Doomdark's Revenge

01.12.1984
The follow-up to the original Lords of Midnight game uses a similar game system to its predecessor, but the story is now much more complex. Luxor the Moonprince's son Morkin has been kidnapped by Shareth, daughter of Doomdark, the evil ruler deposed in the first game. The player initially takes control of Luxor, Rothron the Wise, and Morkin's lover Tarithel the Fey, although many more characters can be recruited as the game progresses, as they aim to banish Shareth and rescue Morkin. Shareth has brainwashed him, so he must also be turned back to Luxor's side. The game is effectively turn-based; your characters move by day (with a limited amount of movement possible, with each move in one of the 8 compass directions) and Shareth's by night. You will find plains, mountains, forests, underground tunnels and mysterious temples on your journey. A dark mist follows much of the area, which causes your characters to deteriorate in mood and thus become less effective. The characters are now split into five distinct tribes - Giant, Dwarf, Fey, Icemark and Barbarians, and recruiting new characters into your party isn't automatic - factors such as the game situation can make some refuse to join, turn on members of other races, or defect (as the Utarg did in the first game). There are several different objectives and possible outcomes to the game. Bringing Morkin back to the Gates of Varenorn is the most basic one, but many other characters ought to be saved, Shareth can be killed completely (with practice!), and there are many Crowns of Icemark to be retrieved. As in the first game, control of the full party only remains while Luxor is alive - his death means total defeat.
Morkin, devastated after destroying the Ice Crown, believes the war is lost and Midnight is doomed. Aimlessly wandering through a dark forest. Tarithel, daughter of the Lord of Dreams, finds him and takes him to her home, the Citadel of Dreams. There Morkin learns that the war is won. Doomdark is defeated, and Morkin’s father, Luxor, is alive. Morkin explains that he destroyed the Ice Crown but thought it was too late. The bond between Morkin and Tarithel deepens in the following days. Meanwhile, Shareth, the Heartstealer and Empress of the Icemark, erupts in rage upon learning that her father, Doomdark, has been slain by Luxor. Enraged that her revenge has been stolen, she summons a great storm to strike south against Luxor and Midnight. Giants and Dwarves prepare for battle, while the Fey Lords of Imorthorn, sensing the storm’s threat, send a white falcon with a warning to the Citadel of Dreams. Morkin and Tarithel ride to Luxor’s pavilion welcomed by his father. Luxor proudly acknowledges Morkin’s victory over Doomdark and the Ice Crown. When Luxor offers a reward, Morkin requests Tarithel’s hand in marriage. The Lord of Dreams consents to the union and the wedding is set for the next day. During the feast, the white falcon delivers the warning from Imorthorn, foretelling Shareth’s rise and the impending storm. Though some dismiss the warning, Luxor is troubled and asks the Lord of Dreams to investigate, sensing that the danger is far from over. That night, as an unnatural storm gathers over the Forest of Dreams, Morkin, unable to sleep, wanders the camp and is drawn to the glade where he first met Tarithel. There, a fierce lightning storm traps him within a circle of fire. He collapses unconscious. In his dreams, Morkin sees a beautiful woman who beckons him, but he cannot reach her. When he wakes, he has no memory of the storm or his past—only the overwhelming urge to ride north. In a trance-like state, Morkin mounts his stallion and disappears into the forest. Three days later, Tarithel follows Morkin, while Luxor sends messengers, but no word comes. After three moons, Rorthron the Wise arrives with grave news. He reveals that Morkin has been captured by Shareth, who plans to use him to destroy Midnight. Shareth threatens to conquer the realm in seven moons. Luxor and his riders, determined to act swiftly, journey north with Rorthron’s magic, breaking through the Frozen Gates and entering the Icemark. Their mission is to rescue Morkin and destroy Shareth’s power at its source. Tarithel, still searching for Morkin, heads toward the City of Imorthorn, vowing to find him. Midnight’s armies ride toward the Icemark, preparing for a new war...

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Lords of Midnight

31.12.1984

The Lords of Midnight is an award winning adventure video game, written by Mike Singleton, and released in 1984 for the ZX Spectrum. Very well received from the beginning, it was soon converted for the Amstrad CPC and Commodore 64. The game featured an innovative 3-D effect that Singleton called landscaping, which served to bring the player into the game much more than usual. Lords of Midnight is often named with Elite as among the top role playing games of the 1980s.

01.12.1984

The follow-up to the original Lords of Midnight game uses a similar game system to its predecessor, but the story is now much more complex. Luxor the Moonprince's son Morkin has been kidnapped by Shareth, daughter of Doomdark, the evil ruler deposed in the first game. The player initially takes control of Luxor, Rothron the Wise, and Morkin's lover Tarithel the Fey, although many more characters can be recruited as the game progresses, as they aim to banish Shareth and rescue Morkin. Shareth has brainwashed him, so he must also be turned back to Luxor's side. The game is effectively turn-based; your characters move by day (with a limited amount of movement possible, with each move in one of the 8 compass directions) and Shareth's by night. You will find plains, mountains, forests, underground tunnels and mysterious temples on your journey. A dark mist follows much of the area, which causes your characters to deteriorate in mood and thus become less effective. The characters are now split into five distinct tribes - Giant, Dwarf, Fey, Icemark and Barbarians, and recruiting new characters into your party isn't automatic - factors such as the game situation can make some refuse to join, turn on members of other races, or defect (as the Utarg did in the first game). There are several different objectives and possible outcomes to the game. Bringing Morkin back to the Gates of Varenorn is the most basic one, but many other characters ought to be saved, Shareth can be killed completely (with practice!), and there are many Crowns of Icemark to be retrieved. As in the first game, control of the full party only remains while Luxor is alive - his death means total defeat.

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