C&VG


Druid II

Publisher: Firebird
Machine: Commodore 64

 
Published in Computer & Video Games #72

Druid II

The evil Acamantor and his legions of the undead have returned to Belorn, 103 years after Hasrinaxx the Druid banished him.

Already the Druid's apprentice has fallen under the undead spell. The land has been desolated as the corpses of the long dead struggle to breathe air through their melted lungs and destroy every living thing within reaching distance.

Hasrinaxx must travel through the four elemental kingdoms of earth, air, fire and water. He's learned a lot since his last encounter with Acamantor in the original game, so his few spells have become many and he can call upon four element spirits - Golem, Wisp, Phoenix and Kraken.

Druid II: Enlightenment

You start on the earth plane, so the Golem is already on your list of ten possible spells together with a free lunch, and one key to open a field gate or stone wall door. The Golem's conjured by pressing the RUN/STOP key and once invoked you page through his actions with further RUN/STOP presses. Golem will guard you, attack the undead, or wait by your side as long as he's in a safe environment. He is clumsy, though, and may get in your way when you try to go through doors.

The other elementals will perform like the Golem if you take them into hostile territory. The Phoenix loses strength if you invoke him in wet areas, the Kraken is weak is desert lands and the Wisp is naturally fragile.

You are also equipped with lightning bolt power which strikes the undead back into the ground again but that quickly drains and you'll have to pick up other spells by standing on the tombstones that mark them. Spells include water and fire walls. Deathlight which strikes all undead creatures on the screen for a limited period, invisibility, fireshield, and infra-vision which you can use in dark places like a lamp. There are also spells which sustain the druid's life, like the Banquet and wine. The final spell is White Orb which destroys Acamantantor and takes you to the druid grade of Englightenment.

Until you've achieved Enlightenment, you'll have to put up with grades such as Orc Breath, Air Shaman, High Adept and Overlord - none of the original's sense of humour has been lost.

As sequels go, Druid II is a masterpiece, a game which develops and enhances the original's features. It provides a frame of reference for Druid-hardened players but also ensures that newcomers don't lose out for not having played the original. Yet another hit for Firebird which recently appears to have risen like the Phoenix in Druid II from its ashes.