Games PC HERETIC II User Manual

JOURNAL OF SIERNAN
Darkness has descended upon Parthoris again.
I fear that this time there shall be no one to lift the
damp veil that has blanketed my beautiful homeland.
The plague struck quickly, and it was not until too many
were infected that anyone took notice of the creeping death.
Now, city streets are filled with the noxious green plague
vapors that cause insanity and then death to any that
are unfortunate enough to inhale it. Most are warped
and twisted into a blood-crazed rage that drives them
to assault nearly any that they encounter. My people
have fared better than the Sidhe, but even those
noble beings have regressed into mindless barbarism.
Perhaps I will be able to find some means to cure this
terrible nemesis that has befallen my homeland.
If not, I fear all will be lost.
CONTENTS
Excerpts from the Chronicles of Parthoris . . . . . . . . . . . . . . . . . . . . . . . .5
The Heretic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
The Outer Worlds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
A Way Home . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
The Atlas of Parthoris . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
The Sidhe People . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
The Ssithra People . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
The T’Chekrik People . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
The Ogles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
The Caurthorians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Of Legend and Seraph . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
Natural Inhabitants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
Addendum by Siernan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
Book of Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Offensive Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Defensive Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
Weapons of War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
The Sidhe Shrines to the Seraphs . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
Minimum System Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
Install Directions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
Troubleshooting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
Quick Start Game Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
Starting a New Single-Player Game . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
Corvus’s Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
How to Control Corvus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Control Layout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Saving and Loading a Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
Multiplayer Quick Start . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
Problems and Solutions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37
Customer Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39
Software License Agreement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
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EXCERPTS FROM THE
CHRONICLES OF PARTHORIS,
COMPILED BY THOLIA,
SSITHRA HISTORIAN
THE COMING OF D’SPARIL.
Ages ago, when Parthoris existed in relative peace, five races walked the land. The Seraphs had withdrawn beyond the Worlds End Mountains. Each race built great cities, temples, and centers of wisdom from the knowledge that the great Seraphs left in the wake of their passing. But the Seraphs left behind more than their wisdom when they removed themselves from the affairs of Parthoris. Their passing left the young races vulnerable to the powers of the Outer Worlds.
It is said that the Seraphs foresaw the coming of D’sparil, but if this is true they did nothing to intervene.
As the five races settled into their destined roles, three majestic demon brothers began to formulate a plan of conquest of three different inner worlds. D’sparil, having watched the passing of the great Seraphs, prepared his armies to sweep across Parthoris.
On the Day of Darkness, D’sparil opened World Ripples in each of the great cities of Parthoris. Andoria, K’chekrik, S’chekrik, Vendra, Savria, Thurge, Biskol, and Silverspring. He marched his armies into these cities, and by nightfall each was under his iron rule. Only Silverspring managed to resist his conquest for a short time. The Celestial Watcher had the night before seen a change in the star patterns which allowed Silverspring to pre­pare for the coming doom. Most fled the city and hid in the Darkmire swamps and the Kell Mountains.
As D’sparil began the second phase of his conquest, the four races that had fallen to his might on the Day of Darkness were subjected to the power­ful charisma of D’sparil’s presence. Over time, they succumbed to his will and freely chose D’sparil as the rightful ruler of Parthoris.
D’sparil reigned supreme, until a hero arose to combat his evil.
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THE HERETIC
Huddled in the occupied streets of Silverspring, now called the City of the Damned, a young Sidhe began to unlock the mysteries of the lost arti­facts of the Seraphs. He unearthed an ancient magic wand that the Seraphs had made as a gift to the first Celestial Watcher. Its power was limited, but it was enough to allow Corvus to start fighting back against D’sparil’s min­ions.
As news of Corvus’s defiance traveled across Parthoris, he was dubbed the Heretic. He did not conform to the laws of D’sparil. He fought back against the ravaging hoards of the demonic armies. He openly defied D’sparil’s power.
Corvus traveled from city to city looking for D’sparil’s stronghold. He fought the legions with every step of his journey, but his search uncovered more than just D’sparil. He found caches of the Seraph’s lost magic, includ­ing one of the famed Tomes of Power. Using the newly unearthed artifacts, Corvus attacked D’sparil’s stronghold on the ocean floor with renewed vigor.
Face to face in D’sparil’s domed city, Corvus and D’sparil pummeled each other, blow after blow. Even with his serpent slain, D’sparil still came at Corvus with all of his demonic fury, but in the end it was a final blow from the Phoenix Rod that caused D’sparil to erupt into a conflagration of fury, fueled by the oppression of Parthoris.
D’sparil cried out in anguish as his robes and flesh were seared from his bones. With is dying breath, he cried out a curse that set into motion Corvus’s fate.
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CORVUS’S LOST YEARS IN THE OUTER WORLDS,
AS RECORDED BY THE TOME OF POWER TEEJALLA
THE OUTER WORLDS
D’sparil was defeated. Corvus stepped through the world ripple expecting to cross over into Silverspring. As he crossed through the dimensional por­tal, he discovered the full meaning of D’sparil’s curse. He was trapped in the Outer Worlds with no apparent means of returning home.
For years he wandered among the seemingly infinite landscapes that make up the Outer Worlds. Each new world was more desolate and alien than the last. He learned that D’sparil had two brothers that had laid plans to conquer other worlds, and as he traveled across the barren landscapes Corvus became increasingly aware of how widespread the taint of the Serpent Riders really was. Most of D’sparil’s army had been composed of creatures that were the twisted remnants of once normal civilizations, and he heard tales of the Serpent Riders using mass enslavement to bulk up the ranks of their armies. Corvus did not know where the other two Serpent Riders traveled to, but he hoped that these unfortunate worlds were more successful at stopping the demons than his people had been.
The only relics Corvus managed to retain were his fighting staff and the Tome of Power that I have imbued my essence into. All of his other weapons were rendered inert and useless. The knowledge contained in my pages became his most valued possession. I had lost most of my power after the battle with D’sparil, but I was able to refocus my energy slowly during the course of our travels. Eventually, I was able to reveal my presence to Corvus. I guided him, and eventually related the story of my creation.
Ages ago I was a Seraph, but I, along with my seven sisters,
was given the honor of becoming one with the seven Tomes of Power.
Each of the Tomes carried different pieces of our knowledge.
Our greatest seers had foreseen our departure from the affairs
of Parthoris and we knew the necessity of maintaining the wisdom of
our race. The seven Tomes were created, infused with our life force,
and then they were given to our cousins, the Sidhe.
A WAY HOME
Years of wandering the Outer Worlds hardened Corvus. Alone in the alien worlds, Corvus was forced to fight for his life with the only weapon that he had, his staff. He fashioned it into a pole arm of sorts by lashing a blade to one end. I began to teach him about the lost magic of the Seraphs. It was only after years of practice that he gained mastery of the magical foundations that I taught him. With this education, Corvus will be able to quickly learn and use most any spell based upon our tradition of magic.
Decades past before I stumbled upon a means for us to return home. Corvus was engaged in a fierce battle with a demon when I felt the opening of a nearby World Ripple. This Ripple felt different than any of the others that we had traveled through, I could feel the faint call of my sister Tomes from the other side of the ripple. They cried out in pain, for they were being used for powerful magic. The ripple was a means home.
Using the other Tomes as a beacon, I guided Corvus to the ripple. As he stepped through, I was confident that our search was, at long last, over.
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THE ATLAS OF PARTHORIS
FROM THE COLLECTED WORKS OF ORTHIS
THE SIDHE PEOPLE
The Sidhe people are a tall, thin race of delicately boned people. Most of
these folk live full yet simple lives in which even the lowliest in social stand-
ing is exposed to the benefits of higher learning.
