The Necromancer's Gate marks the entrance to the heart of Dol Guldur's outer fortifications. To assault the fortress, the gate must fall.
The First Ward is the first step on the road to taking the Necromancer's Gate.
The Second Ward provides a vantage point over all of Mirkwood below. It is crucial to take so that reinforcements may approach in safety.
The courtyard of the Third Ward guards the entrances to several inner chambers of the fortress, most bunks for the Enemy's legions.
The Fourth Ward is a seemingly ramshackle arrangement of tents and debris, but a number of the Enemy's leaders camp there to stay close to their troops.
The Sorcerer's Ascent is the final defence of the Necromancer's Gate and is well fortified on a steep incline.
The Necromancer's Gate guards the heart of Dol Guldur's defences. It must fall in order to besiege the true fortress.