This guide is a basic overview of all the side quests for the current Helm’s Deep Big Battle instances, focusing on 1-player strategy.
Learning to complete all of these quests on Platinum is very important since all of your Big Battle promotion points come entirely from earning medals on these quests and the main defense quest.
For the maps, color coordination is:
Green - Side Quest Objective Area
Red - Rohirrim Soldiers (note: positions are not exactly as appears in game)
Orange - Rohirrim Commanders
Blue - Rohirrim Banners (Flags)
Purple - Siege Weapons
Helm’s Dike
Protect the Horses - 1
Trigger - 1st Wave East Side
Basics - Behind the wall on ground level there’s a small stable with horses. Orcs will attack from the river, attempting to kill the horses. If a horse hits 0 HP, it runs away and you lose merit. Probably one of the easiest side quests to complete. Just stay in the battle and fight off the orc waves.
Tips
- Don’t panic if something gets attacked. Horses are pretty hardy. Focus on killing individual targets as fast as possible
- Pre-load haste/damage buffs on soldiers as you see a wave coming in
- Rank 2+ Engineers can place tripwire traps right next to the horses to buy a bit more time.
- If a horse gets really low you have the option to "release" it for a lower merit loss. This is pretty much not needed or worth the time
A Stone Obstruction - 2
Trigger - 1st Wave West Side
Basics - Takes place on the main wall of the Dike. Once the quest begins archers will appear along the wall and once commanded will shoot down the Dunlendings bringing stones to block up the river. Each archer will shoot for about 15 seconds and then must be re-tagged. Your archers on the West side wall will also come under attack and need to be protected. Probably one of the harder quests for the instance, just because of the archer rotation and the quest bugs.
Tips
- For Rank 1 Engineers setting up barricades on the western approach can help slow down the waves enough that they won't always overwhelm your soldiers
- Setup a rotation to hit your archers and keep them firing
- Jump back and forth between your archer rotation and clearing out attacking mobs
- Orcs coming from the west will often bug out your defenders if they pass the line, the enemy buildup can lead to a serious overload that will destroy all your defenders on the left and cause you to lose
- Keep reinforcing the left side commander as much as possible with DPS and buffs
Guarding the Watch-Tower - 3
Trigger - 2nd Wave West Side (East Side attacked first)
Basics - On the western side of the wall there’s a 3-story watchtower near a group of main defenders. Additional orcs and Dunlendings will attack through the main wave and attempt to destroy the tower. This quest can get a bit buggy and overwhelm your defensive line on the west side if too many orcs get behind your soldiers.
Tips
- Stay near the tower, attempting to pre-empt the wave will probably cause you to miss tower attackers in the mix
The Statue of Helm Hammerhand - 4
Trigger - 2nd Wave East Side (West Side attacked first)
Basics - On the eastern side of the wall (in between the two main defender points) there’s a statue inset on the wall. Pretty much operates the same as the Tower attack with a few extra trolls. You need to protect the statue until you’ve killed 5 trolls
Tips
- Same as the Tower, stay near the statue so you can hit them as they come in and burn them down as fast as possible.
- Focus the trolls as soon as possible
- Hitting mobs early (before they clear the first soldier line) will often mess up their pathing causing them to get stuck. This is especially advantageous for the trolls
- The last wave tends to have 2 trolls, this can cause some serious damage to the tower as you try to burn their HP. Try to hit them early to enrage them and/or CC one troll away from the tower.
- Keep the closest main line commander or the Helm's Statue Commander buffed
Flames at the Gate - 5
Trigger - 3rd Wave Center (Random)
Basics - In the center section of the wall, archers will appear on the battlements. You need to keep the archers resupplied with arrows and bring down the flame tank hitting the main gate. Probably one of the most difficult as the archers are on the top of the wall and repairing/dousing the door is on the ground level. Also a reasonably hard quest to complete perfectly.
Tips
- Very easy if you've got a decent rank in Engineer. Set up a small catapult overlooking the gate from the bit of the dike that juts out to the North (towards the ballista) before you start the fight with Gamling. you can heavy shell + 2x crank to do damage directly.
