Witchaven II DEMO To order the complete game, call 1-800-INTRACORP GRAVIS ULTRASOUND Gravis Ultrasound users must run the GRAVIS.EXE file after they have installed the game to their hard drive. Once you have done this, simply run the SETUP.EXE program again and your Gravis Ultrasound should work properly. (You may not here MIDI during the test, but it will work in the game.) Running the Installation Program (DOS mode): 1) Insert the CD into your CD-Rom drive, and switch to the CD-Rom drive. 2) Type: INSTALL. The installation once complete will take you directly to the Witchaven 2 setup program. The setup program allows you to select the following: Digital Sound, Midi Divice Control, Game Controls and Video Display Mode. If you need to change any one of the above after Witchaven 2 has been installed just type in: SETUP at the CAPSTONE\WHAVEN2 directory (or wherever you installed the game). Starting Witchaven 2 (in DOS mode): 1) Insert the CD into your CD-Rom Drive. 2) Type: CD\CAPSTONE\WHAVEN2 [enter]. 3) Type: WH2 [enter]. Installing Witchaven 2 in WIN 95: * To use the Witchaven II Installation Utility in Windows '95 you must * set it's properties as follows: * 1. Click the "program" tab on the properties sheet. * 2. Click the "advanced" button. * 3. Click the "MS-DOS Mode" check box. Be sure "Use current MS-DOS configuration" is selected. 1) Click on "Start" 2) Click on "Shut Down" 3) Click on "Restart computer in MS-DOS mode" 4) Switch to your CD-Rom Drive (example: D:) then press [enter]. 5) At the CD-Rom drive letter type: INSTALL and press [enter], then follow the prompts. Note: If you are trying to switch to your CD-Rom drive and a message stating "Invalid Drive Specification", please contact you PC manufacturer. When you do, you need to advise them that you need the CD-ROm drivers and mouse drivers for MS-Dos mode. Once you have these either located or installed onto your computer, try these instructions again. CONTROLS Virtual I-Glasses! WH2 IGLASSES (1/2) <=- Choose COMM Port Cybermaxx WH2 CYBERMAXX (1/2) <=- Choose COMM Port Logitech Wingman Use the SETUP program to configure. Remember to enable the joystick option as well so that you will be able to center it upon game start. If you need to re-center your joystick, you must exit to DOS and then re-load the game. Spaceball Avenger Use the SETUP program to configure VFX1 Headgear WH2 VFX1 Game Play The following section is a quick start for those eager to enter Witchaven 2. All commands and on-screen elements are explained. Once the introduction has finished, you should see the Main Menu. Main Menu New Game This option starts a new game. You start at the entrance of the labyrinth with 100 health and all of the weapons in battle worn condition. You will also receive a random selection of spells and potions. Load/Save This option allows you to either load or save a game. Options Options allows you to adjust the Sound, Gameplay and Controls for Witchaven. Sound Use the arrow keys to move and press [enter] to select. Music Volume Move the slider to the right to raise the music volume. FX Volume Move the slider to the right to raise the volume on the various background noises. Tracks 1-15 If you prefer one music score over another, select it here for continuous play. Play Press this button to play the selected track. Stop Press this button to stop the music from playing. Shuffle Press this button and a random track will be selected when one finishes. Game Play This option allows you to change the Blood & Gore along with the Levels of Difficulty. Blood and Gore There are two settings for the graphical depiction of blood splattered when hitting the enemy: Blood and Gore off. Blood and Gore on. (Default) Difficulty There are four difficulty levels to choose from. The difficulty levels and their effects are: Level 1: monsters have reduced health. Level 2: monsters have average health. (Default) Level 3: monsters have increased health. Level 4: monsters have increased health, and are resurrected. Controls You may adjust your mouse, Spaceball Avenger, or Logitech Wingman here. Other joysticks need to be calibrated as soon as you start a New Game. If you need to Re-calibrate, you need to exit and re-run WH2. Help This option brings up the Witchaven 2 on-line help. It is a quick-reference for weapons, spells, potions, and gameplay default commands. Quit This option allows you to exit to DOS. You will be prompted with “Are you sure y/n? Screen Elements Map Pressing the [tab key] brings up the overhead map. The map displays the level you are on. You are represented by the arrow, and the map