The Lord of the Rings: War of the Ring




The Lord of the Rings: War of the Ring

Developer:Liquid Entertainment Genre:Strategy Release Date: Download Games Free Now!

About The Game

Though it capitalizes on the momentum generated by the recent films, War of the Ring uses the original books as source material and extends the conflicts beyond the core story of the Fellowship. Displaying the same level of personality and animation found in Liquid's previous game, Battle Realms, the world of Middle Earth comes to life with vast grassy plains, gathering storm clouds and the blight of Sauron passing over the land. Players are able to take both sides of this conflict as they extend Sauron's reach over the lands of Middle Earth or try to battle his minions back to the gates of Mordor. Fielding units from hobbits to Balrogs, you'll have the chance to refight some of the classic battles from the series including Helm's Deep, Edoras, Cirith Ungol and Dol Guldur.

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The Lord of the Rings: War of the Ring Review

By Chad Montague |

A real-time strategy game set during the War of the Ring in the Third Age of Middle-Earth, popularized by J.R.R. Tolkien's Lord of the Rings series of books was a good idea. The land and the time lends itself to good strategy. An overwhelming army of evil standing at the gates of the "good" races of men, elves, dwarves, hobbits, and the descriptions of amazingly large and sometimes complex battles just screams for the attention of the many tactical geniuses that have emerged thanks to the advent and growth of the real-time and turn-based strategy genres. So with those thoughts in mind, Vivendi and Liquid Entertainment (best known for Battle Realms) got together to work on Lord of the Rings: War of the Ring, the first real-time strategy game set in the Tolkien universe. I'll admit, it's neat to play in this world, but the way the game is presented and the fact that it took no chances to do something different with a license that deserves more made me sad. Technically, the game is sound, but I've seen it all before. It looks like games we've seen before, it plays like games we've seen before, and aside from some characters names and monsters, does nothing to really bring that deep, real, Tolkien feel to the experience.

The War of the Ring itself takes place during the conflict while Frodo and Sam were on their quest to destroy the One Ring by throwing it into the fire of Mount Doom. But unlike the approach of the recent action games released by EA, the focus is not on this quest, or necessarily the several heroes that made up the Fellowship. Instead, Liquid and Vivendi shifted their view to the battles fought to keep the forces of Sauron out of the lands of men, Elves, and Dwarves including conflict that occured before the actual War of the Ring. Many of the battles that are fought in this game aren't actually found in the Lord of the Rings trilogy or history as far as I could find (admittedly I haven't read the many volumes of the History of Middle-Earth). Instead the game offers a bit of an interpreted nature of the events before and during the year and a half that the War lasted.

War of the Ring is definitely presented and made for the average strategy gamers and those that may not have been drawn to the genre in the past. And to this end, it does a good job. You'll find all of the normal features that you would expect in a typical RTS. You'll have to construct buildings on a map that serve several purposes such as training units and upgrading their abilities. All the while you'll have to mine ore from deposits, found conveniently in mounds in green pastures (lame) and harvest food using wells, which were conveniently located near the ore deposits. Then you'll need to build up an army and loose it upon the enemy while making sure that your "town" is defended as well. Mission objectives differ depending on the level, most of which have been done before.

There are two campaigns here. One lets you follow the exploits of the good army and its struggle against the might of Sauron. Here, you'll find yourself constructing buildings and units of the three big "good" races of Middle-Earth (humans, elves, and dwarves) along with units of more magical and mysterious races such as the Huorns (more tree-like versions of Ents) and Beornings (a group of people that can change into bears as Beorn from The Hobbit did). This is really where I start having problems with the game, which could in large part be due to the fact that I'm a geek. Making a normal RTS out of the Tolkien history just doesn't make sense to me. Not only is it wierd for elves and humans and dwarves to all come popping out of buildings, but it's also weird that they're harvesting ore in the middle of a green field and recruiting Huorns (who really only played a part in the destruction of Isenguard) and Beornings (who really don't play much of a part in the books at all). In the same vein, as far as I can remember or find, Dwarves fought in the War of the Ring, but really only in their own territory alongside the men of Dale in defense of the Lonely Mountain.

For people that don't really know the books well or don't care, this is probably fine. Playing with Ents and Beornings is cool for them, so I can see the point of including them. But fans of the series are probably going to have the same problems that I've had. Constructing a camp with a barracks for each of the Human, Elf, Dwarf, and Ent races is just silly. Watching them all pop out and fight together is bizarre and just doesn't really sit right for most of the game.

This is especially weird considering the context of the books and history. The good races weren't vast in numbers. In fact, they were quite the underdogs in the War. Being able to just reproduce units doesn't sit right. I really wish the game had been more of a tactical nature where you begin with a set number of units and need to survive the mission with a certain number of survivors or at all. Units balanced to reflect the overwhelming number of Sauron's forces would have been nice as well. Harvesting and all that jazz just doesn't seem right for a subject so rich. It dumbs it down.

The second campaign actually lets players crack the whip at the back of the mighty hordes of evil. Because this is obviously a step out from the storyline, I didn't mind the way this was colored as much and in fact even enjoyed it a bit. Getting a chance to corrupt Middle-Earth doesn't happen every day. It's easier to forgive the license taken with the story and history of the land in this campaign. But once again, it just doesn't show the absolute might of the invading forces of Sauron. The population limit is set at 100 and when most of the creatures in your army take up at least 3 of those 100, it's hard to get the feeling of superior numbers.

The units in the Dark Lord's army are what you might expect. There's the basic Orc units such as Goblins (which are really just smaller Orcs), Goblin Spearmen, Orc Bowmen, Orc Slashers, Warg Riders, and the specially bred Uruk-Hai. Trolls, Giant Spiders, Wraiths, and Haradrim round out the rest of the normal units. The Trolls and Harad I can understand a bit more than the Giant Spiders and Wraiths, but all things considered, they were fun units.

The Lord of the Rings: War of the Ring Game Walkthrough

***************** War of The Ring *****************

The Lord of the Rings: War of the Ring (TM) PC

This is the Table of Contents. Press Control+F to find things. 

         1. MINIMUM
         2. RECOMMENDED
         1. THE MENUS
         4. BUILDINGS <BLDNGS>
         5. UNITS <NTS>
         6. HEROES <HRS>
         7. FATE <FT>
         8. PLACES OF POWER <PLCS>
   6. HOT KEYS <KYS>
         1. THE GREY LEDGE <GD1>
         4. ORCS IN MIRKWOOD <GD4>
         7. LOTHLORIEN <GD7>
         8. MINAS MORGUL <GD8>
        10. HELM'S DEEP <GD10>
        14. CLEARING THE WAY <VL3>
        15. DARKNESS RETURNS <VL4>
        17. SARUMAN'S URUK-HAI <VL6>
        19. THE MORGUL ROAD <VL8>
        20. A HIDDEN PLAN <VL9>

Copyright@2010 ?,?ressior Noldor

  All trademarks and copyrights contained in this document are owned by their
  respective trademark and copyright holders. This may not be reproduced under
  any circumstances except for personal, private use. It may not be placed on
  any web site or otherwise distributed publicly without advance written
  permission. Use of this guide on any other web site or as a part of any
  public display is strictly prohibited, and a violation of copyright.