- Resupply the archers in sequence continuously, try to do this as much as possible without losing the door
- The arrows to resupply are stupid hard to see and click on in some cases. Usually they're located reasonably near or behind the archers up on the wall. They also periodically respawn
- About 1/3 of the way through, finish your resupply sequence then jump down to the door to check it’s HP. Douse/repair quickly then jump back up to the archers
- Rinse and repeat as necessary
- Duos should have no problems with one man on the wall resupplying arrows & DPSing invaders that get past the west line, and the other on the ground extinguishing the door
Powder at the Gate - 6
Trigger - 3rd Wave Center (Random)
Basics - Behind the wall on the ground level (same as with the horses) orcs and goblins will come from behind to try and blow up the door with explosives. You just need to fight the waves as they come to prevent them from getting to the door. Not quite as bad as Flames solo, but can be difficult if you get a bad round.
Tips
- You can go pretty far down the road to engage mobs as they spawn, do it, you get way more DPS time
- Focus ONLY on the mobs that will get to the door (pretty much anything carrying powder casks)
- If you’re a low level Engineer (or any level officer/vanguard) only try to disarm tiny/small (maybe medium) powder casks. Trying to do the big ones will usually take too much time and cause you to get overwhelmed.
- If you're a mid level Officer, setting ordering the Rohirrim Commander to set his soldiers into 2-Handed Stance really helps their DPS, and survivability is not an issue for this quest.
- If you’re doing a duo it’s worthwhile to have 1 member try to disarm any cask (although with 2, none should make it to the door)
- High level engineers with faster disarm should try to pick up everything, big casks to a lot of damage
Deeping Wall
Side note: Starting any of the side quests (or really just in general) with any of the enemy catapults still active will pretty much cause you to lose the main battle. Take the enemy catapults out early with 2 well placed, max crank shots from your catapult.
Breaching the Hornburg
Trigger - 1st Wave (Random)
Basics - On the western side of the wall in the guard tower (the one with the injured Rohirrim) enemies will come up through the wall in 6 waves and attempt to kill everyone inside. This is a really easy side quests with no major mobs. Anyone with decent DPS should be able to complete this one no problem.
Tips
- Use haste/damage buffs as they become active
- Focus on mobs hitting the supplies, they have less HP and burn, injured Rohirrim and other NPCs are a little hardier
- For Engineers, setting up Tripwire Traps underneath the windows can make it easier to knockdown and delay mobs for easy AoE
The Vanguard Defilers
Trigger - 2nd Wave (Random)
Basics - On the main section of the wall, Orc Shamans and Defilers will periodically come over and attempt to reach the back of the wall. If they get there, they will almost instantly place a totem that will spew defiler goo causing you to lose merit. NPCs will do an OK job stopping some of them but will lose 100% of the time if left alone, but this is a reasonably easy quest if managed well.
Tips
- As soon as the quest starts it may be helpful to knock off grappling hooks and ladders to relieve some of the mob density to make it easier for NPCs to target
- Only knock off ladders/hooks until the first shaman comes over the wall, then ignore them for the rest of the quest
- Watch the front of the wall only for Defilers/Shamans. Don’t engage anything else, just burn them down ASAP as soon as they come over the wall.
- If a totem gets put down, it is priority #1, they goo spewing process chews through merit super quick
- Use all commander buffs as soon as they come up. It usually easiest to hit the center commander since his soldiers will break to both sides.
Securing the Culvert
Trigger - 1st Wave (Random)
Basics - Takes place on the ground behind the wall. Run through on the East side tower, or take the quick access. Probably one of the harder initial quests, once you get the hang of it, it’s actually relatively easy. For this quest, 4 workers will attempt to (painfully slowly) place rocks at the culvert entrance while orcs, Dunlendings, and trolls come through.
Tips
- You can also speed up the completion by interacting with the rock pile and carrying stones yourself. There's usually enough time to grab a stone between waves if your quick.
