
 WITCHAVEN MANUAL

 ** VIRTUAL REALITY DEVICES **

 CYBERMAXX - To run game with Cybermaxx support type WH CYBER (com port #)

 I-GLASSES! - To run game with I-Glasses! support type WH IGLASS (com port #)

 SOUND CARD NOTES:

 GRAVIS ULTRASOUND
 Gravis Ultrasound users must run the GRAVIS.EXE file after they have 
 installed the game to their hard drive. Once you have done this, simply 
 run the SETUP.EXE program again and your Gravis Ultrasound should work
 properly. (You may not here MIDI during the test, but it will work in 
 the game.)
 
 Table of Contents
 Credits.......................................2
 Game Play.....................................3
 Introduction.................................10
 Weapons......................................18
 Spells.......................................22
 Items........................................25
 Denizens of the Labyrinth....................30
 Reference....................................37

 Executive Producer 
 Amy Smith Boylan

 Producer 
 James Wheeler

 Assistant Producer
 Richard Henning

 Product Manager 
 Judy Melby

 Lead Programmer 
 Rafael Paiz

 Additional Programming 
 Les Bird
 Joe Abbati

 Orginal Music & Sound FX 
 Joe Abbati

 Creature Modeling 
 Scott Nixon
 Ernie Roque

 3D Animation and Artwork 
 Scott Nixon
 Ernie Roque
 Gonzalo Montes de Oca
 John Potter
 Carlos Ibarra

 Cover Artwork 
 Ken Kelly

 Map Coordinators 
 Richard Henning
 Ernie Roque

 Original Story and Maps 
 Mike Pitts

 Documentation
 Robert Hobbs
 Frank M. Hale Jr.
 Rick Lenz

 Quality Assurance Manager 
 Carlos Munoz

 3D Introduction 
 Animation Factory

 Weapons Provided By 
 Blacksword Armoury, Inc.

 Game Play
 The following section is a quickstart for those eager to enter the Witchaven.
 All commands and on-screen elements are explained. Once the introduction has
 finished, you should see the Main Menu. 

 MAIN MENU

 New Game
 This option starts a new  game. You start at  the entrance  of the labyrinth
 with 100 health, 0 experience, 0 armor, 0 potions, 0 spell charges  and  a
 dagger.

 Load/Save
 This option allows you to either load or save a game. 

 Blood and Gore
 This option allows you to change the level of graphical violence and the
 difficulty of play.  There are two settings for the graphical depiction of
 violence and four difficulty levels to choose from.  The difficulty levels
 and their effects are:

 Level 1: monsters have reduced health.
 Level 2: monsters have average health.
 Level 3: monsters have increased health.
 Level 4: monsters have greatly increased health, and are resurrected.

 Help
 This option brings  up  the Witchaven on-line help. It is a quick- reference
 for weapons, spells, potions, and gameplay commands.

 Quit
 This option allows you to exit to DOS. You will be prompted with "Are you
 sure y/n?"

 SCREEN ELEMENTS

 Map
 Pressing the TAB key brings up the overhead map.The map displays what you
 have explored of the level you are on. You are represented by the arrow, and
 the map rotates as you do. When active, the overhead map's size can be
 changed using the + and  - keys. You can move the overhead map by pressing
 the "F" key and then by using the arrow keys.

 Experience Points and Levels
 This area indicates the experience points and experience level you have
 attained. You gain experience points by killing monsters and finding certain
 items. Once a sufficient number of points have been reached, you rise in
 experience levels, thereby acquiring damage bonuses, more health, and the
 ability to wield two weapons simultaneously.  See Experience in the Reference
 section for more details.)

 Health
 This number represents the amount of damage you can sustain. When monsters or
 traps strike you, you lose health points. If your health reaches zero, you
 die. You can increase your health by drinking blue potions and finding
 certain items. You can minimize your health loss in combat by finding better
 armor. In addition, your total possible health increases as you gain
 experience levels. 

