The Lord of the Rings:
Aragorn's Quest
FAQ/ Walkthrough
Written by: Deatline
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Summary
1. Game credits and Analysis
2. Controls
3. Walkthrough
3.1 Mordor/ Tutorial
3.2 Weathertop
3.2A Goblin Cave
3.2B Battle against the Nazgúl
3.3 The Path of Caradhras
3.4 The Road to Moria
3.4A Defeat the Watcher!
3.5 The Mines of Moria
3.6 Balin's Tomb
3.6A Ambushed!
3.7 The Bridge of Khazad-dúm
3.8 Amon Hen
3.8A Battle agains Lurtz
3.9 The Plains of Rohan
3.10 The Road to Helm's Deep
3.10A Battle against the warg riders
3.11 The Deeping Wall
3.12 Hornburg Courtyard
3.13 The Paths of the Dead
3.13A Battle Against the Dead Ones
3.14 The Docks of Harlond
3.15 Pelennor Fields
3.16 Minas Tirith
3.17 The Black Gate
3.17A Finish off Barad-dúr's servants!
4. Challenge Mode
5. Combos
6. Equipment Items
7. Frequently Asked Questions
8. Contact Info
9. File History / About...
10. Thanking
This guide has an architecture which takes advantage of the Find Feature
included in many web browsers and other kind of software. If you're looking
for something specific, just activate the Find Feature of your web browser,
by pressing "CTRL" + "F", "CTRL" + "B" or whichever command to activate it,
and then type the number of the section or sub-section (including dots) to
jump there. There should be no problems, as the only place those numbers
are repeated is in the File History section, however, as is almost the last
section, I think it doesn't matter. Also, the only exceptions to this
system are 1, 2, 9 and 10, as almost noone cares about these kinds of
trivialities, and also because of its locations on the guide.
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Game Credits and Analysis
The Lord of the Rings: Aragorn's Quest is a videogame created and developed
by TT Fusion Ltd., under license of Warner Bros. Entertainment Inc. All
characters, events, items and places are registered trademarks under Warner
Bros. Entertainment Inc. license, therefore I don't own the software because
of those rights owned by that company, I only own this text file, because
I created it investing lots of hours, and fun, and it's only purpose is to
help other gamers complete the game; therefore I gain nothing.
This text file is property of Edgardo A. Rodriguez, username at GameFaqs:
"Deatline", this file may not be sold, or re-posted without proper and
written authorization from the author, however, any person can print or
copy this document, as long as its for personal use and with no lucrative
purposes, and as long as the document remains unaltered in any way. In case
a person would like to post or host this file, refer to Contact Info
section for more details. As any attempt of plagiarism of this text file
will be investigated, punished and exposed to public, without exceeding
international laws of copyrights and ownership.
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Okay, after that serious paragraph, my analysis:
In first place, I wanna point out that this is an RPG-type based on platforms
videogame, even though it is very linear, it has some RPG elements, as such
is the experience, items searching, also the battle method at semi-open
field; in difference of many other where you can't move your character(s) as
the actually legendary "FF" or Final Fantasy saga, and though you're limited
to play as Aragorn/Strider/Elessar, you can move him using the control pad,
and fight using the "X", "Y", "A" buttons, and "B" to defend or avoid
arrows, but this will be covered in the next section.
Based on the books, and the motion pictures (movies), Aragorn's Quest covers
on 15 of the 17 stages, every war where Isildur's heir fought (at least as
I know from the extended editions of the movies directed by Peter Jackson,
and as far as I know from Wikipedia) as story mode, and also a challenge mode
with five arenas, which I suggest to play after finishing the story mode,
or before finishing the last stage. Just don't be hasty.
Now, my overview
Story: 7.5/10.0
Yes, it is based on J.R.R. Tolkien's legendarium, but there're some things
I can't forgive, be it for its vague nature, or the omission of something
important as such as Orthanc's (Isengard's tower) inspecting, or when the
hobbits and Aragorn met the Nazgúl for the first time on Bree. Very short,
but entertaining, and has lots of action.
Playability: 7.2/10
You can make your opponents fall off a cliff, finish them off in the ground,
you have special abilities with the bow, heal yourself by your own or with
healing items, you may not have a shield but you can defend yourself just
perfectly and even stun your enemies, and even you can forge your own
equipment if you have the forging materials and the pieces of dwarven rune,
the only thing would made me happier enough to add 1.3 points to my final
overview (in this aspect), is that when the time to forging, a mini-game
of Boktai 2 or Boktai 3 (for Gameboy Advance) style pops up, and with this,
depending of how well you forge, the quality of the equipment you forge, goes
up or down. However, lots of people would whine because their skills are
lower than where the Balrog was sleeping.
Graphics: Bah, 10/10
Well, I'm not that kind of guy who wants a game with graphics as astounding
that it seems you can spank the white mage and then make her... whatever,
instead of an universe of possibilities and action. I mean, I'm the kind of
gamer that really likes to play and relax battling with hordes of orcs,
tons of arrows, and really large maps; even if the graphics are even more
pixelated than Atari 2600 games, while it IS entertaining, playable and
long, it's a game you have to try at least, you want it or not.
Overall: 8.2
It's a really nice game, such a pity it is short, but with the challenge
mode, the shrieks, frustrations, the grannies next-door throwing bricks at
your window, and the prizes, makes it worth it. If you start in Hobbit
difficulty, you'll bore for sure, mostly at the start, try the other level
of difficulty, and if at the end you unlock the "King", you will then
understand what I do like from any game. Something else I want to point out,
and that makes me remember "The fellowship of the ring" for GBA, is the
experience the game grants you for accomplishing missions, kind of weird
for me, coming from a striking game.
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Controls
"The world is changed... I feel it in the water... I feel it in the earth...
I smell it in the air..." Galadriel, The Lord of the Rings:
The Fellowship of the Ring
Usually, most of FAQs/ Walkthroughs explain you with an ASCII lil' drawing
how the console is, the location of the buttons on screen, and things as
such, and though in the Tutorial or "Mordor" chapter they explain you these
business, here you'll see more or less the same, only that instead of
drawing the whooooole Nintendo DS, I'll only draw (or try to) the touch
screen, because the top screen only shows you the map of the area, the
enemies approaching, flags, fireplaces, your location, doorways to other
areas, and other things that to me, aren't really that worth doing.
whathehell, the slave must shut up, and move it.
________________________________________
-> HP | (///////////////////) _ |
-> MP | (|||||||||||||||) _(X)_ |
-> Arrows |(7)_______'_'__| (Y)_(A) | <- Special
| (B) | abilities menu
| |
| |
| |
| |
| |
| |
| |
| |
| __ |
| /_/ | <- Character Menu
|________________________________________|
It almost explains itself, but for those of you who still need me to
explain it:
HP: Health Points, this gauge can be enlarged with the Health
upgrades. If you lose a bit of health, you can replenish by
defeating enemies, or in health pools. Sometimes in chests if
you already took what was inside.
MP: Morale Points. you can't perform special abilities if this
gauge is empty, or if it doesn't even have enough for the
ability you want to perform. You can restore it by hitting the
enemies, destroying boxes or barrels if this is really low, or
when starting a level. Sometimes you can replenish if you replay
a level and you already took what was inside a chest. Just as
the health gauge, this too can be enlarged with the Morale
upgrades.
Arrows: The arrows you carry. You can carry more depending of the kind
of bow or other equipment selected. Just as in "The Legend of
Zelda" games, with no arrows the bow is totally useless. You
can replenish arrows destroying boxes, or on spots where you
are forced to use the bow.
__
/_/ : Character menu. You'll come here every time you want to:
unlock a special ability, change your equipment, read an
annotation from the journal, or reading the level's missions.
_
_(X)_
(Y)_(A) : The Special Abilities menu. Here you set the abilities you've
(B) unlocked. You use 'em by pressing first the "R" button. If you
touch it directly with your finger, your saved game will be
deleted permanently... Naw, you'll change the abilities to
match your fighting style.
Now the physical buttons:
(A) Take out the bow, if you already pressed it, shoot an arrow.
If you press it down, you'll charge with the bow and if the
arrow charging gauge reaches the red zone and let it, you'll
kill the enemy, or you'll take him down. If you press it while
you keep pressing the "R" button, you'll perform the bow
special ability set in the special abilities menu. Select,
or accept on each menu (typical).
(B) If you have your sword as the "active" weapon, you'll defend
yourself, if you have the bow as the "active" weapon, you'll
crouch with chance of avoiding enemy arrows... most of the time.
If you press it while you keep pressing the "R" button, you'll
perform the passive special ability set in the special abilities
menu. Exit the menu or any selected section from the character
menu. Also, it can cancel a charge with the bow, handy if you
are not sure if the enemy will avoid an arrow you shoot.
(Y) Take out the sword, if you already have the sword as the
active weapon, perform a quick strike. Press it while you keep
pressing the "R" button to perform the special ability that is
set from the special ability menu. Quick finish an enemy when
is taken down, if pressed while the "L" button is still
pressed down AND if you're near your enemy. Shift between
story mode and challenge mode in the main menu.
(X) Take out the sword, if the sword is the active weapon, perform
a strong strike, when pressed down along the "R" button,
perform a special ability set in the abilities menu. Heavy
finish an enemy taken down, if pressed down along the "L"
button. Watch which are the goals to achieve in every arena
in challenge mode.
-These ones I don't know how to draw-
|R| Shows (with icons) the special abilities you have set in the
special abilities menu, just press "A", "B", "X" or "Y",
depending of what you want to do. Turn the page in the character
menu. If you are charging with your bow, it resets the charge
and will charge then faster, handy if you wait for an enemy
to be an easy target.
|L| Aim/focus on an enemy if you're using the sword, any targeted
enemy will have a yellow "aura" surrounding him. Turn the page
in the character menu.
|Select| Skip scenes or animations. Skips screen messages.
|Start| Pause menu, only while you have control of Aragorn, Here you can
reset, continue, or exit the level; and change sound options.
If you want to reset or leave the level, save first in any
elven rune, if you don't want to lose equipment, because what
you don't save, will be lost unless you save.
Control These are the arrows pointing up, down, left and right. You
Pad control Aragorn's movement with these, also used to move to
an option in the character menu. Typical.
I guess that's it.
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WALKTHROUGH
"Much that once was, is lost. For none now live who remember it."
Galadriel, The Lord of the Rings:
The Fellowship of the Ring
Okay, if you aren't very good in real time battle games, before starting
a new game, I suggest you to select the "Hobbit" difficulty level, but
if you are like me, you'll select the "Ranger" difficulty level. The main
difference between difficulties is: the higher the difficulty, the harder
it will be to beat enemies, these are exactly the same ones, they just
have more health, and they defend better from your attacks. So, in King,
you have to limit your bow usage to specific places... This has its
reward, though.
I'll try to keep this guide as spoiler-free as possible, but if you
already know the story, I guess it won't matter.
As you start the game, you'll see some static images, and hear and see
a portrait of Galadriel (man, I LOOOOVE watching Cate Blanchett in any
film), telling the tale of the rings, if you already know this stuff, or
just want to go straight to the game, press the "Select" button.
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************MORDOR************
***********TUTORIAL***********
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Here, just do everything they want you to do. If you already know all of
this stuff, press "Start", and then select "Skip tutorial".
However, if you continue, at the end, if you still have arrows, don't fear
and use them, as it doesn't matter if you keep any for later. When you
finish this, you will see a screen with your statistics, this includes
enemies sent to Hades, times you died (if any), main missions, secondary
missions, items found, and the time you took to complete the level.
At the bottom of the same screen, you'll see three options, select
"Continue". It doesn't matter if you used the elven rune, or if you skipped
it all, your game will be saved, and to the next level/ chapter.
****************************** (3.2)
**********WEATHERTOP**********
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"It began with the forging of the great Rings"
Galadriel, The Lord of the Rings:
The Fellowship of the Ring
Now, here is the true game. You'll start at level 1, you won't have any
special ability, nor morale points, not even the equipment you had in the
previous chapter (for obvious reasons), if you want that (and more), you
have to carry on until the end.
Before starting, my best tips are: take your time, explore the whole area
before heading to the next, if you miss anything, you can go back later,
though I prefer to leave no stone unturned till every chest is opened.
One more thing, when you see several enemies and one of them has something
that looks like a flag, kill him first, as he is the leader and when you
do, any allies he was with will flee from you, making things easier. On
King difficulty, try to use arrows less often, at least if you perform a
special ability with the bow.
Now, regarding directions, if I wrote "east", I mean east on the upper
screen, not in the touch screen; if I wrote "right", "up", or whatever, I
mean in the touch screen. Hai capito? (Did you understand?)
