- LORDS OF MIDNIGHT -
(C) Gray Stort/LGN
(W) Mentat/ASD
(W) Sergey Sturt/LGN
Lords of Midnight. War for the solstice.
---------------------------------------
Night has fallen over the Land of Midnight.
The pale moon illuminated the wide, lifeless
a plain covered with snowdrifts. In the air
There was impenetrable silence.
Suddenly from the forest, which was located to
west of the plain, four
horseman in shining armor and froze in
silence. Their gaze fell on strange spots
on, darkening on uckpuctom snow. Having arrived
closer, they saw piles of frozen labor
pov Most of those killed were black
pov. Most of those killed were black
armor...
What has been expected for so long has happened andfeared - the invasion of the dark Lord
Dumdarka to the lands of free people. Before
through the eyes of the riders was the result of an unequal
battle of the troops of one of the free Lords with blood
by the great hordes of black knights of Dumdark.
After a long silence, the riders separated
They fled and galloped in different directions. Soon
their dark silhouettes melted into the night.
The Solstice War has begun...
. . .
So, now about the game itself:
The Land of Midnight is a country with a harsh climate
obscenities, protected from the outside world by ice-
barriers (Frozen Wastes), there are no
when there is no summer, and the day only lasts
eight o'clock. In the north of the Country stretch-
Xia Doomdark's possessions, abandoned in the west
Dumdark's possessions, abandoned in the west
new lands, and in the south and east - lands
free people.
The game starts from the moment when
Doomdark's hordes invade the free
land. Your task is to survive in this cri-
in a major war.
CONTROL.
'S' - record the current state on
disk.
'D' - loading a previously recorded compilation
groaning.
'1'... '8' - look in different places
directions of light: '1' - north, '2' - north-east
current, '3' - east, etc..
'Q' - move one location forward
in the direction of view.
'M' - calls up the hero selection menu.
'R' - view the current state of the hero
and his squad (exit 'E').
and his squad (exit via 'E').
'T' - call the action selection menu (exit
by 'E').
'U' - transfer of the move to the opponent (exit
by 'G').
TERRAIN ELEMENTS.
They include forests, mountains, plains
us, hills, lakes, buildings... Buildings
are fortresses (keep), citadels
citadel, village, towers
(tower), ruins (ruins), snow caves
(snowhall), temples (lith), sanctuaries
(hence), caves(cavern). They can
there are faces or artifacts in circulation, and in fortresses
and citadels - garrisons. The lakes have
drinking water.
Each location is named after a lord who
owns it (for example: downs of Shiteril -
Shimeril Hills), but don't be surprised if
you will encounter territories during the game,
you will encounter territories during the game,
proper to Lords who are not in the Country -
these Lords simply fell as a result of the previous
ongoing wars with Dumdark or in civil strife
tsah...
The remaining Lords strive to unite
know what your main task is,
because the more Lords will be under your
sensitive guidance, the more chances you have
owls to win the war.
HEROES.
Each hero and his subordinates belong to
lie to one of the races inhabiting the Country
Midnight. These could be free people
(free heat), or elves (fey), or even targs
(targ). It's mostly people who oppose you
races of dark fate (dootdark).
Each race has its own characteristics:
- PEOPLE. Well, everything is clear here, ordinary
people.people.
- ELVES. They fight well and move
hang out in the forests. The old race, there are not many of them
they are not replenished.
- TARGI. A very ancient race. They live
in the east and is ruled by Lord Utarg
(Utarg). They do not recognize foot formations and
have strong, well-trained cavalry.
- DARK RACE. People too, but only
serve evil.
You only have four at your disposal at once.
hero:
Luxor Moonprince;
Morkin, his son;
Rortron the Wise;
elf Corleth the Fey.
After pressing the 'M' key appears
list of all those currently loyal to you
heroes. Select the desired hero and see
an image of the area through his eyes. From above
information: hero name, location,
viewing direction. Single heroes are possible
view direction. Single heroes are possible
noticeable only from a neighboring location, painful
the same detachments on the plain can be seen
from afar.
When you press the 'Q' button we move the hero
one location forward in direction
glance. In this case, precious things are lost
time. Mounted hero spends:when moving north, east, south,
west: to the forest - two hours, to the hills - one and a half
hours, to the mountains - three hours, to the plains, etc. -
one hour;
when moving along intermediate directions
veniyam (northeast, etc.): into the forest -
three hours, to the hills - two hours, to the mountains - what-
three and a half hours, into the plains, etc. -
an hour and a half.