 Spellbook
 This area displays all the spells available to you and the number of spell
 charges remaining. To select a spell, flip the pages  of the book by pressing
 the corresponding function key:

 Scare           F1      Fly             F5      
 Night Vision    F2      Open Door       F6
 Freeze          F3      Fireball        F7
 Magic Arrow     F4      Nuke            F8      
	
 After selecting a spell, press the ~ key to cast it. 

 NOTE: Many of the spells require that you reach a certain experience level
 before you gain the ability to cast them. See the Experience portion of the
 Reference section for more details.

 Armor
 This area displays your remaining armor points. The type of armor you are
 wearing determines the number of points and the manner in which enemy damage
 is distributed.  See the Items section for more details.

 Keys
 This area displays the keys you have. There are four key types: the black
 key, brass key, glass key, and the ivory key. To open a door with a key, get
 close to the door and hit the SPACEBAR.

 Potions
 This area shows the potions you are carrying. There are five potion types:
 Health, Strength, Cure Poison, Resist Fire, and Invisibility. The triangle
 slider points to the potion selected. You can move it by pressing the left
 and right bracket keys: [[ and ]]. To drink a potion, press the ENTER key. 
 
 Weapon
 This area shows the weapons you are holding. To select a weapon, press the
 corresponding number key.

 Fists           1       Battle Axe              6       
 Dagger          2       Bow                     7       
 Short Sword     3       Pike Axe                8
 Morning Star    4       Two Handed Sword        9               
 Broad Sword     5       Halberd                 0

 To attack, press the  LEFT CTRL key on the keyboard, the LEFT mouse button
 or BUTTON #2 on the joystick. As you gain experience levels, you get a weapon
 damage bonus and learn how to handle two weapons at once. For more
 information see the Weapons section.

 Screen Adjustment
 The screen size can be adjusted to speed up game play.  Press the + key to
 increase the screen size and the - key to shrink the screen size.

 Movement
 The movement keys can be customized by running Setup.exe. Providing you have
 not altered the default settings, use the following keys to control movement:

 Walking
 Use the appropriate ARROW keys , the RIGHT MOUSE BUTTON or UP on the joystick.

 Running
 Hold down the SHIFT while walking or BUTTON #1 on the joystick.

 Strafe
 Press the ALT key on the keyboard. 

 Flight
 After casting the Flight spell:

 Fly Up:  press the PAGE DOWN key & press the up arrow key. (+ = Straight up) 
 Fly Down: press the PAGE UP key & press the up arrow key. (- = Straight down)
 Cancel Spell: press the END key

 Doors and Chains
 To open doors and pull wall chains, press the SPACEBAR.

 This concludes the summary of gameplay and screen elements. 
 
 PLAYER SECTION:
 
 Introduction
 Weapons
 Spells 
 Items 
 Denizens of the Labyrinth

 Weapons

 "Though by force alone you will not survive, the weapons of the fallen will
 be your greatest ally in vanquishing the Witches. As Lord VerKapheron's loyal
 guard fell beneath the hellish assault from the Nether-Reaches, their weapons
 and bones came to litter the tunnels, offering some small defense and a
 reminder of mortality, imminent and unremorseful."

 The following is a description of those weapons you are likely to find while
 storming the Witchaven.

 Fists
 The weapon of last resort, your fists do the least amount of damage of all
 the weapons, and have the shortest attack range. Each punch does 1 to 5
 points of damage. 

 Dagger
 The dagger is a short double edged blade. It has the same range as your
 fists, but allows both a slashing and a stabbing attack. The dagger inflicts
 5 to 8 points of damage with its slashing attack and 10 to 15 with its
 stabbing attack.

 Short Sword
 The favoured weapon of the Goblin tribes, the short sword is a double edged
 blade of poor quality. It inflicts only 5 to 10 points of damage and breaks
 easily.

 Morning Star
 The Morning Star is a devastating spiked ball and chain. It does more damage
 than the bronze sword, and has a larger swing radius as well. The crushing
 attack inflicts 10 to 15 points of damage and the swinging attack inflicts
 15 to 20.

 Bow
 The epitaph of Lord  VerKapheron's archers, the  bows  and quivers you find
 give you the advantage of attacking from a distance. Each arrow is capable of
 inflicting between 15 and 30 points of damage. In addition, the bow is never
 damaged, therefore it is never rendered useless. However, you are limited to
 the number of arrows you can scavenge. 

