Last Update: 7/1/07

Enclave

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Overview

In the game, players can choose to take on the role of either an agent of Light, or a soldier of Darkness, complete with separate and unique missions reflecting the nature of that decision. Battle takes place in an atmospheric medieval realm where spellcraft and sorcery combine with wood and steel to create awesome weapons, and powerful magic spells.

Story

Enclave takes place in a world literally torn-apart by magic. A millennia ago, the dark armies of Vatar had battled the people of Celenheim to the brink of destruction. During the final, desperate battle, a lone figure, clad in a wizard's robe, appeared high atop a ridge, staff held upraised in both hands. Defiantly, he slammed the staff hard into the ground, unleashing the terrible fury of nature itself. In that single night, the world erupted. The skies grew black, and the earth turned red with fire, chaos, and blood. The Rift raced forward, tearing the ground apart, and destroying everything in its horrifying path. In the aftermath, the demon Vatar and the mysterious wizard had disappeared, and were both assumed dead.

Light had separated from dark, and the world had been been split in twain. The new "island" of Celenheim was protected on all sides by an abyssal rift, and its people safe from the dark twisted forms now struggling for survival on the other side. To the people of Celenheim, these creatures became known as the Outlanders.

The inhabitants of the Enclave, as it came to be called, grew strong and prosperous over the centuries, nearly forgetting the bitter hatred harboured for them from those confined to the war-ravaged plains of the Outland. But now, after hundreds of years, the Rift has begun to seal, even becoming crossable in places. The very earth is healing beneath their feet. It's only a matter of time before another full-scale war erupts, threatening the very existence of Celenheim.

Non-player characters (NPCs)

  • Alecto: The leader of the Ancestors.
  • Ancestors: The people of Meckelon.
  • Durzu: The boss of the "Outland wastes" map. It looks like a larger version of the regular Stone Gnomes that also appear in that area. It is equipped with a relatively normal right hand and a left hand that looks like a monstrously huge sledgehammer. In the contrary to the Stone Gnomes, Durzu has a more Goblin-like head. Durzu attacks by creating a huge shockwave (Quakefist) with its left arm that can not only cause severe damage, but it can also knock the player down in the lava. It is also capable of spawning Stone Gnomes by making a throwing move with its right arm.
  • Fyrlakith (sometimes known as simply "The Dragon"): A boss in the level "The guardian". Like said, it appears to be a large dragon with four legs and two bat-like wings. Fyrlakith was sent by High wizard Zale to guard the "Tome of souls" and is not going to let anyone slip away with it during his (it seems to be a male) watch. He flies around the level and occasionally stops to breathe fire at the player. His name, Fyrlakith, roughly translated into English means "flying fire-breather".
  • High wizard Zale: The wizard who defeated Vatar.
  • Head Councellor Mordessa: The evil sorceress who wishes to revive Vatar and together with him, rule over the world.
  • Scaara Warrior: These strange frog-like humanoids live in The Sanctuary which they fiercely protect. They all wield tridents and are excellent swimmers.
  • Skeletons: There are several types of skeletons in the game, but they all act and fight in the same way. They come in the following types and grow stronger in that order:
  • Skeleton
  • Undead
  • Grim skeleton
  • Shadow skeleton
  • Dread skeleton/Dread archer
  • Hellbone
  • Stone Gnomes: Small, magical creatures born out of lava and fire. They appear only in the Outland wastes area as Non-playable character's, but they also appears as playable characters in the Dark campaign.
  • Vatar: A mighty demon who is the incarnation of evil in Enclave.
  • Wraiths: are small, ghostly creatures that mostly haunts deserted buildings such as the Mansion of Dreams. Wraiths resemble skulls with flowing hair. They come in four different types.
  • Lesser Wraith: They come in small groups and are white in colour. They can attack only once, then they disappear for good.
  • Shadow Wraith: Appears more rarely and usually alone. It has more health than the Lesser Wraith but can likewise only attack once.
  • Mist Wraith: It is faster than the others. It's actually a transformed Lich. They rarely attack until they return to their Lich form.
  • Hell Wraith: Doesn't seem to appear normally. However, the Hell wraith is included in the game's registry files.
  • Zurana: A boss-character. Once an ambitious sorceress, Zurana was consumed by evil forces when she tried to control a demon using the Tome of Souls. She now appears as a large demon-like skeleton. She has made the Underworld her headquarters and the "Underworld Spawn" (which consists of re-animated skeletons) are actually too afraid to protest. She possesses an immense physical strength which she demonstrates after the player has seized the Staff of the Earthspirit. When Zurana faces opponents her own size she usually slashes at them with her long claws. Her left arm is covered in a bony plate that acts as a shield. Zurana has an old mansion located south-west of the rift which the player must visit in the dark campaign to recover the Crystal of Eversi.