    * Intel (R) Pentium III processor or AMD (R) Athlon (TM) processor
    * Processor Speed: 800 MHz
    * Windows (R) 98/2000/ME/XP
    * 256 MB RAM
    * DirectX (R) 9 or higher
    * 32 MB AGP (R) video card supporting Hardware Transform and Lighting
capability using NVIDIA (R) GeForce (TM), ATI (R) Radeon (TM), or a more recent
chipset with a DirectX (R) 9 compatible driver
    * DirectX(R) 9-compatible sound card and speakers or headphones
    * Up to 2 GB hard drive space
    * Minimum 56K modem for online play
    * Keyboard and mouse

    * Intel(R) Pentium 4 processor or AMD(R) Athlon(TM) XP processor
    * Processor Speed: 2.5 gHz
    * Windows(R) XP
    * 512 MB RAM
    * 128 MB AGP(R) video card
    * High bandwidth Internet connection for online play


On the main menu, you have five options to chose from. They are Single Player,
Multiplayer, Load, Options, and Quit.

Starts a single-player game. This screen will give you five more options to
choose from: Good Campaign, Evil Campaign, Skirmish, Tutorial, and Back.

GOOD CAMPAIGN                    Play games with the good side.
EVIL CAMPAIGN                    Play games with the evil side.
SKIRMISH                         Play a multiplayer game with computer opponents.
                               More in the Multiplayer Section.
TUTORIAL                         Get taught by an elf and a dwarf how to play the
                               game. If you read the manual, you probably won't
                               need it.

Starts a multiplayer game. You can chose between Gamespy and LAN. There are
five types of games: Razing, Survival, Famine, Control, and Catapult.

RAZING                           To win you need to destroy all of the 
                              enemies' buildings. That includes towers
                              and war posts. Yo do not need to kill all
                              the units but that often happens anyway.
SURVIVAL                          You must completely destroy your enemy,
                              leave no units or buildings alive. If all
                              buildings are destroyed, the units will
                              be revealed until a Stronghold or a Goblin
                              Hovel is constructed.
FAMINE                           A set amount of resources starts the
                              game and resource collecting is turned off.
                              Winning is the same as in Survival.
CONTROL                          Players have to control Places of Power
                              to be the winner. Each Place of Power in
                              possession gains the controlling player
                              points. When the timer ends, the player with
                              the most points wins. If all other players are
                              eliminated, you'll immediately win. This also
                              applies to situations where one player has 
                              more than 50% of the points that can be
CATAPULT                         A catapult is placed on the map. Control
                              shifts from player to another like a Place
                              of Power. A controller can fire it to
                              anywhere there is a line of sight. Winning
                              is as in Survival.

Load any saved game.

Adjust audio, video, and game defaults here.

Quit the game. :(

The game screen is split into two parts, the battlefield and the interface.
There are three main parts to the interface: the mini-map, the Selection Panel,
and the Action Panel.

The mini-map is a map of the entire battlefield. It shows where your units and
buildings are. It also shows other players. The fog of war blocks you from
seeing any units and any buildings unless you have already seen them. For you
to get a line of sight, one of your team's units or buildings must be present.
Above the mini-map are three buttons: Main Menu, Chat, and Objectives. To the
right of the mini-map are six buttons: Look Here, Attack Here, Walk/Run Toggle,
Combat Alert, Fire Alert, and Idle Worker.

MAIN MENU                        Pauses the game and brings you to the main menu.
CHAT OPTIONS                     Gives you chat options. Only available in
OBJECTIVES                       Shows your objectives for the scenario and
                              shows your hints.
LOOK HERE                        Tells your allies to look there.
ATTACK HERE                      Tells your allies to fight there
WALK/RUN TOGGLE                  Toggles your units between walking and running.
                              Running is faster, but your units can heal while
COMBAT ALERT                     Brings the camera to where there is combat.
FIRE ALERT                       Brings the camera to where a building is ablaze
IDLE WORKER                      Selects and brings the camera to where a
                              worker is doing nothing.

The central portion of the interface is called the selection panel. It shows
information about the unit or building you have selected. When a worker is
selected it shows the buildings that the worker can construct. (More on
building in the building paragraph.) Above the Selection Panel there may be
some small round icons. They represent the fate that you have at your disposal.
Above the round icons you should see an orb. (More on the icons and the orb in
the fate paragraph.)

The right portion of the interface is called the action panel. It shows the
abilities and orders the units to your will. Above the action panel are three
icons with numbers next to them. They represent your population, your food
collected, and your ore collected. (More on population in population
paragraph.) (More on food and ore in the resources paragraph.)


Here are the basic controls for the game.

I			Centers camera and selects an idol worker
Alt + T			Pings the Mini Map for Attack Here
Alt + L			Pings the Mini Map for Look Here
Alt + H			Shows the player's tech tree
Alt + X			Kills selected unit
Esc			Brings In-Game Options 
Pause Break		Pauses the Game
Ctrl + A		Selects all units
Ctrl + C		Selects all combat units
Ctrl + L		Locks camera on selected unit
.			Cycles through player's buildings that have been built
Up			Moves camera up
Down			Moves camera down
Right			Moves camera right
Left			Moves camera left
Ctrl + Q		Quick Save
Ctrl + W		Load Game
Insert			Increases Sound Volume
Delete			Decreases Sound Volume
Ctrl + M		Turn Music onoff
Home			Increases Music
End			Decreases Music

A 			Attack MoveForce Move Modifier
H 			Hold Position
T 			Patrol
G 			Guard
S 			WalkRun Modifier
Q 			Health Bar Toggle
Tab 			Cycles through units that are currently selected
Alt 			Walk
Ctrl 			Attack MoveForce Move Modifier
Shift + Right Arrow	Rallies Units to Multiple Points
Ctrl + A Number		Makes a control Group
F5			Selects 1st Hero Summoned
F6			Selects 2nd Hero Summoned
F7			Selects 3rd Hero Summoned
F8			Selects 4th Hero Summoned
F9			Selects 5th Hero Summoned
F1			Activates 1st Battle Gear
F2			Activates 2nd Battle Gear
F3			Activates 3rd Battle Gear
F4			Activates 4th Battle Gear
Space			Moves the Camera to the Last Player Alert

~			Acces Fate Power Screen
Q			Blind or Summon Bog
W			Brambles or Murder of Crows
E			Heroic Legacy or Vile Surge
R			Blessed Wind or Summon Obelisk
A			Summon Giant Ent or Summon Balrog

R			Builds Stronghold
M			Builds Mill or Smelter
B			Builds Barracks or Beast Lair
F			Builds Foundry or Fortress of Mordor
D			Builds Dwarf Hall or Troll Den
C			Builds Camp
T			Builds Watchtower or Tower
P			Builds Ranger Post or Breeding Pit
G			Builds Forge
W			Builds Wilderness Outpost
N			Builds Nature's Haven
E			Builds Elven Sanctuary or Goblin Hovel
L			Builds House of Lore or Shadow Lair
S			Builds Slaughterhouse
O			Builds Orc Mound
A			Builds Dark Arsenal
V			Builds Black Vault
F1			Makes a Slavemaster Place a War Post
Left Mouse Button	Cancel Building Placement

Right Mouse Button	Sets a Rally Point
Alt + X			Brings up destruction interface
Backspace		Cancels actions in the queue