Okay, first walk towards the bridge, enemies approaching, take 'em. Now,
go ahead, you'll see an arrow spot, if your arrow count is blue, you can't
take any more, unless you waste some. Take down the enemies ahead, and then
you'll level up, you'll get an ability point DON'T USE it yet, as you will
get at least 3 more in this chapter, of course only if you kill anything
you see. It's your decision though. Go ahead, more enemies, be aware of the
archer, as any archer is really vicious. Now you'll see a Dwarven door, it
needs three rune fragments to be opened, near there is a "monument", now
you need to be familiar with these, as you see one, you shall know there
may be some good equipment. Now go a bit south, more enemies, take 'em down
and take the elven silver from the chest, forging material. Go south to
encounter more enemies, careful, as there is an archer and a leader,
this last one can cast support and healing spells (like you will at some
point), now that they're gone, take another elven silver, now east for
more enemies, if you have enough arrows, you can take two of them down
(even on King difficulty), and then peacefully take care of the third. Now
north-east, more enemies, and one of them is a leader, there's a chest with
yet more elven silver, North-east, another mission, there's a monument at
south-east with the second Rune fragment. Head north-west, a poor barricade
tries to stop you, more enemies; one is a leader, you'll get a rope, and
the chest has the last piece of elven silver. Two enemies at north, you'll
level up as you kill them, get closer to the cart, and press "B" to kick it,
now you have a shortcut, but first go north for the third and last rune
frag, the enemy has a ratchet wheel, now we can repair the bridge at the
east of the map, but first, go through the shortcut, and use the runes on
the dwarven door, now you can go in. Inside, you have to approach the
foundry, with "B" you forge, and when Aragorn finishes forging, you get the
Lothlorien Blade, in Hobbit difficulty it equips itself, this is a very
good upgrade, now go back outside. Head to the bridge and repair it if you
haven't, there're two enemies ahead, and now you can go to the next area.
Now, meet the puppies, keep your guard up until they attack, in this area
you'll see Alpha wolves, just as any leader, they, mostly, cast a spell to
raise their attack, just not for now. Near the entrance is an Elven rune,
use it if you want to, continue, there's the gateway, but it's blocked
and some stairways leading down, more puppies, on the counter you'll find
a timber, get closer to take it, now to the stairs next, more enemies, take
care of the archer first, north is the second timber, and south is the
Journal entry #1: "Chieftain of the Dúnedain", go back down, there are
some short stairways left, but if you have arrows, shoot two to the puppies
down there, on Ranger and King difficulty, they'll run scared, as they
approach, SLICE 'em, and use the sword on the third, now west, the third
timber is protected by two puppies, level 4 at my rhythm, go a bit back,
and north without using the stairways, now they are some nasty Alphas,
two first, and other two later, open the chest and equip now. Go back to
the center of the three stairways, three puppies, show them you rule here,
and up the stairs at north, check the white swirling spot to build a
bridge, magically, continue and you can unlock the doorway. Go through the
doorway you just opened, three enemies upstairs, one is a leader, but
there is a Health Pool ahead, but is protected by three more, one is an
archer, and other one is a leader, keep going, three wolves, one looks like
an Alpha, go ahead, three enemies, leader-archer-swordsman, from now on,
I will call this combo "LAS", don't stop just yet, three more enemies,
two swordsmen, and an archer, this combo will be known as "SAS", when these
die, you'll surely have reached level 5, now, if you kept all of the
ability points, now is the time to use 'em, remember how? In the character
menu, go to the "Special abilities" page, press right on the control pad,
or touch the "Bow and Arrow" icon, select the "Elven Barrage" and press "Y",
and do the same with "Strider's Challenge". These two are very helpful, and
you'll mostly use them very often when facing three or more enemies. OK,
now go ahead, SAS, and the entrance to a cave.
GOBLIN CAVE (3.2A)
Now some important information that I must write before I forget. From now
on, you'll see on uppercase letters: "A", "S" or "L" grouped on three, like
on the previous "SAS" and "LAS". These letters each stand "A" for archer,
"S" for swordsman, and "L" for any kind of leader. Now, if you see "3S",
you shall face three swordsmen. it doesn't matter if they are goblins,
orcs, thieves, or mermaids, depending of the kind of weapon they carry,
they shall be treated as from now on. For "Swordsmen", even if they have
an axe as a weapon, it will be treated as a sword, in other way, it
could be confusing, as "A" stands for Archers. If someone doesn't like
this, write his/her own FAQ, and ask Melkor to approve it.
Cool, we're trapped. South and a bit west are 3S, east and a bit south are
another 3S, more 3S more at the east, intersection, take the way to the
east, 3S, more 3S, keep jumping, SLS, keep going, 3S and a health pool,
head west, jump and open the chest behind the waterfall to get your first
amulet, go all the way back to the intersection, head north, 3S, follow
the path, and WHOAH, TROLL! Remember that I told you to get "Strider's
Challenge"? First, step back, and USE IT, hit him twice (or once in
Hobbit), and repeat if he doesn't fall down. He drops an Iron key, if you
keep near him when he's dying, he may fall above you, but it doesn't
hurt (?) even when it must. Now you can use the elven rune, go north, a
leader blocks your way, and near the fireplace another goblin will try
as well. Open the door, level up, receive your first ring, and to the next
area.
This is nothing but lineal: 3S, stairs, 3S, SLS, 3S, barricade, SLS, SLS,
and the entrance to the next area. There were lots of boxes and barrels
along the way, if you need anything, break them, and prepare your sword,
as you must save the hobbits from four of those who lost their sanity
over greed. Yes, four of the nine.
BATTLE AGAINST THE NAZGÚL
Here they are. First, you have to face two, now here are two ways of
getting rid of them: the first one is with your sword alone, and when
you stun 'em, get close to one fireplace and take a torch, that way
you can see a ballet dance... the second is with ONLY a torch, it takes
longer, but is the same. Guard as they start attacking, don't haste, it's
a boss battle after all. When the first two are gone, other two will
come. Just repeat the same: guard, "Y", guard, "Y", guard, "Y"... When
you´re done, end of chapter.
You'll get the Weathertop arena in the Challenge mode.
****************************** (3.3)
******PATH OF CARADHRAS*******
******************************
Man, I hate this map. Go south-east, after Samwise's annoyance, two wolves,
south is a barricade, two wolves, and one more, or you can go straight
for almost exactly the same, in both cases, level up, if you took the
two and the one from the "igloo", go back and take on one more barricade,
keep going, two wolves, and two more ahead, when these last ones die,
the first alpha will come, ahead, and a bit south is a barricade, follow
the path to encounter five wolves, at first there are two, but as you
approach another barricade, the others will come, break the barricade,
2A, and a chest with a ring, go back and ahead, two wolves, one more will
try to ambush you from the back, an alpha will come out from the cave,
destroy the barricade, two wolves will try to bite your hobbit ass, keep
going, an alpha, some breakables, and the way to the next area.
Use the "...Challenge" on the archer as you come, and kill the swordsman,
there's a health pool, and 2A on the other side of the wooden bridge, jump
to the other side and keep walking, now you have to take care of some
bandits to open the door, 6S and a leader, don't worry, they are three at
first, and come out one at a time, as you kill 'em. The leader's stand
will be left for you to take, now the gate is opened, 2S ahead, and LS
beyond, new mission, you see the elven rune, at south is a barricade, SAS,
the archer is priority, level up, west is a chest with the first gem, now
north, SA, if you're lucky, the archer will walk a bit away, north is the
second gem, now east, take the lower path, 2S, and the third gem, go back
and take the upper path, swordsman, and an archer is guarding the chest
with the fourth and last gem, go all the way back to where the bridge is,
just west of the elven rune and use the gems, when it's done, save. You'll
get a nice tunic, on the other side of the bridge you'll see a wooden box,
now, to avoid an annoyance, don't follow the path yet, walk near the box
like if you're trying to jump to the west, a swordsman will come to you,
kill him and now you can keep going, if you did it, SL, if not, SLS
protecting the Journal Entry #2, now go north, a barricade, go ahead to
fight a rare SWS ("W" stands for "Wolf"), don't be hasty, two wolves north,
and an alpha shows up as you kill 'em, nothing more, just a barricade,
as you reach the northern most part of the area, a voice catches your
attention... If you did read the books, or saw the movies, you better know
what is going on. Now, don't hurry, but there is the entrance to the next
area.
"Aeskom tenebrus... Seewamoto" - More or less...
You can't go back to the previous area due to the debris... OK, two wolves
are waiting for you at south, north-east, two more, an Alpha shows up, level
up, if you have enough ability points, use some to get "Sword Thrash", as
it is the most useful ability... Go north, a barricade, a wolf, and one
more barricade, a bit south-west from this last barricade is a wolf, and an
intersection on the other side of the wooden bridge, one path west, and one
leading north-east, go north-east for now, barricade, elven rune and two
paths, go south, a leader protecting the first elven rune, maybe this guy
tried to be Mao Tse Tung and failed... Go back and take the path to the
west, man it was CLOSE, two wolves protecting two barricades each, go
north-east, SLS, and the second dwarf rune, go back and north-west, two
wolves and an alpha protecting the third and last dwarf rune, now go all
the way back to where the wooden bridge is, two wolves are waiting for you
there, now go south-west, SLS, use the "Sword Thrash" to take them down
fast, now you can open the dwarven gate, inside... on the other side is a
health pool, a chest and a wolf, kill it, and an alpha will come out, kill
this one, and another alpha will come out, kill it, wait a bit and a
third alpha will come out. Sheeesh... Now you can go all the way back to
where the third rune frag was; north-east from there is the doorway to the
next area.
As just as you came, a wolf welcomes you with its fangs, an alpha will
ask you to join a birthday party, and a barricade will ask for your
passport, follow the path, this is an advise that you have to watch for
your head, barricade, health pool, keep going, STOP and retreat because
of the debris that fall, a wolf will try to ambush you along with other
one, this is pretty: go on, barricade, "AVALANCHE!", wolf, wolf, alpha,
barricade, alpha behind, go east for a Morale Upgrade in a chest, debris,
bandit, 2S and debris, debris, barricade, wolf and debris, SL and
barricade, debris, follow the path, dude, where're your legs? Did you
notice this is the end... of the chapter?
****************************** (3.4)
*********THE ROAD TO**********
************MORIA*************
******************************
Well, from here on, the thing gets hairy, more than me wearing an Alf's
costume.
As entertaining as a turtle eating a cabbage we go: 2A out of reach after
walking a bit, a goblin will crawl from the cliff, barricade, 2S on the
other side, goblin camp with SL, son of a toast! A troll destroys the
bridge, go down, someone wants to dance "Bern, baby, bern..." with you,
leaving his comrade behind because he is not good at dancin'. Ahead is a
camp with SAS, intersection, it seems to be three paths to follow, but are
only two, 3S, use the "...Thrash", go west and 2S will crawl from above
to protect the health pool, go back and east, 2S, use the ladder, 2S
protecting the barricade, the second one will try to ambush you, on the
other side is a box, and 2S will crawl from above, on the east you have to
jump to the next area.
2S, man, that's why you don't have to be hasty, go around those rocks, while
SL sets a ladder, you can either try to attack them while they go up, or
when they are already hitting you... Go down twice, follow the path to face
SL, a bit south is a barricade, and on the other side is: a fireplace, SL,
a wooden box at west, and a chest at east with something good. Back to the
main path, no bridge so use the ladder, 2S, 2S sets another ladder, and
down here is a lone leader... Now you can explore the insides of Moria,
but first use the password on the right of the green torch you just see.
Level 12, and to the next area.
We're lucky, an elven rune. Now, go. 2S, easy to take down and heavy finish,
strange, barricade, SLS, two barrels south, now use the ladder at north,
2S crawl down from the wall, priority on the one coming from the north,
follow until you see a ladder, SL, DON'T GO BACK yet, go west, near the
waterfall is a chest with something good for strikers. Now you can go back
to the first ladder, east from there is a barricade, a ladder on the other
side, and a difficult 4S - just use quick strikes, or the "...Thrash" if
you have enough morale. Now head east and to the next area.
OK, this is nothing but linear: 2S, a third and fourth one will join trying
to ambush you. the last one drops a key to open the door at north-east, 3S
and the last one drops another key, a hasty goblin past the door, 2S and
when they fall, 2S more, the last one drops a third key, 3S and a leader
beyond, this is the 8th goblin leader we need. Man this weather is really
annoying! Back to the guide, 2S set a ladder, kill them and go down, If
your health is low, use the pool now, as next you can't go back, also,
on King difficulty, this is the hardest place of the entire story mode.
