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The Chronicle of Deeds

- The Servants of Eidolon
- Artifacts and Armor
- The Paladin
- The Assassin
- A Bitter Farewell

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The Chronicle of Deeds

It was precisely one year ago that Eidolon came to our world of Thyrion. On the evening before his arrival, a rain of fire streamed down from the sky, scorching citizens and buildings alike on the four continents of our fair planet. By dawn the populace was fearful and demoralized, and they fell quickly before the march of Eidolon’s vile Golems. The attack was bold and carefully executed. All four continents had fallen by midday: a sad tribute to the withered resistance of our four mighty nations. Even now I am shamed to think of it.

Now, a full year after the conquest, Thyrion still huddles in a state of constant fear and dread. The conquest has ended, and many humans yet survive–but in these times of trouble, life itself is a meager blessing. Eidolon’s minions overrun the land and kill its populace for sport. The cleverest humans make themselves unobtrusive, avoiding Eidolon’s creatures and attempting little more than to survive. It is under these dreary conditions that I write the manuscript you now hold in your hands.

The Servants of Eidolon

In the year since Eidolon’s first conquest, many strange and deadly creatures have stalked Thyrion’s shores. So that the reader might comprehend the might of Eidolon’s army, I shall spare a few brief pages documenting the nature of these creatures.

Scorpion Eidolon has bent a race of giant Scorpions to his will. These creatures are truly horrific: their deadly sting, combined with their variable size, force the citizens of Thyrion to continually watch their step. There are two known varieties of Scorpion: the pale Sand Scorpion, which fights viciously but lacks the strength of its darker cousin, and the glossy black Bog Scorpion, whose attacks are notoriously deadly. Both are best avoided.

Spider Just as Eidolon has turned Scorpions into his footsoldiers, his race of giant Spiders is a plague upon the land. Like Golems, they come in many different sizes. There are two distinct varieties of spider, each with its own color scheme. One sports a black and yellow coloration, while the other is a muddy brown or red. The black spider is reputed to be the deadlier of the two, but the red variety is still a dangerous foe.

Imp
Among the weakest of Eidolon’s minions, Imps are nevertheless vicious adversaries. Imps have been sighted in both the coldest and hottest of Thyrion’s climes. There seem to be two distinct varieties, each best suited for a particular extreme of temperature: the Fire Imp and Ice Imp. They are quite similar in physiognomy, though the Ice Imps’ bodies are a frosty blue, and the Fire Imps exhibit a ruddy coloration.

Imps fly upon leathery bat wings and attack their hapless victims with magical projectiles of ice or fire–or with vicious, swooping dives. They are fragile but extremely quick, and thus quite difficult to kill.

All four continents of Thyrion are currently plagued with Imps.

Knight Archer
Eidolon’s minions include a number of human and semi-human followers. In particular, Eidolon seems to favor the cadres of deadly archers who heed his beck and call. The continents of Thyrion veritably swarm with roving Knight Archers, each seeking to prove his worth by slaying a foe of Eidolon’s empire.

Knight Archers occupy the middle range of Eidolon’s minions, both in terms of commonality and power. Their swift arrows can be deadly, while at close range these archers are forced to punch at their opponents.

Knight Archers fire enchanted arrows of two varieties. The standard Archer arrow emits a greenish glow and deals considerable damage to its target. The alternate type of arrow glows luminous red, and knocks the archer’s foes backward with great force while causing an equal amount of damage as the green arrows. These red arrows are deadly tools, as they allow the Archer to buffet nearby foes back to long range–thus maintaining the optimum distance for successful archery.

Occasionally the traveler may encounter commanders of Knight Archer regiments. These men, known as Archer Lords, are considerably more skilled (and therefore deadlier) than their common minions.

Hydra
Even as the lands of Thyrion were being subverted by Eidolon’s minions, the waters were likewise undergoing a horrific change. Sinewy, tentacled Hydra now prowl the dank waters surrounding Eidolon’s strongholds, promising violent death for the unwary swimmer.

Hydra can rip a victim to shreds with their wickedly barbed tentacles. When their prey is too far to grapple with, they spit a corrosive bile that sears the skin and even tarnishes metal.

It’s a common misconception that Hydra can harm people on land. While all agree it is true that Hydra cannot leave the water, some claim they can rear above the water line and spit their bile at humans near the water’s edge. The truth of this frightening story remains to be seen.

Golem
Golems were the mainstay of Eidolon’s first assault on Thyrion. These colossal automatons are both durable and formidable, winning many battles through sheer intimidation. The typical Golem stands twice the height of a man, and moves with measured, ponderous steps. Golems come in many sizes, however.

There are reports of several distinct types of Golem. Though different varieties may appear on several continents, there are definite concentrations of particular types on each continent. The mid-sized Iron Golem, a ponderous creature of iron and lead, plagues the castles of Blackmarsh and jungles of Mazaera. Deadly and massive Bronze Golems tread the paved streets of Septimus, while the relatively diminutive Stone Golems prowl amongst the pyramids of Thysis.

All Golems love hand-to-hand combat, where they can crush opponents under their massive, nerveless feet. Additionally, the larger Iron and Bronze Golems fire a deadly blast from magical gems set in their foreheads.

The main challenge in fighting Golems is to deal enough damage to destroy them. There are tales of agile warriors who evaded Golems’ attacks with ease, but eventually grew tired of hacking at their durable opponents, and were forced to give up and run.

Skull Wizard
No one knows the origin of the Skull Wizards. What is known, however, is that they posses immense magical power. Skull Wizards serve as generals and councilors to Eidolon, advising him in arcane matters and overseeing the gradual destruction of Thyrion.

Skull Wizards are masters of summoning. Instead of directly attacking their foes, they like to summon lesser creatures to do battle in their stead. Spiders are reputedly their favorite subjects.

When pressed, however, a Skull Wizard is not incapable of defending itself. It can summon a magical skull to fire at enemies, and it teleports short distances whenever it feels genuinely threatened.

Even in death, the Skull Wizard is deadly. It is said that a dying Skull Wizard does not truly die, but instead is transmuted into a host of giant spiders.

Finally, it is said that the Skull Wizard is merely a lesser form of an even mightier creature, the Shadow Wizard. None have seen a Shadow Wizard and lived to tell of it, but the rumors are so persistent that its existence seems likely.

Fallen Angel
Fallen Angels haunt the decaying castles of Blackmarsh. Ghostly and ethereal, they possess a surreal, deceptive beauty. But beware! Fallen Angels rank among Eidolon’s most deadly minions, and harbor no love for humans despite their charming appearance.

Fallen Angels use magic to harm their foes. Common attacks include magical bursts that seem to originate from the Angel’s translucent wingtips, and a crimson, spiraling bolt of magic that rends everything in its path.

When attacked, the Fallen Angel is more than capable of protecting itself. Naturally hard to see due to their ghostlike transparency, Fallen Angels further confound their opponents by flying to and fro. When seriously threatened, the Angel can enfold itself in its own wings to ward off damage.

Medusa
Medusa roam the great cities of Septimus, inspiring fear in all who tread those flagstoned streets. A startling combination of woman and snake, the Medusa is capable of turning her prey to stone with a mere glance. Her head is crested with snakes instead of hair, and these snakes spit venom that sears the unwary target.

Little else is known of Medusa, for very few humans have seen one and lived to tell of it.

Mummy
Travelers in the deserts of Thysis must constantly be wary of Mummies. These desiccated tomb dwellers are slow of foot but remarkably hardy. In the narrow confines of their decaying tombs, speed is less important than power. Wielding long scepters to good advantage, Mummies tend to have the upper hand when fighting in their natural environs. When their foes retreat to greater distances, however, the Mummy is by no means helpless. By stamping their scepters upon the ground, Mummies are capable of summoning flames from the earth itself, scorching hapless foes who try to run away.

