Battle for Middle Earth II - Rise of the Witch -King - Mission 4 - The Dark Lord's Eye
This is a hint/walkthrough post for Battle for Middle Earth II: Rise of the Witch-King. You can find an index of all our Battle for Middle Earth II posts here.
This is a tough mission primarily because you have to split your attention so much between building Mills, recruiting units, tactical combat. As soon as possible, it would be wise to take the time pressure off so you can concentrate on getting resources.
Instead of rushing around to get the Shards, or even getting four Shards to fulfill the mission objective of keeping Arnor from four, advance down the road (or around it if there are knights camped in the middle of the road) and box in the enemy at their fortress. Morgomir should be able to take down the catapult towers at the entrance. Bring up a Troll Stone Thrower and whatever reinforcements you can build (Dark Rangers are probably best here), then demolish the Arnor base.
Once the base is demolished, you can take your time to build up your forces, defend your holdings, and get the remaining Shards at your leisure because Arnor has no where to deliver their Shards.
In general, Arnor already has sizable forces at each Shard site. When you get close, they grab the Shard and make a run for it while some of their forces delay you. Periodically, Dunedain Knights are spawned from off the map and attack your Mills, so instead of chasing them, put two towers at each Mill.
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