Secrets and Easter Middle-Earth: Shadow of War - Assassins, the secret ending and the memories of Shelob. Middle-Earth Shadow of War: Scene Games and Ending Lord Rings game Shadow War

Equipment and tools 18.07.2020
Equipment and tools

"The Lord of the Rings" is certainly a cult work that threatened a huge fantasy universe, which was inspired, and are inspired to this day, thousands of authors of different generations and genres. Not only in the literature, but also in movies, music, comics, video games. Everywhere you can find works, one way or another inspired by the mediamia, the adventures of the hobbits, the villains of Sauron, and an infinite war. So Monolith decided not to stay aside, without forgetting at the same time to inspire the "Arkhem" series about Batman, created by colleagues from Rocksteady. In 2014, the team released "Shadows of Mordor" - Action in the open world, which presented the unique "Nemesis" system, forcing enemies to develop, becomes stronger, revenge and actually exist independently of total scripts.


First blow - unchanged basis

Three years have passed, and here we have a continuation - "Mediterranean: War Shadows". Sikvel continues as bold and decisively turn the universe J. R. R. Tolkina, telling us about the events that allegedly occurred between the adventures told in the "Hobbit" and the "Lord of the Rings". However, acquaintance with the original is not a mandatory requirement for immersion in the game world. Talion - the hero of the first game, the deceased tracker, whose spirit united with the ghost of the ancient elven blacksmith Kelebrerora, continues his way of destruction and revenge, in order to stop the disgrace that the Orči troops are creating under the leadership of the Dark Lord.

In this game there are more actors, including women - Pouchikha Shelob, Eltariel Elf, the Spirit of the Forest Karnan and the girl-Knight Idril. I hope that the game will appear DLC-skins at least Elassyle and Idril, as in the first part it was with Litariel.


This time, our couple does not work out by the sowing of chaos and the hinting of the orcs on two locations, instead the game offers five areas, with a different climate, atmosphere and features. Although, the atmosphere is everywhere like - IT "SA War An Endless Fight Between Darkness and Light, if you quote the Rebellion group. Each area has its own fortress that will need to capture and protect against attacks. Fortresses distinguish each other with their dimensions, capacity and location. key points, which, in conjunction with the features of the areas, provides a good variety to the game world.

The second blow - we present a new engraving

However, from a functional point of view, all areas do not differ from the fact that we allocated in the "Mordor Shades". The volcanic terrain of Gorglota will not burn the heels of Talion, the swamps are not blurred, and the snow of Sergosta is not enough to reflect on the main hero. Or his opponents. All this is only visual effects and scenery, no more. In all areas, we press the ass orcs, who in the first twenty-thirty hours of the game will be damn to please their diversity: in the "shadows of war" the number of enemy classes has increased, they have become more different, and the number of replicas increased at times. It was not without humor - there is an orc-rhymeflink, which says poems, there is an Orc Bard, who is ready to sing a welcoming song.

There are several orcs in the game that they will become our mandatory associates, for a long or short time. These characters are simply worked out, the dialogues with them are great, possess charisma and a good humor. In general, working on orcs in Sicvel was even better carried out than above the main storyline, which even interesting enough to keep the screen, still too stretched, which prevents her perceived by a holistic narration. On the other hand, this is the trouble of most of the games with the open world - the player is very much enjoys the study of the areas and the implementation of all sorts of side tinsel, which is often necessary for promoting the scenario.

Amazing wanderings even stupid orcs are surprised. This is how this thing is in the picture above.


Third Punch - Close Ring

In his wanders on Mordor, Talion seeks not only to sow chaos in the ranks of Sauron, but also to create their own strength. Here comrades come to the rescience - we can put on the hero of one or more bodyguards who will save in a serious situation, take a detachment of tamed orcs with them and order them to storm the camp, call the grave or tame the fluttering near the dragon. Locations are filled with objects to interact and extract the benefits: Chests with money, collective items, opening the secrets of the world of Middle-earth, hive with evil flies, spiders nest, barrels with grown, ice icicles and carcasses for bait of Karagorov. All this can be used against their enemies. Many orc commanders can be killed by one such action!