One cannot make the mistake of assuming that a Mummy is dead when its limbs have been severed. So powerful is its spirit that the Mummy will continue to attack after vital pieces of its body have been hacked off. Destroying a Mummy, therefore, is often a slow and painful process that requires the utmost diligence. Only when the Mummy has been thoroughly dismembered can an adventurer rest easy.

Were-Jaguar
The steamy jungles of Mazaera are home to a particularly deadly foe: the Were Jaguar. Brandishing serrated swords, Were Jaguars look like a combination of great cat and conventional footsoldier, but they are considerably more deadly than either. Were Jaguars are extremely adept with both sword and shield, hacking and slashing at medium range, and bashing with their shields when an opponent draws too close.

Were Jaguars are also incredibly fast and agile. They are known to leap and dive at their foes, and roll nimbly from side to side in order to dodge attacks. Occasionally they use their great shields to reflect incoming projectiles, sometimes even turning these projectiles back upon their originator.

An even tougher race of Were Jaguar has recently been sighted in Mazaera. Dubbed the Were Panther, these beasts are supposedly even stronger and faster than their common Jaguar cousins.

Riders of the Apocalypse
Four grim generals carry out Eidolon’s decrees upon the four continents of Thyrion. The origin of these dread beings is unknown, but none questions their power: Eidolon himself, it is rumored, cannot fully control them.

These four abominations are known as the Riders of the Apocalypse. Mounted on dire steeds, these riders are known by the names War, Famine, Pestilence and Death. Who can say what dire magic they command, or what deadly powers they possess? The only certainty is this: should a wandering hero encounter one of these four beings, his life is in great peril.

Eidolon
Any man or woman who tries to free Thyrion must do battle with Eidolon himself. Reports of Eidolon’s appearance and powers are wildly conflicting, though all agree that he is potent beyond all human reckoning, and that he bears great resemblance to a creature from a nightmare.

Nothing else is known of Eidolon’s powers or physiognomy. When the time comes for a hero to challenge Eidolon’s dominion, we can only hope that he does not despair at the sight of this horrific fiend.

Artifacts and Armor

The world of Thyrion has always been magical. Aside from the mundane trappings of everyday society, it is relatively common to encounter relics of great power. Here is a brief catalogue of such items, from the mundane (such as torches and armor) to the fantastical. Any hero who attempts to defeat Eidolon will be forced to make good use of these resources.

Armor
Several types of armor are widely available in Thyrion. Armor slowly wears away as it sustains blows, becoming less and less effective until disintegrating entirely.

Each piece of armor is designed for a particular body shape and style of fighting. Hence, some armor is of extra value to certain heroes.

| Amulet Amulets are a magical sort of armor that greatly benefit spellcasters such as the Necromancer, but are of considerably less use to brawny warriors such as the Paladin.

| Breastplate The Paladin prefers to wear sturdy breastplates, and gains great benefits when doing so. However, breastplates do not fit well upon the Necromancer’s slight frame, and confer fewer benefits upon him than any other hero.

| Bracers Bracers fit over the forearm and are used to deflect enemy attacks. The deadly Assassin is highly trained in the use of bracers. Other heroes gain some benefit from bracers, though the Crusader, who knows little of their use, is least affected.

| Helmet The Crusader is accustomed to wearing helmets, and therefore gains most value from their use. The Assassin rarely uses this armor type, though, and as such gains the least benefit from wearing a helmet.

Artifacts
A sharp-eyed adventurer is wont to acquire items that aid in the deliverance of our people. A quick wit and strong arm can only be aided by valuable found objects.

| Torch The least of any adventurer’s supplies, torches are nonetheless valuable when exploring the shadowy places favored by Eidolon’s minions. They produce light for a brief span, then slowly fade. It is wise to save them for truly black areas, rather than expending them in locales where the gloom is merely a nuisance.

| Healing Vial Healing Vials are used by Eidolon’s minions to repair minor wounds. The availability of these potions helps make up for the grievous lack of medics in Eidolon’s ragged armies. An adventurous hero could steal any number of these vials, and thereby keep himself in good health over the course of his travels. Unfortunately, however, these glass beakers are typically too fragile to carry: they must be quaffed on the spot.

| Quartz Flask Quartz Flasks are a more substantial variety of Healing Vials. Unlike Vials, which are fragile and impossible to transport, Quartz Flasks are sturdy containers that can be ported from place to place. This portable quality, plus the fact that they’re substantially more potent than Vials, makes them a handy resource in battle.

| Mystic Urn The Mystic Urn is a treasured but unfortunately rare artifact in Thyrion. Mystic Urns are portable, and are capable of restoring a grievously wounded hero to complete health or beyond. Their value, therefore, is self-evident.

Mana Crystals
Magic of all kinds is powered by an intangible essence called mana. Mana suffuses the earth and flows in the wind, but humans are incapable of tapping into this mana directly. To harness this mystical energy, magi capture it in specially designed crystals. Anyone who wishes to cast magical spells or utilize magical weapons must collect a number of these crystals. Mana crystals shatter as soon as they are touched, infusing the recipient with raw magical power.

As with Healing Vials, Mana Crystals are extremely fragile and cannot be transported, for they would shatter the instant an adventurer placed them in his pack.

| Blue Mana There are two distinct varieties of mana in Thyrion: blue and green. Magi trap mana in different-shaped crystals, the better to easily distinguish what type of mana is stored therein. The blue mana crystal is a rare jewel indeed.

| Green Mana Green mana crystals are no less rare than blue mana crystals. They are used to power any spells or weapons that the blue variety cannot affect.

| Combined Mana On some occasions, mages capture mana of both sorts in a single crystal. These crystals are invariably red, and somewhat larger than the vessels containing blue or green mana individually.

| Krater of Might The ultimate container of mana is called a Krater of Might. Unlike mana crystals, these vessels may be carried from place to place and used when necessary. They contain sufficient power to fully infuse a single human to maximum mana capacity.

Chaos Device
Allegedly the fruit of a mad wizard’s experimentation, the Chaos Device teleports its user to another part of the world. This effect is not always predictable, but it’s useful when the user finds himself trapped in a room with deadly foes.

Clever uses of the Chaos Device have been reported. For example, adventurers have been known to trigger these devices as they fell to certain death, or as they struggled for air underwater. The value of a Chaos Device, therefore, cannot be underestimated.

| Boots of Speed Boots of Speed are created by secretive, unknown craftsmen. While their original purpose is not apparent to the average human, one thing is clear: by donning a pair of these boots, it is possible to attain speeds not otherwise possible. This extra speed is extremely handy in combat.

| Disc of Repulsion The Disc of Repulsion is a defensive artifact. When used, it blasts aside projectiles aimed at its user, and hurls nearby opponents back to a manageable range. These discs are extremely valuable for deflecting damaging spell effects.

Icon of the Defender
Perhaps the most potent artifact in all the land, the Icon of the Defender is a tremendous boon to its user. When activated, this artifact renders its bearer invulnerable for a short period of time. Legends abound of mighty heroes who used Icons of the Defender to slay their mightiest enemies, using the protection of the Icon to best effect by approaching their foes and attacking at close range.

The Icon’s effects vary slightly when used by different individuals. The Paladin appears to turn to stone when he uses the Icon; the Necromancer is shrouded in darkness; the Assassin phases in and out of existence; and the Crusader glows with an unearthly light.

| Tome of Power The Tome of Power is a staple of all warrior guilds. Tomes such as these bestow a supercharging effect upon both mundane and magical weapons, augmenting their natural strength, and in some cases producing new effects altogether. Tomes’ effects are extremely limited in duration, and are therefore best used when dealing with particularly deadly foes.

Seal of the Ovinomancer
Perhaps the most dreaded artifact of all is the Seal of the Ovinomancer. This terrible creation transforms an ordinary human (or a lesser monster) into a brainless sheep! Mages’ guilds have long denied the existence of these artifacts, but all evidence points to the fact of their existence.