rotates as you do, so that the direction in front of you is always the top of the screen. When active, the overhead maps size can be changed using the + and - keys. Experience Points and Character Levels This area indicates the experience points and experience level your character attained. You gain experience points by killing monsters and finding certain items. Once a sufficient number of points have been reached, you rise in experience levels, thereby acquiring damage bonuses, and more health. See Experience in the Reference section for more details.) Health This number represents the amount of damage you can sustain. When monsters or traps strike you, you lose health points. If your health reaches zero, you die. You can increase your health by drinking blue potions and finding certain items. You can minimize your health loss in combat by finding better armor. In addition, your total possible health increases as you gain experience levels. Spellbook This area displays all the spells available to you and the number of spell charges remaining. To select a spell, flip the pages of the book by pressing the corresponding function key: F1 Scare F2 Night Vision F3 Freeze F4 Magic Arrow F5 Open Door F6 Fly F7 Fireball F8 Nuke After selecting a spell, press the [~] key to cast it. Armor This area displays your remaining armor points. The type of armor you are wearing determines the number of points and the manner in which enemy damage is distributed. See the Items section for more details. Keys This area displays which keys you have. There are four key types: the black key, brass key, glass key, and the ivory key. To open a door with a key, get close to the door and press [spacebar]. Potions This area shows the potions you are carrying. There are five potion types: Health, Strength, Cure Poison, Resist Fire, and Invisibility. The triangle slider points to the potion selected. You can move it by pressing the left and right bracket keys: [ and ]. To drink a potion, press [enter]. The computer will automatically quaff down a health potion before you die (if you have one available). The triangle selector automatically moves to the last potion you have picked up. Weapon This area shows the weapons you are holding. To select a weapon, press the corresponding number key. 1 Fists 2 Dagger 3 Short Sword 4 Morning Star 5 Broad Sword 6 Battle Axe 7 Bow 8 Pike Axe 9 Two Handed Sword 0 Halberd Enchanted weapons share the same number as the original weapon. Once a weapon is enchanted it will last for a short time before leaving you with the original weapon. Refer to the Weapons section for more information on Enchanted weapons. Remember to change weapons once one of your weapons enchantment has been used up because all of your weapons become enchanted when you enter a well. To attack, press the [Left ctrl key] on the keyboard, the Left mouse button or Button #2 on the joystick. As you gain experience levels, you get a weapon damage bonus. For more information see the Weapons section. If you pick up a shield it will be displayed only if you are using a one handed weapon (weapons 2-5). You may select to use or not use the shield by pressing [S] accordingly. Dual weapon combination will happen automatically when you are using the Broad Sword, and the Dagger or the Morning Star is in your inventory. You must lower the shield to take advantage of the dual weapon combination. Screen Adjustment The screen size can be adjusted to speed up game play. Press + to increase the screen size and - to shrink the screen size (in VGA mode only). Movement The movement keys can be customized by running Setup.exe before playing the game. Providing you have not altered the default settings, use the following keys to control movement: Walking Use the appropriate arrow keys , the Right Mouse Button or Up on the joystick. Running Hold down [shift] while walking or Button#1 on the joystick. The Default is Caps-Lock ON which enables Run-mode. Strafe Press Alt or < , > on the keyboard. Flying After casting the Flight spell: Fly Up: press [insert] Fly Down: press [delete] Look Up: [pageup] Look Down: [pagedown] Cancel Spell: press [end] Center View: [home] Doors and Chains To open doors and pull wall chains, press [spacebar]. Introduction The witches have been destroyed. You stand on a precipice overlooking the entrance to their wretched lair, surveying the damage. Oily smoke spouts from the mouth of the volcano far up into the heavens - it seems the sky rests on an undulating pillar formed from the ashes of evil. A light haze hangs in the air, and the clouds are bloated with an