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Heretic II – Windows Manual 2 – English

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heretic-ii_win_manual-2_en_1rb.pdf
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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.

2

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
Quick Start Game Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
Starting a New Single-Player Game . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
Corvus’s Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
How to Control Corvus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Control Layout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Saving and Loading a Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
Multiplayer Quick Start . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
Customer Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
Software License Agreement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37

3

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.

5

6

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.

7

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.

8

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.

9

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 standing 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.

10

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.

11

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, having 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 houses 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.

12

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.

13

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.

14

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 casters capable of controlling the elements. 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.

15

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.

16

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.

17

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.

18

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.

19

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.

20

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.

21

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.

22

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 reflective 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.

23

MINIMUM SYSTEM REQUIREMENTS
POWER MACINTOSH G3 233 MHz
MAC OS 8.6, 9.2.2 OR LATER / 96 MB RAM
MAC OS 10.1.4 OR LATER / 128 MB RAM

INSTALL DIRECTIONS
If the install window does not automatically open after the CD mounts on
the desktop, double-click on the Heretic II CD icon. Copy the Heretic II
folder to your hard drive. Heretic II is now Installed
To start the game, open the Heretic II folder on your hard drive and
double-click the Heretic II application icon to launch the game.
The Heretic II CD must be in the CD drive to run the game.

24

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

Spacebar

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

25

Pole Vault

With Staff selected, Run Forward while Jumping

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

/ or A

/ or A

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

Help/Ins

Help/Ins

(None)

Mouse Look

L

L

L

Next Weapon

K

D

Alt+ D

Previous Weapon

J

S

Alt + A

Next Defense

]

]

]

Previous Defense

[

[

[

26

MOVEMENT KEYS
DEFAULT

KEYBOARD

KEYBOARD + MOUSE

Walk Forward

Up Arrow or Mouse 2

Up Arrow

W or Mouse 3

Walk Back

Down Arrow or Mouse 3

Down Arrow

S

Turn Left

Left Arrow

Left Arrow

Move Mouse

Turn Right

Right Arrow

Right Arrow

Move Mouse

Run

Shift

Shift

Shift

Creep

‘

‘

‘

Step Left

,

,

A

Step Right

.

.

D

Sidestep

Alt

(None)

(None)

Jump / Up

Space

A

Space

Crouch / Down

M

Z

Q

Quick Turn

;

;

;

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

SHORTCUT KEYS

27

DEFAULT

KEYBOARD

KEYBOARD + MOUSE

City Map

U

U

U

Say (Talk)

S

S

S

Frags (Score)

Backspace/Delete

Backspace

Backspace

(None)

(None)

Alt

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

DEFAULT

KEYBOARD

KEYBOARD + MOUSE

Help

F1

F1

F1

Save Game

F5

F5

F5

Load Game

F6

F6

F6

Normal Camera

F9

F9

F9

Camera Lock

F10

F10

F10

Quit

F12

F12

F12

Modifier

WEAPON SELECT KEYS

FUNCTION KEYS

28

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 F5 at any time to quicksave your game into a special slot. Pressing
F6 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.

29

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 multiplayer 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.

30

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.

31

CREDITS
PRODUCTION
Creative Directors: Brian Raffel,
Steve Raffel
Project Leader: Brian Pelletier
Producer: Ken Love
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

32

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,
Hector Guerrero, Marilena Rixford
and Jeremy Richards
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
Licensing: Justin Berenbaum

33

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

34

MACPLAY
President - Mark Cottam
Managing Director - Ron Dimant
Technical Director - Mark Dochtermann
Creative Director - Joshua Smith
Director of Sales and Marketing - Henry Price
Installer - Joel Braby
Quality Assurance Lead - Daniel Naruta
Special Thanks to - Susan Carver / Manual Proofing
Conversion by

CONTRABAND ENTERTAINMENT
Lead Programmer - Bill Heineman
Additional Programming - Nate Trost

35

CUSTOMER SUPPORT
If you have questions about the program, our Technical Support Department can help. Our web
site contains up-to-date information on the most common difficulties with our products, and
this information is the same as that used by our product support technicians. We keep the product support pages updated on a regular basis, so please check here first for no-wait solutions:
http://www.macplay.com/support/. If you are unable to find the information you need on our
web site, please feel free to contact Technical Support via e-mail, phone, fax, or letter. Please
be sure to include the following information in your e-mail message, fax, or letter:
Title of Game
Operating system
CPU type and speed in MHz
Amount of RAM
Video card
CD-ROM
Game Controller (if any)
A description of the problem you’re having
If you need to talk to someone immediately, call us at (214) 855-5955 x20 Monday through
Friday between 9:00 AM - 6:00 PM, Central Standard Time. Please have the above information
ready when you call. This will help us answer your question in the shortest possible time. No
hints or codes are available from this line.
HOW TO REACH US BY FAX
MacPlay Support Fax: (214) 855-5980.
HOW TO REACH US BY MAIL
MacPlay Technical Support, 2019 N Lamar St Ste 240, Dallas, TX 75202-1704
HOW TO REACH US ONLINE
e-mail: [email protected]

