                                 REVENANT

		              README.TXT File
		         (C) 1999 Eidos Interactive

Contents

[1.0] Welcome
 [1.1] System Requirements
 [1.2] Memory Recommendations
[2.0] Getting Around
 [2.1] Running/Walking
 [2.2] Town Teleports
 [2.3] Picking up items
 [2.4] Getting Stuck
[3.0] Manual Changes
[4.0] Options Changes
[5.0] Multi-player
[6.0] Video Card compatability
 [6.1] Video cards which require updated drivers
 [6.2] Known video card compatibility issues
 [6.3] Running the game in Software Mode
 [6.4] Advanced Options
[7.0] Customer Support
[8.0] Credits

[1.0] Welcome

Thanks for purchasing Revenant! You have just installed what we believe
to be a new era in computer Role-Playing, that of the Action-RPG. You
will be in control of Locke D'Averam, a Revenant brought back from the
dead to perform a quest for a powerful warlord and wizard. You will
be asked to take direct control of the main character in combat. Unlike
other RPGs where control merely means telling the character what to
attack, or just clicking the mouse on a target, Revenant gives you a
much finer control. You decide what type of attack- thrust, slash, or
chop.

What this means is that you will have to get used to a new control
method that you may not be used to. An overview of this is below:

GAMEPAD: This is the premier way to play Revenant, almost everything
can be done with the pad. You will need to use the mouse to manipulate
your inventory however.

MOUSE/KEYBOARD: With your left hand on the "ASD" keys, and your right
hand on the mouse, you get a very good control of the character, and
are able to manipulate inventory on the fly. Your left hand is also
near the G key which will Get any items on the ground nearby. This
saves time from having to click the mouse on the objects that dead
monsters drop.

KEYBOARD: Many players find that manipulating the game entirely with
the keyboard as a viable option. Your right hand would be on the Cursor
arrows, with your left hand on the "ASD" keys. You will still need to
use the mouse for inventory manipulation however (pesky inventory!).

MOUSE ONLY: It -is- possible to play with only the mouse, although
not recommended. Attacking is done with the LMB, and a random attack
or combo is chosen when you click the mouse. The biggest drawback is
that you will not be able to perform devastating combo attacks when
YOU want to.

You are able to rebind any of the keyboard or button assignments in
the Options screen within the game.

[1.1] System Requirements  

MINIMUM SPEC
Pentium 233 
32 Megabytes of RAM (or better)
DirectX compatible graphics card (software renderer)
4 Megabyte 3D accelerated graphics card (hardware renderer)
Mouse Required
DirectX 6.0 or greater
DirectX compatible soundcard
Windows 95/98

RECOMMENDED SPEC
Pentium 266  (Pentium II recommended)
64 Megabytes of RAM
8 Megabyte 3D accelerated graphics card
Mouse Required
DirectX 6.0 or greater
DirectX compatible soundcard 
Microsoft Sidewinder(tm) Joypad
Windows 95/98

MULTIPLAYER
As recommended spec plus:-
LAN (TCP/IP & IPX supported)
Serial Link cable

[1.2] Memory Recommendations

While Revenant will run fine in 32 megs of RAM, your playing 
experience will be smoother if you have at least 64 megs.  

Regardless of how much memory you have, you can maximize 
your available memory and increase the overall performance of the 
game engine by doing the following:
- Closing any open windows
- Shutting down all other programs, including menu-bar programs like ICQ
- Defragmenting your hard drive
 

[2.0] Getting Around

The town of Misthaven is broken down into three levels.

Top Level: The Keep and Jong's Dojo.
Middle Level: Healer Shop, Magic Shop, Library, Weapon Shop
Bottom Level: Armor Shop, Tavern, Docks, Main Gate

Talk to everyone when a major event occurs or when you have completed 
a section of the game. Some townspeople will have new info vital to 
your quest, and shopkeepers should have new items available.


[2.1] Running/Walking

When you run (holding down the R key or Button 7 on the joypad), you
use your Fatigue up at a fast rate. When it reaches 0 you will still
be able to run, but be warned, should you encounter a monster while
your fatigue is so low, you will have a hard time of it in the very
beginning. Use the Automap to look for monsters ahead while running,
or make sure you walk in unfamiliar territory.


[2.2] Town Teleports

Scattered all over the island are Town Teleporters that will return
you to the Keep in Misthaven. These are bright white rings spinning on
pedestals, just step into one and you will go to the Keep.

To get back to the last teleporter you used, simply step into the one
located in the Keep.