After thirty hours, I played more than fifty and did not receive a platinum cup, meetings with orcs begin to tire. Welcoming replicas are repeated already several times, the types of orcs are also not infinite, and it is impossible to miss all this. You want to just follow the tasks for the sake of experience, money and recruitment of officers, because the fourth act leading to the secret true ending is a very mockery of a devotee. And the game seems to you: "No, friend. You do not hurry, getting up with Orc Pushkrimp in the fiftieth time, albeit now in a new type, listen to the 101st times the replica about the orc, which says verses, and then look at a few dozen battles in the pit. And all this can not be missed. "

The orcs are able to deceive death, that is, to return from the world, to betray us, run away from the battle in a share of the final impact, break out of finishing and fill in health. All this works under the control of the random generator.


Fourth blow - lay the database for special strokes

The battles in the pit are a new and cool chip, with which you can actually win your orcs, increasing them levels. In almost every area there are three types of holes: for worms, warriors and winners. The first participating fighters of a low level, middle peasants come, but in the latter - real monsters. Pits are a way to make their captain leader, introducing a spy into the fortress. Enough so that he won over another captain. The probability of victory depends on a number of factors: the level of the orc, its weak and strengths. For example, I put an orc of the 30th level against the 39th, and he won a pretty easy victory due to the fact that his strengths gave a powerful advantage over the enemy. He was a cleft, and the opponent is clumsy.

The Blar Trophic trophy falls when we send two of their subordinates to fight in the pit. Against each other
Of course. And there is also a cool trophy "Brother to Brother", but it is performed in a normal game.


When the area goes under the player's control, the pits become the main tool for pumping. Choosing your orc, which we want to pump, send to any of the three pits and observe how it fights with a casual opponent. Wins? Great, gets the level, brings us bonuses. Losing? It is a pity, poor fellow, but now it's time to come into the pit and recruit the winner. Who needs losers?! There can be no physical influence on battle in the pit, and cannot intervene in battle. So, there is a classic scheme for "combining pleasant with useful": we are engaged in your business, we read the "Lord of the Rings", we look at the "Hobbit" and parallel to the orcs, sending them into the pits. Do not waste the same time.

Fifth blow - the ring will be for the rich?

Of course, if you just want to go through the game, and then see the true ending on YouTube, as it will definitely do many, then grinning dozens of orcs for monotonous, boring and not clear why the events of the bonus act, there is no need. Pits you do not really need. But through the thranger of the final chapter, it is almost impossible without them. Is that you have enough extra money for the purchase of gold chests, where the highest and legendary orcs come across. They can get them in silver chests, which are bought for in-game currency, but the chances of it are much lower. For example, I bought a few gold chests, each was a guaranteed legendary Orc, in one there were two of them. From ~ 100 silver chests, I got about five or seven legendary orcs.

Relieved this game? Not. Despite the entire negative, which many of us experience to "Lutboxam" and other microtransactions that fuel the real cache players receive only the opportunity to save a real time, which is known, money. They do not receive any real advantage over ordinary players, and network interactions in the "shadows of war" are asymmetrical, and more often depend on the player's skill, than from the wiring of the fortifications of the world owner, in which they invade.


Sixth blow - sparks burn skin

As you pass, we experience much more "burns" due to the main game mechanics than from the forced microtransactions that you stop paying attention when you go beyond the Internet and forums. In particular, the combat system of the new game suffers all the same sharp moments that were in the first part, as well as the integral features of the Rocksteady bore. All of them can be combined into a category called "Recognition of the player's intentions".

I will not do without example, because they are so important (not sarcasm). When the player fights the captain or leader, ordinary orcs have askotian property to appear from nowhere and be confused. And often, everyone is joined by any reasonable and semi-unified livestock: Oll Hai, they are trolls, Karagon, graces and dragons. You just understand with all of them and focus on your goal, how the arrow flies suddenly, and then the counterattack indicator lights up. "Your Mom is so like this," you think, and try not to spend time on the husk. This is where trouble come.

Control each beast is unique, but not always convenient. Especially when you play a dragon in missions with closed space. Everyone needs to be used to - the clumsiness and non-historicalness of the chips, the vigor of Karagorov and drunken flights of Zmiev.


