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FAQ/Walkthrough

by bodo_parkour

 
 .____                    .___         _____    __  .__            
 |    |    ___________  __| _/   _____/ ____\ _/  |_|  |__   ____  
 |    |   /  _ \_  __ \/ __ |   /  _ \   __\  \   __\  |  \_/ __ \ 
 |    |__(  <_> )  | \/ /_/ |  (  <_> )  |     |  | |   Y  \  ___/ 
 |_______ \____/|__|  \____ |   \____/|__|     |__| |___|  /\___  >
        \/                \/                            \/     \/ 


               __________.__                      
               \______   \__| ____    ____  ______
                |       _/  |/    \  / ___\/  ___/
                |    |   \  |   |  \/ /_/  >___ \ 
                |____|_  /__|___|  /\___  /____  >
                       \/        \//_____/     \/ 


              ---------------------------------------

                  _____  _    __ _____ __  __   ___
                 /_  _/.' \ ,'_//_  _// /,'_/ ,' _/
                  / / / o // /_  / / / // /_ _\ `. 
                /_/ /_n_/ |__/ /_/ /_/ |__//___,' 


              ---------------------------------------




        #------------------------------------------------#
        |           Game - Lord of the Rings: Tactics    |
        |    Type of FAQ - FAQ/Walkthrough               |
        |       Platform - Playstation Portable          |
        |         FAQ by - Bodo_parkour                  |
        |    FAQ version - 0.81                          |
        |   Date started - 10th October 2006             |
        #------------------------------------------------#



**********************************************************************
0000     TABLE OF CONTENTS                                        0000
**********************************************************************


Implemented into this FAQ is a special 'find' feature. It is used to
jump directly to a certain section of the guide without using the
scroll bar. To use it, press Control and F (for Macs: Command and F)
then type in the four digit Code you see on the right hand side of
the contents page. Then press 'Find' or Enter and you will be taken
to the section. If you are instead taken to the contents page, press
Find again. To get rid of the find feature, press the X button at the
top right hand side of the window (not the browser window).


        Section Name                               Code 

      Table of Contents .......................... 0000
      Controls ................................... 1000
      Fellowship Campaign Walkthrough ............ 2000
         - Weathertop ............................ 2010
         - Mines of Moria ........................ 2100
         - Dwarrowdelf ........................... 2200
         - Amon Hen .............................. 2300
         - Fangorn Forest ........................ 2400
         - Plains of Rohan ....................... 2500
         - Rohan Sunset .......................... 2600
         - The West Fold ......................... 2700
         - Helm's Deep Wall ...................... 2800
         - Helm's Deep - Breached ................ 2900
         - Helm's Deep - Courtyard ............... 2110
         - Road to Isengard 1 .................... 2120
         - Road to Isengard 2 .................... 2130
         - Paths of the Dead ..................... 2140
         - Escape from Osgiliath ................. 2150
         - Osgiliath Run ......................... 2160
         - Minas Tirith - Top of the Wall ........ 2170
         - Shelob's Lair ......................... 2180
         - Minas Tirith - Courtyard .............. 2190
         - Southern Gate ......................... 2210
         - Pelennor Fields ....................... 2220
         - Pelennor .............................. 2230
         - Cirith Ungol .......................... 2240
         - The Black Gate/Mt Doom ................ 2250
      Mordor Campaign Walkthrough ................ 3000
         - Weathertop ............................ 3010
         - Mines of Moria ........................ 3100
         - Dwarrowdelf ........................... 3200
         - Amon Hen .............................. 3300
         - Fangorn Forest ........................ 3400
         - Plains of Rohan ....................... 3500
         - Rohan Sunset .......................... 3600
         - The West Fold ......................... 3700
         - Helm's Deep Wall ...................... 3800
         - Helm's Deep - Breached ................ 3900
         - Helm's Deep - Courtyard ............... 3110
         - Road to Isengard 1 .................... 3120
         - Road to Isengard 2 .................... 3130
         - Paths of the Dead ..................... 3140
         - Escape from Osgiliath ................. 3150
         - Osgiliath Run ......................... 3160
         - Minas Tirith - Top of the Wall ........ 3170
         - Shelob's Lair ......................... 3180
         - Minas Tirith - Courtyard .............. 3190
         - Southern Gate ......................... 3210
         - Pelennor Fields ....................... 3220
         - Pelennor .............................. 3230
         - Cirith Ungol .......................... 3240
         - The Black Gate/Mt Doom ................ 3250
      List of Items .............................. 4000
      List of Skills ............................. 5000
         - Fellowship Skills ..................... 5100
         - Mordor Skills ......................... 5200
      Multiplayer ................................ 6000
      Frequently Asked Questions ................. 6500
      Hints and Tips ............................. 6600
      Version History ............................ 7000
      Legal Information .......................... 8000
      Contact Information ........................ 9000
      Thanks ..................................... 1111

If you have something to add to my guide, for example: a review of
the game, cheats, extra information, or a strategy, go to the
contact information section for details.

FAQ NOTES:  - I am writing this guide as I play through each campaign
              for the second time. I haven't used many of the skills,
              but once I do, I will add how good I think they are.

            - This is always a work in progress. There is no such
              thing as a final version, so every so often, come back
              and check this FAQ again, there may be something new
              and useful that's been added.



**********************************************************************
1000     CONTROLS                                                 1000
**********************************************************************


At the main menu, the D pad highlights an option, and the X button
selects it. On the map screen, the D pad moves between levels, the
X button selects a level, and the triangle button takes you back to
the stats screen. On the stats screen, X takes you to the map screen,
circle is select, and triangle quits the game and returns you to the
main menu. In game controls are:

        Analogue stick - Move camera
                 D pad - Move grid/attack cursor
              X button - Select unit
         Square button - View unit stats
         Circle button - Execute orders
       Triangle button - Cancel, deselect unit
              R button - Cycle to next friendly unit
         Select button - Toggle HUD status
          Start button - Access pause menu

During movement phase with unit selected:

              X button - Send unit here
              L button - Show targets

During combat phase with unit selected

              X button - Attack this target
         Square button - Action menu (Skills or items)
              L button - Cycle to next target



**********************************************************************
2000     FELLOWSHIP CAMPAIGN WALKTHROUGH                          2000
**********************************************************************


Before starting the game, I recommend playing through the tutorial
on the main menu. It gives an insight into the game and will teach
you how to do various things in the game itself. Plus, it gives a
look at the first level, Weathertop. After you run through the
tutorial as many times as you need, it's time to start. Select 'New
Game' from the main menu, and select the Fellowship (the one on the
left). I'd recommend easy mode the first time you play through this
campaign, but it isn't that hard to play on normal. Master is hard,
so I wouldn't recommend choosing that option to start with. Now you
will be at the stats screen. Take a good look around, and get to
know the stats of your characters. Don't worry about the stats for
Gandalf, he's going to die in the Mines of Moria anyway. After
pressing the X button, you will be taken to the map screen.
Weathertop will be the level to select at the moment, so start the
level.



----------------------------------------------------------------------
2010     WEATHERTOP
----------------------------------------------------------------------


Mission Objective: Hit Witch King for 30 points of damage.

Winning Conditions: 30 points of damage to Witch King.

Units: Aragorn, Sam, Frodo.

Before I start explaining a strategy, I should say that the game
will be much easier later on if you play this level over and over
again till you are sick of it. At least build all characters to level
2. Characters who don't take part in a level only get half the
amount of experience playable characters get.

As you should see, the Witch king is standing behind the other
wraiths. They will try and get in the way so you cannot hit him, but
they don't do a very good job. Put Sam up on the ledge to his left,
and charge Aragorn straight into the closest Ringwraith. I recommend
sending Frodo to where Aragorn is just now. Execute your orders. As
expected, The 1st ringwraith enters melee combat with Aragorn. This
is not a problem. Make Aragorn attack the wraith he is fighting (he
has no other choices anyway), and aim Frodo's attack at the witch
king who is still at the bottom of the map. Sam should attack the
3rd wraith. In movement phase two, Aragorn should follow the wraith,
and the other characters should advance towards the witch king very
slightly. Whatever you do, make sure Sam is more ahead than Frodo.

Time to attack. It doesn't matter who Sam and Aragorn hit, but the
witchking is the best choice if possible. Once again, Frodo should
attack the witch king, still standing in the same place. If the
witchking hasn't taken 30 points of damage yet, go on to the next
turn. Sam and Aragorn should keep the wraiths occupied while Frodo
moves toward the witch king. If for some reason, 30 points of damage
have not been dealt yet, repeat the same again. Keep the wraiths
occupied so Frodo can hit the witch king. Repeat the same again till
you win.

If it turns out you didn't manage to get an excellent turn bonus,
keep playing this level till you do. You should have got 400 gold
for defeating this level, so proceed to the stats screen. For things
to buy, I recommend buying a token of might for both Aragorn and Sam.
The second time you play through this level, buy a token of haste
for Frodo and Aragorn. It is vital that Frodo becomes a quick
character. Many times later on, you will have to outrun enemies. If
you decide to play it a third time, buy a satchel or two of fresh
athelas. They will help keep Gandalf alive longer in the Mines of
Moria.

I've been shown an amazing way to claim a 1-turn victory (submitted by
Lorehunter, so many thanks). Basically:

1. Move Frodo 2 spaces south (according to the map), and 1 space west.
2. Move Aragorn and Sam 2 spaces south and 1 space east.
3. During the Combat phase, make all characters attack the witchking.



----------------------------------------------------------------------
2100     MINES OF MORIA
----------------------------------------------------------------------


Mission Objective: Move Aragorn, Legolas, Gimli, and Frodo past the
                   troll and off the bridge.

Winning Conditions: Get Aragorn, Legolas, Gimli, and Frodo off the
                    bridge. Galdalf will hold off the Balrog. They
                    must get past the troll.

Units: Aragorn, Gimli, Frodo, Legolas.

Use the fresh athelas whenever Gandalf's health gets too low. Try and
keep Gandalf away from the Balrog but at the same time, not to move
him too close to the other fellowship members. All of the other units
should get as far as possible away from the Balrog, even if it means
plowing straight into combat with the troll. Galdalf should attack
the Balrog, and all the other units should attack the troll. Keep
moving towards the exit, and keep fighting the troll and orcs till
they are all dead. Gandalf should try and remain out of melee combat
with the Balrog, because it's attacks are stronger when next to it's
target. Even if you lsoe Gandalf, remember he is not crucial to
winning. Just remember to move all characters off the bridge and
you'll be fine. At the stat screen, buy another satchel of fresh
athelas if you used any. If not, buy a token of might for Gimli and
the same for Legolas. Make sure you have some money left over. If
not, play the level again.



----------------------------------------------------------------------
2200     DWARROWDELF
----------------------------------------------------------------------


Mission Objective: Kill all enemies.

Winning Conditions: No special conditions.

Units: Selected heroes, Gondor Soldier, 3 Gondor Rangers.