Go south-east, and jump... No, you didn't mess it up. 2S south and 2S
from north appear from under. 3S set a ladder at south-west, 2S, go ahead,
3S, the 9th leader goblin sets a ladder, go down, goblin, south-east, one
more goblin, 2S east from the fireplace, go back to where the previous
lone goblin, a ladder, and a goblin coming up, go down and south-east,
a goblin is waiting for you, 2S and a fireplace, a goblin sets another
ladder, go down and north-west, 2S approaching to you, these two are kinda
upset, go south for the 10th goblin leader, and a goblin. We hit level 13
and now you can head to the elven rune, and to the next area.
Now, before you continue, use your ability points to get "Elendil's
Malice", as it is the best to get rid of ambushes. Head south (up), SLS,
we only need 4 leaders more, go on, 3S, now, you'll see a cove, try to go
south and all along the walk-able border (counter clockwise), goblin,
2S, and back here, a goblin leader, go ahead, and do the same, 2S, 3S,
lone goblin, SL, inside the chest is a Health upgrade, one that is easy
to miss. Go back, and then, north, goblin leader, only one left, east is
one more goblin, and north another one, the cove leads you east, 2S, and
a bit south-east, the last goblin leader we need to get the Amulet of
Edoras, however, if you still need one or two more, there are still more
leaders, approach the ladder, and use three arrows to kill the leader on
the other side, one red, one blue, and one red. Go up the ladder, to the
west are two boxes, and ASA to the east, jump quickly, and use the
"...Thrash", if one of the archers runs, let it be, take care of the other
two, if you killed the last leader, ignore the ramp leading east, and
head north, follow the path to face a goblin, and SLS a bit ahead, a ladder
is set at the east, go down, goblin, goblin and the second extra goblin
leader. Follow what's left to find the dwarven door of Moria, AKA Gandalf's
disk machine. But before the end of the chapter, we have to face a thing
that looks like it was loaned from Lovecraft to Tolkien.
DEFEAT THE WATCHER! (3.4A)
First, use the bow and shoot a blue arrow (with no charge), now take your
sword and walk to the westernmost part, you'll see this thing is shaking
two tentacles, then, two red circles on the ground, move away from these,
or wait there for a world of pain. As the tentacles are nailed on the
ground, SLICE both, now, one tentacle will grab you, don't you dare stop
smashing that "X" button, it will throw you, now take your bow and shoot
it with ONE red arrow, move away from the red circle, and keep on shooting
it. It will once again hide beneath the waters, just repeat the process
and until its Sith saber turns off. If you run out of arrows, there is an
arrow supplying spot. As you defeat it, you get the Nandorien Scout Bow,
a really good upgrade, but if you want to defeat the watcher quicker, and
once again, wait until you have the best bow.
****************************** (3.5)
*********THE MINES OF*********
************MORIA*************
******************************
Time for a party with dwarves... or not. A bit uncomfortable... Whatever,
first thing, head east, avenge the dwarves killing the SAS, head south to
get the first rune fragment, back to the path, SAL and a banner, take a
torch from the fireplace and throw it to the banner to burn it with a
bit of style, now pay attention, as from here on, you may miss something
important: head north, by the wooden bridge, SAS are waiting on the other
side, and a banner west, at north of the bridge is a ladder, up there is a
chest with the easy to miss and first Mithril Bar, head back and then
south-east to find SAS, a banner and a chest with the second mithril bar,
west of the chest is a ladder, go down, west is the third bar, and south
a wooden bridge, SAS and banner, don't head back yet, west is a wooden
platform with the fourth mithril bar, now head back to the path. Head
north to face 2S, nothing at west, east and south, SAL and banner, now
north-west to the wooden bridge, SAS and banner, up the ramp, goblin
archers out of reach, you can do two things, 1. shoot arrows or 2. use
the lever near you twice (man, this is war!) Now head back and north-east.
Here you'll see the entrance to two areas; the left one can't be reached
unless you have the ratchet wheel, so, up to the second area.
Head east to find SAS and a banner; you can see it, right? Head there, and
when you get the second rune frag, I found a way to make the goblins run
hysterical, just throw them a lit torch... As you grab the rune frag, 2S
will come from a lower level, and as they fall, a third one comes, head
back, now north-east, 2S, now north. Wanna laugh? Use the lever. On the
original FAQ (in spanish) at this point I went west, but here I'll go
east. SAL, a banner and the fifth mithril bar, back to where the lever is.
Now west, a health pool and an elven rune on the way, use both on your
way back; wanna laugh once more? Kick the wagon. West is the sixth mithril
bar, and the third rune frag. Up the stairs, nothing at west, at east SAS,
the banner and the ratchet wheel. Now go all the way back to the previous
area, but, 4S in two groups on the way back.
Head to the mechanism, 2S give you a welcome. With the bridge lowered,
you hit level 15. Now to the third area.
I'm tired of searching here and there but, oh, well... No other way than
south-east, SAS, archer is ALWAYS priority. now you have to fix yet
another bridge. Go north-east and clockwise, as it is linear: 2S, 2S,
elven rune, SAL, banner, seventh mithril bar, the mechanism to set the
bridge, 2S on the middle of the way back. 2S protecting the bridge, and
2S on the other side of the bridge, SAS and their respective banner, now
east, on the intersection: at north a wooden bridge, on the other side
2S will appear as you try to reach the health pool, at south are the
stairways leading to the last mithril bar, and an entrance to the previous
area, but this is interesting and very important if you want something cool,
so come in there.
2S, so keep your guard up, or use the Thrash, north-west is a chest with
a fine tunic, and south is the Journal Entry #3. Head all the way back to
the last intersection.
Follow the path, as there is nothing else to do, 3S on the bridge, and
3A out of reach on the other side of the bridge, SAS and their respective
banner, now a bit north and west is the dwarven door, open it and get
inside.
Now, get closer to the furnace, and start forging. But before that, ensure
that you have the 8 mithril bars. Now, get outta here.
Now to the last portion of the area, 3 doors, but only two are open, as
you regain control, LAS appear. Level 16. Now you can choose which area you
want to go first. I choose the right one.
ASA as you just come in. Priority on the archers, use the Thrash on them,
when they all die, take a torch from the fireplace, and burn the banner
on the north-eastern side. Go back and to the other area.
Walk a bit south-east, SA, banner, and a chest with the iron key. Get
out of here.
Use the key on the central door, walk through it, and end of the chapter.
*You'll unlock the Moria arena for the challenge mode.
****************************** (3.6)
*********BALIN'S TOMB*********
******************************
If you like Black Metal music, search for "Silvester Angfang" on internet,
is not long, and keep it for later.
Well, there's no other way, so head south-east, take care of the archer
first, then the leader, and continue to kill a normal goblin, you can see
some stairways heading north, up is a goblin, and when you return down
the main path, 2S will crawl from a lower floor, back to the main path,
now we need a ratchet wheel, head north-west, 2A out of reach, easy, Gimli
will say something when you see a goblin, when you take down this one,
another one will appear, a bit north-east from here is the chest with
the wheel we need, guarded by a goblin and an archer, go back, after
the arrow spot, three goblins will try to stop you, one after another, now
use the wheel to hit level 17 and to continue on. You must have 4 ability
points, enough to unlock "Ranger's Fury", though you are free to choose
which abilities you unlock, and when, here ends the suggestions about such.
On the other side of the bridge, you'll meet some adorable creatures
(really, they are, but here and in most games are hostile; bummers) that
you have to add to your soup, eight in total, and then the matriarch, to
kill this one, first use the Thrash, and 4 heavy strikes will do. Such a
pity... but we had to. Now we have to burn the spider web at north-east
from the hole the spiders came from, but first, 2S will lower a bridge at
south-east, as they fall, head to where they came from, a leader awaits
your arrival, look, there's a fireplace, a banner and a chest with a bow,
this last one is a very good upgrade, now with torch in hand, go bern that
spider web (yes, "Bern", #DiscoInferno), throw it after you're done, and
continue, SA protected by two barrels, and a goblin tries to ambush you
from behind, burn the banner, and keep going. You will see kind of a riot
on a lower floor, ignore it, as a goblin is approaching, and a second one
will arrive. Now we have to unlock a door. Use the stairways north-west, a
health pool, keep going, ASA, a banner at north and a chest at west.
south-east from the chest is the Journal Entry No. 4. Go back, smile and
open the door. SL past the corner, and 2S as they fall. Banner and an
elven rune, the stairways lead to the next area.
No matter what you see, walk until you see SLS, but one of the goblins will
bump with the table, and fall... Man, I am really sadistic, and always try
to make 'em fall like that. 2S after that, and for now, head north-east.
A goblin protects a chest with Balin's Courage, a banner, but you can't
burn it without a torch, the fire place is south-east, and guarded by 2S,
head back, and burn the first banner of the area, as the previous was the
second. go down and east. LA, and 2S a bit east, a chest at north with a
Morale Upgrade, go back and 2S appear in the same place as the last ones.
Head east, 2A protected by two barrels, 2S appear at east, and at north
SL, 2S appear at east, with these down, you can burn the last banner to
get the Orc Bane sword, a very good upgrade we just got. There's nothing
else to worry about, so just continue north-east, there's a wooden ramp that
is kind of difficult to see, a health pool, an elven rune at north-east,
and the door to the next area.
If you watched "The Fellowship of the Ring", you know what's next... It's
big, filthy, stinky and it's not Sauron's penis. My apologies to any lady
who reads this dumb joke.
AMBUSHED! (3.6A)
No problem for now. If you want the battle to begin, get close to the
thing that looks like a journal entry, as it is Balin's Journal. Now, if
you have "Silvester anfang" ready, this is the time to play it, if you
don't like it, it doesn't matter. The assault goes like this: SL from east
and one from south, SL from north and one from east, 2S from north, and 2S
from south. Now, prepare your bow, as Merry's nightmare comes, the Cave
Troll. Don't waste your morale in any special ability, at least not with
offensive ones, "Ranger's Fury" is helpful though. Walk a bit south-east,
and shoot him two red arrows, use the Fury and prepare your sword while
he is stunned, now get near him, and when you ride him, SMASH that "X"
button, he will try to grab you, and when his health gets low, he will and
throw you, when Strider gets up, RUN, or the Troll will crush you. Repeat:
two red arrows, prepare your sword and ride him, don't use the Fury, as it
won't be worth it, as his health is low. As he dies, you'll get Balin's
Bracers, and hit level 19. End of the chapter.
****************************** (3.7)
********THE BRIDGE OF*********
**********KHAZAD-DÚM**********
******************************
This chapter is kind of hasty, you surely know why. There are no boxes nor
barrels to replenish our morale gauge, so head north-east, SA, careful of
the archer, as he's really wishing for it, barricade, and a wooden barrel
just at left, now, before passing over the barricade, prepare you bow and
the "...Challenge", with your level it mus'nt be hard to take down the
SAS, the archer appears north, and when he is down for poison, another one
climbs up. now hurry, a goblin is approaching, and an archer at west, go a
bit south to take him down, and when he dies, one more will come from the
very dephts ("...of hell!!!" said that guy from Venom), but this only
happens if you didn't kill the second archer. Ok, back to the main path,
barricade at north, and walk to the westernmost part of the map, as there
is a chest with the Choker of Funding, good for archers. Yes, there is a
door, and no, it's not THAT kind of dwarven door, it's just the same method
to open. 2S appear from above, at north-east, now south-east, barricade,
elven rune, now south-east, SAS protecting the chest with the first Sigil
piece, now north, SLS protecting the chest with the second Sigil we need,
now let's go back to where the gate is, but on the way back: SAS, the
archer is at west and just where the last chest is, a goblin appears on
the east side of the chest, a goblin leader past the elven rune, head back,
as an archer is waiting for you at west, roam a bit and another leader will
appear, SAS are waiting for you by the door, now you can open it with the
two sigil pieces. You'll get Halbarand's Warning, but I'll keep my Balin's
Courage equipped. Now you can go to the next area.
Go north-east, ignore the roar for now, SL, and an archer on the other side
of the breach, kill the leader FAST, head north-east to face SAS, turn
around as if in nascar, barricade, SAL at west, barricade at north, SAL
and a coat on the chest, use the elven rune if you want, I highly suggest
you to do so. Now, there's a health pool and a barricade at east, but first,
head back in the shape of a "C" to kill an archer on the other side of
the barricade and the breach, and a goblin. Now you can destroy the
barricade at the right of the health pool. Head east to meet the Balrog,
yeah, he looks cool, and his breath is worst than its appearance. Try to
hide from the Balrog behind the pillar at east, so he will make you a
favor by building a bridge for you. Don't try to play hero with him, you
can't even aim to him. Run to east and try to do the same as before, but
now you have to finish it. if he roars, quickly hide behind the pillar.
When you're done, run to the next area.