Sadly, the Seal of the Ovinomancer is useless against the most potent of foes. Thus, a hero with this Seal could not merely approach Eidolon and transform him into a lowly sheep. Were this the case, our beloved planet would already be free of the Serpent Rider’s blighting presence.

| Glyph of the Ancients The Glyph of the Ancients is a curious artifact that behaves differently in different heroes’ hands. When activated by the Crusader, the Glyph acts as a slow-moving mine that slides across the ground toward its target–and explodes. The Necromancer drops the Glyph in place and hurries away from the spot, as it detonates in just a few short moments. The Paladin throws the Glyph like a rock and watches as it explodes into a fireball. Finally, the Assassin drops the Glyph and watches as it sprouts a magical chain that attaches to a nearby wall. The Glyph automatically explodes when anyone touches the chain.

| Force Cube The Force Cube, sometimes known as the Magical Square, is a small object that flies up to circle its owner’s head when activated. As it circles, it attacks its owner’s enemies with magical beams of light. The Force Cube lasts for only a short while, and is therefore best activated in difficult situations.

| Stone of Summoning The Stone of Summoning allows its user to summon a giant Imp that smites his foes. This Imp cannot be directly commanded, and only remains for a short while. Therefore, as with the Force Cube, the Stone of Summoning is best used when fighting multitudes of foes.

| Invisibility Sphere The Invisibility Sphere renders its user ghostly and ethereal for a short while, thus making him or her much harder to see and attack. This Sphere does not render its owner completely invisible, but is nevertheless an asset in many combat situations.

Rings
Rings are a special class of magic item unlike all others. Whereas some items (such as Healing Vials) cannot be carried to and fro, and other items can be carried and used at their owner’s leisure, rings fall somewhere in between. They can be taken from place to place, but the user cannot decide when or where to use them: their effects are triggered automatically, and last until the magical power supply has been exhausted.

Ring of Flight
The Ring of Flight was originally commissioned by King Yasvim the Unruly as a "gift" for his bothersome son. When the ring was complete he presented it to his son, but neglected to mention that its effects were limited, thus endangering a user that flew too high for too long. Yasvim was notorious for his cruel pranks.

Later the ring was copied by magicians throughout the land, and while not exactly common, the Ring of Flight can be found in many secret places throughout the lands of Thyrion.

As the name suggests, the Ring of Flight bestows the power of flight upon its wearer. Flight begins as soon as the ring is picked up, and lasts for a limited time. The wearer cannot "turn on" or "turn off" this effect to conserve power, so effective use of the Ring is not always easy.

| Ring of Water Breathing The Ring of Water Breathing allows its wearer to breathe freely underwater. The ring automatically comes into use when the wearer is underwater, and stops being used when the wearer surfaces. The ring’s magical energy is only drained while the ring is actually being utilized.

| Ring of Regeneration The Ring of Regeneration slowly restores its wearer to full health whenever he or she is injured. The ring does nothing when the wearer is at full health; its magical energy is only drained while the ring is busy healing its owner.

| Ring of Reflection The Ring of Reflection occasionally reflects projectiles that have been fired at its wearer. This effect is not guaranteed: sometimes the ring works, and sometimes it doesn’t. Magical energy is only drained from the ring when it successfully deflects a projectile.

The Paladin

In my visions, I have seen four mismatched heroes who seek to destroy Eidolon. The following pages chronicle my visions, imparting what I have seen of each. I know none of their names, but by observing them time and again in my dreams, I have come to know the heart of each. The first figure of my visions is a Paladin.

The Paladin, like the Crusader, is a holy man. But while the Crusader is principally a healer, and his skills emphasize defense, the Paladin is a true warrior. The favor of his warlike god protects him, but also gives him strength to smite his foes.

Few can match the Paladin in single combat. He lacks stealth and subtlety, instead relying on his mighty weapons and divine favor.

Profile of the Paladin
The Paladin is a devotee of Kravnos the War God. The Paladin makes his home in the Great Temple of Kravnos, in the city of Mur on Septimus. He blesses the warlike citizens who seek Kravnos’ aid, and like his holy brothers, he rides with the army of Mur whenever the city is threatened by external forces.

At the first coming of Eidolon, Mur was among the first cities to fall. Realizing a quick counterstrike would not succeed, the devotees of Kravnos took refuge in their temple. They bided their time and looked for an opportunity to strike, meanwhile honing their martial skills to a razor-sharp edge. A fortnight before their attack, however, their secret was betrayed. An army of Golems and Imps stormed through the temple at midnight, slaughtering unprepared devotees and destroying the holy relics of Kravnos. Only the Paladin, meditating in the bell tower atop the temple, was overlooked.

Cursing the informant who gave them away, and doubly cursing his brothers’ lack of preparation, the Paladin decided to act immediately. Casting aside the temple’s carefully-laid plans, he grabbed his mighty sword and marched on Eidolon’s stronghold. Without a clear plan of attack, his odds of success seem lean–but as the sole survivor of his temple, Kravnos will certainly be guiding his steps from afar.

The Paladin’s Abilities
During endless hours of training, the Paladin has pushed his abilities to new levels. Invoking the power of his god, he has developed magical powers unknown to the common human.

Kravnos the war god has an affinity for water. As a minion of Kravnos, the Paladin is capable of moving underwater without the same restrictions as a normal human. While others are forced to laboriously swim, the Paladin traverses the depths as if they were air instead of water. When engaged in battle with a river or lake nearby, he prefers to carry the battle underwater, where he can use this ability to great advantage.

When brought to the brink of death by his enemies, the Paladin sometimes receives a great boon from Kravnos. As the lethal blow lands, the Paladin does not die. Rather, he enters a mystical state: he grows in strength and stature and becomes a holy scourge, seeking to avenge the evildoers who tried to lay him low. In this state the Paladin cannot be killed, and his powers grow to otherwise impossible heights.

The Paladin’s Weapons
The Paladin’s weapons emphasize close-range power over long-range projectiles. This lack of range is sometimes a nuisance, but he often makes up for this deficiency by closing the gap quickly, and conducting most combat at comfortably close range.

Gauntlets
The Paladin is a true fighter, and often likes to use his armored fists as weapons.

Though his Gauntlets may seem a puny substitute for sword or axe, the Paladin nonetheless is capable of felling mighty opponents with nothing more than these humble weapons.

The Tome of Power has a supercharging effect on the Paladin’s mailed fists, allowing him to knock foes hither and yon like stuffed playthings, and making it difficult for them to counterattack.

| Vorpal Sword The Paladin employs a powerful sword during most combats. This sword can be used without mana to power its magic, but its damage correspondingly decreases when there is no such power source. When the Tome of Power is employed in conjunction with the Sword, both range and power are magically increased by a bolt of magical lightning. The Paladin can cleave an enemy in twain at fifty paces or more with the Sword thusly powered, and damage several foes in one mighty swing.

Axe
The Paladin’s axe is a mighty weapon. In addition to its brutal close-range power, the axe casts a projectile that ricochets from walls and obstacles. This projectile does not stop when it impacts the Paladin’s foe, but cuts right through and continues flying at lesser strength, potentially damaging several foes at once.

The Tome of Power turns the Axe’s projectile into a razor-sharp wall of blades that issue forth from the Axe at various angles and explode upon hitting their targets.

Purifier
The Purifier is the Paladin’s ultimate weapon: it breathes a stream of glittering shards. These shards issue forth in a deadly twin stream, rending anything that breaks its brilliant path. The two halves of the Purifier must be found and joined together before the Paladin is able to devastate foes with this holy lance.

The Tome of Power utterly changes the Purifier’s effect. Instead of firing a stream of small projectiles, the powered Purifier shoots a flaming fireball that unfalteringly seeks its target and explodes upon impact.