For your two heroes, I'd recommend Aragorn and Sam, or Aragorn and
Legolas. Whoever you pick, I will refer to the second hero as
Legolas. My main piece of advice is: take out the cave trolls first.
They pose the largest threat and it is best to get rid of them while
your forces are all together. One hero with two other units should
tackle one, while the other hero and the last two units should tackle
the other. There are many other strategies, but I find this one most
effective. Concentrate all attacks on the trolls. Once each troll has
been downed, split up your forces and tackle the goblins. Their 
biggest and worst weapons are their bows so stay behind cover a lot.
Don't worry if a few Rangers get killed, you can alway replay the
level with a different strategy. Here is a srategy I read online:

   - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
  - A tactic I used was to drive all the goblins into one corner -
  - then pick them off one by one. The only problem this can     -
  - cause is that it takes quite a few turns to put into         -
  - operation and you could quite as easily kill them off        -
  - normally in that time. It's worth trying, even if it is just -
  - for the XP!                                                  -
   - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

At the stats screen, buy any healing items you need, but don't buy
any skills. You will need a lot of money later.



----------------------------------------------------------------------
2300     AMON HEN
----------------------------------------------------------------------


This is where the game begins to get tough. Before starting this
level, I recommend upgrading Frodo's attack stats or armour stats.
A tactics that should be used in this level is to keep another
character with Frodo at all times. Units next to each other offer
additional armour protection against enemy fire.

Mission Objective: Defeat Lurtz.

Winning Conditions: Frodo must survive.

Units: Aragorn, Boromir, Sam, Frodo, Legolas.

I suggest you forget about killing Lurtz and kill all the other
Uruks first, as they are annoying and should be dealt with. Remember
yo keep Frodo protected at all times. Your highest level character,
but not Frodo, should take on Lurtz, perhaps with Legolas in the
background hitting him with arrows. The uruks shouldn't prove much
of a problem, but they have powerful melee attacks. I suggest keeping
a distance away and hitting them with ranged attacks. You would do
well to keep Boromir alive, if you want a challenge. He is the
weakest unit on the map, so he's more likely to be targeted by
enemies.

As soon as Aragorn is finished on the top of the ruin, send him down
to deal with lurtz, preferably before Lurtz gets to all the other
characters. This should take you no more than 7 turns and is you
complete it in less, you get more gold to spend.



----------------------------------------------------------------------
2400     FANGORN FOREST
----------------------------------------------------------------------


Mission Objective: Capture both enemy flags.

Winning Conditions: Gandalf must survive.

Units: Gandalf, 4 Rohan Warriors, 2 Rohan rider re-inforcements.

This level introduces reinforcements which arrive later in the level
to assist your units in their goal. The rohan riders are mounted so
this helps you accomplish things quickly. The object of this level
is to capture both of the enemy flags and a flag becomes yours if a
friendly unit stands adjacent to it for two turns. My advice is to
tackle one at a time. Lurtz has a strong bow so watch out and try to
avoid him till your reinforcements arrive. Once you gain control of
the first flag (the one near Gandalf's starting position, keep guard
of it as the enemy will try to take it back from you.

When at last those Rohan riders show up (about time too!), send them
charging into Lurtz or to the aid of your comrades. When Mordor gets
it's reinforcements, they arrive next to your first captured flag so
keep a group of units near this flag to protect it and kill the
orcs themselves. Once all the orcs are dead, advance all your troops
to Lurtz. After a turn or two of repeated attack, he will fall, 
giving you a victory.
At the stat screen, if you have any characters at level 6 or
above, you will have unlocked mark of might, which adds an
additional 2 strength. I recommend you buy it for any characters it
is available for.



----------------------------------------------------------------------
2500     PLAINS OF ROHAN
----------------------------------------------------------------------


Mission Objective: Kill all enemies.

Winning Conditions: Eomer must survive.

Units: Eomer, Rohan Warrior, 3 Rohan Riders, Gandalf re-inforcements,
       and a Rohan rider re-inforcement.

Watch, the enemy has mounted units too! Keep your Rohan riders away
from them. The best strategy to use for your riders is a hit and run.
Gandalf is vulnerable to attack so keep him out of the way behind
the rest of your units so he can use his magical skills.
The first thing you should do is get your rohan riders to Eomer. You
have to keep him alive, so it's worth the lives of your other units
to keep him behind cover. It is worth noting that some of your units
cannot perform ranged attacks. If they are not in contact with an
enemy, you should use ability enhancing items so they will be better
in close range combat for the rest of this level. Keep them behind
cover when they're not attacking so they don't take unnessesary
damage.

Watch out for Grima, he is a decieving wretch and will use his skills
against you. He is also two levels higher than your Riders, so this
is the downside of your combat. It may be a good idea to leave Grima
till last while you concentrate on ridding the game of that pesky
Warg.



----------------------------------------------------------------------
2600     ROHAN SUNSET
----------------------------------------------------------------------


Mission Objective: Both Heroes must survive 15 full turns.

Winning Conditions: No special conditions.

Units: 2 selected heroes, preferably your strongest characters, 2
       Rohan Riders, a Rohan Rider re-inforcement

The first thing I'm going to say is: BRING ALL YOUR UNITS TOGETHER.
Units which are on joining squares are given more protection against
enemy fire and attacks. As you probably saw in the plains of Rohan
level, Wargs are effective against riders of rohan  so as your
heroes are likely to be a higher level than the Wargs, use them, and
let the riders take care of Saruman and the Witchking.

All the enemy units are strong in melee combat, so another strategy
that could be used is to keep all your units out of their range, and
pick them off using your ranged attacks. This is a good way to
tackle the level, although Saruman's magical attacks can be a bit
of a threat.



----------------------------------------------------------------------
2700     THE WEST FOLD
----------------------------------------------------------------------


Mission Objective: Kill all enemies.

Winning Conditions: No special conditions.

Units: Gandalf, Eomer, 2 Rohan warriors, 3 Rohan standard bearers.

This will be a hard level if Gandalf isn't at level 6 or more. The
wildmen are strong even for level four, and the rest of your units
apart from Eomer don't stand much of a chance against them. Keep
the three units at the top left of the map, together, as they will
have more attacking power, and push in from the top. The best way
to win is to trap the enemy forces in the centre of the map, and
close in on them.

Saruman, who stands behind the house at the top right of the map,
is a real danger to your three units making thier way to the centre
of the level. Get Gandalf to him as soon as possible so he can finish
Saruman off. The Uruks might prove a problem so I recommend leaving
them till last.



----------------------------------------------------------------------
2800     HELM'S DEEP - WALL
----------------------------------------------------------------------


Mission Objective: Do not let the Uruks capture the flag near the
                   culvert.

Winning Conditions: Defend the culvert for 18 turns.

Units: 2 selected heroes, preferably with good melee attacks, 2
       high elves, 3 Rohan standard bearers.

Now, first of all, your standard bearers have no ranged weapons,
so that means they are completely useless unless they are in base
contact with an enemy. Get them into combat as fast as possible.
Remember to keep a unit or two guarding the flag, as it is vital to
completing the level. The heroes you chose should be good at holding
the Uruks at bay, but just in case they break through, it's a good
idea to keep some units in between them and the culvert to intercept
them if they manage to get past your heroes.

A turn or two into the level, Saruman and some Mordor re-inforcements
will appear. Some of the Uruks will replenish their health, so go
full frontal attack on them, and show loads of force, with any luck,
they'll be taken out, resulting in you completing the level. Yay!



----------------------------------------------------------------------
2900     HELM'S DEEP - BREACHED
----------------------------------------------------------------------


Mission Objective: Get Aragorn or Gimli to the door.

Winning Conditions: Aragorn or Gimli must survive.

Units: Aragorn, Gimli, Theoden, 4 High elf warriors, Gandalf
       re-inforcement.

The character who is the weakest is your best chance of getting to
the door and completing the level. This is because, your stronger
character will fend off any enemy attacks, a sort of human (or dwarf)
shield. All the other characters will be used as distractions for the
enemies.

The elves on the walls prove very useful, and you should move them
right to the edge of the wall for maximum impact. They should be
used to kill any enemy characters that try to chase Aragorn and
Gimli. Theoden should be the main distraction for the enemies, and
should block their view of your heroes so the enemy forces don't see
them.
With every turn, you should be edging your heroes to the door, marked
in green on the map. It's further than it looks, and it is not made
easier by all the debris lying in your path. It restricts your
movement by one or two spaces.



----------------------------------------------------------------------
2110     HELM'S DEEP - COURTYARD
----------------------------------------------------------------------


Mission Objective: Kill all enemies.

Winning Conditions: No special conditions.

Units: Aragorn, Gandalf, Legolas, Eomer, 2 high elf warriors, 2
       Rohan warriors.

I hope you've been saving up your gold and bought the big expensive
attacks (army of the dead for Aragorn, water stallions for Legolas,
and call of eagles for Gandalf). These are really effective and are
likely to kill many enemies if all three are used in the one combat
phase.
If you don't have these skills, replay all the other levels till
you do. It'll make the game so much easier, you'll find a baby can
play it. Just use those skills for one or two turns (you'll need to
replenish your AP between each use), and this level will be in the
bag.



----------------------------------------------------------------------
2120     ROAD TO ISENGARD 1
----------------------------------------------------------------------


Mission Objective: Defeat Saruman.

Winning Conditions: Gandalf must survive.

Units: Gandalf, Legolas, 2 ents, 2 wood elf bowmen.

Remember those big and powerful skills? The first chance you get,
use them. Always use them, every time you can. I will keep saying
it. If you haven't got them yet, go and buy them now.
Edge your units arounf the trees, using them as cover as you use
your ranged attacks. The ents are strong so try and keep them alive.
Grima can prove troublesome, so just ignore him and concentrate on
your goal.

A strategy you might want to use is to use the ent on the left to 
sneak up the left hand side of the level, and get in round the back
of all the uruks straight to Saruman. This way, the other units of
yours will act as distractions, except Gandalf, who you must keep
alive at all costs.



----------------------------------------------------------------------
2130     ROAD TO ISENGARD 2
----------------------------------------------------------------------


Mission Objective: Do not let a single ent die.

Winning Conditions: The Ents are few, do not let the Uruks kill a
                    single one of them.

Units: 2 selected heroes and 3 ents.

You know to use your strong skills, so I won't mention it. Get the
ents to attack the strongest Uruks, especially Lurtz if possible.
The Uruks get countless re-inforcements, so watch out. Kill them
all as fast as possible. The quicker you do it, the less Uruks
there will be to fight back at you. Once the last Uruk is downed,
you've beat the level.
Ents are weak at ranged attack, but take damage easy. Before starting
this level, make sure you've got a few healing items ready to use.
You probably will need them.



----------------------------------------------------------------------
2140     PATHS OF THE DEAD
----------------------------------------------------------------------


Mission Objective: Kill 5 dead in 10 turns.

Winning Conditions: Aragorn must survive.

