THE BASICS

Starting a Game
To learn how to start a game, go to the Getting Started page.

Learning the Interface
There is an excellent online tutorial within the game itself.  To get familiar with the screen interface, Corvus' controls, and basic weapons use, start Heretic II, select Game > Training.  This will take you into a training level.  To begin, walk up to the first book immediately in front of you and follow the on-screen prompts.

Saving and Loading a Game
Save and load games by using the Tome of Power or through the function keys. Press Esc to open the Tome of Power. Choose Main and select either Save Game or Load Game.

To Load a game, select the game file you wish to load using the mouse or by highlighting it with the arrow keys. When you have the desired file highlighted, press ENTER to load that game.

To Save a game in progress, select the game slot you wish to record your game in (saving in a used slot will overwrite previously recorded game information) using the mouse or by highlighting it with the arrow keys. Enter a name for your saved game and press ENTER.

Press F6 at any time to quicksave your game into a special slot. Pressing F7 will automatically load your last quicksaved game.

The quicksave slot may only hold one game at a time, so be sure that you wish to write over it before you press the key. Once you do, the old game information will be lost.

Multiplayer Quick Start

Starting a New Multiplayer Game
Press Esc to open the Tome of Power and choose Multiplayer.

To Setup your player for Deathmatch or Cooperative play, choose Player Config. Enter the following information:

Name: Enter a Name for yourself. Others will see this name in multiplayer games when you either are killed or kill another player.

Skin: Choose a skin for yourself. This is how you will appear to other players.

To join a multiplayer game started by another player, choose Join Server. Choose from the following options:

Address Book: This is a list where you add the IP addresses of your favorite servers. Selecting one and pressing Enter will connect you to that server.

Refresh Server List: This option will scan your network for any available games. Selecting an available game will connect you to that game.

Server List: If a game is shown on the list when you enter this menu, simply select it and you will connect to that game.

To start a multiplayer game, choose Start Server. This will give you eight further options:

Initial Map: This is the map in which your multiplayer the game will begin.

Rules: This is where you set the type of multiplayer game you wish to start. It may either be a Cooperative game or a Deathmatch.

Time Limit: This is where you set the number of minutes your multiplayer game will last. At the end of this time, the game will terminate.

Frag Limit: This is where you set the frag limit for a Deathmatch game. When this goal is reached by a player, the game will terminate with them as the winner.

Max. Players: This is where you decide how many players will be allowed to participate in your multiplayer game.

Hostname: Enter a hostname here, so other players may recognize your game as the one to join. This name is what will appear on their server lists.

Deathmatch Flags: Where you may further set the conditions for a Deathmatch game.

Weapons Stay: When Weapons Stay is turned on, spell and weapon pickups are not removed from the world after they are picked up.

Allow Shrines: This option sets whether any of the shrines are available during the game. If turned off, all of the shrines will be disabled for the duration of the game.

Allow Health: When set to Off, this option will remove any health pickups from the deathmatch level.

Allow Mana: Use this option to remove all mana pickups from the level.

Auto Weapon: This option determines whether weapons are equipped automatically when they are picked up. If set to Yes, when a player picks up a new weapon, if it is a better than the players current weapon, the new weapon will automatically become the players current weapon.

Offensive Ammo: This option enables or disables offensive weapon ammo, such as arrows and Hellorbs.

Defensive Spells: This particular option, when turned Off, disables the use of any defensive magic.

Spawn Farthest: The Spawn Farthest option tells the server to respawn a killed player at the start point that is the farthest away from any other player. This option gives newly reborn players a small amount of breathing room before being attacked again.

Same Map: When enabled, this option causes all new games to start in the same map.

Force Respawn: When this option is enabled, players are automatically respawned when they are killed. If disabled, players must manually respawn by pressing the fire button.

Allow Exit: This particular option enables or disables the level exits in deathmatch. If this is disabled, players will not be able to end a map by moving through an exit.

Infinite Mana: With infinite mana enabled, players never run out of mana for both defensive and offensive magic.