The path is plain so: SL as you go down the stairways, 2A out of reach a bit
south-west, ignore the goblins, SL before the stairways, you can't go back,
2A out of reach, and 2A more after, 2S down the stairways, 2A out of reach
before the stairways, and 2A more down the stairways, a leader goblin will
try to ambush you, 2S down the stairways, try to parry or the barrel will
betray you. At the southernmost part of the area, he will appear, and there
are two barricades, but these are weak, with two heavy strikes they shall
fall, and if the balrog roars, step back, you don't want to be a toast.
2A out of reach, but take 'em after you are up the stairways. SL at
southeast, and SA after. At north-east, SL are guarding the bridge of
"YOU... SHALL NOT... PAAAASSSS!!!", but here is best known as end of the
chapter.
****************************** (3.8)
***********AMON HEN***********
******************************
It looks like it will rain... Not in the game, but in my house. Ok, head
north-east, three wolves appear, one looks like a puppy, now east, three
more wolves, go ahead, and when you reach the stairways, stop, and head
north, there's an entrance.
Inside appear three spiders from above, when they're down, one more will
come; go north-east, oh yeah, you know it, two more spiders will come, take
what-you-know, and two more will come down. Now you can get out of here.
Back out, head south, and walk east over the cove, there is a cave, go
inside.
Man, we've only got here, and one of three spiders is attacking us, poor
thing... Mother of the... oh no, the matriarch! Take care of her first,
she will miss if you don't mind leaving what-you-know for later, so, take
her down now. When she's finished, you can take the second rune fragment,
now you can get out of here.
Back out, once again, head to the stairways, and up there, three spiders</pre><pre id="faqspan-2">
will come down, man, they are vicious. Now north, up the stairways are
two spiders and a matriarch, south-west is the third and last of
what-you-know. At north-east lies the next area.
Go straight ahead, until you get a new mission, now go north-west, ignore
the stairways for now, two spiders, open the dwarven door, level 22, and
inside is a chest with Thingol's bracers, back outside, up the stairways is
a matriarch, nothing more, back to the main and plain path: 1, 2, 2,
spiders, matriarch and spider, after these, go north, two spiders guard
stairways, and other one in the middle, keep going until you find a chest
with a very good sword, then go back to the main path, spider, two, and
two before the stairways, don't go up yet, as east from the stairways is a
chest with a health upgrade, west is the elven rune, save now, and then,
go up the stairways, up there is Frodo trying to befriend a matriarch, but
we are better than him in that matter. When you regain control, one of the
four uruk-hai come, now head back to the entrance of the area, they come
like this: 2S, 2S, 2S, 2S, lone uruk, 2S, and the SLS, being these last
ones, the "mini-boss fight". With the key, open the door to the next area.
Move a bit to be welcome by 2S, follow the path, an uruk comes from the...
¿forest? And then, one more, just, wait a couple seconds, one more ahead,
and a captain before the bridge. 2S on the middle of the bridge, and one
more, guarding the elven rune and the Journal Entry no. 5, 2S up ahead, and
the path at north, 2S, careful, an archer is near at north-east, an uruk
after the last stairs, and south-west is a chest with a ring, back to
the main path, on the last portion of the map is a gate, guarded by SLS,
when they fall, SLS, the last one whom you kill, will drop a key, needed
to open the gate to the next area, but be aware, the next is a battle
against a filthier, aggressive, sadistic being, and he was born just couple
days ago... No, it's not Alex DeLarge.
BATTLE AGAINST LURTZ (3.8A)
First, take your bow out, and red arrow, move, and shoot once again, you
may be able to shoot a blue arrow, only if lucky, now he will hide and his
colleagues will come out: 3 uruk-hai from north and 3 from east, but no, not
all at the same time, but by pairs, such a pity, Lurtz'll come out once
they fall, shoot as many arrows as you can, then he will hide again, and
again, 6 uruk-hai will come out by pairs in this order: A, S, A, S, L, S and
one from north, one from east, from north, ¿capito? Lurtz will come out a
third time, you know what to do, and again, will hide. The uruk will come
out like this: L from north, S from east, S from north, L from east, L from
north and S from east. Now Lurtz is pissed, and will finally be a man and
face you. Just do the complicated pattern: red arrow, move, red arrow...
until he falls, if you run out of arrows, there is an arrow spot near
Boromir, just watch for Lurtz if he raises his sword, specially if you
choose melee combat instead of distance. In hobbit and ranger difficulty
you can win with this strategy, but for king, or if you're unlucky, you need
the next paragraph. The last hiding only happens if you shoot him only
once each time.
First I used "Strider's Challenge", then moved, 'cause he threw something
that looked like a bottle at me, I tried to shoot an arrow but he blocked,
so I used a heavy combo, and then the Thrash, heavy strike, but he blocked,
I stepped back a bit, started a heavy combo while he was approaching, and
hit the last two times, enough to take him down, but not enough for a heavy
finish, as he was starting to stand up as I got close, so I choose another
heavy combo, hit twice, he raised his sword, when he does, RUN, it is his
ultimate attack, like in recent Zelda games, he spins around with his
sword, if you're near, a world of pain, if you're away, he cannot block any
arrows. Finally, I killed him with a Thrash, but with a heavy strike was
enough...
After the dialogue, you'll unlock the Amon Hen arena for the challenge mode.
Yes, end of the chapter.
****************************** (3.9)
**********THE PLAINS**********
***********OF ROHAN***********
******************************
Follow the serpent-like path, you'll be interrupted by Gimli, shoot a blue
arrow, prepare your sword, and continue, three wolves, go on, three more
wolves, a rune fragment, but keep your guard up, as an alpha will come and
bite you. Nothing at south, so go north, another trap, stay at its side
after you've activated it, if you have two or three arrows (you should), you
can take down the SLS at north, careful at east, as there are SAS, now
north, activate the trap, and SLS farther, follow the path south-west as,
there's nothing else to do, the gate of the bridge is locked, so go south,
3S guarding a chest with the key to open the gate, to the next area.
3S demonstrating how annoying they can be... and the second rune frag at
south, you will get the Rohan Shortbow, you should keep it equipped for a
while, follow the path until you see a ladder, 2S are waiting for you up
there, on the other side of the bridge are 2A out of reach, use the ladder
down, and if you need, the health pool. Wanna be a hero? Go north, at the
east, 3S, north, enter the house, 3S, don't go out yet, on the southern
part of the house is a chest with the master key, now you can get out of
the house, go east, 3S, south, 3S, now go and free the prisoners, enter
the house next to the cage, 2S, the exit is east, follow the path, 4S if
unlucky, two sets of 2S if lucky, don't enter the house, follow the path at
south-east to find a cage with more captives, go back and inside the house,
you will see the Journal Entry no. 6, this map is weird, the exit is north,
and an entrance to another house, inside 2S, and a cage at the western side,
the exit is near. South-east are the 2S that opened the door to the next
area. This was like that Misfits song, "Hybrid Moments", "...Others open
up the dooooooor..."
That's not the kind of leader to follow... SL, you can't use the elven rune
yet, 2A out of reach, now you can save. Follow the path, 3A out of reach
at north-east, a captain at west, near an entrance to a house, go inside,
3S at north, the exit is at east, go east and then north to free more
captives, 3S near the fireplace at east, go south-east, to the cage with
more captives, nothing inside the house, so head north-east, SL, don't be
hasty, let them come to you, or the archer near will make it difficult.
The sixth cage with captives is free to be opened. Go inside the house at
east, a wildman. At east is a captain, go up the stairs, to an upper floor
of a sub-area.
Before using the lever, head north-west, 3A out of reach, an arrow spot is
near the lever, now you can use it to get a key, go back and down.
Open the door, to the next area, we saw just a bit of it as the previous
sub-area, just a bit.
Go north, 3S, now north-east, the exit is east, south-east is a leader,
not a captain, he doesn't count. The seventh cage is at north, free those
men, and head south, SL, and south-west is the last cage we need to open,
to get Thorin's Vambrace, good for archers. Go straight north-east, an
archer awaits at the entrance of the house, and inside is a wildman, the
exit is at east. Head north-east, go up the ladder, follow the path, 2S,
and on the north-western side 2A out of reach, go down the ladder. 2S at
south, and the last captain at north. You can go north, but first, if you
want a bit more experience, enter the building at north-west, inside you
will find 3S. Whether you chose to kill them or not, head north-west to
the next area.
You know what's that, right? Go there, and then head north-east, watch out
for the trap. The bridge is broken, but a way to cross the river is at
north, SLS between the elven rune and the dwarven door. After you save,
use the frags, enter the cave, and claim that amulet. Back out head
north-east, don't jump to the other side of the broken bridge, as a trap
lies ahead, east of the trap are 2S, and north-east SL. SL on the other side
of the broken bridge at north-east, and an uruk guarding the entrance to
the next area.
The path is plain, so: 2S, trap, 2S, captain, trap, uruk, uruk, 2S, and the
last captain. Follow the path, and after the belt, head north-east, to
the forest. Hey, aren't we actually in a forest? Okay, end of the chapter.
****************************** (3.10)
*********THE ROAD TO**********
*********HELM'S DEEP**********
******************************
So soon and yet we have a gift at north-west. Head north-east, and straight
north past the wooden bridge, up the natural ramp, 3S up there, and a chest
with a Morale Upgrade at west. Go back down, and try to go south-east, but
before the wooden bridge, warg riders appear, I'll use "W" on them if needed,
just like with swordsmen, these are that indeed, and though they are
actually two enemies in one, I'll consider 'em as one. The 2W approach as
you try to go south-east, and 3A out of reach appear at north, ignore them
for now, and finally head south-east... Such annoyances... 2S guarding the
second rune fragment. Now deal with the archers at north. 3A more at north,
yes, out of reach too. An orc lowers a bridge, and comes your way... But not
all the way to you. Use the bridge he lowered to go to the next area.
Yeah, that... 2A out of reach as you get closer to the great wooden bridge.
Near the middle part of the bridge you need to squish two orcs on the other
side... An interesting way to make some jelly. At north is a cabin, inside
is an orc, at west is the Journal entry no. 7, and another orc. Now you can
use the elven rune. Head south-east, as nothing else can be done for now,
SW before tryin' to use the ladder, go down, an orc awaits for you, the
rune fragment is south-east, down the second ladder is an orc, and a wooden
box, nothing more; so kill him and/ or head north-west. When you reach the
wooden bridge under the great bridge (that's why I call it that way), head
south-west, an orc, and other one further on, yes, the archer is an
annoyance, and behind him is a ladder leading to a chest with a key, head
all the way back to the elven rune, save and open the gate. 2W are waiting
at north-east, and one more comes as they die. Head east, and pay attention
to the house at north, inside is nothing but boxes, what I want you to do
is, head north of the house, you will notice it is an alley, here is a chest
with some bracers, but is guarded by a lone warg (without rider). This is
easy to miss, so, thank me all you can. Now, head south-east, there are 2A,
you can kill them as usual, or use the near lever... now south-west, here
is a path between the fence and some sand sacks, a warg rider at south,
guarding the entrance to a complex, no, we need a crank, so head west, a
warg rider, west, yes, west, orc, and a chest with what we need at north.
Go back to the entrance of the complex, use the crank to raise a platform
which has a chest with a key... man, so much trouble for that, while I do
know about lockpicking... Now to the gate at the east part of the map.
Yeah, there is the dwarven door, and it's guarded by a warg rider. Go inside
to claim Galadriel's Protection, but I'll keep the Rohirrim Amulet equipped.
Go back out, and to the next area.
Follow the path, when you reach the stairs, go up to the battlements,
quick, to the pole, you have to make those orcs fall, ignore the archer
while you're at it, when the archer falls, 2A will come and try to take
revenge on you, go north-east, and do exactly the same... When it's done,
an orc will lower a bridge, go back to the middle of this battlements and
shoot a blue arrow. Back to the main path, 3S where the gate was locking the
path, you can't use the elven rune yet, so head north-east, SAS, now you
can save. On the other side of the bridge, south from where the archer was,
is an orc, and one more at east, up the stairs is an orc guarding a chest
with a fine sword, now head to the basement, to a sub-area.
At east is an archer aiming at you, LAS at north, no, you can't walk there
by going north-east, turn around in the shape of a "C", there is a chest,
but first we have to kill the 3A out of reach that appeared, now open the
chest to get a crank, so head back to the elven rune.
Yes, the elven rune, save, as what's next is annoying. Lower the bridge,
and prepare for the second harder boss battle of the entire game... They
are filthy, wild, nastier than Lurtz, and they stench. No, they are not the
gremlins.
BATTLE AGAINST THE WARG RIDERS (3.10A)
You won't have any break. SLW will come, an unique combo. Keep your guard
up, as always, and take priority on the leader. The warg rider is also an
annoyance, but if you kill the grown pet, it gets easier. When they all
die, Sharku will come with a friend. Now, first, use the Thrash, and kill
the warg (not Sharku's), then, one heavy strike for each wargs, one will
fall, guard and now kill the rider, now deal with Sharku's warg, and then,
he is gone for good.
