Welcome Press #01
31 декабря 1995

Guide - Game Lords of Midnights (Lords of Midnight)

<b>Guide</b> - Game Lords of Midnights (Lords of Midnight)
              Lords of Midnight


Genre: Text, Strategic
Author: Mike Singleton
Company: Beyond Software



    Infighting in the country has never
lead to anything good, because in these moments
country most threatened
attack the enemy.

    Midnight kingdom, unfortunately, not
was an exception to the rule, and its inhabitants -
disengaged and distrustful of each other lords, even
did not know what the threat hanging over them.
But sooner or later for their errors have
pay, and the winter solstice
the forces of evil led by Dumdarka
Lord of Ice Terror invaded
Midnight Kingdom. For many years, saving up their
Dumdark force, and now he decided to do away with
Lords and make a flourishing kingdom in
icy desert. Terrible power of the enemy witchcraft
lies in the crown Ice (Ice Crown), which
hidden in the Tower of Doom (Tower of Doom). Until
long as there is this crown, evil Dumdark
able to freeze people's hearts Ice Horror
(Ice Fear). Few brave souls who have long
time be able to hold out against the magic spell.
And still found in the realm of heroes who
said: "We have to stop the enemy and save
kingdom! "Will they conceived, who
knows ...



         PEOPLE OF THE KINGDOM OF MIDNIGHT.


                 Protagonists.


    Luxor Moon Prince (Luxor the
Moonprince) - he will lead the
Liberation Movement, which aims - not
give Dumdarku win Midnight
kingdom. Luxor has the symbol
Liberation - ring the Moon (Moon Ring),
which will help him appeal to all Lords
the kingdom to fight the invader.


    Morkin (Morkin) - son of Luxor. He has
Too young to lead one of the
orders release or pick up on the war
Free of Lords, but the natural
daring and precocious mind will help
him in communicating with all other residents
kingdom. In addition, it Morkin
the only person who can get into
Tower of Doom and find Ice crown.


    Korlet Fey (Corleth the Fey) -
leader of the Lords Fey, who has not
joined the liberation movements, but
Dumdarka also consider their enemy. Korlet
extremely intelligent, which allows him
agree with almost all residents
kingdom. May lead one
detachments of soldiers Fey.


    Rotron Wise (Rorthron the Wise) -
magician and the magician, as well as best friend
Luxor, which in itself is
a good recommendation. His nickname
was not accidental, since it can
communicate with all the inhabitants of the country, and in
battle with magic, able to destroy
up to 150 enemies.


                Free Lords.


    Conventionally, they can be divided into two groups. K
first group includes the Lords, as Gard
(The Lord of Gard), Marakov (The Lord of
Marakith), Ksayorkit (The Lord of Xajorkith),
Lord of Darkness (The Lord of Gloom), Shimer (Thee
Lord of Shimeril), Kumar (The Lord of Kumar),
Itrorn (The Lord of Ithrorn) and Lord Dawn (The
Lord of Dawn). This is the strongest and bravest Lords
kingdom. They live in huge
the fortress-citadel that protected large
few men. Once last fall
Citadel of Lords, to become a full Dumdark
owner of the Midnight kingdom.

    The second group includes Brit Lords (Lord
Brith), Rorat (Lord Rorath), Trorn (Lord Trorn)
Lord of the Morning (The Lord of Morning), Ator (Lord
Athoril), Lord of Blood (Lord Blood), Herat (Lord
Herath) and Mitarg (Lord Mitharg). These lords weaker
and fearful past. The exception is
Is that Lord of Blood, which is in a battle much
surpasses all the other Lords, and it alone can
lay up to 70 men the enemy. Lords of the second group
prefer to live in mansions that are not
too well protected, and protection they seem
present only for the species.


                 Lords Fey.


    This is a special group of Lords. Lords Fey absolutely
independent and prefer not to deal with
other residents of the kingdom. All of them, without
exceptions, brave and strong in battle. Live Lords
Fairies in the woods, and perhaps not at Midnight
kingdom of such a large forest in which no
lived to any of these Lords.

    Lord of Dreams (The Lord of Dreams) and Lord
Dregrim (The Lord of Dregrim) live in the citadel.
Timrat Fey (Thimrath the Fey), Lord Shelest (The
Lord of Whispers) and Lord Lotorev (The Lord of
Lothoril) are in their ancestral castles.
Korinel Fey (Korinel the Fey) and Lord Thrall (The
Lord of Thrall) prefer to live in villages.
A Lord of the Shadows (The Lord of Shadows) generally lives
in the woods, where he was the only one
Lords does not have a horse.

    Unfortunately the number of soldiers Fay limited
so you should protect them and throw in the assault
enemy strongholds without the support of the armies of the Free
Lords. Above all, it makes sense to use
fighters Fey as subversive -
reconnaissance detachments, especially in the woods
Such units can move much faster
than anyone else.


                Other characters.


    Utarg of Utargov (Utarg of Utarg) -
targskoy cavalry leader. He lives on
eastern border of the Kingdom of Midnight
and does not want to make contact with anyone
except for our four heroes. Utarg - one
of the strongest and bravest warriors
Kingdom and therefore has direct meaning
bring it on its side.