 Broad Sword
 Forged in the keep armory, this weapon is heavier and sturdier than the short
 sword. It is double-edged  and gives you two different swinging attacks. The
 left hand attack inflicts 15 to 20 points of damage and the right-hand attack
 inflicts 20 to 25 points of damage. 
 
 Battle Axe
 The battle axe is the native weapon of the MinaDrake. This sturdy curved
 blade inflicts more damage than the broad sword and has a high resistance to
 damage. One-handed, the battle axe inflicts 20 to 25 points of damage. 
 Wielded with two hands, the battle axe is capable of doing  25 to 30 points
 of damage.

 Halberd
 This is a large blade mounted on the end of a long wooden pole. The Halberd
 has the largest attack range of all weapons except the bow, and it inflicts 5
 to 20 points of damage with a piercing attack and 5 to 35 points of damage
 with a swinging attack.

 Pike Axe 
 These items were once the symbol of the castle guard, serving as both a melee
 and a missile weapon.   With the swinging attack, the pike axe inflicts 5 to
 10 points of damage,  and with an overhead chopping attack it can inflict 10
 to 15 points of damage. Furthermore when more than one Pike Axe is found, the
 additional axes can be thrown, inflicting 10 to 15 points of damage. 

 Two-Handed Sword
 This gigantic double edged blade does the most damage of all the  weapons
 you  will  find in  the  Witchaven. It  allows   two  swinging attacks,
 inflicting 20 to 30 points of damage with the left swing and 25-to 30 points
 of damage with the right swing. 

 Damage Modifiers
 Both your experience level and strength affect the amount of damage you can
 inflict with weapons. You gain 1 point of additional damage per experience
 level, and drinking a strength potion doubles inflicted damage. 


 Break Hits
 Each weapon, depending on the quality of its make and the strength of its
 design, has a certain number of break hits. This is the number of hits the
 weapon can inflict before dulling or breaking. Of the non-magical weapons,
 the short sword is the weakest, and the two-handed sword the strongest. 

 Weapon Proficiencies
 As you gain experience levels, you become more proficient with handling
 weaponry. This skill allows you to wield two weapons simultaneously. See the
 Experience portion of the Reference section for more details.
 
 Spells

 "Certain words, ancient and sacred, have the power to magnify and focus the
 will. They allow those with discipline to bend reality and invoke the powers
 arcane. Such words comprise the languages of the Nether-Reaches but exist in
 the Prime Realms only as writing, scribed from parchment to parchment by
 initiate mages, refusing to be memorized and forever eluding the reason of
 man."

 Providing you have reached a sufficient level of experience, scrolls you find
 can be incanted, thereby casting the spell and affecting the  physical world.
 The following is a short description of spells you may learn on your quest to
 destroy the Witchaven.

 Scare
 When cast this spell reaches into the mind of your foe and fetches its
 deepest fear. This spell is most effective on lesser creatures, for more
 powerful minds can see through the illusion. When effective, the spell lasts
 four seconds per experience level. 

 Night Vision
 This spell enhances your vision, granting  you the ability to see in darkness
 for a limited time. The spell lasts ten seconds per experience level. 
 
 Freeze
 This spell launches a ball of energy that draws the heat from all creatures
 in a line stretching  3 feet per experience level. The spell makes your foes
 so brittle that they can be shattered with a single blow. The spell is
 powerful but limited in the sense that fire based creatures may be immune to
 its effects, and you cannot launch it at a creature within melee range.

 Magic Arrow
 This spell launches 10 energy projectiles, inflicting 20 to 40 points of
 damage each.

 Open Doors
 This spell will open any door requiring a key. 
 
 Fly
 When invoked,  this spell commands the power of air, granting you the ability
 of flight for a limited duration.  The spell lasts thirty seconds plus an
 additional second per level of experience. 

 Fireball
 When cast, this channels the heat of the earth, incinerating all creatures
 within 10 feet that fail to resist the effect of the spell. Those that resist
 are singed, but otherwise unharmed. 
 
