*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* The Lord of the Rings: The Return of the King(GBA) Legolas Character Guide/Walkthrough Version 1.00 By Price Power XXXXXXXXXXXXXXXXXXXXX X Table of Contents X Search Key (Ctrl+F) XXXXXXXXXXXXXXXXXXXXX 1. Introduction (intr) 2. Playing as Legolas (lply) 2a. Controls (ctrl) 2b. Legolas Styles (styl) 2c. Stat Distribution (lstt) 3. Legolas' Skills (lskl) 3a. Legolas' Passive Skills (lpsk) 3b. Legolas' Active Skills (lask) 4. Legolas Walkthrough (lwlk) 4a. Main Game (lman) 4b. Bonus Maps (lbon) 5. Enemy/Boss Guide (bsgd) 6. Legolas' Items (litm) 6a. Equipment (lequ) 6b. Runes and Whetstones (lraw) 6c. Artifacts (lart) 7. Codes and Secrets (lcod) 8. Version History (lhst) 9. Credits/Contact Me (lcrd) XXXXXXXXXXXXXXXXXXX X 1. Introduction X (intr) XXXXXXXXXXXXXXXXXXX !!WARNING!! This guide will cover Legolas' entire adventure, including the secret bonus maps. Thus it will contain SPOILERS in the walkthrough sections for anyone who has not yet completed the game. From the character select screen, "Legolas is a noble Elven Prince, deadly accurate with his bow, and trained in wilderness lore. He has sworn his friendship and loyalty to Aragorn and Gimli." Legolas is the only character that uses a bow in this game, and thus mainly attacks from a distance. Legolas is a good character to start off with, as his quest picks up at a slow pace so a beginner can get used to the game before they're faced with extremely strong enemies. The only real downsides to picking Legolas are that his quest is unoriginal (it's exactly the same as Gimli's and Aragorn's) and that he is not a good treasure hunter (lacking any treasure-boosting passive skills and no shield that could have treasure hunting benefits). In fact, this makes him nearly the worst treasure hunter in the game, second only to Smeagol. XXXXXXXXXXXXXXXXXXXXXXXXX X 2. Playing as Legolas X (lply) XXXXXXXXXXXXXXXXXXXXXXXXX As mentioned before, Legolas uses a bow; he also has an infinite arsenal of normal arrows at his disposal so there is no need to worry about wasting shots. Legolas lacks a shield and the ability to wear some of the strongest armor and headwear. That said, the aim of playing as Legolas is to take the enemy down before they come within range to attack you. This makes positioning and speed very important to playing as Legolas. You need to be able to outmaneuver your target so you have time to get shots off before it can do major damage. XXXXXXXXXXXXXXXX X 2a. Controls X (ctrl) XXXXXXXXXXXXXXXX The controls in this game are extremely simple. As in most games, the D-pad controls the movement of the character. The B button controls the basic attack (in Legolas' case, shooting an arrow or breaking something open), while holding B allows Legolas to use overdraw. After holding B and staying still for several seconds, a glowing ring will form around legolas Legolas who can only swivel to direct this powered up attack. The arrow does much more damage when overdraw is used and auto-aims at the enemy like normal. The downside, of course, is that it takes much longer. The A button controls the active skill that is currently selected, while the L button scrolls through the available active skills. The R button allows you to open chests, pick items up, and activate shrines, forges, rune forges, and ranger hollows. Pressing Start in game will bring up your inventory from which you can access your skills screen and your stats screen by pressing L or R. Finally pressing select brings up a menu from which you can see your current objective, save, quit, and change the options you have selected. There is one option that activates and deactivates something called Quick Skill Select. This allows you to set three active skills to a button so you can just hold L and press the assigned button to do the active skill instead of scrolling through your list of active skills until you come across it. This can really come in handy in a pinch, but it's hard for some people to get used to if they're used to selecting manually. XXXXXXXXXXXXXXXXXXXXXX X 2b. Legolas Styles X (styl) XXXXXXXXXXXXXXXXXXXXXX While other characters may have several different working styles (melee, magic, treasure hunter), Legolas really only has one good one, long range fighter. Why a melee Legolas would be a bad choice: While it is technically possible to have a melee Legolas with the White Knives skill, the downsides of this strategy are many and the upsides are, well, none. Firstly, you would have to get close to the enemy to attack, which leaves you wide open. This is espeicially bad since Legolas has no shield and cannot wear the strongest armor and headwear. White Knives also only allows for a small blade, and most of the passive skills that add damage only work for your bow. Why a treasure hunting Legolas would be a bad choice: While you could get a decent percentage of extra treasure with a Legolas, he has no passive skills that boost treasure hunting and no shield, which just makes the equpiment he can have treasure find on less by one. So, Legolas is almost the worst treasure hunter in the game. Leave treasure hunting to Gimli or Frodo. Why an active skill (magic) Legolas would be a bad choice: Legolas' active skills just aren't that good. Spread fire doesn't aim automatically, so the percentage an arrow hits the enemy will be much lower. Other than spread fire, most active skills are defensive, with the exception of Friend of Mirkwood, which when fully leveled still only does 15 damage. A magic Legolas would have such a small attack power it would be destroyed as soon as an enemy got to it. So, in the end, the only good choice for a Legolas is a basic long range fighter. With this style, the basic attack and overdraw is most used to stop enemies and VERY little emphasis is put on active skills. The passive skills support this style the most and are very helpful to strengthening your Legolas. XXXXXXXXXXXXXXXXXXXXXXXXX X 2c. Stat Distribution X (lstt) XXXXXXXXXXXXXXXXXXXXXXXXX First of all, to get stronger you need to add points to your various stats. Every time you level up, you are given 5 stat points to distribute among your five stat categories as you wish. You also get 2 stat points for every 500 enemies you kill and can buy stat points at shrines. It is a terrible idea to increase your stats evenly and an all too common mistake. All stats are not equal in importance for what you want accomplished. The hierarchy of stats for a Legolas goes like this: Accuracy >> Strength > Defense > Health >>> Courage Accuracy Accuracy is at the top of the list because if you dont hit the enemy consistently, there is no way you're going to be able to stop it before it gets to you and has a significant amount of time to do its damage. It really doesn't matter how much damage you could do with an awesome bow if you can't even hit your target. When you level up, ALWAYS put points into accuracy until it is maxed out. Accuracy should always be your highest stat until they're all maxed. Hitting an enemy also slows it down significantly, so accuracy aids in defending against attack as well as bringing the enemy down. Strength Strength comes in second to accuracy. You don't want to have to hit the enemy too many times before you bring it down. While you can eventually take down one very strong enemy with great accuracy by hit and run, if you get swarmed by several enemies slowing one down won't be good enough. Every five or so points put into strength raises the damage you do by one. While that seems slow, one damage can make a lot of difference. Every point added to strength also raises HP by one, so you're getting a little defensive help too. Defense The point of raising accuracy and strength is so that enemies don't have time to get to you and attack before you kill them. Now, it is too much to hope that you'll never get hit. Enemies will get their shots in, no matter how hard you try to avoid it. While strength and accuracy help to minimize the time they are within range, defense works to counter the enemies accuracy and prevent their attacks from hitting you at all. Health Health is sort of a failsafe for defense. There's no way defense will work all the time, eventually an attack is going to hit. Each point in health gives 4 HP and 1 SP. Health just barely ranks below defense because its better for an attack not to hit at all instead of an attack to do a small amount of damage. Courage As mentioned earlier, a long range fighter style requires VERY little emphasis on active skills, which is what courage makes possible. Since you aren't going to be using SP draining active skills much at all, you don't reall need any extra points in courage. Never put and points in courage unless all the other stats are maxed. Each point in courage adds 4 SP and 1 HP. XXXXXXXXXXXXXXXXXXXXXX X 3. Legolas' Skills X (lskl) XXXXXXXXXXXXXXXXXXXXXX Skills have special effects that strengthen your character even more. Unlike stat points, you only get one skill point from levelling up, but you can buy them at shrines too. Also unlike stats, most skills have a maximum of five upgrades. Skills also have a minimum level requirement, so unless you meet it, you can't add a point to it. This prevents you from using the strongest attacks when you're at a low level. Skills have special effects that allow you to add damage, do special attacks, and gain other abilities. There are both active and passive skills. Passive skills are always in effect, doing things like adding damage or accuracy permanently. Each character also has a special passive skill that only has one upgrade that can only be activated at a high level. This skill usually does something very powerful (in Legolas' case, allows you to shoot two arrows with your basic attack). Active skills need to be activated to go into effect. Things like special attacks are active skills and drain spirit points, or SP. Each character also has an active skill called Herbal Healing which can't be upgraded and allows you to use kingsfoil herbs that you find from killing enemies to regain HP. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X 3a. Legolas' Passive Skills X (lpsk) XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Legolas has nine passive skills: Accuracy, Herb Lore, Rangemaster, Woodsman, Orcslayer, Fleet of Foot, Arrow Parry, Galadriel's Blessing, and Archer of Mirkwood. I will name the skills, say how many times they are upgradeable, tell you what they do, then tell you when you should put points into them like this: - Skill Name - Times upgradeable "What this does" How good this is - Accuracy - Upgradeable 5 times "You are amazingly accurate with a bow (+1 Accuracy, +3 Critical Damage/level)" This is a very important skill. Extra accuracy should always be taken. Put some points into this skill early and buy skill points early on so you can add even more accuracy. - Herb Lore - Upgradeable 5 times "You understand the secrets of herbs (Herbs heal an additional 10 hp/level)" This is also very important, although you can hold off on it a little more than you can on the skills before and after this. You won't need to do much herb healing very early on, but still put a point or two in here before you get too far. - Rangemaster - Upgradeable 5 times "Your bow attacks are strong and powerful (+1 damage/level with bows)" Even more important than the previous two. Max this out as fast as you can. Each damage point is almost like 5 points in strength, so this skill is great. - Woodsman - Upgradeable 5 times "Creatures of nature fear you (+2 damage/level to spiders, wargs, and mumakil)" You really don't fight that many creatures, just a few wargs. This skill can be held off on for a while, only put points in it after you've filled the others. - Orcslayer - Upgradeable 5 times "Years of fighting orcs has benefited you (+1 damage/level to orcs)" Fill this up after you've filled all the others except woodsman, it isn't all that great as it doesn't work on goblins, corsairs, trolls, or haradrim. - Fleet of Foot - Upgradeable 5 times "You are fast and quick (Footspeed is increased by 5%/level)" Very good, not only does it allow you to escape enemies and get a good position but it also lets you get through the game quicker. Start upgrading this once you've finished the first three. - Arrow Parry - Upgradeable 5 times "You can parry arrows from the air (6% chance/level of knocking arrows out of the air)" Decent, it significantly prevents long range attack. Level up this while levelling fleet of foot up. - Galadriel's Blessing - Upgradeable 5 times "Arrows shot +10% faster/level and they have a +3% level chance of critical hit" Also important. Buy lots of skill points so you can get this, arrow parry, and fleet of foot upgraded. - Archer of Mirkwood - Upgradeable 1 time "Legolas shoots an additional arrow" This can only be activated at level 20. When you get to level twenty, put the point in this. No matter what. This doubles your stopping power. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X 3b. Legolas' Active Skills X (lask) XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Legolas has six active skills: White Knives, Spread Fire, Friend of Mirkwood, Foraging, Silent Stride, and Herbal Healing. All active skills expend some SP. I'll list everything I did for the passive skills plus how much spirit each skill takes to be used. Remember, for Legolas you shouldn't put points into any active skills until you've completley filled your passive skills, but active skills can come in helpful if you find yourself in big trouble on one of the harder difficulties. To select which active skills appear when you scroll through them in game by pressing L, you just highlight a skill on the skill menu and press select to toggle whether or not it appears while choosing a skill. - Skill Name - Times upgradeable "What this does" Spirit points it takes to use How good this is - White Knives - Upgradeable 5 times "Legolas attacks with any small blade in his first inventory slot for +1 damage /level" 25 Spirit Points There's really no point to this at all. Your bow should always do more damage than a small blade and there's no reason to waste an inventory slot on a knife. - Spread Fire - Upgradeable 5 times "Legolas shoots extra arrows in an arc in front of him. +1 arrow/level" 90 Spirit Points This is one of the more useful active skills that Legolas has. Since the arrows don't aim automatically, though, it really isn't that good for what you would think, killing a lot of enemies in a group when your swarmed. In fact, it's better suited for pumping 6 arrows into one really strong enemy. This skill works well when your on a higher difficulty and come across a troll or strong enemy. Still, you need to be pretty close to the enemy to hit them with a good amount of arrows, so then you're leaving yourself open for attack instead of standing back and firing from there. - Friend of Mirkwood - Upgradeable 5 times "Summons a hawk to distract foes. Each hawk (1/level) stuns a foe and does 3 damage/level." 