In King, you have to run from Sharku in the shape of an "U" as just as you
regain control, or else, you're doomed. If you see that Sharku's warg lifts
its but with double "T", RUN, don't try to play martyr, attack only if it
seems the warg's gonna sit. About Sharku, if a red arrow glows from him,
like with any archer, run, not to him, not from him, in circles, or
he will poison you, and use "Strider's Challenge", and play "back and forth"
with heavy strikes and the "...Challenge". If this doesn't work, nothing
will.
When he dies, the gates will then open, you can either stand still, or walk
through, to the end of the chapter.
****************************** (3.11)
*******THE DEEPING WALL*******
******************************
If you wanted to face the Uruk-hai, your wish is granted here, specially
abouth the berserker ones. Now, this chapter tells you all you have to do,
so I won't give any advice, just as the tutorial, at least not in the first
area, excep for the locations of some important items. When you reach the
center of the area, you will see some stairways leading down, go there, as
there is a chest with a ring, and on the south-eastern corner of the map, is
the Journal entry no. 8, careful with the Uruk captains, and try to parry
the berserkers. When you're ordered to go back to the keep, you will go to
the next area.
2E gives you a bloody welcome, inside the chest is a battlecoat, your way
is south-east (down), Oh, no, an uruk, he's gonna dest... Dude, that really
hurts. Head north-east, kill the uruk guarding the ladder, and up is another
ladder. On the upper floor, an uruk comes your way, head west, SAS, the
archer is at west, a bit south. Now we can go north, go inside and to the
next-- Seriously? End of the chapter.
****************************** (3.12)
******HORNBURG COURTYARD******
******************************
The beginning of the chapter is almost exactly as the previous, just do as
you're told, when you're done, the Uruk will try to take the town, and there
is when you can finally roam around the area, head towards the south-eastern
stairways, there are 2S, now south, first berserker, don't go down west yet,
as south of there is a chest with a health upgrade. Now head to the stairway
near, SBS ("B" stands for "berserker") will come out from the hole, and
SBS more from the northern hole, in king, 2S more from each hole, head to
the northern side of the area, where the last SBS come, with these down,
we get level 30 and the Ring of Agmar, our new precious. Now we need three
door bracers, you can see where they are, but a rare LSL will come from the
northern hole, and 2S more will come from there, now go and take the two
braces from west and south, from the eastern hole came LSL, head to the
southern stairways, and then to the north, where the third brace lies, now
head to the gate, and keep those uruks from entering the courtyard. Now
we need to, again, defend the walls from the uruk ladders, so yes, I'm
going fishing once again, but if you go up there from the north, a berserker
will be already waiting for you. When you're done, your new task is to
search for a key, at the south-eastern corner of the map, there is the
Journal Entry no. 9, and SL trying to keep you from taking the key; now you
have two choices: go straight to the secret passageway, so jump to the next
paragraph; or stay to gain more experience points. For the second choice:
2S from the northern hole, 2S from the eastern one, and 2S from the northern
hole, 2S guarding the stairways at east, and 2S guarding the entrance to
the next area.
Now, here, there's an elven rune next to the entrance, use it now or later,
if later, you'll have to hurry, as there is a chest between this entrance,
and a gap leading to the next mission, this mission must be accomplished
to get 100% completion of the chapter, and so, my advice here is: in
Hobbit and Ranger is no problem, as there is plenty of time to accomplish
the mission, but in King, it gets stressing, as the enemies block a lot,
and the battering ram moves faster, it took me 3 tries, so save BEFORE
taking the bow inside the chest. Your task is to beat SL and 3 pairs of 2S,
if in King you can't beat them fast enough, reset or keep on going and come
back when you have better equipment. In any case, a rope ladder will come
down for you to get to the next (previous) area.
Yeah, we're back here, and it seems the battering ram was witched, oh,
Saruman, you're a nasty plotter. Now you have to beat any Uruk that come,
whether they come from the holes, or the gate. In King, it will be hard
and difficult to stay alive, as you could get ambushed by 2S2B really
vicious. As just as you regain control, SB will come close, and as the
pool is out, do NEVER keep your guard down, if you stun at least one of
the uruks that come, perfect, try to do the same to the others. When you're
done, you'll get a new mission, so, go around the battering ram, and go
through the gate to the fray, AKA next area.
Well, in fact, is a sub-area, whatever. Uruk up ahead, 2S will come by
setting ladders, if you can kick at least one, perfect, two barricades,
you can destroy only one if you like, SL and two barricades, 2S (I think,
the zoom is exaggerating), 2S and two barricades, and a white shinning
light, Mithrandir... End of the chapter.
****************************** (3.13)
*********THE PATHS OF*********
***********THE DEAD***********
******************************
One thing about the dead is that, you can't kill them, only k.0.'d. They
are no easy to beat, no matter the level of difficulty, because they do
some kind of charge and rush at you, this attack often takes you down. As
a welcome gift (no sarcasm) you get the Andúril, this makes things easier.
The path is mostly plain, so: Head north-east, 2S, one of them will try
to ambush you, go ahead, after the turn seems that someone woke in the
wrong bed, 3S, and other three as you beat 'em. Go up the stairs, 2S at
south, guarding a chest with a steel bar, at north you know what it means,
a rune fragment, back to the main path, 3S at south, now south-east, 2S and
one of them will try to ambush you, and 2S more as the last ones fall,
at the east, a bit north is a chest with a gemstone, 2S and one more at
east, the path is unlocked, 3S at the turn, and two more after, 3S and
2S at the "7" shaped turn, and after the stairs, 3S and 3S after, go on,
3S and the second rune fragment at north, and yes, to the next area.
Save, and go ahead to face 3S, and 4A out of reach a bit north, 3S x2 at
north-east, and the same ahead, you can't go ahead because of a hole you
have to fill with water (skulls) -I want your skuuuuul... I need your
skuuuul!- so, first ,beat the 3S x2 to unlock the path that leads
north-west, 3S, 2S, and 2S on the same spot, before heading north-east,
go east and north-east, to find an easy to miss steel bar, back and
north-east, 2S before turning south-east, 2S guarding the mechanism,
north-west is a chest with a steel bar, and south-east a rune fragment,
now that the skulls have grown, go back to that breach, and head north-east
to face 3S x2 at the "7" shaped turn, and 2S at south-west, blocking
the path to the next area.
A gemstone at left, the path is wide enough to avoid being ambushed, 3S
and 2S ahead (I told you), now we need some fire to light a brazier, and
on the other side are 2A and I think 4S, take them all on, as there is an
arrow spot at east, now go up the stairways, and we'll be ambushed a bit
south-west, yeah, annoying, and it gets even annoying, at south-west, 3S
x2 before a green fireplace (?), the dwarven door, and a chest with the
third gemstone, but we still need some steel bars that lie ahead, so,
ignore the dwarven door for now, take a green torch, and go back to where
that stupid ghost bridge is. yes, is stupid to set an invisible bridge
and force you to light it like that... if you killed the ghosts on the
other side using red arrows, you don't have to deal with 'em, so, head
south-east, 3S, and 3S x2 at south-west, south, 3S x2 around the green
fireplace, now north-east, elven rune and 3S ahead, yes, we have to head
back for a green torch, gah-damme. But FIRST, at the north is a chest
with the last steel bar, now we do have a better reason to go back, but
way back to the western side of the map, where the dwarven door is... 3S
near the elven rune, and nothing else on the way back to that door.
Yes, we're back in the first area, the important thing here, aside the
forge, is the Journal entry no. 10, with new ring in hand, go back.
Take a torch from the near fireplace, and light the two braziers at the
eastern side of the map. When you're done, meet the champ, AKA, first
ghost leader. These are very different from all of the other leader-class
enemies, as this appears behind you and strikes, such a coward. Your
prize for this battle is the Pendant of Rivendell, and the door unlocked,
to the next area.
In hobbit, change your equipment to fit your needs, as you have to deal
with more ghost leaders. A health pool at north-east, and the main path
is at south-east. 3S at a 4-way intersection, and three more as each one
fall. You can't go north nor east, so head north-east. 3S protecting the
green fireplace, the next time you come back here for fire, they'll be
back too. Go back to the intersection, and light one of the braziers, you
cannot light both at the same time, so decide which way you go first: on
both sides is a leader, and a chest, the northern one has some bracers,
and the eastern one has a morale upgrade. When both champs are beaten,
the 3S at the fireplace will be back, and the gate to the next area will
be unlocked. But, it's not a "normal" area, and you may go back to the
previous area and save, as the next is anything but a funny battle.
BATTLE AGAINST THE DEAD ONES (3.13A)
You can't damage the ghost king as you did with Sharku, Lurtz or any
Troll, you have to deal with the ghosts to do so... First SLS, I told you
the champions were, in fact leaders, remember? Yes, the leaders do that
rushing attack behind you if you strike a heavy blow on 'em, when they
are gone, strike a heavy blow on the ghost king, and you'll be thrown away,
yeah, not funny, or fair. SLS are coming, the same, heavy strike to be blown
away again, SLS, once again we're blown away, SLS and yes, we are Isildur's
heirs. End of the chapter. Edit: I found out that you can get rid of the
Ghost King faster if you hit him with a light strike first, and a heavy
one after that.
You'll unlock the Paths of the Dead arena for the challenge mode.
****************************** (3.14)
*********THE DOCKS OF*********
***********HARLOND************
******************************
That scene from the extended edition of "The Return of the King" is really
cool: "Who are you to deny us passage?" Such a pity the scene is cut when
the pirates are poopin' on their pants because of the ghosts... Well, first
we have to board the ships, obviously, so head north-west, once in the ship,
head north, as an archer is aiming at you, when done, the best strategy to
take control of the ships is to go from aft and fore, so head south-west,
3S on aft, now north-east to fore, pirate, pirate and pirate (no matter if
you call 'em "corsairs", they're all sea thieves). A door will be open, and
a pirate will come out, get inside from this last one got out, 2S inside
there, now back out and west, to the next ship. That's the most idiotic
behavior I've ever seen. A pirate tries to cut you down, yes, at east is
the Journal entry no. 11, and a pirate guards it, now to fore (north-east),
pirate, pirate and archer pirate. A door opens, yeah, head there to kill
a pirate, and 2S inside. If a pirate is missing, just kill it, so you can
continue to the next area.
This area makes this chapter my favorite. Go north-east, SLS, now east,
and north, SLS guarding an entrance, when these orcs die, SLS will come
from west, kill them now or later, as I'll go inside the near entrance, to
a sub-area. Inside, go west, to a chest with a tunic, now back out and
west. Kill the orcs if you didn't earlier, save and go west from the elven
rune, inside the building head west, a bit south, an orc and a ladder at
north with an arrow spot nearby, you know what it means, 2A out of reach
without going up the ladder, and up the ladder is an orc, at east is another
orc and another ladder, and up yet another ladder, and up an arrow spot,
a lever and some kind of protection for the attacks from the 2A out of
reach. when the archers die, use the mechanism to set a bridge, on the other
side, go south-east, a ladder leading down, and one more, down the last
ladder is the orc leader we saw on the last cutscene, this orc has a key
we need to use on the near door, so we can go to the next area.
If this rings a bell on you, the sub-area in the previous area is the lower
floor in here. Head north-west, an orc on the way, there is a door, but
we can't open it, so east, 2A out of reach, another door next to the arrow
spot, go east, a ladder, up there is a chest with a key, go back to where
the first door is, open it and follow the path, when you reach the cross
bow, use it, so you build a bridge, ASA on the northernmost part of the
map, the second archer is at east, you will see a doorway at the wooden
platform, don't go there yet, as at south is a path, an orc in the middle of
the path, and one more at the end of the path, guarding a ladder, go down
the ladder, 2S will come to you, they were protecting a path leading down,
and an entrance to a sub-area. Here is a chest with a pendant, now go all
the way back to the entrance I told you not to go through. You see? There
is the chest we just opened. Now, there are two paths, up the stairs are
2A out of reach and an arrow spot; and southeast is the main path, in this
last room is a health pool, and 3S at the end, when these orcs die, a leader
will come, this guy holds a key, yes, like in the previous area, we need
it to open the door to the next area.
Go down the stairways, SLS and one more orc at south, or 3S-L if you walk
too much, at north is the elven rune, and at south is a crane, use the
lever so you can use it as a bridge, on the other side of the crane are
3S, even on King you can take 'em on with the bow. Now head north-east,
oh, crap, an armored troll, and we have to pass just in front of him, this
is difficult, and no, we can't kill him in any way you can think, so,
endure the pain, or try to block. If you had luck, it cannot last forever,
as on the other side are 2A guarding some stairways, and up there is a
ladder, up the ladder is an orc, an arrow spot, and yes, 2A out of reach,
when these die, go back down and north-east, to find a ladder, up here is
where the archers were, follow the path to find a lever, activate it and
watch your revenge. So do I, Gimli, so do I. With this done, we get the ring
of Heleg, level 34 and the path cleared, what's left is to go back to where
the (dead) armored troll is, so we can end the chapter.