- The Culvert Workers are extremely vulnerable. Priority 1 is always killing the Dunlendings that focus the workers
- Try to engage the incoming mobs at the culvert itself, but break off if a Dunlending follows a worker behind you
- It’s sometimes helpful to use Damage buff on the Soldier Commander when a troll is coming in (if close enough)
- Use Haste buff on the Worker Foreman whenever up
- Use Armor on the Worker Foreman as the workers approach the culvert to lay rocks (if close enough)
- Monitor your Culvert Workers and save Heal for the Worker Foreman as needed
- Engineers can place tripwire traps at the culvert entrance which will stun and group all incoming mobs, making it easier to DPS and adding a second of extra protection for workers
Vandals in the Tower
Trigger - 2nd Wave (Random)
Basics - On the East side of the wall, there’s a winch and a few boxes of supplies. Goblins will climb through the walls and attempt to blow up everything in the building. You need to cut them down as they come through. The tight quarters and inability to target things while they’re standing in the window can make this a bit more complex but with some luck it is pretty easy.
Tips
- Stand a little back from the window so you can see everything as they come through
- Tab-target to select the sappers as soon as they become targetable
- If a powder cask gets placed, try to disable it immediately or you’ll probably lose 1 or more supply boxes
- Use haste/damage as soon as it comes up
Deeping Coomb
Searching the Debris
Trigger - 1st Wave Glittering Caves
Basics - In the rubble straight back from the center of the battlefield, various supplies and trapped Rohirrim need to be rescued. At the same time you have to fight off waves of mobs and disarm any remaining powder casks. This quest also has a countdown timer which makes speed super important.
Tips
- Be in position if you know you're going to get this quest, every second counts
- The waves are pretty weak but will mess things up. If possible set up tripwire traps near the bridge and change the rear-guard commander to 2-handed stance to better deal with adds
- There is a bug with the timer on this quest that makes it difficult to finish properly, try and rush to save all the wounded Rohirrim ASAP
- There is a cooldown timer on Rohirrim healing, having an Officer here can help speed up the process
- The rubble piles are "unlocked" sequentially meaning that piles you may have passed earlier are not glowing and ready to be clicked until you've opened others.
A Pillage Denied
Trigger - 1st Wave Hornburg
Basics - On the far eastern side of the wall there are a few supplies and some huts. Groups of orcs and trolls will come in down the stairs from the main wall and run towards these objectives to try and knock them down. A reasonably easy quest with a few minor hiccups depending on luck.
Tips
- Mobs are able to be targetted almost as soon as they come down the stairs. Engage early to help increase your DPS time.
- Focus on Trolls as they come through to burn them down, they’re a big NPC distraction
- Supplies are more vulnerable than huts, but powder casks on huts can be devastating, prioritize targets according to your current damage levels
- NPCs are reasonably good at cleaning up stragglers, but they will sometimes miss things. Keep an eye out for unattended orcs whacking your huts
Defilers in the Water
Trigger - 2nd Wave Glittering Caves (Hornburg attacked first)
Basics - In the east side, in the far back across the bridge, there’s a water wheel and a pool of water where defiler’s will spawn and begin releasing dark-waters into the area. You need to burn down the defilers while not allowing the dark-waters to pass beyond the confines. Depending on your DPS, this can be easy or hard. Ranged classes tend to be a little safer here.
Tips
- Burn down the defilers ASAP, can’t stress this enough. You’re almost guaranteed gold if you just straight kill. Our DPS is so high now this is usually the best course.
- If you’re duo, or looking to do Plat solo, be a little more discerning about spawned dark-waters. Take out the first rounders, and then ping-pong between dark-waters and defilers
- Always prioritize Dark-waters. They have very low HP (around 5k). As soon as you're done killing the ones that have spawned, go back to defilers ASAP. The spawns are staggered so stay vigilant.
- Merit loss occurs at 2 levels, dark-waters leaving the pool and dark-waters leaving the watermill. Pool is hard to contain, but minor, watermill is easy to contain and causes huge merit loss if you screw up
- The quest takes a little while to start after the round switch, but make sure you're at the windmill before it begins.
Prepare to Fall Back
Trigger - 2nd Wave Hornburg (Glittering Caves attacked first)
Basics - Behind the main line, Rohirrim engineers will begin setting up traps, barricades and fire to slow down the enemies as your forces begin to fall back. Mobs will come through in waves and try to destroy those objects and kill the engineers.
Tips
- Make sure to set your back line soldiers to 2-handed stance
- Prioritize defending the engineers as they're pretty squishy and can get lost in the fray with mobs on them
- Pretty much just a DPS race, get barricades and traps up front to slow the assault waves, then DPS them down as quickly as possible
Glittering Caves
Cave In - 1
Trigger - 1st Wave East Side (Gimli)
Basics - Waves of orcs will come through trying to get past you and overwhelm the defenders. You need to hold the line until Gimli is able to cause a cave in.
