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And no, that's not Gandalf.

"An image of the old wizard Mordamir leaps from the candle and begins to speak:
'Dunric, you have come to save me. I am in the dungeons far below. I know I can count on you.'
This explains your old teacher's mysterious disappearance, but there is one thing strange about the message...
Your name is not Dunric."
The introduction
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The Immortal is an isometric-perspective adventure game created by Will Harvey, originally released in 1990 for the Apple IIGS and ported to the Amiga, Atari ST, Nintendo Entertainment System, IBM Personal Computer and Sega Genesis; the NES port was rereleased on the Nintendo Switch Online Service in July 2020. Your character is a wizard searching the deadly ruins of Erinoch for his lost master Mordamir, who appeared to you in a dream and prompted your quest. The story is told largely through character interactions and your own inferences based upon clues you collect; however, you will spend most of the game dying horribly. For instance, the very first thing that happens in the game is that you are given a warning to move quickly. It's more or less the only free warning you will get, and if you choose not to heed it, you are eaten by a worm and instantly killed.

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Being instantly killed is something that you will become very familiar with over the course of the game. Walked over the wrong square on the map? Worms break through the floor and instantly kill you. Touched that slime? It's viciously acidic and you are instantly killed. Searched a body too many times? Oh, look, he was killed by that slime hiding in his bones, and since you just touched it you die instantly. Beyond this, the game also includes hand-to-hand combat sequences with trolls and goblins and other creatures, puzzle-solving, and lots and lots of reloading. Spellcasting is somewhat less prominent than might be expected. Your spells are very situational: it's almost too convenient that a "spell to charm Will-O'-the-Wisps" happens to be found near some Will-o'-the-Wisps. Other spells are mostly tools, rather than a bunch of flashy attacks: you can turn yourself to stone, blink momentarily out of existence, and magnetize your hands. Your spells are all limited-use, and you need every charge you're given.

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If you get to the end, you're rewarded with a twist on what seemed a standard fantasy plot, as well as a punishingly tough puzzle for a final boss—and in a game as hard as The Immortal, that's saying something.

NOT to be confused with My Immortal, which can also be difficult to get through, but in a different way.


The Immortal provides examples of:

