The Lords of Midnight

IGDB0.0/10PlaylogsRole-playing (RPG)Released: Dec 31, 1984

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About This Game

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.

Luxor, a seasoned warrior and Forest Keeper and his young squire, Morkin, are about to start their journey through the lands of Midnight to the Tower of the Moon where a council of war is to be held. As they ride through the cold, desolate forest, Luxor explains to Morkin about the Solstice and the history of their world. He tells Morkin about the time when the land was green and full of life, but it was suddenly plunged into an eternal winter, bringing famine and war. Luxor reveals how Doomdark, once a wise advisor, became a tyrant by seizing power through fear, sorcery, and violence. Doomdark now draws his strength from the winter itself, and during the Solstice, he will unleash his full power against the Free people. That is why they have to hurry, because th solstice approaching fast. At the Tower of the Moon, where Luxor, Rorthron and their allies discuss the looming threat of Doomdark, his military preparations, and the possibility of striking at his stronghold, Ushgarak. Despite the overwhelming odds, Rorthron emphasizes that they must not give in to fear and despair, for even Doomdark, once flesh and blood, can be defeated. Luxor is revealed to be the heir to the House of the Moon, the Moonprince, and is given the powerful Moon Ring. This ring grants Luxor the ability to command and see through the eyes of his followers, as well as spread hope to resist Doomdark’s fear. The plan is to rally the Free peoples, strike at Doomdark’s forces, and possibly attempt to destroy the Ice Crown, the source of Doomdark’s power which is kept in the Tower of Doom. It is Morkin, Luxor's adopted son, who is the one destined to resist Doomdark’s ice-fear and must undertake a dangerous mission to the Tower of Doom. The revelation of Morkin’s true lineage, half-Fey and half-human, makes him the only one capable of enduring the Witchking's ice-fear. Despite the risks, Morkin volunteers to go on the perilous quest to destroy the Ice Crown, knowing it is crucial for the fate of Midnight. As dawn breaks over the lands of Midnight, the sun is weak and a cold mist spreads from the north, signaling the approach of Doomdark's ice-fear. Luxor the Moonprince, accompanied by Morkin and Corleth, set out on their respective missions: Luxor sends Corleth to gather the Fey for battle, while Morkin journey to the Tower of Doom. Luxor then heads toward Corelay, rallying the Free people with a call to arms. His cry of defiance against Doomdark spreads hope, and the ice-fear retreats, but the Witchking Doomdark senses the presence of the Moonprince. The War of the Solstice has begun.

Time to beat

Normally
10h

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Game Info

Developer
Release Date
Dec 31, 1984
Platforms
  • C64Commodore C64/128/MAX
  • ACPCAmstrad CPC
  • ZXSZX Spectrum
IGDB
0.0/10
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Genre

Role-playing (RPG)Turn-based strategy (TBS)

Themes

Fantasy

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Releases

  • Commodore C64/128/MAX1985
  • Amstrad CPC1984
  • ZX Spectrum1984

Supported Languages

AudioSubtitlesInterface
  • English:

Player perspectives

  • First person

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