****************************** (3.15)
*******PELENNOR FIELDS********
******************************
"Gondor is lost..." Denethor II, The Lord of the Rings:
The Return of the King
Siege towers and engines... This is getting interesting! On the "Y"-shaped
path, go north-west, 3S are guarding a siege tower and a catapult, but SLS
will come after these orcs die, so when the retaliation fails, burn both the
tower and the catapult, hey, wait, SLS will come AFTER the second enemy
combo. Go south-east and then north-east, LAS, the archer is at north-east,
use the health pool when all of them fall, then head north-east, where a
catapult is protected by 3S, 3S more will come, and LA will appear at west
from here, Behind these last two, is the path to the next area.
SAS ahead, and a tower, 3S will come at east, 3S more after, and a poor SA
at north-east after those losers. An orc is at north, guarding the elven
rune, an orc is at east, and north of him 2S, 2S and 2S will come from
east, 2S will come from north-west, these two will free the path to the
next area.
You can't deal with the big one at once, first kill the orcs, like the one
is coming your way, LA between the tower and you, but 3S come before you
can burn it, kill two, and leave the third after burning the tower, when
the last orc dies, the troll comes. This big guy is really easy to take
down, just use the "...Challenge" and heavy strikes, and a bit of stepping
back. Even on King, this strategy works fine. Just be careful not to be on
his way to the ground... 3S ahead, at north-west is a tower, when burnt,
two orcs come from north-east, one at a time, SL appear from east, now in
this straight path, go south-west, SAS and level 35, continue, SAS and the
catapult is on the other side of the barricade, to burn it, take a torch,
aim and throw it. Go back north-east, SL past the health pool, continue,
the journal entry no. 12 is at north, almost between two catapults, 2S,
at north-east is a chest with a health upgrade and the fire to burn the
catapults, however, you can only burn one, because SA come from west.
South-west from where the archer was, is the elven rune, and north-east
from here is the path to the next area.
2S ahead, and a defenseless tower, this one is fun, and may remind you of
certain DK... At east is a catapult guarded by 2S, burn it before fighting
these two and the fire will help you. Now go north, as 2S let you continue,
Now, try not to waste your morale, SL at north-east, and the last tower,
but SLS will come before you can burn the tower. Now, before continuing,
throw the torch, as it is useless next, as what's coming is not really a
boss fight, well, not like the others we have fought, but as ruin and hard
as any "Tales of" boss fight.
BATTLE AGAINST THE ORCS OF GOTHMOG
Basically, you don't fight Gothmog per say, but his subordinates, that's why
I am not considering this a boss fight. Well, the waves comes like this:
3S from north, SLS from south-east, LSL from north, and LSL from south-east,
the last orc drops something cool for the nearby catapult, use it on that
and try not to say "WOW!" Just in case: this text file is property of
Deatline (c) 2016. End of the chapter.
****************************** (3.16)
*********MINAS TIRITH*********
******************************
You'll appear in front (east) of Grond, follow the path to face 3S-L, or, if
you don't walk too much: 2S and SL; go ahead, 3S, at north is an entrance to
a building, inside are 2S guarding a ramp, go up there, now search for an
exit at east, and then go east to a wooden ramp leading to an orc captain,
keep going, you know what to do with the broken wall, right? Wait a bit, as
an orc will open a gate for you, 2A x2 out of reach a bit ahead, keep moving
north-east, now, here are TWO ramps, one is made of rock, and one is made
of wood, go down the wood one, where SLS are guarding the Journal entry
no. 13, now go back up, and up the other ramp, 2A out of reach, if you're
out of arrows, you can use torches instead, but it takes 2 torches for each
orc, or you can replenish arrows at the right of the near entrance... Inside
there is a really nasty, stinky and filthy orc, it seems he does the
opposite of EAT where he sleeps... oh, snap. Now, in the same room, you can
deal and receive damage from the orc on the other side of the wall, if you
don't want to break physics' laws, exit this place and go around it to kill
that noisy guy. There's nothing else to do, so jump towards the next area.
The chest near has a pendant, and SLS are watching over it, head north
(right), and then east (down), nothing at south, so jump north, and orc,
and a wooden ramp with a leader orc, another ramp, SLS, at south are
SLS, and the path is at the entrance near the last ramp, inside the building
is another ramp, go up there and then north-east to find the elven rune,
south from here is the exit, an arrow spot, 2A out of reach and another
ramp leading down, man, it sucks, a troll is coming out way, just use the
same strategy as the previous chapter, and you'll be fine, when he falls
over you, SLS will come, the last one you kill drops a key, which we need
to open the door to the next area.
Before continuing, check that you have all sword-special abilities, and
all green passive-special abilities, as those are the ones that makes the
remainder of the game easier, the only bow abilities you MUST have until
this point are "Strider's Challenge" and "Elven Barrage", as the other
two are only a waste of morale... at least if you know how to use those.
OK, 2S on your way, up the ramp, SLS, and a ladder, don't go up yet, go
south-west, to face an orc, and to find a chest with a ring, now there is a
trick you might like, if you have enough arrows, remember where you were
able to deal damage, and receive damage from an orc on the first area? Well,
you can shoot red arrows to two orcs that are on the upper floor if you
stay next to the wall at north-west, but in King this might not be possible
due to the AI (they block, block, and block). Go back and up the ladder,
now north-west, 2A will come from the siege tower, go south-west, 2S (not
if you used the trick earlier), and an orc south from the fireplace, 2S
come from a ladder, you can't kick it yet, as SLS come from south-west, the
last one you kill drops a key, now you can kick the ladder and burn the
siege tower, with key in hand, head east from the tower, and to the next
area.
SL, so MOVE, go north-east, that's why you have to pay attention to your
surroundings, jump, orc, and SL a bit ahead, head north, north-east, orc
and 2S a bit ahead, 2B (I think) come from a ladder at norht-east, a soldier
will try to help you, but he's usually killed, go south-east from the
catapult, 2S down the ramp, now, at south-east is a ramp, and a bit north
is a path, follow that path, to face an orc and to find a chest with the
best handwear for swordsmen. Go back and down the ramp, the elven rune is
disabled, because of 2S, 2S more will come from a gate at south-west, and
when these last ones die, SL will come from the gate at north-east, the last
one drops a key, now we can save, and then, open the gate to the next area.
SLS at south-east, go north-east, 2S will come, the soldier will help you,
go up the ramp, and the next one, go south-west as there is a ladder that
helps you kill the 2S up the wooden platform. Go back and north-east, 2S,
when these die, 2S will come out on a lower floor, and SLS will come out
from the door on the upper floor, the last one you kill drops a key, and
yes, very repetitive, but it's almost the last time, which we need to open
the door to the next area.
Holy popcorn! Head north-east, 2S guarding a chest with the last morale
upgrade, now that you have your morale replenished, don't waste it on
special abilities, as they are useless with the big guy up, if you really
can't live without activating one, use "Dúnedain Haste", as it is the only
one is useful here. Now, go up the ladder, I told you it is useless to
activate a special ability, we need to deceive this fat ball so he destroys
the props and... Watch for yourself. You will get the best tunic in the
game, well, at least for archers. End of the chapter.
****************************** (3.17)
********THE BLACK GATE********
******************************
"...Small chances of success... ¿What are we waiting for?"
Gimli, The Lord of the Rings:
The Return of the King - expanded edition
I hope you're ready, because I'm not. Va bene, cominciamo. There are no
boxes nor barrels to fill our morale gauge, so, go ahead. 3S after going
down the stairs, keep going, barricade and TROLL WARNING! Heavy strike,
step back, heavy strike... and careful he doesn't fall over you. March on,
SLA, the archer is up the stairs, don't forget to burn the banner, on the
other side of the stairs where the archer was, is a chest with the last
health upgrade, up the stairs is a barricade and SAS on the other side,
when these fall, SLS will come, now you can burn the banner at west, the
path is at north-east, 2S on your way east, turn north, careful, as SLA
are ready to take you down, yes, burn the banner, a barricade is blocking
our way north-east, on the other side is a troll, don't walk too much
because he is accompanied by an archer, with both down, continue, up the
stairs some orcs are making some riot, ignore it, as SAS are ahead, SLS
come after, then you can burn the banner, continue on, a barricade and
2S are already preparing to make you their dinner, at north is a health
pool, SLS will come down west from here, and SLS after, as they come one
by one, you can kill them easily, go on, Troll and archer, difficult, but
go ahead, before and next to the stairs are SAS guarding a chest with a
bow, yes, hidden behind the banner you must burn, go up the stairs, a
barricade and 3S on the other side, don't stop yet, at south-east SLA and
the sixth banner, head north-east, when you reach the barricade, go
south-east, as there is a chest I missed the first time I played this
game, it contains an amulet, on the other side of the barricade is a troll
and an archer, when he falls on you, SLS will come, the last one you kill
will drop a key, and this is the last time you'll read: "which we need to
open the door to the next area."
Walk a bit, an arrow spot and 4A out of reach, these ones will crouch and
avoid your arrows in ALL difficulties, so, wait until they aim, it's
risky, though, but is sure. Go north-east, barricade, and SLA are ready to
crush you, burn the banner, and save your game at east on the elven rune,
break this area's second barricade, some orcs will prepare traps for you, so
keep it in mind, you can kill some orcs from this bridge, just ensure to
replenish on arrows, on the other side is a barricade, and behind this, a
troll and an archer, keep going, if you need arrows or morale, there are
wooden boxes on the way, before the first two traps come 2S, don't blame me
if you get smashed. 2S after, at least if you killed them, before the
third and fourth trap is the Journal Entry no. 14, with this you get a
cool sword, of course only if you picked up all of the others. Continue,
SAL, and the next area.
SLA at north, you can ignore the banner, when the orcs die, a troll will
come, enter the building where this stupid ball came, some kidnapped
soldiers, but will not help, however, to get 100%, we must free 'em. Kill
the leader, and he will drop a ratchet wheel, use this on the mechanism at
west to free the men, now get out of here. Barricade at west, and 2S down
the stairs. More stairs at west, when down, SLS will interrupt you, at
north-east is the health pool, and on the other side of the stairs is the
mechanism to lower the tar. Head to the portion of land you've uncovered,
then follow the path, SLA at west, the archer is near the stairs, go up the
stairs, another SLA, the archer is near the stairs, go up this other stairs,
a troll, this is going to be difficult, as you approach the floor where
this big dumb is, 2S will join, and if you try to run north, all three of
them will pursue you. If you manage to kill all of them without receiving
any damage, I congratulate you. Now you're free to activate the mechanism
to lower the tar even more, free the prisoners at east, save your game and
continue to the black gate of Mordor, on your way there, SLS, now, prepare
for glory, or disgrace, as the next, is the final boss battle.
FINISH OFF BARAD-DÚR'S SERVANTS! (3.17A)
Mouth of Sauron is kind of a mixture between Lurtz, and the ghost king, he
attacks from his safe place while groups of SLA come to fight you, be
careful if you see an eye of fire on the floor, as it incinerates you.
Basically, the pattern is: 6-12 orcs, then he attacks you directly, land
two heavy strikes on him successfully, and he will throw two or three balls
of fire at you, shift to your bow and shoot those fireballs, then land a
single heavy strike, he will teleport to his safe place, you just repeat.
If the leader orcs heal him several times, the battle will be longer, this
only means more experience. Also, I found out that if you hit him with a
quick strike followed by a heavy strike (like a combo), not only you will
damage him, also you will end this battle sooner. When he finally dies, you
will get the Mount Doom arena for the challenge mode, the Míthril Lined
Tunic, Thranduil's Aim bow (Ranger and King), and Thorin's Rage sword
(only on King).
This is not the end, as there are things to do, specially if you missed
something, and if you don't have level 40 yet, in this case, just replay
the chapter where what you missed is, and this shall be done.
*****************************************************************************
<+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++>
*****************************************************************************
-> CHALLENGE MODE <- (4.)
Oh, Tt Fusion, how did you thought of something so sweet? The challenge
mode, or "Arena" is kind of a survival: you have to beat hordes of orcs,
bandits, uruk-hai, wolves, spiders, goblins, phantoms, and as you may have
guessed, bosses. Each arena is unlocked by beating certain chapters on the
story mode, and each arena has 5 challenges to fulfill to claim a reward,
of these challenges, two are constant:
* Swift Victory
* Master of "Arena".