Units: Aragorn, Legolas, and Gimli.

Compared to previous levels, you shouldn't have a problem with
this one. All you do is keep on pounding the enemy, using whatever
attacks you can. Keep all your characters out of enemy range, so
you can use ranged attacks, and keep them together to boost your
armour and defence values.
The dead shouldn't prove that hard to rid yourself of. Generally all
they do is circle you, so you can attack them freely. Once five are
dead, or you kill all that there are on the screen, the level ends
and you win.



----------------------------------------------------------------------
2150     ESCAPE FROM OSGILIATH
----------------------------------------------------------------------


Mission Objective: Frodo must not die. Kill the Witchking.

Winning Conditions: Frodo must survive.

Units: Frodo, Gandalf, and 2 Gondor Rangers. Faramir and a gondor
       soldier arrive later as re-inforcements.

The witchking does not start out on screen, he arrives later. You
need to keep Frodo alive until that time. Keep Frodo under cover
and keep Gandalf close by. On the second turn, Gothmog and lots
or orcs come to meet you. Keep them at bay using your other units
till Faramir and the witchking are brought into the game. When they
are, bombard the witchking with everything you've got, and he will
fall.



----------------------------------------------------------------------
2160     OSGILIATH RUN
----------------------------------------------------------------------


Mission Objective: Kill all enemies. Faramir musn't die.

Winning Conditions: Faramir must survive.

Units: 2 selected heroes, Faramir, 4 Gondor rangers.

Whatever you do, try to get your heroes to Faramir and offer him
your protection. He's going to need it. Move all your units towards
Faramir, except the two soldiers up at the top right of the map. Use
them to keep the orcs and ringwrait occupied. Faramir, can take care
of any orcs that try and knock his head off, but you should cover
him using your heroes ranged attacks. The second hero you picked
will need to go this way to get out of the central pillars as the
way down is blocked:


                   ______________
                  |          _   |     _
                  |         |_|  |    |_|
                  |      _       |         _
                  |     |_|      |        |_|
                  |     _        |          _
                  |    |_|       |         |_|
                  |      _      HERO       _
                  V     |_|               |_|
                             _         _
                            |_|       |_|
                               -------
               FARAMIR



Once all the enemies are defeated, the level is over, and you have
triumphed against evil.



----------------------------------------------------------------------
2170     MINAS TIRITH - TOP OF THE WALL
----------------------------------------------------------------------


Mission Objective: Protect your flags.

Winning Conditions: Aragorn must survive,

Units: Aragorn, Gandalf, 4 Gondor Soldiers.

Have a couple of your units stand guard of the flags in case the
enemy breaks through the rest of your forces. The other units you
have should push the opposition away from the flags. Watch out for
Mordor re-inforcement. These include the witchking so watch out. He
will lead the attack so take him out quick.

Once the witch king has been taken care of and is now dead, you
shouldn't have a single problem disposing of the rest of the Mordor
scum. At the stat screen, I suggest buying the big all-powerful skill
for Sam or Frodo: Ent summon, or Light of Galadriel.



----------------------------------------------------------------------
2180     SHELOB'S LAIR
----------------------------------------------------------------------


Mission Objective: Kill 3 spiders and damage Shelob below 50% health.

Winning Conditions: No special conditions.

Units: Frodo, Sam.

This is a tricky level, no doubt about it. While the spiders can be
killed easily enough, Gollum and Shelob are the ones you should watch
out for. Gollum should be your first target, then you should tackle
the small spiders. Two or three hits on each one should be enough
to kill them. Once, and only once the spiders and Gollum are dead,
should you attack Shelob.

Her melee attacks are so strong that you should stay as far away
from her as possible. For the first part of the level, she stayed
where she was, but now she starts to move. Keep well back, and pelt
her with your amazing ranged attacks and skills. Within a while,
she'll be damaged enough for you to scrape a victory, and thankfully
you do not have to kill her completely.



----------------------------------------------------------------------
2190     MINAS TIRITH - COURTYARD
----------------------------------------------------------------------


Mission Objective: Protect your flags for 12 turns.

Winning Conditions: No special conditions.

Units: Gandalf, Gimli, 2 Gondor Soldiers, 4 Gondor soldier
       re-inforcements.

Use Gimli and your 2 soldiers to block the archways to the flag.
Use Gandalf to sneak round the back of the enemy forces and hit them
by surprise. Watch out for the Mountain trolls though. Try not to
get into melee combat with them as they will literally knock you
dead.

Your re-inforcements will come in handy. Use them to stop any troops
advances onto your flag. They are out of most of the enemies line
of sight, so they shouldn't be hit that much. Whatever you do, get
rid of that pesky witchking. He's killing everyone in is path, and
out of it as well.



----------------------------------------------------------------------
2210     SOUTHERN GATE
----------------------------------------------------------------------


Mission Objective: Kill all enemies.

Winning Conditions: Kill all enemies.

Units: Aragorn, Legolas, Gimli, 5 dead soldiers.

Keep all of your units together, and advance as one. During the
combat phase, all shoot at the same two or three enemies. This way,
you are more likely to kill them. Remember to use your special
skills. This is te sort of situation they are most handy in: Killing
lots of enemies, very quickly.
If any Uruks are still alive after this assault, charge at them
full force, and hit them with every skill, combo, and attack you
can.

Alternately, you can split your forces and one group can go up the
left stairs and the other can go up the right. Meet in the centre
on the higher level, and pick off the Uruks and Lurtz from there.



----------------------------------------------------------------------
2220     PELENNOR FIELDS
----------------------------------------------------------------------


Mission Objective: Kill all enemies.

Winning Conditions: Aragorn must survive.

Units: Aragorn, Theoden, 2 Rohan Riders. Legolas and 3 Rohan Riders
       arrive as re-inforcements.

Try to avoid melee combat at all in this level, it can be fatal to
your troops. Keep your cavalry far away enough so they don't get
hurt, but keep them close enough, so they can hit targets strongly.
In the first combat phase, get Aragorn to use a skill, because he
will not be close enough to the enemy to attempt to attack. The
riders of Rohan should keep well back, so they don't suffer hard
damage.

When the Mumakil appear, they are easier to kill than they look. A
good 4 or 5 hits can wipe one out. When your re-inforcements arrive,
you should be able to kill them in 1-2 turns maximum.



----------------------------------------------------------------------
2230     PELENNOR
----------------------------------------------------------------------


Mission Objective: Capture the enemy flag.

Winning Conditions: No special conditions.

Units: 2 selected heroes, 4 Gondor soldiers, and Theoden as a
       re-inforcement.

This is a spoiler, but: Souron didn't get reborn in the film!! So why
is he here? Anyhow: this is a challenging level, the enemy's forces
are stronger than yours, so you'd better put all your hard earned
skills to good use. The mumakil should be your primary target to
start off, as it will prove a danger later on if you leave it alive.
Keep Legolas OUT of melee combat, as his ranged attacks are more
powerful.

Watch out for Souron's fear attack. He can immobilise all of your
units in one attack. Because of this, try and keep all of your units
out of melee combat with any enemy target, because if you're unable
to attack and defend, their close range attacks will be stronger
and will hurt your forces more.

Once the Mumakil, send Aragorn and the rest of your soldiers to
combat Souron and the Witchking (not him again!). After you kill
Souron, you'll have absolutely no problem in taking out the rest
of the enemy. Now that you can't be immobalised, push all your units
in on the enemy's flag, and the witchking. Once he's dead, you get
a victory.



----------------------------------------------------------------------
2240     CIRITH UNGOL
----------------------------------------------------------------------


Mission Objective: Escape.

Winning Conditions: Frodo must survive.

Units: Frodo, Sam.

To win, you've got to go all the way round this way because the
place where you start is a floor higher than the exit. The stairs
are on the left of the level, so work your way round, killing the
single orc on the balcony. The troll is your real problem here, so
take him out with your ranged abilities while you are still on
the higher floor. The greater height gives your attack power a boost
so you might as well use it to your advantage.

On the third or fourth turn, Mordo will get re-inforcements in the
form of one or more orcs. They appear behind you, just behind Sam
and Frodo's starting positions, but if you keep moving, you should
be able to out run them. Whatever you do, always keep Sam and Frodo,
seperating them means there is a greater risk they will be attaced
and killed. If the worst comes to the worst, you can use Sam as
a distraction so Frodo can escape through the exit.

Even more Mordor re-inforcement will show up, surrounding you, so
just keep on pounding away at them, and they shouldn't last long.
When you finally make it to ground level, try and avoid the troll
and stampede towards the exit. With any luck you'll make it,
completing the level.



----------------------------------------------------------------------
2250     THE BLACK GATE/MOUNT DOOM
----------------------------------------------------------------------


Mission Objective: Frodo must reach Mt. Doom.

Winning Conditions: Aragorn must survive.

Units: Aragorn, Frodo, Gandalf, Sam, 2 Gondor soldiers.

Surprisingly, for the last level in this campaign, Mount Doom is
amazingly easy. The game developers decided to move the battle at
the end of the Return of the king right next to Mount Doom, and they
also decided to bring Souron back again. All of your heroes should
now have their super duper skills, so star using 'em! Move Aragorn,
Gandalf, and the soldiers right into the Ringwraith, so you can take
them out quickly.

Charge all of your characters at Souron, including Aragorn and Frodo.
Taking him out is vital to the mission. Once Souron falls, don't
bother yourself with the rest of the enemy unless they are in your
path. Concentrate on moving Sam and Frodo to their goal, and let
your other units take care of the Mouth of Souron and the
Easterlings. Once you kill all the enemies, or get Frodo to the exit,
give yourself a pat on the back, you've successfully completed the
Fellowship campaign 100% and you've done 50% of the game. Now get
ready for a tougher challenge. The host of Mordor lies ahead...



**********************************************************************
3000     MORDOR CAMPAIGN WALKTHROUGH                              3000
**********************************************************************


Did you think that part was easy? Compared to this half of the game,
the Fellowship campaign is like taking candy from a baby. Your
characters in the Mordor campaign are not as strong, and they won't
level up half as quickly as the members of the Fellowship will. To
compensate for this, you should play each level at least two or three
times before moving on to the next, as this ensures you get the
maximum amount of experience points possible.

For this campaign, you command Souron, Saruman, Grima Wormtongue,
the Witchking, Lurtz, and Gothmog. Remember those horrible fear
attacks the enemy kept using against you in the last campaign? Now
you get to use them back, but watch out, or your AP will drain away
before you really need it. 

With these few words, lets get onto the walkthrough for the first
level, Weathertop. While this level uses the same map, you now play
as the Witchking and the ringwraiths. This is more fun, and a lot
harder, so if you don't feel up to the challenge, I suggest you stop
now!



----------------------------------------------------------------------
3010     WEATHERTOP
----------------------------------------------------------------------


Mission Objective: Hit Aragorn for 50 points of damage.

Winning Conditions: Damage Aragorn for 50 points.