Dismemberment: Dismemberment allows players to be dismembered as other players damage them. If an arm is lost, this could prevent players from using spells and weapons until the damage is healed.

Start the Slaughter: Starts the game/launches your server. As long as there are open player slots in the game, players may join at any time during the game’s duration.

Saving a Cooperative Game

Saving a cooperative game is very much like saving a single player game. The major difference lies in who can save the game. Only the server can save or load a multiplayer game. When a multiplayer game is loaded all players should rejoin in their original joining order. This will allow the game to restore their characters to the same condition they were when the game was saved. If a new character joins the game, he or she begins with the same weapons as the rest of the party, but the character will be as if it were just resurrected from death.

 

Amiga Credits

Project Manager : Hans-Joerg Frieden

Programming : Peter Annuss, Hans-Joerg Frieden, Steffen Haeuser

Sound Programming : Christian Sauer

Additional Programming : Thomas Frieden, Michael Siegel

Legal Counsel : Ben Hermans

Amiga Beta tester staff : Michael Garlich, Ben Yoris ...

Special thanks to : Sam Jordan, The World Foundry, Martin McKenzie

 

Activision Amiga Team :

Licensing : Dave Anderson

Amiga Central Technology Manager : Ed Clune

Amiga Associate Producer : Ken Love

Amiga Production Coordinator : Talmadge Morning Jr.

Amiga Production Reviewer : Hector Guerrero

Amiga QA Tester : Mihai Pohnontu

 

 

Original Credits

Heretic II Team

Production

Creative Directors: Brian Raffel, Steve Raffel

Project Leader: Brian Pelletier

Producer: Steve Stringer

Lead Designer: Jon Zuk

Lead Programmer: Patrick Lipo

Art Direction: Brian Pelletier

Lead 2D Artist: Jeff Butler

Project Administrator: Daniell Freed

Associate Producer:  Steven Rosenthal

 

Designers:

Michael Ramond-Judy

Matt Pinkston

Mike Renner

Tom Odell

Jeremy Statz

Tim Jervis

Brian Raffel

 

Additional Design:

Chris Foster

Eric Biessman

Bobby Duncanson

 

Assistant Lead Programmer:

Jake Simpson

 

Player, Weapon and Game Programming:

Patrick Lipo

Game Programming and Art Asset Coordination:

Robert Love

 

Camera, Network, and Game Programming:

Marcus Whitlock

 

Interface, Hardware, and Low-Level Programming:

John Scott

 

Player, Monster and Game Programming:

Josh Weier

 

Monster and Game Programming:

Mike Gummelt

 

Low-Level and Game Programming:

Jake Simpson

 

Chief Technologist:

Gil Gribb

 

Scripting System and Quake Engine Expert:

Rick Johnson

 

Assistant Technologist:

Josh Heitzman

 

Additional AI and Special Effect Programming:

Steve Sengele

 

Additional Weapon Effect Programming:

Nathan McKenzie

 

3rd Party Support and Programming:

James Monroe

 

Quake Editor Support and Modification:

Dan Kramer

 

Lead 2D Artist: Jeff Butler

2D Artists: Rob Gee, Gina Garren, Kim Lathrop, Mark Nelson, Les Dorscheid

Addition Artwork: Joe Koberstein, Kevin Long, Steve Raffel, Brian Raffel, Brian Pelletier, Scott Rice

3D Artist / Object Modeler: Jeff Lampo. Additional objects: Les Dorscheid, Brian Pelletier

Animators:

Brian Shubat - Corvus, Plague Elves

Jeff Dewitt - Plague Spreader, Celestial Watcher, Gorgon, Carthorian Assassin, Trial Beast, Morcalavin, Additional Corvus and G’krokon animations. Cut scene animations.

John Payne - Rat, Myxini, Mutant Ssithra, High Priestess, Overlord, Guard, T’chekrik. Cut scene animations.