F1			Trains Goblin Worker
F2			Trains Goblin Spearmen
F3			Trains Goblin Slavemaster

F1			Trains Orc Bowmen
F2			Trains Orc Slasher
F3			Trains Uruk-Hai

F1			Trains Warg Rider
F2			Trains Giant Spider

F1			Trains Wraith
F2			Trains Haradrim Slayer

F1			Trains Troll Stonehurler
F2			Trains Troll Bonecleaver

G			Summons Gollum
L			Summons The Lord of the Nazgul
S			Summons Saleme
R			Summons Grishnakh
M			Summons Saruman
U			Upgrades Fortress of Mordor to next level

Q			Damage Upgrades
W			Armor Upgrades
E			Savage Influence
R			Goblin Frenzy
A			Raven Fletching
S			Flame Arrows
D			Poison Arrows

Q			Damage Upgrades
W			Armor Upgrades
E			Greater Perception
R			Darkness
A			Perpetual Darkness
S			Poison Dart
D			Assasin's Cloak
F			Morgul Blade

Q			Damage Upgrades
W			Armor Upgrades
E			Paralyze
R			Spray Venom
A			Target Practice
S			Unstoppable Force
D			Sweeping Axe

F1			Gondor Swordsman
F2			Rider of Rohan

F1			Ranger

F1			Beorning
F2			Huorn

F1			Dwarf Axethrower
F2			Dwarf Sheildbreaker

F1			Elven Archer
F2			Elven Lightbearer

F1			Worker
F			Frodo
G			Gimli
A			Aragorn
L			Legolas
D			Gandalf

Q			Damage Upgrades
W			Armor Upgrades
E			Razor Edge
R			Flaming Axe
A			Shield Break
S			Dwarf Masonry
D			Lookout Tower

Q			Damage Upgrades
W			Armor Upgrades
E			Concealment
R			Eagle Eye
A			Elven Cloaks
S			Eagle Fletching

Q			Damage Upgrades
W			Armor Upgrades
E			Bear Form
R			Savage Blow
A			Dispel
S			Light of Lothlorien
D			Tree Form

Alt + ~			Toggles the player's default to team or all players
Enter			Starts Chat Dialogue to Default
Shift + Enter		Starts Chat Dialogue to non-default

Every civilization needs resources to thrive. This one is no exception. Workers
must gather resources and drop it off at the Stronghold or the Goblin Hovel.

Everyone needs food. Without food, your population will die. Every unit (with
an exception of the Goblin Slavemasters) requires food to be trained. To make
food, it requires a source of water. You can find water in the wells dug by the
grey elves. A Mill or Slaughterhouse must be built over the well to create food.

The other essential resource is ore. Ore is used for weapons, armor and
buildings. Ore can be mined in an ore pile. To speed up the ore extraction, you
may build a Foundry or a Smelter. These buildings work the same as a Mill or

Your population is represented by two numbers. The first is your current
population. The second is your population limit.  Every time your current
population reaches your population limit, you will not be able to train any
more units. Some units place a greater burden on the population and thus will
increase the current population count by more than one. Heroes do not increase
the current population. You can increase your population limit by constructing
Camps and Strongholds and training Goblin Slavemasters. Strongholds increase
the population limit by ten. Camps increase the population limit by 11 and can
be upgraded to a War Camp which increases by 4 in addition to your 11. Goblin
Slavemasters increase the population limit by 12. The maximum population is
100. Even constructing Camps and training Goblin Slavemasters will not bring
the population limit above 100.

Building Cost                    250 Food; 250 Ore
Required Building                None
Units Trained                    Workers, Good Heroes
Upgrades                         Stronghold Level 2, Stronghold Level 3,
                              Stronghold Level 4, Stronghold Level 5
Comments                         First building that can be built. Other
                              buildings, units, and upgrades require a
                              specific Stronghold level.

Building Cost                    80 Ore
Required Building                Stronghold Level 1
Upgrades                         War Camp
Comments                         Increases Population Limit

Building Cost                    55 Ore
Required Building                None
Comments                         Makes Food

Building Cost                    80 Ore
Required Building                Stronghold Level 1
Comments                         Makes Ore

Building Cost                    80 Ore
Required Building                Stronghold Level 1
Comments                         Makes Ore

Building Cost                    105 Food; 105 Ore
Required Building                Stronghold Level 2
Units Trained                    None but it can garrison 4 non-worker units.
                              They cannot be mounted.
Upgrades                         Ballista Tower
Comments                         It attacks enemy units (and buildings) when
                              they are in the Watchtower's Range.

Building Costs                   60 Food; 105 Ore
Required Building                Stronghold Level 1
Units Trained                    Gondor Swordsman, Rider of Rohan

Building Costs                   80 Food; 100 Ore
Required Building                Stronghold Level 1
Units Trained                    Dwarf Axethrower; Dwarf Shieldbreaker

Building Costs                   75 Food; 100 Ore
Required Building                Stronghold Level 2
Units Upgraded                   Gondor Swordsman, Rider of Rohan, Dwarf
                              Axethrower, Dwarf Shieldbreaker

Building Costs                   95 Food; 110 Ore
Required Building                Stronghold Level 2
Units Trained                    Ranger

Building Costs                   135 Food; 135 Ore
Required Building                Stronghold Level 3
Units Trained                    Elven Archer, Elven Lightbearer

Building Costs                   85 Food; 110 Ore
Required Building                Stronghold Level 2
Units Upgraded                   Ranger, Elven Archer

Building Costs                   130 Food; 135 Ore
Required Building                Stronghold Level 3
Units Trained                    Beorning, Huorn

Building Costs                   95 Food; 100 Ore
Required Building                Stronghold Level 3
Units Upgraded                   Elven Lightbearer, Beorning, Huorn

Building Cost                    225 Food; 225 Ore
Required Building                None
Units Trained                    Goblin Worker, Goblin Spearman, Goblin Slavemaster
Comments                         First building that can be built.

Building Costs                   75 Food; 90 Ore
Required Building                Goblin Hovel
Units Trained                    Evil Heroes
Upgrades                         Fortress of Mordor Level 2, Fortress of Mordor
                              Level 3, Fortress of Mordor Level 4, Fortress of 
                              Mordor Level 5
Comments                         Other buildings, units, and upgrades require a
                              specific Fortress of Mordor level.

Building Costs                   55 Ore
Required Building                None
Comments                         Makes Food

Building Costs                   80 Ore
Required Building                Goblin Hovel
Comments                         Makes Ore

Building Costs                   100 Food; 100 Ore
Required Building                Fortress of Mordor Level 1
Units Trained                    None, but 4 non-worker units can garrison
                              inside the Tower. They cannot be mounted.
Comments                         The Tower attacks enemy units (and buildings)
                              when in the Tower's range.