Town Teleports are VITAL for getting around the island in the later
stages of the game. You do not want to wade through thousands of
monsters that get you no experience just to get back after restocking
in town. Use the Teleports. That's why they are there.


[2.3] Picking up items

When you kill a monster, he will drop whatever items he was carrying.
These will scatter in the area he falls at. You can pick up items a
couple different ways:

Joypad Button 2: This will grab items on the ground around Locke
automatically. You must be out of combat mode to collect items with 
the gamepad.

G key: This will grab items on the ground around Locke automatically.

Mouse: Left clicking on the item will also place it in your 
inventory. Just drag the mosue over the item until it changes to the 
hand icon, then left click to pick it up.


[2.4] Getting Stuck

HOPEFULLY this will never happen to you, but if you do get stuck on
the map somewhere the best solution is to go out of Combat mode, by
sheathing your sword. Then move around a bit, you should slip out.
Also, trying moving with the mouse and Right Mouse Button. Sometimes
Locke will get out on his own with this movement control.

If none of the above helps, go back into Combat mode (by unsheathing
your weapon) and try to Dodge your way out (Double-tap the joypad
or CTRL and the direction you wish to roll). This is a great last
resort. Of course, save often!

Sometimes when you are running and go through a door or teleporter 
(or just load a new map) you will get stuck in Run mode. Simply hit
the Run key again and you will go back to walk mode.

[3.0] Manual Changes

The manual states that Bows are only used in multiplayer. Well this
is not ENTIRELY true. There is ONE part of the main game where using
a bow is essential. Once you find this bow and these arrows, there 
are no more anywhere else in the game. Remember that "X" is used to 
draw the bow and "Z" is used to shoot arrows. Both the bow and the 
arrows must be equipped first.

Page 31 describes adverse effects if your character tries an incorrect
talisman combination. Due to time constraints we were unable to get
this in the final game. Incorrect combinations will simply fail and 
use no mana.

Also Lockpicking is done a bit differently. You can try multiple times
per chest, and please do. Your skill will go up VERY slowly in this.
Basically, try four times per chest. If you don't unlock it, then 
there is most likely a key needed for that chest.


[4.0] Options Changes

Combat Combo 1, 2, and 3 refers to Interactives. 

Combat Combo 7, 8, and 9 are the advanced combination attacks taught
by Jong. 

Combat Combo 4, 5, and 6 and 10, 11, and 12 are not used in the game.

Zoom In, Zoom Out, Pan Left, Pan Right, Pan Up and Pan Down are not
used in the game.


[5.0] Multiplayer

The multiplayer options described in the manual are now the Advanced
Multiplayer options. We included a quick Deathmatch setup to get you
straight into the action! There are pre-generated characters of each
class for levels 5, 10, 15, 20, 25, and 30. Just select a module, pick
a pre-made character, and go pound each other.

[6.0] Video Card Compatibility

The following video cards have been tested, and no issues were 
reported when running the game.

Riva TNT, TNT2 - Mfrs Creative Labs & Diamond
Matrox Millenium AGP G200, G400
ATI Rage PRO, Rage Fury
3Dfx VooDoo I (8MB), VooDoo II, VooDoo III 2000,3000
S3 Savage 3D - Mfrs Creative Labs & Diamond

[6.1] Video cards which require updated drivers

It is always a good idea to make sure you have installed the latest
video card drivers when running new software.  To obtain new drivers, 
check the support information that came with your computer or video 
card, or check the video card manufacturer's web site.

The following cards require the latest video card drivers to work 
correctly with Revenant.

VooDoo Banshee
ATI 128 based cards - XPert 128, Rage Fury, All-In-Wonder
VooDoo I (8MB) and II cards

[6.2] Known video card compatibility issues

Revenant requires that the hardware ZBuffer on a video support 
standard unsigned 16 bit values, and that the ZBuffer support both 
read and write operations.  A small number of video cards either 
don't support read operations on the ZBuffer, or do not support a 
standard 16 bit zbuffer.  These video cards must run Revenant in 
software mode at the present time.  

Riva 128/128ZX - Does not support standard 16 unsigned zbuffer.
ATI Rage 128 - Write access to ZBuffer is unreliable.
Permidia I - Diamond Fire GL - Has a variety of issues using DirectX.

Hardware support for all cards released within the past 1-2 years 
will be provided if it is technically possible.  Please check the 
Eidos support site, or use the auto patch feature in the Revenant 
Launcher to check for patches and updates.