Being the descendants of the Seraphs the Sidhe have more access to the
magic that the Seraphs left in the wake of their departure. But
their delicate control over magic has left them, at
times, more susceptible to it as well. It has
been so long since the Seraphs have left the
world that much of the inner workings of
their magic have been lost. The artifacts
that the Seraphs left behind are still evident
in aspects of Sidhe everyday lives. Simple shrines dedicated to the preser­vation of the Seraph magic, dot the landscape of Parthoris. These are the most common of the Seraph artifacts that are used in everyday life.
When D’sparil brought his armies
against the world, the Sidhe were the
hardest hit by his minions. They did not
succumb to his iron rule. They fought back
for a time, but even their magic could not withstand the oncoming stampede of D’sparil’s armies. Defeated, most of the surviving Sidhe hid in the Kell Mountains, away from D’sparil’s execution squads. It was from these hiding refugees that the greatest hero that Parthoris has ever seen arose. Corvus fought back against D’sparil’s minions when all others had fled or had been brainwashed by the demon’s powerful magic.
With D’sparil defeated, the Sidhe have rebuilt their beautiful cities, the greatest of which is Silverspring. The Sidhe have built cities all across Parthoris, several of them after the D’sparil wars.
THE SSITHRA PEOPLE
The Ssithra are an amphibious race that build their cities on both the land and in the murky waters of the swamps that they prefer to live near. The average Ssithra is taller than a Sidhe when standing fully upright, but most Ssithra tend to slouch by hunching their backs and standing with slightly bent knees. Many of the Ssithra dedicate their lives to academia and religion, preferring to trade with others rather than manufacturing goods for themselves.
In recent years the Ssithra have become culturally divided. They have a long history of using violence as a means to an end, and they are known for their religious fanaticism. For cen­turies they have practiced blood ritu­als, which require living sacrifices to be drowned in pools of Earthblood (which is considered the very essence of life on Parthoris). The current city leaders have started to move beyond the old ways of blood sacrifice and violence in an effort to move their people into a new era of learning, enlightenment, and peace. Their efforts have divided many of the cities because of a faction of Ssithra that still cling to the old ways. Both fac­tions are dedicated to higher learning and the study of the world at large.
The Ssithra have built many libraries and museums dedicated to the arts that they hold to be most pre­cious. Andoria, the Ssithra capital, was built ages ago. Since D’sparil ravaged this portion of Parthoris, the swamp city has been sinking deeper into the water. The Ssithra have made several attempts to slow the sinking, but their efforts have met with only limited success and portions of the city now lie in ruins. D’sparil’s coming was a milestone in Ssithra history. Before he came, they were united in their methods and ideals; after he was defeated, their civilization became divided.
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THE T’CHEKRIK PEOPLE
The T’chekrik are a people that have evolved in the wastelands of Parthoris. They are covered in a heavy carapace armor and stand upright on two of six limbs. This leaves their other four limbs free for spell casting, combat, or other tasks, giving them the overall appearance of seven foot tall insectoids. The rear legs of the T’chekrik are powerful limbs that can be used for leaping both vertically and horizontally.
The Katlit’k canyon serves as home to all of the T’chekrik colonies.
Their cities exist almost entirely underground, hav-
ing been carved from the rock
that forms the canyon walls.
All of the cities are divided into two districts. The larg­er of the two districts hous-
es the males of the race,
whereas the smaller, more
secluded sector is home to the
females.
The T’chekrik hold the
females of their species above all else; they are the
life-bringers as well as the
spiritual and social leaders
of their society. The males
are the warriors and the
laborers of their society.
They protect the city from any intruders, and a few lucky warriors are allowed
to enter the Chekriks, or
female homes, to serve as
elite guards and possibly as a
mate to a mother.
THE OGLES
An Ogle is a short, pathetic looking creature that lives in the darkest part of almost any mountain range. They are very timid by nature, preferring to hide instead of confronting danger. Only when they are directly attacked do they defend themselves; if any of their number are attacked, they generally will strike back at the assailant as a group.
Ogles have always been the workers of Parthoris. Their small stature and non-combat­ive attitudes have forced them to pound their survival out of the mountains. Preferring to hide and avoid contact with outsiders, the Ogles generally live in the shadows of the many mountains of Parthoris. Here they mine and work the metals that they extract from the rock. Their metalworking skills are renowned through­out Parthoris.
Unfortunately for them, their meek nature has also made them prime targets for slavery. Over the centuries, the Ogles have been captured and forced into slavery count­less times by the more domi­nant races of Parthoris.
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THE CAURTHORIANS
The Caurthorians are a warlike race that was crippled during the D’sparil wars when the demon’s armies stormed across the continent. They are tall thin people that resemble sinuous reptiles. Their culture lacks a cohesive government of any kind. They live in small clans that are generally formed through family ties. The few Caurthorian cities that do exist are simply loose collections of clans that have gathered together to share resources and for mutual protection.
The Caurthorian’s warlike nature has made
them nearly perfect warriors and assassins.
They are trained to fight from the
moment they are able to walk. All adult Caurthorians are expected to be able
to fight; anyone that has become too old or feeble to fight is killed during a ritual combat with the rest of their clan.
OF LEGEND AND SERAPH
Legends speak of an ancient race of people that at
one time ruled over all of the lands of
Parthoris. These people, known only
as Seraphs, were powerful spell cast-
ers capable of controlling the ele-
ments. As the young races
emerged, the blood of many of the Seraphs became thin; most of the
Seraphs evolved into the
Sidhe Elves that walk
Parthoris. In the ages
that have past since
the Seraphs walked
the lands of Parthoris, many sto­ries have been told of
godlike creatures that
live in the Worlds End
Mountains. Many believe
that these creatures are the last of the pure Seraphs.
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NATURAL INHABITANTS
Parthoris is filled with dangerous creatures that wander the wilderness, preying on anything or anyone that that they deem a worthy meal. Most of these creatures generally shy away from contact with others, but bad times and food shortages will drive any of them to attack a superior opponent in hope of finding some kind of food.
GORGON
The most common predator in Parthoris is the Gorgon. These are two limbed reptilian creatures that travel and hunt in packs. These packs are generally lead by a leader that directs and helps guide the group.
MYXINI
Many of the fresh water lakes and streams of Parthoris are filled with the carnivorous Myxini. These are large, toothed, meat-eating fish that can grow to be up to five feet long.
HARPIES
Reptilian-like Harpies fill the wilderness skies and have been known to attack lone targets, especially when these predators are together in groups. Harpies are found in both populated regions and the desolate reaches of the deep wilderness.
RATS AND G’KROKON
Large rats and G’krokon, can be found in many locales throughout Parthoris. Rats can be found living just about anywhere there is food for them to eat. The largest rats, when hungry, will attack almost anything in their quest for food. The G’krokon are not nearly as common as rats, but they are just as much a men­ace to anyone they encounter. They are usually found alone or in small groups and attack by spitting a noxious poison at their potential food source.
ADDENDUM BY SIERNAN
THE HEALER OF ANDORIA
The plague has had many strange effects on all of the natural
inhabitants of Parthoris. I have
heard rumors of strange
creatures moving
through the lands,
spreading the
contagion. These
Plague Spreaders, as
I have heard, are fearsome
creatures that have brought about the
extinction of entire villages by spraying the foul plague vapors and
infecting all that they cross.
Several weeks ago a young Ogle man
staggered into Andoria. He told of
gigantic merciless overlords that
have enslaved their people. They
have been put to work, mining
precious metals and Earthblood
in the Worlds End Mountains.
I fear what this could mean
for the rest of Parthoris.