Building Costs                   55 Food; 110 Ore
Required Building                Goblin Hovel
Units Trained                    Orc Bowman, Orc Slasher, Uruk-Hai

Building  Costs                  70 Food, 105 Ore
Required Building                Fortress of Mordor Level 1
Units Upgraded                   Goblin Spearman, Goblin Slavemaster, 
                              Orc Bowman, Orc Slasher

Building Costs                   95 Food; 100 Ore
Required Building                Goblin Hovel
Units Trained                    Warg Rider, Giant Spider

Building Costs                   110 Food; 105 Ore
Required Building                Fortress of Mordor Level 2
Units Trained                    Wraith, Haradrim Slayer

Building Costs                   85 Food; 75 Ore
Required Building                Fortress of Mordor Level 3
Units Upgraded                   Uruk-Hai, Wraith, Haradrim Slayer, Black Rider

Building Costs                   125 Food; 135 Ore
Required Building                Fortress of Mordor Level 3
Units Trained                    Troll Stonehurler, Troll Bonecleaver

Building Costs                   90 Food; 100 Ore
Required Building                Fortress of  Mordor Level 2
Units Upgraded                   Warg Rider, Giant Spider, Troll Stonehurler,
                              Troll Bonecleaver

Unit Cost                        35 Food
Unit Type                        Worker
Trained At                       Stronghold
Required Building                None
Upgrade At                       None

Unit Cost                        50 Food
Unit Type                        Cutting
Trained At                       Barracks
Required Building                Stronghold Level 1
Upgrade At                       Forge

Unit Cost                        60 Food; 10 Ore
Unit Type                        Piercing
Trained At                       Dwarf Hall
Required Building                Stronghold Level 1
Upgrade At                       Forge

Unit Cost                        95 Food; 60 Ore
Unit Type                        Blunt
Trained At                       Dwarf Hall
Required Building                Forge
Upgrade At                       Forge

Unit Cost                        85 Food; 30 Ore
Unit Type                        Blunt
Trained At                       Barracks
Required Building                Stronghold Level 2
Upgrade At                       Forge

Unit Cost                        50 Food; 40 Ore
Unit Type                        Cutting
Trained At                       Ranger Post
Required Building                Stronghold Level 2
Upgrade At                       Wilderness Outpost

Unit Cost                        80 Food; 75 Ore
Unit Type                        Piercing
Trained At                       Elven Sanctuary
Required Building                Stronghold Level 3
Upgrade At                       Wilderness Outpost

Unit Cost                        100 Food; 85 Ore
Unit Type                        Piercing
Trained At                       Elven Sanctuary
Required Building                Stronghold Level 4
Upgrade At                       House of Lore

Unit Cost                        100 Food; 70 Ore
Unit Type                        Cutting
Trained At                       Nature's Haven
Required Building                Stronghold Level 3
Upgrade At                       House of Lore

Unit Cost                        235 Food; 200 Ore
Unit Type                        Blunt
Trained At                       Nature's Haven
Required Building                Stronghold Level 4
Upgrade At                       House of Lore

Unit Cost                        35 Food
Unit Type                        Worker
Trained At                       Goblin Hovel
Required Building                None
Upgrade At                       None

Unit Cost                        35 Food
Unit Type                        Piercing
Trained At                       Goblin Hovel
Required Building                None
Upgrade At                       Dark Arsenal

Unit Cost                        95 Ore
Unit Type                        Blunt
Trained At                       Goblin Hovel
Required Building                None
Upgrade At                       Dark Arsenal

Unit Cost                        50 Food; 10 Ore
Unit Type                        Piercing
Trained At                       Orc Mound
Required Building                Goblin Hovel
Upgrade At                       Dark Arsenal

Unit Cost                        65 Food
Unit Type                        Cutting
Trained At                       Orc Mound
Required Building                Fortress of Mordor Level 1
Upgrade At                       Dark Arsenal

Unit Cost                        65 Food; 35 Ore
Unit Type                        Blunt
Trained At                       Beast Lair
Required Building                Goblin Hovel
Upgrade At                       Breeding Pit

Unit Cost                        75 Food; 70 Ore
Unit Type                        Piercing
Trained At                       Beast Lair
Required Building                Fortress of Mordor Level 2
Upgrade At                       Breeding Pit

Unit Cost                        80 Food; 65 Ore
Unit Type                        Piercing
Trained At                       Orc Mound
Required Building                Fortress of Mordor Level 4
Upgrade At                       Black Vault

Unit Cost                        60 Food; 50 Ore
Unit Type                        Piercing
Trained At                       Shadow Lair
Required Building                Fortress of Mordor Level 2
Upgrade At                       Black Vault

Unit Cost                        85 Food; 60 Ore
Unit Type                        Cutting
Trained At                       Shadow Lair
Required Building                Fortress of Mordor Level 3
Upgrade At                       Black Vault

Unit Cost                        150 Food; 150 Ore
Unit Type                        Blunt
Trained At                       Troll Den
Required Building                Fortress of Mordor Level 3
Upgrade At                       Breeding Pit

Unit Cost                        200 Food; 175 Ore
Unit Type                        Cutting
Trained At                       Troll Den
Required Building                Fortress of Mordor Level 4
Upgrade At                       Breeding Pit

Unit Cost                        60 Food; 50 Ore; 1 Fate (The 60 Food and 50 Ore
                              is used to train a wraith. The one fate is used to
                              turn the Wraith into a Black Rider
Unit Type                        Hero
Trained At                       Shadow Lair and Lord of the Nazgul
Required Building                Fortress of Mordor Level 2
Upgrade At                       Black  Vault
Comments			 A wraith must be trained then the Lord of the 
			      Nazgul(with the Bind Shadow ability) must turn a 
			      Wraith into a Black Rider.
				 Only 8 Black Riders are allowed at a time

Hero Cost                        150 Food; 100 Ore
Required Building                Stronghold Level 1
Special Abilities                The One Ring, Mighty Sting, Heroic Aura, Ringsight

Hero Cost                        3 Fate
Required Building                Stronghold Level 2
Special Abilities                Sunder, Capture, Siege Aura

Hero Cost                        3 Fate
Required  Building               Stronghold Level 2
Special Abilities                Trueshot, Guardian Wind, Speed of an Elf

Hero Cost                        3 Fate
Required Building                Stronghold Level 2
Special Abilities                Kingsfoil, Anduruil's Fury, Immunity

Hero Cost                        4 Fate
Required Building                Stronghold Level 5
Special Abilities                Flash, Fire Shield, Negate Ability, Rain of Fire

Hero Cost                        150 Food; 100 Ore
Required  Building               Fortress of Mordor Level 1
Special Abilities                Sneak, Surprise Attack, Gollum's Mark

Hero Cost                        3 Fate
Required Building                Fortress of Mordor Level 2
Special Abilities                Bind Shadow, Shadow Walk, Aura of Weakness,

Hero Cost                        3 Fate
Required Building                Fortress of Mordor Level 2
Special Abilities                Poison Trap, Blood Mark, Serpent Blades

Hero Cost                        3 Fate
Required Building                Fortress of Mordor Level 2
Special Abilities                Torch, Explosive Trap, Speed of the Wolf

Hero Cost                        4 Fate
Required Building                Fortress of Mordor Level 5
Special Abilities                Prison of Ice, Invisible Force, Pestilence,
			      Twisting Influence

Fate is a commodity that you earn by engaging the enemy in combat. Every time
one of your units inflicts damage on an enemy, you gain a small amount of fate.
Over time this can add up to tangible amounts of fate that you can use for a
number of purposes. Look at the interface above the Selection Panel. See those
small round icons. These represent the amount of fate that you have at your
disposal. If you are good, they should be stars. If you are evil, they should
be pictures of The Red Eye. There are three things fate is used for. For one,
you could use it to summon powerful heroes to aid your troops in battle. Heroes
are summoned from the Stronghold or Fortress of Mordor. Secondly, you could use
fate to purchase the heroes' abilities. Lastly, Fate Powers. Above the icons,
there is an orb. Click on the orb. The Action Panel displays the Fate Powers
available to you.