The Assassin

The Assassin is a master of stealth, disguise, and trickery. Whereas the Paladin rushes into combat with a mighty roar, the Assassin sneaks up from behind. Many of the Assassin’s weapons and skills are geared toward trickery and concealment. From her devastating ability to backstab an opponent to the deadly Hand Crossbow, it is clear the Assassin is always ready for an unfair fight.

Profile of the Assassin
The Assassin hails from Khitar, one of the few true cities in the jungles of Mazaera. As a child she watched her parents toil as farmers, reaping a meager harvest from the unforgiving jungle soil. A farmer’s life is always difficult, but even more so in Mazaera, where the land is particularly unsuited to the task. The Assassin learned this by observation, and she learned even more as she prowled the streets of Khitar–against her parents’ wishes. Wealthy folk of all description wandered those unpaved streets: gem merchants with stout bodyguards, proud mercenaries bearing gold-hilted scimitars, and slavers in ivory-trimmed palanquins. None spared a second glance for an urchin in dirty rags.

As days and years went by, the Assassin became scornful of her parents. Rich folk gained their wealth by treading upon the weak, and only weak fools would till the accursed, clay-filled soil of Mazaera. Vowing never to become a fool like her parents, she ran away at the age of fifteen and took up the dark career of the assassin. First preying upon drunkards and the unwary, she gradually learned the tricks of her bloody trade, and began to aim for wealthier victims. Her skills grew by leaps and bounds. Nobody, it seemed, was safe from her depredations.

With a small fortune accumulated in her secret lair, the Assassin soon realized she had become bored with her trade. She required ever richer victims, more and more danger, to sustain the thrill of the hunt. Who remained that could pose a challenge? Kings? Emperors? With a crooked smile, she decided upon her next victim: the richest and most powerful being on all of Thyrion. Armed with Katar and Crossbow, she set forth on her quest to rid the world of Eidolon.

The Assassin’s Abilities
The Assassin is a master of stealth and deadly strikes. The first noteworthy ability the Assassin gains is that of stealth: she can render herself invisible when standing perfectly still in a shadowed area. It takes a few seconds for her to achieve this invisibility, but once attained, the illusion is perfect. It is rumored that Assassins can master this skill in broad daylight when their skills are all but perfected.

The Assassin makes very little sound when moving, and is often able to surprise her victims. Creeping up from behind, she strikes before her foes acknowledge her presence. When attacking in this fashion, she is capable of dealing much more damage than she otherwise would. This ability also comes into play when the Assassin strikes a foe who knows of her existence, but allows her to get behind him. This is a rare occurrence, but occasionally significant when she fights sluggish opponents such as Golems.

The Assassin’s Weapons
The Assassin’s weapons are excellent for trickery and deception: the Katar is ideal for vicious backstabbing, her small incendiary Grenades can be lobbed down at unsuspecting passersby, and her deadly Hand Crossbow is excellent for picking off foes from afar.

Katar
The vicious Katar (or "punch dagger") is the Assassin’s first weapon. It is the least of her weapons, but deadly nonetheless. It deals moderate damage at limited range, and can be wielded very effectively in close quarters.

The Tome of Power imbues the Katar with a viscous nerve toxin and allows the Assassin to knock back her enemies with great force.

Hand Crossbow
The Hand Crossbow is a trademark weapon of the Assassin. Light and portable, yet deadly, the Hand Crossbow fires three iron bolts for an added measure of destruction. The Assassin likes to employ this weapon against distant foes, switching to Katar before closing to short range.

The Tome of Power magically multiplies the Hand Crossbow’s projectiles. Instead of three bolts, five flaming bolts are fired from the Hand Crossbow. These bolts stick in their target for a moment before exploding for additional damage.

Grenades
The Assassin wields small incendiary devices that only she knows how to construct. These clusters of Grenades tend to roll and bounce for a moment or two before detonating, and therefore require careful aim and a measure of foresight from the Assassin.

When used in conjunction with the Tome of Power, the grenades increase in size. Instead of hurling a single, small incendiary, the Assassin throws a bigger Grenade, which then detonates into many smaller explosions.

Staff of Set
The Assassin possesses a magical staff with a special power. It fires a scarab of concentrated magical energy. The Assassin may increase the potency of this staff by hesitating before firing it, and allowing magical energy to build up within.

This weapon contains power that must be earned. There are two pieces that must be joined together before it can be unleashed.

The Tome of Power imbues the Staff with a different ability. In its powered state, the restless spirits imprisoned in the staff vent their rage upon its hapless victims, wrapping them in a cocoon of razor-sharp chains and violently stripping flesh from bone.

A Bitter Farewell

It is with heavy hand and heavy heart, dear reader, that I lay down my pen. I had hoped to write a full chronicle of the attack on Eidolon, documenting these four unlikely heroes’ quest to banish him from our world. But now I must abandon my work, for my hiding place has been discovered. Golems and Fire Imps will soon swarm through this place, destroying all that they find here. There is no help for it; I must flee for my life.

The future is uncertain. I have seen it in scattered visions, but the play’s final act has not been performed. Perhaps it is not yet written. Whatever the case, I pray that one of these four heroes succeeds in their quest. If not, this history–and the world that it chronicles–will be forever lost to darkness. I pray it is not so.

–Themedes, Sage of Mur

DEMO MINIMUM SYSTEM REQUIREMENTS

- Windows® 95 or NT 4.0 with 100%-compatible computer system
- Pentium® 90 MHz processor (120 MHz recommended)
- Windows 95: 16 MB RAM (24 MB recommended);
- Windows NT: 24 MB RAM
- Hard disk drive with at least 20 MB of uncompressed space available
- 100% Sound Blaster-compatible sound card
- Joystick and mouse-supported (3-button mouse recommended)
- Supports network and Internet play via IPX and TCP/IP

GL Hexen Additional Requirements

- 24 MB RAM
- GLHexen supports some OpenGL 3D accelerator cards. Consult your hardware manufacturer to determine compatibility.

NOTE: Hexen II uses Microsoft DirectX 3a technology, and requires that your system have the most updated drivers that fully support DirectX.