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BOOK OF SPELLS
MANA
Mana is the essence of every spell caster. It is the lifeblood that fuels the magic that they are attempting to channel and control. In order for Corvus to use the ancient Seraph magic, he will need to gather mana throughout his journey across Parthoris. Mana comes in two varieties: green and blue. Green mana can be used to power all of Corvus’s offensive magic, and blue mana is used to chan­nel defensive magic.
OFFENSIVE MAGIC
FIREBALL
Fireball was the first spell that Corvus learned from the Tome of Power during his journey through the Outer Worlds. By drawing on the energies from the earth he stands upon, Corvus is able to hurl a fiery fist at his ene­mies. While this spell is only mildly damaging, it can be used at a reduced effect without any mana.
THUNDER BLAST
The Thunder Blast was given its name because it draws its energy from the terrible tempest that exists between the Inner and the Outer Worlds. The spell taps into that energy, and when cast, an array of projectiles is hurled out from the caster’s hand causing a loud clap of thunder. As the projectiles travel towards a target they spread out from one another, mak­ing them capable of striking several targets in generally close quarters. If used on a target at close range, the Thunder Blast can be devastating since all of the projectiles tend to hit the same target.
SPHERE OF ANNIHILATION
The Sphere of Annihilation is a powerful spell that allows huge amounts of offensive mana to be channeled through Corvus’s body which culminates in a massive explosion. The spell requires a great amount of concentration and mana to be cast. The longer that Corvus concentrates on the spell, the more mana he is able to invest into it, creating a more powerful burst. When the Sphere explodes, a shock wave of pure energy is expelled from the impact point; the force of the impact will thrash anyone caught in the shock wave.
FIREWALL
The Seraphs were masters of all of the elemental magics, but fire is one of the few magics that was remembered by the younger races of Parthoris. The Firewall is a focused barrier of pure elemental fire which Corvus is able to conjure and then direct away from himself. The conflagration forms itself around Corvus in a semi-circular pattern and when released, the energy of the spell wall is expelled out, away from Corvus’s body. The hungry flames quickly consume any­thing caught in the blaze.
IRON DOOM
Few spells, even among those wielded by the ancient Seraphs, were able to combine more than one of the magical spheres. When a spell caster is able to do this, a truly powerful and sometimes uncontrollable spell is unleashed. When Iron Doom is cast, Corvus conjures a small spiked sphere which he immediately hurls at his tar­get. When the sphere strikes its target, it magically shat­ters into several spiked spheres that are projected out away from the point of impact. The razor sharp spikes are capa­ble of ripping through nearly anything that they strike.
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DEFENSIVE MAGIC
TOME OF POWER
The native ability of all of the Tomes of Power is the ability to increase the power of any spell or magic item. When used, the Tome of Power will dramatically increase the power of any offensive magic or weapon that the user has. The effect is only temporary, and when used, the Tome requires a large amount of blue mana in order to achieve this effect.
RING OF REPULSION
The ring of repulsion is a spell that is most useful when Corvus is being overwhelmed by a group of enemies. When cast, the ring will send out an expanding shock wave that will propel away everyone that is in close proximity to Corvus. The force of the shock wave is so great that very few can resist its effects.
TELEPORT
Desperate situations call for desperate measures. The Teleport spell is able to move Corvus out of harm’s way to an area that is free from danger. If used quickly this spell can be very useful whether Corvus is about to fall to his death or to be crushed by an opponent. It takes powerful magic to prevent Corvus from being able to teleport to safety.
METEOR SWARM
Calling up rock from the ground he stands upon, Corvus is able to put these large meteors into an orbital motion around him. Once summoned, the meteors will find a tar­get and hurl themselves at it with deadly accuracy.
MORPH OVUM
When cast, the morph ovum will turn any inflicted targets into a chicken. When so affected, the target is unable to do much more than run for their life. The effect is temporary, so to take maximum advantage, the caster must harvest the new flock before they return to their normal state.
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LIGHTNING SHIELD
The Lightning Shield activates small spheres of energy that encircle Corvus’s head, swirling with charged electrici­ty. When any foe gets near, they are shocked by bursts of pure power that fire out from the balls.
WEAPONS OF WAR
DURHNWOOD STAFF
Corvus learned mastery of the staff out of necessity during his jour­ney in the Outer Worlds. The staff is made from the heart of a durhn­wood tree, one of the hardest building materials in Parthoris. After years of use, the staff has become smooth and polished. Corvus has lashed a blade retrieved from a fallen enemy to one end of the staff. With proper timing and aim, the staff is a powerful melee weapon.
HELLSTAFF
The Hellstaffs were created by the Seraphs before they with­drew from Parthoris. Corvus used one of them during his battle with D’sparil, but that was only one of the many that were created. They all look very similar to one another, and function virtually identically. When used, the Hellstaff is able to fire a nearly continuous stream of projectiles. Individually, the projectiles are not incredibly damaging, but when fired continuously at a single target the weapon can have a devastating effect.
Ammo: In order for the Hellstaff to function, Corvus must col­lect Hellorbs. These orbs contain the necessary energy to fuel the Hellstaff.
STORM BOW
The Ssithra warriors created the Storm Bow long before the Seraphs left the world. They used what little magic they had at their command to channel natural environmental conditions through the bow to produce a fiery storm at the impact point of any attack made with the bow. Anyone caught in the storm is subject to the terrifying effects of its wrath.
Ammo: The Storm Bow requires Corvus to fire special storm arrows. Storm arrows contain the needed magical foci to properly channel and control the effects of the bow.
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PHOENIX BOW
The phoenix has long been a symbol of terrifying power in Parthoris, and many weapons have been fashioned around this fierce magical bird of prey. The Phoenix bow is capable of firing fiery arrows that, upon impact, explode into a con­flagration of fire and shrapnel.
Ammo: the Phoenix Bow requires the use of phoenix arrows. These special arrows ignite upon being notched in the bow, and are prepared to explode upon impact.
THE SIDHE SHRINES TO THE SERAPHS
Ages ago the Seraphs left the lands of Parthoris. As they moved away from the mundane affairs of the world they left behind many gifts for the younger races. To the Sidhe they left their magic. Even the greatest of the
Sidhe have yet to unlock more than a mere
splinter of the knowledge that the Seraphs
possessed. That magic which has been
unraveled has created powerful wizards.
As a means of preserving these magics and providing access to some of the knowledge of the Seraphs, the most learned of the Sidhe mages created a collection of shrines. When a Sidhe uses one of these shrines they are imbued with the power of the ancient Seraphs. The shrines are spread throughout Parthoris for any traveling Sidhe to use.
SPIRIT SHRINE
The Spirit shrine will heal Corvus’s wounds.
MANA SHRINE
This shrine regenerates all of both the blue and green mana pools.
LUNGS OF THE SSITHRA SHRINE
Using this shrine allows Corvus to hold his breath longer than he
normally could.
REFLECTIVE SHRINE
When powered by the Reflective shrine, Corvus’s body becomes a reflec-
tive surface that will deflect all incoming projectiles.
ARMOR SHRINE
The Armor shrine encases Corvus with a hard magical armor that will
diminish all incoming attacks.
BLADE SHRINE
After using the Blade shrine, Corvus’s staff becomes a much deadlier weapon. This effect is permanent and cumulative, so as Corvus finds these shrines he will become more proficient and deadly with his staff.
GHOST SHRINE
The ghost shrine makes Corvus vaporous in appearance. He becomes dif­ficult to see and hard to hit when in combat. In this form Corvus can use stealth to his advantage before attacking.
CHAOS SHRINE
When using the Chaos shrine Corvus is never sure what the effect will be.
