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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 ôAre 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, ôOnly 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 VerKapheronÆs priests, the ankhÆs 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 enemyÆs 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 CharÆs 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