QUICK TIPS ********** ALIEN FIRES ----------- 1. This game is essentially about locating Kurtz and the Time- Transportation device (however, in the actual game it is called a Time WARP device. Something that is a bit confusing towards the end). You do not achieve this goal with lots of finesse or even elaborate problem solving. ¥ you do it by being larger and carrying bigger "sticks" than any of the characters who might get in your way. In that sense, this is more or less a sci-fi Bard's Tale with one character and a much less than satisfactory combat system. (I picked up all sorts of items along the way- passcards, remote control units, signs, etc. -that I never had any use for at all.) You therefore have a decision to make from the very beginning: do you develop your character slowly over time, getting killed a lot at first but achieving the satisfaction that you EARNED the good character? OR do you hack the game from the very beginning- starting out with a decent character? I warn you- if you want to develop your own character, you'll spend a lot of time on the first few levels getting killed and re-booting your machine (thanks to the fact that Jagware didn't put more sophisticated save-and- continue and restore-and-continue commands in the game). If you do want to edit your character, however, it is VERY possible. Thanks to the Plink author of Super_Timelord.txt I have discovered how it is done. The 9th to 15th bytes in any character file contain your character's Fighting, Marksmanship, Diplomacy, Dexterity, Understanding, Tracking, and Quickness in that order. If you can get your hands on a binary file editor, such as Plinks NewZap, you can make your character as powerful as you like. The game is much less frustrating this way. 2. The other difficulty with this game is mapping- which is a nightmare. Unless you are VERY experienced at mapping and have a LOT of patience, I suggest you put aside the normal graph-paper and pencils and use this method: Every time you enter a new room, note the room color (ie- Dark Pink, Red, Light Blue), the number of doors in that room and the directions in which those doors lead. Draw a room that is approximately the shape of the room you are in on a piece of paper and lines away from the walls to represent doors (in the appropriate directions). Move through a door, connecting the next room through the line you drew and continue the process, much as if you were mapping an Infocom game. This method isn't neat, but it keeps you from getting lost, and I found it more than adequate for finishing the game. 3. There are three levels on the colony and then three levels on the space station. The secret to finishing the game is finding a ladder or elevator on each level to move to the next level, blowing away all hostile aliens that get in your way. 4. If you have questions about something in the game, I find it helpful to ask friendly characters (Angel, Jessica, etc.). They can often help you, but of course they aren't available on the advanced levels. In general, any time you meet a character, look at them and ask them who they are. 5. Any time you encounter an item, look at it and take it. The GUM MACHINES are an especially helpful item because they restore your hit points. There is one on every level (after the first)- and it is usually near the entrance to that level. Beware, however, because if you have low Understanding, you may be poisoned and die! 6. The most important rule for this game is...SAVE OFTEN. I know it is frustrating to continually be re-booting (you shouldn't have to) but the odds are you will die at least once on every level (unless you edit your statistics to astronomical heights). ARKANOID -------- On the UK version if you press 'F3' to start a one player game instead of 'F1' and press 'F4' to start a two player game instead of 'F2' you get to play an additional 33 levels which are not present in the Arcade machine. BATTLETECH ---------- MONEY:Probably the biggest factor in the whole game is money. No money, no skill, no mech, no chance. The more cash the better equipped you'll be for combat. Every five minutes or so your account is boosted by fifteen credits as ma and pa robot decide it's time to give some more of your allowance. Don't hang around !! Initially invest in a low risk account and then move onto the intermediate one. Do this for a few hours and you'll be counting the wads, around 350,000 of 'em. TRAINING SCHOOL:You'll not get far without any training, and the first thing you need to know is how to defend yourself. The important basics to learn are knife fight, rifle and machine gun, as these are the only weapon skills you'll find yourself needing. Stop off at the mechit-lube and take up an apprenticeship. I know that it's expensive, but it enables you to patch up a battlefield mech, and take it in for a full repair and slap another member of your party inside. When it comes to combat training, try to move around as much as possible and overheat as little as possible, and aim for speed on all the missions as this contributes to your overall mech skill. Medical skill is also a worthwhile venture; it'll also make sure you stay in the game longer. WEAPONARY:Start off with a machine gun. It takes