Spear of Destiny – boxart
DOSPC / DOS (XT až 486)

Spear of Destiny

FPS 1992 id Software ⏱ Short · up to ~3 h 🔞 18+
Spear of Destiny – In-game
In-game
Spear of Destiny – Title screen
Title screen

A standalone prequel episode to Wolfenstein; twenty-one levels in one go.

Spear of Destiny is a standalone episode from 1992 that sends B.J. Blazkowicz on a mission preceding the events of the main game. The goal is to recover a spear the Nazi leadership credits with supernatural power, and the player fights through twenty-one levels in one continuous run with no division into episodes. The core mechanics remain unchanged: a maze of corridors and halls, keys opening locked doors, secret walls hiding treasure and health kits, guards reacting to gunfire, and an escalating stream of enemies with every floor.

The additions are mostly cosmetic, but noticeable. The environments got new texture sets, giving the game a distinct look from the original campaign; new collectible items were added, and above all a series of original boss fights against supernatural opponents with behavior patterns different from regular guards, forcing the player to conserve ammunition. Difficulty is higher from the start, since the title assumed players had already mastered the base game. Technically it runs on exactly the same foundation, so you get the same smooth movement, digitized voice lines, and driving sound-card music.

Unlike the original game, Spear of Destiny wasn't sold as shareware but through traditional boxed retail, which made it something of a bonus, yet full-fledged, addition to the catalog. At the time it was received warmly, albeit with the note that it's more of the same and that the technology was aging fast in the meantime. Today it plays exactly like the original Wolfenstein 3D: fast, straightforward, with a pleasant dose of secret-room hunting. It's the ideal choice for anyone who finished the main game and wants one more dose of the same rhythm, just a bit sharper. Its shorter length is actually an advantage: the game doesn't overstay its welcome, and the final escalation arrives exactly when it should. It's also worth noting that this was the first time B.J. Blazkowicz's world took on an openly supernatural dimension, one that later sequels would build on.

Game 22 of 204 for PC / DOS (XT až 486)