80 Spirit Points Another semi-useful skill. Might come in handy if a bunch of enemies are closed in on you and you can't get out. The hawks can stun up to five enemies allowing you to get to a better position and fire on your attackers. - Foraging - Upgradeable 5 times "Use this skill by fallen enemies to find Elven herbs. Herbs heal up to 15 health and 10 spirit/level." 95 Spirit Points The herbs come in five varieties (one for every upgrade): Shire, Elven, Mirkwood, Rivendell, and Lothlorien. The major problem with this skill is that you can only use it in the very short time period in between when you kill an enemy and its body dissapears. Also, if you're in a situation where you need quick health then theres a good chance you wont be able to kill enough enemies in order to get enough herbs to make a difference. - Silent Stride - Upgradeable 5 times "Legolas is unnoticed by foes for 2.5 seconds +0.5 seconds/level" 60 Sprit Points Probably the most useful (and fun) of Legolas' spirit-draining skills. Like Friend of Mirkwood, this skill works best when you're surrounded. Just activate this and run to safety. This skill makes you relatively invincible because enemies never attack you. It also works great for bosses if you are too weak to hold off surrounding enemies, you can just activate this skill and focus on the boss itself. I'd put points into this immediately after filling the passive skills. - Herbal Healing - Not Upgradeable "Legolas uses a Kingsfoil herb to heal himself. Cannot be improved." 0 Spirit Points Using this skill automatically drains one fresh or dried Kingsfoil herb that you collect (whether fresh or dried depends on how much health you have lost) and heals you accordingly. You should NEVER be without Kingsfoil herbs. If you run out, buy some dried herbs from a shrine. You can hold a maximum of 10 fresh and 10 dried Kingsfoil herbs. There is also an option you can selet so the game automatically uses this skill when your health gets too low, but I'd advise against this because it can end up costing you unneeded herbs. XXXXXXXXXXXXXXXXXXXXXXXXXX X 4. Legolas Walkthrough X (lwlk) XXXXXXXXXXXXXXXXXXXXXXXXXX Background: If you played The Two Towers, you'll find that this game starts exactly where that game left off. You begin in Isengard, where the Ents have just decimated Saruman's factories and laid seige to Orthanc. Tips for Beginning: Health Bar, Spirit Bar, Experience Bottle, and Compass - The red bar on the bottom left shows how much health you have. The blue bar on the bottom right showsw how much spirit you have. The green bottle on your bottom left shows how much experience you have to gain to level up. The arrow on your bottom right directs you to the level exit, and in some cases turns green and works as a boss health indicator. The circle also shows how many special arrows you have left when you're using special arrows (which have a finite supply). Corruption (the Eye of Sauron) - Corruption is raised by Crebain and Drummer Orcs. When your corruption gets high enough to turn the eye that appears in the upper right hand corner of the screen black, Nazgul will come in out of nowhere and attack immediately. Nazgul are extremely powerful and will lay waste to low level players. Luckily, Legolas can fire on Crebain from afar without having to worry about them flying off and raising corruption. Also, items can raise and lower resistance to corruption, changing how many Crebain it takes to turn the Eye of Sauron black. Fear and Poison - Some enemies instill fear and/or poison you when they attack. Poison causes your health bar to turn light green and your health to fall until the poison wears off (not that long). Fear works the same way but for spirit. As with corruption, items can raise or lower fear or poison resistence. Health, Spirit, Warrior, and Experience Pools - You'll come across basins of Red, Blue, Orange, and Yellow liquid in your quest. Red basins fully replenish health, blue basins fully replenish spirit, orange basins give a power boost, and yellow basins give a small experience bonus. Forges, Rune Forges, Shrines, and Ranger Hollows - On your journey you will come across places where you can buy/sell things. A forge appears as a large cauldron full of gold. At a forge, you can sell items and buy whetstones and random items (the items get better the farther along the forge is in the quest). A rune forge looks the same as a normal forge but has a dwarf standing by it in the main game. At a rune forge, you can sell items and buy whetstones, but instead of being able to buy random items you get a choice of two runes. As you buy runes, more become available at the next rune forge. Shrines appear as a statue on a pedestal. At a shrine, you can buy stat points, skill points, and dried Kingsfoil herbs. You can also sell your items at a shrine. Finally, the ranger hollow appears as a hollowed out dead tree. At a ranger hollow, you can deposit or withdraw items and buy ent water, which refills your health if you are ever killed in battle. You can not sell items at a ranger hollow, but all character's ranger hollows are connected, so if you deposit a bow with a Gimli you can take it out with a Legolas. See more information about Runes and Whetstones in the respected section. Overdraw - This is a very important trait of Legolas' and you should learn how you use it effectively. Hold down B for a few seconds to charge an overdraw, which is a much more powerful shot that can go through enemies and hit others. This works extremely well when a large group of enemies are moving in on you, just point an overdraw in their direction and you'll have a lot less orcs to worry about. XXXXXXXXXXXXXXXXX X 4a. Main Game X (lman) XXXXXXXXXXXXXXXXX Legolas' quest is exactly the same as Aragorn's and Gimli's level-wise. Just like the other two fighters you will start out in Isengard fighting Saruman's Uruk-hai. I will give the name of the level, if there are any shrines, forges, rune forges, or ranger hollows and where they are in the level, list all the enemies in the level, and give directions to get through the level like this: - Level #: Primary Area, Secondary Area - -There are blank forges/rune forges/shrines/ranger hollows and they are here. -The enemies in this level (If I don't give a basic enemy type (like Orc, Troll, or Goblin), its the last one I mentioned). See Enemy Guide in section 5 for descriptions of each enemy (Quicksearch: (bsgd)). -To get through the level, this is what you do. - Level 1: Isengard, Flooded Field - -There is one forge, it is dead center in the large area past the walls. -The only enemies here are Crebain and Uruk-Hai swordsmen and archers. -This level is mostly a tutorial, Gandalf will be there to help you and at this point he's a decent amount stronger than you so it's good to have him with you. You start out in a small area, then make you're way up through an opening in the wall to come to a large area. The exit is at the top center of the level but it's a good idea to clear all the enemies out first to gain exp. Remember, you're pretty weak so keep Gandalf with you. There's a chest at the bottom right of the large area where you can get some more items, which you can sell at the forge (every gem counts this early) if you don't want them. Buy a whetstone at the forge if you can, then once the enemies are dead head out the exit. - Level 2: Isengard, Tower Base - -There is one ranger hollow, in the upper right corner of the map. -The enemies are Uruk-Hai swordsmen, archers, and a hero swordsman. -Gandalf is with you again, but this will be the last level you'll have a helper for a long time, so you might want to save after killing all the enemies and do it over a few times to get more experience. At the beginning of the level there are a few enemies, kill them and move onto the hero who's on the steps to Orthanc. Make sure he doesn't come to close to you (Gandalf is good at holding him back). After he's done, walk up to Orthanc's door to get a little dialogue. Move onto the ranger hollow and buy Ent water if you can. Finally, the exit is a cave near the bottom left corner of the area. - Level 3: Isengard, Orthanc Tunnel - -There is one forge, it is in the bottom left corner of the level. -There are Uruk-Hai swordsmen, archers, bombers, and a hero swordsman. -This level is pretty simple, just be careful because your on your own now. Espeicially watch out for the Uruk-Hai bombers, they're extremely dangerous to beginners, they just run up to you and explode, doing massive damage. Make sure you take them down before they get to you. Move through the door to the left of the area you start in. Go down the stairs and you'll reach the forge and health pool. Go up the other stairs and activate the switch. Go back to the beginning area, fight the new enemies and exit through the newly opened door. A little after you go through the door rocks start to fall, so go as far until the screen starts shaking then run back out immediately to avoid damage. Go back in once the shaking is over and continue on to the exit. - Level 4: Isengard, Uruk Hatchery - -There is one shrine, it is after you take two flights of stairs up from the start of the level, just a little to the left of the final flight of stairs. -There are Uruk-Hai swordsmen, archers, bombers, and hero swordsmen. -This level is the biggest so far, and one of the best to do over for exp. There are several rock slides in this level, so make sure you turn back and wait for them to subside instead of getting caught in the middle of one. First, make your way right and down the stairs to find an out of the way chest. Go up to the larger second level and clear ou the enemies, you'll find a couple of chests in the upper right of that floor. Make your way up the next set of stairs to the shrine and try to buy skill points if you can. Move up the final set of stairs and on through the opening to the next part of the level. You'll get a cut scene showing the Uruk-Hai eggs. Destroy the eggs while eliminating the enemies (make sure to keep your distance from the hero) and then move onto the bridge and reap your reward from the two chests before you leave. - Level 5: Isengard, Tower Door - -None -Uruk Hai bombers, hero swordsmen, and hero archers. -This is a very small level but tough and easy to get killed on if you let your guard down. Just hold back and fire at the hero archer and the bombers if they get too close. Finish off all the enemies while trying to keep at a safe distance, then move on to the door in the middle of the area. - Level 5: Isengard, Tower Levels - -None -One Uruk-Hai hero swordsman. -Just kill the swordsman that comes down the steps and wait for Gandalf to appear. You'll then see a scene that was cut from the movie and automatically move on to the next area. - Level 6: Isengard, Campsite - -One rune forge and one ranger hollow, the rune forge is reached by heading left when you reach Merry and Pippin. The ranger hollow is reached by heading past the two hobbits. -None -This is the first of many campsites on the quest. Campsites are areas in between major areas that work as resting places with little or no enemies. Head on the path, talk to the ally characters if you'd like and go to the rune forge and/or ranger hollow if you want. Buy a rune if one looks good to you and carve it on your bow. Also, pick up ent water if you're out, then move onto the exit in the upper right corner. - Level 7: Rohan, Plains - -One forge is located through an opening in the cliff just below your starting point. -Crebain, Uruk-Hai swordsmen, archers, and bombers. -Not a hard level at all, but more bombers than usual. Make sure you stop them before they get to you. When you move forward in the level, there willb be a building that Uruk-Hai bombers will come out of. Take out the bombers and you will notice enemies on the roof. They are seemingly unreachable, but you can actually walk up on the roof through the corner near the haystack. Take the Crebain perching on the top of the structure from the roof. Get back off the roof and head to the top left of the stage. You'll see a cave there which if you enter, you'll see a chest. Get back out of the cave and head south to the forge. You'll see another structure near there which Uruk-Hai bombers emerge from. Take them and the Crebain out and head for the exit which is at the upper right corner of the map. - Level 8: Rohan, Snowbourne Trail - -One shrine is at the end of the two paths leading from the end of the first bridge. -Crebain, Wargs, Uruk-Hai swordsmen, archers, hero swordsmen, and a hero archer. -Take the higher path when you get off the first bridge and turn up to get to a small area where two Wargs should charge you. Try an overdraw on the Wargs, they are fast and can do decent damage. Follow that path until it turns down and you come to a shrine. Buy anything you can there, and move right down the path you didng take. Head down and defeat the enemies around the path going left. Instead of going down that path (which eventually leads to the exit), go up a little and head through a hidden path on the left that leads to a chest. Go back to the original path and go down it. You should come to a villager who tells you about health pools. Speak of the devil, one will be close to you. Eliminate the enemies in that area and head left on the next bridge. Clear out