    Faukrin Skulkrin (Fawkrin the
Skulkrin) - the smallest, weakest and
defenseless creature in the kingdom,
which, incidentally, in case of danger,
may well kill five soldiers
Dumdarka. Faukrin incredibly cowardly and
moves rather slowly. Should
noted, however, that the little Skulkrin not
as simple as it seems, and if necessary, can
Morkinu help destroy the Ice Crown.


    Lorgrim Wise (Lorgrim the Wise) -
Another sorcerer Midnight kingdom
which, unlike Rotrona, never
what does not and currently lives
quietly in the old tower on the
north-east, while in
blissful ignorance of the
the existence of the forces of evil in general and in Dumdarka
particular. Lorgrim not very sociable,
fights with magic and always happy to help
Destruction Ice crown.


    Farfleym Dragon Master (Farflame
the Dragonlord) - is perhaps the most
interesting inhabitant of the kingdom, because
What commander would not dream to win over
his side representative of the family
Dragons, but still very strong, bold
and fast ones. Farfleym -
dragon-single, he lives in the ruins of Corot (Ruins
of Coroth) and maintains relationships with anyone
even with their own members. Like any dragon
Farfleym can fly and one day can
cover a great distance, and his fiery
breathing it can burn up to 500 enemies
simultaneously. Needless to say, this dragon -
a very useful ally, particularly since
he also knows how to destroy the Ice Crown.


             Character control.


    Each of the characters, depending on the
situation, can perform the following commands:


    1. - Search (Seek). This is very useful
team, with which the towers, castles,
villages, caves, etc. You can find different
interesting things.

  * Manual (Guidence) can be found in a hundred
    ryh towers. A mysterious voice tells you

    where is this or that character, as well as

    ways to destroy the Ice Crown.

  * Shelter (Shelter) is not difficult to find in castles

    villages, caves, ice huts, ruins

    cities and rock formations. Rest in

    all of these places contribute to a partial

    restoring vitality to Pona
    dobyatsya soldiers during the battle.

  * Living Water (Water of Life). Ee mozhno detected
    live on the shore of any of the numerous lakes

    kingdom. She also occasionally occurs, and

    in clusters of stones. Drink from the life-giving

    source will need to troops, whose strength

    already on the wane. Living Water is fully recovered
    novit them.

  * Bowl of Dreams (Cup of Dreams) in order

    who will find it again the morning comes, so that

    his day will be longer than a few hours.

    It can be found in rock formations.

  * Wild Horses (Wild Horses) graze on the hills

    and plains. If the knight was left without a horse, then

    emu makes sense to find them. However, not one hundred
    um, finding horses to try to turn their

    infantry in the cavalry.

  * Swords Wolf Killer (Wolfslayer) and the Dragon

    Killer (Dragonslayer) will be useful to any identical
    nokomu traveler, because the journey to magical
    particular country - a thing not safe. These

    swords found in the ruins of cities, ice

    huts, rock formations, caves,

    castles and fortresses.

  * Hand of Darkness (Hand of Dark) can overtake

    unwary travelers in the ruins of cities,

    clusters of rocks, caves, ice huts

    and for those whom she touched, my shift

    impenetrable night.

  * Shadow of Death (Shadow of Death). Woe to those carried
    private, who sees her ghostly appearance.

    Only one of its kind can be completely deprived of life
    United forces even the most strong fighter.


    2. - Hiding (Hide). With this command
lone traveler can always hide from their
enemies. It is best not to hide in the middle of the field or
forests, and castles, villages, etc., as in
this case, the character will be able to relax a bit and
gain strength. Of course, hide the whole team
impossible. To move forward, we must give
Team 2 - Do not hide (Do not hide).


    3. - Combat ... (Fight with ...). By the way
the number of gangs that beset travelers on the road, one can 
see that in kingdom is not all right. Here and detachments

dwarf-skulkrinov, and wolves, and evil
ice trolls, and even dragons. Well even if
Army behind you, and if not, we will have
fight for yourself. It is not always the outcome of this battle
is good, so consider what you
lucky if you only lost their
horse, but they survived.


    4. - Attach ... (Recruit the ...). This
The most important command, as because of it you
gain allies in the fight against Dumdarka.
However, use this command, you can not
always. For example, the Free Lords did not respond
Morkina the appeal, Lord Fay suspicious
Free Lords of themselves, and Leader
targskoy cavalry did not even look in the direction of
Lords Fey. All this should take into account any
novice military leader, to create for
present a formidable army.


    5. - Dial Warriors (Recruit men) may in
castles and palaces, where more than one hundred
soldiers, and in the castles can be like walking,
and horseback warriors. Castles and fortresses Dumdarka
protects the Ice Guard, but if you are able to
knock her out, then the guard will be there to carry the 
warriors Release. This is quite at hand free

lords, but the lords of Fay will be much harder
to replenish their troops, as it will have to
look for castles and fortresses belonging to the people
Fay.