Units: Witchking, 2 of the Ringwraiths.

Your first battle against good awaits you. This is moderately easy,
but still harder that the previous levels you have played through.
Start by rushing the Witchking into melee combat with Aragorn, or
whoever is closest. The other wraiths should keep Frodo and Sam
busy so they cannot use their ranged attacks agains the witchking,

This will take a couple of turns, and if you can't be bothered, here
is an alternate strategy you could use if you want: Keep all your
units OUT of all close range combat, and focus all your ranged
attacks on Aragorn. Not only is this an effective strategy to use,
but the Fellowship's ranged attacks aren't that powerful, so you
don't face such a dangerous set of attacks. Once you've retrieved
Aragorn of 50 HP, the level ends, and you win.



----------------------------------------------------------------------
3100     MINES OF MORIA
----------------------------------------------------------------------


Mission Objective: Kill Gandalf and Aragorn. Balrog must not die.

Winning Conditions: Defeat Gandalf the Gray and Aragorn. Balrog must
                    not be defeated.

Units: Witch-king, Lurtz, 2 Moria Goblins, the Balrog.

I don't remember Lurtz being in the Mines of Moria, but maybe I'm
just mistaken. It's been ages since I've seen the films after all.
First things first, push aLL your units towards the Balrog, and try
and send the Balrog forward to meet up with the rest of your forces.
This will trap Aragorn and Gandalf in the middle of your attack, so
you can have more chances to kill them before they can use any
health items.

Remember, the mighty Balrog MUST NOT die. I repeat, you must not
let him be killed. This means you shouldn't rush him towards the
enemy and you shouldn't takes risks while he is concerned. Use your
Moria Goblins as cannon fodder while your heroes, Lurtz and the Witch
king, try and edge round Boromir to the aid.

A final tip: Until your heroes come to the Balrog's rescue, direct
all of the Balrogs attacks to Aragorn. He is the most dangerous of
the two, but he is a level lower than Gandalf, who is at level four.



----------------------------------------------------------------------
3200     DWARROWDELF
----------------------------------------------------------------------


Mission Objective: Kill all enemies.

Winning Conditions: No special conditions.

Units: 2 selected heroes, 3 Moria goblins.

I suggest picking one strong hero and one weak hero. This way, your
strongest gets even more strong and your weakest becomes not so weak.
This is a good level to play aver and over again till you get bored.
But trust me, you'll need all the experience you can get later on in
this campaign.

You'll notice how all the enemies are spread over a wider area,
pretty much cutting you in two. Use this to your advantage, as the
Fellowship AI isn't that smart. For those who don't know, AI means
how smart the computer is. The first thing you should do is gather
your forces. Forces who are next to each other have extra armour
bonuses, so never move any unit away from the group, unless he goes
in a pair with another unit. If you've been levelling up your heroes,
you shouldn't have much bother.

If you get low on health, just hide behind the pillars in the level.
They provide good cover, as the enemy ranger's will not shoot you
if they can't see you. This is a good time to use your health items,
before charging out from cover, and annihilating your oppositions.#
A final tip for this level is: gang up on your enemy and single them
out. Concentrate your fire on that one unit, and when it's dead,
move on to the next.



----------------------------------------------------------------------
3300     AMON HEN
----------------------------------------------------------------------


Mission Objective: Kill Aragorn and Frodo.

Winning Conditions: Lurtz must survive.

Units: Lurtz, five Uruk Hai shields.

First off, GATHER YOUR FORCES. This is sooo important, I can't stress
it enough. The level will be so much easier if you do. Just remember,
kill Boromir first, then Aragorn, and get frodo last. Alternately:
sacrafice your Uruk Hai shield to keep Aragorn occupied while Lurtz
takes him out with his bow. As he has to be kept alive, it's a wise
idea to keep him out of close range combat, at least until later on
in the level, after Legolas and Boromir have been killed.

It would be a good idea to use this level to get to know your skills.
Use them instead of ranged attacks, get to know which ones you like
and don't like, and remember which type of enemy they are good
against.

When the ranger on top of the watch tower dies, rush the uruks
standing there to help Lurtz. Aragorn and Boromir will be 
outnumbered, so you shouldn't have much trouble taking them out. On
a final note, watch out for Frodo's invisibility, he can use it to
spring surprises from any direction.



----------------------------------------------------------------------
3400     FANGORN FOREST
----------------------------------------------------------------------


Mission Objective: Capture and hold both enemy flags. Flags must be
                   held for two consecutive turns before they are
                   claimed for your side. You only have 16 turns to
                   complete your objective.

Winning Conditions: Capture both of the enemy's flags withing 16
                    turns.

Units: Lurtz, 3 Uruk hai pikes, 1 uruk hai shield, 2 warg riders.

Use your wargs wisely in this battle. They can be crucial to whether
you will win or lose the level. They are amazing at close combat, so
get them stuck in where it counts. The only problem with going close
range is if you have the urgent need to retreat. Your wargs will be
unable to come to the rescue to any other friendly unit in need of
assistance. In the event of this happening, take extra precautions.
Buy a few healing potions, which you will almost certainly need in
this level.

Your Uruks are at level four, so they aren't likely to be killed if
you rush them into melee combat. I suggest you use them to take
control of the closest flag (the one in the trees and not on the
hill). Use your warg riders to kill Gandalf and Eomer, so Lurtz can
take the flag. This shouldn't be that hard, so get to it.

Just remember to keep at least two units beside each other to offer
each other additional armour protection bonuses. Also, this way, one
unit can take the main blows while the other can concentrate on the
task at hand. After the level is over, I recommend you buy some
skills for either Saruman of Grima Wormtongue, as you command them
in the next level.



----------------------------------------------------------------------
3500     PLAINS OF ROHAN
----------------------------------------------------------------------


Mission Objective: Kill all enemies.

Winning Conditions: Kill all enemies.

Units: Saruman, Uruk-hai shields (2), two Warg Riders.

Re-inforcements: Grima Wormtongue, 1 Uruk-hai shield.

This is a rather complicated level, and I suggest you make sure that
Saruman is at level six before starting. For starters, both of your
Warg riders are at level five, so you shouldn't have much of a
problem taking about the rider of Rohan and the warrior too. Try and
get the Wargs into melee combat as fast as possible. The more turns
it takes you to kill the enemies, the more re-inforcements they get,
making completing te level a whole lot harder.

CONCENTRATE YOUR FIRE!!!   - I really don't know how many times I
need to say this, but it works wonders. Focus all your ranged attacks
against one or two targets. This way, you can take out the enemy
more quickly, and you will lowers the opposing unit's health a lot
before he can get to use a healing item, or special skill.

Once you complete the level, give yourself a pat on the back, you've
just entered the hardest part of Lord of the Rings Tactics. Beware.



----------------------------------------------------------------------
3600     ROHAN SUNSET
----------------------------------------------------------------------


Mission Objective: Keep your heroes alive for 15 turns.

Winning Conditions:

Units: 

This level and the rest of the Mordor campaign will be added before
Christmas Eve. Until then, feel free to email me for help or advice.



**********************************************************************
4000     LIST OF ITEMS                                            4000
**********************************************************************


Items are bought from the stat screen using gold. The items for the
Fellowship and the Hosts of Mordor are exactly the same.

Leaf of Dried Athelas
---------------------
Heals 40HP
Cost: 60
Opinion: This is a good item to use and it's also cheap. It's a good
         idea to have a few of these in your inventory should you
         need them.

Sachel of Dried Athelas
-----------------------
Heals 75HP
Cost: 125
Opinion: Even better than the item before. This heals your character
         for more hit points, but cost more too.

Leaf of Fresh Athelas
---------------------
Heals 125HP
Cost: 225
Opinion: This is probably my favourite of the healing items. It isn't
         too expensive, and heals a lot of HP.

Sachel of Fresh Athelas
-----------------------
Heals 200HP
Cost: 300
Opinion: Out of all the healing items, this one heals the most, but
         it also costs lots. Only buy these if you have lots of gold
         to spare, as the money could be put to better use.

Leaf of Old Toby
----------------
Replenishes 25AP
Cost: 50

Opinion: I rarely use attacks that use up AP. As it is replenished
         at the end of each level, I find this item rather
         unnecessary to have in your inventory.

Packet of Old Toby
------------------
Replenishes 50AP
Cost: 100
Opinion: Not much better than Leaf of Old Toby. The only AP healing
         item actually any good is the Lembas Bread Cakes.

Lembas Bread Cakes
------------------
Replenishes 75AP
Cost: 150
Opinion: This is the best AP item. It doesn't cost too much, and it
         replenishes enough attack points to be worth your money.

Sachel of Lembas Bread Cakes
----------------------------
Replenishes 100AP
Cost: 200
Opinion: While this heals the most AP out of all the items, it's
         not economical as it will cost you a lot of gold.

Green Ent Bark
--------------
Increases Armour by 25%
Cost: 40
Opinion: It only increases your armour for one level, but it's pretty
         much useless.

Seasoned Ent Bark
-----------------
Increases Armour by 50%
Cost: 75

Weathered Ent Bark
------------------
Increases Armour by 75%
Cost: 100

Ancient Ent Bark
----------------
Increases Armour by 100%
Cost: 125
Opinion: This is an amazing item to have in your inventory, as it
         increases your armour by a LOT. It's especially good if you
         are in a situation with lots of tough enemies. I used this
         mainly in the Mordor Campaign because my units were almost
         always weaker than the Fellowship.

Drops of Troll's Blood
----------------------
Increases Strength by 2
Cost: 25

Phial of Troll's Blood
----------------------
Increases Stremgth by 4
Cost: 75

Flask of Troll's Blood
----------------------
Increases Strength by 7
Cost: 150

Drops of Galadrim's Tears
-------------------------
Increases Dexterity by 2
Cost: 25

Phial of Galadrim's Tears
-------------------------
Increases Dexterity by 4
Cost: 75

Flask of Galadrim's Tears
-------------------------
Increases Dexterity by 7
Cost: 150

Drops of Valar's Tears
----------------------
Increases Speed by 2
Cost: 25

Phial of Valar's Tears
----------------------
Increases Speed by 4
Cost: 75

Flask of Valar's Tears
----------------------
Increases Speed by 7
Cost: 150

Pint of Dwarvish Ale
--------------------
Increases Constitution by 2
Cost: 25

Draught of Dwarvish Ale
-----------------------
Increases Constitution by 4
Cost: 75

Kep of Dwarvish Ale
-------------------
Increases Constitution by 7
Cost: 150

Glass of Elvish Wine
--------------------
Increases Spirit by 2
Cost: 25

Bottle of Elvish Wine
---------------------
Increases Spirit by 4
Cost: 75

Barrel of Elvish Wine
---------------------
Increases Spirit by 7
Cost: 150

Drops of Ent Draught
--------------------
Adds 5 to average damage
Cost: 25

Phial of Ent Draught
--------------------
Adds 10 to average damage
Cost: 50

Flask of Ent Draught
--------------------
Adds 15 to average damage
Cost: 100

Waters of Gladden
-----------------
Adds 1 to movement
Cost: 50

Phial of Fear Resistance
------------------------
Resist fear for 2 turns
Cost: 50
Opinion: Good if you are facing Souron in a level. He uses Fear
         against a unit of yours in almost every turn. Using this
         while in the middle of your strategy is a must, to make
         sure you aren't halted dead in your tracks.