Foot heroes have similar movements
it takes twice as long. El-
I move through forests as if across plains.
Fawkrin moves at half the speed of walking
th hero and cannot ride a horse.
th hero and cannot mount a horse.
Farflate flies three times faster than a horse-mounted one
the hero and the horse, respectively, are not for him
needed at all. I note that the hero’s detachment moves
repents with him.
To view current information you need
press the 'R' key several times. At the same time
it indicates where the hero stands, what kind of character he has
there is an artifact, quantity and condition
the hero's troops, his condition, garni-
zones of the fortress (if he is located in it or
looks at her from a neighboring location), number
laziness of the squad at a neighboring location
direction of view, results of night
battle (if it took place)... Exit
to the overview screen by 'E'. HERO STATE.
ICE FEAR. Shows the degree of ice
horror, spreading as we advance
the battles of Dumdark's troops. Might be easy
zheniya troops of Dumdark. Might be easy
(slidht), weak (tild), etc.
BOLD/AFRAID. State of morality, showing
shows the character's confidence in the success of the war
and changes depending on the results
military operations in general. May vary from
afraid utterly (terribly afraid) until uttely
bold (absolutely sure). If your hero
afraid utterly, then he will be afraid to order
their troops to attack the enemy, but in
in the event of an attack from the enemy, he and his
a number will fight.
INVICORATED/TIRED. Physical condition
hero and troops - from utterly invicorated
(absolutely rested) to utterly tired
(absolutely tired). Decreases with ac-
active movements and combat operations.
Increased by rest and nutrition.
Strongly affects your combat effectiveness
troops.
ACTIONS.
When you press the 'T' key, menus appear
choice of actions possible at a given moment
ment. Exit from it to the overview screen -
'E' button. This menu may appear
the following points, the choice of which is carried out -
by pressing the corresponding numeric key
Vichy:
1. Seek. Search for information (it can be
found mainly in towers), horses
(on the plains they are visible in the neighboring location
tion), artifacts (in buildings), food (in
populated buildings, mainly), water
(in lakes). Water and food - disposable
use, food improves physical health
standing by one point, and waters of
life) - immediately to the point of being utterly invicorated.
2. Hide/do not Hide - hide/exit
from the shelter. Operates on the principle of on.
/off. All heroes, with the exception of Morkin,
can hide, but only if they are without
can hide, but only if they are not
troops. In this case they become invisible
dangerous both for the enemy and for one’s friends
Zey.
3. Fight... - destroy the robbers.
This option appears only when the
the swarm is located in the same location as them.
Until the robbers are killed, the hero will not
may move from location. The robbers would-
There are four types: wolves - wolves, ice
trolls - ice trolls,dragons - dragons
and skulkrins - small black gnomes.
Many small gangs have been broken up
Rosans all over the country, they sit motionless
but at some location they present
serious danger for the lone hero,
because the soldiers will cope easily and without losses
with any gang. But here's a lone hero...
Robbers are especially dangerous if you are with
the detachment will push them to the same location as them
Doomdark's soldiers.
4. Recruit Lord - recruit some
4. Recruit Lord - recruit some
any Lord or hero for the war with Dumdar-
com. Possible only at one location with geo-
swarm. In this case, control is transferred to
upon arrival and he appears in the heroes menu
('M').
5. Recruit heat - recruit troops. This
possible only in a fortress or citadel,
whether there is a garrison of the race of this g-
swarm numbering over a hundred (recruitment
produced in hundreds).
6. Stand on guard - leave the guard
in a fortress or citadel. Works back
point 5., but you can leave only that
type of troops that is in the fortification.
7. To battle! - attack the enemy.
To do this, you must be in a neighboring location
tion with him and look in his direction. After
this hero until the end of the current day before
can't move, but can hide
(if he is alone) whatuseful for reconnaissance
single heroes.
single heroes.
Troops.