the Uruk-Hai archers and Crebain around the exit. Head up to get a chest then go back tot the exit. - Level 9: Rohan, Hills - -One Forge is in the upper left corner of the map, but to get to it you have to go to the upper right corner near the cave and head left. -Crebain, Uruk-Hai swordsmen, archers, hero swordsmen, and hero archers. -First take out the Crebain all over this level carefully. There are two rows of walls with Crebain perched all over them (after that, you can just leave through the exit on the right, but there is a little quest on this level which nets a lot of exp and items). After that, head to the upper right corner of the level where there is a large cave. Enter the cave and head south to come to a switch you can activate. The switch makes a group of Uruks appear around the fountain. Exit the cave and take them out, more will come and finish them too. Once you do all that, two chests appear in the cave. Go and get the treasure from them and then head all the way south to another path with a few more Uruks and Crebain. Then head to the exit. - Level 10: Rohan, Campsite - -One rune forge and one ranger hollow around the large building. -Three Uruk-Hai swordsmen -Another campsite. There are three Uruks that get killed by Rohirrim nearly as soon as you enter the level. Go to the rune forge or ranger hollow as needed then exit to the right. Note that your primary enemy in the next group of levels will now be goblins as opposed to Uruks. - Level 11: Dunharrow, Hills - -One shrine located as far right as you can walk from the start point. -Orc drummers, Crebain, Goblin swordsmen, archers, weak swordsmen, hero swordsmen, and hero archers. -This level is your introduction to goblins. They arent stronger than Uruks, but they are much faster and attack more quickly. You also face more of them. You might want to use more overdraws because they can hit more goblins. Now to the level. Head right from the start (it's the only way you can head) until enemies appear. Dispatch them, then continue on to the shrine. Do what you need there, then head all the way up clearing out the enemies as you go. When you come to a split with a bridge, head left and destroy the enemies there to get the chest. If you're low on health, go down and get the health pool. Go back to the shrine and sell unnecessary items, then take the bridge. You want to get rid of the Orc drummers as fast as you possibly can. Don't just go running after them though, because then you might miss a Crebain and have that to add to corruption as well. Shoot the trees to get the Crebain and go for the drummers. Don't break the barrels by the tents or you'll have a lot more enemies to deal with. Eliminate any enemies that come at you in the area and then go for the chests. Once you're ready, stand as far as possible away from the barrels (they explode) and then crack them open. Goblin swordsmen will pop out of the tents so mow them down. Once you've done that with all the tents get rid of any surplus items at the shrine then head for the exit in the top right of the area with all the tents. - Level 12: Dunharrow, Plateau - -One ranger hollow on a hill shortly past the second cave. Guarded by two goblin hero swordsmen. -Goblin swordsmen, archers, weak swordsmen, and hero swordsmen. -Just head right from the start down the hill and left to a cave opening. As soon as you get there several goblin swordsmen spill out. Continue left and down to go down another hill and come out near another cave. This cave has weak swordsmen and hero swordsmen. After beating them, head right until you come to the entrance of another little hill area going the other way. Go up the path and you'll find two goblin hero swordsmen and a ranger hollow. Do what you need there then go back out and either backtrack to finish off any enemies you've missed or head back left and take the path downwards to circle around the hill with the ranger hollow and head to the exit which is in the bottom right corner. - Level 13: Dunharrow, Camps - -One forge you can reach by circling around the wall that's just to the right of the start point. -A Half-Troll, Goblin swordsmen, and hero swordsmen. -This level is a little different, you actually have a task to accomplish before you can leave. You'll quickly learn that you have to save 3 children from two goblin hero swordsmen and a Half-Troll. Follow the warrior right to take out the Half-Troll first. The Rohirrim fighter will be killed so you have to fight the Half-Troll on your own. Keep your distance! Trolls are extremely strong so if they do get a hit in on you it'll be bad. Thus, you have to make sure they don't. Pump arrows out as fast as you possibly can and run when it gets too close. It might take a while to take it down. Once the troll is done, move through the camps fighting the goblin swordsmen that come out of the tents. If you follow you're compass you'll come to the second child, kill the goblin hero swordsman to free him. Do the same for the third child. Before you head back to the beginning of the stage (which is where the compass points after you free all the children, go to the third tent up from the start point and a goblin hero swordsman should emerge. He will be invincible as he runs down near the forge near the beginning of the level. When he gets there, a new chest will be there and several more goblins will be guarding it. Finish them off and sell the excess items in the forge. Then go back to the start point, talk with the characters there, and head to the real exit at the opposite corner. - Level 14: Dunharrow, Campsite - -One rune forge and one ranger hollow are both in the lowered area on the path. -None. -Just follow the path to the stairs and use the rune forge or ranger hollow as needed. There is also a chest near the exit after you go up the stairs near the ranger hollow. - Level 15: Dimholt, Road - -One forge and one shrine are located on the right edge of the map at each zig-zag. The forge is first, then the shrine. -Wargs, a Haradrim fighter, Goblin swordsmen, archers, and weak swordsmen. -The path from the begginning zig-zags from the left to right. Follow it, clearing out enemies that pop out of the tents on the first zig-zag. From the forge you reach by going right from the start, head back left and once you come to the end, instead of going right go down. You'll reach a broken bridge with a Haradrim fighter. It's pretty strong, but with good accuracy you should be able to take him down. Go back right and you'll have to fight wargs to reach a shrine. Head back left and down again (I told you it zig-zags) and you'll come to the exit. - Level 16: Dimholt, Dwimerberg Base - -There is one shrine in this area, it is at the very top of the path you turn up to get to from the path at the start. -A Half-Troll, Wargs, Goblin swordsmen, archers, weak swordsmen, hero swordsmen, and an Uruk-Hai hero swordsman. -Head left from the start and instead of turning up continue left to come to a cave. You'll see a Half-Troll go into the cave and two wargs will come out. Enter the cave, defeat the Half-Troll and Uruk-Hai hero swordsman then exit through an opening on the right and fight the enemies there. Go back to the area with the Half-Troll through the opening and you'll see a Half-Troll carcass being picked over by goblins. Kill the goblins and leave through the opening on the right again. Head up from there to the shrine and then go left to the stairs. Ascend them after killing the Wargs and go left to the exit. - Level 17: Dimholt, Dwimerberg Mt. - -There are two forges in this level, one on the left edge and one on the right, both are about midway up the area. -Crebain, Orc Drummers, Goblin swordsmen, archers, weak swordsmen, and hero swordsmen. -First head left until the path ends and you turn up into a new area. Clear it of enemies, then take the stairs that descend into the ground. The stairs transport you to the top right corner of the level. Head left from there and clean the enemies out of the tents you find on your way. Take the path below the tree you get to when the path splits (unless you want to leave the area immediately, then take the path above and you'll be at the exit.) and continue down until you can move into a small area to the right. Make sure you shoot the big tree to clear out the Crebain so you're corruption doesn't skyocket. Take the stairs in that area and you'll get to another small area unaccessable except by the stairs. Go back once you've finished up in that area, then go back on the downward path. You'll reach a forge where you can get rid of unwanted items, then exit to the right. Head all the way down and then take a right and you'll find yourself at the start of the area. This time take the upward path all the way until you reach those stairs in the upper right corner. Take a left and this time take the path above the big tree to exit the level. - Level 18: Dimholt, Campsite - -There is one rune forge and one ranger hollow, the forge is on the first level to the left of the start point. The ranger hollow is just at the end of the stairs to the second level. -There are bats in this level that fly out from the mine opening. Strangely, this is the only area in the game where you encounter these enemies. -Just do whatever you need at the rune forge and buy ent water if you're out. Then exit to the top left corner. - Level 19: Dimholt, Glen - -There is one shrine on this map, it is located through a leftward path at the bottom of the area with the health pool. You can reach it by heading right from the bottom of the most leftwards set of stairs. -Crebain, Orc Drummers, Goblin swordsmen, archers, weak swordsmen, hero swordsmen, hero archers, and Orc fighters. -There are many paths through this level via the several stairways that go down it. The one I find the quickest is just heading left from the start until you reach the very last set of stairs. Go down that, and work your way up and to the right to clear out some Orcs and goblins. Then circle back down once you reach the end making sure to shoot the Crebain off the trees before you approach them. When you reach a health pool, head to the bottom of that area and take the path left. You'll find a shrine so you can buy stat or skill points. Once you've done that, continue on the way back left and head to the bottom left corner of the area. You'll find a cave opening. Go to it and Gimli and Aragorn will join you. Now you'll move on to the paths of the dead and face a whole new set of enemies. - Level 20: Paths of the Dead, Grey Vapors - -There is one forge in this level. To get to it, either head right and down from the beginning of the level to see three paths, take the rightmost one and you'll fight a bunch of dead warriors then get to a forge. -Ghost Warriors, bug swarms, and Floor Skeletons. -You're going to have to get used to fighting different enemies now. These Ghost Warriors can walk in areas not accessible by you, and sometimes turn invisible, although they dont stay that way for long. You do have Aragorn and Gimli to help you though. As long as you use overdraw when there are a group of Ghost Warriors lined up, you should be fine. To get through the level, just head right killing the Ghost Warriors as you go. Sometimes when you break open barrels or crates a swarm of bugs will appear, just get back and attack them, they can't do much damage but they do poison you. Follow the path down and left until you come to an area where three paths converge with a crate in the middle. Once you break the crate, a Ghost Warrior will come from each path and attack. Make sure to take one out so you can retreat to his path to fire on the others. Once that's cleared, head up on the respective path and take a right. A Ghost Warrior should walk down the path and call many others. Make sure to use overdraws on these large groups. Continue down the path and you'll come to more Ghost Warriors and a forge. Do what you need at the forge and go back to the area where the three paths converge, this time taking the left path going down. More Ghost Warriors will appear. Head right until the path turns down, then wait for your two comrades. Let Aragorn and Gimli go first, as skeletons will pop out of the ground and attack. As soon as the skeleton emerges shoot at it. This will prevent you from taking any damage from the skeletons. The path will turn down again, and you'll come to a row of crates. Once you destroy the last one a group of Floor Skeletons and bug swarms will emerge. Back out of the group of enemies and take shots from afar. In this new area, there are four paths converging at one area full of bug swarms. There aren't many enemies on the outskirts of the age, so just take one of the paths and destroy all the bugs in the center. Take another path out and head for the bottom right of the stage and the exit. - Level 21: Paths of the Dead, Dark Paths - -None. -Ghost Warriors and bug swarms. -This level has no more of those pesky Floor Skeletons, so you don't have to worry about them. There are a decent amount of Ghost Warriors however, so be cautious. The best thing to do in this level is go all the way right, then all the way up to reach a chest. After taking from the chest, head back all the way left and then take the path up. Head all the way right to the exit. While this walkthrough doesn't seem long, this is a large level with a lot of enemies. The path given will get most of them, but if you're really looking for more exp., you have to take the other pass that criss-cross this stage. - Level 22: Paths of the Dead, Black Chasm - -One forge at the top of the upward path. -Ghost Warriors, bug swarms, Floor Skeletons, and Skeleton Soldiers. -Finally the battle with the Kind of the Dead. While you don't actually fight the big guy, you have to eliminate his personal guard of skeleton soldiers. At the beginning of the level, the King of the Dead will summon three Ghost Warriors to fight you. After dispatching them, you can head right but that just causes the King of the Dead to block off the path with rocks and summon three more Ghost Warriors, but exp. is exp. Either way, you have to take the path up witch, although quite short, is full of hidden Floor Skeletons, bug