BLIND (2 Fate) - A flash of light on the battlefield that blinds enemy units,
making them unable to see anything at a distance.
BLESSED WIND (2 Fate) - In rare moments of seemingly Fate-inspired
intervention, even an element as simple as wind can grant the champions of a
just cause a devastating force behind their missile attacks. Adds Knockback to
the attack of ranged units.
BRAMBLES (3 Fate) - A remnant Elven spell of ancient times that allows the
player to rapidly grow a thorny patch of dangerous brambles on a chosen spot.
The magical brambles will tear the flesh of any enemy moving through the patch.
HEROIC LEGACY (3 Fate) -Transforms a player's Hero into a legend for all time
by sacrificing his ability to reform at the Stronghold. This adds incredible
battle power that is worthy of song and tale throughout the lands.
SUMMON GIANT ENT (7 Fate) -Summons a Giant Ent, protector of Fangorn forest to
fight for the player. Ancient and wise, yet powerful and battle-hardened, this
severed creature reluctantly uses his natural gift of great strength against
any would-be foes.

SUMMON BOG (2 Fate) -This dark incantation can turn any type of land into a
festering bog, slowing the attack and movement speeds of any enemy units in the
MURDER OF CROWS (3 Fate) - The will of Sauron can command a flock of crows to
sacrifice their bodies in the ranged fire of enemies, protecting the units they
surround from ranged attacks for a period of time.
VILE SURGE (3 Fate) - Surges a vile energy that rehabilitates the soldiers of
Sauron, raising their health substantially.
SUMMON OBELISK (4 Fate) -This power lets the player summon an Obelisk onto the
battlefield that protects the player's nearby forces, soaking up damage done to
these units until the Obelisk runs out of power or is destroyed.
SUMMON BALROG (7 Fate) -Calls forth a Balrog, a terrible demon of Morgoth
summoned from the deepest shadows. With a sword of flame and a powerful slam
attack, the Balrog's presence strikes fear in the hearts of enemies on any

Sometimes, you will come across artifacts that are so ancient and rich in
history that they will bestow powers upon your army. These are called Places of
Power. Almost every scenario has at least one Place of Power. These are Places
of Power that are in the Multiplayer Games. There are others in the campaigns.

ANCIENT FOUNTAIN - Built to quench the thirst of warriors and travelers long
ago, the waters of this fountain revive the weary soul. Adds a regeneration bonus.
DRAGON SKULL - The skull of what must have been a powerful ally of Morgoth,
this object radiates with an energy of innovation that makes purchased upgrades
less costly.
ELVEN SHRINE - An abandoned shrine of Elven design, this relic still resonates
with the power to increase the maximum health of all units.
ENCHANTED WILLOW -A peculiar sort of tree, this willow sings a soft song that
can lull units into a drowsy state. Grants the controller a spell that slows
the movement speed and attack rate of enemy units
GLOBE OF MASTERY - This magical globe grants the power for Heroes to master
their skills, allowing them to gain experience faster.
MONUMENT OF NARSIL -This is a monument for the famed sword wielded by Isildur
that severed the One Ring from Sauron's hand, giving victory for The Last
Alliance. Grants a defensive Armor Class bonus to all units.
ORB OF HASTY SUMMONING - A powerful device of unknown origins, this Orb allows
heroes to be summoned for less Fate cost.
ORC MASK - An ancient Orc totem that grants its controller an attack bonus.
RADAGAST'S AVIARY - A device used by The Brown Wizard to watch over far away
lands, the Aviary grants the controller a usable spell to reveal Line of Sight
on an area.
RADIANT MONOLITH - A magical and mysterious relic of ages past, the Radiant
Monolith increases the rate at which fate is earned.
SILENT WATCHER - The likeness of some hideous spy under Sauron's control, this
statue is infused with magic to grant all units an Line Of Sight bonus.
SPIRES OF SIEGE - This strange Spire allows greater damage to buildings.
STATUE OF EORL - Founder and first King of Rohan, Eorl mounted his steed
Felarof and started the first band of Riders of Rohan. This statue grants a hit
point bonus to all units.
STEED OF ROHAN - This statue of Felarof, whom the Rohirrim call 'Father of
Horses', grants a movement speed increase to all mounted units.
WRETCHED SENTINEL - A deformed and grotesque statue of a once prominent
defender of Gondor who was corrupted by Sauron, its magic provides an armor
class bonus. 

*Circling a camp gives you the element of surprise and may allow you to destroy a key building before your opponent is ready to recieve your attack.
*Computer units will attack your units before your towers so have them run around while your towers are doing all the damage.
*Overkill is always an option. Get population 100 before you actually make your attack. That also means get all passive upgrades, and some non-passive upgrades that you would like as well.
*Try to level a hero up to Level 10 before actually making your attack. This means you need to have your hero solo against the enemy.
*A great deal of the time, enemy units will follow you forever, including directly into your waiting towers. A few exeptions exist.
*A mix of archers and melee units will not go amiss. A mix between damage types will not either.
*Find narrow chokepoints in which the enemy must pass through then place your entire army there. Your defences will then be impenetrable. Bridges are great.
*If there is a place of power in the mission, take it immediately but do not defend it. The computer will not try to recover it. Exceptions are when the place of power is relative to the mission. If that is the case, don't take it all until your army is ready.
*If there are barricades that are blocking the enemy from getting to you, don't destroy them until your army is ready.
*Be stingy with workers. Your resources last much longer that way. Actually, it's a good idea to not train any more workers than it gives you.

Units will inflict different amounts of damage to enemies based on their damage
types. There are four damage types:

    Cutting - Units with cutting weapons will do extra damage to units with
piercing weapons
    Piercing - Units with piercing weapons will do extra damage to units with
blunt weapons
    Blunt - Units with blunt weapons will do extra damage to units with cutting
    Hero - Heroes' weapons will damage all units equally

To find out which units inflict which damage types, select the unit and look in
the Selection Panel.  There will be an icon that represents its damage type.

For your reference, here is a list of which units belong to which damage types:

Cutting - Gondor Swordsman, Ranger, Beorning (human), Beorning (bear)
Piercing - Dwarf Axethrower, Elven Archer, Elven Lightbearer
Blunt  - Rider of Rohan, Dwarf Shieldbreaker, Huorn
Hero - Frodo, Gimli, Legolas, Aragorn, Gandalf

Cutting - Orc Slasher, Haradrim Slayer, Troll Bonecleaver
Piercing - Goblin Spearman, Giant Spider, Wraith, Orc Bowman, Uruk-hai
Blunt  - Slavemaster, Warg Rider, Troll Stonehurler
Hero - Gollum, Lord of the Nazgul, Black Rider, Saleme, Grishnakh, Saruman

Yes a Black Rider acts as a hero.


 = Health Bar Toggle - Toggles display of health bars for all units in the
game screen.

CTRL - If the default movement type is Force Move, holding CTRL while
right clicking will make the unit(s) Attack Move (attacking units en route to
the destination).  If the default movement type is Attack Move, holding CTRL
while right clicking will make the unit(s) Force Move (ignoring attacks until
at the destination).