Phial of Stun Resistance
------------------------
Resist stun for 2 turns
Cost: 50

Phial of Poison Resistance
--------------------------
Resist poison for 2 turns
Cost: 50

Drops of Healing Light
----------------------
Heals 15HP a turn for 3 turns
Cost: 50

Phial of Healing Light
----------------------
Heals 30HP a turn for 3 turns
Cost: 100

Flask of Healing Light
----------------------
Heals 50HP a turn for 3 turns
Cost: 150



**********************************************************************
5000     LIST OF SKILLS                                           5000
**********************************************************************


Every character has their own set of skills which they learn as they
progress through the game. There is no specific level for gaining
each skills, it depends on which level you complete, and a whole load
of other things. To make the skills easier to find, I've catagorized
them into Fellowship skills and Mordor skills. Each character has
their own heading, and below that is the list of their particular
skills.



**********************************************************************
5100     FELLOWSHIP SKILLS                                        5100
**********************************************************************


Order of characters: Aragorn - Complete
                     Legolas - Complete
                     Gimli   - Complete
                     Gandalf - Complete
                     Frodo   - Complete
                     Sam     - Complete

****************
Aragorn's Skills
****************


Anduril's Fury 1
----------------
Makes 2 seperate attacks against one target.
Cost: 500

Anduril's Fury 2
----------------
Makes 2 strong attacks against one target.
Cost: 1000

Anduril's Fury 3
----------------
Makes 2 strong attacks against one target, each with a chance to
stun the enemy.
Cost: 1500

Company Might 1
---------------
Increases all Allies strength and Constitution by 2.
Cost: 300

Company Might 2
---------------
Increases all Allies strength and Constitution by 4.
Cost: 600

Company Might 3
---------------
Increases all Allies strength and Constitution by 6.
Cost: 1200

Dunedain Wrath 1
----------------
A melee attack that does +10 damage.
Cost: 100

Dunedain Wrath 2
----------------
A melee attack that does +20 damage.
Cost: 400

Dunedain Wrath 3
----------------
A melee attack that does +30 damage.
Cost: 800

Grace of the Valar 1
--------------------
Removes all debuffs from a single ally and heals them for a small
amount.
Cost: 100

Grace of the Valar 2
--------------------
Removes all debuffs from all allies within 2 squares of target and
heals them for a small amount,
Cost: 300

Grace of the Valar 3
--------------------
Removes all debuffs from all allies within 2 squares of target and
heals them for a moderate amount.
Cost: 700

Token of Reprisal
-----------------
Improves counter attack by 5%.
Cost: 200

Mark of Reprisal
----------------
Improves counter attack by an additional 5%.
Cost: 400

Gift of Reprisal
----------------
Improves counter attack by an additional 5%.
Cost: 600

Token of Valor
--------------
Increases fear resistance by 20%.
Cost: 150

Mark of Valor
-------------
Increases fear resistance by another 15% in addition to the 20% from
the Token of Valor.
Cost: 250

Gift of Valor
-------------
Increases fear resistance by an additional 15%.
Cost: 400

Token of Fortitude
------------------
Increases stun resistance by 20%.
Cost: 150

Mark of Fortitude
-----------------
Increases stun resistance by an additional 15%.
Cost: 250

Gift of Fortitude
-----------------
Increases stun resistance by an additional 15%.
Cost: 400

Token of Immunity
-----------------
Increases poison resistance by 20%.
Cost: 150

Mark of Immunity
----------------
Increases poison resistance by an additional 15%.
Cost: 250

Gift of Immunity
----------------
Increases poison resistance by an additional 15%.
Cost: 400

Token of Might
--------------
Increases strength by 2.
Cost: 200

Mark of Might
-------------
Increases strength by an additional 2.
Cost: 400

Gift of Might
-------------
Increases strength by an additional 2.
Cost: 600

Token of Vitality
-----------------
Increases constitution by 2.
Cost: 200

Mark of Vitality
----------------
Increases constitution by an additional 2.
Cost: 400

Gift of Vitality
----------------
Increases constitution by an additional 2.
Cost: 600

Token of Haste
--------------
Increases speed by 2.
Cost: 200

Mark of Haste
-------------
Increases speed by an additional 2.
Cost: 400

Gift of Haste
-------------
Increases speed by an additional 2.
Cost: 600

Token of Agility
----------------
Increases dexterity by 2.
Cost: 200

Mark of Agility
---------------
Increases dexterity by an additional 2.
Cost: 400

Gift of Agility
---------------
Increases dexterity by an addtional 2.
Cost: 600

Token of Will
-------------
Increases spirit by 2.
Cost: 200

Mark of Will
------------
Increases spirit by an additional 2.
Cost: 400

Gift of Will
------------
Increases spirit by an additional 2.
Cost: 600

Army of the Dead
----------------
Summons a powerful ghost army and cause major damage to all enemy
units. Costs a lot of AP to use. If you use it, make sure you have
some Old Toby handy when using it.
Cost: 3000



***************
Legolas' Skills
***************

Silvan's Fury 1
---------------
Makes 2 seperate attacks against one target.
Cost: 500

Silvan's Fury 2
---------------
Makes 2 seperate attacks against one target, each with a chance to
cause bleeding for 2 turns.
Cost: 800

Silvan's Fury 3
---------------
Makes 2 seperate attacks against one target, each with a chance to
cause bleeding for 3 turns.

True Shot 1
-----------
A ranged attack at +25% to hit and +5 damage.
Cost: 200

True Shot 2
-----------
A ranged attack at +25% to hit and +15 damage.
Cost: 500

True Shot 3
-----------
A ranged attack at +25% to hit and +30 damage.
Cost: 1000

Gift of the Valar 1
-------------------
Removes debuffs from allies within 2 squares of target and increases
resistance to Fear for 2 turns.
Cost: 100

Gift of the Valar 2
-------------------
Removes debuffs from allies within 2 squares of target and increases
resistance to Fear for 3 turns.
Cost: 300

Gift of the Valar 3
-------------------
Removes debuffs from allies within 2 squares of target and increases
resistance to Fear for 4 turns.
Cost: 600

Haste of the Elves 1
--------------------
Increases Dexterity and speed of Legolas for 2 turns.
Cost: 300

Haste of the Elves 2
--------------------
Increases dexterity and speed of all allies within 2 squares of
Legolas for 2 turns.
Cost: 600

Haste of the Elves 3
--------------------
Increases dexterity and speed of all allies.
Cost: 1200

Token of Reprisal
-----------------
Improves counter attack by 5%.
Cost: 200

Mark of Reprisal
----------------
Improves counter attack by an additional 5%.
Cost: 400

Gift of Reprisal
----------------
Improves counter attack by an additional 5%.
Cost: 600

Token of Valor
--------------
Increases fear resistance by 20%.
Cost: 150

Mark of Valor
-------------
Increases fear resistance by another 15% in addition to the 20% from
the Token of Valor.
Cost: 250

Gift of Valor
-------------
Increases fear resistance by an additional 15%.
Cost: 400

Token of Fortitude
------------------
Increases stun resistance by 20%.
Cost: 150

Mark of Fortitude
-----------------
Increases stun resistance by an additional 15%.
Cost: 250

Gift of Fortitude
-----------------
Increases stun resistance by an additional 15%.
Cost: 400

Token of Immunity
-----------------
Increases poison resistance by 20%.
Cost: 150

Mark of Immunity
----------------
Increases poison resistance by an additional 15%.
Cost: 250

Gift of Immunity
----------------
Increases poison resistance by an additional 15%.
Cost: 400

Token of Might
--------------
Increases strength by 2.
Cost: 200

Mark of Might
-------------
Increases strength by an additional 2.
Cost: 400

Gift of Might
-------------
Increases strength by an additional 2.
Cost: 600

Token of Vitality
-----------------
Increases constitution by 2.
Cost: 200

Mark of Vitality
----------------
Increases constitution by an additional 2.
Cost: 400

Gift of Vitality
----------------
Increases constitution by an additional 2.
Cost: 600

Token of Haste
--------------
Increases speed by 2.
Cost: 200

Mark of Haste
-------------
Increases speed by an additional 2.
Cost: 400

Gift of Haste
-------------
Increases speed by an additional 2.
Cost: 600

Token of Agility
----------------
Increases dexterity by 2.
Cost: 200

Mark of Agility
---------------
Increases dexterity by an additional 2.
Cost: 400

Gift of Agility
---------------
Increases dexterity by an addtional 2.
Cost: 600

Token of Will
-------------
Increases spirit by 2.
Cost: 200

Mark of Will
------------
Increases spirit by an additional 2.
Cost: 400

Gift of Will
------------
Increases spirit by an additional 2.
Cost: 600

Water Stallions
---------------
Summons the spirits of powerful water stallions and causes major
damage to all enemy targets. Uses a LOT of AP.
Cost: 2500



**************
Gimli's Skills
**************

Dwarven Smite 1
---------------
A melee attack with a 75% to stun a target.
Cost: 200

Dwarven Smite 2
---------------
A 2 attack combination move, each move with  75% to stun a target.
Cost: 600

Dwarven Smite 3
---------------
A 2 attack combination move, each move with  75% to stun a target
and 50% to reduce armour by 20%.
Cost: 1200

Durin Wrath 1
-------------
A melee attack that does +10% damage.
Cost: 100

Durin Wrath 2
-------------
A melee attack that does +20% damage.
Cost: 400

Durin Wrath 3
-------------
A melee attack that does +30% damage.
Cost: 800

Aule's Might 1
--------------
Increases Gimli's strength and speed by +4 for 2 turns.
Cost: 300

Aule's Might 2
--------------
Increases Gimli's strength and speed by +4 for 3 turns.
Cost: 600

Aule's Might 3
--------------
Increases Gimli's strength and speed by +4 for 4 turns.
Cost: 900

Balin's Defiance 1
------------------
Increases Gimli's armour and constitution, and resistance to stun,
but lowers movement by 1.
Cost: 200

Balin's Defiance 2
------------------
Increases Gimli's armour and constitution, and resistance to stun,
but lowers movement by 1.
Cost: 500

Balin's Defiance 3
------------------
Increases Gimli's armour and constitution, and resistance to stun,
but lowers movement by 1.
Cost: 1000

Token of Reprisal
-----------------
Improves counter attack by 5%.
Cost: 200

Mark of Reprisal
----------------
Improves counter attack by an additional 5%.
Cost: 400

Gift of Reprisal
----------------
Improves counter attack by an additional 5%.
Cost: 600