 Nuke!
 This spell summons the energy of the stars, annihilating all creatures and
 items within 30 feet. Only the most powerful of the witches are capable of
 resisting this spell.

 Scrolls
 There is a scroll for every type of spell mentioned in the Spells section.
 When found, a scroll counts as a spell charge, ready to be spoken so that the
 magic bound in the text can be released.

 Items

 "There is a wide assortment of items to be found in the labyrinth. For
 decades since the assault on VerKapheron Keep, warriors and adventurers from
 across the Prime Realms have journeyed into those dark depths seeking glory
 and wealth. A few have returned, but most have perished, leaving their items
 behind to collect dust amidst their aging bones and forgotten dreams."

 Ankh
 Artifacts left by VerKapheron's priests, the ankh's powers of life grant 250
 health points. 

 Amulets
 Two amulets can be found in the labyrinth:

 Amulet of the Mist
 This amulet renders you invisible for 1 minute.

 Shadow Amulet
 This amulet acts as  a Scare spell for 1 minute.

 Armor 
 Armor serves two important functions: to deflect enemy attacks and thereby
 nullify all damage, and to absorb damage that is inflicted, reducing the cost
 to health. Though there are numerous items in the labyrinth that increase
 your armor, there are only three armor classes: leather, chain and plate. 

 When you are successfully attacked, a certain amount of armor points are
 deducted from your pool, and then some percentage of the enemy's inflicted
 damage is subtracted from your health.The three classes of armor and their
 effect are:

 Leather: loses 4 armor points per hit, half damage is inflicted.
 Chain: loses 2 armor points per hit, one-quarter damage is inflicted.
 Plate: loses 1 armor point per hit, one-quarter damage is inflicted.

 Each armor type or armor-affecting item gives you a certain number of armor
 points, and protects as one of the classes above.  Obviously leather protects
 as leather, chain as chain and plate as plate, but other items will protect
 as one of the classes above as well. For example a Crystal Staff gives you
 300 armor points and protects as chain. When those 300 points have been
 exhausted, that item is no longer useful and is discarded. Furthermore, you
 can wear only one type of armor at a time.

 Example: Suppose you find a suit of leather armor. You get 50 armor points.
 Each enemy hit subtracts 4 armor points and inflicts half damage on your
 health. If you find a suit of chain, your armor points go to 100, not 150
 because the suit of leather is discarded. Now each enemy hit would reduce
 your armor points by 2, and inflict one-fourth the amount of damage to your
 health. 

 Leather Armor
 Bound leather armor offers the poorest form of  protection, granting 50
 points of  armor, losing 4 points  per hit and allowing half of inflicted
 damage to be taken from your health. Still some armor is better than none,
 and leather armor can sometimes deflect enemy attacks altogether.

 Chain Mail
 An armor composed of a padded metal mesh. Chain mail gives you 100 armor
 points. It loses armor at the rate of two points per hit, and allows only
 one-fourth of all damage to health. Chain mail has a good chance to deflect
 enemy attacks.

 Plate Armor
 The highest quality armor, this armor grants you 150 armor points, loses only
 one point per hit, and allows only one-fourth of all damage to health. Plate
 mail has a very good chance to deflect enemy attacks. 

 Crystal Staff
 This item gives you 250 health points, 300 armor points and protects as chain
 mail.

 Helmet
 This artifact grants you the power of legendary heroes, increasing the speed
 of your attacks, giving you ten armor points,  and doubling your damage for
 thirty seconds. 

 Horn
 For one minute, every point of damage you inflict is added to your health.

 Keys
 There are four types of keys in the labyrinth: Brass Keys, Black Keys, Ivory
 Keys, and Glass Keys.

 Pentagram
 These are artifacts used  to  move  quickly  through  the labyrinth. You must
 have one in your possession to activate the level's teleporter.

 Potions
 Five types of potions can be found in the labyrinth:

 Blue Potions: Increases your health by 25 points.
 Green Potion: Increases your strength, doubling all damage for 30 seconds.
 Orange Potion: Cures poison.
 Red Potion: This potion gives you immunity from fire for 30 seconds.
 Brown Potion: This potion turns you invisible for 30 seconds, though
 creatures have a fifty percent chance to see you if you attack.