First, the game often does not understand exactly what the reception wants to make a player - jump over the enemy, or ride him between the legs (in the case of a troll, through which it is impossible to jump, but Talion is trying so much!). Secondly, the conquest of the enemy (the root of the "circle"), the game often confuses with the movement, which is spelled out by pressing the "circle" - in my case, it is a freezing punch with a fist. Thirdly, the game often does not understand what kind of enemy are trying to conquer. Not only that conquest is triggered with a delay, so also on an ordinary stupid orc, instead of a broken captain! I specifically screamed today and checked. Situation: Two captain, one broken and stands closer to me, the second is aggressive and is a few meters further. Who is trying to conquer when the "circle" is squeezed? You understood ... It was possible that you could register adequate priorities.


The seventh blow - a ring for whipping?

The rest of the combat system also remained the same. Talion is able to wave a sword, parry blows, carry out powerful counterattacks, jump through enemies, tame the beasts, and free to break everything that is destroyed. Mechanics - the unchanged "Arkhemskaya" series of adventures of Batman, with all its features, seasoned with an additional layer from the subordination of the absorption and instantaneous execution. There is a bow at the hero, with whom he is virtuoso drawn, thanks to the ghost of Kelebrimor, and can slightly slow down the flow of time, while it is aimed. Most talion techniques can be pumped and equipped with additional features: freezing, poison, ignition, increased stealth, shooting in jump and much more. Skills are very much, and to pump them all, you will have to pursue well.


Eighth strike - sudden madness?

More Talion can kill secretly, or to destroy the enemy, perched in the horror of the surrounding orcs. This mechanic, secrecy, is implemented in the "shadows of war" as exertically as in the "Mordor Shades". It exists for additional diversity, several key missions and numerous secondary tasks. But in fact, it works rather not as a secrecy, but as a suddenness. It seems to me that it was that it was necessary to call it when translated. The fact is that when you carry through the entire camp on the elven speed, two dozen opponents shake you, and you sharply attack one of them - this is not a secret, but suddenness. Moreover, for a specific orc, which received a lethal dose of steel into the liver. But the game considers it secrecy. Thus, the tasks for secrecy + the time are solved by a banal run by the camp of enemies with the sudden destruction of several. And do not care what the dragon from the orcs about the three captain heads is happening.

The Mission Eltarieli seems to me the most interesting. And not because of the blonde elf, but because they show the stories of Nazgulov. Let not much as I would like.


Nevertheless, despite the exhaustion, I would even say the caricature of secrecy, clumsy moments in the combat system and a tightened story, the "shadow of war" played very cool. The project faces naturally, and its performance on PlayStation 4 is extremely happy. Good range of drawing, pleasant animation of enemies, steep original voice acting, stable personnel frequency, only occasionally allowing himself a little sir. On the usual console. All sorts of mechanical flaws in the best traditions of Assassin's Creed have already entered the games with an open world and Parkur, which pay attention to them, but no longer angry as before. We are talking about the character when the character clings for an unnecessary ledge, refuses to break the fingers and jump, clings for some kind of invisible texture and so on. It's all here, as in the first part.

Ninth strike - Vsevlosti, uniting mordor

On the network, the game also works properly, and the types of Internet interaction here are three: performing tests (including premium gold), revenge for other players, and the siege of their locks. Tests are changing daily and easy to perform, revenge on the network does not differ from the usual Vendetta, as well as the siege of the fortress almost identical to local: we have to get to the throne room and plunge the Lords of Land. The player, in whose world we invade, does not suffer from our actions! As well as we are from the actions of others. Just for Fun, and for the sake of military trophies, for each thousand whose chest with bonuses is provided. The network is also a great way to find a lot of legendary equipment.


Finally, I want to say a little about the trophies ќ Platinine Cup in the "Mordor Shades" I took for 38 hours. In this game, I already at 60 o'clock, and still remained unsolicited trophies. There are only a few, but I don't want to grinstit them. Hypothetically, during this time it was already possible to get platinum, if not being sprayed on the extermination of captains, complete domination in all locations, and network tasks. If you buy gold chests - so exactly. But do not forget that the orcs in the "shadows of war" are a sublore bastards, and often betrayed. This fact applies to legendary fighters from purchased chests, so think twice before pouring additional funds.

In the gloomy way!