    6. - Put safety (Stand men on guard).
The greater protection of a fortress or castle, the less
the probability that the enemy zastignet you by surprise. A
placing troops in the fort and taking them out
You can control the number of troops. For example,
Warriors of a tired and not
brave lord can be transferred to the detachment of Lord
brave and well rested.


    7. - In the battle! (To battle!). This is the last
command in the list, but not the last in importance,
because with the help of your troops may attack
opponent. Run this command, even at night,
because when the enemy is near, not to sleep. Especially
cowardly individuals may refuse to
execute this command. In this case,
send them to the defense of any
strategically important objects and wait until they
gain the courage to throw themselves into battle.

 R - Current information (Report). With this
team can be found:
 - While remaining in character to the end of the day;
 - The physical condition of character (tired - conditions
   tavshy, invigorated - rested);
 - By Ice horror (cold - cold, mild -

   average);
 - Bold characters (bold - bold, afraid -

   Coward);
 - The subject of which he owns.
 Pressing the R key displays information
about the last battle, the number of losses from both
On the other hand, and about who is the winner.
 Since then pressing the R key issued
reported nearby and in front of the armies,
their numbers, being soldiers, etc.


                Warfare.


    There are two ways to end Dumdarkom.
Or split his forces and capture Ushgarak
(Ushgarak) - the main stronghold of the enemy, or
steal and destroy the Ice Crown, located
in the Tower of Doom.

    The easiest way to win
War of the Solstice - a steal Ice
crown. As it turns out in practice, do it
completely straightforward. Morkin on his dashing stallion
moves quickly and can easily
evade enemy patrols, guarding its territory.
Unfortunately, Morkin can not hide in the case
danger, therefore, should be avoided
concentration of enemy forces. The only way to
get to the tower of Destiny - is to go round, as
and receives all the real heroes. It would be reasonable
to form a support group of the Lords, with
which Morkin make friends on the road. Their task
will be to divert the enemy, while
Morkin makes its journey through
occupied territory. Among these Lords
can be Farfleym Dragon Master, who
a small standing army, the Lord of Shadows, Lord
Rorat and even Faukrin Skulkrin, from which,
however, not too much sense.

    When Morkin get to the Tower of Doom and
Ice will crown, then he should
go in search of those who will help him this
destroy the very crown. As it turned out, it
able baby Faukrin, dragon and wizard Farfleym
Lorgrim. If these characters as evil,
next was not, or, God forbid, killed, then
Ice crown can just drown in lake
Mirrou (Lake of Mirrow). It should be remembered that
You can only destroy the crown when she and
created, ie at night.


    Another way to win Dumdarka more complicated
and is intended only for those who believe
unworthy to resort to stealing and wants
prove that, as commander, has no
equal.

    In this case, Luxor, and Korlet Rotron
sent to gather under the banners of Lords
Midnight Kingdom. As has been said
above, the Lords did not deal individually with the forces
Darkness, but all together they form a powerful
an army that can stop any enemy.

    In the initial period of war are the key
Citadel Shimer and Marakita. As if the enemy does not
Lords tried to knock out, these fortresses
should hold. The calculation is simple: strength in
Dumdarka much, but they are distributed throughout the
the northern part of the kingdom, and therefore an enemy of 
himself falls into the same situation, in what turned out to be

Lords before the war. Enemy troops
fragmented, and it is easy to break
alone, especially since the enemy is attacking itself, any
accumulations of Lords, even if the number of soldiers
Liberation greatly outnumber
Warriors of the Dumdarka.

    After two or three weeks of continuous attacks on
above the fortress, the enemy forces will be
depleted, and the Army of Liberation can safely
move forward. By the way, about the same time
Morkin and the company can easily take
Citadel Korkita (Citadel of Korkith), because
the main forces of the enemy will be thrown out on
struggle with the lords.

    Capturing more and more strength and
locks, do not forget about your own
rear, as it is possible that some
Dumdarka orders will seep to the south
kingdoms and start there its subversive
activities. In no event should not be allowed
this situation, because then the enemy can
take Liberation Army in "ticks". In addition,
more castles in Dumdarka, the stronger
Ice horror, penetrating into the hearts of the people that
deplorable effect on their morale.


             Control keys.


  1 - North;

  2 - Northeast;

  3 - East;

  4 - Southeast;

  5 - South;

  6 - Southwest;

  7 - West;

  8 - Northwest;

  Q - to move forward;

  E - examination of the terrain;

  R - current information;

  T - Order character;

  U - the end of the (early morning);

  G - top of the (late night);

  C - Luxor Lunar Prince;

  V - Morkin;

  B - Korlet Fay;

  N - Rotron Wise;

  M - choice of Lords;

  S - the preservation of game;

  D - Delayed loading of the game.



    P.S. This game in their story reminds
Tolkien's epic Lord of the Rings. " Indeed
You can carry out such analogies as Morkin -
Frodo, Tower of Doom - Volcano Orodruin, Luxor -
Aragorn, Rotron - Gandalf Dumdark - Sauron, and
Even the lords Fay - elves. In any case the game
will appeal to all fans of the genre of fantasy, and
just to all those who are tired of a variety of
"Begalki" and "Shooter" and want a little
think his head.



                               G. Kubatyan ', 1996



                     *






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