36

WORLD WIDE WEB
http://www.macplay.com/

MACPLAY LIMITED 90-DAY WARRANTY
MACPLAY 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 A PERIOD OF 90 DAYS FROM
THE DATE OF PURCHASE. IF THE RECORDING MEDIUM IS FOUND TO BE DEFECTIVE
WITHIN SUCH 90-DAY PERIOD, THEN MACPLAY WILL REPLACE THIS PROGRAM, FREE OF
CHARGE, UPON ITS RECEIPT OF THIS PROGRAM AND THE OTHER ITEMS SET FORTH
BELOW, PROVIDED THIS PROGRAM IS STILL BEING MANUFACTURED BY MACPLAY. IF
THIS PROGRAM IS NO LONGER BEING MANUFACTURED BY MACPLAY, THEN MACPLAY
SHALL HAVE THE RIGHT TO SUBSTITUTE A SIMILAR PROGRAM OF EQUAL OR LESSER
VALUE. THIS WARRANTY IS LIMITED TO THE RECORDING MEDIUM CONTAINING THIS
PROGRAM AS ORIGINALLY PROVIDED BY MACPLAY AND IS NOT APPLICABLE TO ANY
OTHER PORTION OF THIS PROGRAM. THIS WARRANTY SHALL NOT BE APPLICABLE
AND SHALL BE VOID IF THE APPLICABLE DEFECT HAS ARISEN THROUGH NORMAL
WEAR AND TEAR OR THROUGH ABUSE, MISTREATMENT OR NEGLECT. ANY OTHER
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 MACPLAY. TO THE GREATEST EXTENT
PERMITTED BY APPLICABLE LAW, MACPLAY HEREBY EXPRESSLY DISCLAIMS ANY AND
ALL OTHER WARRANTIES WITH RESPECT TO THIS PROGRAM.

LIMITATION ON DAMAGES
NOTWITHSTANDING ANYTHING CONTAINED OR IMPLIED HEREIN TO THE CONTRARY,
MACPLAY SHALL NOT BE LIABLE FOR SPECIAL, INCIDENTAL OR CONSEQUENTIAL
DAMAGES RESULTING FROM POSSESSION, USE OR MALFUNCTION OF THIS PROGRAM,
INCLUDING, BUT NOT LIMITED TO, DAMAGES TO PROPERTY, LOSS OF GOODWILL,
COMPUTER FAILURE OR MALFUNCTION AND, TO THE GREATEST EXTENT PERMITTED
BY LAW, DAMAGES FOR PERSONAL INJURIES, EVEN IF MACPLAY HAS BEEN ADVISED OF
THE POSSIBILITY OF SUCH DAMAGES. UNDER NO CIRCUMSTANCES SHALL MACPLAY'S
LIABILITY EXCEED THE ACTUAL PURCHASE PRICE OF THIS PROGRAM. YOU SHOULD BE
AWARE THAT SOME STATES AND COUNTRIES DO NOT ALLOW LIMITATIONS ON THE
DURATION OF PRODUCT WARRANTIES AND/OR THE EXCLUSION OR LIMITATION OF
INCIDENTAL OR CONSEQUENTIAL DAMAGES WITH RESPECT THERETO. AS A RESULT,
THE ABOVE LIMITATIONS AND/OR EXCLUSIONS OF LIABILITY MAY NOT APPLY TO YOU.
THIS WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS, AND YOU MAY HAVE OTHER
RIGHTS THAT VARY FROM JURISDICTION TO JURISDICTION.

37

WARRANTY REPLACEMENTS
WHEN RETURNING THIS PROGRAM FOR WARRANTY REPLACEMENT, PLEASE SEND THE
ORIGINAL PRODUCT CDS OR DISKETTES 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 ENCOUNTERED AND THE SYSTEM ON WHICH YOU WERE
RUNNING THE PROGRAM; AND (4) IF YOU ARE RETURNING THE PROGRAM AFTER THE
90-DAY WARRANTY PERIOD, BUT WITHIN ONE YEAR OF THE DATE OF PURCHASE, THEN
A CHECK OR MONEY ORDER FOR US$10 PER CD OR DISKETTE. ALL POSTAGE RELATED
TO THE DELIVERY OF THESE ITEMS TO MACPLAY MUST BE PREPAID. MACPLAY
RECOMMENDS THAT ALL SUCH ITEMS BE SENT BY CERTIFIED MAIL. PLEASE SEND
ALL SUCH ITEMS TO THE FOLLOWING ADDRESS:

MACPLAY, LLC
WARRANTY DIVISION
2019 NORTH LAMAR STREET, SUITE 240
DALLAS, TX 75202-1704

COPYING PROHIBITED
THIS SOFTWARE PRODUCT AND THE MANUAL ARE COPYRIGHTED AND ALL RIGHTS
ARE RESERVED BY MACPLAY AND ARE PROTECTED BY THE COPYRIGHT LAWS THAT
PERTAIN TO COMPUTER SOFTWARE. YOU MAY NOT COPY THE SOFTWARE. YOU MAY
NOT LOAN, SELL, RENT, LEASE, GIVE, SUB LICENSE, OR OTHERWISE TRANSFER THE
SOFTWARE (OR ANY COPY). YOU MAY NOT MODIFY, ADAPT, TRANSLATE, CREATE
DERIVATIVE WORKS, DECOMPILE, DISASSEMBLE, OR OTHERWISE REVERSE ENGINEER
OR DERIVE SOURCE CODE FROM ALL OR ANY PORTION OF THE SOFTWARE OR
ANYTHING INCORPORATED THEREIN OR PERMIT OR ENCOURAGE ANY THIRD PARTY
TO DO SO.
NOTICE: MACPLAY RESERVES THE RIGHT TO MAKE MODIFICATIONS OR
IMPROVEMENTS TO THE PRODUCT DESCRIBED IN THE MANUAL AT ANY TIME AND
WITHOUT NOTICE.

38

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