ENLIGHTENMENT 10 September 1988 --> codes <-- UNISTAR DOCS #1 ============================================================================ These are the codes for the game ENLIGHTENMENT. The message on the screen will say this: Please take your manual and enter the first word on line ? of page ? of the introductory story, from French, German or English version. Page 1 Line # 1 - ONE 5 - SPELL 9 - WAS 13 - HASRINAXX 2 - FROM 6 - BLOSSOMING 10 - ALL 14 - TWO 3 - HASRINAXX 7 - HE 11 - HIM 4 - FRESH 8 - HE 12 - ITS Page 2 Line # 1 - SHOT 3 - A 5 - THOUGHT 7 - PRINCES 2 - BOAR 4 - HOW 6 - VILLAGE 8 - ONE Page 3 Line # 1 - HAS 5 - SLOWING 9 - FRIEND 13 - NEVER 2 - EXPELLED 6 - IF 10 - A 14 - THE 3 - MAGICS 7 - HASRINAXX 11 - HIM 15 - A 4 - GODS 8 - ANIMAL 12 - NO Page 4 Line # 1 - RUNNING 5 - A 9 - THEM 13 - FIX 2 - FOREST 6 - THE 10 - STRONG 14 - IT 3 - NO 7 - YEARS 11 - HASRINAXX 15 - THAT 4 - COULD 8 - COULD 12 - WOUNDED Page 5 Line # 1 - APPRENTICE 5 - DID 9 - COMMANDED 13 - AS 2 - MAGIC 6 - SOMETHING 10 - SIGN 14 - WHICH 3 - WOULD 7 - ALMOST 11 - INSTANTLY 15 - STENCH 4 - WHEN 8 - MOUTH 12 - CONTINUED Page 6 Line # 1 - OF 2 - FOREVER Page 7 Line # 1 - HASRINAXX 5 - AND 9 - THE 13 - HE 2 - POINTED 6 - HIM 10 - SOUL 14 - THROUGH 3 - HE 7 - STILL 11 - WOULD 15 - EVERYWHERE 4 - CHANT 8 - SINKING 12 - HIS Page 8 Line # 1 - MANY 2 - UNDEAD 3 - STILL Page 9 Line # 1 - HE 3 - INTO 5 - ISHMAR 2 - THE 4 - WORK 6 - THIS Page 10 Line # 1 - HE 3 - HAND 5 - SAFETY 7 - AND 2 - REQUIRED 4 - THE 6 - THE 8 - ISHMAR That is all the codes to the game. This doc was typed in by UNISTAR. Quality docs typed in by UNISTAR, not trash that has a lot of mispelled words. ============================================================================ -=> ENLIGHTENMENT <=- 13 September 1988 DOC UNISTAR DOCS #1 ============================================================================ One hundred and three years pass . . . One hundred and three years after Acamantors expulsion from Belorn, he has returned. Hasrinaxx the Druid was in the forest of Argoth searching for fresh mistletoe which was to be used as a component for a new spell he was preparing. In the distance he could just make out a blossoming bush and started towards it. He flinched suddenly as he crossed the small patch of open grassland in front of it. Was he seeing things or did the bush really jolt suddenly? There it was again. All too late he saw the wild boar come rushing out towards him. He staggered back and yelped in agony as the boar nuzzled its way under his robes and bit into his now thrashing leg. Hasrinaxx quickly pointed a ringed finger at the boar and uttered two short words of mystic Druid chant. A small electricity bolt shot forth from the Druid's finger and discharged itself into the boar's back. The animal squeeled in agony and disappeared into a maze of bushes. "How stupid to be caught unaware, like that!" the Druid thought. "I've spent too much time living in the safety of my village. Gone are the days when I sent Acamantor's demon princes back to the dark planes from whence they came. Over one hundred years have past since then and although my magic has grown stronger, my spirit has grown weaker. I have been expelled from my Druid sect for experimenting with dangerous magics. I have become seperated from nature and the elemental Gods of the Earth, the Wind, Fire and Water. And now age is slowing my wits. What is left in life for such a failed Druid?" If only Hasrinaxx knew the adventures that were to follow. Hasrinaxx cast his mind back to the wild boar. "Strange for an animal of the forest to attack a man. And a Druid at that. A friend of all animals and indeed of nature itself! Perhaps it was a sign from the Gods. Mother Earth herself was trying to tell him that he was slacking as one of the few Great Druids left". "No! That doesn't make sense" he thought. "The Gods would never use animals to do their fighting. That would be against the sacred laws of nature. He asked himself again, why should a wild boar attack him? It seemed to be frightened. Running. But running from what? What could possibly scare a boar in the forest of Argoth? Men?" "No! Hasrinaxx could sense if there were men nearby. But he could sense something else though. It seemed almost Ethereal. A feeling he hadn't felt in a long time. Not since he'd vanquished the demon princes from Acamantors tower. But that was many years ago. The wounds that opened the dark planes to this world could never be opened again. The Great Druid sects had closed them soon after the demon princes had been expelled, with strong and mystical magic". Hasrinaxx cast his mind aside and set about tending to his wounded leg. Nothing a small poultice of woundwort couldn't fix. It was as he stumbled along the well beaten track to Ishmar that