Alt+R - This will toggle the default movement type for all units between Walk
and Run.

With a Tower or Watchtower selected:
T = Ejects all units from a tower

With the House of Lore selected:
E = Purchase the Bear Form/Savage Blow abilities
R = Purchase the Tree Form ability

With the Forge selected:
A = Purchase the Dwarf Masonry upgrade
E = Purchase the Razor Edge/Flaming Axe upgrades
R = Purchase the Shieldbreak upgrade
S = Purchase the Lookout Tower upgrade

With the Black Vault selected:
A = Purchase the Poison Dart ability
D = Purchase the Morgul-blade upgrade
R = Purchase the Darkness/Perpetual Darkness abilities
S = Purchase the Assassin's Cloak upgrade

With the Breeding Pit selected:
E = Purchase the Paralyze/Spray Venom upgrades
R = Purchase the Sweeping Axe ability

With a Worker selected:
J = Builds Forge
O = Builds Wilderness Outpost
U = Builds Slaughterhouse

This walkthrough was only ever made for you to get a perfect score every
scenario for those already experienced in doing these things. If you are not,
then you can still follow this walkthrough, but bear in mind, that you do not
have to follow it completely. You can skip things that you do not feel up to
doing. There are some things that I might say are very well too hard to
complete and are not required. Now on another note, if there is something wrong
with my walkthrough, such as you finding enemies that are not mentioned in 
the walkthrough, email me at

In this scenario, no one attacks you, so just relax and get used to the
dwarves. Other than defeating the orcs, we have a second mission. We need to get
Gimli up to level 10. First you need to do is build an encampment. Have one 
worker build a mill. Have another build a foundry. We will use the other to 
build other buildings. Upgrade the Stronghold to level 2. Build the Dwarf Hall. 
When he's done, build a forge. Hold off on building the watchtower. Now create an
army. Train them at the Dwarf Hall. While you are doing that, build camps to 100 
population. Train 2 more workers to gather resources if it is going slowly.

While the army is being trained, have Gimli go east. Wipe out the cliffs with 
Gimli alone. Have him heal between attacks. When Gimli gets two Fate Points, 
purchase Siege Aura. By the time Gimli is done, he should be at Level 5 and 
have Siege Aura. Push the boulders off the cliff. Head him back.

By now you should have a halfway decent sized army. With Gimli, take it and go to 
the north. Follow the path, kill the orcs. Continue. An Orc Encampment is near. 
There may be some difficulty in razing it, so send Gimli in and draw the enemy back
to your army. Charge the tower and take control of the place of power. Then fall 
back. Continue straight through the camp with only Gimli on the path. Kill all the 
orcs in your way. Then head toward the edge of the cliff. The archers were annoying. 
Then head back to where you were. Finally roll the boulders off the cliff. There are 
three. Raze the rest of the enemy encampment. Gimli should be at Level 9 or Level 10. 
Head back to Camp.

Train reinforcements for the fallen. You should have 100 population, now. Go back to 
the Place of Power. There should be another path heading north-east. Take it. You 
should find an orc camp. Destroy it. If you want, Gimli could destroy it all by
himself to complete the levelling to 10 or you could send the entire Dwarf horde. 
At this point, you should give Gimli Heroic Legacy. It is in the Fate Powers. Head 

You know what to do. Kill the orcs. Destroy the encampment. You're done. All
you need to do is build a watchtower. But wait. Take the path to the south.
Kill the archer. Now you can build the watchtower. Use all of your workers.
Good job.

Okay, Gimli goes to the east. An orc camp! Capture the first tower and immediately 
pop him out. Destroy the war post while waiting for Capture to recharge. When it 
has, capture the tower. Send in your Axethrowers to destroy the rest of the camp. 
And the orcs were kind enough to take no food and ore. They probably have enough.  

Have the workers build a Stronghold. Immediately upgrade the Stronghold. Kill the warg
riders. Those attacks are frequent. Have two workers build a foundry and two build a 
mill. Train another to build a Dwarf Hall. Now you have to find the old weapon. Build 
camps to a 100 population limit. 

Soon the attacks change from two warg riders to three orc slashers. Kill them anyway
anyway. Also, around this time you should be happy with your defences that you 
would bear to have Gimli leave for a moment. Head northwest. A cutscene ensues. If 
you would like to leave the Beorning as a bear, skip it. If you would like him to be 
a healer, wait for him to change.

After some time, a dwarf worker comes to your camp. He says, "Are you fighting
the orcs? There's more of them to the west you know." Ha, Ha. Take your entire
army to the location indicated on the mini-map. Destroy the entire camp. The
capture ability works well. Train six workers to come to this spot after it is
demolished. Build a garrison here. Put towers at the entrance you did not come
through. Once it is set up, send Gimli to the green spot on the mini-map.

You found it! Good! Have all of your workers go to the catapult. Bring your
army to the catapult as well. Get your workers to complete the catapult. Arrgh!
They know we're here now and they'll surely come for us. Be alert for the
stench of orcs. Protect the catapult at all costs. Without it, we have no
chance against their numbers.

It's finished! Lets stain these hills with orc blood as a warning to others who
would invade our lands. Fire the catapult as many times as you need to so that
the camp is entirely destroyed. There are other orcs and towers on the map but
they are unlimited so do not matter. The first batch was already destroyed anyway.

This scenario is easier. The only problem is levelling up Legolas to 10. We'll get 
to that. You should have him solo the entire way. When a cutscene occurs, all of 
your units will be with Legolas. Send them back immediately.

Gollum must have fled north. But take the West path instead. Once the spiders are 
killed, head north. When you get to the split, take the North- east path. Kill the 
spiders, then go back. Take the North-west path now. Gollum is near. 

Send your archers back to the south. Kill the spiders. Purchase Trueshot. Head West. 
Now you come to another split. Take the South-west split. 

Send your archers back to the split. Send Legolas in alone. Kill all the spiders in 
the way before rescuing the rangers. Free the men. Kill the other two spiders. Now, 
Legolas should be at Level 8 or 9. That means you can stop soloing with him. Head 
back east to the split. 

Take the north-west split. Continue west. Kill the spiders. Go south. Kill the 
spiders. Go North. Kill the wraiths and the spiders. To the west is a cave from 
which spiders are coming from. If Legolas is not at level 10 yet, leave him there 
to take out the spiders emerging from the cave alone. When he is done, destroy the 
spiders nest. Head south. Turn west. 

Look here, these tracks are fresh, Gollum must be just ahead. Continue. Take 
control of the place of power. Purchase Heroic Legacy. Head west. Kill the 
spiders. Continue north. Now, kill the orcs. 

This is a game I like very much. Start by gathering resources of course. You have 
different workers, by the way. Have all the archers and wardens go to the north 
part of the camp. Leave only Legolas. Train another worker to build a Ranger Post, 
a Wilderness Outpost, and an Elven Sanctuary. Then camps up to 100 population.

Warg Riders attack. Let them flee. Don't worry. They'll come back. Build all the 
defenses you wish. And train a ranger as well as an army of Elven Archers to maximum 
population. Purchase Concealment at the Wilderness Outpost. Have the Ranger go north. 
Then East. Take Control of a place of power. Then conceal him. Purchase Eagle Eye 
then Elven Cloaks and finally Eagle Fletching. End with Damage and Armor upgrades.