To fulfill the first one, you have to beat all enemies on the arena before
a certain time elapsed, boss included, at the beginning yes, it is very
difficult, that's why I suggested you to try this AFTER story mode is
complete. For the second one, you have to beat certain amount of enemies,
this quantity is accumulative, so don't worry if you didn't beat that
many on your first run, because the count carries on from where you left.
How many, and which abilities you use are accumulative too, except with
the Liuteniant Uruk-hai. Sorry for the spoiler.
Each challenge of each arena is self-explanatory, and the enemies to beat
are the same ones you find in the chapter you beat to get the arena. For
example, if you faced the Uruk-hai in Amon Hen in story mode, in challenge
mode you'll face the uruk, if you fought the Názgul on Weathertop, of
course, they are the bosses on the Weathertop arena, ¿hai capito?
Also, and as may you have guessed, not all of the challenges must be
fulfilled on your first run, first focus on the first challenges, when
done, try to beat the clock, and if your killing count is not enough to
be the Master of the arena, a third time shall be enough, as that was what
it took me to accomplish on Ranger difficulty. This is not Call of Duty, so
take it easy. If you want to know what you get for accomplishing the
challenges, use "CTRL" and "F" or "B" or whatever, and type "CMT", without
quotation marks, you will be redirected to the Equipment items section,
which the items that can only be get here will be labeled like that, but
additionally, I'll list each arena as cards, with tips and how to obtain,
being this last, which chapter you must clear to get the arena. I won't
add how many enemies you face, because it is very difficult to memorize
what and how many you've killed without focusing in not to be killed. But
if someone successfully memorizes it, and write it to me, I'll add it.
(1)
Arena: Weathertop.
How to get: Clear the "Weathertop" chapter on story mode.
Boss: The Nazgúl.
Reward: Band of Amon Súl.
Challenge tips:
*Master Swordsman: Press "B" just before being damaged.
*Quick Finish: Take 'em down with red arrows, then, "L" + "Y".
*Ability Master: Two heavy strikes, and a light special ability.
*Swift Victory: Self-explanatory.
*Master of Weathertop: Self-explanatory.
(2)
Arena: Moria.
How to get: Clear "The Mines of Moria" chapter on story mode.
Boss: A Mountain Troll.
Reward: Mithril chain.
Challenge tips:
*Master Defender: Press "B" before being attacked.
*Master Archer: Just use the bow after lowering their health.
*Untouchable: Don't let your guard down, and perform light strikes.
*Swift Victory: Self-explanatory.
*Master of Moria: Self-explanatory.
(3)
Arena: Amon Hen.
How to get: Clear the "Amon Hen" chapter on story mode.
Boss: Lt. Uruk-hai.
Reward: Bracers of Anduin.
Challenge tips:
*Seasoned Warrior: Difficult, move as just as he appears, and land heavy
strikes on him.
*Master Swordsman: "B", "B" and "B" to infinity.
*Ability Master: Two heavy strikes and a light special ability.
*Swift Victory: Self-explanatory.
*Master of Amon Hen: Self-explanatory.
(4)
Arena: Paths of the Dead.
How to get: Clear "The Paths of the Dead" chapter on story mode.
Boss: King of the Dead, single battle (one on one).
Reward: Dunharrow Longbow.
Challenge tips:
*Sword Master: Easy, couple hits after each special ability.
*Powerful Finish: Take 'em down with red arrows, then "L" + "X"
*Untouchable: Difficult with those lots of unfair ghosts.
*Swift Victory: Self-explanatory.
*Master of the Dead: Self-explanatory.
(5)
Arena: Mount Doom.
How to get: Beat the game on story mode.
Boss: Secret. Figure it out for yourself.
Reward: Narsil.
Challenge tips:
*Weapon Master: Self-explanatory.
*Master Marksman: Use your sword to lower their health, and then the
"Elven Barrage".
*Ranger's Fury: Use that ability, and don't stop attacking while you have
the green aura. If it banishes, use it again.
*Swift Victory: Self-explanatory.
*Master of Mount Doom: Self-explanatory.
*****************************************************************************
<+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++>
*****************************************************************************
-> COMBOS <- (5.)
Before starting, feel free to copy and paste the next url on a new tab
on your browser, just to make this section more pleasant.
https://www.youtube.com/watch?v=2mOVlCQ43AU
Note: the video on the url above is not of my property, however, I'm kind
of making free publicity, as I am not begging any money for it. If this
made any violation to copyrights, this portion (including the url provided
above) will be deleted in no less than 15 days from the date I am informed
about said copyright violation.
When it loads, keep on reading
What is this section about? Well, it's about all kinds of movements and
attacks you can perform with the sword, and the special abilities doesn't
count, these are the movements I realized Aragorn performs if you press
the "X" and "Y" buttons in a certain pattern. As they don't have an
official name, as far as I know, I'll give them a proper name. To avoid
any problems that'd happen, I won't add any name of these combos to the
section 3, or include any name from any character from J.R.R. Tolkien's
books. Well then, let's start.
1-) Double Slash
commands: Y, X
Description: Easy, kind of pathetic. Is not worth performing, two plain
slashes: a light one and a heavy one. However, it is
suggested to use on the last battle on story mode to finish
the battle sooner.
2-) Light Combo
Commands: Y, Y, Y
Description: Basic, three quick strikes chained.
3-) Heavy Combo
Commands: X, X, X
Description: Basic, three heavy strikes chained. Suggested to use on most
enemies.
4-) Heavy Breeze
Commands: Y, Y, X
Description: Difficult. A quick annoyance-remover though. Two light strikes
and a powerful spin. This spin damages surrounding enemies.
5-) King's Whip
Commands: Y, X, X
Description: Advanced, but easy to perform. A light strike, followed by a</pre><pre id="faqspan-3">
heavy strike, and ending with a jump and slash to the ground,
this last looks like the one made to a focused target on
"The Legend of Zelda: The Ocarina of Time", grunt included.
It is best performed while focusing an enemy.
6-) No, no, and no!
Commands: Y, X, Y
Description: Semi-Advanced. Three slashes.
7-) Twister Spin
Commands: X, Y
Description: Easy. A heavy strike and a quick spin to the right.
8-) Surprise Kick
Commands: X, Y, Y,
Description: Semi-Advanced. A heavy strike, a quick spin to the right and
a jumping kick.
9-) Silver Dance
Commands: X, Y, X
Description: Advanced. A heavy strike, followed by a spin to the right, and
one more to the left. Both spins damages nearby surrounding
enemies. Use only if one-on-one, or two-on-one, or if kind of
away from enemy.
10-) Relentless Assault
Commands: X, X, Y
Description: Advanced. Two heavy strikes, followed by a jump and two
light strikes.
*Edit: Sorry, I messed up, this attack consists of two heavy strikes,
a jump and ONE single light wide strike. The last strike
damages enemies in front.
*****************************************************************************
<+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++>
*****************************************************************************
-> EQUIPMENT ITEMS <- (6.)
This is a list of all equipment items you get along the game, they are
grouped as the kind of item, then ordered on how you get them on story
mode, the only exception to this are the items you get on challenge mode,
as those go last. The categories the items are grouped are: Swords, Bows,
Torso, Arms, Accessories 1 or for neck, and Accessories 2 or rings.
The information of each equipment item comes as a card, structured like
this:
Attack: It affects the melee attack of the character.
Distance: It affects the attack with bow.
Defense: Affects defense, the higher the defense, the less damage taken
from enemy attacks. Also, it seems to affect the skill to
parry enemy attacks and stun.
Bonus: Characteristic, sometimes unique, of the item.
How to Get: The chapter and area, and/or method to obtain it, briefly
explained.
If bonus is not clear, an example:
"Arrows +20" = This means the item lets you carry 20 more arrows than the
ranger bow, which has no special characteristics.
If even with that, is not clear, ask a bérserker Uruk-hai.
\
o-|>--------- Swords
/
Ranger's Sword
Attack: 5
Distance: No
Defense: No
Bonus: No
How to Get: You start with it.
Lothlórien Blade
Attack: 16
Distance: No
Defense: No
Bonus: No
How to Get: Weathertop, dwarven door.
Moria Longsword
Attack: 28
Distance: No
Defense: 12
Bonus: Parry +3
How to Get: The Mines of Moria, dwarven door. You need 8 mithril bars,
scattered throughout the chapter.
Orc Bane
Attack: 30
Distance: No
Defense: 10
Bonus: Orc Slayer
How to Get: Balin's Tomb, "Destroy the goblin camps", by killing the
goblins and burning their banners.
Rohan Sword
Attack: 53
Distance: 12
Defense: No
Bonus: No
How to Get: Amon Hen, second area, stairways guarded by spiders.
Gondorian Greatsword
Attack: 81
Distance: 12
Defense: No
Bonus: Health +8
How to Get: Road to Helm's Deep, third area, stairs at east on the map.
Andúril
Attack: 112
Distance: No
Defense: 15
Bonus: No
How to Get: Paths of the Dead, automatic.
Andurin's Challenge
Attack: 146
Distance: 18
Defense: No
Bonus: Orc Slayer
How to Get: Pick up all Journal Entries, scattered throughout the game
on story mode.
Additional: This is kind of an easter egg, if you readed the books.
Thorin's Rage
Attack: 225
Distance: No
Defense: 40
Bonus: Health +10
How to Get: Finish the game on story mode, with "King" difficulty.
Narsil CMT
Attack: 168
Distance: No
Defense: 20
Bonus: Parry +5
How to Get: Complete the challenges of the "Mount of Doom" arena.
»»-------> Bows
Ranger's Bow
Attack: No
Distance: 10
Defense: No
Bonus: No
How to Get: You start with it.
Dwarven Shortbow
Attack: No
Distance: 22
Defense: No
Bonus: Arrows +1
How to Get: The Path of Caradhras, dwarven door, alpha wolves' lair.
Nandorien Scout Bow
Attack: No
Distance: 46
Defense: 5
Bonus: Arrows +2
How to Get: Road to Moria, succesfully complete the main mission
"Defeat the Watcher!".
Lothlórien Bow
Attack: No
Distance: 50
Defense: 5
Bonus: Arrows +4
How to Get: Balin's Tomb, lone leader goblin, south-west from the banner.
Rohan Shortbow
Attack: 12
Distance: 68
Defense: No
Bonus: Arrows +5
How to Get: The Plains of Rohan, second area, kill the enemies at the
start of the area.
Gondorian Longbow
Attack: No
Distance: 100
Defense: 20
Bonus: Arrows +8
How to Get: Hornburg Courtyard, second area, north-west from the elven
rune.
Sindarin Bow
Attack: No
Distance: 156
Defense: 15
Bonus: Arrows +5
How to Get: Pelennor Fields, succesfully complete the side-mission
"The Siege Towers".
Dúnedain Longbow
Attack: 3
Distance: 200
Defense: No
Bonus: Arrows +5
How to Get: The Black Gate, orc camp after the third troll.
Thranduil's Aim
Attack: 5
Distance: 375
Defense: No
Bonus: Arrows +20
How to Get: Finish the game on story mode, with "Ranger" or "King"
difficulty.
Dunharrow Longbow CMT
Attack: No
Distance: 200
Defense: 25
Bonus: Arrows +10
How to Get: Complete the challenges on the "Paths of the Dead" arena.
}8{ Torso
|A|
Ranger's Longcoat
Attack: No
Distance: No
Defense: 10
Bonus: No
How to Get: You start with it.
Dúnedain Tunic
Attack: No
Distance: No
Defense: 15
Bonus: No
How to Get: Path of Caradhras, dwarven bridge.
Tunic of Rivendell
Attack: No
Distance: No
Defense: 20
Bonus: Health +6
How to Get: The Mines of Moria, first area reachable only from the
third area.
Greatcoat of Rohan
Attack: No
Distance: No
Defense: 25
Bonus: Health +6
How to Get: Bridge of Khazad-Dúm, second area, south from the elven rune.
Rohirrim's Battlecoat
Attack: No
Distance: 21
Defense: 35
Bonus: Arrows +5
How to Get: The Deeping Wall, second area.
Gondorian Tunic
Attack: 50
Distance: No
Defense: 50
Bonus: Health +10
How to Get: The Docks of Harlond, second area, guarded doorway at
north-east.
Elessar's Battle Tunic
Attack: No
Distance: 37
Defense: 65
Bonus: Morale +10
How to Get: Minas Tirith, beat the armored troll.
Mithril Lined Tunic
Attack: 15
Distance: No
Defense: 100
Bonus: Health +20
How to Get: Finish the game on story mode.
_
// Arms
/7
Ranger's Bracers
Attack: No
Distance: No
Defense: 5
Bonus: No
How to Get: You start with it.
Amon Súl Bracers
Attack: No
Distance: 11
Defense: 5
Bonus: No
How to Get: Weathertop, second area, alpha wolves' lair.