Tips
- Place a Ballista directly in front of where the barricades will show up (on the side the mobs are coming).
- Aim as close as possible and place a barricade as close to the ballista target crosshairs place a trip trap in the same spot. When the mobs come through and are stunned hit them with the Ballista.
Bombs and Bats - 2
Trigger - 2nd Wave West Side (East Side attacked first)
Basics -
Placeholder
Tips
Stalactites Over the Bridge - 3
Trigger - 1st Wave West Side (Gamling)
Basics - Behind the main defence area on the west side (Gamling), back up the ramp is a ballista (you probably passed it on the way in). You need to protect Gamling and the supplies from extra mobs running up the center as he fires the ballista. The distance and the number of mobs makes this relatively easy, but poor positioning can cause merit loss. Luckily, even a poor performance on this quest (significant supply loss, soldiers and Commander dead) will still net silver.
Tips
- There are 3 signal flags that can be used to direct Gamling to fire the Ballista
- For the most part, stay in the center by the supplies and AE DPS as much as possible
- Don’t stay near Gamling, pretty much all the mobs except for a select few come through the center and will quickly overwhelm your soldiers there.
- On the flip side, don’t leave Gamling alone the whole time because mobs will backdoor and destroy barricades / Ballista for even worse merit loss, and/or make it take longer
- Use haste/damage buffs on the center area to keep mobs burning down.
Spider Assault - 4
Trigger - 2nd Wave East Side (West Side attacked first)
Basics - In the central area off to the west side, there is a huge crystal near a tunnel covered in spider webbing. For this quest you need to stop the waves of spiders from reaching the crystal and adding webbing, free Rohirrim soldiers from the cocoons, and kill the spider queen at the end of the tunnel. Given the relatively weak NPC defenders at this location, coupled with the high HP spiders, this can be a difficult quest to complete solo.
Tips
- The quickest way to a good completion is to just push in towards the spider queen. Completing it early seems to give you credit for the unlaunched waves, which is good.
- As soon as the quest starts, push down the spider tunnel until you hit the first wave. DPS them down as much as possible, then keep moving forward, don't worry about actually killing them
- As the waves increase to 3 spiders, switch to AE DPS as you move forward.
- The spider queen is very weak and goes down quite quickly, she has two defenders but they are not agro linked and can be pulled solo.
- This strategy is quick, and has a relatively good payout, but can be extremely risky. If you don’t do enough DPS, your NPCs will not be able to stop the spiders before they web and the 25% to major merit loss happens pretty quickly.
- Ignore the Rohirrim in cocoons unless you’re duo. There’s only about a 10-20% chance for them to be in there and it takes way to long
- Alternatively, you can wait just inside the spider tunnel, burn down each wave, then traverse through the tunnel, open the cocoons then kill the boss. This is safer, but keeps you away from the main battle far longer, for (unless they fixed the bug) a minor reward increase. It's also possible to fail if you take too long and the main battle ends.
Civilian Defense - 5
Trigger - 3rd Wave (Random)
Basics - This quest takes place just to the east and south of the large group of non-interactive NPCs in the starting area. Down a ramp there will be 2 barricades that form a secondary line from the main battle. For this quest you need to hold these barricades against trolls and Orcs that are coming up to kill the civilians. This is a relatively easy quest with a very limited defensive scope and easy number of mobs.
Tips
- Just stay at the barricade and DPS things down
- There was a bug in beta where you could fail or lose merit for killing trolls too quickly, not sure if that’s still around
Preparing the Charge - 6
Trigger - 3rd Wave (Random)
Basics - North of the starting area (with the civilians) there is a tunnel that’s blocked by multiple barricades. Once you receive this side quest, you can access the tunnel and then need to start destroying enemy barricades, traps and debris while fighting off Orc invaders.