 Rings
 During the battle for the keep, many magic-using soldiers on both sides were
 slain, leaving behind an abundance of rings.

 Adamantine Ring
 This ring protects as plate mail, but gives no armor points.

 Onyx Ring
 Grants you protection from missiles.

 Sapphire Ring
 This ring provides protection from fire attacks for a limited time. 

 Scepters
 There are two scepters to be found within the labyrinth. The Blue scepter
 grants you the ability to walk on water, and the Yellow scepter allows you 
 to walk on lava. The effect of both scepters is limited to the level upon
 which they are found. 

 Shield
 This item gives 50 armor points and protects like plate mail. In addition,
 the sharp spike protruding from the outside can be used to attack as a 
 dagger, inflicting 5 to 8 points of damage. The shield can only be used when
 you have a one handed weapon selected, and like other  weapons, it can  be
 damaged  and rendered  useless.

 Treasure Chest
 The lure of many  adventurers.  Within  these chests  lie glittering wealth
 or grave danger. 

 Denizens of the Labyrinth

 "As news of the invasion from the Nether-Reaches reached the sovereign ears
 of the nearby mainland Lords, expeditions were planned to scout out this new
 threat. Many groups sank into the dark tunnels of the labyrinth and most met
 death there, cold and quick, at the hands of the Witches' minions. The
 expeditions stopped, and the Lords on the mainland took to fighting amongst
 themselves. Whether by Witchs' work or human greed, they have forgotten the
 threat to the Prime Realms, but we of Stahzia have not. I will tell you what
 I have heard of these creatures..."

 This section serves to illuminate what is known of those creatures that now
 inhabit and protect the outer parts of the labyrinth and the inner sanctum
 known as the Witchaven. 

 Rat
 The scavengers of the labyrinth. The rats are thick there, for they have much
 upon which to dine. They feasted on the fallen during the first assault, and
 now their numbers are maintained by the casualties of the Goblin wars. 

 Spider
 Once normal arachnids, the Spiders were warped by dark magic of the Grey
 Witches. They attack with a venomous bite.

 Skeleton
 These undead are the result of death magic rituals deep within the Witchaven.
 Wandering without purpose, these damned souls claw at the living with
 contempt.  

 Ogre
 These creatures of the Nether-Reaches possess enormous upper body strength
 and a meager intelligence. Most were enslaved by the Witches and  forced to
 carve out the Witchaven beneath  Lord  VerKapheron's  keep. Once  the labour
 was  complete, the Witches attempted to exterminate them. Those that escaped
 wander the labyrinth, staying clear of the warring Goblin tribes and the
 merciless MinaDrakes.

 Brown Ogre
 The weakest of their kind, the Brown Ogres are doomed to forever tread in the
 shadows of their more powerful brethren. As the  stronger would do to them,
 so too the they seek out those that are weaker to prey upon. As all Ogres
 have a disproportionately high upper body strength, they hammer at their prey
 with their hard, bony fists.

 Green Ogre
 Possessing a higher intellect than any other type, these Ogres were
 conscripted to act as overseers during the carving of the labyrinth. 

 Red Ogre
 Where the need for brawn was keenest, the Red Ogre was quickly drafted. By
 far the most violent and intemperate, they have banded together to prove that
 might makes right. They strive to bring about by fist and fury a world where
 they get the best in food and dwelling. 

 Goblin
 Following the securing of the keep, Illwhyrin brought three of the Goblin
 tribes from the Nether-Reaches to patrol and hinder all would-be heroes and
 warriors of the Prime Realms. However, once loose in the labyrinth, the
 Goblins slipped beyond her control and their intelligence and  greed pushed
 them into factional warfare.  Now only the brown Mountain Goblins seem loyal
 to the Witches.

 Forest Goblins
 Abandoned by the Witches for their innate weaknesses, the Forest Goblins are
 quickly being destroyed by the greater strength of  the Desert  Goblin tribe
 in  a  subterranean  territorial war. Pushed  to the higher levels near  the
 surface,  the Forest Goblins dine on rat meat and long for their woodland
 home. 

