War in the North First-Play Guide: Characters, Secrets, and Early Route

Eradan, Farin, and Andriel ready for battle in The Lord of the Rings War in the North

The safest first run starts by treating every hub as a departure check. War in the North lets you change heroes between levels, but it does not guarantee that a missed conversation, class-only secret, quest starter, or dropped objective item will wait until you remember it. Before you cross a travel marker, repair damaged gear, talk to the named characters, read the quest log, and decide which human-controlled hero will inspect the next level.

Research cutoff: August 12, 2026. The mechanics refer to the original 2011 game, while the surviving Steam record now marks the product unavailable for purchase. This guide ends at the Coldfells and makes no promise about old online services, controller workarounds, or third-party multiplayer tools.

Choose a hero by the job you want to perform

All three heroes can fight in melee, use skills, revive allies, and carry the campaign. The useful difference on a first run is what happens when pressure rises and what the hero can reveal while exploring.

Hero Reliable first-run job Exclusive exploration read Early warning sign
Eradan Mobile melee and bow pressure; remove archers and exposed targets Tracks and Ranger caches You spend all 40 arrows on ordinary enemies and have no answer for a distant threat
Farin Hold the front, interrupt dangerous melee enemies, and protect revives Breakable walls and ore You trade every hit instead of blocking, so armor durability and potions vanish together
Andriel Ranged magic, crowd control, and party sustain Glyphs and harvestable alchemy ingredients You empty Power on weak enemies and enter the next wave without Sanctuary or an escape tool

AI companions gain levels and choose skills, but they do not reliably open the class-specific secret that belongs to them. If a blue trail, cracked wall, glyph, or herb route matters to you, control the corresponding hero for that level or plan to return on a later run. A three-player party can cover all three secret types in one visit; a solo player should accept that the first run is reconnaissance as well as progression.

Win the initiative before chasing damage numbers

The basic melee sequence teaches nearly every later fight. Use quick attacks to build a clean streak. When the small marker over an enemy becomes a valid critical prompt, use the heavy attack for the finisher instead of throwing slow heavy swings into a crowd. A heavy attack used without that opening can be interrupted; a critical used at the opening is fast, damaging, and starts Hero Mode.

Blocking is active control, not a sign that the fight has gone wrong. It cuts incoming damage, preserves a streak against lighter reactions, and can stagger an attacker. Use the block attack to create a short opening when a dual-wielding or armored enemy refuses to flinch. Roll against slow, committed blows, troll swings, rocks, and charges. The preparation on a roll makes it a poor answer to every quick sword hit, so block first when the attack is already close.

  • One normal target: quick attacks, take the critical prompt, then continue the empowered streak.
  • Several light targets: change targets before one surrounds you; call the AI to attack the enemy that must fall first.
  • A heavy target with adds: keep the heavy enemy occupied, clear the smaller attackers, then concentrate ranged fire or safe melee openings on the heavy target.
  • An ally is down: create space before holding the revive. A failed revive that leaves two heroes down is worse than a short retreat.

Loot after the wave, not during it. Enemy drops glow, ordinary containers often produce coins, ammunition, or potions, and rubble piles open a loot interface. Equip upgrades only after comparing durability and requirements. A slightly stronger weapon that breaks before the next travel portal is not an upgrade for the rest of that mission.

Do not leave the Prancing Pony with unfinished business

Speak to Aragorn for the mission context, Otto Aster for Forewarned is Forearmed, and Rowlie Appledore for Rowlie’s Gift. The mirror changes the current hero’s appearance; it is cosmetic and does not replace character selection. Tedder Hedgerow at the bar is the time-sensitive interaction: once his riddle game ends, the conversation does not remain available in the same way.

Bet the maximum only if you are ready to answer all five questions. Tedder draws from this pool:

Riddle clue Answer Riddle clue Answer
Always running, with a bed and a mouth River Come at night and vanish by day Stars
Follows your feet but fades at midday Shadow Men want it; it is beaten but never free Gold
Always hungry; a touched finger turns red Fire Beaten and burned into a bloodthirsty killer Iron
Measured in hours and devoured while serving Candle The more you take, the more you leave Footsteps
The more you have, the less you see Darkness Yours, but used more by others Your name
Broken by saying its name Silence Kept after giving it to someone Your word

After the inn, locate Elmund the blacksmith and Adalgar the merchant in Bree. Repair before traveling if a weapon has already taken wear, sell only obvious surplus, and keep quest or set-looking items until you understand their use. Finish the two immediate side-quest conversations, then use the town’s glowing travel symbol to select Fornost.

Use Fornost to test the whole party loop

Fornost is more valuable as a systems test than as a race to the first boss. It introduces repairs, class secrets, war machines, Beleram, elite drops, revives, and the difference between a critical opening and a slow heavy attack. By the time you reach the citadel, you should be able to answer four questions:

  1. Which enemy does the party focus when a mage, archer, and melee group arrive together?
  2. Can you keep enough ammunition or Power for a target that cannot be reached safely?
  3. Do you recognize the controlled hero’s secret marker without waiting for the AI?
  4. Will you leave a checkpoint to repair before a long defense rather than continue with broken gear?

At the Battlements, you push two war machines. The enemy mage near the first machine can drop the first Cult of the Lidless Eye scroll. Pick the drop up and confirm it in the quest or item state; killing the carrier is not the same as collecting the objective. The investigation does not become a dependable campaign checklist until you later discuss the scroll with Elrond in Rivendell.

When Beleram becomes available, treat his summon as an answer to a dangerous formation, not a button to press after the fight is already won. The same rule applies at the citadel defense: keep ordinary enemies away from the objective and then concentrate on Tharzog when the lane is stable. If both allies repeatedly fall during the defense, the failure is usually target priority or damaged equipment, not a need to grind random enemies.