quite a few hits to kill a human and has no effect on mechs whatsoever - but, still, they're relatively cheap. Later on try to get hold of a Laser Weapon; I recommend the inferno best of all. One shot disposes of 90% of humans and Inferno Fire will overheat a mech, giving you time to flee. Whatever you do don't hang around taking on a twenty ton mech with a hand held SRM - it just doesn't work. Equip yourself with a forty point armour, it normally prevents any damage to the person in a typical combat round. MECH ETIQUETTE:First and formost, with the lump of cash you should have by now, any mech you own should be customised at the mechit-lube, extra lasers and armour always come in handy at the expense of jump jets and missile launchers. Never rule out kicking, more often than not it proves to be invaluable when a mech is close to shutdown. Always try to face an attacking mech, all it could take is one hit with a small laser to the back to knock out half your arsenal. ADDITIONAL HINT'S & TIPS:On about the seventh training mission the city is invaded by Kuritans. Whatever you do don't fight back; turn tail and run into the ruins of the city. If you make it head for the exit at the south end of the eastern wall. Once you're there hit flee. Afterwards, head north-west-north until you reach the starport. Buy some civillian clothes and infiltrate the Kuritans coronation to find out about your mission. DUNE ---- Firstly, if you want to complete the thing you should aim to have all Harkonnen Forts wasted before day 100. If not, the Emperor will get greedy and ask for too much spice and you will soon run out. On my first game I got that far and ran out of spice. On my second I completed it in 87 days and here's how to do it. 1. Visit the three sietches and do what the characters tell you, take your time until you find the communications room. 2. Once you're sending spice to the Emperor go and find some more Fremen and get them to mine spice. If they say no, come back later. 3. When you go to meet Chani you have to take her outside and wait for night time and um, well... you'll see. 4. Go and meet her father and then forget about all this ecology crap. Planting vegetation is a waste of time as it just destroys spice mining so don't even think of using it against the Harkonnens as when you move in you'll need some spice to mine. 5. Once you have about 15 Mining troops make all the ones you meet after that do some army training with Gurney Halleck. Select a Sietch next to the Palace and move Gurney Halleck and all troops to that position to train. Go to the village in Fish's mouth and buy most of your stuff there, then when your troops are at expert level tell them to search for equipment. 6. Don't drink the water of life until your Mother tells you. You have to wait for her to study it while she's in the Palace, you can't take her out to visit a water bearing Sietch like I tried to do for about 3 hours. 7. Don't attack any Forts until you have 9 troops at expert level with Weirding modules, lasers, and Krys Knives. Once you've found a few Forts, move all 9 troops in and you should get no casualties. After wasting a fort go and visit it to get the slaves on your side. 8. When all the Harkonnen Forts are gone (Stilgar will tell you) just do what Thufir Hawat says and you'll finish the game with no troubles at all. MISCELLANEOUS. HINTS 1. There are NO Harkonnen Forts below the Palace, they're all at the top of the planet. 2. Visit the status screen (the globe) regularly to see how well you're doing. 3. When you're not doing much either go into the desert and click on the wait option a few times or search around for more Sietch's. Just make sure Chani or Stilgar are with you! 3. Save the game a lot. FEDERATION OF FREE TRADERS -------------------------- HOW TO BUY ANYTHING ON THE BLACK MARKET FOR 1 CREDIT. Load the game. Enter the net. Type help, and get yourself an id number. Logoff the net. Press the backspace at the bay doors. Blast off into space, and find a spaceship for you to trade with and get his I.D. number. Enter the net, logon, and press T and return. You should be now in communication mode with the alien. Say hello, have a chat, keep pressing a key or whatever until he offers you some goods, such as Hypermint for example. At the prompt, straight after he has offered you something to buy, enter '1' (without quotes) and press return. He will say something like no chance, or sign off. logoff. Now everything you BUY or SELL, you will BUY or SELL it for 1 credit, even if you put 100 credits as an offer, you will still BUY or SELL it for 1 credit. This only applies to BLACK MARKET trading, it will not work at a planet or space station. Try it. press T and return to talk to the alien again. Say hello, keep pressing a key until he offers YOU something. eg, Eh Guvnor, I have some business, do you want to buy some excellent Bath towels ?? I couldn't let them go for less than 1100 credits, what do you say ? Now a prompt comes up again as normal. >Y Enter 'Y' as above and press return. He will now say something like 'You have been done mate' or 'Thanks, bye' Look at your inventory, and at the end you will see 'TOWELS', now check your credits, and you will see that you have 