LIGHT OF THE SERAPH SHRINE
The Light of the Seraph allows the Tome of Power to emanate a bright light for Corvus to see by.
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MINIMUM SYSTEM REQUIREMENTS
TROUBLESHOOTING
For minimum system requirements, please refer to the help file
contained on the Heretic II CD.
INSTALL DIRECTIONS
To install Heretic II, insert the game CD into your CD-ROM drive. If AutoPlay is enabled, the installer splash screen should appear. When the installer splash screen appears, click on the Install button. For
online help, uninstall, and credits, click the More button.
Note: You can return to this splash screen any time without affecting
your installed game.
AUTOPLAY
If the Heretic II splash screen does not appear, try performing the fol­lowing steps:
1. Double-click on the My Computer icon on your desktop or right-click on the icon and choose the Open option.
2. Select the Refresh option located in the View pull-down menu.
3. Double-click on the Heretic II CD icon in the window or right-click on the icon and choose the AutoPlay option.
4. After the Heretic II title screen appears, click on the Install/Play button. If the AutoPlay feature does not function, please check the following:
1. Make sure the CD is clean and properly placed in the CD-ROM drive.
a. Double-click on Setup.exe at the root level of the CD, or b. Go to Run… in your Start menu and type d:\Setup.exe (substitute
your CD-ROM’s drive letter if different from “d:”)
2. Your CD-ROM driver may not be optimized for use with Windows 95/98. To verify this, perform the following steps:
a. Open the Windows 95/98 Control Panel folder and double-click on
the System icon.
b. Click on the Performance tab. If any of your hardware drivers are not
fully optimized for use with Windows 95/98, they will be listed here with an explanation of the exact problem and suggestions on how to fix it.
OR
a. Open the Windows 95/98 Control Panel folder and double-click on
the System icon.
b. Click on the Device Manager tab. Click on the plus sign next to
CDROM, select your CD-ROM and choose Properties.
c. Click on the Settings tab. Insert a check mark in the box to the left of
Auto Insert Notification and select OK.
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DIRECTX 6
During the Heretic II setup, the install process will determine if Microsoft DirectX needs to be installed on your computer. If so, the Microsoft DirectX setup program will install the appropriate files on your computer. See the Heretic II Technical Help file for additional information.
Q. What is DirectX 6 and why do I need it? A. Microsoft’s DirectX 6 is a set of functions that gives Windows 95 games
and other applications their power. Using these functions allows applica-
tions to perform advanced functions in networking, graphics, sound, and
input beyond what’s possible on other operating systems and accounts
for many of the performance gains associated with Windows 95 games.
Q. If I don’t install DirectX 6 when I install the game, can I install it later? A. Yes. You will need to manually install it. To do so, use the following
instructions:
1. Place the disc in the CD-ROM drive and exit from any autoplay screens.
2. Double-click on My Computer.
3. Right-click on your CD-ROM drive and choose Install DirectX.
4. Follow the installation process. When DirectX installation finishes, you will need to restart your computer for the new drivers to work.
Q. I already have other Windows 95 games installed on my computer. Will
the Microsoft DirectX Installer change my DirectX files?
A. If you already have other Windows 95 games on your computer, chances
are you already have the initial version of DirectX installed. In this case, the Microsoft installer will detect and overwrite any previous versions with DirectX 6. At that point, you will need to restart your computer for the changes to take effect.
If, however, you already have DirectX 6 installed on your computer, the Microsoft DirectX 6 installer will detect that and not overwrite any DirectX 6 files. You will not need to restart your computer after installa­tion in order to run Heretic II
For your convenience, video drivers for some commonly used video cards have been supplied on the Heretic II disc, which can be restored on your system if you experience problems after installing DirectX 6.
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QUICK START GAME PLAY
STARTING A NEW SINGLE-PLAYER GAME
To start a New Game of Heretic II, open the Tome of Power by pressing Esc. Choose Main on the first page of The Tome, select a skill level for your game, and press Enter.
CORVUS’S ABILITIES
Corvus has learned much during his journeys in the Outer Worlds, and as such is capable of performing a wide variety of acrobatic and martial maneuvers with and without the use of his Sword-Staff.
SIMPLE ACTIONS:
Walk Forward Up Arrow Walk Backward Down Arrow Run Forward Shift + Up Arrow Run Backward Shift + Down Arrow (Handspring) Jump Space bar
COMPLEX ACTIONS:
(Keys Listed are Defaults and may be modified)
Forward Roll Walk Forward while Crouched Backward Roll Walk Backward while Crouched Forward Flip Run Forward while Jumping Backward Flip Walk Backward while Jumping Backward Handspring Run Backward Left Flip Sidestep Left while Jumping Right Flip Sidestep Right while Jumping Ledge Grab Move/Jump up to ledge and use A key Rope Swing Jump up on rope and use A key Pole Vault With Staff selected, Run Forward while Jumping
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ATTACKS
Attack Mouse 1 Whirling Staff-Attack Attack while Running Forward
HOW TO CONTROL CORVUS
There are a variety of options to best control Corvus during the course of the game. No matter which method players choose to use, each is fully customizable. To customize the controls, open the Tome of Power by press­ing Esc, choose the Options menu and then Customize Controls. For a list of all controls, please refer to the help file contained on the Heretic II CD.
CONTROL LAYOUT
ACTION KEYS
DEFAULT KEYBOARD KEYBOARD + MOUSE
Attack Ctrl Ctrl Mouse 1
Defend Enter Alt Mouse 2
Action Space Space E or Alt + Mouse 2
Look Up Delete Delete Move Mouse
Look Down PgDn PgDn Move Mouse
Center View End End (None)
Look Around Tab Tab Tab
Keyboard Look Ins Ins (None)
Mouse Look L L L
Next Weapon K D or Keypad PgUp Alt+ D
Previous Weapon J S or Keypad Home Alt + A
Next Defense ] ] ]
Previous Defense [ [ [
MOVEMENT KEYS
DEFAULT KEYBOARD KEYBOARD + MOUSE
Walk Forward Up Arrow or Mouse 2 Up Arrow or Keypad Up W or Mouse 3
Walk Back Down Arrow or Mouse 3 Down Arrow or Keypad Down S
Turn Left Left Arrow Left Arrow or Keypad Left Move Mouse
Turn Right Right Arrow Right Arrow or Keypad Right Move Mouse
Run Shift Shift Shift
Creep
Step Left , Keypad End A
Step Right . Keypad PgDn D
Sidestep Alt (None) (None)
Jump / Up / A Space
Crouch / Down M Z Q
Quick Turn ; ; ;
SHORTCUT KEYS
DEFAULT KEYBOARD KEYBOARD + MOUSE
Help Screen F1 F1 F1
Tome of Power Q Q Z or Alt + 1
Ring of Repulsion W W X or Alt + 2
Meteor Swarm E E C or Alt + 3
Morph Ovum R R V or Alt + 4
Teleport T T T
Lightning Shield Y Y N or Alt + 6
Inventory I I I
Objectives O O O
Parthoris Map P P P
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DEFAULT KEYBOARD KEYBOARD + MOUSE
City Map U U U
Say (Talk) S S S
Frags (Score) Backspace Backspace Backspace
Modifier (None) (None) Alt
WEAPON SELECT KEYS
DEFAULT KEYBOARD KEYBOARD + MOUSE
Sword Staff 1 1 1
Fireball 2 2 2
Hellstaff 3 3 3
Thunder Blast 4 4 4
Storm Bow 5 5 5
Firewall 6 6 6
Phoenix Bow 7 7 7
Sphere of Annihilation 8 8 8
Iron Doom 9 9 9
FUNCTION KEYS
DEFAULT KEYBOARD KEYBOARD + MOUSE
Help F1 F1 F1
Save Game F4 F4 F4
Load Game F5 F5 F5
Normal Camera F9 F6 F6
Camera Lock F10 F10 F10
Quit F12 F12 F12
SAVING AND LOADING A GAME
Save and load games by using the Tome of Power or through the func­tion keys. Press Esc to open the Tome of Power. Choose Main and select either Save Game or Load Game.