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DirectX 3a NOTE: The Hexen II demo requires DirectX 3a or later. However, to keep the download time to a minimum, the DirectX installer is not included with the main H2Demo.exe file. You will need to download the DirectX 3a installer separately. The installer is widely available on the Net, and can be found at Activision's website. Once downloaded, the Microsoft DirectX 3a setup program will install the appropriate files on your computer.
Who makes DirectX and how can I contact them?
Microsoft created DirectX. If the answer to the question you are looking for is not found on this page, you may want to contact Microsoft by clicking here or via mail at:
Microsoft Customer Sales and Service
One Microsoft Way
Redmond, WA 98052-6399, USA
Microsoft can also be reached in the USA at (800) 426-9400, or internationally at +1(206) 882-8080.
What is DirectX and why do I need it?
Microsoft's DirectX 3a is an API (Application Programming Interface) set that increases the speed at which games play under the Windows 95 operating system. These APIs allow direct access to the enhanced features of hardware under Windows 95. With DirectX 3a, a program has instant access to the hardware, allowing for great advances in graphics, sound, video, 3-D, and network capabilities of games.
Since Windows 95 and DirectX 3a are relatively new in the computer world and have not achieved compatibility with some older video cards, many manufacturers are releasing updated drivers for Windows 95 to meet the DirectX standard. If you are not sure about your video card's compatibility, consult the company that makes your video card.
If the Microsoft DirectX Installer does not detect DirectX 3a on your computer, it can install DirectX 3a for you. After installation is complete, you will need to restart your computer in order for DirectX 3a to take effect.
If you have other Windows 95 games on your computer, chances are you already have an earlier version of DirectX installed on your computer. In this case, the Microsoft Installer will overwrite that version with DirectX 3a. The DirectX installation process will then be complete. You will need to restart your computer for the changes to take effect.
If you already have DirectX 3a installed on your computer, the Microsoft DirectX 3a installer will detect it and not overwrite any DirectX 3a files. You will not need to restart your computer after installation in order to run Hexen II.
DirectX 3a should not affect any titles designed for the original version of DirectX. Should you encounter difficulties with DirectX 3a, please contact Microsoft for further information.
I am having problems with running Hexen II and think it might be related to my Direct X installation. What should I do?
If you experience problems running Hexen II, try turning off the "Enable 3D Acceleration" option in the DirectX setup program. To disable 3D Acceleration, double click on the dxsetup icon located in Program Files\DirectX\Setup. Uncheck the option for 3D acceleration in the middle of the DXSetup window.
I have heard DirectX is not compatible with some video cards. What can you tell me about that?
Windows 95 and DirectX are relatively new in the computer world and have not achieved compatibility with some older video cards. Many manufacturers are releasing updated drivers to meet the DirectX standard. If you are not sure about your video card's compatibility, consult the Vendor List for the company that makes your video card.
If I don't have DirectX, will Hexen II install it for me?
Yes. If the Microsoft DirectX Installer does not detect DirectX on your computer, it will install DirectX for you. After installation is complete, you will need to restart your computer in order for DirectX to take effect.
If the DirectX Installer copied over a previous version, will the UnInstaller remove DirectX 3a? How will this affect my other Windows 95 games?
DirectX 3a will remain on your computer and you will be able to run other Windows 95 games that use Microsoft’s DirectX libraries. DirectX 3a should not affect any titles designed for the original version of DirectX. Should you encounter difficulties with DirectX 3a, please contact Microsoft for further information (address and phone number listed above).
How do I restore my video and/or audio drivers once DirectX has been installed?
1. Place the disc in the CD-ROM drive and exit from any autoplay screens.
2. Double-click on "My Computer".
3. Right-click on your CD-ROM drive and choose Install DirectX.
Choose the button that satisfies your need (e.g. Restore Audio drivers). This process will install your previous drivers and prompt you to restart Microsoft Windows.
The following manufacturers suggest running DirectX 3a with their products using the configurations listed below. If you need further assistance, please contact your video card manufacturer directly.
Diamond Multimedia
Stealth SE
Stealth 64 Graphics 2000
Stealth 64 Video 2000
Stealth 64 Video 3000
Stealth Video 2001
Stealth Video 2001\TV
Stealth Video 2500
Stealth 3D 2000
If problems are encountered with the above Diamond Multimedia video cards, we recommend that you restore your video card drivers. Instructions are as follows:
1. Place the game disc in the CD-ROM drive and exit from any autoplay screens.
2. Double-click on "My Computer".
3. Right-click on your CD-ROM drive and choose Install DirectX.
4. Click on the button labeled “Restore Video drivers.”
STB Powergraph64 with Vision 95
We have experienced numerous problems with STB video cards running the STB Vision 95 set of display tools. Please uninstall your STB Vision 95 display tools by reinstalling the STB drivers without the STB Vision 95 display tools if you experience any problems playing Hexen II.
ATI Mach 64
If you experience problems running with an ATI Mach 64, click on your Start Button and select Run, then type SYSTEM.INI. Click OK.
Locate the section within the file labeled
[Display]
and add the line STRETCHENGINE=0
Example:
[Display]
STRETCHENGINE=0
Click on File, then choose Save. Click on File then choose Exit to leave your System Configuration editor. Reboot the system and try playing Hexen II again.

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3D ACCELERATORS

The hardware world is changing so fast that it is impossible for us to test, or even list, every 3D accelerator card with GLHexen. While some cards work extremely well, we cannot guarantee that your card will work as expected.

How It Works:
The executable relies on the OpenGL library created by 3Dfx to support their Voodoo graphics cards. If you have a non-Voodoo graphics board that fully supports OpenGL, you can try removing the file Opengl32.dll from the Hexen II Demo directory. This will force the program to use the GL library installed with your card's drivers. However, there are no guarantees that this will work.

If you are using a Voodoo graphics board and are still having trouble getting GLHexen working, we suggest reinstalling your manufacturer's run-time Glide drivers (not the Direct3D drivers if there is an option between the two). Click here to go to the 3Dfx driver page. Other popular manufacturer's driver pages are Diamond Multimedia's driver page, and Orchid's driver page.

It installing the Voodoo run-time drivers does not work, a file called "Glide2x.dll" is located in the game directory on your CD. If you selected GLHexen during the installation process, this file will be in a folder called "Glide2x" in the Hexen II Demo directory. Simply move this file out one level to the root of the Hexen II Demo directory. Again, this may or may not work depending on the brand of card you are using.

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REPORTING BUGS

As this is pre-release software, you will undoubtedly find bugs. We would appreciate your feedback and reports of any bugs you find.

Before you report, you might want to use a Finger client to access the latest reports. Redwood has an excellent finger page with this information. If that link does not work for some reason, you can manually finger h2bugs@mail.ravensoft.com.

When you are ready to report, you can e-mail bugs to h2bugs@mail.ravensoft.com. Be sure to include:

- Your hardware configuration
- The version number in the lower right of the in-game console screen
- Detailed description of how to replicate the bug.

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GETTING STARTED

In the Main menu, you can start a new single-player game by selecting the Single Player option (press Enter), then selecting New Game and choosing a player class.

You can play any of four different characters in the full version of Hexen II, each with his or her own special set of weapons, abilities, and attributes. Only the Assassin and the Paladin are available in this demo, however. Each character will be able to combat enemies and solve puzzles with varying degrees of difficulty. For instance, the Paladin may be a strong fighter but lacks magical powers, while the Assassin can kill easily but can be killed just as easily.

Playing each character requires slightly different gameplay styles, but that’s the fun of Hexen II. Experiment and explore. You’ll be surprised with the variety between the characters. For more information on each of the characters, refer to the Chronicle of Deeds.

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THE BASICS OF PLAY

The goals in Hexen II are simple: stay alive, solve the puzzles, and defeat your enemies. Ultimately, you will face your greatest enemy, Eidolon, but your journey along the way will be far from easy.

Staying Alive

Walking: Using the up and down arrow keys will move you forward or backward at a steady pace. Turn left or right with the left or right arrow keys or by sliding the mouse in the desired direction.

Running: Hold down the shift key while pressing the arrow keys to increase your speed.

Jumping: Press the space bar to jump. You jump farther if you’re moving forward and you jump higher if you’re moving up a slope. You’ll be surprised at the spots you can reach in a jump. You can even avoid some attacks this way.

Swimming: When underwater, aim yourself in the direction you wish to go and press the forward (up arrow) key. You have full three-dimensional freedom, so use your look-up and look-down keys to swim up and down. As in real life, you may lose your bearings while underwater. Use the jump (space) key to kick straight up toward the surface.

Once on the surface, tread water by holding down the jump key. To get out of the water, swim toward the shore and use the jump key to hop out. If you’re down a well or can’t get a grip, you may not be able to climb out. There is always another way out, but you may have to submerge to find it.

Crouching: Press the apostrophe key (‘) to squeeze into tight areas or small openings.

Flying: Certain powerups allow you to fly. In addition to your normal movement keys, use the ‘D’ key to fly up and the ‘C’ key to fly down.

Shooting: Press the Ctrl key or the left mouse button to fire. Hold shoot down to keep firing.

Use: The Hexen II key has an automatic "use" function. To push a button or open a door, walk up to it, or, in some cases, shoot at it. Remember, some walls can be pushed or pulled. To move these blocks, simply walk up to them and push in the desired direction. If a door won’t open or a platform won’t work, you may need to do something special to activate it.

Picking up Items: To pick up items, weapons, power-ups, or armor, simply walk over them. If you can’t pick something up, it means you already have the maximum number of that item possible.

Inventory: Throughout the game, you will pick up various powerups and inventory items. To use an item in your inventory, use your bracket keys ([ and ]) to toggle between your items and then press the Enter key to use the selected item.