When you have 14 elven Archers, send them north. Kill the wraiths first. Destroy the 
camp. This area right here is the only pass to your camp so defend it well. All 
further production should be sent here. 

Bigger attacks are coming now. In a moment between attacks, Take Legolas west. Uh-Oh, 
not good. Fall back! Wipe the enemy army out! Good, you got new Elf Wardens. I like 
these guys. Purchase Guardian Wind. Train a new Ranger. Now get your ranger to scout 
around. Have him go due north, then west. He should find another Elven Shrine plus a 
few more Wardens. Conceal him there but send the wardens back to the choke point. 
Keep training Elven Archers to maximum population.

It is time for Legolas to scout for weaknesses in the enemy encampment. Weave your 
hero through the maze until you have mapped every edge. Good, now take all of your 
Elven Archers and attack. Leave your Wardens for defence.

Destroy that camp. Ha Ha. Another perfect. Good Job.

This level is one that I really like. A Lot. There is some confusion about this game. 
I dont get attacked from the South west. Only from the South East. If you are not 
getting attacks from the Southeast, skip the parts in parenthesis().

Have workers start gathering resources. Train another worker. Upgrade your Stronghold 
to Level 4 and build three watchtowers in the South-East (and in the South-West). Get 
everyone to the Southeast part of camp. (Except for one Ranger who goes in the middle 
watchtower in the Southwest) Put your other ranger in one of the South East towers. 
(Upgrade all of your Southwest towers to Ballista Towers.) Have your idol worker build 
a Ranger Post, an Elven Sanctuary, then a Wilderness Outpost. Then make him collect 
ore. Purchase Eagle Eye from the Wilderness Outpost. Now build an army. Train 2 more 
workers and 2 more rangers. Have one produce food and one mine ore. Keep both Rangers 
out of combat and the towers.

Now you have a population of 43. You should be able to purchase Elven Speed. Take those 
6 new elven archers to the South East. Down the road they go. Turn East as soon as 
possible. Hey, 2 Elven Lightbearers fighting 3 Goblin Spearmen over a Place of Power. 
Take them back to base. Now you're able to train Elven Lightbearers. But first you need 
a new camp and need to upgrade the Stronghold. Also you now have a House of Lore to 
build. Train two more Lightbearers. And build more camps to maximum population.

Now take two of your ungarrisoned Rangers and head west. Haradrim! Kill them. Now take 
control of the place of power. Now go back to camp. Now go Southwest. If you run into 
trolls, lead them back to camp to be killed. Just explore around. Go as west as you 
can go. As north as you can go. As south as you can go. But not east. Then come back 
and train an army as big as you please. Be sure to purchase all upgrades in the 
Wilderness Outpost and any you want in the House of Lore. 

Now take your entire army, Rangers included, to Dol Guldur. The Nazgul is beyond
the gates but don't go in yet. Destroy the camp outside the fortress. Now take
your army to the gates. Position your lightbearers on the perch above the
gates. Spiders are unlimited. They keep on appearing. But nothing else is. Have
the Lightbearers kill everything on the first level. Now the archers and
rangers and Legolas can enter. Kill the Stonehurlers first. Then bring Legolas
and the Rangers up to the second level. The archers need to cover them. Destroy
everything in their way. Once you have everything on the Second Level. Go to
the third. The Nazgul is waiting for you alone. Destroy it! No, actually banish
it. :)

Kill the Goblins. This attack is not common. It will not happen again. Start
gathering resources. 1 for each. Leave the third to build a Barracks. Upgrade
the Stronghold. Although most would think immediately of doing a heavy cavalry 
charge across the city, I prefer more subtle attacks. Therefore, I will have 
you attack with but Faramir and Boromir.

Send them down on the road. Destroy the barricade. Continue South but not East 
at all. An orc slasher and two orc bowmen come and attack you. Kill them. Then 
have Faramir creep east staying as south as possible. He should come across a 
barricade with units behind it. Destroy the barricade. Send Boromir in and kill 
all the orcs. The enemy will start sending these weak raids from off screen to 
Boromir. These are perfect for levelling Boromir and Faramir up.

Build a Forge and Wilderness Outpost and then camps up to 100 population. Start 
training Riders of Rohan. It will take a while to get to 100 population, so the 
sooner you start is the better. You can kill your swordsmen to make more room 
for your Riders as they are not needed anymore. Upgrade your stronghold to 
Level 3. Meanwhile get the damage and armor upgrades at the forge as well as 
Concealment and Eagle Eye at the Wilderness Outpost.

Bring your Rohan Archers to the west side of the near bridge. The enemy's raids 
should be out of their range. Fate will be acquired from the battles on the 
bridge so get Heroic Legacy for Boromir first then Heroic Legacy for Faramir.

Send Faramir to the north of the eastside of the bridge. Have him destroy the 
barricade and then return to the bridge. A bunch of orcs will follow him. Have 
your heroes defeat them. If there are too many at once, then bring your Rohan 
Archers help. Heal.

Bring them on the same path Faramir did last time. They need to wipe out the 
guards at the Place of Power. A good way is to leave Boromir near while Faramir 
hits them. They should come after him one by one. Use Boromir to silently slay 
them. The last one you should get is the stonehurler. Once you have control of 
the Ancient Fountain, send a Ranger up there. Conceal the Ranger so that the 
Place of Power would be your's forever.

Return to the bridge and heal. Now, it is time to save the Rohan Archers. You 
must send your heroes to the east. Once you gain control of the Archers, run 
them back to the bridge with the other ones. Now your heroes go north and do 
the same for the other Rohan Archers. But, if you run into what looks like an 
Uruk-Hai, it isn't but instead is a rough Orc Captain, he will flee when 
damaged. Do not follow him. By now, Boromir and Faramir should be adequately 
levelled if not already at Level 10 and Faramir should have Trueshot.

Destroy the camp at the edge of the far bridge but be careful not to step on 
the bridge. A good way to do that is to send Boromir into the camp and then 
right back out, drawing the orcs out to be slaughtered. 

After this is destroyed, send your new warriors into battle to destroy those 
few remaining barricades in the city. Meanwhile, send reinforcements of what 
you have left at camp including the workers. Only step on the bridge when the 
reinforcements arrive. Have the workers destroy the bridge supports. Guard the 
workers with the soldiers lives. Make sure nothing happens to them until all 
the bridge supports are destroyed.

You Win!!! :)

This is the easiest one to make a walkthrough with. The one hard part is 
levelling Aragorn up, and even that is easy. So take your entire army to the 
nearest location indicated on the mini-map. Kill the orcs. Bring the army back. 
Have all of your heroes except for Boromir defend the west. Have Boromir, your 
Elf Wardens, and your huorn defend the east. Make 2 workers work the foundry. 
Make 2 work the mill. Leave the one to build whatever army you wish. I myself 
prefer the Lightbearer and Beorning combination. You can chose for yourself. 
Note that you can do whatever you wish. You are not limited to Dwarves, Elves 
and Rangers, or Men and Rangers. You can do whatever. (Except if you did not 
manage to save the Huorn, you cannot train more.)

With the first fate, get Immunity. With the next two, get Anduril's Fury. Next 
get The One Ring. Finally get Mighty Sting.