To Load a game, select the game file you wish to load using the mouse or by highlighting it with the arrow keys. When you have the desired file highlighted, press ENTER to load that game.
To Save a game in progress, select the game slot you wish to record your game in (saving in a used slot will overwrite previously recorded game information) using the mouse or by highlighting it with the arrow keys. Enter a name for your saved game and press ENTER.
Press F6 at any time to quicksave your game into a special slot. Pressing F7 will automatically load your last quicksaved game.
The quicksave slot may only hold one game at a time, so be sure that you wish to write over it before you press the key. Once you do, the old game information will be lost.
MULTIPLAYER QUICK START
STARTING A NEW MULTIPLAYER GAME
Press Esc to open the Tome of Power and choose Multiplayer.
To Setup your player for Deathmatch or Cooperative play, choose Player Config. Enter the following information:
Name: Enter a Name for yourself. Others will see this name in multiplay­er games when you are either killed or kill another player.
Skin: Choose a skin for yourself. This is how you will appear to other players.
To join a multiplayer game started by another player, choose Join Server. Choose from the following options:
Address Book: This is a list where you add the IP addresses of your favorite servers. Selecting one and pressing Enter will connect you to that server.
Refresh Server List: This option will scan your network for any available games. Selecting an available game will connect you to that game.
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Server List: If a game is shown on the list when you enter this menu,
simply select it and you will connect to that game.
To start a multiplayer game, choose Start Server. This will give you
eight further options:
Initial Map: This is the map in which your multiplayer the game will
begin.
Rules: This is where you set the type of multiplayer game you wish to
start. It may either be a Cooperative game or a Deathmatch.
Time Limit: This is where you set the number of minutes your multiplay-
er game will last. At the end of this time, the game will terminate.
Frag Limit: This is where you set the frag limit for a Deathmatch game. When this goal is reached by a player, the game will terminate with them as the winner.
Max. Players: This is where you decide how many players will be allowed to participate in your multiplayer game.
Hostname: Enter a hostname here, so other players may recognize your game as the one to join. This name is what will appear on their server lists.
Deathmatch Flags: Where you may further set the conditions for a Deathmatch game.
Weapons Stay: When Weapons Stay is turned on, spell and weapon pick­ups are not removed from the world after they are picked up.
Allow Shrines: This option sets whether any of the shrines are available during the game. If turned off, all of the shrines will be disabled for the duration of the game.
Allow Health: When set to Off, this option will remove any health pick­ups from the deathmatch level.
Allow Mana: Use this option to remove all mana pickups from the level.
Auto Weapon: This option determines whether weapons are equipped automatically when they are picked up. If set to Yes, when a player picks up a new weapon, if it is a better than the players current weapon, the new weapon will automatically become the players current weapon.
Offensive Ammo: This option enables or disables offensive weapon ammo, such as arrows and Hellorbs.
Defensive Spells: This particular option, when turned Off, disables the
use of any defensive magic.
Spawn Farthest: The Spawn Farthest option tells the server to respawn a killed player at the start point that is the farthest away from any other play­er. This option gives newly reborn players a small amount of breathing room before being attacked again.
Same Map: When enabled, this option causes all new games to start in the same map.
Force Respawn: When this option is enabled, players are automatically respawned when they are killed. If disabled, players must manually respawn by pressing the fire button.
Allow Exit: This particular option enables or disables the level exits in deathmatch. If this is disabled, players will not be able to end a map by mov­ing through an exit.
Infinite Mana: With infinite mana enabled, players never run out of mana for both defensive and offensive magic.
Dismemberment: Dismemberment allows players to be dismembered as other players damage them. If an arm is lost, this could prevent players from using spells and weapons until the damage is healed.
Start the Slaughter: Starts the game/launches your server. As long as there are open player slots in the game, players may join at any time during the game’s duration.
SAVING A COOPERATIVE GAME
Saving a cooperative game is very much like saving a single player game. The major difference lies in who can save the game. Only the server can save or load a multiplayer game. When a multiplayer game is loaded all play­ers should rejoin the game using the same names that they used when the game was saved. This will allow the game to restore their characters to the same condition they were when the game was saved. If a new character joins the game, he or she begins with the same weapons as the rest of the party, but the character will be as if it were just resurrected from death.
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CREDITS
PRODUCTION
Creative Directors: Brian Raffel, Steve Raffel
Project Leader: Brian Pelletier Producer: Steve Stringer Lead Designer: Jon Zuk Lead Programmer: Patrick Lipo Art Direction: Brian Pelletier Project Administrator: Daniell Freed Associate Producer:
Steven Rosenthal
Designers: Michael Raymond-Judy, Matt Pinkston, Mike Renner, Tom O'dell, Jeremy Statz, Tim Jervis, Brian Raffel
Additional Design: Chris Foster, Eric Biessman, Bobby Duncanson
Assistant Lead Programmer: Jake Simpson
Player, Weapon, and Game Programjing: Patrick Lipo
Game Programming and Art Asset Coordination: Robert Love
Camera, Network, and Game Programming: Marcus Whitlock
Interface, Hardware, and Low-Level Programming: John Scott
Player, Monster, and Game Programming: Josh Weier
Monster and Game Programming: Mike Gummelt
Low-Level and Game Programming: Jake Simpson
Chief Technologist: Gil Gribb Scripting System and
Quake Engine Expert: Rick Johnson Assistant Technologist:
Josh Heitzman Additional AI and Special Effect
Programming: Steve Sengele Additional Weapon Effect
Programming: Nathan McKenzie 3rd Party Support and
Programming: James Monroe Quake Editor Support and
Modification: Dan Kramer
Lead 2D Artist: Jeff Butler – Concept art, level textures, object skins, Corvus skin, Creature skins
2D Artists Rob Gee – Concept art, level
textures, interface graphics, object skins, creature skins
Gina Garren – Level textures, object skins, creature skins
Kim Lathrop – Level textures, object skins, creature skins
Mark A. Nelson – Concept art, level textures, object skins, creature skins
Brian Pelletier – Concept art, level textures
Les Dorscheid – Concept art
Additional Artwork: Joe Koberstein – Concept art, level
textures Kevin Long – Concept art, level
textures Steve Raffel – Level textures Brian Raffel – Sky textures Jeff Dewitt – Concept art Scott Rice – Level textures 3D Artist/Object Modelers:
Jeffrey P. Lampo, Les Dorscheid Additional Objects: Brian Pelletier
Animators: Brian Shubat – Corvus, Plague Elves Jeff Dewitt – Plague Spreader,
Celestial Watcher, Gorgon, Caurthorian Assassin, Trial Beast, Morcalavin, Additional Corvus and G’krokon animations, Cut scene animations
John Payne – Rat, Myxini, Mutant Ssithra, High Priestess, Overlord, Guard, T’chekrik, Cut scene animations
Eric Turman – Harpy, Plague Ssithra, T’chekrik
Additional animations: Jarrod Showers – Chicken,
Cut scene animations Mike Werckle – G’krokon Steve Raffel – Raven Software
Animated Logo Creature Conceptualization
and Box Cover Painting: Brom
Sound and Music: Kevin Schilder Additional Sound: Chia Chin Lee
Director of Product Development: Mike Crowns
Production Testing: Steven Rosenthal, Steve Elwell, Shane McAllen
Additional Production Testing: Chris Ovitz
QA
QA Lead: Dave Baker Senior QA Lead: Curtis Shenton QA Team: Damien Fischer,
Derek Johnstone, Eric Lee, Mohammed Wright, Talmadge Morning, Chad Bordwell, Aaron Gray, Matt Powers, Jon Virtes, Gene Bahng, Glenn Ige, Justin Mills, Ben Deguzman, Edward Murphy, Paul Baker, Paul Sauser, Eric Koch, Brian Ullmer, Tom Bissell III
VP of CS/QA: Jim Summers QA Manager: Dave Arnspiger
MARKETING TEAM
Product Manager: Steve Felsen Associate Product Manager:
Kevin Kraff Publicity Manager: Maryanne Latiaf PR Associate: Caroline Poon Online Production Coordinator:
William Mull Web Site Artist: Charles Hinshaw
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LOCALIZATIONS
International Publishing: Sandi Isaacs, Peter Oey, Ed Bainbridge
Creative Services Manager – Europe: Lucy Morgan
International Publishing: Ernie Maldonado, Janine Johnson, John Burns, Patrick Chachuat, Wolfram Von Eichborn, John Watts, Margaret Lawson
Localizations Supervisors: Jonathan Eubanks, Nicky Kerth, Natascha Conrad, Salvador Fernandez
Marketing Product Managers: Simon Jones, Laurent Danet, Andreas Stock, Paul Butcher
MANUAL AND INSTALLER
Manual Writing: Daniell Freed, Christopher Foster
Manual Layout: Belinda M. Van Sickle
Installer: Steve Stringer Intern - Installers and Production
Testing: Justin Barad
CINEMATICS AND VOICE-OVER
Rendered Cinematics: Creat Studio, San Francisco, USA & St. Petersburg, Russia
Story By: Daniell Freed, Brian Pelletier
Script By: Daniel Freed, Brian Pelletier, and Scott Krager
36
Voice Direction: Kris Zimmerman Voice Over Talent
(in alphabetical order): Rebecca Downs: The Tome of
Power and the High Priestess Kay Kuter: Siernan Daniel Riordian: Corvus, the Celestial
Watcher, and Morcalavin Wally Wingert: D’Sparil, Dranor,
Scout, Ssithra, and the Guardian Recorded at Screenmusic studios
in Studio City, California
SPECIAL THANKS TO:
Mitch Lasky for the vision and leadershop that got us here.
Kris Zimmerman for being the best damn v.o. director in the world and saving our butts.
Also, thanks to John Tam, Doug Jacobs, and Tim Vanlaw for their contribution to the project.
EXTERNAL BETA TESTERS
External Beta Test Liaison: Jonathon Moses, Emily Moher
Testers: Dee Anderson, Marc Baime, Thomas R. Bissell III, Terry Blanchard, JP Bowdoin, August Branchesi, Derek Brinkmann, Michael Brinton , John Burg, Campbell Chiang, Scott Cook, Clay Culver, Sean Daniels, Lane Denson, Craig Edrington, Phil Eurs, Chris Grant, Randy Hanley, Scott Hunt, Bassam Islam, Stephen Jensen, Scott Johnson, Mark W. Kaelin, Lenore Kaye, Andrew Keller, Michael Kelly, David Kong, Kevin Lanard, Michael Leparc, William Leppala, William Liu, Derek Lung, Robert Marion, Mike McCurdy, Gary Newcomb, Paul O'Keefe, Calvin Oliveria, Chris Otto, Reis Paluso, Jose Paradis, Chris Pimlott, Jeff Reitman, Brant Rusch, Paul Sauser, Jon Savin, Andrew Stein, Brian Sutton, Russell Taylor, Andrew Volk, David Wilson, Jason Yeh
Problem Solution
Program won’t install
You may have insufficient hard disk space for the program to copy the files it needs from the CD to your hard drive. Free up more hard disk space.
Game doesn’t start
This problem may be caused by lost clusters on the hard drive. Run SCANDISK to determine if this is the problem. See your Windows 95 manual for more details on SCANDISK.
Movies don’t play properly
• Make sure your system meets the minimum requirements for the program, especially your CD-ROM drive. The program requires a CD­ROM drive with a minimum sustained transfer rate of 600Kbps (a quad-speed drive).
• You may not have enough RAM to run movies. Check to make sure you have sufficient RAM to run this product. Heretic II requires a minimum of 32 MB.
• Too many other applications may be running. Close down other applications (especially DOS boxes or modem programs) and try again. We strongly recommend that you not run other applications while running Heretic II.
Game freezes
• Make sure your computer has a minimum of 32 MB of RAM.
• Make sure you are using Windows 95/98 with the latest 32-bit drivers for all your peripheral devices.
37
Problem Solution
No sound, partial sound, or no voices or sound effects
• Make sure you have a 100% Windows 95 (Sound Blaster) compatible sound card in your comput­er.
• Make sure your speakers are plugged in correct­ly and turned on, and make sure the volume is turned up to an audible level.
• Make sure you are using the latest Windows 95 32-bit sound drivers for your sound card.
• Make sure your audio card is properly installed and that you have the correct audio drivers installed. Check your audio card’s installation and its setup parameters within Windows to be sure all is correct. See your card’s manual and your Windows manual for details.
Before contacting customer support, please consult the technical help file. It contains
CUSTOMER SUPPORT
the answers to some of our most frequently asked questions and may quickly and easi­ly provide a solution to your difficulty. If after reviewing the technical help file you are still experiencing problems, please feel free to contact us through any of the ser­vices listed.
So that we can better help you, please be at your computer and have the following information ready:
1. Complete product title
2. Exact error message reported (if any) and a brief description of the problem
3. Your computer’s processor type and speed (e.g., Pentium 166)
4. Video and sound card make and model (e.g., Diamond Stealth 64 video, Sound Blaster 16 sound)
INTERNET CUSTOMER SUPPORT
support@activisionvalue.com or http://www.activisionvalue.com
NOTE: SUPPORT FOR THE MULTIPLAYER COMPONENT OF THIS GAME IS HANDLED ONLINE ONLY.
Game too slow
38
• Make sure you are running Heretic II on a Pentium 166 or higher system. The game will not run on a Pentium 133 or lower system.
• Make sure you have no other applications run­ning in the background.
IN THE U.S. Fax Mail Activision, Customer Support, 7646 Golden Triangle Dr.
Phone c Call our 24-hour voice-mail system for answers to our most frequently asked
(952) 918-9560, 24 hours a day
Eden Prairie, MN 55344
questions at (952) 918-9500. Or contact a customer service representative at the same number between the hours of 9:00 a.m. and 5:00 p.m. (Central Time) Monday through Friday, except holidays.
FOR HINTS AND TIPS ON ACTIVISION GAMES CALL:
1-900-HINT (U.S.) OR 1-900-451-4849 (CANADA)
$0.99/MIN. U.S. AUTO HINTS, $1.49/MIN. CANADA
MUST BE 18 OR OLDER AND HAVE A TOUCH-TONE PHONE.