Solving Puzzles

Buttons and Floorplates: Buttons activate with a touch, and floorplates must be stepped on. If you see a distinctive looking button in a spot you cannot reach, it’s probably a shootable button.

Hints: Throughout the game, there are books, plaques, and signs that can help you with puzzles. To read these items, simply walk up to them and read the text that appears on-screen.

Doors: Most doors open at your approach. If one doesn’t, seek a button, floorplate, key, or inventory item.

Secret Doors: Some doors are camouflaged. Look for irregularities in the walls, protruding edges, cracks along the walls, etc. Most walls can be pushed, shot, or triggered with a nearby switch. Likewise, a switch may be more obvious than the secret door.

The Secret of Secrets: All secrets in Hexen II are indicated by clues. Don’t waste your time hacking at every wall. It’s much more productive (and fun) to use your brain and your eyes. Look up. An angled texture, a light shining under a wall, a strange sound, anything might be a clue. Something prominent in a room may be a decoration, or it might be a clue.

Defeating your Enemies

There are a wide variety of enemies in Hexen II that attack in many ways. Some fly, some crawl, some just swing at you with their stubby arms, but each requires a slightly different attack to defeat it. If you can’t hit it with your hands, come back later and defeat it with a projectile weapon. If you can’t get near it, shoot it from afar. And when you meet the Four Horsemen and the last of the Serpent Riders, be sure to have plenty of ammo and health saved up. You’ll need it!

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YOUR ENVIRONMENT

The Screen
The large upper area of the screen is the view area. You can adjust the size of this view area by hitting the ‘-’ or ‘+’ keys. Increasing or decreasing your view area will have a direct effect on game performance.

The Status Bar
Immediately below the view area is the Status Bar. Press the Tab key at any time during the game, and the status bar pops up to reveal much more information.

The Hub Level System
Hexen II uses a non-linear hub level system. Each hub consists of several levels. When you enter a hub, you will solve the various puzzles and defeat the enemies that lead you to the Hub Room. From this room, you access any of several teleporters that take you to other levels of the hub. Solve those levels and return to the Hub Room. Once all the levels in a hub are complete, you can move on to the next hub.

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COMMANDS, MENU & CONSOLE

Keyboard Commands

Press F1 (the Help key) or select the Help option from the Main Menu to get a list of keyboard commands.

By using the key configuration option from the Main menu, you can customize the keyboard to suit your fancy, except for the function keys, the Escape key, and the ~ (tilde) key.

Function Keys

F1= Help | F6 = Quicksave
F2 = Save | F9 = Quickload
F3 = Load | F11 = Zoom
F4 = Options | F12 = Screenshot
F5 = Multiplayer |

Weapons

Key | Paladin | Assassin
1 | Gauntlets | Katar
2 | Vorpal Sword | Grenades
3 | Axe | Crossbow
4 | Purifier | Staff of Set

Movement

Move | Arrow Keys
Turn | Mouse Left and Right
Jump/Swim | Space Bar
Run | Shift
Sidestep Left | . or >
Sidestep Right | , or <
Strafe | * Alt
Swim Up | D
Swim Down | C
Inventory Toggle | '[' or ']' (bracket keys)
Inventory Use | Enter
Crouch | ‘ (apostrophe)

Other Controls

Main Menu | Escape
Console | ~ (tilde)
Look Up | A or PgDn
Look Down | Z or Del
Center View | X or End
Mouse Look ** | \ or center mouse button
Keyboard Look *** | Ins

* With the Strafe key pressed, your turning keys or mouse movements move you sideways rather change the direction you’re facing.

** Sliding your mouse forward and back looks up and down while the Mouse Look key is pressed.

*** When the keyboard Look key is pressed, the walk forward/ backpedal arrows will let you look up.

More Advanced Commands: Impulses

Although you can easily customize your controls, some players prefer to set key bindings manually. There are hundreds more commands available in the console. Some of the new items to Hexen II are:

Crouch | +crouch
Lift Object | impulse 13
Inventory Toggle Left | invleft
Inventory Toggle Right | invright
Use Inventory Item | invuse
Drop Inventory Item | impulse 44
Status Bar | +showinfo
Frag Count | +showdm
Toggle Frags | toggle_dm
Torch | impulse 100
Quartz Flask | impluse 101
Mystic Urn | impulse 102
Krater of Might | impulse 103
Chaos Device | impulse 104
Tome of Power | impulse 105
Summoning Stone | impulse 106
Invisibility Sphere | impulse 107
Glyph of The Ancients | impulse 108
Boots of Speed | impulse 109
Disk of Repulsion | impulse 110
Seal of the Ovinmancer | impulse 111
Ring of Flight | impulse 112
Force Cube | impulse 113
Icon of the Defender | impulse 114

Customize Controls

Your keyboard commands are highly customizable. To change the default commands at any time, go to Main Menu> Options>>Customize Controls. Use your up and down arrow keys to toggle between the various choices. Press Enter to activate your choice, and then press the key or mouse button you wish to bind to the command. Your configuration is automatically saved.

Menu

The Menu system can be accessed at any time during a game. Simply press the Esc key to activate the menu during the game.

Use the arrow keys to move the Hexen Glyph up and down the menu. Place the Hexen II glyph before the desired option, and tap the Enter key. To return to Hexen II the Main Menu, tap the Esc key again. To exit the menu and return to the game, press the Esc key when you are in the Main menu.

SINGLE PLAYER:

NEW GAME: Discards the game being played, and starts anew.

> CLASS: Choose one of the four character classes (see the Chronicle of Deeds for more detailed information):

> > Class Key Attributes

> > Paladin | Strong fighter
> > Assassin | Stealth, kills easily, but physically weaker

> > DIFFICULTY: Choose one of four difficulty levels.

> LOAD: Highlight the desired slot, and press the Enter key.

> SAVE: Highlight the desired slot, and press the Enter key. Each saved game is identified by the level's name, plus the proportion of kills achieved so far in that game.

MULTIPLAYER: Controls multiplayer game starting and details.

> JOIN A GAME: Join a pre-existing network game.

> > IPX and TCP/IP: Both network protocols share the same options below. IPX works better on Local Area Networks and TCI/IP is used for internet play.

> > > Address: Your network address. This is automatically entered.

> > > Port: The port at which you will connect to the server. This is automatically entered.

> > > Search for Local Games: Trolls the network for Hexen II servers.

> > > Join a Game At: If you know the name of a server on the network, type it in here.

> > > New Game: Launching a new game will make you a host. Be sure your Setup options (see below) are correct before launching a new game.

> IPX and TCP/IP: Both network protocols share the same options below. IPX works better on Local Area Networks and TCP/IP is used for internet play.

> > Address: Your network address. This is automatically entered.

> > Port: The port at which you will connect to the server. This is automatically entered.

> > OK

> > > Begin Game: Starts a multiplayer game.

> > > Max Players: The maximum number of players in a game. The Max allowed in any game is four unless you are running a dedicated server from a command line.

> > > Game Type: Deathmatch (you against your buddies) or Cooperative (everyone works together to get through the level).

> > > Teamplay: Determines if your teammates’ health is affected when you shoot them.

> > > Skill: Choose one of four difficulty levels.

> > > Frag Limit: Maximum number of kills one player can get in one level.

> > > Time Limit: Maximum amount of time of a game; zero to 60 minutes.

> > > Episode: Selects the hub in which you start unleashing your fury.

> > > Level: Selects the level within the hub.

> Setup: Establishes the parameters that identify you and/or your server.

> > Host Name: The name of your server.

> > Your Name: Your name or nickname.

> > Character: The character class (see above) you wish to play as.

> > Shirt Color: Pick the color of your shirt.

> > Pants Color: Ditto.

OPTIONS: Miscellaneous game options.

> Configure Keys: Permits you to customize Hexen II so every action is linked to the button or key that you prefer. First, move the cursor (via the arrow keys) to the action you wish to change. Then press the Enter key. Now press the key or button you want to bind to that action. For instance, if you wish to use the Alt key for Jump, move the cursor to Jump/Swim, press the Enter key, then press the Alt key.