There will be a huge orc hoard sometime. You will get hints about when it is to 
happen. Just defend your camp. Eventually, they will all die. Just remember that 
Aragorn is weaker than the other heroes. 

If your army is destroyed in that hoard, build another. If you happen to run out 
of food and ore, there is more to the east. Just so you know, there will be no 
more attacks on your camp so you can leave your camp unguarded for a while. 

Now, take your army and head north. You should find an orc camp. A bunch of units 
attack you. There is a perch for ranged attacks. Gimli also has capture. Destroy 
every enemy. Now instead of crossing the bridge, head east. Destroy the next two 
camps. Believe me, they are not as hard as the last one. You might not even lose 
a unit. Now send everyone except Frodo and Aragorn back to camp. They have some 
levelling to do. Heal and reinforce your army.

Send Frodo and Aragorn to one of the Mallorns. A steady stream of enemies should 
come, perfect for levelling these two heroes. If Frodo goes down in health, use 
Kingsfoil to heal him. When Aragorn is at Level 10, have him leave but keep Frodo 
in Kingsfoil's range. If you do not, Frodo will die.

When Frodo is at level 10, split your army into two. Legolas, Gimli, and Boromir 
should go to the Mallorn at which Aragorn and Frodo are. The rest of your army 
should go to the other Mallorn. Hold the Mallorns for 3 minutes. Ha Ha! They fled. 
Goodbye orcs. :|)

Our main task in this mission is to level up Gandalf. Once he is at Level 10, you 
will have four Level 10 heroes that can and will dominate the map. 

Send your heroes North-West. Guard the bridge there. Train two Rangers to go and 
detect any Haradrim for your heroes to kill. Keep them out of battle. Preferably 
Conceal them.

To the south, you would see the Trolls marching east. Get rid of them. Next orcs 
attack from the north. Saleme and Grishnakh are not to be taken lightly. 

Hold the bridge. You may lose Gandalf a few times. That is why it is necessary 
to not use Heroic Legacy just yet. Save your fate for only Gandalf's (and other 
hero's) ressurections. Only use fate to purchase Gandalf's abilities. Keep 
leveling up Gandalf.

Meanwhile, start building an army. Train 6 Beornings and the rest Elven 
Lightbearers. Keep them away from the bridge. Purchase damage and armor upgrades 
as well as bear form. Put three beornings in bear form.

After their resources run out, you will not be attacked again except by a lone 
Slavemaster seeking to corrupt the land near the bridge. Do not let him. 
The instant the War post is placed, Kamaul and a few black riders and a wraith 
will immediately shadow walk to the spot. When you feel ready, take your three 
bears to the end of the bridge and get your heroes across. 

Use Aragorn to draw the enemies away toward your waiting heroes. (and concealed 
Rangers) There should be a quick slaughter. Ignore any slavemasters crossing the 
bridge. Your beornings can take care of them. Use Gimli to capture the towers. 

Put your heroes and rangers on Hold Position near to where the orcs rally. 
Send Gandalf in to kill all the workers and slavemasters. Once they're dead, 
take out the Goblin Hovel. Destroy any uncaptured towers and then all the unit 
producing buildings, especially the Shadow Lair. Once he has done that, tell 
Gandalf to destroy the rest of the camp. Heal and get the rest of your army here. 
As far as I know, the slavemasters stop coming once you enter the city.

Into Minas Morgul we go. The biggest thing you need to watch out for are Black 
Riders. They are quite capable of killing one of your heroes if they are alone. 
But, they are not the only residing danger. A war post at each gold circle makes 
Wights continually appear on the corrupted land. You must destroy both war posts 
to stop them. If Gandalf is not completely levelled by now, leave one of the War 
Posts up so he can kill the Wraiths that form, levelling him up the rest of the 

Once both War Posts are destroyed, it is time to decrease the Black Rider's power. 
Kill the Wraiths and Uruk Hai around the Orb of Energy. Immediately Kamaul attacks.
Bring down some of his health points so he will run away. Do not follow him. Go 
around the tower to take the Orb of Reforming. Kamaul attacks again. Kill him. 
Finish off and kill the rest of the Wraiths in the city.

Now it is time to finish this mission. Do Elven Speed and go up to the tower to 
finally destroy its War Posts. Use Rain of Fire to set fire to a War Post. Use 
Kingsfoil and your human Beornings to heal your units. Use Flame Shield and 
Protection to protect them. Just bring those War Posts down.

You may encounter some of the Nazgul Shadow Walking there. If that is so, 
alternate between Flash and Sunder until all War Posts are destroyed. Then, it 
doesn't matter.

You will be attacked from two sides. One will be to the north and one will be
to the east. Take Gandalf to the East. Leave Erkenbrand and the other Riders 
in the north. Start gathering resources. 1 for food and 2 for ore. 

Upgrade your Stronghold to Level 4 and build 2 watchtowers in the east and 2 
in the north. Then build a Ranger Post. Train 2 Rangers and place them inside 
the watchtowers. Upgrade the watchtowers to Ballista Towers now. Research 
Lookout Tower and Dwarf Masonry.

Once your shields are up, it is time to prepare an offence:
*Upgrade your Stronghold to Level 5 
*Build an Elven Sanctuary
*Build a Nature's Haven
*Build a House of Lore
*Build Camps up to 100 population.
*train 12 Beornings
*Train Elven Lightbearers to capacity
*At the House of Lore, get damage and armor upgrades as well as Bear Form 

After a major attack in the East while all this is going on, send your idol 
worker east. To the east of your base is an expansion site. Build a Stronghold 
there. Then, send him northeast to the Steed of Rohan. Leave him there until 
the next major attack on your camp. Send him back to the expansion site to 
build a mill and foundry. When you run out of food in your own camp, send your 
workers to help produce food and mine ore. By now, you should have at least 
three fate points which should be used for Heroic Legacy on Gandalf.

When you are done, it is time to level Erkenbrand. Send him to the nearest 
Gold Circle on the map. This area is poorly defended. All of the orcs are 
scattered around. Make sure he heals between battles. He can easily handle 
them. Only if a raiding party comes will Erkenbrand have to run back to base. 
Finally your hero must destroy the war posts.

Now head back to camp to heal. Your hero should go to the North this time. 
In that area is a statue of Eorl the Young. Nearby is an entrance to Upbourn. 
Upbourn is littered with weak orc units. The only place I would reccomend 
Erkenbrand to not go is to the Orc Encampment and the Great Hall(the left two 
Gold Circles). The rest is in his domain. When Erkenbrand gets levelled to 10, 
let the rest of your army in. 

Take the Great Hall by killing the Orc Captain. Once you have that, send your 
army to attack the camp. Kill the soldiers first, then destroy the towers, 
and finally kill the workers. Wipe out the entire camp.

This is the famous battle of Rohan. The first part you can't do much wrong.
Keep your archers at the top of the wall. Don't let anyone in front of the
wall. You may notice that the camera has rotated a bit to give you a better
view of the Deeping Wall. I just view mine normally by pressing 5. When you get
to 3 Fate, use Heroic Legacy on the Heroes. Probably the best order would be
Legolas as the first part relies heavily on archery, Gimli as Aragorn is not by
the Deeping Wall so Gimli is the only melee Hero at the Deeping Wall, then
Aragorn. If you would like, you could use Heroic Legacy on Theoden as well.
There is no training units nor is there food and ore or workers. You will get

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