Token of Valor
--------------
Increases fear resistance by 20%.
Cost: 150

Mark of Valor
-------------
Increases fear resistance by another 15% in addition to the 20% from
the Token of Valor.
Cost: 250

Gift of Valor
-------------
Increases fear resistance by an additional 15%.
Cost: 400

Token of Fortitude
------------------
Increases stun resistance by 20%.
Cost: 150

Mark of Fortitude
-----------------
Increases stun resistance by an additional 15%.
Cost: 250

Gift of Fortitude
-----------------
Increases stun resistance by an additional 15%.
Cost: 400

Token of Immunity
-----------------
Increases poison resistance by 20%.
Cost: 150

Mark of Immunity
----------------
Increases poison resistance by an additional 15%.
Cost: 250

Gift of Immunity
----------------
Increases poison resistance by an additional 15%.
Cost: 400

Token of Might
--------------
Increases strength by 2.
Cost: 200

Mark of Might
-------------
Increases strength by an additional 2.
Cost: 400

Gift of Might
-------------
Increases strength by an additional 2.
Cost: 600

Token of Vitality
-----------------
Increases constitution by 2.
Cost: 200

Mark of Vitality
----------------
Increases constitution by an additional 2.
Cost: 400

Gift of Vitality
----------------
Increases constitution by an additional 2.
Cost: 600

Token of Haste
--------------
Increases speed by 2.
Cost: 200

Mark of Haste
-------------
Increases speed by an additional 2.
Cost: 400

Gift of Haste
-------------
Increases speed by an additional 2.
Cost: 600

Token of Agility
----------------
Increases dexterity by 2.
Cost: 200

Mark of Agility
---------------
Increases dexterity by an additional 2.
Cost: 400

Gift of Agility
---------------
Increases dexterity by an addtional 2.
Cost: 600

Token of Will
-------------
Increases spirit by 2.
Cost: 200

Mark of Will
------------
Increases spirit by an additional 2.
Cost: 400

Gift of Will
------------
Increases spirit by an additional 2.
Cost: 600

Earthquake
----------
Gimli calls upon the spirits of the Earth which cause major damage to
all enemy units. This uses a lot of AP.
Cost: 1500



****************
Gandalf's Skills
****************

Searing Light 1
---------------
A spirit attack that does +10 damage.
Cost: 200

Searing Light 2
---------------
A spirit attack that does +20 damage.
Cost: 500

Searing Light 3
---------------
A spirit attack that does +30 damage.
Cost: 1000

Storm of the Istar 1
--------------------
A weak spirit attack that damages all enemies within 2 squares of the
target.
Cost: 300

Storm of the Istar 2
--------------------
A moderate spirit attack that damages all enemies within 2 squares of
the target.
Cost: 600

Storm of the Istar 3
--------------------
A strong spirit attack that damages all enemies within 2 squares of
the target.
Cost: 1200

Light of the Maiar 1
--------------------
Heals a single target for a moderate amount of health.
Cost: 200

Light of the Maiar 2
--------------------
Heals a single target for a good amount of health.
Cost: 500

Light of the Maiar 3
--------------------
Heals a single target for a large amount of health.
Cost: 1000

Wizard's Smite 1
----------------
No damage caused, but 100% stun on a target and causes bleeding for
2 turns.
Cost: 300

Wizard's Smite 2
----------------
No damage, but 100% stun on all enemies within 2 squares of target
and causes bleeding for 2 turns.
Cost: 600

Wizard's Smite 3
----------------
No damage, but 100% stun on all enemies within 2 squares of target
and causes bleeding for 3 turns.
Cost: 1200

Token of Reprisal
-----------------
Improves counter attack by 5%.
Cost: 200

Mark of Reprisal
----------------
Improves counter attack by an additional 5%.
Cost: 400

Gift of Reprisal
----------------
Improves counter attack by an additional 5%.
Cost: 600

Token of Valor
--------------
Increases fear resistance by 20%.
Cost: 150

Mark of Valor
-------------
Increases fear resistance by another 15% in addition to the 20% from
the Token of Valor.
Cost: 250

Gift of Valor
-------------
Increases fear resistance by an additional 15%.
Cost: 400

Token of Fortitude
------------------
Increases stun resistance by 20%.
Cost: 150

Mark of Fortitude
-----------------
Increases stun resistance by an additional 15%.
Cost: 250

Gift of Fortitude
-----------------
Increases stun resistance by an additional 15%.
Cost: 400

Token of Immunity
-----------------
Increases poison resistance by 20%.
Cost: 150

Mark of Immunity
----------------
Increases poison resistance by an additional 15%.
Cost: 250

Gift of Immunity
----------------
Increases poison resistance by an additional 15%.
Cost: 400

Token of Might
--------------
Increases strength by 2.
Cost: 200

Mark of Might
-------------
Increases strength by an additional 2.
Cost: 400

Gift of Might
-------------
Increases strength by an additional 2.
Cost: 600

Token of Vitality
-----------------
Increases constitution by 2.
Cost: 200

Mark of Vitality
----------------
Increases constitution by an additional 2.
Cost: 400

Gift of Vitality
----------------
Increases constitution by an additional 2.
Cost: 600

Token of Haste
--------------
Increases speed by 2.
Cost: 200

Mark of Haste
-------------
Increases speed by an additional 2.
Cost: 400

Gift of Haste
-------------
Increases speed by an additional 2.
Cost: 600

Token of Agility
----------------
Increases dexterity by 2.
Cost: 200

Mark of Agility
---------------
Increases dexterity by an additional 2.
Cost: 400

Gift of Agility
---------------
Increases dexterity by an addtional 2.
Cost: 600

Token of Will
-------------
Increases spirit by 2.
Cost: 200

Mark of Will
------------
Increases spirit by an additional 2.
Cost: 400

Gift of Will
------------
Increases spirit by an additional 2.
Cost: 600

Call of Eagles
--------------
Calls upon great eagles to aid in battle, which does major damage to
all enemy targets. Uses up more than 3 quarters of Gandalf's AP, so
watch out!
Cost: 3000



************
Sam's Skills
************

Stealth of the Shire 1
----------------------
Sam gains stealth and will remain stealthed for 1 turn, or until
he attacks.
Cost: 400

Stealth of the Shire 2
----------------------
Sam gains stealth and will remain stealthed for 2 turns, or until he
attacks.
Cost: 600

Stealth of the Shire 3
----------------------
Sam gains stealth and will remain stealthed for 3 turns, or until he
attacks.
Cost: 800

Halfling Ambush 1
-----------------
An attack that cannot be countered. If use while stealthed, the
attack causes the target to bleed for 2 turns.
Cost: 200

Halfling Ambush 2
-----------------
An attack with +5 damage that cannot be countered. If used while
stealthed, the attack causes the target to bleed for 2 terns.
Cost: 400

Halfling Ambush 3
-----------------
An attack with +15 damage that cannot be countered. If used while
stealthed, the attack causes the target to bleed for 2 terns.
Cost: 800

Courage of Sam 1
----------------
Target gains a 50% resistance to fear and a +1 move for 2 turns.
Cost: 200

Courage of Sam 2
----------------
All allies within 2 squares of target gain a 50% resistance to fear
and +! move for 2 turns.
Cost: 500

Courage of Sam 3
----------------
All allies gain a 50% resistance to fear and +1 move for 2 turns.
Cost: 1000

Invigorating Aura 1
-------------------
All allies within 2 squares of Sam gain 15 action points a turn,
for 2 turns.
Cost: 300

Invigorating Aura 2
-------------------
All allies within 2 squares of Sam gain 25 action points a turn, for
2 turns.
Cost: 600

Invigorating Aura 3
-------------------
All allies within 2 squares of Sam gain 50 action points a turn, for
2 turns.
Cost: 1200

Token of Reprisal
-----------------
Improves counter attack by 5%.
Cost: 200

Mark of Reprisal
----------------
Improves counter attack by an additional 5%.
Cost: 400

Gift of Reprisal
----------------
Improves counter attack by an additional 5%.
Cost: 600

Token of Valor
--------------
Increases fear resistance by 20%.
Cost: 150

Mark of Valor
-------------
Increases fear resistance by another 15% in addition to the 20% from
the Token of Valor.
Cost: 250

Gift of Valor
-------------
Increases fear resistance by an additional 15%.
Cost: 400

Token of Fortitude
------------------
Increases stun resistance by 20%.
Cost: 150

Mark of Fortitude
-----------------
Increases stun resistance by an additional 15%.
Cost: 250

Gift of Fortitude
-----------------
Increases stun resistance by an additional 15%.
Cost: 400

Token of Immunity
-----------------
Increases poison resistance by 20%.
Cost: 150

Mark of Immunity
----------------
Increases poison resistance by an additional 15%.
Cost: 250

Gift of Immunity
----------------
Increases poison resistance by an additional 15%.
Cost: 400

Token of Might
--------------
Increases strength by 2.
Cost: 200

Mark of Might
-------------
Increases strength by an additional 2.
Cost: 400

Gift of Might
-------------
Increases strength by an additional 2.
Cost: 600

Token of Vitality
-----------------
Increases constitution by 2.
Cost: 200

Mark of Vitality
----------------
Increases constitution by an additional 2.
Cost: 400

Gift of Vitality
----------------
Increases constitution by an additional 2.
Cost: 600

Token of Haste
--------------
Increases speed by 2.
Cost: 200

Mark of Haste
-------------
Increases speed by an additional 2.
Cost: 400

Gift of Haste
-------------
Increases speed by an additional 2.
Cost: 600

Token of Agility
----------------
Increases dexterity by 2.
Cost: 200

Mark of Agility
---------------
Increases dexterity by an additional 2.
Cost: 400

Gift of Agility
---------------
Increases dexterity by an addtional 2.
Cost: 600

Token of Will
-------------
Increases spirit by 2.
Cost: 200

Mark of Will
------------
Increases spirit by an additional 2.
Cost: 400

Gift of Will
------------
Increases spirit by an additional 2.
Cost: 600

Ent Summon
----------
Summons an Ent to aid in battle, which does major damage to all
enemy target and uses over half of Sam's AP.
Cost: 2500



**************
Frodo's Skills
**************

Stealth of the Shire 1
----------------------
frodo gains stealth and will remain stealthed for 1 turn, or until
he attacks.
Cost: 400

Stealth of the Shire 2
----------------------
Frodo gains stealth and will remain stealthed for 2 turns, or until
he attacks.
Cost: 600

Stealth of the Shire 3
----------------------
Frodo gains stealth and will remain stealthed for 3 turns, or until
he attacks.
Cost: 800

Halfling Ambush 1
-----------------
An attack that cannot be countered. If use while stealthed, the
attack causes the target to bleed for 2 turns.
Cost: 200

Halfling Ambush 2
-----------------
An attack with +5 damage that cannot be countered. If used while
stealthed, the attack causes the target to bleed for 2 terns.
Cost: 400