swarms, and Ghost Warriors. At the top of the path you will find a forge, if you need to use it and then head on. The King of the Dead will then summon three more Ghost Warriors and then you can move on to him. He will move to a corner and send a few of the Skeleton Soldiers to attack. For the first wave you have your comrades to assist you. To fight the skeletons, hold back and fire overdraws into the crowd until they get to close. Remember, if you get caught you can always move back to the forge and shoot from there. For the first wave, let Aragorn and Gimli hold off the soldiers while you shoot. When the two leave and the King of the Dead sends all but a few of the Soldiers, make sure you don't let them surround you. Hold back in the narrow path so you can take them on in small numbers. The King will then send the last of the Soldiers which now aren't that many. You can move closer to where the King is but make sure you don't get too close or he'll keep you away by force. After taking out the last Skeleton Soldier, the King of the Dead will drop a single item as reward and you can move on. - Level 23: Paths of the Dead, Campsite - -One rune forge and one ranger hollow are in this stage. The rune forge is reached by taking the left path from where the two branch, the ranger hollow is on the right. -None. -When you start the level, you will be surrounded by Ghost Warriors! Luckily, they are your friends now and won't attack. Do what you need in the rune forge and ranger hollow and then move to the bottom left corner to the exit. - Level 24: White Mountains, Foothills - -There is one forge in this level, it is at the top of the path where the Half-Troll and troop of Orc Drummers attack. -A Half-Troll, Crebain, Orc Drummers, Wargs, Wildmen, Goblin swordsmen, and archers. -Back to the usual enemies, although now you have Wildmen to worry about. They aren't too bad, just like Uruk-Hai with maces and a little faster. First head right, you'll meet Wildmen quickly, don't let too many of them get close. Continue going right until the path turns up, then you can use the warrior pool and head up. Dispatch the Wargs quickly while you still have the power boost. Circle back around the other side of the path and go left into a small area with a large statue of a troll in the middle. Goblin swordsmen will issue out from the cave at the top of the area. After a few emerge, the ground will rumble and nothing will happen, after some more the ground will rumble again and rocks will fall at the cave opening. Make sure you aren't there. After finishing the rest of the Goblins in the cave, go back out and continue down. The path will turn left and you'll reach another cave with more Goblins. Take all of them out, then move on. When the path turns northward, WATCH OUT! All of the sudden, a Half-Troll leading a ton of Orc Drummers will come down out of the path. Your corruption indicator (the Eye of Sauron) will grow nearly to the point of turning black and summoning Nazgul. Run back and get distance to take out the Half-Troll. Then move onto the upward path firing at the Orc Drummers as fast as you can before you summon Nazgul, you definitely don't want to deal with them. Continue up and you'll reach a forge, use it if necessary. After you hit the forge, turn right and shoot the Crebain off the rock. Wargs will appear at the exit of that upward path. Defeat them, then continue right to face many more Goblins and Wildmen. The exit lies at the end of the rightward path. - Level 25: White Mountains, Edge - -There is one shrine in this level and one forge. The first is in a narrow area reached by walking all the way to the left after the original path turns down. The forge is located in the final area on the bottom edge. -Crebain, Orc Drummers, Goblin swordsmen, archers, and hero swordsmen. -First, go the only way you can go, right. You'll be met by a Goblin hero swordsmen. You know what to do. You will then come across a cave. Wait a few seconds for Goblin swordsmen to come out and then take them out. Follow the path going right and down until it turns left. There will be Orc Drummers and Goblins here, so take out the Orc Drummers as fast as you can then turn your attention to the attackers. More Goblin hero swordsmen are located farther to the left. Instead of going down, continue on left to get to a shrine. Buy what you can there. Now go back left, go quickly or you might get caught in a rock slide. Finish off all the Goblins in the area and use the forge if necessary. You'll also meet Elrond a little bit up from the forge. Then enter a cave at the top of the area in between two trees. There are four chests in the cave, and on top of the few Goblin swordsmen that come out of the entrance from the start, a Goblin hero swordsman will emerge each time you open a chest near the entrance. Open all the chests and leave, but be careful as there are more Crebain outside the exit this time around. Head for the exit to the level in the bottom right corner. - Level 26: White Mountains, SE Mts. Edge - -There is one forge in the upper left corner of the first large area you come to. -Crebain, Orc Drummers, Wargs, Goblin swordsmen, archers, hero swordsmen, and a hero archer. -First defeat the Wargs that come out of the two tents, then head right. Follow the path and you will be lead down to a large area. Kill all the Goblins and Orc Drummers, it's nothing you havn't done before and go to the forge in the upper left corner of the area if you need to. After you visit the forge, take the path down but be sure to shoot the Crebain out of the trees before you pass them. Follow the path back up and walk into the cave to release a butterfly. The butterfly will fly up to the large area and somehow manifest a chest. Go back up and get it. Go back down to where you were and head right to take out all the enemies in the area. There will be many Orc Drummers hiding in the trees at the bottom of the area. There is also a random rune on the ground behind the tree near the bottom left corner of the area with all the drummers. After you get the rune (If you don't have it already) head right to the exit. - Level 27: White Mountains, Campsite - -As usual, there is one rune forge and one ranger hollow in this campsite. Both are on the top edge of the area. -None. -Walk to the tents to watch a woman go back and forth to clean them out. After you've finished getting everything you need, head right to the exit and prepare to fight new scimitar-wielding enemies. - Level 28: Anduin River, Corsair Camp - -There is one shrine in this level, it is on the far right side of the secret hiding place you unlocke by completing the quest. -A Warg, Corsairs, and heroes. -There is an optional quest in this area, which I suggest you do. Not only does it give good experience it is the way to get There and Back Again, one of the artifacts. Start the level by going up and fighting your first Corsair. They have very good range so keep your distance and use Overdraw if necessary. Head all the way up and you'll encounter a Warg and a woman. The woman will direct you to her lost child who is across the way. Go down and you'll reach some stairs, instead of going down them, turn left and go down there. You will meet a Corsair hero who are green instead of purple. These guys are tough. Use overdraws and back up if you need to. He's guarding a chest, so after defeating him take the chest and go down the stairs mentioned above. The stairs put you out on a river which is crawling with more Corsairs. Go up to reach another set of stairs and walk up to the top left corner of the area you reach by climbing the stairs. You'll find the small boy and a chest. After taking the reward from the chest, either walk back to the woman with the boy (you'll find more enemies on your way) or leave the area by going to the upper right. I strongly suggest you finish the mini-quest. Once you get back to the woman, she'll give you an item as thanks. Go down and find two Corsairs and one Corsair hero by a tree attacking a woman. Take the enemies out and the woman will open a door that was previously closed and you will automatically go to them. Check with the woman to get another item, then go through the door to an area with a bunch of barrels and a boy. Talk to him, then open all the chests to find the artifact in the barrel at the bottom left corner. Then go to the shrine on the right if you need to. After that, go back to the exit. - Level 29: Anduin River, Corsair Chase - -There is one forge in the level, it is located in the top right corner of the area that you reach by a bridge from the first area. -Wargs, Corsairs, and heroes. -Go up until you reah a sheltered area with a couple of Wargs. Go left and down to find a path that will lead you to a bridge guarded by a Corsair hero. Take him out and instead of continuing to follow the path, turn up and make your way to the forge at the top of the path. Go back down and you'll see a set of stairs, go left from their base to fight more Wargs, then go up the stairs to fight more Corsairs. Turn to a new downwards path to fight another Corsair hero who's protecting two chests. Then head up and fight the enemies there. Instead of exiting upwards, take the bridge down and to the right and fight the group of Corsairs led by a Corsair hero. The battle might be tough, so overdraws are good to use. Then go to the exit. - Level 30: Anduin River, Anduin Banks - -There is one shrine in this level. Go down the stairs near the second bridge to reach it. -A Half-Troll, Crebain, Orc Drummers, Wargs, Goblin hero archers, Corsairs, and heroes. -This is a pretty long level, but also pretty straightforward with an optional battle with a Half-Troll. First, head up and shoot all the Crebain off the tree. This will make a chest appear. Now head left and take out the two Goblin hero archers in front of the bridge. Take the bridge but be careful, as there are Corsairs in the middle of it that you can't see very well. Upon exiting the bridge, clear the new area out of enemies, head to it's upper right corner and kill the Crebain. Go back left to the bridge to the next area, and turn down to get to a shrine. Be careful though, as there is a Corsair hero protecting it. Take the bridge and you'll come to a small area with a fountain in the center. If you want to fight more enemies including a Half-Troll, take out the Goblin hero archer and take from the health pool. Circle the fountain until five Corsairs appear around it. Kill them, then take from the pool again (it will have refilled). This time, circle until two Corsair heroes appear and are killed. A cutscene showing a Half-Troll coming your way will take place. Go near the bridge you used to enter the level and try to take out the Half-Troll before it is able to get out of the bridge and attack you. You can take the health pool again if you're low. Take the other bridge to get to the next area. It is a narrow section with the usual enemies, but if you go up and shoot the Crebain off the tree to make a chest here. Go back down and take the next bridge. Follow the path up taking out the Corsairs as you go until you come to the exit. Before you do exit, though, you should seriously consider doing this level over a few times. Pretty soon the difficulty level is going to take its only major spike and you really want to be prepared unless you like doing a lot of dying. This is the last really large level before the spike, so I'd really level up here. - Level 31: Anduin River, Campsite - -As usual, a rune forge and a ranger hollow are in the campsite. The rune forge is just below the covered walkway and the ranger hollow is at the bottom left corner of the area. -None. -Again, do what you need at the two facilities. Then walk through the covered area and you'll come to an experience pool. Take from it and leave the area to the left. - Level 32: Docks, Anduin Docks - -None. -Haradrim archers, Corsairs, and a hero. -This level is brief but tough. You need to board the ships and they're guarded by a large group of Corsairs and archers similar to the Corsair level of difficulty along with a Corsair hero. You probably can't face all the enemies at once, so run to try to separate them from the group. Also, there is a warrior pool to give a strength boost if you need some help. Take on the enemies gradually, then move onto the dock and kill the Corsairs that come out of the ship. Then enter the opening in the ship. - Level 33: Corsair Flagship, Below - -None. -Haradrim archers, Corsairs, and a hero. -Another small level. Just circle the tables on the ship and kill the enemies you get to. There are quite a few Corsairs, so use overdraws as it may take out more than one. There is also a chest in the upper left corner of the level and a Corsair hero blocking the exit. After the hero comes out and you defeat him, circle several more times as many of the enemies respawn, then head for the exit. - Level 34: Corsair Flagship, Above - -None. -Crebain, Haradrim archers, Corsairs, a hero, and a captain. -This is your second boss fight. Aragorn and Gimli are with you, so let them hold off some enemies so they can keep you from taking much damage. Stay back and fire at the first few archers and Corsairs that attack until you have a clear path. Go into the larger area and stay at the entrance to avoid scaring away the Crebain resting on the tables and rails. While constantly shooting at archers and Corsairs try to pick out the Corsair captain. The screen zoomed to him at the start of the level. The Corsair captain is probably the strongest one enemy as of yet. Either make sure Aragorn and Gimli are with you and can hold him back while you take your shots or hit and run when he gets too close. After the captain is down, finsih off the Crebain around the tables and take the path going left at the top of the area. Shoot the Crebain on the rails and kill the Corsair hero to reach a chest. Don't open it unless you have fairly high health, becasue the chest explodes. Then leave for the stairs way back on the right of the area. - Level 35: Docks, Minas Tirith Docks - -There is a shrine and a ranger hollow in this level. The shrine is on the top edge of the level, you