Sindarin Bracers
Attack: 5
Distance: No
Defense: 10
Bonus: Parry +1
How to Get: The Road to Moria, third area, near the north-western
ladder.
Balin's Bracers
Attack: 8
Distance: No
Defense: 15
Bonus: Health +4
How to Get: Balin's Tomb, Defeat the cave troll.
Thingol's Bracers
Attack: 8
Distance: No
Defense: 20
Bonus: Health +5
How to Get: Amon Hen, dwarven door.
Thorin's ("Oakenshield"?) Vambrace
Attack: No
Distance: 21
Defense: 20
Bonus: Morale +5
How to Get: Plains of rohan, free the captives.
Hammerhand Bracers
Attack: 15
Distance: No
Defense: 25
Bonus: Parry +4
How to Get: The Road to Helm's Deep, second area, warg without a rider.
Rohirrim Vambrace
Attack: No
Distance: 21
Defense: 30
Bonus: Health +10
How to Get: The Deeping Wall, accomplish the main mission "Stay the
Assault!"
White Mountain Bracers
Attack: 16
Distance: No
Defense: 30
Bonus: Health +12
How to Get: Paths of the Dead, fourth area, northern ethereal bridge.
Bracers of the White Tree
Attack: 18
Distance: No
Defense: 35
Bonus: Morale +15
How to Get: Pelennor Fields, succesfully complete the side-mission
"The Siege Engines"
Elessar's Bracers
Attack: 25
Distance: No
Defense: 40
Bonus: Parry +5
How to Get: Minas Tirith, fourth area, go around the last ramp at
north-east on the map.
Bracers of Anduin CMT
Attack: 15
Distance: No
Defense: 25
Bonus: Morale +7
How to Get: Succesfully complete the challenges on the "Amon Hen" arena.
Additional: An obvious easter-egg.
\\_// Accesories 1 - Neck
\X/
Eriador Amulet
Attack: No
Distance: 10
Defense: No
Bonus: No
How to Get: Weathertop, goblin cave, behind the waterfall.
Amulet of Edoras
Attack: No
Distance: 4
Defense: 6
Bonus: Health +3
How to Get: The Road to Moria, succesfully complete the secondary mission
"The Mountain Goblins".
Choker of Fundin
Attack: No
Distance: 15
Defense: 5
Bonus: Health +3
How to Get: Bridge of Khazad-Dúm, after the second barricade.
Rohirrim Amulet
Attack: 5
Distance: 28
Defense: No
Bonus: No
How to Get: The Plains of Rohan, dwarven door.
Galadriel's Protection
Attack: No
Distance: 15
Defense: 5
Bonus: Health +6
How to Get: The road to Helm's Deep, dwarven door.
Théoden's Amulet
Attack: No
Distance: 33
Defense: 5
Bonus: Health +10
How to Get: The Deeping Wall, succesfully complete the mission
"The Attack Begins!"
Hornburg Pendant
Attack: 15
Distance: No
Defense: 20
Bonus: Health Bonus +20
How to Get: Hornburg Courtyard, second area, accomplish the
secondary mission "Ambush".
Pendant of Rivendell
Attack: 10
Distance: 33
Defense: No
Bonus: Health +10
How to Get: The Paths of the Dead, beat the first "Dead Champion".
South Haven Pendant
Attack: No
Distance: 37
Defense: No
Bonus: Health +11
How to Get: The Docks of Harlond, third area, sub-area guarded by two
orcs.
Gilraen's Grace
Attack: No
Distance: 28
Defense: 15
Bonus: Health +6
How to Get: Pelennor Fields, Complete the chapter by beating the orc
main liuteniant.
Pendant of the White City
Attack: No
Distance: 34
Defense: 15
Bonus: Health +6
How to Get: Minas Tirith, second area, west of the beginning of the area.
Elessar's Amulet
Attack: 37
Distance: No
Defense: 15
Bonus: Health Bonus +30
How to Get: The Black Gate, south-east from the barricade after the
sixth orc camp.
Mithril Chain CMT
Attack: No
Distance: 28
Defense: 15
Bonus: Health bonus +20
How to Get: Succesfully complete the challenges on the "Moria" arena.
*
(o) Accesories 2/ Rings
Ring of Dagor
Attack: No
Distance: No
Defense: 15
Bonus: No
How to Get: Weathertop, goblin cave, open the door that takes you to the
exit.
Ring of Frozen Wrath
Attack: 3
Distance: No
Defense: 5
Bonus: No
How to Get: Path of Caradhras, southernmost part of the map, archer
bandits.
Míthril Band
Attack: 7
Distance: No
Defense: 5
Bonus: No
How to Get: The Road to Moria, second area, camp at south of a barricade,
at the center of the map.
Ring of Gondor
Attack: No
Distance: 18
Defense: 10
Bonus: No
How to Get: The Mines of Moria, accomplish the secondary mission
"Drive them out!"
Halbarad's Warning
Attack: No
Distance: 15
Defense: 10
Bonus: No
How to Get: The Bridge of Khazad-Dúm, open the door with the runes.
Balin's Courage
Attack: 7
Distance: 10
Defense: No
Bonus: No
How to Get: Balin's Tomb, camp at the center of the map on the upper floor.
Sindarin Ring
Attack: No
Distance: 25
Defense: 10
Bonus: Morale bonus +15
How to Get: Amon Hen, third area, north of the map at west of the last
stairs.
Rohirrim's Grace
Attack: 7
Distance: No
Defense: 20
Bonus: Morale +10
How to Get: Plains of Rohan, accomplish the secondary mission "The Wildmen
Captains".
Ring of Hammerhand
Attack: 7
Distance: No
Defense: 25
Bonus: Morale +5
How to Get: The Deeping Wall, chest near the center of the map, stairs
at east.
Ring of Angmar
Attack: 7
Distance: No
Defense: 25
Bonus: Morale +5
How to Get: Hornburg Courtyard, accomplish the main mission "Saruman's
berserkers".
The Ring of Dúnharrow
Attack: 10
Distance: no
Defense: 20
Bonus: Morale Bonus +20
How to Get: Paths of the dead, dwarven door. Needed 3 gemstones and
4 steel bars scattered throughout the chapter.
Ring of Heleg
Attack: No
Distance: 31
Defense: 21
Bonus: Morale bonus +12
How to Get: The Docks of Harlond, fourth area, accomplish the main
mission "Defeat the Troll".
Theoden's Wrath
Attack: 10
Distance: 25
Defense: no
Bonus: Morale +15
How to Get: Pelennor fields, second area, kill all orcs of the area.
Ring of the Dúnadan
Attack: 21
Distance: No
Defense: 25
Bonus: Morale bonus +15
How to Get: Minas Tirith, third area, south-west on the first floor
(where you start is treated as the "basement").
Band of Amon Súl CMT
Attack: 10
Distance: No
Defense: 5
Bonus: Morale +3
How to Get: Succesfully complete the challenges on the "Weathertop"
Arena.
Special notes about bonuses of the equipment items:
As explained above, most weapons have special characteristics, those are the
next:
Health +?? Don't ask me what does this mean. I guess the number is added
to your health gauge, only while the item is equiped.
Morale +?? Same as above. I guess is the same as the above, but with the
morale gauge.
Arrows +?? You can normally carry 10 arrows, if the number following the "+"
is "7", it lets you carry a total amount of 17 arrows.
Health When you kill an enemy (not if pushed off a cliff), your health
Bonus +?? is restored, so, with this bonus, you get more health
replenished. If the normal health restoring amount is "20"
and the number of this bonus is "10", the total amount of
restored is "30", or so I think.
Morale When you hit an enemy, your morale gauge fills up, so, the
Bonus +?? same as above, only with morale.
Parry +?? It adds a certain chance of stunning enemies when parrying
attacks, I know this because when I equiped something with this
bonus, it was easier to stun those muddy orcs.
Orc Slayer I have no idea. I guess, if you battle an orc, your attack
goes up... however, I have really no idea, as there is no
weapon with exactly the same attack value as the ones with
this characteristic.
*****************************************************************************
<+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++>
*****************************************************************************
-> FREQUENTLY ASKED QUESTIONS <- (7.)
For now, noone has made any questions to me about this game yet, however,
I kept in mind what most people will ask while reading this guide. Also, if
someone makes an useful question, it will be added and answered here, and
on the twin guide, and viceversa. Up 'till now, 4 possible questions and
1 situation, are written and answered. The order they are listed is based
on the next priority: the smart ones or better made come first, and so...
except for dumb questions, or other things are not even worth trolling, as
those kinds of failures are better off ignored.
1-) On the challenge mode section and on Equipment section you wrote some
letters, What do they mean?
A//: Those letters stand for "Challenge Mode Treasures", labeled by
that you can differ items that can only be got on challenge
mode and the ones you get on story mode.
2-) Where are the 8 mithril bars on the Mines of Moria chapter?
A//: How do I point this out? Jump to that section, as telling it
simple is quite difficult. Same for other similar questions
about forging materials' locations.
3-) On the other guide is a question about goblins, why is it not listed
here when you wrote all questions shall be on both guides?
A//: There are differences between european spanish, and latin
american spanish, I really don't want to carry it over here, so,
european and latin american spanish has differences just like
european and american english has.
4-) Who or what the heck is "Mithrandir"?
A//: A totally unknown character XD. That's the name, as far as I know
from web sites and such, the elves called Gandalf, though on
"The Return of the King" movie, Denethor II and the soldiers of
Gondor called him like that.
5-) I need help!!! I can't beat challenge mode.
A//: The challenge mode requires skill and tactics, before trying it,
my best advice is to get the best equipment from the story mode,
and if you're not at level 40 (which is the max), replay any
chapter, as experience is accumulative. If you forgot something,
just search on the index the chapter you haven't completed, or
by its number. Also, that is not a question.
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-> CONTACT INFO <- (8.)
Questions, suggestions, or anything about this guide, or this game? Feel
free to write me to
anarchowalking(at)gmail(dot)com
If you want to be replied, write something related to this game, or this
FAQ, like "Aragorn's quest FAQ" in the subject. If not, your mail may be
sent to Sauron, and may the orcs from Morannon visit you. If you send me
spam, or any kind of crap, keep in mind that you're in risk of being the
next target of the Nine, and may they take your soul away... If you only
want to thank me, just don't do it, you may regret it, or may only get
pissed.
If you want your web page to host this guide, write me asking so, and your
page will be listed here. The next is a list of the web pages are
permitted to host this guide:
www.gamefaqs.com/
www.neoseeker.com/
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File History
This file is a twin from the other guide written by me; basically this is
the translation from spanish, so everytime there is something new on the
spanish one, it'll be translated and written on this one. So, any change
made there, will be changed here too. But man, writting the same in two
languages is really heavy, so I beg of you lots of patience if something
is not well translated, as english is not my native language.
March 20, 2016 File Creation.
Created sections 1,2 and 3
Section 1 and 2 Finished.
April 6th, 2016 Section 3 completed to 3.3
I'm not lazy, I just had problems preparing
a new HDD for installing Linux on it.
April 11, 2016 Section 3 completed to 3.5
April 17, 2016 Section 3 completed to 3.6A
April 21, 2016 Section 3 completed to 3.8A
April 26, 2016 Section 3 completed to 3.11
April 29, 2016 Section 3 completed to 3.13A
May 3rd, 2016 Section 3 completed to 3.15
Made some changes to the whole guide's structure,
and mandatory, to the summary.
May 6th, 2016 Section 3 Completed.
Section 5 created and completed.
As the sections 4 and 6 are done on the twin FAQ
in spanish, those will be only translated
from that guide, but I'm too tired right
now to do so.
May 10, 2016 Section 4 completed, section 6 started, and will
be under construction for a while.
May 23, 2016 Made some corrections on section 5 and 6
Section 6 has ALL equipment items listed, but 2
of them has their obtaining method still
unknown...
Added some notes on section 6
Still unsure to make a section for Health upgrades,
Morale upgrades and Journal entries' locations.
If I decide to do so, the guide must be
re-estructured.
June 6th, 2016 Corrected some ortographical mistakes.
June 15, 2016 Found the method to get the "Rohirrim Vambrace".
Sorry I messed up, I remembered I didn't get the
"Horngburg Pendant" on my first run, now
it was added.
June 20, 2016 Found the method to get the "Gilraen's Grace" pendant.
Made some minor changes, and added some notes.
This is probably the last update.
I decided not to make a section with upgrades and
journal entries, as all items can be easily
found by reading the guide.
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Thanking
My thanks goes to:
CJayC For making gamefaqs.com, man, everytime I get stuck, this page
is my savior.
TtFusion For creating and developing "Aragorn's Quest", therefore, if it
weren't for them, this guide may never've been created.
You, of course, for reading this guide.
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Copyright (c) Edgardo Rodriguez "Deatline", 2016.