> Each action can have two different keys assigned to it. If you already have two keys in an entry, you cannot add more from this menu. To clear the keys bound to an action, move the cursor to that action and press Backspace or Delete instead of Enter. This will clear the keys formerly bound to that action, leaving it blank.

> You can bind any key to an action except Function keys, the Escape key, and the ~ (tilde) key. “Weird” keys such as Scroll Lock, Print Screen, etc. may or may not work, depending on your machine, but why bother?

> For a list of impulses and manual commands, go to the Impulses section.

> > Attack: Fires your weapon.

> > Change Weapon: Switches the next weapon in your inventory.

> > Jump/Swim Up: If you're on land, jumps. If you’re underwater, kicks you towards the surface. If you’re right at the water’s edge, pops you up out of the water, if you combine it with forward movement.

> > Walk Forward

> > Backpedal

> > Turn Left

> > Turn Right

> > Run: Press this while moving, and you move at double speed.

> > Step Left: Sidesteps left.

> > Step Right: Sidesteps right.

> > Sidestep: Press this when using turn left or turn right and you sidestep (strafe) instead.

> > Crouch: Lets you fit into tight places.

> > Look Up: Lets you angle your view upward. Your view returns to horizontal when you start walking forward.

> > Look Down: Lets you angle your view downward. Your view returns to horizontal when you start walking forward.

> > Center View: If you're looking up or down, returns your view to dead center.

> > Mouse Look: Press this to allow your mouse to look up or down (by sliding it forward and back), and to remain looking up or down even if you move forward.

> > Keyboard Look: Press this to use your movement keys to look up or down.

> > Swim Up: Use to swim up toward the surface of the water (also used to fly up).

> > Swim Down: Use to swim down (also used to fly down).

> > Lift Object: Pick objects up.

> > Use Inv Item: Use an item in your inventory.

> > Drop Inv Item: Drop an item in your inventory. Most useful in Coop games where you can share resources.

> > Full Inventory: Pressing this key will bring up the status bar.

> > Frag Count: In multiplayer modes, this key will display the score.

> > Toggle Frags: Will turn frag counting on or off.

> > Inv Move Left: Pressing this key will toggle inventory items left.

> > Inv Move Right: Pressing this key will toggle inventory items right.

> > Torch: Lights your way in dark places.

> > Quartz Flask: gives you a health boost.

> > Mystic Urn: completely replenishes your health.

> > Krater: The Krater of Might replenishes your Mana.

> > Chaos Device: Teleports you out of trouble. Where you respawn, no one knows.

> > Tome of Power: Imparts special powers on your weapons.

> > Summoning Stone: Summons some help from a giant imp.

> > Invisibility:

> > Glyph: Glyph of The Ancients is a magical item used differently by each character class.

> > Boots: The Boots of Speed double your speed.

> > Disk of Repulsion: Provides a modicum of protection.

> > Bo Peep: The Seal of the Ovinmancer. One word: Lambination.

> > Flight: Ring of Flight provides momentary weightlessness.

> > Force Cube: Attacks your enemies for you.

> > Icon of the Defender: Provides invincibility.

> Go To Console: Brings down the Console. Also possible by pressing the ~ (tilde) key.

> Reset To Defaults: Everything you've changed in the options menu is reset by this option. Consider it an "Oops" key.

> Screen Size: A slider which enlarges or shrinks your view area. All of the sliders use the right and left arrow keys.

> Brightness: Pretty much self-explanatory. Choose a brightness which doesn't strain your eyes.

> Mouse Speed: Adjusts mouse sensitivity. The farther you set the slider to the right, the quicker your mouse reacts.

> Music Volume: Self-explanatory.

> Sound Effects Volume: Self-explanatory.

> Always Run: When this is selected, you do not need the Run key—you are always at double speed.

> Invert Mouse Up/Down: This gives your mouse “airplane-style” controls. This means that pushing the mouse forward “noses down” and pulling it back “noses up.” Some people prefer this control technique.

> Lookspring: Returns your view immediately to straight ahead when you release the look up/down key. Otherwise, you must move forward for a step or two before your view snaps back. Lookspring does not work while you are underwater.

> Lookstrafe: If you are using the look up/down key, then this option causes you to sidestep instead of turn when you try to move left or right.

> Video Options: This screen allows you to change the resolution of your screen while playing Hexen II. Resolution has the greatest impact on game performance.

> Use Mouse: This option is available only when you are in a Windowed mode (see Video Options above). When turned on, Use Mouse allows you to use your mouse as an input device in the game itself (to turn left or right, for instance). However, you will not be able use your mouse to control your cursor in this mode. Turning Use Mouse off lets you use your mouse in Windows, but not in Hexen II.

HELP: An abbreviated, in-game version of this document.

QUIT: Exits Hexen II at once.

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MULTIPLAYER GAMES

Equally as much fun as the single player game is the multiplayer environment. Whether on a LAN or on the Internet, there are several types of multiplayer action available.

Cooperative

In a co-op game, you and your friends work together to finish each level. Each player can play any of the four character classes, and combining the strengths of each class can substantially enhance puzzle-solving ability.

Deathmatch

In this all-out melee, the sole object is to stay alive long enough to kill everyone else. The player with the most kills wins. No enemies exist in Deathmatch mode, just your so-called friends. Each player starts in a random spot in the level, and various weapons and power-ups are randomly spawned throughout. Items and player re-spawn points are randomized in Hexen II to allow an even playing field.

Team Games

Similar to Deathmatch, Team mode allows players to band against each other in groups. The team with the most kills wins.

Multiplayer Detailed Information

A comprehensive guide to multiplayer action is provided in the online documentation installed with Hexen II.

Console

The console is a command line interface that gives you access to many functions in the game engine. Although it is not necessary to access the console to play Hexen II, many environmental and gameplay settings can be configured through this interface. To access the console, press the tilde (~) key or go to Main menu>Options>>Go To Console. For a complete list of console commands, please refer to the online documentation installed with Hexen II.

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THE HEXEN II TEAM

Raven

Project Director: Brian Raffel

Art
Art Director: Brian Pelletier

Artists: Shane Gurno, Jim Sumwalt, Mark Morgan, Rebecca Rettenmund, Kim Lathrop, Les Dorscheid, Ted Halsted

Animators: Mike Werckle, Brian Schubart

Design
Lead Design: Eric Biessman

Designers: Brian Raffel, Brian Frank, Tom Odell

Programming
Lead Programmer: Rick Johnson

Programmers: Bob "The Doctor" Love, Mike Gummelt

Intern: Josh Weier

Music: Kevin Schilder

Sound: Kevin Schilder, Chia Chin Lee

Activision

Producer: Steve Stringer

Localization Producer: Sandi Isaacs

Marketing Product Manager: Henk Hartong

Marketing Associate: Kevin Kraff

Senior Quality Assurance Lead: Tim Vanlaw

Quality Assurance Lead: John Tam

Quality Assurance Team: Steve Rosenthal, Mike Spann, Steve Elwell, Kelly Wand, Kip Stolberg, Igor Krinitskiy, and Ian Stevens, Marilena Wahmann, Winnie Lee, David Baker

Documentation: Mike Rivera, Sylvia Orzel, Belinda Vansickle

Chronicle of Deeds written by: Joe Grant Bell

Installer by: Steve Stringer, Adam Goldberg, Tanya Martino, Eric Schmidt, Ronnie Lane

Art Assistance by: Carey "Damien" Chico and Franz Boehm

Deal Guru: Mitch Lasky

BizDev Babe: Jamie Bafus

id

Published by:
Id Software, Inc.

The Id Software Technology used under license in Hexen II™ © 1996, 1997 Id Software, Inc. All Rights Reserved.