  • Player character classes

    Light Side classes

    Knight
    The Knights are strong warriors, revered and feared from their bravery and valor in combat. They are picked out even as young boy, and go through a rigorous training in the Ancient Code of warfare. Among the people of Celenheim, their bravery on the battlefield and skills in melee combat are unmatched. While superior in hand to hand combat, the Knights abilities in ranged combat and magic are very weak, and more often than not they resort to using the sword and shield.
    Huntress
    The Huntresses of Aylewood are more nimble with the bow than anyone else, perhaps even the Dreg'Atar Assassins. The Elves have a natural vision that strongly exceeds that of any other races. They are secretive however, and not even the Queen herself and the Assembly really know where they come from or how they trained.
    Wizard
    Wizards are powerful wielders of elemental magic and have a wide array of devastating spells at their disposal. Unlike the rogue Sorceress of the Outlands, the Wizards of Celenheim are trained after strict rules and conduct within a guild structure. This is necessary for Enclave, and the wizards themselves. They are one of the strongest assets to Celenheim, and very loyal to the Queen and her cause. On the downside, Wizards are physically very weak, and nearly useless in melee combat.
    Druid
    The Druids are a secret order, which lives on its own independently of the Enclaves government or the Assembly of Six. Nature itself shapes them as their guardians, with knowledge and memories passed from generation to generation. They are seldom seen outside their own kind, but have a strong affinity to sense disturbances in the balance of nature. And the Outlanders are the worst disturbance of them all.
    Engineer
    The Gnomes are very important to the people of the Enclave. They are skilled craftsman, workers and engineers of the populace, and unmatched in their dexterous skills in handwork. But just as they are skilled in creation, they are very talented in destroying things as well, having a penchant for experimental explosives and demolitions.
    Halfling
    The Halfling have always been faithful to the elves in the lands of Celenheim, and often taken into services as spies or scouts. They are very fast, agile and can hit their enemies hard, in spite of their small size. Although the halflings are indeed fast, they are somewhat lacking when it comes to physical strength.
    9320 Battle droid
    A bonus-character with tremendous strength. This robot-warrior can be unlocked by accumulating 13000 gold pieces in the light campaign. It is equipped with a vastly powerful rocket-launcher