Alternatively, you may find help with hardware problems on one 
of the websites maintained by the supplier, some of which are listed below:

3DFX:				www.3dfx.com
3D labs:			www.3dlabs.com
ATI Technologies:		www.atitech.com
Creative Labs:			www.creaf.com
Diamond Multimedia:		www.diamondmm.com
Hercules:			www.hercules.com
Matrox:				www.matrox.com
nVIDIA:				www.nvidia.com
Orchid:				www.orchid.com
Rendition:			www.rendition.com
S3:				www.s3.com
STB:				www.stb.com

EIDOS Interactive maintains a web page with links to all major video 
and audio card manufacturers, which is a good first stop if you are 
looking to upgrade your drivers. You can reach this page at: 
http://www.eidosinteractive.com/techsupp/ts-links.html.

[6.3] Running the game in Software Mode

Software mode can be found under advanced options.

Software mode has been tested on a very broad range of current and 
obsolete video  cards, and should be used if you discover an 
incompatibility using hardware acceleration with your video card.  
To use software mode, click the Software Mode check box in the 
launcher options window when you run the game.  When running the 
game in software mode, the detail level of the game is set to the 
lowest setting. This means that certain visual effects such as 
flowing water, ocean waves, will not be drawn to increase the 
performance of the game.  

[6.4] Advanced Options

When you launch the game, there is a button labelled "Advanced 
Options". It is advised that you play Revenant using standard 
settings. However, should you experience problems running the 
game, the "Advanced options"  allows you control over the 
following things:

·	Force Software Rendering
  In the event that you have an older video card, or you cannot get 
  the game to run using an unsupported hardware accelerator, check 
  this box to make the game emulate 3D in software.

·	Start in Editor
  Use this when you want to edit your own custom module.

  Note: Due to the complex nature of the Game Editor, Eidos 
  Interactive will not be supporting this feature. Please do not call 
  our Technical Support about the editor, they will not be able to 
  help.
  
  Help for this feature can be found at the "Revenant Quest Shop". The 
  link for Website this can be found on the Start Menu under Revenant
  Weblinks. (http://revenantqs.telefragged.com)
  
  The game editor is in English only.
  
·	Disable Z-Buffer Reads
  If the game crashes after starting a new game or loading a saved game, 
  and you are using a 3D accelerator card (e.g. early 3Dfx chipset boards 
  or the like), check this option.

·	Disable Fast Surface Locks
  Check this is you experience graphical "weirdness" immediately (ex: 
  the loading screen is corrupted).

·	Disable Texture Blitting
  Try checking this option if the game crashes once the game starts.

·	Preload Sectors
  When this is checked, adjust the "Preload Sector Size" to cache more 
  of the game map (fewer "Loading Map... Please Wait" pauses).  When this 
  is unchecked, the game will not cache map sectors, meaning that there 
  will be no map loading pauses, but overall system performance will be 
  degraded.

·	Preload Sector Size (slider bar)
  Decrease to lower the number of preloaded sectors (recommended for 
  systems with less memory).  This will cause more pauses to load map 
  areas, but moving in smaller areas will perform better.  Increase this 
  for better performance when your system has more memory.

·	Chunkcache Size
  Increase this to have more compressed tile graphics loaded into system 
  memory.  Decrease if system performance is degraded.

·	Detail Level
  In some instances of the program, polygon counts for things like 
  particle systems utilise this value.  On a lower-end system, decrease 
  this setting.  Conversely, on a high-end system, increase for more 
  impressive effects.


[7.0] Customer Support

Please read the following section before calling technical support:

Because of the millions of different hardware and software 
combinations possible with today's Personal Computers, you may still 
have to refer to your computer manufacturer or software publisher to 
properly configure their product to run our game.  

Contacting Tech Support

If you have questions about the game, our Technical Support Department 
is here to help.  Our web site contains up-to-date information on the 
most common difficulties with our products; this information is the 
same as that used by our support agents.  If you are unable to find the 
information you need on our web site, please fell free to contact us 
via e-mail, fax, telephone or letter.

If you need to talk to someone immediately, call us at (415) 547-1244.  
We are available to take your calls Monday through Friday between 
9:00 a.m. to 5:00 p.m., Pacific Standard Time.  If possible, be at your 
computer when you call.  The support representative will need specific 
information about your computer and may need you to access or change 
some of the files while you are on the telephone.  If it is impossible 
for you to be at your computer, be sure to have the following 
information:

·	A listing of your computer's hardware and the settings from
Device Manager, including what sound and video card your system has. 
(Contact your computer manufacturer if you aren't sure.)
·	What version of Windows(R) you are using.
·	What version of DirectX(R) is currently loaded on your computer.
·	How the game is currently configured.