impending rain. Suddenly, an unearthly chill stands your hair on end. The wind picks up, partially dissipating the smoky column. The ground trembles beneath your feet. An ominous distant rumbling begins a slothlike crescendo. With a shiver, you turn and run towards the shoreline. Branches rip at your cloak as you race toward escape. Fatigue hindering your pace is tempered by occasional shudders beneath your feet and you soon reach the waterfront. The sea is rough, waves gathering strength as if rushing toward some unseen goal. The water is dark and forbidding, turned soulless black by churned volcanic ash that once rest on the ocean floor. Your boat lies among jutting obsidian rocks, waves battering the hull. You climb the treacherous formation, your boots slipping on flooded granite. The rumbling increases in intensity, causing you to lose your footing and tumble down the rock face. Propping yourself upon your elbows, you see glowing embers spewing from the fiery mountain, and bright lava trickling down its sides. You quickly stand and examine the boat for damage. There are several spots near the prow where the wood has almost worn through. With increasing panic, you remove your armor and weapons, toss them in to the boat, and drag it to the icy water. You push off and jump in. The current fights to bring you back inland, but frantic rowing saves you this fate. In a few moments you are safely out of danger, and you watch triumphantly as the volcano known as Char engulfs the island in a searing baptism. Your return to Stahzia is cause for great celebration. The lodestone of latent fear carried by the townsfolk for so long has been lifted - replaced by newborn hope and faith. A tremendous and decadent banquet is held in your honor. The table which you head is crowded with noblemen and dignitaries, all manner of regality paying homage to their benefactor. The evening passes in a whirlwind of blurred flashes and intense images. Upon finding you, the princess Elizabeth clings to your side. The evening of overindulgence ends with even the most stalwart of men passed out on the floor, tables, or chairs. Your wine-weary eyes open and close sluggishly until at last a fitful sleep overcomes you. You wake with a throbbing head and aching stomach. Your surroundings are as you would expect, a lavish hall maligned by drunken celebration. After the initial perusal you notice something strange - no one is here! You rise to your wobbly feet and try to understand this oddity. Your head spins and you grab the back of your chair for balance, feeling gently nauseous. Where did everyone go? Still staggering slightly, you make your way out into the early morning glimmer. The streets are bare - not a soul to be seen. You walk toward the town square. The vendor booths there are empty, the Inns have no loiterers conning passersby with cards, and the butchery is dormant. An eerie silence looms in the still air, the stagnant atmosphere akin to a decrepit mausoleum. Suddenly, you hear the sound of beating wings. You whip around with a start to face an enormous gold dragon descending from above. Dust rises in a blinding cloud and the wind from her beating wings buffets your face. She lands gracefully for a beast of her size, and regards you intelligently with one unblinking blood-red eye. Her lips retract, revealing hundreds of jagged teeth in multiple rows. Thick yellow saliva drips in tendrils down her shiny black hide. She opens her mouth and begins to speak. "You are the one called Grondoval." Her voice belches forth in deep rasps. You are momentarily stunned, but soon regain your composure. "Yes. Who are you and what happened to my people?" "My common name is Ikethsti. My purpose here will become self-evident in moments..." Where are my people? Your kindred are gone. You have only yourself and your foolish meddlings to blame. Cirae-Argoth wishes to extract revenge upon you - and it looks to me, Ikethsti smiled, waving her massive head from side to side, like she has. Where is she? You try to sound certain and demanding, but standing in the face of such a magnificent and horrible creature makes your voice waver. She has yet to leave the island. She is building up her magic. When she is ready, they will all be gone forever. You should not have killed her sister. Ikethsti unfolds her wings and begins to take flight with astonishing slowness. Wait! you cry, Why would you tell me this? Are you here to help me? Ikethsti's throaty laughter shakes the trees around you. I do,she says, “Only what my master tells me! Begone! You are not meant to die... yet. Ikethsti flies