PRICES SUBJECT TO CHANGE WITHOUT PRIOR NOTICE
39
IMPORTANT - READ CAREFULLY: USE OF THIS PROGRAM IS SUBJECT TO THE SOFTWARE LICENSE TERMS SET FORTH BELOW. “PROGRAM” INCLUDES ALL SOFTWARE INCLUDED WITH THIS AGREEMENT, THE ASSOCIATED MEDIA, ANY PRINTED MATERIALS, AND ANY ON-LINE OR ELECTRONIC DOCUMENTATION, AND ANY AND ALL COPIES OF SUCH SOFT­WARE AND MATERIALS. BY OPENING THIS PACKAGE, INSTALLING, AND/OR USING THE PROGRAM AND ANY SOFTWARE PRGRAMS INCLUDED WITHIN, YOU ACCEPT THE TERMS OF THIS LICENSE WITH ACTIVISION, INC. (“ACTIVISION”). LIMITED USE LICENSE. Subject to the conditions described below, Activision grants you the non-exclusive, non-transferable, limited right and license to install and use one copy of this Program solely and exclusively for your personal use. All rights not specifically granted under this Agreement are reserved by Activision and, as applicable, Activision’s licensors. This Program is licensed, not sold, for your use. Your license confers no title or ownership in this Program and should not be con­strued as a sale of any rights in this Program.
LICENSE CONDITIONS.
You shall not:
• Exploit this Program or any of its parts commercially, including but not limited to use at a cyber cafe, computer gaming center or any other location-based site. Activision may offer a separate Site License Agreement to permit you to make this Program available for commercial use; see the contact information below.
• Use this Program, or permit use of this Program, on more than one computer, computer terminal, or workstation at the same time.
• Make copies of this Program or any part thereof, or make copies of the materials accompanying this Program.
• Copy this Program onto a hard drive or other storage device; you must run this Program from the included CD-ROM (although this Program itself may automatically copy a portion of this Program onto your hard drive during installation in order to run more efficiently).
• Use the program, or permit use of this Program, in a network, multi-user arrangement or remote access arrangement, including any online use, except as otherwise explicitly provided by this Program.
• Sell, rent, lease, license, distribute or otherwise transfer this Program, or any copies of this Program, without the express prior written consent of Activision.
• Reverse engineer, derive source code, modify, decompile, disassemble, or create derivative works of this Program, in whole or in part.
• Remove, disable or circumvent any proprietary notices or labels contained on or within the Program.
• Export or re-export this Program or any copy or adaptation in violation of any applicable laws or regulations of the United Sates government.
OWNERSHIP. All title, ownership rights and intellectual property rights in and to this Program and any and all copies thereof (including but not limited to any titles, computer code, themes, objects, characters, character names, stories, dialog, catch phrases, locations, concepts, artwork, animation, sounds, musical compositions, audio-visual effects, methods of operation, moral rights, any related documentation, and “applets” incorporated into this Program) are owned by Activision, affiliates of Activision or Activision’s licensors. This Program is protected by the copyright laws of the United States, international copy­right treaties and conventions and other laws. This Program contains certain licensed materials and Activision’s licensors may protect their rights in the event of any violation of this Agreement. PROGRAM UTILITIES. This Program contains certain design, programming and processing utilities, tools, assets and other resources (“Program Utilities”) for use with this Program that allow you to create customized new game levels and other related game materials for personal use in connection with the Program (“New Game Materials”). The use of the Program Utilities is subject to the following additional license restrictions:
• You agree that, as a condition to your using the Program Utilities, you will not use or allow third parties to use the Program Utilities and the New Game Materials created by you for any commercial purposes, including but not limited to selling, rent­ing, leasing, licensing, distributing, or otherwise transferring the ownership of such New Game Materials, whether on a stand alone basis or packaged in combination with the New Game Materials created by others, through any and all distribu­tion channels, including, without limitation, retail sales and on-line electronic distribution. You agree not to solicit, initiate or encourage any proposal or offer from any person or entity to create any New Game Materials for commercial distribution. You agree to promptly inform Activision in writing of any instances of your receipt of any such proposal or offer.
• If you decide to make available the use of the New Game Materials created by you to other gamers, you agree to do so sole­ly without charge.
• New Game Materials shall not contain modifications to any COM, EXE or DLL files or to any other executable Product files.
• New Game Materials may be created only if such New Game Materials can be used exclusively in combination with the retail version of the Program. New Game Materials may not be designed to be used as a stand-alone product.
• New Game Materials must not contain any illegal, obscene or defamatory materials, materials that infringe rights of privacy and publicity of third parties or (without appropriate irrevocable licenses granted specifically for that purpose) any trade­marks, copyright-protected works or other properties of third parties.
• All New Game Materials must contain prominent identification at least in any on-line description and with reasonable dura­tion on the opening screen: (a) the name and E-mail address of the New Game Materials’ creator(s) and (b) the words “THIS MATERIAL IS NOT MADE OR SUPPORTED BY ACTIVISION.”
SOFTWARE LICENSE AGREEMENT
40
LIMITED WARRANTY: Activision warrants to the original consumer purchaser of this Program that the recording medium on which the Program is recorded will be free from defects in material and workmanship for 90 days from the date of pur­chase. If the recording medium is found defective within 90 days of original purchase, Activision agrees to replace, free of charge, any product discovered to be defective within such period upon its receipt of the Product, postage paid, with proof of the date of purchase, as long as the Program is still being manufactured by Activision. In the event that the Program is no longer available, Activision retains the right to substitute a similar program of equal or greater value. This warranty is limited to the recording medium containing the Program as originally provided by Activision and is not applicable to nor­mal wear and tear. This warranty shall not be applicable and shall be void if the defect has arisen through abuse, mistreat­ment, or neglect. Any implied warranties prescribed by statute are expressly limited to the 90-day period described above. EXCEPT AS SET FORTH ABOVE, THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES, WHETHER ORAL OR WRIT­TEN, EXPRESS OR IMPLIED, INCLUDING ANY WARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PUR­POSE OR NON-INFRINGEMENT, AND NO OTHER REPRESENTATIONS OR CLAIMS OF ANY KIND SHALL BE BINDING ON OR OBLIGATE ACTIVISION. When returning the Program for warranty replacement please send the original product disks only in protective packaging and include: (1) a photocopy of your dated sales receipt; (2) your name and return address typed or clearly printed; (3) a brief note describing the defect, the problem(s) you are encountered and the system on which you are running the Program; (4) if you are returning the Program after the 90-day warranty period, but within one year after the date of pur­chase, please include check or money order for $10 U.S. (A$17 for Australia, or £10.00 for Europe) currency per CD. Note: Certified mail recommended.