Tenth Strike - Ring worthy of a new lord

"Mediterranean: Shadows of War" is a worthy sequel "Shadows of Mordor", the free statement of Monolith's events, which remained lost between the "Hobbit" and the "Lord of the Rings". The game world has become more common and rich, the Nemesis system brought to a qualitatively new level, the gladiator battles between the orcs and the seizures of fortresses added diversion to the gameplay. However, without a spoon, there was no way: the story is felt tightened, the control of Pott is the same inconveniences, which is in the original, and the path to the true ending is similar to the slow defilingation of naked through a thorns, in which the jack of the furious OS is hidden.


The review is written in the digital version of the game provided by the publisher.

The game Middle-Earth: Shadow of War Based on the novels of Romanov Tolkien. Events unfold to the main story "The Lord of the Rings"However, they have a direct connection with it.

The game has continuity of books, but the main inspiration comes from Peter Jackson films, especially with respect to the appearance. This is a clear creative choice, given that many love the filmization. However, Middle-Earth: Shadow of War In some places, canon, familiar fans on books Silmarillion or "Lord of the Rings".

Below will be considered the main points that do not fit into the overall plot. Of course, there are spoilers.

Temporary line

The history of "shadows of war" is concentrated at the fall of Minas ITIL, the last Gondorian fortress near Mordor. After the fall of the depth of Numen, the co-founder of the Kingdom of the Gondor, along with her brother Anarion. He created the bastion of the new kingdom on the top of the mountain adjacent to the Mordor. After the fall of Numenora, Sauron returned to Mordor to restore forces before in the end, to carry out his invasion of Minas ITIL in 3429 V. E. (second century). Gondor lost the battle, and Sauron renamed the fortress in Minas Morgul. The city was captured by Sauron's forces thousands of years before the events "Hobbit" and "the lord of the rings", as well as "Shadows of War"If it went. The game radical changes the main timeline about the near lands of Tolkien for thousands of years and effectively reduces the importance of one of the defining moments of the Gondor.

One ring

IN "Silmarillina"Tolkien explains that Sauron himself faked "a single ring" and taught him the methods of Elegion's elves, which created seven (for dwarves) and nine rings (for mortals). Coeberibrimbor, who was one of Eregion's elves, created three rings (for elves) on their own, without Sauron's leadership. So, the rings were never corrupted by the dark Lord, which meant that Sauron could not control the elves, without spoiling their rings. Nevertheless, three were still bound by the fate of the "single ring", like all other "rings of power". When Frodo destroyed a single ring in the "Return of the King", the power of three rings also decreased.

The story of the "Ring of power" is vital for the stories of Tolkien, and in particular for the trilogy "Lord of the Rings", but the game violates the essence, changing the creator on Kelebrymbore. In the game, Kelebebrimbor created a "one ring", which made it possible to dominate the dark lord and all other rings and, thus, questioned several aspects associated with the ring. If Sauron did not create a single ring, his soul is still connected to him? In addition, it is illogical to believe that Talion and Kelebrymbore could create another ring of strength, which would be invulnerable to Sauron.

Nazguli

Nine rings who worn people tied them with a single ring and, therefore, with Sauron. They succumbed to the power of the rings and in the end were enslaved by Sauron as his servants of Nazguli. Nazguli consisted of nine great lords of people, one of whom was Khamul Eastering, and the other was the King-Correction of Angmar. Three were still people from Numen, although their names were never disclosed. Never was indicated who was still among Nazgulov in books and films, and this is exactly what is used "Shadow of War".

The game overwrites a story and argues that Isildur (Aragorn's ancestor and the second king of Arnor) was saved from death - after the arrow was shot in him and immersed in the river - and received one of the nine rings of Sauron. The ring saved his life, but instantly turned him into one of Nazgulov. It did not happen in the books or in the cinema. Moreover, the game also mistakenly suggests that Helm Molotoruk (the former King Rohan) and Suladan (Haradrim, mentioned in "Return of the king") There were two more nazgulti. Talion became the fourth Nazgul in the final of the story.

We looked at 15 big differences between books.

Visual evidence of how hard people and elves get along with orcs.

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For the forces of good in the Mediterranean, there are heavy times ... Yes, again, and when in the Middle-earth, it was generally calm? Gondor in the fire, MORDORS SURCIALLY THERE THERE TO THE MINAS-ITIL, and even Nazguli attack this fortress - after all, there is a Palantir in it, and he really needs Sauron. The garrison realizes that the resistance is meaningless, but collects the last remnants of the martial spirit and keeps, desperately hoping for his profog.