Each Lord can have two troops
two varieties: foot and horsemen,
and it is clear that riders fight better
infantry. But there is one peculiarity - troops
of each type there cannot be more than twelve
twenty and a half hundred. The same applies to
to fortified points. Enemy troops -
these are squads of ten or twelve hundred
black knights, their infantry advances towards
many horsemen, while the advance of va-
of these troops are completely dependent on the horse and fi-
physical abilities of their commander. Mini
small military unit - five warriors.
Battles.
The war begins as follows:
enemy hordes rush south
The enemy's hordes rush south
through a mountain pass overlooking the bloody
fields (plains of blood) to the Bloody fortressth Lord. It's a little northeast of
your starting location. Some of the troops pro-
Tivnik goes to the east and single detachments
to the southeast. They set off on Luxor's trail
twelve thousand horsemen, behind Morkin -
three thousand. Fortified points for your
defense is not particularly affected, but they are always
there is a garrison - that is, if you capture
for example, an enemy fortress, having interrupted
at the same time, the entire garrison will gather there
another two to two and a half hundred people per
guards and you can recruit them in half
thus destroying his troops.
Similar events occur when
the enemy captures your fortified missiles
nts. The outcome of the battle is influenced by the number
warriors At one location at the same time you can
several Lords are fighting here, and
whether there are very few enemies, then some of them
whether there are very few enemies, some of them
resting. As long as the Lord has troops, he is alive.
In the morning after the battle, pressing the "R" key
you see your losses and the enemy’s losses,
Moreover, your Lord can personally destroy pa-
ru dozens of enemies, and if he has a sword
Wolfslayer or Dragonslayer, then even more painful
she.
Victory condition.
You win if you capture the main one
enemy stronghold USHGARAK in the north or
destroy the source of his power - Ice -
Ice Crown. Ice Crown
located in the north in the Tower of Fate
(Tower of Doot), and it can be stolen
Morkin only (Seek option). To destroy her
live, Morkin needs to go to the location in
where one of the following persons is located
Press: Rorthron, Farflate, Lorgrit, Fawk-
rin, or throw her into the Mirror Lake
rin, or throw it into the Mirror Lake
(Lake Mirror). The enemy wins when
two of the following events occur:
tiy: death of Luxor, death of Morkin, fall-
the destruction of the stronghold of the most powerful southern Lord
(Citadel of Xajorkith).
To make it a little easier for you to play,
I will give the following table:
┌----------┬--------┬----------┬----┬----┐
│Name of Lord │ Race │ Starting│ar- │page-│
│ │ │ location │miya │azha │
│ │ │ ├----┼----┤
│ │ │ │nex.│nex.│
│ │ │ │con.│con.│
├----------┼--------┼----------┼----┼----┤
│ LUXOR │ FREE │ TOWER OF │0000│----│
│MOONPRINCE│ │ MOON │0000│----│
├----------┼--------┼----------┼----┼----┤
│ MORKIN │ FREE │ TOWER OF│----│----│
│ │ │ MOON │----│----│
├----------┼--------┼----------┼----┼----┤
├----------┼--------┼----------┼----┼----┤
│ RORTHRON │ FREE │ TOWER OF │----│----│
│ THE WISE │ │ MOON │----│----│
├----------┼--------┼----------┼----┼----┤
│ CORLETH │ FEY │ TOWER OF │0000│----│
│ THE FEY │ │ MOON │0000│----│
├----------┼--------┼----------┼----┼----┤
│ SHADOWS │ FEY │ FOREST OF│1000│----│