Note:  Our Technical Support agents do not have access to game hints, 
tips, strategies or codes. Please direct all game play inquires to the 
900 hint line listed below.

How to reach us:

World Wide Web: http://www.eidosinteractive.com/help.html

Product Warranty Inquires: cs@eidos.com

FTP:  ftp://ftp.eidosinteractive.com/pub/pc

Internet e-mail: techsupp@eidos.com

Fax: (415) 547-1201 or (415) 537-0095

Mail:  Eidos Interactive Customer Support
           651 Brannan Street, 4th floor
           San Francisco, CA 94107

If you need game hints, please call 1-900-77EIDOS (773-4367).
The cost of the call is $.95 per minute. (Under 18 get a parent's
permission). This is for the United States only.

Look for the official strategy guide from Prima Publishing where you
purchased this game.

[8.0] Credits

Revenant was made by:
CINEMATIX STUDIOS
Business Manager: Jong Beum-Yoon
Co-Presidents: Jong Beum-Yoon, Ben Cooley
Product Managers: Pam Kaufman, Mike Kawahara of Eidos Interactive, US
Executive Producer: Ben Cooley
Producer: Mike Kawahara of Eidos Interactive, US
Associate Producer: Matt Miller of Eidos Interactive, US
PROGRAMMING
Lead Programmer: Ben Cooley
Programmers: Vlad Andreev, Steve Blinick, Pepper Lain Miller, Hersh Reddy,
Keelan Stuart, Jared Updike
Additional Programming: Charles Doty, John Dunn, Wes Dyer, Jesse Perrin,
James Spellman, Adam Wiggins
DESIGN
Lead Designer: Rex Dickson
Game Designers: Vincent Baez, Matt Green
Game Rules Lead Designer: Matt Miller of Eidos Interactive, US
Additional Game Rules Design: Vincent Baez, Ben Cooley, Rex Dickson, Matt
Green, John Ng of Eidos Interactive, UK
Multiplayer Designers:  Thuan Do, Robert Redden
Story by: Rex Dickson
Based on an original concept by: Ben Cooley
Edited by: Matt Miller of Eidos Interactive, US
ART AND ANIMATION
Art Director: Howard Lyon
Technical Artist: Karl Rhoda
Artists: John Cboins, Tony Davidson, Asier Hernaez, James Lim, Chris Wood
Additional Artists: Miranda Collins, TJ Frame, Mike Geiger, Dan Lyons, 
Doug Watson
Original Concept and Production Art: Den Beauvais courtesy of Den Beauvais
Studios, Jae Kim
Additional Tile Art: Creat Studios
Lead Animator: Paul Jesperson
Animators: Chris Benton, Carl Coss, Marvin A. Donald, Michael Smith
Technical Manager: Karl Rhoda
SOUND AND VOICE
Lead Sound Design: Karen Muro
Music: Victor Palagano
Additional Music: Ronnie Moorings, Patrick Collins
VOICE ACTING
Casting and Voice Direction: Kris Zimmerman
Dialog Voice Talent (in alphabetical order)
Andria: Jennifer Hale
Cameron: Rino Romano
Daly: Peter Lurie
Elahni: Michael Bell
Gus: Cam Clarke
Harowen: Jennifer Hale
Heather: Carolyn Seymore
Jason: Rino Romano
Jhaga: Michael Bell
Kylie: Tasia Valenza
Locke D'Averam: Neil Dickson
Lucas: Kevin Richardson
Miyamoto: Michael Bell
Moorcock: Cam Clarke
Ogrok Chef: Earl Boen
Ogrok Chief: Kevin Richardson
Ogrok Gatekeeper: Peter Lurie
Ogrok Mort: Greg Eagles
Ogrok Slag: Earl Boen
Ogrok Torturer: Kevin Richardson
Ogrok Urgg: Alan Oppenheimer
Sardok: Neil Ross
Tendrick: Peter Renaday
Townsmen: Neil Ross, Greg Eagles, Rino Romano, Cam Clarke
Townswomen: Jennifer Hale, Carolyn Seymore, Tasia Valenza
Verhoeven: Neil Ross
Yhagoro: Greg Eagles
Additional Casting and Voice Direction: Pro-Motions Production Co., Lani
Minella