Not far from this stronghold the main characters Middle-Earth: Shadow of Warfinally, the new Ring of power was formed. Only with it can be saved by Minas Iitil and defeat Sauron. But, as usual, it is not so simple to subordinate it. To start, it would be nice to take a ring at the Shelob ... Oh, do not ask. The real horror is going around, the reasons for him - a breakdown, and to get enough of the celibrymbor colebrambor's demoborem.

Middle-Earth game trailer: Shadow of War, filmed with the participation of actors.

Everything is old

Three years ago Middle-Earth: Shadow of Mordor There was a game of average advantages. Its open world did not shine neither the form, nor content, but a unconvincing story campaign and the same type of suspenses passed to the end only the most patient. But each first admired the Nemesis system. She invisible threads associated protagonist and enemy commanders, and those with relatives, creating unique events and stories. In continuation, the developers promised to multiply successful finds of the original and get rid of annoying elements.

Despite this, in a huge first act we, as if a negligent schoolboy, we repeat the program of the past academic year. We are allowed into one of five seamless areas for which we walk without restrictions. We liberate the tower from the whims of Sauron, inspect the surroundings in search of collectible objects and, of course, track and kill enemy captains. Nothing reminds?

In the hunt at Middle-Earth leaders, also did not advance. We again dive into the ghost world to identify the enemy, or we are looking for information about it in different parts of the card, after which you are preparing to attack. We have many approaches to the creative tanks of the enemy - but nothing new compared to Shadow of Mordor is not observed in them. Lovers of the battles can still chop up with dozens of orcs, not having a clear plan and knowledge of their commander. Proponents of secretive passage are still free to arrange sabotage families with the last part of the methods.

Meetings with warlords happen even besides your desire. Some of the leaders are freely moving around the map, others are wanted specifically for you. On the sound of clanging swords, commanders are regularly resorted to nearby. A couple-triple of such reinforcements at the beginning of the game - and the chances of carrying the legs alive sharply down to zero.

The orcs who killed you are traditionally moving through a career ladder. Private become captains, and experienced leaders receive higher status, and then legendary warriors. Such an order of magnitude is stronger, they have at least one unique ability (self-treatment, a powerful attack, and the like), but also a reward for their murder grows significantly.

True, it is not necessary to kill the offender. It can be finished with conifers or your friend over the network. In Shadow of War, the orcs are much more actively engaged in each other. Most of the minor tasks are devoted to their rivalry, and Talion in them often acts as a simple observer. However, no one forbids intervening in disassembly and put everyone.

If you did not play the first part listed above the items are hardly grieved - this is the same giant space for tactical possibilities! But for familiar with Shadow of Mordor, the first act may be painful, because these tricks they have done hundreds of times. Tip: Just suffer, it will be better. In the meantime, enjoy the plot - it is here much richer for events and unexpected turns. Sicvel has noticeably added in harmony of history and in the formulation without losing the nevertheless connection with the original.

Everything is new

The promised improvements in Nemesis is visible even at the very beginning. At least levels of captains are hinting at them, just like Talion. The only difference is that they do not change without our participation. So, if an orc heard a threat from us, it will be ingenected and immediately gain a pair of levels. And the defeated, but not killed will be disgraced and will lose the same.

Experience is a key concept in Shadow of War. The strip of Talion's experience is growing in battle, and after the end of missions, tests, finding artifacts and other activities. We still get the skills on each level, but the pumping system is completely different here. Now the abilities are sorted by type - distant attack, taming animals and so on. In addition, each appeared three modifiers that strengthen the skill or add a new effect.

Thanks to such a system, the player can configure the character differently - and the combat system due to this is transformed beyond recognition. In addition, modifiers can be changed even during the battle, selecting the combination of enemy weakness. Suppose an opponent's intolerance to poisons. We buy an appropriate modifier, and from now on the touch of poisoned weapons will deliver terrible suffering.

The equipment system also changed - now we are equipping Talion to all, from swords and onions to armor and raincoats (the latter are responsible for secrets). Where does all this take? Yes, from the same commanders and falls, and the value of the subject directly depends on the level and status of the deceased. By and large, only therefore, it is worth chasing high-level psychopaths throughout the map. And, of course, to test your strength.