can find it by walking right along the top edge from the start. On the bottom edge, there is a ranger hollow. It is in between the actual edge and a building. -Crebain, an Orc red captain, archers, shieldsmen, and Haradrim fighters. -This level can be pretty tought do to all the new enemies. This is the second stage to contain Haradrim fighters, strong red guys with either a club, axe, small sword, or large sword. The large swordsmen can do the most damage, but they attack slowly. Basically the trick to fighting these guys is just like any other strong enemy. Keep back and fire overdraws when they are in groups. For this level, the first thing you have to do is fight another new enemy, the Orc captain. You won't have any room to run, so you have to stand and fire like crazy. Once the captain is gone the Ghost Warriors will charge out of the conquered flagship and destroy the group of Haradrim fighters and Orc shieldsmen, yet they leave a few behind. The shieldsmen are yet another new enemy, and one of the most annoying in the game. To attack them effectively with a Legolas, you have to get behind their giant shields. When they turn and attack, quickly run around to their back and try to get a few shots off. They aren't too strong once exposed, so you won't have to get too many shots. Once the original group of enemies is gone, go left and shoot the Crebain of the pedastels, then take the path along the left edge down while constantly shooting to remove Crebain and Haradrim. You'll come to a dead end, so head up and to the right, then continue right while keeping to the bottom. Make your way to the ranger hollow on that path, and do anyhting you need there. Continue right until you come to a path and the exit, instead of taking it, turn back left and head up this time. You'll come to some more enemies arround a big arrow launcher called an Orc ballista. You can use it by pressing R if you'd like, it's just decoration though. Head back right and use the shrine on the top edge if you need to. Then go back to the exit. - Level 36: Pelennor Fields, Outpost - -There is one forge in the bottom left corner. -Orc bannermen, poison archers, Hardrim fighters, hero fighters, and Wargs cover this area. -Remember a while ago when i said the difficulty will spike in a few levels? Well, here it goes. This is by far the hardest level you've come to and probably the biggest difficulty change in the game. If you did level up where I said to, it won't be too bad. First of all at the beginning of the level you'll see and Orc bannerman. These guys have a black circle around them which boosts power and they can spread it to others. Thus, bannermen should be taken out as fast as possible. So take out the bannerman and move onto the green archers standing by the wood barriers. Watch out for their arrows as they can posion you (hence the name, Orc poison archers). Once you take them down, a group of Wargs will charge out of the little pen at you. Use an overdraw to damage all of them and then try shooting more to eliminate the group. Break all the barrels in the pen and go out the other side, which will be guarded by more Orc poison archers. You'll also see a blue Haradrim hero fighter, these guys are extremely tough. Their one main weakness to a Legolas is that they fall down if hit sometimes, so take your chance when that happens and retreat so you can get better position to shoot the hero. Once he's gone. Make your way right to find Mumakil carcasses. When you approach one, Orc poison archers will spill out. Kill them, then move father right where you'll find an Orc poison archer in a unenterable pen. Shoot him from the outside. These enclosed Orc poison archers line the right and left edges of the level, so do that all the way down. Until a camp appears on your left. Turn that way and kill the enemies that come out of the tent. Two Haradrim hero fighters will emerge from the tents, one going up the other down. Engage them separately like you did the first one back in the beginning. Root out any Orc bannermen in between the camp and the pen with all the wargs, then move left and destroy all the enclosed Orc poison archers there. When you make your way all the way down, you'll come to more Mumakil carcasses and the same thing will happen as before. Use the forge if you need to, then head right along the bottom edge of the level. You'll come to a stone column next to a haystack. Wait there. Continue on very very slowly, constantly shooting overdraws because a huge group of assorted enemies will be around the exit. If the enemies spot you and come after you, run immediately because if you get stuck you'll be dead fast. Keep doing this until all the enemies are gone and exit to the area they were guarding. - Level 37: Pelennor Fields, Footpath - -There is a shrine in the bottom left corner of the level. -Crebain, Orc poison archers, Haradrim fighters, and hero fighters. -This is a much quicker level than the last, but has a lot of optional enemies and items. First just follow the clear path, make sure to shoot the Crebain off of the stone columns before you walk through them. Keep on the path until you get near the end of the level which is on the bottom right corner. If you want to, turn up from there to reach a tent with two Haradrim hero fighters outside. This time it is much harder to separate and attack, so I would advise quickly firing at the two as it will take a little while for them to realize you are attacking them (tough, but not very bright). When they are gone, a regular Haradrim fighter will exit the tent and walk away, it's temporarily invincible, and when it exits a bunch of items will spill out onto the ground. Do what you need with them at the shrine in the bottom left corner and continue up from the tent. You'll come to a large campfire with four enemies standing around it. Kill the enemies around the fire, then back off as enemies will come out of two tents. After they stop coming, head up and squeeze through the space between to more tents to come to a chest. Open it, causing more enemies to come out of the other two tents. Fire from the chest so the enemies can't get you, then once they stop squeeze back out and head for the exit. (There are more enemies in this level to the left, so go if you want to, but it's mostly Crebain). - Level 38: Pelennor Beacon, Minas Entrance - -There is one shrine a little bit up from the bottom right corner, it is directly under some Mumakil carcasses. -Haradrim fighters, Orc archers. -If you've played Gandalf's quest you've already seen this map many times before. In fact, Gandalf rejoins you for this level. The enemies arent anything you havn't seen before, but there are a lot of them. You have Gondorian soldiers and Gandalf to help out, though. Just circle the entire map from the start, stopping at the shrine if you need to. Once you make it back to the start, do a straight run to the exit. Remember, if you get swarmed, making it out of there should be your first move, don't stay and fight or you might not make it. Don't be afraid to stay around Gandalf, either. On the straight run to the exit, you might want to check either side for maximum experience to. Then go to the gate. - Level 39a: Ithilien, North - (NOTE: First of all, this level exits to two other differente areas. One leads to the next level, the other leads to a small campsite-like area where you can stop and pick up a free rune among other things. Unfortunately, once you exit back into the normal stage all the enemies that you killed will be back, which I think is great for experience, although it doesn't help much if you get killed.) -There is one forge in the level, it is just to the right and up from the exit of the first bridge you come across. -Crebain, Half-Trolls, Orc archers, poison archers, axemen, hero axemen, and Haradrim fighters. -At the start of the level, a Half-Troll will charge at you. You don't have room to run, so you have to circle the tree near you for protection. After you've killed the troll, head up and kill the Haradrim fighters at the top of the path. Go all the way back down and take the bridge, eliminating the enemies around the forge. Once that's done, go downwards and right, you will come across another Half-Troll. Kill it, then move up the hill to find a chest, go back out and onto the previous path and move on to find another Half-Troll. Continue on till the path halts and then go back until the end of the path is out of screen. Go back to the end of the path and two Orc hero axemen will be there. These guys are tough, but you can dodge the axes they throw, and don't move in close enough for them to do a spin attack. They will keep respawning a few times, and I would take the experience if I were you. If you have full health, move upwards from the end of the path and take a right to find two chests. Another Half-Troll will charge from behind, so take him out. You will then have to face a very large group of Orc axemen. Hang back and use overdraws to get rid of them. Then go left and down to do whatever you need at that forge you got to earlier. Then, go up to get to a tree with several more Orc axemen. Kill them, and if you want to travel to the campsite mentioned in the note, go left and enter through the upper area of the waterfall. If you'd prefer to bypass the optional area (which I don't recommend) go right until you come to the end of that path. Then head down and yet another Half-Troll will be there. Destroy it and the other enemies in the area, making sure to shoot the Crebain out of the trees, there's almost one in all of them. There will be a final Half-Troll in the area so kill that. Then find a tree seemingly full of butterflies. Walk back up to the top of the path you took to get to this area, and wait by the tree there. After a few minutes, the butterflies will join you there and an artifact, Galadriel's Lock, will appear there. After taking it head to the bottom right corner and the exit. - 39b: Ithilien, Waterfall - -There is a forge in the top right corner and a ranger hollow in the left of the area with the buildings. -None. -Walk up the path, opening the barrels you see as you go. You'll come to an area with a few buildings and more barrels/crates. There is a forge in the top right corner and a ranger hollow on the left side. Do anything you need here, save, then talk to the man in the armor. He'll drop a random rune. If you already have it, quit then go back to him and see him again until he has something you want. Once you do, go back to where you came in and reenter level 39a: Ithilien, North. All the enemies will be back so you can either do the level from the beginning or just head right to get to the path you take to the exit. Be careful though, as a troll will be following when you reenter the level. - 40: Ithilien, Black Road - -There is a shrine you can reach by taking a path down through some tents that is located by following the left edge from the beginning. -Crebain, Orc bannermen, fire archers, red captains, axemen, hero axemen, Wargs, and Haradrim fighters. -As soon as you begin, there will be a ton of Haradrim fighters very close to you. Find a good spot and fire like there's no tomorrow. Kill them all, then follow the left edge up and take a path on your left downwards. Treat this like you treated the exit of Pelennor Fields, Outpost. There are large groups of Haradrim fighters and an Orc red captain, so advance slowly while fire many overdraws. Eventually the way will be clear for you to move onto the shrine at the bottom of the path. Buy as many points as possible, then go back out and to the beginning (the Haradrim fighters will be back), but this time take the right edge. You'll see a row of three chests, take what you want from them, and kill the enemies that come out of the tents. Head back out and up to the right until you get a cutscene showing a group of Haradrim fighters led by a Orc fire archer. Continue on up and right to fight these enemies (they'll be spread out though, so don't expect a group battle). Go back down and to the left to fight a bunch of Orc axemen, then head up on either the right or left (whatever floats your boat, the end up in the same area) to fight an Orc hero axeman that is guarding the exit. If you need to, take one more trip to the shrine before leaving. - 41: Ithilien, Black Gate - (NOTE: While this level seems whole, it really has two parts, getting to the Black Gate and the final battle at the Black Gate. While the two areas have the same exact name, if you save once you reach the second part and quit you'll start at the beginning of the second part. I will make clear note of when the level becomes the second area in the guide.) -There is one shrine and one ranger hollow in this area. The shrine is in the bottom left corner of the area you reach by stay low and going right from the beginning of the level. The ranger hollow is in the top right corner of this level. -Crebain, Haradrim fighters, Orc pikemen, fighters, blue captains, red captains, poison archers, fire archers, axemen, shieldsmen, and the Mouth of Sauron. -As mentioned above, this level is a two-parter. It is also the final level of Legolas' main game. At the beginning, two enemies of a new type to you will rush in. They have very strong defense, so it might take a number of shots to bring them down. Continue up and you'll fight more of these Orc pikemen and a few Orc fire archers. Shoot the seemingly barren trees to kill the hidden Crebain on them. Keep on gonig up to meet Gandalf and two Orc blue captains. Let Gandalf hold them off while you shoot, if you try going at them alone you will be gone pretty quick. Once the Orc blue captains are gone, go down the stairs to the lower right and take out the Orc pikemen and Haradrim fighters down there. Once that's done, head back out and go down back to the start. Take the path right, killing the Orc axemen and Orc fire archers on the way. Go up the stairs and watch out, because a bunch of Haradrim fighters appear as soon as you get to the ranger hollow. Make your way left, watching out for the pikemen and go to the shrine. Do whatever you need there to prepare for the final battle, including picking up ent water