149 credits left. HOW TO SELL ANY OF YOUR GOODS FOR LOADS OF MONEY Now here is the clincher, how to get rich quick using the above method. press T and return to talk to the alien again. Now keep at him until he offers you something. eg, Listen, I'm a businessmen and I have got some Exquatle Hypermint that I couldn't let got for less than 2000 credits ? Make me an offer. Enter a large number, larger than the offer above, say '200000' and press return. He will say, you have insufficent funds, and logoff. Now when you BUY or SELL anything, you will be buying/selling it for '200000'. It is like a counter, that the programmers have forgot to reset so that you can make it equal anything, is it a bug or what ? Now, press T and return, to talk to the alien, make certain that you have got something to sell. Keep pestering him, until he says something like, 'Have you got anything to trade'. Tell him what you have got, say 'BATH TOWELS' for example. Now he says something like, 'name your price' Enter 10 and press return. It doesn't matter what you enter, as it is set at 200000 anyway. Now logoff and check your credits, you should have something like 200149 credits, wow, go splash out on all that new weapons and stuff. BUT DON'T FORGET, IF YOU WANT TO BUY ANYTHING OFF OF HIM, YOU HAVE TO GO THROUGH THE TOP ROUTINE, TO GET THE COUNTER BACK TO 1 CREDIT. The top routine, is only to be used in BUYING, as it is no good trying to buy something, when it is set at 200000 eh ?? Likewise, the bottom routine is only used for SELLING, as you are a bit stupid if you try to sell your wares for 1 credit !! I hope you have understood the above method, fi you haven't, you want shooting !! Anyway, it makes FOFT easier to explore anyway. HARLEQUIN --------- 1. Using the Space Hopper on water will allow you to skim across the surface without drowning. 2. Watch out for hidden bonuses located at the following indicators: The first Tower's clock face The clown's noses in the Learning Curve The taps in the Sewerside The trees and flowers in Cutesy Land The pipe openings in the Organ Chamber The ace of heasrts playing cards in the House of Cards 3. Don't stay in the straws level too long. When the timer runs out, the credit tokens disappear and aren't regenerated. However , if you grab as many as you can and leave before the timer reacher zero, when you re-enter the level, all the credit tokens should be back again. By doing this two or three times you should gain an extra life. 4. When falling long distances, use the brolly power just before you hit the ground. It may only save you a small amount of energy but every little bit counts. 5. Heart pieces are located in the Rooftops, Hell, Cutesy Land and Sheet Muzak. 6. Most levels change in some way during the game so always be sure there isn't an exit you've mnissed when you pass through a level which you have visited before. 7. Save your game frequently as it will take a long time to complete (roughly two and a half hours if you take the shortest route). 8. Any levels which have water are bound to have a fish power token nearby so don't venture near it without one. 9. Something might happen should you hit the right notes in the organ chamber. HERO QUEST ---------- 1. Play the maze several times to gain cash fast. 2. Save up cash to buy the crossbow. 3. Note that you don't have to be in the same room as the enemy to use the crossbow, you just need to have a line of sight to the target. 4. Don't buy the plate armour, although it gives good protection, it will slow you down. Buy chain mail instead. 5. Buy the tool kit for when things stand in your way. 6. A good way to keep your character healthy is to create the Wizard, making sure he has the water and earth spells, then when you start the quest cast the healing spells on your player and then send the Wizard through the stairs. 7. In 'The Rescue of Sir Ragnar' kill all the creatures on your way in so that the path is clear for Sir Ragnar to escape. 8. In 'Lair of the Orc Warlord', you'll find there is a very useful potion in the cupboard to the west. 9. In Prince Magnus's Gold', kill all the creatures on the way in, as you will be too wayed down by all your gold on the return journey. 10. In 'Melar's Maze' there is a magical item on the west side of the dungeon. 11. In 'Legacy of the Orc Warlord' your items are in the room to the east. 12. In the 'Stone Hunter', Borin's armour can be find up in the northwest area of the map. 13. In 'The Fire Mage' there is a treasure chest to the east. 14. In 'Race against Time' use the Southern door to get riches, or the Western door just to get out. 15. In 'Castle of Mystery', don't collect the gold, as it's Fool's Gold - and so worthless - and you won't be able to attack while carrying it. 16. Don't buy the shield because one can be found in 'Bastion of Chaos'. 17. Search for the Secret door to find the holder of the Star Of the West. 18. Use the spirit blade when fighting the undead, as it is very powerful against them. 19. Kill off the Witchlord's henchmen with the crossbow before you attack him with the spirit blade. 