lugubriously towards the town parapet. She lands and twists her head to face you, smiling. "Cirae wants to give you a chance." her neck cranes as she surveys the townscape, "She enjoys sport. You can find her in the northern range, but had best leave now, for my aim is not what it once was." With this, she inhales sharply, and exhales a torrent of flame towards the square. Thatched roofing ignites immediately, and soon the entire village is ablaze. Having finished her task, Ikethsti flies off to the north. Resolve and hatred glowing in your eyes, you follow... Weapons The following is a description of the weapons you are likely to find in Witchaven 2. Fists The weapon of last resort, your fists do the least amount of damage, and have the shortest attack range. Dagger These magical blades once belonged to Verkapherons elite priesthood. The dagger has the same range as your fists, but allows both a slashing and a stabbing attack. Enchanted Dagger This weapon will morph in to a jeweled dagger which will cause twice the amount of damage. Short Sword The favored weapon of the Argothonian Clansmen, the short sword is a double edged blade of poor quality. It inflicts more damage than the short sword but also breaks easily. Enchanted Short Sword The Flame Strike short sword was forged from the molten lava you adventure in. It leashes out double the amount of damage the normal short sword does due to its intense flames. Morning Star The Morning Star is a devastating spiked ball and chain. It does more damage and a larger swinging radius than the short sword. The crushing attack and swinging attacks inflict more damage than the short sword. Enchanted Morning Star The Morning Star will have an amber glow and flames extending from the spiked balls. Once an impact is made a fireball blast will occur, inflicting a serious amount of damage to its helpless prey. A Fireball will also be cast after it has been swung making it a missle weapon as well. Broad Sword Forged in the keep armory, this weapon is heavier and sturdier than the short sword. It is double-edged and gives you two different swinging attacks. The left hand attack inflicts more damage than the right-hand attack. Battle Axe The Battle Axe is the native weapon of the Mino Drake. This sturdy curved blade inflicts more damage than the broad sword and has a high resistance to damage. Due to its massive size and slow weapon speed, this a weapon of choice for the highly experienced warrior. Enchanted Battle Axe This Weapon is used by the Mina Drake Lords. Forged by magic, it delivers twice the amount of damage and is faster to wield than the standard Battle Axe. Bow The epitaph of Lord VerKapherons archers, the bows and quivers you find give you the advantage of attacking from a distance. It has been proven that a single arrow delivered by a hero can kill an opponent with ease. In addition, the bow is never damaged, therefore it is never rendered useless. However, you are limited to the number of arrows you can scavenge. Flaming Arrows These arrows were left by Ikethsti to penetrate the unwary victims that despise the taste of flames. The flaming arrows will inflict twice the amount of damage when they strike an opponent. Pike Axe These items were once the symbol of the castle guard, serving as both a two handed Pike Axe and a throwing axe. With the swinging attack, the Pike Axe inflicts an amount of damage equal to a short sword. The overhead chopping attack can inflict the same as the Morning Star. Furthermore when more than one Pike Axe is found, the additional axes can be thrown, and reused if they miss. Enchanted Pike Axe The enchanted Pike Axe will spread into three axes when thrown, allowing a better chance to hit. An experienced axe hurler can hit three opponents on one throw, making this a deadly weapon. Be advisede that you will not be able to pick up a regular Pike Axe until the Enchanted version is used fully. Enchanted Pike Axes are also Heat Seekers which will seek out their targets. Two-Handed Sword This gigantic double edged blade does the most damage of all the weapons. It allows two swinging attacks, inflicting 20 to 30 points of damage with the left swing and 25 to 30 points of damage with the right swing. Enchanted Two-Handed Sword The Ice Razor was enchanted by Ikethsti herself and turns creatures to ice 25% of the time. You can increase your chances of turning helpless victims to ice to 50% if you have on the helmet when this item is used. Halberd This is a large blade mounted on the end of a long wooden pole. The Halberd has the largest attack range of all melee weapons and