if you need it back at the ranger hollow. Then go back to the health pool where you met the Orc blue captains, take from it, and head up either of the stairs to end the first part of the level. The final battle is set up like this, there are three doors. The one to the right and the left have a switch next to them, two Haradrim fighters and an Orc red captain poor out of each, and once you kill them they are replaced. In front of the door in the middle stands the Mouth of Sauron, surrounded by an outer ring of Orc shieldsman and an inner ring of Orc poison archers, that can shoot through the outer ring to hit you. Basically, it doesn't look good. The thing to know is that the Orcs in the center won't break formation to come and attack you, so you don't have to worry about them if you're out of range. What you do have to worry about wherever you are, though, are the four Haradrim fighters and two Orc red captains on you at all times. The best idea is to just press one of the levers in front of the side doors, which closes it. This effectively cuts the enemies you have to worry about when just standing around by half. If you press both levers, though, the doors open again slightly and let out a smaller number of weaker enemies, but its still not better than half. Another bonus you get from switching both switches is the formation around the Mouth of Sauron breaks, so you can get in and attack him. While that strategy works, there is a quicker way if you are strong enough. Instead of breaking up the formatin via the levers, you can just run in and slip past two shieldsman to fight the inner ring of Orc poison archers. Once you get a hit in on the Mouth of Sauron, he will chase you. So at that point you should run back out of the ring of Orc shieldsmen. As the Mouth of Sauron chases you, whenever you have the chance, just pump him full of arrows. Focus on the other enemies while just trying to stay away from the Mouth of Sauron though, as the other ones can prevent you from getting away from him. Any chance you have, turn and shoot the Mouth. Once most of the enemies in the Mouth of Sauron's original guard are dead a group of Orc fighters will emerge from the middle door. They aren't very strong, though they can be pesky on hampering your path away from the Mouth of Sauron. If the Mouth of Sauron is still alive by the time you've killed the Orc fighters that emerged you reall only have to worry about the enemies that come out of the one still-open door. Keep trying to hit the Mouth of Sauron hard and fast, because if he gets a hit back he'll do a lot of damage as well as poison you and make you afraid. Once the Mouth finally goes down (you can check how close you are by looking at the health meter where the compass usually is), your company will appear on the right. Walk to them, and enjoy the credits. XXXXXXXXXXXXXXXXXX X 4b. Bonus Maps X (lbon) XXXXXXXXXXXXXXXXXX There are four unlockable bonus stage sets, they are: Moria, Weathertop, Helm's Deep, and Fangorn Forest. You can play each set by selecting the "Bonus Maps" option at the bottom of the Intro Screen. You then select a character from your saved files and select a set of stages and a difficulty. Each stage set has a certain number of areas before it ends and you're given a chance to save and see the credits. Moria has 5, Weathertop has 1, Helm's Deep has 2, and Fangorn Forest has 3. When you save and quit in the midst of a stage set, you cannot go back to the stage you saved on automatically, you have to start back from the beginning. You unlock Moria by getting 2000 kills with any one character, Weathertop by getting all of the artifacts, Helm's Deep by beating the game with any character, and Fangorn by beating the game with all the characters. While each area of the stage set does have a name (hence the blank space below the name of the first stage when you select a stage set), they can only be directly accessed by using multiplayer, so don't worry about it. I will just give each area a number respective to its chronological place in the set. The descriptions of bonus stages will go just like the descriptions of levels in the main game. -X- Moria: Dwarf Halls -X- Players of The Two Towers may recognize parts of Moria for their uncanny resemblance to the Moria in that game. Your main enemies in Moria will be Goblins, you'll also come across enemies you don't get to fight in the main game, Trolls and all sorts of spiders. - Moria, Stage 1 - -There is one shrine and one forge in this area. The shrine is near the bottom left corner of the area you reach by going down the stairs, and the forge is in the upper left corner of the area you reach by going up the other set of stairs. -Goblin swordsmen, archers, hero swordsmen, and hero archers. -Back to Goblins, as previously mentioned. Make your way left to see some Goblins descend from the large stone columns. Go down the steps, and head up to get a chest. Then go back down to get more chests and fight more Goblins. Make your way right and down the back around left to come to a shrine. Go up the set of steps and fight the enemies there. Make your way left and up in this area full of tombs, then you'll come to a final set of stairs. Go to the right of the stairs to find a forge. Then go up the stairs, go back down, then go back up again (there seems to be a glitch so the enemies don't appear unless you do this). You'll find a group of Goblin hero swordsmen and hero archers and then the exit. - Moria, Stage 2 - -There is a shrine and a forge in this level. The shrine is located by taking a left when you reach the bottom of the first set of stairs. The forge is reached by taking the stairs to the far right from the narrow plateau in between the ground floor and the area with the two wells. -Goblin swordsmen, archers, hero archers, Spiders (tiny), (brown), (green), and (red). -First, head down the steps in fron of you and fight the enemies at the bottom. Continue down and you'll come to an area with two wells. As soon as you see them, a new enemy, Spiders (tiny) will spill out of the wells. They are very weak but come out around ten at a time, surrounding you. The best chance is to just shoot regular shots as fast as you possibly can. You'll get a lot of gems for doing this. Head down and right to come to a crack in the ground. Walk on the crack and you'll fight the larger but less numerous other types of spiders. Go back to the wells and this time go down and left, kill the Goblin hero archers and go down the steps. If you want to get to a forge, go all the way to the right and squeeze through that little area and continue right. If you don't need to, keep going down to fight more Goblins and come to the foot of the steps. Head left and walk up the other set of steps. You'll come across many Goblin hero archers, a shrine, and a chest. You know what to do, after doing it go back all the way down and keep going down to find another well which Spiders (brown) come out of. Press both switches by the door, and enter the door that opens with the small pool (there are dead Orcs in it, creepy). Open the chests and fight the Spiders (red) that come out of the opening. Press the other switch on the right then exit and go through the newly opened door on the right. Head on right to get to the exit. - Moria, Stage 3 - -There is a forge, shrine, and rune forge in this stage. The forge is located by walking all the way right from the start, the shrine is in the area opened by switching each switch below the two statues, and the rune forge is in the area at the bottom of the stairs located in the bottom left corner of the area fatherst to the right. -Half-Trolls, Spiders (tiny), (red), Goblin swordsmen, archers, hero swordsmen, bug swarms, and a Troll. -Start out right to the dwarf statue, killing the Spiders (tiny) that emerge from it. From the statue, go down and hit the switch. Go back up and contine right on the path to come to another statue, do the same thing and watch a door open. Keep going right to find the forge in the level. Sell excess items there, then go back left and take the second stairs down you find. Destroy the groups of Goblins, and continue left till you come to the door you saw open. Walk through and defeat the Half-Trolls, pressing the switch on the right once you're done. Visit the shrine if you need to, then exit the area and head left. Keep going left clearing out the enemies until you get back to the first set of stairs. Walk all the way back to the right on the path lying on the upper edge, and go down the last set of steps you come to. Go down in this area, and leave on the steps in the bottom left corner. Use the rune forge if necessary and open the chests, shooting the Spiders (tiny). Go back up the steps and defeat the Half-Troll, heading right and going down the next set of stairs. Kill the bug swarms around the Half-Troll and he'll get up. Unfortunately, you have to put him back down again (poor guy). Go through the door at the bottom right corner, and head left. You'll be face to face with the first real Troll on your way. They are much much bigger and stronger than the Half-Trolls. They are also much slower. When it turns to attack, run out of the way of it's line of fire and shoot from the side. Keep doing this until the big guy takes a dive. Grab all the chests, then exit to the right. - Moria, Stage 4 - -There is a forge, a rune forge, and a shrine in this level. The shrine is located at the bottom of the stairs on the left from the start. The forge is at the end of the path to the right from the shrine. The rune forge is at the top right corner of the area with all the columns where the switch is. -Half-Trolls, bug swarms, Orc drummers, Goblin swordsmen, archers, and hero swordsmen. -First head to the right of the start and go down those stairs, squeeze through to the right and walk up the stairs to see a flaming crate. Break it to reveal another crate. Break it to reveal a barrel. Break it to reveal an Orc drummer, kill it and pick up the treasure. Go back down the stairs and clear out the enemies in the area to the right. Go back to the start of the level and walk down the stairs to the left, continuing down as far as possible. Turn left and do what you need at the shrine. Go right from there all the way to reach a forge, after doing anything you need to there head up and find a group of crates. Break them and walk over to depress a hiddens switch and open one of the doors you passed to get to the forge. Head up and to the right to get to a rune forge if you need to, then head down to the door you opened. As soon as you enter the area, walk right and open the chests. Watch out, the Half-Trolls can still get you from through the wall. Go back up and left to take the upper path to the left. You'll see items strewn on the ground and some Goblin swordsmen. Circle back down and take the lower path in the same direction. You will find more Goblin swordsmen and bug swarms. Kill the Goblin hero swordsman to the far left and activate the switch. It opens the other door, which you should now enter and defeat the Half-Trolls. Then fight the Orc drummers and open all the things you can. There will be a random rune in one of the barrels in the upper right corner of that area. Go to the forge to get rid of extra items and then head for the exit by taking the path right from the bottom of the second door area and going up. - Moria, Stage 5 - -None. -A Troll, Orc drummers, Goblin swordsmen, archers, weak swordsmen, hero swordsmen, and hero archers. -This level is a RotK version of TTT's Balin's Tomb level. The resemblance between the two is uncanny, and you'll get a great sense of nostalgia by playing this one if you played TTT. Head up and go through the door, a Troll will be there but you have no where good to run. Shoot arrows as fast as you can, as sometimes the Troll will be sidetracked killing Goblins (yes, they'll try to kill anything). Once the Troll is gone, just circle around the tomb in the center killing anything you see. Once you've done that a few times, go up the stairs in the bottom left corner and enter the door. DO NOT OPEN THE CHEST IN THAT ROOM! It does massive damage and unless you are a very high level it will kill you. Instead just kill the Goblin archers that come out of the grate and leave. Go back out and walk back to the entrance of the level. Walk up to where the staircase is, but instead go left to the wall and walk down through the wall. Go down until you can go no further, then turn left and after you can't do that any more, go up. Walk around through the door and you will enter a room with five chests in a row, no enemies, and Griptonite (the makers of the game) written on the wall. Open all the chests and take what you need, then go back to the room you fought the Troll in and go up through the door at the top. Kill the Goblin hero swordsmen and pick up the two runes on the floor. Then finally exit to the top of the room. You'll be given a chance to save and you'll see the credits. -X- Weathertop: Amon Sul -X- If you've ever read the book or seen the movies, you should expect Weathertop to be full of Nazgul. You won't be dissapointed. - Weathertop, Stage 1 - -None. -Nazgul, 6 of 'em. -The only enemies in this level are Nazgul. The exit compass with point towards the large fire in the center of the area, but that is clearly not an exit. Nazgul will periodically spawn and attack, Nazgul are much like the Mouth of Sauron in attacking. They both instill fear and posion you when they do damage, but they really arent that strong on normal mode. You should be able to take them once you've beaten the game once. Higher difficulties make them much tougher, and on grueling they have very very high defense. Once six have spawned and been killed, the compass will change to the beginning of the level. Go there and you'll be given a chance to save and then you'll see the credits. -X- Helm's Deep: Hornburg -X- Staying true to the story, most of the enemies you'll be fighting at Helm's Deep are Uruk-Hai or variants thereof, however the second level ends in a battle with a Troll. Helm's Deep has a lot of enemies and is a great chance to get good items. - Helm's Deep, Stage 1 - -None. -Uruk-Hai