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WAR IN MIDDLE EARTH
The key to winning WAR IN MIDDLE EARTH is not found in a book of
combat stategy.
Despite the presence of large troop formations, it is wasteful to
spend time trying to hone military tactics to razor sharpness. In
the long run, the key to victory is how well the player manipulates
the individual characters in the game.
Study of J.R.R. Tolkien's Lord of the Rings is certain to improve
performance in this computer game.
Since the time crunch and a shortage of units are against the player,
there's little room for miscalculation. Monitor the enemies
movements and locate the various gifts and objects needed in the
quest. The robot adversary is somewhat predictable, and the alert
player will note weaknesses in one session that can be exploited
during the next run through the program.
The Nazgul are Mordor's most potent weapon. Always note where they
go, and estimate their further movements once they go invisible.
Protecting your character from the Nazgul is the prime objective in
the opening stage. One good strategy is to delay sending the heroes
toward Mordor for the first few turns. Split up Frodo, Sam and
Pippen and send them further into the Shire rather than towards Bree.
This keeps them safe from the Nazgul and provides needed objects.
Character activation is another important aspect of play. An
unactivated hero is useless to the computerist. Failure to get
important ones like Aragon into the fray can cost the Fellowship
the game. Fortunately, unactivated characters move on a rigid
schedule. So if Aragon has already left Bree, look for him at
Weathertop. `Lord of the Rings' can be used to predict these
routes.
Also, you should knock out Saruman early to bring the Riders south
for the real onslaught. It is prudent to keep some forces in
Hornburg because Saruman doesn't die easily.
The northern troops are handy for mopping up the mountains and
holding Thranduil's palace and Lorien. The southern hordes always
take the same roads, so they are vulnerable to a small force (2000
men or so) behind fortified walls along the path. The rest of
Gondor's forces must mass at Minas Tirith to hold off what seems
like 20 billion orcs coming out of Minas Morgul.
Lingering images on the animation level occasionally prevent a
character from picking up an object. If it happens, go up a
level, return to the animation screen and try again. Bringing
another character to the same spot, so the screen is refreshed,
also works.
Never lose sight of the goal: The One Ring must be thrown into Mt.
Doom. Sooner or later, the gamer will have to sneak or escort the
Ring Bearer to Mt. Doom, and wisdom and experience reccomend the
former method.
Thats what worked in the trilogy, and it is just as effective in
WAR IN MIDDLE EARTH. A bold dash to the mountains only causes the
evil defence forces to flock to the east. If Mordor's minions are
waiting at Mt. Doom, the cause of Good is not likely to triumph.
Burning up troops to divert Sauron too early in the game leaves the
player without enough units to adequately defend him. Once the
Ringbearer gets close,every move should have only one purpose: to
neutralize any obstacles that impede further progress toward the
volcano.
Despite the triple tiered construction and number of individual
units, WAR IN MIDDLE EARTH is not especially difficult. Careful
observation of the computerized foe and a working knowledge of the
trilogy will enable the gamer to break the Dark Lord's power by
destroying the One Ring.
The key to winning WAR IN MIDDLE EARTH is not found in a book of
combat stategy.
Despite the presence of large troop formations, it is wasteful to
spend time trying to hone military tactics to razor sharpness. In
the long run, the key to victory is how well the player manipulates
the individual characters in the game.
Study of J.R.R. Tolkien's Lord of the Rings is certain to improve
performance in this computer game.
Since the time crunch and a shortage of units are against the player,
there's little room for miscalculation. Monitor the enemies
movements and locate the various gifts and objects needed in the
quest. The robot adversary is somewhat predictable, and the alert
player will note weaknesses in one session that can be exploited
during the next run through the program.
The Nazgul are Mordor's most potent weapon. Always note where they
go, and estimate their further movements once they go invisible.
Protecting your character from the Nazgul is the prime objective in
the opening stage. One good strategy is to delay sending the heroes
toward Mordor for the first few turns. Split up Frodo, Sam and
Pippen and send them further into the Shire rather than towards Bree.
This keeps them safe from the Nazgul and provides needed objects.
Character activation is another important aspect of play. An
unactivated hero is useless to the computerist. Failure to get
important ones like Aragon into the fray can cost the Fellowship
the game. Fortunately, unactivated characters move on a rigid
schedule. So if Aragon has already left Bree, look for him at
Weathertop. `Lord of the Rings' can be used to predict these
routes.
Also, you should knock out Saruman early to bring the Riders south
for the real onslaught. It is prudent to keep some forces in
Hornburg because Saruman doesn't die easily.
The northern troops are handy for mopping up the mountains and
holding Thranduil's palace and Lorien. The southern hordes always
take the same roads, so they are vulnerable to a small force (2000
men or so) behind fortified walls along the path. The rest of
Gondor's forces must mass at Minas Tirith to hold off what seems
like 20 billion orcs coming out of Minas Morgul.
Lingering images on the animation level occasionally prevent a
character from picking up an object. If it happens, go up a
level, return to the animation screen and try again. Bringing
another character to the same spot, so the screen is refreshed,
also works.
Never lose sight of the goal: The One Ring must be thrown into Mt.
Doom. Sooner or later, the gamer will have to sneak or escort the
Ring Bearer to Mt. Doom, and wisdom and experience reccomend the
former method.
Thats what worked in the trilogy, and it is just as effective in
WAR IN MIDDLE EARTH. A bold dash to the mountains only causes the
evil defence forces to flock to the east. If Mordor's minions are
waiting at Mt. Doom, the cause of Good is not likely to triumph.
Burning up troops to divert Sauron too early in the game leaves the
player without enough units to adequately defend him. Once the
Ringbearer gets close,every move should have only one purpose: to
neutralize any obstacles that impede further progress toward the
volcano.
Despite the triple tiered construction and number of individual
units, WAR IN MIDDLE EARTH is not especially difficult. Careful
observation of the computerized foe and a working knowledge of the
trilogy will enable the gamer to break the Dark Lord's power by
destroying the One Ring.