In the U.S. send to: Warranty Replacements Activision, Inc. P.O. Box 67713 Los Angeles, California 90067
LIMITATION ON DAMAGES: IN NO EVENT WILL ACTIVISION BE LIABLE FOR SPECIAL, INCIDENTAL OR CONSEQUEN­TIAL DAMAGES RESULTING FROM POSSESSION, USE OR MALFUNCTION OF THE PROGRAM, INCLUDING DAMAGES TO PROPERTY, LOSS OF GOODWILL, COMPUTER FAILURE OR MALFUNCTION AND, TO THE EXTENT PERMITTED BY LAW, DAMAGES FOR PERSONAL INJURIES, EVEN IF ACTIVISION HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. ACTIVISION’S LIABILITY SHALL NOT EXCEED THE ACTUAL PRICE PAID FOR THE LICENSE TO USE THIS PROGRAM. SOME STATES/COUNTRIES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS AND/OR THE EXCLUSION OR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITA­TIONS AND/OR EXCLUSION OR LIMITATION OF LIABILITY MAY NOT APPLY TO YOU. THIS WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS, AND YOU MAY HAVE OTHER RIGHTS WHICH VARY FROM JURISDICTION TO JURISDICTION. TERMINATION: Without prejudice to any other rights of Activision, this Agreement will terminate automatically if you fail to comply with its terms and conditions. In such event, you must destroy all copies of this Program and all of its compo­nent parts. U.S. GOVERNMENT RESTRICTED RIGHTS: The Program and documentation have been developed entirely at private expense and are provided as “Commercial Computer Software” or “restricted computer software.” Use, duplication or dis­closure by the U.S. Government or a U.S. Government subcontractor is subject to the restrictions set forth in subpara­graph (c)(1)(ii) of the Rights in Technical Data and Computer Software clauses in DFARS 252.227-7013 or as set forth in subparagraph (c)(1) and (2) of the Commercial Computer Software Restricted Rights clauses at FAR 52.227-19, as applic­able. The Contractor/Manufacturer is Activision, Inc., 3100 Ocean Park Boulevard, Santa Monica, California 90405. INJUNCTION: Because Activision would be irreparably damaged if the terms of this Agreement were not specifically enforced, you agree that Activision shall be entitled, without bond, other security or proof of damages, to appropriate equitable remedies with respect to breaches of this Agreement, in addition to such other remedies as Activision may oth­erwise have under applicable laws. INDEMNITY: You agree to indemnify, defend and hold Activision, its partners, affiliates, licensors, contractors, officers, directors, employees and agents harmless from all damages, losses and expenses arising directly or indirectly from your acts and omissions to act in using the Product pursuant to the terms of this Agreement MISCELLANEOUS: This Agreement represents the complete agreement concerning this license between the parties and supersedes all prior agreements and representations between them. It may be amended only by a writing executed by both parties. If any provision of this Agreement is held to be unenforceable for any reason, such provision shall be reformed only to the extent necessary to make it enforceable and the remaining provisions of this Agreement shall not be affected. This Agreement shall be construed under California law as such law is applied to agreements between California residents entered into and to be performed within California, except as governed by federal law and you consent to the exclusive jurisdiction of the state and federal courts in Los Angeles, California. If you have any questions concerning this license, you may contact Activision at 3100 Ocean Park Boulevard, Santa Monica, California 90405, (310) 255-2000, Attn. Business and Legal Affairs, legal@activision.com
In Europe send to: Activision Gemini House 133 High Street Yiewsley West Drayton Middlesex UB7 7QL United Kingdom
In Australia send to: Warranty Replacements Activision P.O. Box 873 Epping, NSW 2121, Australia
41
QUAKEII
MISSION PACK
G R OUNDZERO
TAKE OUT THE
SOUNDED SIMPLE ENOUGH, EXCEPT THE STROGG
WERE WAITING
YOU
, ARE THE LUCKY ONES. YOUVE MADE IT
DOWN IN
ORDERS
ONE PIECE
CONTACT THE FLEET
STROGGS NEWEST
ARSENAL AGAINST MANKIND
WITH THE FLEET TRAPPED AROUND STROGGOS,
5% OF GROUND FORCES SURVIVING, AND THAT
NUMBER DWINDLING BY THE SECOND
HAVE CHANGED: FREE YOUR COMRADES.
DESTROY
NEW ENEMIES
GET READY TO FACE THE TOUGHEST HORDE OF STROGGS, STRAIGHT FROM THE BIO-VATS. THE STALKER , TURRETS, DAEDALUS, MEDIC COMMANDER, CARRIER AND THE QUEEN BITCH HERSELF, THE BLACK WIDOW.
14 ENTIRELY NEW LEVELS AND 10 NEW DEATHMATCH LEVELS
BRAND NEW REAL ESTATE WITH THE SAME DYNAMIC SENSE OF REALITY AND DRAMATIC VISUALS
AS QUAKE II. THESE NEW ENVIRONMENTS WILL CHALLENGE EVEN THE BIGGEST QUAKE II AFI- CIONADO.
NEW POWER-UPS
TAG EM AND BAG EM. DEATHMATCH SPECIFIC POWER-UPS: THE VENGEANCE SPHERE, HUNTER SPHERE,
AND ANTI-MATTER BOMB. WITH EVERYTHING THAT WEVE COOKED UP FOR YOU HERE, YOURE SURE TO ANNIHILATE ANYONE OR ANYTHING FOOLISH ENOUGH TO CALL YOU FOE.
NEW WEAPONS
THE CHAINSAW, ETF RIFLE AND PLASMA BEAM. IF YOU CANT GET THE JOB DONE WITH THESE
BABIES, ITS TIME TO GO BACK TO BASIC.
Get Quake II Mission Pack Ground Zero at Activision’s Online Store!
http://store.activision.com Available on Windows® 95
Quake II Mission Pack: Ground Zero™©1998 Id Software, Inc. All Rights Reserved. Developed by Rogue Entertainment, Inc. for Id Software, Inc. Distributed by Activision, Inc. under license. QUAKE®and the id®logo are registered trademarks of Id Software, Inc. Quake II Mission Pack: Ground Zero™, Quake II™, the Id Software™name, and the Q II™logo are trademarks of Id Software, Inc. Activision®is a registered trademark of Activision, Inc. Rogue Entertainment™is a trademark of Rogue Entertainment, Inc. All other trademarks and trade names are properties of their respective owners.
BIG GUN
. YOU, AND A FEW MARINES LIKE
AND ARE STILL ABLE TO
. THE GRAVITY WELL, THE
WEAPON
, IS OPERATIONAL.
THE GRAVITY WELL.
,
IN ITS
, YOUR
TM
Sin
When the CEO of
SinTEK Industries begins
injecting the streets with a
DNA-altering drug,
it’s time to reassess the
laws of morality.
When the same twisted
bio-chemist plans to
take over the world
with her unholy army of
genetically-engineered mutants,
it’s time to rewrite the golden rule.
WIELD NEVER-BEFORE- SEEN WEAPONS
Your arsenal includes remote control detonation devices, a sniper rifle complete with zoomable scope, and incredibly powerful experimental weapons.
EXPLORE HYPER-INTERACTIVE WORLDS
Access computer terminals, control security cameras, and operate heavy machinery and vehicles through dozens of gorgeous environments with Quake II
ENCOUNTER ACTION-BASED OUTCOMES
Explore different puzzles and new routes each time you play. Encounter new dangers and intelligent beings in every mission as you fight your way to the ultimate confrontation.
INDULGE IN MULTIPLAYER SINFESTS
Commit Sin as Blade, Elexis, or J.C. (Blade’s hacker sidekick) over modem, LAN, and Internet in some of the most intense deathmatch arenas ever created.
http://store.activision.com Available on Windows®95
Activision is a registered trademark of Activision, Inc. Sin is a trademark of Ritual Entertainment. © 1998 Ritual Entertainment. Published and distributed by Activision, Inc. This product contains software technology licensed from Id Software, Inc. (”Id Technology“). Id Technology © 1997 Id Software, Inc. Quake II respective owners.
engine-powered graphic detail.
Get SIN at Activision’s Online Store!
is a trademark of Id Software, Inc.. All rights reserved. All other trademarks and trade names are the properties of their
Give Corvus a fighting chance against the plague that is eating away at him. Get the only official
Strategies for beating every level and
foe
Extensive multi-player tips and tac-
tics
To purchase BradyGAMES Official Heretic II™ Strategy Guide, visit your local electronics, book, or software retailer or order the book via the web at www.bradygames.com.
NOTES
ISBN 1-56686-847-5
www.bradygames.com www.activision.com
45
NOTES
NOTES
46
47
NOTES
48
TM
Heretic II™© 1998 Raven Software Corporation. Heretic®is a registered trademark and Heretic II™is a trademark of Raven Software Corporation. Developed by Raven Software Corporation. Published and distributed by Activision, Inc. Activision®is a registered trademark of Activision, Inc. This product contains software technology licensed from Id Software, Inc. (“Id Technology”). Id Technology © 1997 Id Software, Inc. Quake II™is a trademark of Id Software, Inc. All Rights Reserved. All other trademarks and trade names are properties of their respective owners.
1000350.260.US
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