You can see the aftermath of whatever fate befell your victims once combat has finished.
  • Foreshadowing: Whenever you rest in the piles of hay, your character has various dreams that shed some light on the things going on in the dungeon, including the reveal of the dragon who escaped destruction, setting up the conflict between the dragon and Mordramir.
  • Fountain of Youth: One of the features of the dungeon, as you come to hear about. It's also the reason why Mordamir wants the dragon dead: Mordamir's people wiped the dragons out to get at the Fountain and the associated immortality, but they missed one, which returned the favor on the conquerors but missed Mordamir.
    • The ending of the game implies the player has become affected by this, as the water used on Level 5 to halt the loss of HP after the shrinking potion wears off is noted to be bringing back the old man's youth in the ending.
  • Giant Spider: And her many, many baby spiders. You actually get to fight her in melee... unless you're playing in the NES version, where her level was Dummied Out.
  • Gorn: Heads exploding or being lopped off, your character being eaten alive and rather brutally at that, being turned into a pile of goo and bones by slime... it's not a pleasant game even if you don't die.
  • Guide Dang It!: Every item and spell has one and only one circumstance where it's used. If you try to use one in the wrong place, you'll either die or waste it and die at the point where you should have used it.
  • Hoist by His Own Petard: Mordamir, whose amulet protects him from the dragon he intends to use to kill you. Conveniently, you find a "Magnetic Hands" spell shortly before fighting him.
  • Hope Spot: You will fall into lots of pits, which is usually instant death. Sometimes you'll catch yourself with your long staff and have a chance to swing back up by hammering a button. Sometimes the staff breaks.
  • Inexplicable Treasure Chests: Justified - Mordamir wanted you to reach him, so he left useful equipment for you.
  • Involuntary Battle to the Death: You actually set this up between a couple of trolls. One item you come across is a ceremonial dagger that trolls use to symbolize a challenge to a duel. Later on, you find a pair of trolls, toss the dagger, and watch as they perceive the challenge from each other and fight to the death. You only need deal with the leftovers.
  • Kill It with Fire: You got fireball spells, the dragon belches long plumes of flame at you, the dungeons have plenty of fire-based traps, and the amulet's runes are a massive fire spell which kills you and everything inside the dungeons. ...so yeah.
  • The Many Deaths of You: There are a variety of animations for your inevitable, repeated demises. Magazine ads for the game were basically nothing but a list of the various ways you could be killed. Kind of ironic for a game called "The Immortal".
  • Nintendo Hard: Terrifyingly, the NES port may actually be easier than some of the others. It's missing the spider stage and a few of the puzzles.
  • No Name Given: The wizard. The introduction is based around Mordamir calling him by the wrong name, but you never get a correct answer.
  • Non-Standard Game Over: Wearing the Protean Ring changes your shape into that of a goblin, but the king figures you out as an imposter and promptly drops you down a hole. Not surprising given the nature of this game, but given there's little reason to show up before him with the ring on...
  • Oh, Crap!: Mordamir as you gank the amulet from him in the final battle.
  • Our Dragons Are Different: Partway through, you begin dreaming of a civilization of dragons, which were peaceful until an army of humans attacked and destroyed them. One survivor counterattacked, but there was one survivor from that group... The last living dragon is at the bottom of the dungeon, and you must survive its fire breath until it wears itself out, at which point Mordamir will arrive to begin the final puzzle.
  • Our Goblins Are Different: They're at war with the trolls, and eventually offer to assist you if you'll get a monster out of their water supply.
  • Pay Evil unto Evil: A rare inversion of this trope. If you act like a jerk by refusing to help anyone, such as giving the dying goblin king your bottle of water, you'll pay for it somehow. Said consequence will either leave you stuck or possibly dead.
  • Perilous Old Fool: The player is an old wizard, but one with no readily available spells, who enters this dungeon anyway and manages to survive all its perils and put to rest a feud that's been raging for centuries. Worthy of note is that despite being a wizard and clearly old, he can go toe-to-toe in melee with his enemies (including Giant Spiders) and win.
    • The ending implies you start regaining a bit of your youth after your adventures. How much so isn't really stated.
    • Some of the enemies mock you for this pre-combat, calling you a FOOLISH OLD MAN!
  • Puzzle Boss: Every 'boss' character is fought using wits and spells, rather than the combat interface. Except the giant spider and Ullindor.
  • Recurring Traveler: The merchant, who has exactly what you need when you need it. Justified when Mordamir bitches at you near the end: "Look at me. Do I remind you of a merchant, perhaps?"
  • Schmuck Bait: "You see something green and squiggly dangling between the bones. Do you want to investigate further? Y/N". That pile of bones having some very good loot (an elven sword of quickness) doesn't really help.
    • Just TRY reading those runes on the amulet...see where that gets you...
  • Spanner in the Works: What you eventually become to Mordramir. The game comments on how ironic it is that neither he nor the dragon could get rid of each other, and it was only by your intervention that their feud ended. Bonus points for the fact that you were meant to off the dragon, not Mordramir, who had been aiding you getting to the dragon in the first place.
  • Squishy Wizard: Subverted in that although you are an aging apprentice wizard, you are a reasonably competent sword-fighter. Played straight in that, despite this (and your health bar), most traps and larger monsters kill you instantly.
  • Suicide Mission: What Mordamir attempted to trick you into performing, hoping you would use the amulet to nuke yourself and the dragon in the dungeon's depths to complete his revenge for him without having to personally get his hands dirty. He even remarks that he has other students that can replace you when you refuse to cooperate.
  • Taken for Granite: You get a spell that lets you do this to yourself. You're a statue for the duration, frozen in your dodge pose. Don't waste the spell charges.
  • Temple of Doom: The setting. Flame traps under the floors. Flame traps in the walls. Arrow traps in the walls. Pits. Invisible pits. Items you must consume to progress that are also lethally poisonous. Innocuous-looking items that literally kill you if you look at them wrong. Giant worms under the floors.
  • The Many Deaths of You: Put it this way, if they ever did a film version of this game Sean Bean would be a shoo-in for the main character.
  • Treacherous Advisor: Mordamir. His disappearance is just a Batman Gambit to try and get you to destroy the final boss with one of those items that kills you if you look at it funny.
  • Too Dumb to Live: Mordamir, who gloats after you run out of defensive spells that "as long as I have this amulet, the dragon won't attack me". He didn't expect you to have one final spell, courtesy of Dunric: the Magnetic Hands.
  • Trial-and-Error Gameplay: The game is made of this. Some of the puzzles are explained in-game, but the cryptic clues might not help you as much as you would like. Mostly, you just die until you luck into the solution.
  • Violation of Common Sense: How to defeat the Norlac. If you coax it into chasing after you but climb back up the ladder, it'll snatch you and drag you back down to your death once you reach the top. The answer is to have the Norlac follow you and basically throw yourself into the drain at the end. If you did so before on your own, you would have died, so it's understandable that choosing to do so again is a little bit of a stretch if it weren't for the fact that it's what the goblins told you to do.
  • X-Ray Sparks: Of the lethal variety. You use it as a Finishing Move, Mordamir as a direct attack.
  • Your Head Asplode: Mordamir can do this to you with a sonic spell during the final battle.
    • It's random how you kill them in the Genesis version, but one of the finishing attacks on your enemies does this and very gruesomely so.

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