│ │ │ SHADOWS │0000│----│
├----------┼--------┼----------┼----┼----┤
│ KORINEL │ FEY │VILLAGE OF│1000│----│
│ THE FEY │ │ KOR │0000│----│
├----------┼--------┼----------┼----┼----┤
│ THRALL │ FEY │VILLAGE OF│ 600│----│
│ │ │ THRALL │ 300│----│
├----------┼--------┼----------┼----┼----┤
│ TIMRATH │ FEY │ КЕЕР OF │ 400│0000│
│ THE FEY │ │ TIMRATH │ 600│ 300│
├----------┼--------┼----------┼----┼----┤
│ WHISPERS │ FEY │ КЕЕР OF │ 600│ 150│
│ │ │ WHISPERS │ 300│0000│
├----------┼--------┼----------┼----┼----┤
├----------┼--------┼----------┼----┼----┤
│ LOTHORIL │ FEY │ КЕЕР OF │ 500│ 200│
│ │ │ LOTHORIL │ 200│0000│
├----------┼--------┼----------┼----┼----┤
│ DREGRIM │ FEY │CITADEL OF│1000│ 500│
│ │ │ DREGRIM │ 500│0000│
├----------┼--------┼----------┼----┼----┤
│DREAMS │ FEY │CITADEL OF│1200│ 500│
│ │ │ DREAMS │ 800│0000│
├----------┼--------┼----------┼----┼----┤
│ LORGRIM │ FREE │ TOWER OF │----│----│
│ THE WISE │ │ FADRATH │----│----│
├----------┼--------┼----------┼----┼----┤
│ FAWKRIN │SKULKRIN│ MOONHENGE│----│----│
│ SKULKRIN │ │ │----│----│
├----------┼--------┼----------┼----┼----┤
│ FARFLAME │ DRAGON │ RAINS OF │----│----│
│DRAGONLORD│ │ COROTH │----│----│
├----------┼--------┼----------┼----┼----┤
│ UTARG OF │ TARG │ KEPP OF │0000│0000│
│ THE TARG │ │ UTARG │1000│ 350│
├----------┼--------┼----------┼----┼----┤
├----------┼--------┼----------┼----┼----┤
│ RORATH │ FREE │ КЕЕР OF │ 400│0000│
│ │ │ RORATH │ 800│ 250│
├----------┼--------┼----------┼----┼----┤
│ THRORN │ FREE │ KEPP OF │ 800│ 150│
│ │ │ THRORN │ 400│0000│
├----------┼--------┼----------┼----┼----┤
│ MORNING │ FREE │ КЕЕР OF │ 800│ 200│
│ │ │ MORNING │ 300│0000│
├----------┼--------┼----------┼----┼----┤
│ BRITH │ FREE │ КЕЕР OF │ 300│0000│
│ │ │ BRITH │ 500│ 150│
├----------┼--------┼----------┼----┼----┤
│ MITHARG │ FREE │ КЕЕР OF │ 600│ 150│
│ │ │ MITHARG │ 500│0000│
├----------┼--------┼----------┼----┼----┤
│ HERATH │ FREE │ КЕЕР OF │ 600│ 300││ │ │ HERATH │ 500│0000│
├----------┼--------┼----------┼----┼----┤
│ ATHORIL │ FREE │ КЕЕР OF │ 300│ 150│
│ │ │ ATHORIL │ 800│0000│
├----------┼--------┼----------┼----┼----┤
├----------┼--------┼----------┼----┼----┤
│ BLOOD │ FREE │ КЕЕР OF │0000│ 400│
│ │ │ BLOOD │1200│0000│
├----------┼--------┼----------┼----┼----┤
│ DAWN │ FREE │CITADEL OF│ 800│ 550│
│ │ │ DAWN │ 500│0000│
├----------┼--------┼----------┼----┼----┤
│ GARD │ FREE │CITADEL OF│1000│0000│
│ │ │ GARD │ 500│ 600│
├----------┼--------┼----------┼----┼----┤
│ GLOOM │ FREE │CITADEL OF│1000│ 600│
│ │ │ GLOOM │ 500│0000│
├----------┼--------┼----------┼----┼----┤
│ KUMAR │ FREE │CITADEL OF│1000│0000│
│ │ │ KUMAR │ 700│ 600│
├----------┼--------┼----------┼----┼----┤
│ MARAKITH │ FREE │CITADEL OF│1000│ 700│
│ │ │ MARAKITH │ 500│0000│
├----------┼--------┼----------┼----┼----┤
│ SHIMERIL │ FREE │CITADEL OF│1000│ 750│
│ │ │ SHIMERIL │ 800│0000│
├----------┼--------┼----------┼----┼----┤
├----------┼--------┼----------┼----┼----┤
│ XAJORKITH│ FREE │CITADEL OF│1200│0000│
│ │ │ XAJORKITH│ 800│ 750│
├----------┼--------┼----------┼----┼----┤
│ ITHORN │FREE │CITADEL OF│1200│ 700│
│ │ │ ITHORN │1000│0000│
└----------┴--------┴----------┴----┴----┘
The sign "----" in the "guard" column indicates
that in these places there are no fortifications and natural
specifically garrisons in them. Sign "----" in
in the "army" column, those Lords who have
There cannot be an army at all.
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