From the orcs with treasures and other dangerous beings, also sometimes fall out valuable things. Including gems - alternative to runes from the first part, increasing the performance of the equipment. Such stones are three types, each with five power levels. You can also pump them. To do this, we combine three identical gems and get stakes with the rank higher. This simplest technology gives a serious increase to the health and strength of attacks, and also replenishes the wallet.

By the way, about money. In the world of Shadow of War, still in the course of silver Mirians. In the local store they give chests with equipment (which specifically, determines blind lots) and associates (about them below). More rare goods sell for gold, that is, for real money. The good news is that the microplates are unobtrusive, and without them it is easy to do. Moreover, the developers argue that all the "premium" objects of the player will sooner or later be able to get themselves.

You are my friend, I'm your enemy

The same captains from the uninterrupted source of equipment become valuable allies. An example from our passage: We have recruited a morally broken leader with the help of a rings of power and sent to the aid to the enemy commander - the one was able to fight with a sworn enemy from the same garrison. At the appointed hour, they agreed in the fight, and when both had enough weakened, we subordinate them to both. That is, two actions got three spies in the fortress, which was going to capture.

But even if we subjugate all commanders (and nineteen) from one stronghold, it does not guarantee a successful assault. After all, on the next step of the hierarchy, leaders are waiting for us - the orcopy fortress is the most close to the ruler. Each of them is responsible for a definable defensive strengthening: gates, walls or towers. The sabotage will not work here, the problem is solved by murder or recruitment.

But how to get to the leaders? The most difficult, but fast option - to lure out of the shelter, killing the right number of his soldiers in a certain way. But then he will fight along with his Captain Bodyguards. From here, it follows the second option: to pre-eliminate the guards or replace them with your own gender, which at the right moment will ride the knife knife in the back.

Ultimately, the more carefully you prepare for the siege, the more your soldiers get to the gates of the fortress. And similarly, the more commanders will remain true to the forces of evil, the stronger will be reversible. But, regardless of these variables, the tasks in each fortress are the same - capture the control points and overthrow the ruler.

But for a long time to sing in the conquered forte, it will not be possible - sooner or later the enemy will try to repel it. Here you already have to show the wonders of defensive tactics. It is necessary to choose improvements to protect the fortress, buy them for silver, appoint leaders and issue every zone of responsibility. The competent selection of the ruler will also not hurt - and do not forget to invest in his guard, these investments will pay a hundredfold. In addition, the commander can be quickly pumped to the level of talion, exposing it to the arena against AI rivals. The progress of the wards will grow the power of the fort. Finally, when the attack starts, do not hurry to go beyond the walls. In addition to obvious security, here you will have more time on maneuvers and decision making.

However, even without defeat, in a large-scale battle, losing everything in Shadow of War is very easy. The orcs are insidious, the faithful associate once may move. And Polwy, if one of the warlords woken from the spell, who is now craving for revenge. It is terrible when the chosen ruler of Fort is betrayed, - here it remains to blame only. With us, this happened twice, and both times had to reject entire areas. Fortunately, in almost every fortress and the region, the game allows you to skip the preparatory stage and immediately go to the assault.

Technically, the retention of fortresses is post-game content called "Shadow Wars." After the final of the story, Sauron's army come for you and a full-scale war begins, with pumping fortresses and warlords and other joys of hostilities. That is how the developers decided to answer the claims of players to the sudden final of the first part. Affairs is really a lot, and before the full conquest of Mordor you can spend dozens hours. Of course, if you do not invest money in the game. It is in this part of the game that you unobtrusively begin to push to buy premium chests with the coolest melt and allies. Without them, you can go through the game - as the developers and they said, all these items you can get and without money. It just takes several extra days. Or weeks. And the purchase of premium chests will seriously save your time.

Why spend money if the final has already passed? Very simple. Only right the passage of the final (that is, the conquest of all Mordor) will bring us on the so-called real ending that will connect the event of the game with canonical text "The Lord of the Rings."

Attention! This article contains a lot of spoilers. If you want to enjoy the plot of the game and find out all the versions of the ending yourself, we recommend that you close this page.