20. Th Th Th Thats all folks! HORROR ZOMBIES FROM THE CRYPT ----------------------------- LEVEL 1 In the long room with headless lady ghosts, push joystick up to enter a secret camber behind a certain painting LEVEL 2 Outside the main doors of the manor move right to find a green key in the gaveyard, guarded by invulnerable Horror Zombies! To get past thesemonsters you must find and use the potion witch is located on the right-hand edge of the roof. The green key needed to trigger a magic cloud, enabling you to get past the broken drainpipe. Jump ON the flag LEVEL 3 Password: Hammer Use Crawl to move undertected beneath some Vampires (Useful for avoiding skeleton's arrows too!) Sorry! the only way out of dead end chambers is to commit suicide. LEVEL 4 Password: Lugosi You need to push a table from a room at the top of the first ladder encountered and jump down immediately after it. Puch the table left and use it to get the green key past the headless lady. LEVEL 5 When you first get out onto the Chapel roof(through the door at the base of the large creeper), move left (avoiding vampires) and shoot the monks, retrieve green key, and continue left. Puch the joystick forward five spikes in from the next room and you'll move into a secret area to retieve an extra life. There are three chests in the Chapel tower. Only one of these activates the magic cloud - it is the one in the lower right corner. LEVEL 6 Sorry, no tips for this level!! JOAN OF ARC ----------- DEFENCE OF THE WALL: As soon as the screen changes start pressing fire to launch rocks. Use oil when time is short or when two or more enemies are coming up the same ladder. Even though it says that oil is limited, there are at least five cauldrons at your disposal. ENTRY INTO TOWN: As soon as the screen has loaded push right and keep pushing right until the end. When an enemy appears keep fire pressed until he is slain. Release fire and your man should run straight up the drawbridge. Repeat this until you get into town. ATTACK ON THE WALL: Push the joystick forwards as soon as the screen changes. Keep pushing forwards until the wall is taken. Use the fire button to ward off the rocks until the top is reached. GAME STRATEGY: At the start of the game ORLEANS must be taken. Select Start A Campaign and then displacement to move north into Orleans. here you should encounter your first battle. BATTLE WARFARE: Hold your ground and wait to be attacked. As soon as the enemy move, shower them with arrows and then with mortars. Move your troops forward to protect your archers and send your cavalry out(they are likely to be killed). While your troops are fighting, remember to fire your arrows if the remainder of the enemy moves forward to attack. On the defeat of the enemy, choose Offensive and attack Orleans. Use the 'Entry in to town' and 'Attack on the Wall' tips to succeed. After capturing Orleans move north east into Champagne and take Rheims to crown the king. After the coronation move north taking each town in every province until you have reached the northern most province. Sweep anti-clockwise until each province has been taken. Joan's army soon becomes depleted; choose Royal Army and then modification to top up her army. About 2,000 archers and 3,000 troops are enough. To pay for this collect the tithe in September but forget about the other taxes. This will avoid any uprising, but means that you will have to ransom some hostages. Choose Diplomacy and then Liberation, deal with Henry VI and use Regnault of Chatres and Tremoille as ambassadors, the meeting place does not really matter. R A N S O M D E M A N D G U I D E L I N E S Duke of Bedford $4,000,000 Duke of Warwick $2,000,000 Duke of Gloucester $2,000,000 John Talbot $1,000,000 Count of Suffolk $1,000,000 Cardinal of Winchester $1,000,000 Captain Falstaff $1,000,000 If you are really desperate halve the ransom. If your coffers are overflowing, execute one of them using the Royal Justice Menu, which will reduce the number of armies that Henry VI can control. Any French characters caught should be executed promptly. If there are no hostages when payday comes choose Helping Hand and kidnap one. Do not try for the Dukes because these attempts are most likely to fail. Remember to pay well - $20,000 is the right incentive. If Joan is caught, Richemont, War General is a good replacement. LORDS OF THE RISING SUN ----------------------- YOSHITSUNE Yoshitsune is more skilled at fighting than yoritomo, so at the start of the game make sure you have almost full strength and men before you try attacking anything. Your main objective now, because you are near maximum status, is to deal with your brother and to capture enemy castles. If you take over enemy castles, the enemy troops will have nowhere to recruit more men and all your brother`s men and land is yours if he dies. Your next job is to try and secure the eastern half of the island. To do this, take over all the castles and destroy or recruit all the armies on that side of the island. Now concentrate on the rest of the island. In Edo try to leave a general with the least siege abilities as he probably won`t need to siege castles anymore. Remember one general will do and if the general is at Edo, Nagoya will be easier to storm by boat. If you can send a general from Akita to Matsue via Aikawa you will have a good base from which you attack the western