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HexenII™© 1997 Raven Software Corporation. All Rights Reserved. Id Software, Inc. Software code contained within HexenII™© 1996 Id Software, Inc. All Rights Reserved. Developed by Raven Software Corporation.Published by Id Software, Inc. Distributed by Activision, Inc. under sublicense. Hexen® is a registered trademark and HexenII™ is a trademark of Raven Software Corporation. The Id Software name and the id logo are trademarks of Id Software, Inc. Activision® is a registered trademark of Activision, Inc. All other trademarks and trade names are the properties of their respective companies.

All images contained in this document are the property of Activision, Inc., and may not be used in any form without written consent from Activision, Inc..

SOFTWARE SUBLICENSE AGREEMENT

IMPORTANT - READ CAREFULLY: USE OF THIS PROGRAM IS SUBJECT TO THE SOFTWARE SUBLICENSE TERMS SET FORTH BELOW. "PROGRAM" INCLUDES THE SOFTWARE INCLUDED WITH THIS AGREEMENT, THE ASSOCIATED MEDIA, ANY PRINTED MATERIALS, AND ANY ON-LINE OR ELECTRONIC DOCUMENTATION, AND ANY AND ALL COPIES AND DERIVATIVE WORKS (WHICH YOU SHALL NOT CREATE, AS NOTED BELOW) OF SUCH SOFTWARE AND MATERIALS. BY OPENING THIS PACKAGE, INSTALLING, AND/OR USING THE PROGRAM, YOU ACCEPT THE TERMS OF THIS SUBLICENSE WITH ACTIVISION, INC. ("ACTIVISION").

LIMITED USE SUBLICENSE: Activision grants you the non-exclusive, non-transferable, limited right and sublicense to install and use one copy of this Program solely and exclusively for your personal use. All rights not specifically granted under this Agreement are reserved by Activision and/or Activision’s licensors and sublicensors. This Program is sublicensed, not sold. Your sublicense confers no title or ownership in this Program and should not be construed as a sale of any rights in this Program. Certain software code, such as the engine, is owned by Id Software, Inc. and used under license.

OWNERSHIP: All title, ownership rights and intellectual property rights in and to this Program and any and all copies thereof (including but not limited to any titles, computer code, themes, objects, characters, character names, stories, dialog, catch phrases, locations, concepts, artwork, animation, sounds, musical compositions, audio-visual effects, methods of operation, moral rights, any related documentation, and "applets" incorporated into this Program) are owned by Activision and/or Activision’s sublicensors. This Program is protected by the copyright laws of the United States, international copyright treaties and conventions and other laws. This Program contains certain licensed and sublicenesed materials and Activision’s licensors and sublicensors may protect their rights in the event of any violation of this Agreement. Certain software code, such as the engine, contained within the Program is owned by Id Software, Inc. and used under license.

YOU SHALL NOT:

> • Exploit this Program or any of its parts commercially, including, but not limited to, use at a cyber cafe, computer gaming center or any other location-based site. Activision may offer a separate Site License Agreement to permit you to make this Program available for commercial use; see the contact information below.

> • Use this Program, or permit use of this Program, on more than one computer, computer terminal, or workstation at the same time.

> • Make copies of this Program or any part thereof, or make copies of the materials accompanying this Program.

> • Copy this Program onto a hard drive or other storage device; you must run this Program from the included CD-ROM (although this Program itself may automatically copy a portion of this Program onto your hard drive during installation in order to run more efficiently).

> • Use the program, or permit use of this Program, in a network, multi-user arrangement or remote access arrangement, including any online use, except as otherwise explicitly provided by this Program.

> • Sell, rent, lease, license, distribute or otherwise transfer this Program, or any copies of this Program, without the express prior written consent of Activision.

> • Reverse engineer, derive source code, modify, decompile, disassemble, or create derivative works of this Program, in whole or in part.

> • Remove, disable or circumvent any proprietary notices or labels contained on or within the Program.

> • Export or re-export this Program or any copy or adaptation in violation of any applicable laws or regulations. By using this Program you are warranting that you are not a "foreign person," as defined by U.S. government regulations, or under the control of a foreign person.

LIMITATION ON DAMAGES: IN NO EVENT WILL ACTIVISION OR ID SOFTWARE, INC. BE LIABLE FOR SPECIAL, INCIDETAL OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE OR MALFUNCTION OF THE PROGRAM, INCLUDING DAMAGES TO PROPERTY, LOSS OF GOODWILL, COMPUTER FAILURE OR MALFUNCTION AND, TO THE EXTENT PERMITTED BY LAW, DAMAGES FOR PERSONAL INJURIES, EVEN IF ACTIVISION OR ID SOFTWARE, INC.HAVE BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. ACTIVISION’S LIABILITY SHALL NOT EXCEED THE ACTUAL PRICE PAID FOR THE SUBLICENSE TO USE THIS PROGRAM. SOME STATES/COUNTRIES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS AND/OR THE EXCLUSION OR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITAIONS AND/OR EXCLUSION OR LIMITAION OF LIABILITY MAY NOT APPLY TO YOU. THIS WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS, AND YOU MAY HAVE OTHER RIGHTS WHICH VARY FROM JURISDICTION TO JURISDICTION.

TERMINATION: Without prejudice to any other rights of Activision or Activision’s sublicensors and licensors, this Agreement will terminate automatically if you fail to comply with its terms and conditions. In such event, you must promptly destroy all copies of this Program and all of its component parts.

U.S. GOVERNMENT RESTRICTED RIGHTS: The Program and documentation have been developed entirely at private expense and are provided as "Commercial Computer Software" or "restricted computer software." Use, duplication or disclosure by the U.S. Government or a U.S. Government subcontractor is subject to the restrictions set forth in subparagraph (c)(1)(ii) of the Rights in Technical Data and Computer Software clauses in DFARS 252.227-7013 or as set forth in subparagraph (c)(1) and (2) of the Commercial Computer Software Restricted Rights clauses at FAR 52.227-19, as applicable. The Contractor/Manufacturer is Activision, Inc., 3100 Ocean Park Boulevard, Santa Monica, California 90405.

INJUNCTION: Because Activision and Activision’s sublicensors and licensors would be irreparably damaged if the terms of this Agreement were not specifically enforced, you agree that Activision and Activision’s sublicensors and licensors shall be entitled, without bond, other security or proof of damages, to appropriate equitable remedies, including , without limitation, obtaining an injunction against you, with respect to breaches of this Agreement, in addition to such other remedies as Activision and Activision’s sublicensors and licensors may otherwise have under applicable laws.

INDEMNITY: You agree to indemnify, defend and hold Activision and Activision’s partners, affiliates, contractors, officers, directors, employees, licensors, including Id Software, Inc., sublicensors and agents harmless from all damages, losses and expenses arising directly or indirectly from your acts and omissions to act in using the Product pursuant to the terms of this Agreement.

MISCELLANEOUS: This Agreement represents the complete agreement concerning this sublicense between the parties and supersedes all prior agreements and representations between them regarding this sublicense. It may be amended only by a writing executed by both parties. If any provision of this Agreement is held to be unenforceable for any reason, such provision shall be reformed only to the extent necessary to make it enforceable and the remaining provisions of this Agreement shall not be affected. This Agreement shall be construed under California law as such law is applied to agreements between California residents entered into and to be performed within California, except as governed by federal law, and you consent to the exclusive jurisdiction of the state and federal courts in Los Angeles, California; provided, however, that all lawsuits and/or claims relating to any rights and/or property of Id Software, Inc. shall be brought in the federal and/or state courts in Dallas County, Texas where exclusive venue for such matters shall lie and in the case of such lawsuits and/or claims the laws of the state of Texas and federal law shall govern this Agreement.

If you have any questions concerning this sublicense, you may contact Activision at 3100 Ocean Park Boulevard, Santa Monica, California 90405, (310) 255-2000, Attn. Business and Legal Affairs.