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Lords of Midnight hints

LORDS OF MIDNIGHT HINTS

-RESCUING PRISONERS

Rescuing prisoners should be a high priority in the game. Without the
prisoners of the realms at your side, your quest for the Blood March
will be your last quest! Rescued p risoners are initially under your
command but do not owe you allegiance since they have not been
recruited to join your Alliance. While their allegiance is to their
home realm, rescued p risoners will be under your command in battle
against the Wolfheart. Rescued characters are q uite important due to
the fact that they are able to recruit from all the Castles and
Citadels that carry their realms standard.

-SMART RESCUING

First and Foremost, leave Coreleth of Corelay and Arin Lord Blood
in the Dark C itadel of Maranor until all the prisoners are rescued.
If you rescue the characters early in the game, they will no longer
be able to re-enter the dungeons and rescue characters. Ear ly in the
game it is best to take direct control of one of the characters and
lead them throug h the Dark Citadel. Since the AI will randomly pick
routes through the Dungeon intersectio n and will many times completly
miss a prisoner. The dungeon has a main route that can easily b
e identified by it s similarly textured ceiling, floor, and walls.
Searching all corridors that br anch from the main route is the best
way to locate prisoners. You need to be methodical in yo ur search,
as finding prisoners isn t the easiest of tasks. A good idea might
be to draw a dungeon map to aid you in a through search of the Dark
Citadel.

-RECRUITING SYSTEM

Recruiting works on a point based system, based on the recruiter and
Non-Player Character's (NPC s) personality attributes. There are 64
personality attributes within the game, 32 good, 32 bad. For every
attribut that the recruiter and the NPC have in common, such as Loyal
vs. Loyal, 1 point is added towards the total. For every attribute
that is in oppos ite, such as Brave vs. Cowardly, 1 point
is subtracted from the total. Attributes that have nothing in common
with will be counted as no points.

The recruiter must have 2 points in his or her favor to bring the NPC
around to his or her cause. If the prisoner from the NPC s realm has
alredy been rescued from the Dark Citadel, you will only need 1 point
in order to recruit that character. However, if the tota l amounts
to 0 points, the NPC will refuse to be recruited. If at the end of the
point calcula tion, the total is negative (-1 or lower), the NPC will
be offended, and will attack the recrui ter. If an NPC you are trying
to recrit is being difficult, you may have to find another NPC t hat
you are able to recruit. This other recruit may be able to recruit the
original NPC you want ed. Who you recruit into your Alliance is
a large part of the game s strategy and may ultimatly determine your
success or failure in the game.

-SMART RECRUITING

The smart thing to do is look at the personalities of the recruiter
and the pos sible prospect for your cause. Add the points up,
(remember to factor in the status of the pri soners) and you will
safely be able to see what the probable outcome of your recruit
attempt.

Your first selection for reruiting should be the lords of the Citadels
in the r ealms surronding your start position. This will gain you an
instant flow of troops since Citadel s attract troops at double the
rate of Castles.

-COMBAT

Intelligent combat is the key to victory in warfare. If your character
or fello wship's army outmatches that of an enemy NPC and your are not
skilled in manual combat, then the best strategy is to set the game
to Time Race On. The computer AI will then go throu gh a series
of combat routines that will often achieve victory for your army. Your
chances for success are greater if your have a large aremy. Even
if victorious, you must expect your ar my to take casualties. If your
army is smaller (or if you are skilled in manual combat) th en manual
combat is the best strategy. In manual combat you control the actions
of your characte r, swinging your sword and parrying attacks. Often,
manual combat results in your army taking le ss casualties than when
you allow the AI to direct your army s attacks. Additional factors
into your success in combat are Artifacts, Castles and Ctiadels and
Character Personalities.

Artifacts can add or subtract bonuses to combat, depending on the tiem
that is being wielded and who is wielding it.

Casltes and Citadels add bonuses to defense while troops occupy them.
Castels a nd Citadels either triple or quadruple, respectively, the
amount of troops garrisoned withi n them (e.g. The Citadel of Beomir
has 500 troops within it s walls. If the Ctiadel is attacked the
troops will defend as if they were 2,000 troops).

Character personalities play a part in combat also. A hero on a whole
is more c ombat orientated than a warrior. A character that has Mighty
Warrior as a personality attribute fights with the combat strength
of 100 troops. However, if a character has Feeble Warror as a
p ersonality attribute, they fight with the strength of 25 troops. All
other characters figh t with the strenght of 50 troops in combat.

-SMART COMBAT

Learning manual combat should be one of your first goals. In the long
run, it w ill save you troops and make combat easier throughout the
game. If you outnumber an enemy by 3 to 1, odds are that the AI will
win the battle for you.

When dealing with the defense of Keeps and Boroth the Wolfheart, the
best tacti c is to withdraw all troops garrisoned within a Keep before
Boroth and his army. Better to retre at and return to fight another
day than to die in vain against unbeatable enemies.

-PATHS TO POWER AND GLORY

Here are some proven victory stratagies

THE DOUBLE PLAY

Have a character with a large amount of troops take over the suronding
Castles and Citaels. As time goes on the Castles and Citadels that the
character has taken over will be gin to attract troops to your
standard. Have another character of your alliance follow in your wake,
stopping at each Castle and Citadel, recruiting all the troops
garrisoned there. This ta ctic will steadily increase the size of your
character's armies.

CAT AND MOUSE

Boroth the Wolfheart will systematically take over every Castle and
Citadel wit hin a realm. He will only leave to rage across another
realm when he has secured his holdings. Once way to keep him occupied
is to gather a foce large enough and follow Boroth the Wolfheart
t hrough his rampage. As he seizes a Keep and moves on towards
another, you recapture it. In this way you can keep Boroth in one
realm while your Alliance travels across the Blood March recruiting
enough troops to remove the blight of Boroth from the land.
                               
TAKING THE THRONE

Attacking Boroth the Wolfheart in the Blood March will cost you many
needless l osses since Boroth is returned as a wraith in the Dark
Citadel and is once again defended b y a horde of troops with the
defense bonus of Citadels. Your best tactic is to march with 35 ,000+
troops, all the artifacts, and a Mighty Warrior as your Fellowship
Leader to the Dark C itadel of Maranor and seize it. Once you seize
the Dakr Citadel, garrison it with Allianc e troops. Boroth the
Wolfheart will then return to reclaim his lost Citadel. In the ensuing
comb at your Alliance army will recieve the defense bonus for the Dark
Ctiadel of Maranor and should be able to defeat Boroth.


Well that is it ...
Good luck in your quests!

Tips: Nathan Caroland - Domark Testing Department

For further information on Lords of Midnight call 415-513-8933 or send
email to

techsupp@domark.com.




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