catles. Once you have complete control over the main island then you should be able to wipe out the remaining four castles on the 2 smaller islands. Don`t go for these unless you have a very firm base otherwise you will have to trek all the way back should a range trooper take over the castle. YORITOMO A great politician and strategist but try to take Edo first because it`s the only castle you won`t have to lay siege to take. if you`re lucky though, you may reach Toyama or Nigata before anyone else. The same rules apply to yoritomo as with yoshitsune: wait until you nearly have a full army before attacking. Be careful if you get into any fights, because you have a low battle skill and a smaller army with a higher skill can easily wipe you out. At the begining of the game try to avoid taking risks and instead concentrate on improving your skills. if you ever fight your brother and survive long enough, chase him on horseback, because if you slay him things can change drmatically. OVERALL Participate in battles as you tend to lose more men if you don`t. Chasing the general on horseback often leads to early victory as you can wipe out armies in one battle instead of at the end of the game, and once you`re confident it`s possible to do it every time: but do not engage in the siege sequence, because losing can be costly. The most important factor in battle is strength and long jorneys can weary your troops, so ensure they have plenty of rest before a battle. An army coming by sea will be tired but faster and more flexible, so meet them on the shore and the advantage will be with your men. Whichever character you`ve chosen, try to isolate the rest of the island so you`re more able to concentrate on attacking the enemy and won`t have to worry about defensive manoeuveres and precautions: but whatch out for the enemy trying to out-flank you. The islands will all be bitterly fought over, so ensure that your troops have confident stength before attacking. The islands are well worth going for though, because they are ideal resting places for a tired force and good generals can interchange their armies from island to mainland without meeting to many problems. The key to early victory is to recruit many more armies than your enemy, thus trapping him in a spiders web and gradually wearing him down (of course he can always try the same tactic on you, so beware). It`s important to have a strong hold on north and south japan, as a rogue force can wreck havoc and open up flanks, causing all sorts of problems. If you`re unsure of your force, avoid battles because he who fights and runs away really does live to fight another day. Ninja assassins may sound appealing, but only resort to them as a last resort and don`t send them too hard a mission because they might turn back and recognise you as the enemy. MEAN STREETS ------------ [1] Go to the Law & Order Office (NC - 5037). Shutting off the alarm is your problem. You don't want us to spoil your fun, right? Assumming you were successful in turning off the alarm, you can take your time turning things over (as the saying goes, "Leave no stones unturned"). Look for the all important memo. Ask Lee for info. Be generous with your offer. After all you got some extra money & ammos from the office. [2] Bribe Sonny Fletcher. You have to be a bit more generous with this guy. He's got a big fantasy about being Rich & Famous. You don't know where to find Sonny? C'mon... [3] If you have been really generous with your informants you should have no problem finding the man that will lead you to... [4] An aching head...It's worth it! You get to meet the Big Man...which leads you to a potentially hot & suffocating situation. Be sure to wear your gas mask to get out of that one. [5] You'll need the Green Pawn, Yellow Queen, Gray King, Black Rook, Orange Checkmate, Purple Knight, Blue Bishop & Red Stalemate to keep you from getting fried to the crisp with 1000 lasers! Just kidding, it's a lot less but you get fried anyway if you fail. [6] Take her for a ride in you speeder ala Back to the Future - 17. Oh and give our regards to President Michael J. Fox. MEGA TRAVELLER -------------- 1. Generate a party of characters which will eventually will be your final team. 2. There should be 15 spaces left on the disk. 3. Start to generate characters and keep them in the service they are in until they are forced to retire by old age. They willl now receive large amounts for retiring. They earn most if they are scouts, and are less likely to get thrown out of this proffession - they also stay in for more terms, which means more money at the end and also weapons and vacc suits. NB If you are faced with the option of surgery early on in the characters' service to restore an attribute, in about 2nd to 5th term, take the risk as they are still quite expendable. There is always only one such occurance in an career, if any, so if it can be 'over and done with' things will be easier in the rest of the career. If the character is older, however, he will have become more useful and should retire at the next oppurtunity, avoiding surgery. If when choosing your benefits, you select the same 'object' twice, always take a second (third...) object as it is useful later. THESE CHARCTERS ARE NOT WORTH RE-ROLLING STATS FOR It is however, useful to boost stats during service in preparation for old age decline. Too low a statcould result in death, and that would be a shame. Don't bother about useful levels either, they'll only be wasted! 