Halfling Ambush 3
-----------------
An attack with +15 damage that cannot be countered. If used while
stealthed, the attack causes the target to bleed for 2 terns.
Cost: 800

Stone Throw 1
-------------
A ranged attack at +25% to hit and a 50% chance to stun.
Cost: 500

Stone Throw 2
-------------
A ranged attack at +25% to hit and +5 damage and a 50% chance to
stun.
Cost: 500

Stone Throw 3
-------------
A ranged attack at +25% to hit and +10 damage and a 50% chance to
stun.
Cost: 1000

Force of Bandobrass 1
---------------------
An attack at +5 damage with a 40% chance to stun target, 60% if
attack is used while stealthed.
Cost: 200

Force of Bandobrass 2
---------------------
An attack at +10 damage with a 60% chance to stun target, 80% if
attack is used while stealthed.
Cost: 500

Force of Bandobrass 3
---------------------
An attack at +20 damage with a 80% chance to stun target, 100% if
attack is used while stealthed.
Cost: 1000

Token of Reprisal
-----------------
Improves counter attack by 5%.
Cost: 200

Mark of Reprisal
----------------
Improves counter attack by an additional 5%.
Cost: 400

Gift of Reprisal
----------------
Improves counter attack by an additional 5%.
Cost: 600

Token of Valor
--------------
Increases fear resistance by 20%.
Cost: 150

Mark of Valor
-------------
Increases fear resistance by another 15% in addition to the 20% from
the Token of Valor.
Cost: 250

Gift of Valor
-------------
Increases fear resistance by an additional 15%.
Cost: 400

Token of Fortitude
------------------
Increases stun resistance by 20%.
Cost: 150

Mark of Fortitude
-----------------
Increases stun resistance by an additional 15%.
Cost: 250

Gift of Fortitude
-----------------
Increases stun resistance by an additional 15%.
Cost: 400

Token of Immunity
-----------------
Increases poison resistance by 20%.
Cost: 150

Mark of Immunity
----------------
Increases poison resistance by an additional 15%.
Cost: 250

Gift of Immunity
----------------
Increases poison resistance by an additional 15%.
Cost: 400

Token of Might
--------------
Increases strength by 2.
Cost: 200

Mark of Might
-------------
Increases strength by an additional 2.
Cost: 400

Gift of Might
-------------
Increases strength by an additional 2.
Cost: 600

Token of Vitality
-----------------
Increases constitution by 2.
Cost: 200

Mark of Vitality
----------------
Increases constitution by an additional 2.
Cost: 400

Gift of Vitality
----------------
Increases constitution by an additional 2.
Cost: 600

Token of Haste
--------------
Increases speed by 2.
Cost: 200

Mark of Haste
-------------
Increases speed by an additional 2.
Cost: 400

Gift of Haste
-------------
Increases speed by an additional 2.
Cost: 600

Token of Agility
----------------
Increases dexterity by 2.
Cost: 200

Mark of Agility
---------------
Increases dexterity by an additional 2.
Cost: 400

Gift of Agility
---------------
Increases dexterity by an addtional 2.
Cost: 600

Token of Will
-------------
Increases spirit by 2.
Cost: 200

Mark of Will
------------
Increases spirit by an additional 2.
Cost: 400

Gift of Will
------------
Increases spirit by an additional 2.
Cost: 600

Light of Galadriel
------------------
A powerful elvish force is summoned, which causes major damage to
all enemy units. Uses a lot of AP, so watch out.



**********************************************************************
5200     MORDOR SKILLS                                            5200
**********************************************************************


***************
Souron's Skills
***************

Fury of Barad-Dur 1
-------------------
Makes 2 seperate attacks on one target
Cost: 500

Fury of Barad-Dur 2
-------------------
Makes 2 seperate attacks on one taregt, each with a chance to stun
Cost: 1000

Fury of Barad-Dur 3
-------------------
Makes 2 strong attacks on one taregt, each with a chance to stun\
Cost: 1500

Paralyzing wounds 1
-------------------
Normal attack with 100% to stun and 50% to cause bleeding for two
turns
Cost: 400

Paralyzing wounds 2
-------------------
Normal attack with 100% to stun and 75% to cause bleeding for three
turns
Cost: 800

Paralyzing Wounds 3
-------------------
Normal attack with 100% to stun and 75% to cause bleeding for four
turns
Cost: 1200

Eye of Sauron 1
---------------
Single unit stricken with fear 75%
Cost: 200

Eye of Sauron 2
---------------
Each unit within 2 squares of target has a 75% of being stricken
with fear
Cost: 500

Eye of Sauron 3
---------------
Every enemy unit has a 75% of being stricken with fear
Cost: 1000

Drain Will 1
------------
75% to drain 30-60 action points from target and add them to
himself
Cost: 300

Drain Will 2
------------
75% to drain 50-100 action points from target and add them to
himself
Cost: 600

Drain Will 3
------------
50% to drain 30-60 action points from each enemy within 2 squares
of target and add them to himself
Cost: 1200

Token of Reprisal
-----------------
Improves counter attack by 5%.
Cost: 200

Mark of Reprisal
----------------
Improves counter attack by an additional 5%.
Cost: 400

Gift of Reprisal
----------------
Improves counter attack by an additional 5%.
Cost: 600

Token of Valor
--------------
Increases fear resistance by 20%.
Cost: 150

Mark of Valor
-------------
Increases fear resistance by another 15% in addition to the 20% from
the Token of Valor.
Cost: 250

Gift of Valor
-------------
Increases fear resistance by an additional 15%.
Cost: 400

Token of Fortitude
------------------
Increases stun resistance by 20%.
Cost: 150

Mark of Fortitude
-----------------
Increases stun resistance by an additional 15%.
Cost: 250

Gift of Fortitude
-----------------
Increases stun resistance by an additional 15%.
Cost: 400

Token of Immunity
-----------------
Increases poison resistance by 20%.
Cost: 150

Mark of Immunity
----------------
Increases poison resistance by an additional 15%.
Cost: 250

Gift of Immunity
----------------
Increases poison resistance by an additional 15%.
Cost: 400

Token of Might
--------------
Increases strength by 2.
Cost: 200

Mark of Might
-------------
Increases strength by an additional 2.
Cost: 400

Gift of Might
-------------
Increases strength by an additional 2.
Cost: 600

Token of Vitality
-----------------
Increases constitution by 2.
Cost: 200

Mark of Vitality
----------------
Increases constitution by an additional 2.
Cost: 400

Gift of Vitality
----------------
Increases constitution by an additional 2.
Cost: 600

Token of Haste
--------------
Increases speed by 2.
Cost: 200

Mark of Haste
-------------
Increases speed by an additional 2.
Cost: 400

Gift of Haste
-------------
Increases speed by an additional 2.
Cost: 600

Token of Agility
----------------
Increases dexterity by 2.
Cost: 200

Mark of Agility
---------------
Increases dexterity by an additional 2.
Cost: 400

Gift of Agility
---------------
Increases dexterity by an addtional 2.
Cost: 600

Token of Will
-------------
Increases spirit by 2.
Cost: 200

Mark of Will
------------
Increases spirit by an additional 2.
Cost: 400

Gift of Will
------------
Increases spirit by an additional 2.
Cost: 600

Command of the Nazgul
---------------------
Summons a powerful Fellbeast to aid in battle.
Cost: 3000



*******************
Witch-king's Skills
*******************

Fury of Angmar 1
----------------
Makes 2 seperate attacks against one target.
Cost: 500

Fury of Angmar 2
----------------
Makes 2 seperate attacks against one target, each with a chance to
reduce target's armor
Cost: 700

Fury of Angmar 3
----------------
Makes 2 strong attacks against one target, each with a chance to
reduce target's armor
Cost: 1000

Shriek of the Nazgul 1
----------------------
Each unit within 2 squares of target has a 40% chance of being
stricken with fear.
Cost: 200

Shriek of the Nazgul 2
----------------------
Each unit within 2 squares of target has a 60% chance of being
stricken with fear
Cost: 500

Shriek of the Nazgul 3
----------------------
Each unit within 2 squares of target has a 80% chance of being
stricken with fear
Cost: 1000

Black Breath 1
--------------
Spirit attack against an single enemy. Damage done is added as health
to the Witchking.
Cost: 300

Black Breath 2
--------------
Spirit attack with +10 damage against a single enemy. Damage done is
added as health to the Witchking.
Cost: 600

Black Breath 3
--------------
Spirit attack against all enemies within 2 squares of target. Damage
done is added as health to the Witchking

Morgul Strike 1
---------------
Normal attack that reduces target's armour by 20%.
Cost: 100

Morgul Strike 2
---------------
Normal attack that reduces target's armour by 50%
Cost: 300

Morgul Strike 3
---------------
Normal attack that reduces target's armour by 75%
Cost: 600

Token of Reprisal
-----------------
Improves counter attack by 5%.
Cost: 200

Mark of Reprisal
----------------
Improves counter attack by an additional 5%.
Cost: 400

Gift of Reprisal
----------------
Improves counter attack by an additional 5%.
Cost: 600

Token of Valor
--------------
Increases fear resistance by 20%.
Cost: 150

Mark of Valor
-------------
Increases fear resistance by another 15% in addition to the 20% from
the Token of Valor.
Cost: 250

Gift of Valor
-------------
Increases fear resistance by an additional 15%.
Cost: 400

Token of Fortitude
------------------
Increases stun resistance by 20%.
Cost: 150

Mark of Fortitude
-----------------
Increases stun resistance by an additional 15%.
Cost: 250

Gift of Fortitude
-----------------
Increases stun resistance by an additional 15%.
Cost: 400

Token of Immunity
-----------------
Increases poison resistance by 20%.
Cost: 150

Mark of Immunity
----------------
Increases poison resistance by an additional 15%.
Cost: 250

Gift of Immunity
----------------
Increases poison resistance by an additional 15%.
Cost: 400

Token of Might
--------------
Increases strength by 2.
Cost: 200

Mark of Might
-------------
Increases strength by an additional 2.
Cost: 400

Gift of Might
-------------
Increases strength by an additional 2.
Cost: 600

Token of Vitality
-----------------
Increases constitution by 2.
Cost: 200

Mark of Vitality
----------------
Increases constitution by an additional 2.
Cost: 400

Gift of Vitality
----------------
Increases constitution by an additional 2.
Cost: 600

Token of Haste
--------------
Increases speed by 2.
Cost: 200

Mark of Haste
-------------
Increases speed by an additional 2.
Cost: 400

Gift of Haste
-------------
Increases speed by an additional 2.
Cost: 600

Token of Agility
----------------
Increases dexterity by 2.
Cost: 200

Mark of Agility
---------------
Increases dexterity by an additional 2.
Cost: 400

Gift of Agility
---------------
Increases dexterity by an addtional 2.
Cost: 600

Token of Will
-------------
Increases spirit by 2.
Cost: 200

Mark of Will
------------
Increases spirit by an additional 2.
Cost: 400

Gift of Will
------------
Increases spirit by an additional 2.
Cost: 600

Mordor Blast
------------
Summons a powerful force of evil to aid in battle, causing a huge
amount of damage to every enemy unit.
Cost: 3000