it inflicts 5 to 20 points of damage with a piercing attack and 5 to 35 points of damage with a swinging attack. Enchanted Halberd This Halberds blade will glow a fiery orange and will produce twice the amount of damage when an impact is made. Enchanted Wells There are many enchanted wells throughout Cirae-Argoth's labyrinths. You can enchant a majority of the weapons as long as it is in your hands when you enter the magical aura of the well. The weapon in hand will have a limited number of charges before it will revert back to its normal status. Be wise, most wells have the ability to enchant weapons only once. Remeber to switch between weapons once they become enchanted to use all of their abilities. Damage Modifiers Both your experience level and strength affect the amount of damage you can inflict with weapons. You gain 1 point of additional damage per experience level, and drinking a strength potion and/or having the helmet doubles (or quadruples) inflicted damage. Break Hits Each weapon, depending on the quality of its make and the strength of its design, has a certain number of break hits. This is the number of hits the weapon can inflict before dulling or breaking. Of the non-magical weapons, the short sword is the weakest, and the two-handed sword the strongest. Double Weapon Proficiency This skill allows you to wield two weapons simultaneously. In order to wield two weapons during combat you must have the Broad Sword out and have the Dagger or Morning Star in your inventory. The shield must not be in use [press S] in order to take advantage of this ability. A second attack will be made automatically in opportune times with the Morning Star or the Dagger. Spells Certain words, ancient and sacred, have the power to magnify and focus the will. They allow those with discipline to bend reality and invoke the powers arcane. Such words comprise the languages of the Nether-Reaches, but exist in the Prime Realms only as writing, scribed from parchment to parchment by initiate mages, refusing to be memorized and forever eluding the reason of man. The scrolls you find can be incanted, thereby casting the spell and affecting the physical world. Each scroll provides you with 5 charges. Scare When cast this spell reaches into the mind of your foe and fetches its deepest fear. This spell is most effective on lesser creatures, for more powerful minds can see through the illusion. Night Vision This spell enhances your vision, granting you the ability to see in darkness for a limited time. The spell lasts ten seconds per experience level. Freeze The spell makes your foes so brittle that they can be shattered with a single blow. The spell is powerful but limited in the sense that fire based creatures may be immune to its effects, and you cannot launch it at a creature within melee range. Creatures also have a certain percentage of resisting the spell... Magic Arrow This spell launches 10 energy projectiles, inflicting 20 to 40 points of damage each. They will seek out their targets like heet seekers. Open Doors This spell will open any pentagram door requiring a key. Make sure that you are facing the door and are relatively close to the door you wish to open. Use this spell to open doors you can't find keys to. Fly When invoked, this spell commands the power of air, granting you the ability of flight for a limited duration. The spell lasts thirty seconds plus an additional second per level of experience. You can fly straight up by pressing [insert] and straight down by pressing [delete], relinquish your flight by pressing [end]. Fireball When cast, this channels the heat of the earth creating three fireballs, incinerating all creatures within 10 feet that fail to resist the effect of the spell. Those that resist are singed, but otherwise unharmed. These fireballs also seek out their targets as heet seekers would. Nuke! This spell summons the energy of the stars, annihilating all creatures and items within 30 feet. Only the most powerful of the witches are capable of resisting this spell. Scrolls There is a scroll for every type of spell mentioned in the Spells section. When found, a scroll counts as a spell charge, ready to be spoken so that the magic bound in the text can be released. Each scroll contains 5 charges. Items There is a wide assortment of items to be found in the labyrinth. For decades since the assault on VerKapheron Keep, warriors and adventurers from across the Prime Realms have journeyed into those dark depths seeking glory and wealth. A few have returned, but most have perished, leaving their items behind to collect dust amidst