4. Fill the rest of the character pool with these rich crumblies. 5. Start the advcenture from scratch with one of the original members of your party and four of the crumblies. Go to the Starport and get everybody to deposit all of their money into an account. 6. Go to the general store and make the crumblies sell all of their equipment (including armour and helmets), unless there is anything useful (in which case give it to the OPM to keep), giving all the money to the OPM. 7. Take the party outside and break up. Arm the OPM and shoot all of the crumblies. 8. Go back to the starport, save out, and recruit four different crumblies from the disk, repeating the above procedure as many times as you like (just make more disks full of crumblies and switch them when all the crumblies on disk have died) 9. Build a healthy wad of cash. When you get bored of this legacy-hunting, just recruit the other OPM's and continue play. POWERDROME ---------- OVAL : The secret with this track is to use as musch afterburner as possible, but without blowing up your engines. Keep your eye on the temperature gauge. This track is fairly wide, so switch the centering field OFF and pick up speed. Go around as fast as you can. ANTACORP : A difficult track. Turn the centering field up to four or five, which will put you in the middle of the course. When you go through the underground chicane, hold down the right shift key. This will take you through the vertical scanner without slowing down; then straighten. CLORTEK : Shortly after the start line, you will encounter a trench. Don't waste your time flying through it; just go over it. When you reach the pressure gate, which is around half way, don't slow down. If you're going to crash into it then slow down. Hopefully this won't occur, but in this instance its no use fighting the consequences. When you come out of the exit, switch the afterbunrers on. Go for speed on this next stretch. OTYAKA : It's main section's underground, very dark and at first quite difficult. The track careers from left to right so turn the centering on at around level five. Once you emerge into the open, you'll come across a nasty right hand hairpin, so hold down the centering key again. This section takes some practice. BANZAL : So name because it really is the hardest track. Crank the centering up as much as possible but reduce it down to six if feasible and necessary. You'll encounter the same kind of underground dip as on the Otyaka course, so use the same tactics. If you get through this you are GOOD. APOCALYT. This section has an alarmingly tight hairpin situated three corners from the start. Take it using centring mode. While underground you will go through a loop de loop. You get through this using gentle movements of the mouse, with centring set around six. This should see you right. ESTORIA : Back into sunny climes and a fairly wide track. Bomb around the course with a low centring setting or none at all. GENERAL : As you've probably noticed, the centring field is a pretty useful gizmo in this game. Specifically introduced to the Amiga verswion, the centring field should make Powerdrome accessible to beginners. SPEEDBALL - LEAGUE ------------------ General tips: Spheres near the opponents goals are very useful for a bounce off goal, especially against top goalies. Against an easy team try to grab as many coins as you can, as well as trying to win the game (of course !) Concentrate on using coins to build your POWER, SKILL, & STAMINA. Once they have reached their maximums which is POWER=300, STAMINA=55, SKILL=260 (I Think !) Now you can use coins on, BRIBE REF (for extra goals), REDUCE SKILL, REDUCE STAMINA & if needed BRIBE AN OFFICAL. All the others don't seem to do much, but these are my preferences, and they go me through a 100 week league with my team coming top ! When game starts slide tackle the enemy in front of you (especially against a hard opponent, sometimes you don't have to do this). Watch out for the ball rebounding off of spheres, when shooting aim for the corners and not the middle. WAR IN MIDDLE EARTH ------------------- Here are the locations of some, not all of the objects in this game : Tuckborough - Black Flask East of Buckland - Wooden Staff Grey Havens & Michel Delving - Blue Potion Forlond - Black Flask South of Forland - Palantir Belegost - Mithril Mail Bombadils' House - Elven Blade Barrows Downs - Elven Blade North of Barrow Downs - Elven Blade West of Annuminas - Golden Sceptre South of Ost-in-Edhil - Ancient Sword Rivendell - Mithril Mail Lorien - Elven Cloak, Glowing Phial, Coil of Rope North of Grebor - Dwarven Hammer North of Dol Goldur - Dwarven Ring South of Mount Gram - Black Flask, Red Arrow, Mithril Mail If Gandalf goes to Derdingle, 1,000 huorns will go to Hornburg and 1,000 Ents will go to Isengard. Aragorn can be found at Bree and Merry can be found at Buckland. Five-hundred trolls can easily handle everyone from Minas Tirith, Osgiliath and Cair Andros.