 Mountain Goblins
 Merely average  in  strength  and  intelligence, the  brown  Mountain Goblins
 are  the  easiest to control of  all  the  transplanted Goblin tribes.
 Existing primarily as servants of the Witches, the Mountain Goblins scout the
 surface of Char for invaders and occasionally carry out death missions on the
 weaker Forest Goblins. 

 Desert Goblins
 The strongest and most cunning of the Goblin tribes, the tan Desert Goblins
 control most of the areas outside the Witches' direct sphere of influence.
 Having pushed the weaker Forest Goblins to the surface levels, they are in a
 position to hinder the Mountain Goblins on their errands and dictate somewhat
 the movements of the other labyrinth denizens. Still,  the Desert Goblins are
 no match for the Witches' more powerful minions, and avoid the MinoDrake and
 Lava Fiends  unless it  be to  vanquish a greater outside threat.

 Lava Fiend
 Summoned from the Lower Planes, the Lava Fiends are bound in servitude to the
 Witches. Because of the low-magic quality of the Prime Realms,  they  are
 greatly  weakened  in the Witchaven. Drawing their energy from sources of
 elemental fire, the Lava Fiends gravitate to Char's subterranean lava flows.

 MinoDrake
 The MinoDrakes are a race of part man, part bull and part fire drake. As
 such, they are an intelligent,  stubborn race that savors the heat of the
 earth. They serve as loyal soldiers for the Witches,  wielding large battle
 axes and guarding designated areas to the death. 

 Grey Witch
 The outer circle of the Order of Witches, the Grey Witch lives only to defile
 the sacred in the Prime Realms. With their flesh sculpting ability, they have
 created the giant Spiders,  and they have the power to summon several at 
 will. They attack with both a stream of grey sludge and a venomous touch. 

 Skeletal Witches
 Just above the Grey Witches in the Order, the Skeletal Witches have dedicated
 their souls to death magic. Over centuries, their once human forms were
 twisted and shaped into the image of their master. They attack with fiery
 missiles.

 Guardian
 Guardians are sentient faces of magical stone, imbued with life by the cruel
 magic of  the Witches. Embittered  by their immobile existence, the Guardians
 despise all living things. They spit hissing balls of fire in their fury and
 long for an end to their suffering. 

 Willow Wisp
 Perhaps one of the strangest denizens of the Witchaven are the Willow Wisps.
 These amorphous creatures pushed through the Veil during the siege, attracted
 to the magical energies being expended by witch and priest alike. The Willow
 Wisp absorbs magic and life energy, attacking with an electrical shock at a
 distance and draining experience levels on contact.  

 Dragon
 Little is known about these mighty creatures other than that they are native
 to the Nether-Reaches and they are capable of breathing long columns of
 flame. It is assumed that they were brought through the veil by Illwhyrin, 
 but it is possible that they came of their own free will. Few have attempted
 to engage these creatures in combat, and though many  would  claim otherwise,
 there is no confirmed record of a dragon being slain.

 Midian
 Named for the energy  that spawned them, the Midian were shaped from the
 tattered soul pieces of the vanquished High Priest Midias. These dark
 guardsmen exist only to protect Illwhyrin and crush her enemies to dust. 

 Illwhyrin
 The most powerful of the Nether-Reaches Order of Witches, Illwhyrin's
 abilities and ambitions are  myriad. Since  her emergence in the Prime
 Realms,  she has fed on the energies of her enemies and clouded the minds of
 the High King's subjects. A master of death magic, she is able to raise the
 dead, channel the forces of fire, and summon minions at will. She toys with
 would be heroes, often appearing just long enough to render their weaponry
 useless before teleporting to the deeper levels of  her Witchaven. 
 Disconnected  from her source of  power  in the Nether- Reaches, Illwhyrin's
 strength  dwindles   daily,   nevertheless each moment brings her closer to
 completing a permanent portal through the Veil. A portal that, once open,
 would replenish her dark energies and loose the forces of Chaos on a
 complacent world. 
 
