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3OM3HINT.TXT
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1995-10-07
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~Lords Of Midnight III
Hints obtained via Email.
~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 prisoners 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 prisoners will be under your command in battle
against the Wolfheart. Rescued characters are quite 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 Citadel 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. Early in the
game it is best to take direct control of one of the characters and
lead them through the Dark Citadel. Since the AI will randomly pick
routes through the Dungeon intersection and will many times
completely miss a prisoner. The dungeon has a main route that can
easily be identified by it's similarly textured ceiling, floor,
and walls. Searching all corridors that branch from the main route
is the best way to locate prisoners. You need to be methodical in
your 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
attribute 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 opposite, 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 already been rescued from the Dark Citadel, you will only need 1
point in order to recruit that character. However, if the total
amounts to 0 points, the NPC will refuse to be recruited. If at the
end of the point calculation, the total is negative (-1 or lower),
the NPC will be offended, and will attack the recruiter. If an
NPC you are trying to recruit is being difficult, you may have to
find another NPC that you are able to recruit. This other recruit
may be able to recruit the original NPC you wanted. Who you recruit
into your Alliance is a large part of the game's strategy and may
ultimately 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 possible prospect for your cause. Add the points up,
(remember to factor in the status of the prisoners) and you will
safely be able to see what the probable outcome of your recruit
attempt.
Your first selection for recruiting should be the lords of the
Citadels in the realms surrounding your start position. This will
gain you an instant flow of troops since Citadels attract troops
at double the rate of Castles.
~COMBAT
Intelligent combat is the key to victory in warfare. If your
character or fellowship'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 through
a series of combat routines that will often achieve victory for your
army. Your chances for success are greater if your have a large
army. Even if victorious, you must expect your army to take
casualties. If your army is smaller (or if you are skilled in manual
combat) then manual combat is the best strategy. In manual combat
you control the actions of your character, swinging your sword and
parrying attacks. Often, manual combat results in your army taking
less casualties than when you allow the AI to direct your army's
attacks. Additional factors into your success in combat are
Artifacts, Castles and Citadels and Character Personalities.
Artifacts can add or subtract bonuses to combat, depending on the
item that is being wielded and who is wielding it.
Castles and Citadels add bonuses to defense while troops occupy
them. Castles and Citadels either triple or quadruple,
respectively, the amount of troops garrisoned within them (e.g.
The Citadel of Beomir has 500 troops within it's walls. If the
Citadel 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 combat 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
Warrior as a personality attribute, they fight with the strength
of 25 troops. All other characters fight with the strength of 50
troops in combat.
~SMART COMBAT
Learning manual combat should be one of your first goals. In the
long run, it will 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 tactic is to withdraw all troops garrisoned within a Keep
before Boroth and his army. Better to retreat and return to fight
another day than to die in vain against unbeatable enemies.
~PATHS TO POWER AND GLORY
Here are some proven victory strategies
THE DOUBLE PLAY
Have a character with a large amount of troops take over the
surrounding Castles and Citadels. As time goes on the Castles and
Citadels that the character has taken over will begin 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 tactic will steadily increase
the size of your character's armies.
CAT AND MOUSE
Boroth the Wolfheart will systematically take over every Castle and
Citadel within 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 force large enough and follow Boroth the
Wolfheart through 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 losses since Boroth is returned as a wraith in the Dark
Citadel and is once again defended by 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 Citadel of Maranor and seize it.
Once you seize the Dark Citadel, garrison it with Alliance troops.
Boroth the Wolfheart will then return to reclaim his lost Citadel.
In the ensuing combat your Alliance army will receive the defense
bonus for the Dark Citadel of Maranor and should be able to defeat
Boroth.
Well that is it ...
Good luck in your quests!