he saw Ederyn, his faithful young apprentice. Like all apprentice Druids, Ederyn was too impatient in learning his magic and would very often make mistakes. Most of the time he would use the wrong herbs or speak the wrong Druid chant when casting a spell. But he would learn, as all wisened Druid's did, with age. Something seemed strange though. Ederyn's face seemed almost expressionless, his eyes bulging. Saliva dripped from his mouth and his skin seemed to have a blue tinge to it. Hasrinaxx commanded him to halt. For a moment, he thought he saw a sign of recognition in his young apprentices face, but this instantly disappeared as the apprentice moaned deeply and continued to stagger forward. As he grew nearer, a piercing stench came over the Druid which seemed to instantly draw him out of his trance. The stench was unmistakably that of death - or rather the undead - of souls denied an existence in the afterworld, and condemned forever to remain on the Earth, as the walking dead. Hasrinaxx raised his ringed finger, his hand shaking, and pointed it towards his oncoming apprentice. "I'm sorry Ederyn!" he said softly and then uttered two words of mystical Druid chant. Strident long bolts of electricity shot from his fingertips and discharged themselves into the apprentices chest, sending him reeling to the ground, his chest smouldering but his face still expressionless. The body lay there, twithing and slowly sinking into the earth as if Mother Nature herself were calling the body back into the ground. But Hasrinaxx knew that the soul had not been vanquished to the afterworld and that it would rise again from this temporary grave in only a few hours. His head suddenly shot up. His senses were now keened and he could see all around him, coming from every direction through the bushes and between the trees. The undead were everywhere. Once living people, the proud villagers of Ishmar, many were friends of Hasrinaxx. Now reduced to the walking undead. Reduced to attacking the living - jealous of those that still hold life. Hasrinaxx pitied their poor souls. He heard a thunderclap, and in the distance he could see that the clouds above the once peaceful land of Belorn had formed into the face of a dark, evil looking mage. He knew this was the work of Acamantor and his demon princes. He would return to Ishmar and from there, seek revenge and finally put an end to this evil - and destroy the Dark Mage himself! He searched his small canvas bag and found the object that he required. He lifted the small silver crucifix high in his right hand. The sun gleamed from it. Instantly the undead backed into safety of the darkness and away from the gleaming holy symbol the Druid held in his hand. Hasrinaxx spoke a deep Driud chant and started to walk forwards, along the beaten track to Ishmar... ---------------------------------------------------------------------- LOADING INSTRUCTIONS """""""""""""""""""" COMMODORE AMIGA 500 (AND A500 WITH RAM-EXPANSION) AND AMIGA 2000 Switch on the computer. Insert your Enlightenment disk when you see the Workbench prompt. The game will now load. COMMODORE AMIGA 1000 Switch on the computer. Insert your 'Kickstart' disk when you are prompted. When you see the 'Workbench' prompt, remove your 'Kickstart' disk and insert your Enlightenment disk. Note: (1) Enlightenment is only compatible with Operating Systems 1.2 and above. (2) If you have any peripherals connected (including a second disk drive), you should remove these before switching on your computer and loading the game. (3) If you have 1 megabyte of memory in your Amiga, then your Enlightenment disk will automatically detect this and load a special version of the game that does not need to access the disk drive as often, thus speeding up gameplay. PLAYING THE GAME """""""""""""""" COMMAND KEYS Cast Spell ................. Numeric Keypad - 1,2,3,4,5,6,7,8,9 Take Spell ................. "ENTER" (on Keypad) Discard Spell .............. Numeric Keys - 1,2,3,4,5,6,7,8,9 Command Elemental .......... "HELP" Pause/Unpause Game ......... 'P' Quit Game .................. 'ESC' Music On/Off ............... 'M' Sound Effects On/Off ....... 'S' Elemental Mode Toggle ...... 