Tips
- If you have an engineer spec, make sure to have it active as most of the quest involves disarming things
- Watch for the tripwires, they’re rather difficult to see and hitting them causes merit loss
- The quest is on a fixed timer, so make sure you clear the 3 bosses before it ends, for best results, kill 2 bosses, then remove traps, making sure you leave enough time for the final fight
Hornburg
Side Note: The main fight for the Hornburg has a number of siege ladders and grapplings hooks that hit the main walls. Disabling these takes quite a bit of time and they will be refreshed throughout the course of the battle. In downtime (especially for duos) keeping these knocked off can help reduce the stress a bit while you're away on a side quest, but it is far from necessary and for the most part NPCs can hold just fine if you never do this.
Bringing Down the Siege Ladders
Trigger - 1st Wave (Random)
Basics - On the east side of the wall, up on the tower with the catapult, siege ladders and attaching hooks will land on the wall. Orcs and Goblins will climb up and attempt to destroy your catapult and you supply boxes. This quest is relatively easy for the most part, but a bad ladder roll combined with Trolls can be surprisingly difficult.
Tips
- It helps to repair the catapult as much as possible early on in the battle before you receive the quest, just for a little extra buffer
- All ladders are held on with grappling hooks that need to be attacked (like an NPC) and destroyed before the ladder can be removed.
- When attacking ladder hooks, it can sometimes help to save your AoE damage for right after ladder-climbing mobs get over the wall and become targetable
- Removing the ladders as fast as possible will immediately complete the quest, this is best, but unless you’re on your very last ladder, they are not priority 1.
- Priority 1 is any goblin sapper carrying a powder cask. These will light multiple supplies on fire or seriously bone your catapult
- Also make sure to help out with any trolls as they can do serious damage and prevent allies from saving important targets
- Ladders are not priority 1, but don’t ever let more than 2 exist at one time or you’ll get overwhelmed
- Any ladder left over after you complete the quest will continue to spawn orcs and goblins for the remainder of the fight.
- If you screw this one up bad, they can destroy your catapult leaving you without one for the rest of the BB.
Repair the Portcullis
Trigger - 1st Wave (Random)
Basics - Inside the East Side tower, there is a doorway that will be destroyed once this quest activates. You need to assist the workers in repairing the gatehouse portcullis in order to stop the orc invaders. This is a somewhat difficult quest due to the vulnerability of the repair workers and the short DPS distance given to the invading mobs.
Tips
- As soon as the quest starts, grab a box of supplies for an easy merit increase
- You can also help to repair the portcullis winches. This may be beneficial if you have enough engineer spec or are duo, but otherwise isn’t helpful
- Supplies are in multiple areas, grab these in between mob waves
- Save your heals and armor to support the workers, hit your haste/damage buffs when a wave is coming in
- Most of your time should be spent priority targeting and DPSing any mob that targets your workers.
Protecting the Gatehouse
Trigger - 2nd Wave (Random)
Basics - On the west side, there is a trapdoor in the floor that will drop you down to the gatehouse and let you fight off the battering ram. After the ram, there are waves of mobs which will stream in and attempt to destroy the door. This is a pretty easy quest provided you’re able to get the ram down fast enough, but solo it's incredibly difficult to get the ram killed fast enough to get plat.
Tips
- Get in position right away, if you can’t stop the ram early it does enough damage to fail the quest within about 30-40 seconds
- Prioritize incoming mobs to protect the workers from the Orcs
- After the ram is down, waves come pretty slowly giving you time to repair or place traps
- Use haste/damage buff right away to help DPS the ram, keep using them as soon as they're up
Winches in the Windows
Trigger - 2nd Wave (Random)
Basics - Probably the easiest of the available quests. Once this activates, goblins and orcs will start climbing through the west side tower and attempt to kill the defenders, destroy supplies, and raise winches to bring up more enemies.
Tips
- Goblin Vandals will come up and then randomly wander to a window and begin winching, once they start you have about 5-10 seconds to stop them before they get a winch setup.
- Prioritize the Vandals, they’re pretty easy to kill, especially when they group up
- A few 15-20k orcs will also come up the windows, it’s helpful to add DPS to these and support your NPCs, but never stop prioritizing the vandals. For the most part your NPCs will hold.
- If a winch does get placed, this is an immediate priority to get removed. Honestly, if you’re doing things right this should almost never happen
The Final Blockade
Trigger - 2nd Wave (Random)
Basics - Does not appear to be currently available.
Tips