their aging bones and forgotten dreams. Ankh Artifacts left by VerKapheron’s priests, the ankh’s powers of life grant 250 health points. Amulets Two amulets can be found in the labyrinth: Amulet of the Mist This amulet renders you invisible for 1 minute. Shadow Amulet This amulet acts as a Scare spell for 1 minute. Armor Armor serves two important functions: to deflect enemy attacks and thereby nullify all damage, and to absorb damage that is inflicted, reducing the cost to health. Though there are numerous items in the labyrinth that increase your armor, there are only three armor classes: leather, chain and plate. When you are successfully attacked, a certain amount of armor points are deducted from your pool, and then some percentage of the enemy’s inflicted damage is subtracted from your health. The three classes of armor and their effect are: Leather: loses 4 armor points per hit, half damage is inflicted. Chain: loses 2 armor points per hit, one-quarter damage is inflicted. Plate: loses 1 armor point per hit, one-quarter damage is inflicted. Each armor type or armor-affecting item gives you a certain number of armor points, and protects as one of the classes above. Obviously leather protects as leather, chain as chain and plate as plate, but other items will protect as one of the classes above as well. For example, a Crystal Staff gives you 300 armor points and protects as chain. When those 300 points have been exhausted, that item is no longer useful and is discarded. Furthermore, you can wear only one type of armor at a time. Example: Suppose you find a suit of leather armor. You get 50 armor points. Each enemy hit subtracts 4 armor points and inflicts half damage on your health. If you find a suit of chain, your armor points go to 100, not 150 because the suit of leather is discarded. Now each enemy hit would reduce your armor points by 2, and inflict one-fourth the amount of damage to your health. Leather Armor Bound leather armor offers the poorest form of protection, granting 50 points of armor, losing 4 points per hit and allowing half of inflicted damage to be taken from your health. Still some armor is better than none, and leather armor can sometimes deflect enemy attacks altogether. Chain Mail An armor composed of a padded metal mesh. Chain mail gives you 100 armor points. It loses armor at the rate of two points per hit, and allows only one-fourth of all damage to health. Chain mail has a good chance to deflect enemy attacks. Plate Armor The highest quality armor, this armor grants you 150 armor points, loses only one point per hit, and allows only one-fourth of all damage to health. Plate mail has a very good chance to deflect enemy attacks. Crystal Staff This item gives you 250 health points, 300 armor points and protects as chain mail. Glass Skull The glass skull is given to only the mightiest warriors that prove their worth to Cirae-Argoth. This item will endow a warrior one level higher and bestow upon them all the benefits of the new level. Helmet This artifact grants you the power of legendary heroes, increasing the speed of your attacks, giving you ten armor points, and doubling your damage for thirty seconds. Horn For one minute, every point of damage you inflict is added to your health. Keys There are four types of keys in the labyrinth: Black Keys, Brass Keys, Glass Keys, and Ivory Keys. Pentagram These are artifacts used by the Nether-Realm invaders to move quickly through the labyrinth. Bring this item to the transparent Pentagram and it will teleport you to the next level. Potions Five types of potions can be found in the labyrinth: Blue Potion: Increases your health. Green Potion: Increases your strength temporarily. Orange Potion: Cures poison. Red Potion: This potion grants immunity to fire. Brown Potion: This potion turns you invisible,if you are not attacking. Rings During the battle for the keep, many magic-using soldiers on both sides were slain, leaving behind an abundance of rings. Adamantine Ring This ring protects as plate mail, but gives no armor points. Onyx Ring This black jeweled ring grants you protection from missiles. Sapphire Ring This blue jeweled ring provides protection from fire attacks for a limited time. Scepters There are two scepters to be found within the labyrinth.. The Blue scepter grants you the ability to walk on water, and the Yellow scepter allows you to walk on lava. The effect of both scepters is limited to the level upon which they are found. Midian Shield This item gives 50 armor points and protects like plate mail. The shield can only be used when you have a one