swordsmen, archers, bombers, hero swordsmen, hero bombers, Orc yellow captains, a green captain, and Haradrim fighters. -This level is extremely straight forward. You are on top of the wall of Helm's Deep, your objective is to destroy all the ladders up against the wall. You destroy them just like barrels. Star walking right and you'll soon find that you take damage seemingly from no where. This is to illustrate all the enemies outside the wall attacking you and is unavoidable. It is imperative that you use Kingsfoil when necessary. Keep walking right, killing the enemies you come across. You'll get to an Orc green captain. They're pretty tough, so hang back if you need to. Keep on going destroying the ladders until you get to the last one. Destroy it, and the ground will start to shake indicating a hole has been blown in the wall. You'll then move on to the second stage. - Helm's Deep, Stage 2 - -A forge, a shrine, and a ranger hollow are in this level. The forge is on the left edge, the shrine is in the bottom left corner, and the ranger hollow is on the bottom edge. -An Uruk-Hai hero bomber, swordsmen, hero swordsmen, hero archers, Orc shieldsmen, Half-Trolls, and a Troll. -As soon as you walk down the stairs, a ton of Uruk-Hai hero swordsmen will spill out of the breach. This will keep happening until the screen shakes and a ring of Orc shieldsmen appear around the breach in the wall. Whatever you do, do NOT go into the breach. It is full of explosives. The enemies drop lots of items, so go back to either the forge or shrine any time you need. After more Uruk-Hai hero swordsmen and Uruk-Hai hero archers poor out, the screen will shake and all the Orc shieldsmen will be automatically killed. Two Half-Trolls will emerge from the breach, kill them, then take the rows of Uruk-Hai hero archers that have appeared around the main path from the breach. After some Uruk-Hai swordsmen come out of the breach, the screen will rumble for the final time and a Troll will come. Stay away from the Troll's line of attack as normal until it is dead. A chest will appear at the top of the stairs you used to access this level. If you want to go, exit through the way you came. As always, you will be given a chance to save and see the credits. -X- Fangorn Forest: Entwood -X- Fangorn displays a wide variety of all sorts of enemies. If you've played TTT, it really doesn't matter this time as this Fangorn isn't even close to a redo of the last. The first two levels of Fangorn are probably the biggest in the game, really massive and easy to get lost if you didn't have that trusty compass. - Fangorn Forest, Stage 1 - -A forge and a shrine are here, located just a little up from the bottom right corner of the whole map, or just a little to the right from the exit of the first cave and in the center of the second area of the level, respectively. -Crebain, Orc axemen, hero axemen, yellow captains, green captains, fire archers, Wargs, and heroes. -There are three sections to this level with two sets of caves. Immediately go up to the first cave and enter it. You'll emerge in the second area and a Warg hero will charge you. Kill it and the other enemies then move right to the forge. Go back through the cave and walk across the bridge in the upper right corner of that area. Continue on that path to come to a shrine. Keep following that path to come to the third area across the bridge. Shoot the Crebain out of the trees when you come to them, then head for the exit in the upper right corner of the level. (NOTE: This is a *massive* level, so if you want to fight more enemies just walk around in the three areas and they'll be happy to oblige.) - Fangorn Forest, Stage 2 - -There is one forge in this area, it is on the left edge and about halfway up the area. -Crebain, Orc drummers, axemen, Half-Trolls, a Troll, Goblin swordsmen, hero swordsmen, archers, and Corsairs. -This level is separated in two by a river slightly to the left of the start point. There are a lot of trees here and many of them have Crebain inside. When the ground is green, there are sometimes Goblin hero swordsmen, who blend in with their surroundings extremely well. Make your way to the other side of the river from the start and walk up. You'll come across a forge guarded by a few Corsairs. Take them down and use the forge. Then go back on the other side of the river and walk around down until you come across a Troll and a couple of Half-Trolls. Kill them, then move up and to the right. You'll come across many Goblins and some Orc axemen, then exit in the upper right corner. - Fangorn Forest, Stage 3 - -There is a ranger hollow and a rune forge in this level. The rune forge is in the bottom right corner of the area you reach by exiting the first cave down and to the right. The ranger hollow is reached by going on the bridge in the top right corner of the area with the rune forge and following the left edge up until you come to a group of enemies and the hollow. -Crebain, Orc axemen, shieldsmen, poison archers yellow captains, and green captains. -First head as far as you can right till you come to a cave and enter it. I wouldn't continue on this level unless I had some points in silent stride, becasuse there are a lot of Orc shieldsmen to deal with. That said, go from the exit of the cave up and over to fight three shieldsmen, then travel to the rune forge by taking the bridge on the bottom left of the area with the cave exit. Keep going down until you reach the bottom of the area, then walk right to the rune forge and do what you need there. Head up and go through the bridge in the upper right corner. You'll find more groups of enemies and a ranger hollow by going up. Go back down and to the right around the edge then up to reach a very large group of Orc axemen, Orc fire archers, and Orc shieldsmen. Then head for the exit near the rune forge. XXXXXXXXXXXXXXXXXXXXXXX X 5. Enemy/Boss Guide X (bsgd) XXXXXXXXXXXXXXXXXXXXXXX As you know by now, this game is full of different kinds of enemies. This guide will describe them and identify their weaknesses. I've categorized the enemies in the walkthrough in 3 major groups: Uruk-Hai, Goblins, and Orcs. Those sections will be in this guide and any enemies that don't fit into those categories will be put in the miscellaneous section. -X- Uruk-Hai -X- The types of Uruk-Hai are swordsmen, hero swordsmen, archers, hero archers, bombers, and hero bombers. - Uruk-Hai Swordsmen - Most common in the early levels and Helm's Deep, Uruk-Hai swordsmen are fairly weak in all areas. They are tall enemies covered from head to tow in armor. They carry a single large sword, so try not to let them get in too close as they can make a barrage of attacks quickly. - Uruk-Hai Hero Swordsmen - Identical in appearance to their weaker counterparts except darker and have a slightly green tint. They attack faster and are better all around. - Uruk-Hai Archers - These look a lot like the swordsmen but carry a crossbow. You can easily dodge the arrows if necessary, and they don't really do all that much damage. Just hold you're ground and attack. - Uruk-Hai Hero Archers - These also are exactly the same as archers but red in color and much much stronger. You need to avoid these guys as their arrows do significant damage. Take extra care in dodging the projectiles. - Uruk-Hai Bombers - These enemies look nearly identical to Uruk-Hai swordsmen, but carry a small, torchlike explosive instead of a sword. Instead of attacking normally, they just walk up next to you and explode, doing massive damage. The best way to handle them is to run if they get to close to you to prevent them blowing up. - Uruk-Hai Hero Bombers - Just like regular bombers, but have a dark green tint. These prefer to batter you with their torches as opposed to just exploding, but they can do that as well. They do more damage when exploding than the regulars, but the only place to find these enemies is in Helm's Deep. -X- Goblins -X- Goblins take over after Uruk-Hai. They are also the main enemy inhabiting Moria and can be seen in Fangorn. There are Goblin swordsmen, weak swordsmen, hero swordsmen, archers, and hero archers. - Goblin Swordsmen - These are much smaller than Uruk-Hai and run squat on the ground. They are yellowsih in color and attack with a single small sword by swinging it upwards quickly. They're pretty quick, but not very strong in defense. You're best shot is to take them down while they run towards you. If you get surrounded, they can do a lot of damage fast. Use one of your active skills to get out of a swarm. - Goblin Weak Swordsmen - Just like normal swordsmen except bluish-grey and even less defensive power. You should definitely be able to ake them out before they have a chance to attack. - Goblin Hero Swordsmen - Like the other swordsmen, but bright green. Much stronger than them, too. Fortunately you don't fight these guys in a group, so don't worry about getting swarmed just by them. - Goblin Archers - Much like the swordsmen except a little more pale and, of course, carrying a bow. Just like Uruk-Hai archers they aren't that powerful and they're arrows can be easily dodge. Treat them the same you do the Uruk-Hai ones. - Goblin Hero Archers - Like their weaker counterparts but bright blue. Take these guys out like you would an Uruk-Hai hero archer because if you ignore them that can inflict serious damage. -X- Orcs -X- While technically Goblins and Uruk-Hai are branches of Orcs, this category refers mainly to the not large, not small, Mordor Orcs. The list of Orc enemies includes Orc fighters, archers, fire archers, poison archers, yellow captains, red captains, green captains, blue captains, axemen, hero axemen, shieldsmen, pikemen, drummers, and bannermen. - Orc Fighters - They only appear in a few levels here, but they were all over the place in TTT. They are red and carry trident-like weapons. They aren't very strong at all and can be killed without much trouble. - Orc Archers - These guys look somewhat like humans with a bow but are covered in black armor. They can do significant damage when you meet them at Minas Tirith Docks, so you need to be careful and make them your first priority. - Orc Fire Archers - Identical to Orc archers but covered in brown armor and shooting fire arrows. As you would expect, the only difference is these guys do a little more damage. Treat them like normal archers. - Orc Poison Archers - Just like the other two but with blue and green armor. As the name would suggest, these archers have poisonous arrows. They can be EXTREMELY irritating, espeicially when they are enclosed in a pen like the ones you meet at the Outpost. Try to dodge the arrows the best you can. - Orc Yellow Captains - These enemies are very tall, with two large swords. As the name suggests, these ones have a yellowish tint. They are the weakest of their type, but can still do some nasty damage if they're allowed. Prioritze them pretty high. - Orc Red Captains - Slightly stronger than the yellow variety and with a red tint, these aren't too bad either. Just focus your attacks on them when their in the area. - Orc Green Captains - You only come across these in bonus maps, but they are stronger than reds and, of course, have a green tint. Do the same as you would to the other captains, just be a little more careful, making sure not to underestimate them. - Orc Blue Captains - The strongest of their type, these guys are bright blue. You face two with Gandalf in the last level of Legolas' main game quest. They are very tough, at least as strong in attack power as a Haradrim hero fighter and with a stronger defense. Be very careful around them because they can attack very fast. - Orc Axemen - These are the only enemies in the game that have both a melee attack and a projectile. At a long distance, they throw an axe, while if you're in close, they spin around doing lots of damage. Stay back so they only throw their axes, because the spin attack is much stronger. The axes do a lot of damage too, so its best if you try to avoid them. They aren't too strong defensively so try to get in close enough to take them out. - Orc Hero Axemen - Just like their weaker counterparts, Orc hero axemen have both a melee and a projectile attack, but both are a lot stronger. They are more pale in color than regular axemen. These guys are a forced to be reckoned with, so definitely dodge their axes as best you possibly can. - Orc Shieldsmen - Out of all the enemies in the game, this one has to be the most pesky. They are nearly impenetrable from the front, so you need to actually walk around to their back before they can turn again, which is tough if you don't have good speed. Silent stride works well just to get rid of them quickly. You face a lot of them in the third stage of Fangorn, but not much in the main quest. The look like grey orcs with a giant shield in front of them. They carry a spear-like weapon, giving them a long reach. - Orc Pikemen - While not impenetrable, these guys have very high defense. Their health isn't too good though, so only a few shots need to get through their armor to kill them. Their best attribute is their reach. They are crowned enemies covered in pale yellowish armor that carry a shield and a large pike. They can also do decent damage, so try to stay as far away from them when shooting as possible. - Orc Drummers - These enemies have no attack abilities, and appear as small Orcs carrying a drum and drumsticks. They move very quickly while beating their drum, so it's hard to get a beat on them. Their drum-beating causes the Eye of Sauron to grow so try to kill them quickly as they run. - Orc Bannermen - These also have no attack ability. It looks like a normal, grey Orc carrying a large banner. They also have a black ring around them designating a power and speed boost. They can pass this ring onto other enemies, which then makes those ones a lot harder to deal with. They do not have very strong defense, so try to kill them as fast as possible before they spread the power. -X- Miscellaneous -X- Many enemies fit into this category, including Crebain, Wargs, heroes, Half-Trolls, Trolls, Corsairs, heroes, the captain, Haradrim fighters, hero fighters, archers, Ghost Warriors, bug