Scene game Middle-Earth: Shadow of War

In the legendary of the Lord of the Rings, the gap between the loss of the Hollum ring of the All-Russia and the invasion of Nazgulov is described shortly shortly. We definitely do not know what happened in those days in Mordore - and it opens up in front of the developers of the game Mediterranean: the shadow of the war is a lot of opportunities. What if Sauron had another sworn enemy, whose nonuse struggle and self-sacrifice saved Medievable?

Talion

Mind Hero Middle-Earth: Shadow of Mordor returns. Captain scouts of the black gate, killed by the ordeal chief of black hand, did not accept the death itself: Talion found a way to take revenge on the killers of his family and now she is ready once and for all to end the source of evil by challenging Sauron himself. Or, at the end, die, trying to make the world better.

The history of Talion's life is the story of a man who survived the terrible tragedy, but did not surrender.

The plan of the Talion is simple and at the same time rated. Thanks to the help of Kelebrumbribor, the former tracker was formed by a new ring of power, deprived of the shortcomings of the former creations of the Blacksmith and not obeying Sauron. Perhaps the forces of the news-drawn ring will be enough to unite the mordor under the banners of the light lord and forever destroy the evil Barad-fool forever?

Kebeberibrimb

The Spirit of the Elf-Kuznez, who created the rings of power and deceived by Sauron, losing, but not left to the end, still acts at the same time with Talion. Kelebebrimborg, while lifting the mordor on the fight against the Dark Lord and the victim defeated, skeptically reacted to the idea of \u200b\u200bTalion to create a new ring and the story of the army to conquer Mordor.

Sauron executed all his relatives kebebebrumbers in his eyes, and then killed Kelebrymbore himself with his forge-sided hammer. But the fate of Kelebrymbore was chained to the ring, and he was doomed to exist in the appearance of the ghost until it was destroyed.

And yet, the elf decided to try. What if he really can not find peace without trying to once again deal with the consequences of the mistake committed several hundred years ago? With a new ring of power, Talion can exist separately from Kelebrymbore, but unfortunately, not everything is so simple. One very powerful creature has its own plans for the ring.

Shelob

The ring seized the last child the Unngaliant, which appeared in the Mediterranean even to Sauron - Pouchikha Shelob, who appeared before Talion and Kelebrimbor in the guise of sinister beauty. Shelob was revealed by the vision: the army of the Light Lord, which struggled Sauron, did not stop at Mordore and won all the Mediterranean. Pouchikha did everything to not give this vision to come true.

MORDOR should not have been defeated, and for the good of the whole Mediterranean, she managed to achieve a temporary waters between the Dark Lord and Talion.

Shelob returned Talion Ring of power, but never was completely frank with his temporary allies. And yet, in one child, the Unngaliant did not lie: she in fact need to be bought with the Dark Lord: Solob and Sauron were old and close friends. One shot of Shelob decided to kill two hares: to neutralize the threat to the Mediterranean and bring personal accounts.

Sauron

Clearny Dark Lord, who lost his rings of Vsevladia, leaves no hope for the conquest of the Mediterranean. In Shadow of War, Sauron acts as a formidable figure, looming somewhere against the background: Hispillers are served by Nazguli-KLAGERS, obediently acting orders of Mr. Without his ring, Sauron is not able to leave the limits of Bararad-fool - it greatly simplifies the task of Talion.

Sauron has an army, he has Nazguli, but his true power is that he knows the weakness of his enemies.

Nazguli are stronger, but Talion and Kelebrimbore are an unexpected ally: Elven warrior Eltarial. Queen Galadriel's emissary, she was hunted without tired to Nazglov and tries to delay the fulfillment of Sauron's plans, again and re-casting his soulless servants back to Barad-Die.

Eltariel

Messenger Galderiel does not know the mercy, but over time, Eltariel begins to think, whether its task is fulfilled in principle. Beginned at the time of Nazguli returned again, as if nothing had happened to the orders of their own lord. At best, Eltariel only holds back evil, not giving him to penetrate deeper. Is there any way to solve all problems at once?

Not in all fights, she wips up, but even in case of failure, Eltariel managers to avoid death - and the hunt continues.

What Eltariel cannot - can Talion. With the help of a rings of power, skillful possession of the sword and such a mother, inserted the tracker at the head of the army, it is possible to save one of Nazglov from non-life. The subordinate ghost of the ring could seriously help in the conquest of Mordor, but Talion decided to save the ancient king from new torments. In vain.