handed weapon selected, and like other weapons, it can be damaged and rendered useless. Ciraen Shield This rounded shield is enchanted and used by Ciraen's warriors. It will protect you longer than the Midian shield making it a strong compliment to any armor. Treasure Chest The lure of many adventurers. Within these chests lie glittering wealth or grave danger. Horned Skull The horned skull with its icy blue eyes holds the powers of Cirae-Aragoth. When this item is found Cirae-Aragoth has been defeated and her powers are contained entrapped inside forever. Exit through the last teleporter and return the skull home so that it can be disposed of properly. Gold & Silver Coins Some enemies carry pouches full of gold or silver coins that can be collected for experience points. Denizens of the Labyrinth This section serves to illuminate what is known of Cirae-Aragoths fighting force. These creatures now inhabit and protect the outer parts of her labyrinth and the inner sanctum known as the Witchaven. Rat The scavengers of the labyrinth. The rats are thick there, for they have much upon which to dine. They feasted on the fallen during the first assault, and now their numbers are maintained by the feeble would-be warrior bodies. Willow Wisp Perhaps one of the strangest denizens of Witchaven2 are the Willow Wisps. These amorphous creatures pushed through the Veil during the siege, attracted to the magical energies being expended by witch and priest alike. The Willow Wisp absorbs magic and life energy, attacking with an electrical blast at a distance making them a menacing creature. Skeleton These undead are the result of death magic rituals deep within the Witchaven. Wandering without purpose, these damned souls claw at the living with contempt. Ogre These creatures of the Nether Reaches possess enormous upper body strength and a meager intelligence. Most are enslaved by the Witches and forced to patrol Cirae-Argoth's tunnels. Imp Illwhyrin used her ascendancy to raise the hideous Imp from Stahzia's quagmire. Once summoned by Cirae-Argoth the Imps will amass in numbers feeding off of any inhabitant they come across. Traveling in packs they are very formidable, not to mention their ability to poison their victims leaving them helpless and vulnerable. Lava Fiend Summoned from the Lower Planes, the Lava Fiends are bound in servitude to the Witches. Because of the low-magic quality of the Prime Realms, they are greatly weakened in the Witchaven. Drawing their energy from sources of elemental fire, the Lava Fiends gravitate to Char’s subterranean lava flows Mino Drake The Mino Drakes are a race of part man, part bull and part fire drake. As such, they are an intelligent, stubborn race that savors the heat of the earth. They serve as loyal soldiers for the Witches, wielding large battle axes and guarding designated areas to the death. Guardian Guardians are spirits of the Nether World, doomed forever by Ikthesti to guard the two planes of existance. They spit hissing balls of fire in their fury and long to see mere mortals wince in agony before they die . Giryon Knight-War Hammer This Giryon Knight enjoys surprising his enemies and becomes relentless when doing so. His war hammer is very light enabling many fast attacks at a close range. Giryon Knight-Sword and Shield This is the weakest of all the Giryon Knights. He uses a shield in coordination with his sword attacks. It is almost impossible to penetrate his defenses when his shield is up. Giryon Knight-Two Handed Sword This Giryon Knight has mastered the two handed sword. He is able to attack at a farther range than most single handed weapon users and he enjoys taking advantage of this. Argothonian Clansman-Fist These mighty combatants were conjured by Cirae-Argoth to strengthen her army and pose a threat to anyone they encounter. This clansmen uses the aid from his allies and will fight with his fists if need be. Argothonian Clansman-Swordsman This clansman was trained by Cirae-Argoth herself and is very skilled with a magic sword that he can conjure at will. Bacause of its magical properties, the sword can penetrate any type of armor known to man. Argothonian Clansman-Throwing Axe This clansman has the ability to summon magical pike axes and hurl them with both hands. When his magical ability runs low he will attack with a short sword until he dies. Ciraen Sentinel-Bare Hands Hand chosen by Cirae-Argoth herself, these mighty sentinels protect her from would be assailants. In their bare-hand fighting form, they pose little threat but they can summon other warriors to aid in their distress. Ciraen