swarms, Floor Skeletons, Skeleton Soldiers, Spiders (tiny), (brown), (green), (red), Wildmen, Nazgul, and the Mouth of Sauron. - Crebain - Crebain either fly away to raise the Eye of Sauron or start pecking at you when they are scared away from their places. They usually hide in trees or bushes. The best thing to do is just shoot at a tree to clear it of Crebain and totally avoid them trying to fly away. They appear just as black birds, very hard to miss. - Wargs - Wolf-like creatures that can do serious damage if their bites hit home. Luckily they do not have very good accuracy but you should kill them quickly, even if archers are shooting at you, to prevent any of their attacks from hitting. - Warg Heroes - Just like wargs but much stronger and blue. The only one I've ever come across is on the first area of Fangorn. They can do major damage even faster than normal Wargs. They also have much stronger defense. Luckily from what I can tell there is only one in the whole game. - Half-Trolls - Small trolls about the height of your character with a large club. They are slow but almost always inflict critical damage when you let them attack. They also have very high health, so it takes a lot of hits. Their attack patterns are easy to recognize, as they'll just walk up and attack, then rest for a while. This gives you perfect time to dodge and move around to attack from total safety. - Trolls - You don't come across any of these in the main quest, but they are in three of the four bonus maps. They are MUCH larger and stonger than Half-Trolls, but they are also slower. Treat them as big versions of Half-Trolls, but don't underestimate their reach and not run away far enough. - Corsairs - These are men in purple robes carrying scimitars, they have very good reach amd well-rounded stats. They are a tad on the slow side, and after attacking it takes a while for them to get moving again. Let them get ready to attack then move out of their reach and attack. - Corsair Heroes - Just like Corsairs but with Green robes and much stronger. Keep your distance from them and use overdraws if necessary. Remember that they have good reach, so keep far enough away. - Corsair Captains - This is a boss in the Aragorn/Legolas/Gimli adventure, so they are pretty tough. Luckily you fight them with your two comrades, so make sure to let them hold off the Corsair captain while you take your shots. That way he can't come and attack you. - Haradrim Fighters - These enemies faced later on in the game have one of four weapons. Some have axes, others have maces, still others have small swords and shields, and finally there are some with one large sword. Watch out most for the ones with one large sword, because they have the best reach and do the most damage. Apart from them, the others are more or less the same. They are red with yellow helms, and they have pretty good overall stats. Mkae sure you use overdraws when they are in a group and make sure they're dead when they fall down (sometimes they get back up!). - Haradrim Hero Fighters - They also come in four weapon varietes and are blue instead of red. They are much stronger overall than the normal fighters. If you get to them in a group be sure to fight them separately and draw them out of the pack. You don't want to be fighting these guys with a group. - Haradrim Archers - Bright red men with bows, these guys can do a lot of damage. The only time you fight them is along with Corsairs, so give priority to the archers in this case so you don't have to take unnecessary damage. - Ghost Warriors - Pale blue translucent soldiers that periodically disappear. Not very strong, but they make you afraid when they attack. They're often lined up, though, so you can use overdraws to eliminate a whole group of them. - Bug Swarms - Little floating black dots that poison you when they do damage. Really more pesky than any real threat. They also give health gaining items when you kill them, so they aren't all bad. - Floor Skeletons - Annoying and threatening enemies that pop out of the ground and grab at you when you walk past. They can actually do decent damage, so let your partners move ahead of you to activate the skeletons then attack them. - Skeleton Soldiers - The King of the Dead's personal guard of undead warriors. They are full skeletons with a sword and sheild, and are tougher than Ghost Warriors. Their main weakness is that the come in groups so you can use overdraws, but when they move in on you the area that you're in allows you to retreat to where they have to come at you single file. Take them out like that. - Spiders (Tiny) - Very small enemies that come in swarms. Not really capable of doing a lot of damage and incredibly weak, these are just pesky as they sometimes knock you down. They often give gems when they die, so you can make a lot of cash when you fight these little guys. - Spiders (Brown) - Larger spiders, but also pretty weak. Just kill them, don't worry about them attacking becuase it won't do much damage. - Spiders (Green) - This variety can poison you, so be a little more careful. Still, that doesn't do much damage so you don't need to worry. - Spiders (Red) - Like the brown variety in that they have no poison ability, these are just slightly stronger than their brown counterparts. Again, nothing really to worry about unless you're at a very low level. - Wildmen - Large, human enemies with spiked maces. They are pretty strong but also slow, if you start from far enough away you should have no problem with them. They only appear in one level in the main game and aren't even that strong at that. Sort of a dissapointment. - Nazgul - These enemies are only seeable as black robes with a single long sword. They are summoned when the Eye of Sauron gets so big that it turns black, and are also fightable on the Weathertop bonus map. They are not very fast but do a lot of damage and have a lot of health. They both poison and instill fear when they attack, you definitely don't want to fight these guys in groups. Your best chance is to use evasive manuevers. Run as far as you can, then attack. - The Mouth of Sauron - Just like a Nazgul in that it both posisons and instills fear when it attacks. Unfortunately you have to fight him while watching out for other enemies, which makes him actually difficult. Use any obstacle you can for cover, and allow the Mouth of Sauron to chase you around until you have time to turn back and attack. XXXXXXXXXXXXXXXXXXXXX X 6. Legolas' Items X (litm) XXXXXXXXXXXXXXXXXXXXX Even if you have the best stats and skills around, without good equipment and items that becomes totally useless. Equipment is what Legolas actively wears, while other items like runes and whetstones work to highten Legolas' abilities. Finally, artifacts are special items that you can see from the select menu. Basically they can only be attained a certain way, and exist just to unlock Weathertop. XXXXXXXXXXXXXXXXX X 6a. Equipment X XXXXXXXXXXXXXXXXX Legolas has eight possible types of equipment. A bow, headwear, neckwear, footwear, gloves, a coat of armor, an overcoat, and special arrows. Legolas can wear any gloves, neckwear, and footwear, and almost any overcoat except the robe, vestments, and tabard which are Gandalf only. Legolas can carry no blade or club except that which he uses for his white knives ability, which can be any small knife. Legolas can also wear any headwear except the greathelm, and coats of armor up to the level of lamellar, making breastplates, corselets, and full corselets useless. Those are the basic types of equipment Legolas can and can't wear, and any variant of a basic type thats changed through prefixes and suffixes applies to those rules. As Legolas is the only one able to use a bow and arrows, he can of course use any one of them. I will list the basic types of bows and arrows in detail. Remember the numbers I give are just the base stats for the item, prefixes and suffixes can change these numbers and add whole new abilities. Special arrows have no modifiers, so they are always the same as the bases I'll give you. Special arrows have a finite supply, so don't get too attached to them as they run out relatively quickly. -X- Bows -X- Shortbow Min. Level: 1 4-8 Impaling Damage, +5% Critical Half Bow Min. Level: 2 4-9 Impaling Damage, +5% Critical Yew Bow Min. Level: 3 4-9 Impaling Damage, +10% Critical Bow Min. Level: 3 5-10 Impaling Damage, +5% Critical Backed Bow Min. Level: 4 5-10 Impaling Damage, +10% Critical Steelbow Min. Level: 5 5-10 Impaling Damage, +15% Critical Hunter Bow Min. Level: 5 6-12 Impaling Damage, +5 Critical Longbow Min. Level: 6 6-13 Impaling Damage, +10% Critical Composite Bow Min. Level: 7 7-15 Impaling Damage, +10% Critical Horn Bow (GCN Hookup Exclusive) Min. Level: 8 5-11 Impaling Damage, +4 Accuracy, +10% Critical Recurved Bow Min. Level: 8 8-17 Impaling Damage, +10% Critical Great Bow Min. Level: 9 10-20 Impaling Damage, +10% Critical Dynasty Bow Min. Level: 9 10-21 Impalind Damage, +15% Critical Starfall Bow (Blue) Min. Level: 9 10-20 Impaling Damage, +5 Strength, +3 Health, Sunburst, Unique. Nightfell Bow (Blue) Min. Level: 9 10-20 Impaling Damage, +5 Accuracy, +3 Defense, Nightburst, Unique. Maegborion Elfbow (Blue) Min. Level: 9 10-21 Impaling Damage, +6 Accuracy, +3 Courage Orc Lump's Big Bow (Blue) Min. Level: 9 10-20 Impaling Damage, +5 Strength, -10 Accuracy Vella of Lorien's Goldbow (Blue) Min. Level: 9 9-19 Impaling Damage, +3 Accuracy, Armor Piercing, Sunburst -X- Special Arrows -X- Orcish Arrows Min. Level: 1 +2 Damage, -2 Accuracy, Cheap Barbed Arrows Min. Level: 1 +1 Damage, Cheap Uruk-Hai Arrows Min. Level: 2 +4 Damage, -4 Accuracy, Cheap Bodkin Arrows Min. Level: 3 Armor Piercing, Cheap Gondorian Arrows Min. Level: 4 +2 Damage, Cheap Elven Arrows Min. Level: 6 +1 Damage, Extra Projectiles, Cheap Fire Arrows Min. Level: 7 +3 Fire Damage, Fireburst Wood Elven Arrows Min. Level: 8 +4 Damage, Armor Piercing, Cheap Moon Arrows Min. Level: 9 +10 Spirit Points per Slain Foe Sun Arrows Min. Level: 9 +10 Health Points per Slain Foe XXXXXXXXXXXXXXXXXXXXXXXXXXXX X 6b. Runes and Whetstones X (lraw) XXXXXXXXXXXXXXXXXXXXXXXXXXXX Throughout the game, you can buy 15 runes and 8 whetstones in rune forges and forges respectively. Runes can be carved on your bow to give it special abilities and whetstones can be bought to increase damage. -X- Runes -X- Dwarf Rune I - Dwarfmetal +1 Melee Armor Cost: 450 Dwarf Rune II - Sharpness +1 Damage Cost: 350 Dwarf Rune III - The Forge +5 Critical Hit Damage Cost: 750 Dwarf Rune IV - Mountain +5 Hit Points per Slain Foe Cost: 1400 Elf Rune I - Orc Foe +2 Damage to Orcs Cost: 600 Elf Rune II - Nimblefoot +10% Dodge Cost: 800 Elf Rune III - Sacred Heart Increases Spirit Regeneration Cost: 1600 Elf Rune IV - Meditative Stand Still to Heal Oneself Cost: 2000 Man Rune I - White City +2 Missle Armor Cost: 500 Man Rune II - Nature +10 Hit Points per Herb, Food Health Doubles Cost: 850 Man Rune III - Might of Man +1 Damage, +15 Hit Points Cost: 600 Man Rune IV - Rune of Fire +3 Fire Armor, Flaming Cost: 700 Morgul Rune I - Orc Doom-King +4 Damage to Orcs, Corrupt Cost: 900 Morgul Rune II - Dire Fear 30% Knockback Chance, Corrupt Cost: 750 Morgul Rune III - Blackness +5 to all Attributes, Corrupt Cost: 2000 -X- Whetstones -X- Used Whetstone +1 Damage Cost: 100 Ordinary Whetstone +2 Damage Cost: 500 Common Whetstone +3 Damage Cost: 1000 Fine Whetstone +4 Damage Cost: 2000 Superior Whetstone +5 Damage Cost: 4000 Dwarven Whetstone +6 Damage Cost: 6000 Adamant Whetstone +7 Damage Cost: 10000 Mithril Whetstone +8 Damage Cost: 12000 XXXXXXXXXXXXXXXXX X 6c. Artifacts X (lart) XXXXXXXXXXXXXXXXX There are two artifacts available on Legolas' quest. Remember, you can only get artifacts once, so if you've got them with Aragorn, Gimli, or Gandalf you don't expect to find them with Legolas. The artifacts you can get on his quest are There and Back Again and Galadriel's Lock. - Artifact 1: There and Back Again - Stage Available: Anduin River, Corsair Camp How to get it: First, go see the woman at the top of the level, go get her child and lead him back to her. Once the child is back safe and sound, go down to find another woman surrounded by Corsairs. Defeat them and she'll open her hiding place. Go inside to see another boy, who will tell you about his book. Break open the barrel at the bottom of the hiding place and you'll see the artifact. Pick it up to have it registered on your artifact screen. - Artifact 2: Galadriel's Lock - Stage Available: Ithilien, North How to get it: Go all the way up from the start and head right, making sure not to accidentally enter the waterfall area. You'll come to a dead end at a tree. Go down walking in the trees until you see one full of butterflies. Go back up to the tree at the dead end and wait there a few minutes. The butterflies will eventually make it to you and Galadriel's Lock will be on the ground by the tree. XXXXXXXXXXXXXXXXXXXXXXXX X 7. Codes and Secrets X (lcod) XXXXXXXXXXXXXXXXXXXXXXXX Duplication Trick: (NOTE: You'll need at least one blank save slot) To duplicate good items that you find in your quest, just: 1) Get to a level with any Forge or Shrine and a Ranger Hollow. 2) Have the item(s) in your inventory. 3) Save the game as normal, then save it to all the blank save slots you have. 4) Quit the game, start up one of the games in the save slots you just filled, and put the item(s) in the Ranger Hollow of the level. 5) Do this with all the save slots you filled. 6) Go back to your main save, and take all the items out of the Ranger Hollow, you know have duplicates of your item. 7) Repeat as wanted. XXXXXXXXXXXXXXXXXXXXXX X 8. Version History X (lhst) XXXXXXXXXXXXXXXXXXXXXX Version 1.00 - Completed and Submitted Guide XXXXXXXXXXXXXXXXXXXXXXXXX X 9. Credits/Contact Me X (lcrd) XXXXXXXXXXXXXXXXXXXXXXXXX Special thanks to: The Destroyer for the stats for the Starfall Bow and the Maegborion Elfbow. Scizor CT for the stats for the Nightfell Bow. LOTR rocks for the stats for Orc Lump's Big Bow. Numbers who wrote the Weapons/Items FAQ that allowed me to get information on the costs and names of the Runes and Whetstones. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*