Additional Voice Talent: Rick Bowman, Steve Brodie, Rick Calvert, Rex Dickson, Chris Jankow, Michael 
Lawrence, Lani Minella, Jon St. John, 
Chris Wilcox
In-Game Voice Casting and Direction: Karen Muro
In-Game Monster/Player Voice Talent: Vincent Baez, John Cboins, Carl Coss,
Rex Dickson, Marvin Donald, Matt Green, James Lim, Howard Lyon, 
Karen Muro, Rob Redden, Hersh Reddy, Clavin the dog
QUALITY ASSURANCE:
Rex "Gibson" Dickson, Vincent "RPG" Baez, Matt "Mattrix" Green, 
"Tai" Thuan Do, Robert "Three" Redden ,Vlad "The Impaler" Andreev, 
Steve Blinick, Pepper "and Salt" Lain Miller, Hersh "Hershey" Reddy, 
Keelan "Key Lime" Stuart, Jared Updike, John Cboins, Asier Hernaez, 
James Lim, Chris Wood, Howard Lyon, Chris Benton, Carl Coss, 
Marvin A. Donald, Michael Smith, Paul Jesperson, Karl Rhoda, 
and Karen Muro
ADDITIONAL CREDITS FOR CINEMATIX STUDIOS
The Original Phone Man: Mike Fisher
Fans: PJ, Cole/Xode - The Revenant Quest Shop, Oakvoer - The Warlord's 
Ruin
Fish: Vader, Mysterio, The Pleco, The original Coolie Leach (R.I.P)
FULL MOTION ANIMATION SEQUENCES:
CREAT STUDIO, SAN FRANCISCO - ST. PETERSBURG
Executive Producers: Daniel Prousline, Anton Petrov
Technical Director: Avenir Sniatkov
Animation:
Sergey Boginski (Character animation)
Anton Lomakin (SFX)
Anton Oparin (Character setup)
Modeling: Jura Tchernish, Fedor Ghelmudinov, Volodia Tchernish, 
Dima Astakhov
Lighting: Dima Kholodov
Sculptor: Denis Prosolov
ADDITIONAL PROGRAMMING:
36D (TM) Multi-Player Technology Provided by Prolific Publishing, Inc.
William Ware			Lead Programmer
Baron R.K. Von Wolfsheild	Design Architecture
John Saleigh			Technology Consultant
James Rathbun			Lead Tester
Ron DeRuyter			Bug tracker, Tester
John Harvey			Tester
Markus Breyer			Tester
Gregory Randall			Tester
Russell Mix			Tester
PHANTAGRAM:
Additonal Programmers: Sang-youn Lee, Young-hyun Joo
EIDOS INTERACTIVE, US:
President: Rob Dyer
DEVELOPMENT
Producer: Mike Kawahara
Assistant Producer: Matt Miller
Vice President of Development: Nicholas Earl
MARKETING
Vice President of Marketing: Paul Baldwin
Product Manager: Susan Boshkoff
Press Relations: Brian Kemp
QUALITY ASSURANCE:
Lead Tester: Kenneth Schmidt
Assistant Lead: Lars Bakken
QA: Matthew Kagel, Erik Kennedy, Brian Schmalz
QA Manager: Michael McHale
Hardware Compatibility Manager: Jeremy Hunter
MANUAL
Written by: Matt Miller
Editing and Layout: Carol Ann Hanshaw of Hanshaw Ink & Image
SPECIAL THANKS:
John Kavanagh, James Poole, Diane Dybalski, Mike Schmitt, Tom Marx, 
Frank Hom, Eric Adams, Brian Silva, Kelly Zavislak, Karina Kogan, 
Gary Keith, Heather Hawkins, Sutton Trout, Colin Festa
EIDOS INTERACTIVE (EUROPE), LTD.
Director of Development: David Rose 
Associate-Producer: John Ng 
Localization Manager: Flavia Timiani
European Localization Coordinator: Holly Andrews
Localization Manager (France): Stephan Gonizzi 
Localization Manager (Germany): Lars Wittkuhn
Localization Manager (Italy): Emanuele Schihlone  
Marketing Manager (UK): Michael Newey
Marketing Manager (France): Sebastien Salinie 
Marketing Manager (Germany): Christian Zoch 
PR Manager (UK): Jonathan Rosenblatt
PR Manager (Germany): Sascha Green-Kaiser
PR Manager (France): Priscille Demoly
European Quality Assurance:
QA Manager: Tony Bourne 
Senior QA: Tom Murton 
Analyst: Patrick Cowan