Enter the Barrow-downs stocked for ranged targets

The three heroes confronting a large enemy in an official War in the North screenshot
Large enemies become manageable when one hero holds their attention and the other two remove the surrounding threats.

Sarn Ford is the preparation room for Chapter 2. Speak to Halbarad for the main route and Silanna for the Athelas task, then identify the shop and blacksmith standing near each other. Buy ammunition and potions only after repairs; entering the tombs with an impressive weapon at low durability is a false economy.

On the opening forest path, look left near the base of the descent after the early curves for the Athelas marker. At the fork, the small campsite and fire pit advance the missing Rangers trail, and an Eradan-controlled player can reveal the nearby Ranger cache. Continue through the tombstone clearing, but do not let the first easy skeletons teach you to rush the rest of the level.

The hammer-wielding troll-like enemies punish a straight melee trade. Clear skeletons that can box you in, stay ready to roll away from a rock or broad hammer swing, and use ranged attacks on the face to interrupt their vision. When the first Barrow-wight surrounds itself with rocks, let companions manage summoned skeletons while the controlled hero keeps ranged pressure on the wight. It relocates after losing sections of its health; stop firing, find the new ledge, and re-establish a safe line rather than shooting at the last position.

The crypt is the real test. Enter, loot the room opposite, and stop before advancing far enough to trigger another group. Kill the largest armored skeletons before possession makes them glow. A glowing skeleton must be finished completely; flying limbs are not proof that the threat is dead. If archers and several possessed enemies activate together, retreat to the earlier room. The archers tend to separate from the pursuing melee group, giving you space to finish the glowies, revive allies, and then return fire.

During the Barrow Wight Lord encounter, remove the summoned undead first, damage the possessed Ranger when he drops into reach, and move behind a pillar when he returns to the raised position for the wave attack. The success signal is a repeating controlled cycle: adds cleared, boss exposed, boss retreats, party behind cover. If you are trying to revive during the wave or attacking the empty arena, reset to that cycle.

Audit Rivendell before following the bridge

Rivendell contains several conversations with consequences beyond flavor text. Speak to Frodo during this first visit if you care about his achievement; do not assume he will occupy the same place indefinitely. Show Elrond the Lidless Eye scroll so the investigation is active before the later scroll carriers and chests appear. Check the quest log for the investigation rather than trusting that merely owning the first scroll started it correctly.

Bilbo can begin The Poet; choosing the offered completion lets you carry the poem to Arwen. Angmir handles repairs, can resolve the current Work of Westernesse branch, and starts Elf-stones. The Westernesse reward can be forged here or held for a later smith whose reward may fit another combat emphasis. This is a build decision, so read the offered weapon properties before committing instead of following a class stereotype.

Finish the conversations with Arwen and the other named quest holders, restock, then cross the bridge to the travel symbol. The correct departure signal is not an empty dialogue list. It is an active Lidless Eye investigation, no intended one-time conversation left behind, repaired equipment, and enough ranged resources for the Coldfells.

Read the Coldfells as a sequence of side routes

The dangerous orcs here are the unhelmeted dual-wielders and the tall armored fighters. Block the dual-wielder’s opening instead of trying to stagger it with quick attacks. Against crossbow orcs in a cave, roll to close only after the firing lane is clear; otherwise use your own range. At the first large camp, clear the smaller orcs while one hero or the AI-controlled Farin occupies the large swordsman. Then finish the isolated heavy target.

After the troll encounter and Beleram’s return, search the camp before passing through the gate. In the next section, clear the ambush near the brook, climb the path, and look left from the higher ground for the ledge that drops back toward the water. The chest beside the creek contains the second Lidless Eye scroll. Pick it up and check that the investigation counter changes. If the chest is open but the counter did not advance, stop and inspect the loot area before continuing.

The cave and stream routes also hold Miruvor ingredients. Take the short detours while the terrain is recognizable: the crystal near the cave mouth, the plants along the uphill wall, and the honey near the fallen log. These are not reasons to split the party across two active encounters. Clear the ambush, regroup, then sweep the side route together.

The later armored camp is where Beleram earns his resource cost. Send him at the tall orc or another high-pressure target, focus the remaining armored enemies one at a time, and block if the group closes around you. Siege-platform archers can be shot or brought down by attacking their platforms. Save a second Beleram call if the party is stable; the final lone troll is much easier than the mixed armored wave that precedes it.

Carry this departure check into every later chapter

  • Repair the equipment you will actually use, then compare replacements.
  • Restock the resource that answers unreachable targets: arrows, bolts, Power, or potions.
  • Talk to named quest characters and verify new objectives in the log.
  • Choose the human-controlled hero for the secrets you intend to find.
  • Confirm that dropped quest items changed the counter before leaving the area.
  • Enter the next mission knowing which enemy the party will focus first and which skill is reserved for a collapse.

The opening chapters stop feeling punishing once each checkpoint has a purpose. Bree tests conversations, Fornost tests the combat loop, the Barrow-downs tests spawn control and ranged targeting, Rivendell tests quest state, and the Coldfells tests whether you can explore without breaking formation. Pass those checks and later chapters become variations on decisions you already understand.

Store record and route boundary

Steam AppID 32800 supplies the November 1, 2011 PC date, Snowblind and Warner Bros. credits, single-player/co-op categories, delisting notice, and original screenshots; see the official Steam listing. Readable community guides and verified walkthrough references were used to reconcile the class interactions, riddles, fights, and quest checkpoints. No current service claim or legacy couch-co-op procedure is included.