Middle-Earth's ending: Shadow of War

The Humanism of Talion does not find support from Kelebrymbore and Eltariel. A new alliance is created right at the site of the destruction of the ring: Kelebebrimbor offers the elven warrior to become his new extensive, pick up Talion's rings with a talion's rings and throw out Sauron together. Great idea, but Talion clearly did not appreciate it: without five minutes, the conqueror of Mordor lies on a cold stone, bleeding and preparing to emit the spirit.

Quietly die and throw the Mediterranean on the mercy of fate? Not today. The Shelob's vision-free, Talion is solved on extreme measures and seizes the ring of destroyed Nazgul. Now he is one of the ghosts of the ring, albeit that preserves the freedom of will. The Celebrimambra and Eltariel, who was not crowned with success, Talion will try to restrain the attacks of Sauron as long as possible, winning time for the whole mediterrane.

Kelebebrimbor and Sauron, being equal in force, clung to the endless battle on the top of the Bararad-fool, turning into a non-moving fiery eye.

From now on, Talion is fighting Sauron from his stronghold, Minas Morgul. Sooner or later, he will succumb to the influence of the ring and turn into a Nazgul, but while the will of the trafficking will still have a chance for the mediterrane. It is enough just until the end of the fourth act. The true ending of Middle-Earth: Shadow of War you can see in the video below:

May scare up new players with an abundance of various menus and skills. To help beginners to deal with all this variety, we have prepared a special guide, which contains six key tips to help you easily join the gameplay and get more pleasure from passing.

Automatic selection of objects

In Middle-Earth: Shadow of War You will have to assemble various subjectswhich can fall out of enemies, or simply roll somewhere on Earth. At first, problems with the selection of such items do not arise, but as this task is becoming more complicated. To simplify the gamers life, the developers added to the game the possibility of automatic selection of items.

Unfortunately, in order for talion to automatically select items, you need to pump the final ability in the "ghost" tree. You may seem that in this tree there are not enough useful abilities, but believe us to simplify the passage, it is better to develop the "Ghost" skills in the very first.

Setting up user interface

The user interface in the game includes a huge number of different tips and badges, which is why the battle with the platoon of enemies can be confused and losing control over the character. Fortunately, you can independently configure the user interface so that only important items for you are displayed on the screen.

For example, the buttons for a block or evasion (triangle or x), glowing in the battle of an attack (triangle or x), are superfluous. In the game, there is a special function that, if you like to get damage, glows (red means evasion, and the white block) and warns you of danger, and therefore unnecessary buttons for this mechanics are not needed.

Focus on plot quests

Most fast way Unlock basic skills - performing plot quests. In addition, some skills can be discovered only if there is one or another plot task, and therefore first focus on them.

As you pass, you can also perform third-party quests that mainly help faster to get special stones to improve weapons and armor. Of course, the story campaign in the game is quite quickly, but after it you can more confidently and easily engage in submission of the army of the orcs under its control.

Learn to steam quickly

As soon as possible, learn how to quickly fend off. Try to block the attack, shy or parry the blow immediately after the appropriate warning lights up.

At a certain moment of passing, you will meet enemies, to parry the blows of which is impossible. In this case, use evasion. In any case, when performing a series of combo attacks, you first think about your defense. Do not think that you can always make another blow before you get damage.

The orc commanders will often run away from you if you feel danger. In this case, you already have an advantage and achieve the enemy in such a situation always easier than in the battle with the whole army.

Select to leaders gradually

At the beginning of the second act, you can manage any leader in the fortress, ranging from the usual captain, ending with an elite leader. If you feel confident in battles, start with the mid-level captains, gradually selected to the main leaders. After you capture a few captains, the leader will lose some of their strength and will be easier to win it.

If suddenly in battle with a mini-boss you fail, you can always take a few hours to improve your skills and weapons, after which it is re-attacking one or another leader. Do not hurry to destroy the leaders, forgetting about the captains. Separate to them gradually, making the army weaker from the inside.

Explore territory

Do not rush to immediately pass all the tasks for a critical short period of time. Explore the terrain, passing along the way with random enemies. Any battle will affect the development of the character and strengthen its abilities. Just enjoy the passage using all the mechanics invented by the developers.

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