'Delete' or 'J' The 'P' command in the original docs for Pause/Unpause game is incorrect. You hit 'P' to pause and to Unpause the game you hit the FIRE BUTTON on the joystick. CONTROLLING THE DRUID """"""""""""""""""""" Use a joystick in port two. CONTROLLING THE ELEMENTAL """"""""""""""""""""""""" Whenever you create an Elemental to help you, he can be commanded with the 'Command Elemental' key to toggle between WAIT, FOLLOW (the Druid) and SEND (the Elemental in the direction the Druid is facing). Alternatively, a second player can control your Elemental using a joystick in port one. To switch between manual and automatic Elemental mode, press the 'DELETE' key or the 'J' key. The 'DELETE' key is shown also as the 'BACK SPACE' key. THE DISPLAY """"""""""" The constitution indicator displays the current constitution of your Druid. This will run down whenever you are attacked or when you walk though fire or water. The game will end and you will die if your constitution runs out. The Spell Windows indicate the spell currently selected. Whenever your Druid walks over a spell, you will be told what the spell is in the message window. If you want to take it, you can store it in your spellbook which can hold up to eight spells. The Elemental display, shows the status of your Elemental (if you have one). Firstly, you are shown what type of Elemental you have and what direction it is moving (useful if he is off screen). The Elemental Command mode shows you either what command the Elemental is currently obeying or that the Elemental is in manual mode. The bar next to this indicates your Elementals strength. The green rating bar will grow as you progress through the game to give you an idea of how well you are doing on your way to enlightenment. Great Druid Ratings """"""""""""""""""" As your Druid progresses through his adventures to Acamantor's domain, the green rating bar will grow in length. This shows how well you have done in the game. When you die (or win!), you will be given a rating which describes the title best suited to your Druid. Of course, the best title is that of OVERLORD but only the best Great Druid's will ever become so honoured. The ratings in order of worst to best performance are: - 1 -> Orc Breath 6 -> Earth Lord 11 -> Druid of Realm 2 -> Earth Shaman 7 -> Air Lord 12 -> High Adept 3 -> Air Shaman 8 -> Water Lord 13 -> A-Sanach 4 -> Water Shaman 9 -> Fire Lord 14 -> Overlord 5 -> Fire Shaman 10 -> Keeper of Order High Score to Save to Disk. Amiga Only """""""""""""""""""""""""""""""""""""" If you leave your write protect tab off of your Enlightenment disk (ie the black tab should cover the hole) then your great druid ratings will be saved to your game disk for all eternity. ============================================================================ These docs typed in by -=*> UNISTAR <*=- All docs typed in by UNISTAR are of the Original docs of the program. ============================================================================ -=> ENLIGHTENMENT <=- 19 September 1988 -=> Druid Spellbook <=- UNISTAR DOCS #1 ============================================================================ DRUID SPELLBOOK """"""""""""""" Spell: ........ Conjure Earth Elemental Type: ......... Summoning/Protective Duration: ..... Special Area of Effect: Around elemental This spell is the first of the four major elemental spells. When cast on open ground, a clay golem is summoned from the Earth Elemental Plane and will remain as the Druid's servant until its strength is depleted. He can only understand the three simple commands Wait, Follow and Send. The Golem is resistant to all forms of natural attack and is very strong. However, he is slow and cumbersome and on occasions may prove a hindrance. Spell: ........ Conjure Air Elemental Type: ......... Summoning/Protective Duration: ..... Special Area of Effect: Around elemental As the conjure earth elemental spell except an air wispe is summoned from the Air Elemental Plane and will remain as the Druid's servant until its strength is depleted. The Wispe is very fast but also very weak. The Great Druid 'Runewort' was well known for useing Wispes in fast sweeping attacks on large amounts of weak foes. Spell: ........ Conjure Fire Elemental Type: ......... Summoning/Protective Duration: ..... Special Area of Effect: Around elemental As the conjure earth elemental spell except a fiery phoenix is summoned from the Fire Elemental Plane and will remain as the Druid's servant until its strength is depleted. The Phoenix is reasonably fast but loses his strength fast when in wet or moist areas. Spell: ........ Conjure Water Elemental Type: ......... Summoning/Protective Duration: ..... Special Area of Effect: Around elemental As the conjure earth elemental spell except a water kraken is summoned from the Water Elemental Plane and will remain as the Druid's servant until its strength is depleted. The Kraken is reasonably fast but loses his strength fast when in hot or arid areas. Spell: ........ Wall of Fire Type: ......... Obstructive Duration: ..... Semi-permanent Area of Effect: 40' in direction cast When cast, deep red flames erupt from the ground in the direction the caster is facing. The flames will continue for forty feet, unless hitting some solid obstacle or significant feature of landscape (see "Kaled's book of universal constants" for more on this). The wall will only destroy fire-fearing foes and remains a permanent feature of the landscape until the Druid leaves the present land. Spell: ........ Wall of Water Type: ......... Obstructive Duration: ..... Semi-permanent Area of Effect: 40' in direction cast When cast, deep blue water spurts from the ground in the direction the caster is facing. This spell is much the same as the wall of fire spell except that it will only destroy water-fearing foes. Spell: ........ Death Touch Type: ......... Offensive Duration: ..... Short Area of Effect: Creature touched When this spell is cast, any creature touched by the Druid will instantly die. However, a few, more powerful creatures cannot be harmed by this form of magic. Spell: ........ Deathlight Type: ......... Destructive Duration: ..... Short Area of Effect: 40' radius about Druid This spell will destroy all creatures within a forty foot radius about the Druid for a short duration thus giving him time to gather his wits or pass through dark and eerie lands. There are some powerful creatures who are immune to this form of magic. Spell: ........ Deathland Type: ......... Destructive Duration: ..... Medium Area of Effect: 40' radius about Druid This spell is exactly the same as deathlight except that is lasts much longer. Great Druids always warn their unenlightened inferiors to use this form of magic sparingly. Spell: ........ Finger of Lightning Type: ......... Offensive Duration: ..... Short Area of Effect: 40' in direction cast When cast, bolts of lightning shoot forth from the Druids fingertips. These bolts are ten times more powerful than the normal electrical bolts that Druids usually fire. Spell: ........ Recharge Type: ......... Replenishment Duration: ..... Immediate Area of Effect: Druid This spell replenishes the Druids electrical bolts for a short time, so that he can fire four bolts at any one time rather than the usual three. Spell: ........ Slow Type: ......... Obstructive Duration: ..... Short Area of Effect: 40' radius about Druid This curious magic causes all normal creatures within a forty foot radius of the Druid to become lethargic and slow thus letting any nimble Druid pass between them quickly. Spell ......... Fireshield Type: ......... Protective Duration: ..... Short Area of Effect: Druid When confronted with pillars of flame, a wary Druid need only cast this spell. It will make his robes and sandals like tough dragonscale for a short while and thus he will become impervious to all forms of natural heat. Spell: ........ Invisibility Type: ......... Concealment Duration: ..... Short Area of Effect: Druid This well used spell is still one of the most useful that a Druid can carry in his spellbook. The Druid will be rendered invisible to all creatures of normal sight. However, some creatures do not see with their eyes but instead use heat or magic as a source of seeing. Spell: ........ Armour Type: ......... Protective Duration: ..... Short Area of Effect: Druid When cast, this spell turns the Druids robes to strong steel for a short while, thus rendering the Druid less vulnerable to attack. Spell: ........ Turn Away Type: ......... Repellent/Illusion Duration: ..... Short Area of Effect: 40' radius about Druid This spell makes the Druid appear to be an abhorrent, powerful creature. This is of course, an illusion, but any unintelligent creatures in close vicinity to the Druid will immediately panic and try to run away. In time, the spell will end and the illusion will crumble away. Spell: ........ Teleport Type: ......... Ethereal travel Duration: ..... Immediate Area of Effect: Druid This spell is fairly mystical. Great Druids have only managed to discover that when this spell is cast within a magic symbol, the caster is sent to another plane (the type of plane is decided by the magic symbol). Spell: ........ Infra-vision Type: ......... Visionary Duration: ..... Short Area of Effect: Druid This magic is useful in darkness. It makes the Druids eyes sensitive to heat as well as light. However, this power will only last a short time and then you will be left back in the dark. Spell: ........ Resurrection Type: ......... Resurrection Duration: ..... Special Area of Effect: Special This spell was originally created by the Necromancer Groblar in a clever attempt to cheat death. Of course, Druids everywhere realised the value of such a spell and soon it was circulating amongst the higher ranks of the Druid sects. When cast, a grave is created. Should the Druid now bear the misfortune to die, he will gain new life and full strength and rise from the very same grave that he created. But be warned, you can only create one grave. If you cast another resurrection later, the grave created by the first resurrection will be destroyed. Spell: ........ Doorblast Type: ......... Destructive Duration: ..... Immediate Area of Effect: 5' radius about Druid When the Druid casts this spell, a mighty explosion can be heard about the Druid and all doors within a five foot radius of the Druid will shatter and splinter into a thousand pieces. Any foolish creatures within forty feet of the Druid will collapse in agony at the sound of the explosion. Spell: ........ The Seeing Eye Type: ......... Visionary Duration: ..... Short Area of Effect: 80' in direction Cast This spell enables the Druid to see what is around him. When cast, the Druids mind is allowed to follow the land in front and see what dangers await. Spell: ........ Sage Type: ......... Legend Lore Duration: ..... Immediate Area of Effect: none When this spell is cast, the Grand Druid Klaven Marr will give you a short clue depending on where you are. This should aid your Druid in his quest for enlightenment. Spell: ........ Strengthen Type: ......... Replenishment Duration: ..... Immediate Area of Effect: Elemental up to 160' from Druid This spell will make you elemental stronger and thus prolong its return to the elemental planes. Spell: ........ Banquet Type: ......... Replenishment Duration: ..... Immediate Area of Effect: Druid This spell makes the Druid feel like he has just eaten a large wholesome supper, thus raising his constitution back to its best. Spell: ........ Wine Type: ......... Replenishment/Curing Duration: ..... Immediate Area of Effect: Druid This spell creates a bottle of wine which the Druid must drink straight away. It will partially restore his constitution but it will also help to drive any poison from his system. Spell: ........ Create Light Type: ......... Visionary Duration: ..... Long Area of Effect: 5' radius about Druid This spell will create a circle of light about the Druid equal to the light created by a small flaming torch. This light will extinguish after some time however. Spell: ........ Crucifix Type: ......... Repellent/Illusion Duration: ..... Short Area of Effect: 40' radius about Druid This spell causes a Holy Cross to appear in the Druids hand for a short while. All undead and unholy creatures will instantly run in fear from such holy relics. Spell: ........ Key Type: ......... Unlocking/Opening Duration: ..... Immediate Area of Effect: Touch lock This spell is merely a Mages Cantrip. It causes all simple lock mechanisms to slide open thus allowing a locked door to be opened. Spell: ........ Antidote Type: ......... Curing Duration: ..... Immediate Area of Effect: Druid This is much more potent than wine and will instantly cure any poisoned Druid. Upon casting, it will create a brew of rare herbs which must be immediately drunk by the Druid. Spell: ........ Horn of Baeon Type: ......... Olde Mystic Duration: ..... unknown Area of Effect: unknown Grand Druids everywhere are puzzled about this spell. They know that when you cast it, a horn sound is created but nothing further happens. It is suspected that it is used for summoning of some sort. Spell: ........ Coin of Charon Type: ......... Mystic Duration: ..... unknown Area of Effect: unknown When this spell is cast, a small gold coin appears bearing the picture of a grim reaper. The coin has the value of one hundred silver pieces. Spell: ........ White Orb Type: ......... Destructive/Enlightenment Duration: ..... Eternal Area of Effect: Acamantor When a Druid casts this spell properly, he is recognised as having reached enlightenment and is entitled to enter the Circle of the Great Druids. The Lands of Belorn """"""""""""""""""" There are ten lands in Belorn as well as Acamantor's five level tower. You start in the village of Ishmar. To the west, lie the lands of desert and fire. To the north of the desert lands, lie the rocky plains which lead north to the dark eerie caverns of darkness. To the north of Ishmar, lies the weird woodland and to the east lie the swamplands and the land of water. North of the land of water there lies the poisonous land of fungus which gives passage to the snowbound ice regions. To the far east, beyond the water, lies Acamantor's tower - surrounded by a moat with no bridge in sight. The Demon Princes """"""""""""""""" Acamantor has also summoned the demon princes once more, and they help fortify Acamantor's grip on the lands of Belorn. The demon princes can be found in the lands of fire, desert and snow and in the bottom two dungeons of Acamantor's tower. To destroy a demon, you must fire at it many times whilst casting 'Deathlight' or 'Deathland'. When the demon starts to weaken, its colour will change and a few more swift shots should destroy it. But be warned, the demon will continually spit fireballs at you as you attempt to destroy it. ============================================================================ These docs was typed in by -=*> UNISTAR <*=-