    Dark Side classes

    Berserker
    Every year, the strongest warriors in the Ogre clans battle amongst one another in a duel to the death. The survivor is bestowed the great honor of being sent to Ark Moor, to be enlisted in the services of the Head Councilor Mordessa herself. The Berserkers are the front-line soldiers of the Outland armies. Their size, strength and skill in warfare make them the perfect warrior. War is all Ogre knows. They are not famous for their brains, they have little intelligence. But they are strong, cruel, and brutally efficient in melee combat. Their greatest weakness is their lack of speed.
    Assassin
    The Assassins of Ark Moor are bred from birth under a very strict and dangerous program of training. Every waking moment since infancy they are molded and shaped into cold and precise assassins. The Assassins don't rely on strength, but on skillful marksmanship and backstabbing.
    Sorceress
    The sorceress are powerful wielders of magic, having at their finger-tips the strongest offensive magic of the Outlands. Their training goes only from one Sorceress to her disciple, and they tend to be loners. Therefore the High Council of Ark Moor has to search the lands for them, and convince them to join their ranks with the promise of powers. Because the sorceress tend to be very ambitious and keen on power. While being powerful magic casters, the Sorceress is fairly inferior when it comes to melee combat, and may only wear light armor.
    Lich
    Who could possible know more about life than those returning from the dead? Many beings in the Outland are denied the luxury of a peaceful death. The High Councilors of Ark Moor use Liches, undead magic wielders among their ranks. With theirs souls trapped, and an existence in constant agony, they have no choice but to obey the commands of their creators.
    Bombardier
    The bombardiers consist of the most crazy deranged fanatics on the entire continent. Their task is probably the most dangerous of all: sabotage and blow up enemy installations including the enemy themselves. In addition, they work to keep their own siege weapons and installations intact, in the midst of the most furious battles. The Bombardiers are of average strength in melee combat. Their true strength lies in their ability to create bombs and set deadly traps.
    Goblin
    These small creatures are the standard cannonfodder in the Dreg'Atar armies. They are fast and vicious but lack physical strength. A Goblin is nevertheless more cunning than a Berserker and even a Bombardier and sometimes offer an intelligent conversation. They are known for inventing the "Grease bomb" that works like a Molotov Cocktail. They also invented the explosive arrows. They prefer using axes in battle and like to sneak up on their foes. They speak with a re-mixed grammar of Swedish.
    Fetica
    This is a bonus character unlocked when you find all the gold (13000 gold pieces in all) in the dark campaign. The Fetica is equipped with a rocket launcher. The game indicates that Fetica is featured from "Enclave classic".

    Locations in and around the Enclave

    Ark Amar
    A harbour located in the south-west parts of the Outlands. The harbour of Ark Amar is known for its cold, shark-infested waters. This is where the ships used to stop before sailing on over the vast seas. Most of this harbour is now under control of the Dreg'Atar.

    Ark Moor Citadel
    Mordessa's base of operations, located in the northern Outlands. This fortress is located on a small mountain placed in the very middle of a deep, lava-filled canyon. Ark Moor Citadel is heavily protected by Mordessa's most powerful warriors.

    Aylewoods
    A prosperous and mysterious forest located near the southern parts of the Enclave. Aylewoods is a magnificent forest consisting of healthy trees, clear lakes and steep hills. This forest is protected mostly by Druids and elves and serves as an available refuge for the queen and the assembly of six.

    Celadia Village
    A small village located near the northern parts of the Enclave. This village was deserted after a raid and is now under the control of the Dreg'Atar.

    Iellon Outpost
    This fortress is squeezed in between two cliffs near a very narrow portion of the rift. Iellon Outpost was built in order to keep the Outlanders from building a bridge across the rift. The outpost is also used for storing dangerous criminals, both Outlanders and Enclave members.

    The Sanctuary
    The Sanctuary is located deep below a lake located in the north-west parts of the Outlands. This is where Zale is said to be held prisoner. The base is partly underwater and is protected by the frog-like Scaara Warriors.

    The Howiling Chambers
    After finding Zale a secret door is opened leading to the Howiling chambers. The Howiling Chambers are full of traps. This was built to test goblins skills.

    Ungard Mines
    These mines are very old, even older than the rift. The Ungard bridge located deep in the mines is one of the few places where it's still possible to transverse (walk across) the rift.

    Ur-Annon Island
    This island is Mordessa's personal lair and is located in the southern parts of the Sea of Sorrow. The island itself is barren and life-less. The only sign of inhabitance is a small fortress protected by the most powerful Dreg'Atar warriors.
    Platform(s):        
    Publisher: Conspiracy Games, Vivendi Universal Games, Swing! Entertainment

    Enclave Screenshots

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    Features

    Medieval Hack 'n Slash game
    Third Person View

    Gamelists Featuring This Game

    System Requirements

    Pentium II : 500 Mhz
    128MB RAM
    GeForce 1-Graphic
    DVD drive assembly

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