and exit in a hurry — but be careful — the guards may have a different fate in store.
SATELLITE SYSTEMS
The work being performed in the Satellite Systems division is the most technically complex by far.
The weapons systems being designed here encompass all of the technology that the Nazis are working on — computer systems, laser guidance systems and satellite technology.
By integrating all of this high technology, Hitler's scientists are very close to having completed satellite systems capable of demolishing an entire city from anywhere in the world!
MAJOR HANS "THE AXE" VON SCHLIEFFEN
Ugly? You don't know the meaning of the word until you see this hideous Nazi! Only "The Axe" could make Submarine Willy look like the kid next door! Just the sight of "The Axe" can cause heart palpitations in the most fearless of men!
The Major is another of Hitler's favorites — and for good reason — having previously recaptured the Spear for Hitler. He has received several commendations from the Fuehrer for acts of bravery.
His loyalty and malicious intelligence have earned him the post of guarding the exit from the satellite systems area.
With dual chainguns, the major is a one man army! While you'll find plenty of ammo and health are available — you'll soon use it up, so don't get too close!
THE FUEHRERBUNKER
The Fuehrerbunker is the original two floors of Hitler's command bunker before it was expanded. This is the final area — and where the Spear is kept! Be very cautious, however, this area is crawling with Nazis that are death-bound to prevent the loss of the Spear of Destiny!
The lower of the two levels contains many small rooms which are cramped and uncomfortable. There is a map room and several other rooms used for conferences. There are also several guard rooms on this level — so watch out!
The upper level of the Fuehrerbunker is where the Spear is kept! There is a large area outside of the elevator and an inner area where the Spear is kept!
The inner area of the upper level actually contains several areas within each other to make accessing the Spear almost impossible!
THE ROBOT
The Robot patrols the area outside the elevator to insure that no intruders make it into the inner area of the bunker. He also carries the key that provides access to the inner area — no one passes without his permission.
Designed by Professor Quarkblitz, the Robot is a state-of-the-art death machine!
With unsurpassed artificial intelligence and the ability to learn and adapt to situations — the Robot will be the toughest challenge you'll have faced yet! However, if you do manage to bring him down and capture the Spear — you will have succeeded in your mission . . .
(maybe) . . .
FUTURE THREAT!
Still under the demon ABIGOR's spell, the Spear transports B.J. into the future to fight an unimaginably hideous demon — the Devil Incarnate!
Abigor's admiration of Hitler's demented plans has prompted him to order the Devil Incarnate to help Hitler protect the Spear!
Running around the open floor, you'll find plenty of ammo to use in your attack against the Devil Incarnate — but killing him will not be easy!
RADIOACTIVE MIST
Left over from earlier battles, clouds of radioactive mist drift slowly making it difficult to focus on the task of obliterating your opponent!
The hot, poisonous mist can kill almost immediately — make sure that it doesn't get anywhere near you!
If the noxious mist does begin to overtake you, firing into it will cause it to disperse long enough for you to escape its damaging effects!
THE DEVIL INCARNATE
Not of this world, the Devil Incarnate possesses supernatural powers! Bent on your destruction, he will attack you with atomic weapons blasts.
Sure, the Devil Incarnate has the powers of hell on his side! — but you have your trusty chaingun!
If you can defeat the Devil Incarnate, you will have broken the demon Abigor's spell and Hitler's plans will be useless! Good Luck!
Be prepared to look Death in the face — now you're up against the ultimate evil enemy — the DEVIL INCARNATE! Good Luck!
SAY WHAT?
With a Sound Blaster, Disney Sound Source or 100% compatible sound board, you'll hear what the guards and Bosses are saying . . .
Guards:
- Alarm! — Danger!
- Glück gwhabt! — You were lucky!
- Mammi! — Mommy!
- Au! Das tut weh! — Ow! That hurts!
SS:
- Wer da? — Who's there?
- Tod fürs Vaterland! — Death for the Father country!
Officers:
- Denkste! — You thought so!
- Heil Hitler! — Hail Hitler!
Submarine Willy:
- Was zum Teufel? — What the hell?
- Verdammt! — Damn!
Professor Quarkblitz:
- Dein letzter Fehler! — Your last mistake!
- Nein, nicht schon wieder! — No, not again!
Major Hans "The Axe" von Schlieffen:
- Zeig was du kanns, du Fiegling! — Show what you can, you wimp!
- Du bist der störleste. — You are the strongest.
GIVING CREDIT WHERE CREDIT IS DUE . . .
Mission Designer — Chuck Archer Graphics and Art — "Matt Varnish" Voice Talent — Chris Bissing Author — Alan Hemphill Proofing — Dorinda MacLean Sound Effects — Randy MacLean Play Testers — Warren Buss, Marian Prucha Project Supervision — Randy MacLean, Jim Perkins
While every effort has been made to insure that the information in this book is accurate, the information in this book is sold without warranty either expressed or implied.
This book and the product it describes are copyrighted materials. No part of this book or the software may be reproduced in any form without prior written consent from FormGen Corporation.
Mission 3: The Ultimate Challenge © 1994 FormGen Corporation Spear of Destiny is a trademark of id Software Inc.