Eric Turman - Harpy, Plague Ssithra, T’chekrik

Additional Animations: Jarrod Showers - Chicken, Cut scene animations

Mike Werckle - G’krokon

Steve Raffel - Raven Software Animated Logo

 

Creature Conceptualization and Box Cover Painting: Brom

 

Production Testing: Steven Rosenthal, Steve Elwell, John Tam, and Shane McAllen

Additional Production Testing: Chris Ovitz

 

QA

Senior QA Lead: Curtis Shenton

QA Lead: Dave Baker

QA Team: Damien Fischer, Derek Johnstone, Eric Lee, Mohammed Wright, Talmadge Morning, Chad Bordwell, Aaron Gray, Matt Powers, Jon Virtes, Gene Bahng, Glenn Ige, Justin Mills, Ben Deguzman, Edward Murphy, Paul Baker, Paul Sauser, Eric Koch, Brian Ullmer, Thomas R. Bissell, III

VP of CS/QA: Jim Summers

QA Manager: Dave Arnspiger

 

Marketing Team

Product Manager: Steve Felsen

Associate Product Manager: Kevin Kraff

Publicity Manager: Maryanne Latiaf

PR Associate: Caroline Poon

Online Production Coordinator: William Mull

Web Site Artist: Charles Hinshaw

 

Localizations

International Publishing: Sandi Isaacs, Peter Oey, Ed Bainbridge

Creative Services Manager- Europe: Lucy Morgan

International Publishing: Ernie Maldonado, Janine Johnson, John Burns, Patrick Chachuat, Wolfram Von Eichborn, John Watts, Margaret Lawson

Localisations Supervisors: Jonathan Eubanks, Nicky Kerth, Natascha Conrad, Salvador Fernandez

Marketing Product Managers: Simon Jones, Laurent Danet, Andreas Stock, Paul Butcher

 

Manual and Installer Teams

Manual Writing: Daniell Freed, Christopher Foster, Steve Stringer, Derek Johnstone

Manual Layout: Belinda M. Van Sickle

Installer: Steve Stringer

Intern - Installers and Production Testing: Justin Barad

 

Cinematics and Voice-Over

Rendered Cinematics: Creat Studio, San Francisco, USA & St. Petersburg, Russia

Story By: Daniell Freed, Brian Pelletier

Script By: Daniel Freed, Brian Pelletier, and Scott Krager

Voice Direction: Kris Zimmerman

Voice Over Talent (in alphabetical order):

Rebecca Downs: The Tome of Power and the High Priestess

Kay Kuter: Siernan

Daniel Riordian: Corvus, the Celestial Watcher, and Morcalavin

Wally Wingert: D’Sparil, Dranor, Scout, Ssithra, and the Guardian

Recorded at Screenmusic studios in Studio City, California

 

Special Thanks To:

Mitch Lasky for the vision and leadershop that got us here.

Kris Zimmerman for being the best damn v.o. director in the world and saving our butts.

Also, thanks to John Tam, Doug Jacobs, and Tim Vanlaw for their contribution to the project.

 

External Beta Testers (Visioneers)

External Beta Test Liaison: Jonathon Moses & Emily Moher

Testers: Dee Anderson, Marc Baime, Thomas R. Bissell III, Terry Blanchard, JP Bowdoin, August Branchesi, Derek Brinkmann, Michael Brinton , John Burg, Campbell Chiang, Scott Cook, Clay Culver, Sean Daniels, Lane Denson, Craig Edrington, Phil Eurs, Chris Grant, Randy Hanley, Scott Hunt, Bassam Islam, Stephen Jensen, Scott Johnson, Mark W. Kaelin, Lenore Kaye, Andrew Keller, Michael Kelly, David Kong, Kevin Lanard, Michael Leparc, William Leppala, William Liu, Derek Lung, Robert Marion, Mike McCurdy, Gary Newcomb, Paul O'Keefe, Calvin Oliveria, Chris Otto, Reis Paluso, Jose Paradis, Chris Pimlott, Jeff Reitman, Brant Rusch, Paul Sauser, Jon Savin, Andrew Stein, Brian Sutton, Russell Taylor, Andrew Volk, David Wilson, Jason Yeh