Sentinel-Dual Morning Stars This is the most feared warrior of the cast. Their ambidextrous fighting ability and primal rage make them very stong and hard to knock down. Avoid their blows by keeping them at a distance with a ranged weapon. Ciraen Sentinel-Magical Bow This sentinel can conjure a bow from the Nether World and shoot many arrows at their prey. Known for their viciousness, they enjoy rushing their enemies to a point blank range, making it harder for them to get hit. Ciraen Sentinel-Magic User Trained by Ikethsti, this sentinel can conjure the fireball spell. They love to attack from a distance and wear down their enemy before taking to hand to hand combat. Midian Warrior Named for the energy that spawned them, the Midian Warriors were shaped from the tattered soul pieces of the vanquished High Priest Midias. These dark guardsmen exist only to protect Illwhyrin and crush her enemies to dust. These warriors have four different rankings as well as weapon proficiencies. The brown caped is the weakest, the blue, purple or red caped Midian Warrior is always a firm foe. Midian Warrior-Sword and Shield This Midian Warrior has seen many battles and is very experienced in crushing enemies with the broad sword. Be careful of their speed and ability to defend themselves. Midian Warrior-Halberd This warrior can hurl three halberds at a great distance before they rush to engage their foe in melee with a sword and shield. It has been said that only the strongest of warriors can pull the halberd from of thier body and use it against the Midian Warrior. Midian Warrior-Magic User This Midian Warrior can cast three fireball spells at a rapid pace before they unsheath their swords and charge making even the strongest of enemies turn and run. Avoid his fireball attack by using the resist fire potion, making his fire attack worthless. Cirae-Argoth One of the most powerful of the Nether-Reaches Order of Witches. A master of death magic, she is able to raise the dead, channel the forces of fire, and summon minions at will. Illwhyrins sister is very volatile and will stop at nothing to destroy her most hated foe he who murdered her sister. She will not be happy until she punishes you for the crimes you committed and bestows the hatred of her world upon you. Cheat Code List The following list contains some of the cheat codes to Witchaven 2. To enter in a cheat code press [backspace) and type in the following word (with no spaces) and press [eneter]. Please visit our WEB page on the Internet or any of the various magazine reviews for more of the cheat codes as they become available. NOBREAK Disables weapon breakage. SHOWMAP Displays the full map per level. WEAPONS Gives you all the weapons. ENCHANT Enchants weapons you currently have in your inventory. OVER 20 MORE TO DISCOVER ON YOUR OWN... Trouble Shooting If you get an error you do not understand and cannot solve, please write down the exact error and contact our Customer Service Department, Monday through Friday, between 9 a.m. and 6 p.m., Eastern Standard Time. Before you do, please make sure you're near your computer and that it's up and running. Intracorp Entertainment, Inc. 501 Brickell Key Drive 6th Floor Miami, Florida 33131 1 (305) 373-3770 Internet World Wide Web Page http:\\www.intracorp.com Compuserve go: intracorp America On-Line Keyword: Capstone Prodigy Coming Soon Software @ 1996 Intracorp Entertainment Inc. All Rights reserved. 3D engine licensed from 3D Realms Entertainment. Witchaven 2 Capstone and Pinnacle of Entertainment Software are trademarks of IntraCorp Entertainment, Inc. Box and manual cover art: Ken Kelly @ 1996 FPG. Inc. Executive Producer Amy Smith-Boylan Senior Producer James Wheeler Programming Les Bird Joe Abbati Assistant Producers Richard Henning Katie Gangi Additional Programming Jeff Schulz Lance Peck Rafael Paiz Witchaven 2 Artwork Scott Nixon Kurt Laifatt Ruben Cabrera John Potter Humberto Lopez Gonzalo Montes de Oca Ernie Roque 3D Intro/Ending Carlos Ibarra Ken Loyd Sound Fx/Music Joe Abbati Steve Newton Original Story/Design Scott Nixon James Wheeler Marketing Product Manager Judy Melby-Bradley Cover Artwork Ken Kelly Level Designs Richard Henning Ruben Cabrera Scott Nixon James Wheeler John Potter Documentation Richard Henning Robert Hobbs Level Editor Documentation Richard Henning Director of QA Ray Boylan Lead Beta Tester Trevor Talbird Quality Assurance Carlos Munoz Mike Goldman Alex Solano Internet On-Line Rep. Sean Potter Build Engine Ken Silverman 3D Realms Entertainment 3D Animation Portions Animation Factory Original Witchaven Concept Michael Pitts