**************
Lurtz's Skills
**************

Uruk Shield Smite 1
-------------------
Melee attack with a 75% to stun target. Lurtz gains +25% armour for
1 turn.
Cost: 200

Uruk Shiled Smite 2
-------------------
Melee attack with +5 damage with a 75% chance to stun target. Lurtz
gains +25% armour for 1 turn.
Cost: 500

Uruk Shield Smite 3
-------------------
Melee attack with +10 damage with a 75% chance to stun target. Lurtz
gains +50% armour for 1 turn
Cost: 1000

Uruk Battle Cry 1
-----------------
All allies within 2 squares of Lurtz gain +2 strength for 2 turns.
Cost: 200

Uruk Battle Cry 2
-----------------
All allies within 2 squares of Lurtz gain +4 strength for 2 turns.
Cost: 500

Uruk Battle Cry 3
-----------------
All allies gain +4 STR for two turns
Cost: 1000

Boromir's Bane 1
----------------
A ranged attack with +25% to hit and +5 to damage.
Cost: 200

Boromir's Bane 2
----------------
A ranged attack with +25% to hit and +15 to damage.
Cost: 500

Boromir's Bane 3
----------------
A ranged attack with +30% to hit and +30 to damage
Cost: 1000

Strike of Isengard 1
--------------------
Normal attack that reduces target's armour by 30%.
Cost: 100

Strike of Isengard 2
--------------------
Normal attack that reduces target's armour by 50%.
Cost: 300

Strike of Isengard 3
--------------------
Normal attack that reduces target's armour by 75%
Cost: 600

Token of Reprisal
-----------------
Improves counter attack by 5%.
Cost: 200

Mark of Reprisal
----------------
Improves counter attack by an additional 5%.
Cost: 400

Gift of Reprisal
----------------
Improves counter attack by an additional 5%.
Cost: 600

Token of Valor
--------------
Increases fear resistance by 20%.
Cost: 150

Mark of Valor
-------------
Increases fear resistance by another 15% in addition to the 20% from
the Token of Valor.
Cost: 250

Gift of Valor
-------------
Increases fear resistance by an additional 15%.
Cost: 400

Token of Fortitude
------------------
Increases stun resistance by 20%.
Cost: 150

Mark of Fortitude
-----------------
Increases stun resistance by an additional 15%.
Cost: 250

Gift of Fortitude
-----------------
Increases stun resistance by an additional 15%.
Cost: 400

Token of Immunity
-----------------
Increases poison resistance by 20%.
Cost: 150

Mark of Immunity
----------------
Increases poison resistance by an additional 15%.
Cost: 250

Gift of Immunity
----------------
Increases poison resistance by an additional 15%.
Cost: 400

Token of Might
--------------
Increases strength by 2.
Cost: 200

Mark of Might
-------------
Increases strength by an additional 2.
Cost: 400

Gift of Might
-------------
Increases strength by an additional 2.
Cost: 600

Token of Vitality
-----------------
Increases constitution by 2.
Cost: 200

Mark of Vitality
----------------
Increases constitution by an additional 2.
Cost: 400

Gift of Vitality
----------------
Increases constitution by an additional 2.
Cost: 600

Token of Haste
--------------
Increases speed by 2.
Cost: 200

Mark of Haste
-------------
Increases speed by an additional 2.
Cost: 400

Gift of Haste
-------------
Increases speed by an additional 2.
Cost: 600

Token of Agility
----------------
Increases dexterity by 2.
Cost: 200

Mark of Agility
---------------
Increases dexterity by an additional 2.
Cost: 400

Gift of Agility
---------------
Increases dexterity by an addtional 2.
Cost: 600

Token of Will
-------------
Increases spirit by 2.
Cost: 200

Mark of Will
------------
Increases spirit by an additional 2.
Cost: 400

Gift of Will
------------
Increases spirit by an additional 2.
Cost: 600

Volley of Arrows
----------------
Calls forth a volley of arrows from Uruk-hai archers to aid in battle.
Cost: 1500



*************************
Grima Wormtongue's Skills
*************************

Shadow Walk 1
-------------
Grima gains stealth and will remain stealthed for 1 turn, or until he
attacks
Cost: 400

Shadow Walk 2
-------------
Grima gains stealth and will remain stealthed for 2 turn, or until he
attacks
Cost: 600

Shadow Walk 3
-------------
Grima gains stealth and will remain stealthed for 3 turn, or until he
attacks
Cost: 800

Poison Strike 1
---------------
Normal attack with a 75% chance to inflict poison for one turn, as
well as +5 damage from stealth
Cost: 200

Poison Strike 2
---------------
Normal attack with a 75% chance to inflict poison for two turn, as
well as +10 damage from stealth
Cost: 400

Poison Strike 3
---------------
Normal attack with a 75% chance to inflict poison for three turn, as
well as +15 damage from stealth
Cost: 800

Words of Corruption 1
---------------------
Normal spirit attack with a 50% to stun a target for 1 turn
Cost: 200

Words of Corruption 2
---------------------
Normal spirit attack with a 75% to stun a target for 1 turn
Cost: 500

Words of Corruption 3
---------------------
Normal spirit attack against all enemies within 2 squares of target.
50% to stun each unit for 2 turns
Cost: 1000

Words of Renewal 1
------------------
Heals ally for a small amount of health for 3 turns
Cost: 200

Words of Renewal 2
------------------
Heals ally for moderate amount of health for 3 turns
Cost: 500

Words of Renewal 3
------------------
Heals all allies withing 2 squares of target for 3 turns
Cost: 1000

Token of Reprisal
-----------------
Improves counter attack by 5%.
Cost: 200

Mark of Reprisal
----------------
Improves counter attack by an additional 5%.
Cost: 400

Gift of Reprisal
----------------
Improves counter attack by an additional 5%.
Cost: 600

Token of Valor
--------------
Increases fear resistance by 20%.
Cost: 150

Mark of Valor
-------------
Increases fear resistance by another 15% in addition to the 20% from
the Token of Valor.
Cost: 250

Gift of Valor
-------------
Increases fear resistance by an additional 15%.
Cost: 400

Token of Fortitude
------------------
Increases stun resistance by 20%.
Cost: 150

Mark of Fortitude
-----------------
Increases stun resistance by an additional 15%.
Cost: 250

Gift of Fortitude
-----------------
Increases stun resistance by an additional 15%.
Cost: 400

Token of Immunity
-----------------
Increases poison resistance by 20%.
Cost: 150

Mark of Immunity
----------------
Increases poison resistance by an additional 15%.
Cost: 250

Gift of Immunity
----------------
Increases poison resistance by an additional 15%.
Cost: 400

Token of Might
--------------
Increases strength by 2.
Cost: 200

Mark of Might
-------------
Increases strength by an additional 2.
Cost: 400

Gift of Might
-------------
Increases strength by an additional 2.
Cost: 600

Token of Vitality
-----------------
Increases constitution by 2.
Cost: 200

Mark of Vitality
----------------
Increases constitution by an additional 2.
Cost: 400

Gift of Vitality
----------------
Increases constitution by an additional 2.
Cost: 600

Token of Haste
--------------
Increases speed by 2.
Cost: 200

Mark of Haste
-------------
Increases speed by an additional 2.
Cost: 400

Gift of Haste
-------------
Increases speed by an additional 2.
Cost: 600

Token of Agility
----------------
Increases dexterity by 2.
Cost: 200

Mark of Agility
---------------
Increases dexterity by an additional 2.
Cost: 400

Gift of Agility
---------------
Increases dexterity by an addtional 2.
Cost: 600

Token of Will
-------------
Increases spirit by 2.
Cost: 200

Mark of Will
------------
Increases spirit by an additional 2.
Cost: 400

Gift of Will
------------
Increases spirit by an additional 2.
Cost: 600

Black Speech
------------
Persuasive and powerful dark words are uttered in battle, summoning
a powerful force that does damage to evey enemy unit.
Cost: 2000


****************
Saruman's Skills
****************

Black Lightning 1
------------------
Spirit attack against single enemy
Cost: 200

Black Lightning 2
------------------
Strong Spirit attack against single enemy
Cost: 500

Black Lightning 3
------------------
Powerful spirit attack against single enemy
Cost: 1000

Black Thunder 1
------------------
Spirit attack against each enemy within 2 squares of the target. Each
enemy hit has a 50% to be stunned for a turn
Cost: 300

Black Thunder 2
------------------
Spirit attack at +10 damage against each enemy withing 2 squares of
target. Each enemy hit has a 50% to be stunned for 2 turns
Cost: 600

Black Thunder 3
------------------
Spirit attack at +10 damage against each enemy withing 2 squares of
target. Each enemy hit has a 75% to be stunned for 2 turns
Cost: 1200

Voice of Saruman 1
------------------
Single unit has STR and DEX reduced by 5 and move reduced by 1
Cost: 300

Voice of Saruman 2
------------------
All units withing 2 squares of target has it's DEX and STR reduced by
5 and move reduced by 1
Cost: 600

Voice of Saruman 3
------------------
All enemy units has STR and DEX reduced by 5 and move reduced by 1
Cost: 1200

Constricting Fog 1
------------------
Single unit is rooted for 1 turn
Cost: 100

Constricting Fog 2
------------------
All units within 2 squares of the target become rooted for 1 turn
Cost: 400

Constricting Fog 3
------------------
All units within 2 squares of the target become rooted for 2 turns
Cost: 800

Token of Reprisal
-----------------
Improves counter attack by 5%.
Cost: 200

Mark of Reprisal
----------------
Improves counter attack by an additional 5%.
Cost: 400

Gift of Reprisal
----------------
Improves counter attack by an additional 5%.
Cost: 600

Token of Valor
--------------
Increases fear resistance by 20%.
Cost: 150

Mark of Valor
-------------
Increases fear resistance by another 15% in addition to the 20% from
the Token of Valor.
Cost: 250

Gift of Valor
-------------
Increases fear resistance by an additional 15%.
Cost: 400

Token of Fortitude
------------------
Increases stun resistance by 20%.
Cost: 150

Mark of Fortitude
-----------------
Increases stun resistance by an additional 15%.
Cost: 250

Gift of Fortitude
-----------------
Increases stun resistance by an additional 15%.
Cost: 400

Token of Immunity
-----------------
Increases poison resistance by 20%.
Cost: 150

Mark of Immunity
----------------
Increases poison resistance by an additional 15%.
Cost: 250

Gift of Immunity
----------------
Increases poison resistance by an additional 15%.
Cost: 400

Token of Might
--------------
Increases strength by 2.
Cost: 200

Mark of Might
-------------
Increases strength by an additional 2.
Cost: 400

Gift of Might
-------------
Increases strength by an additional 2.
Cost: 600

Token of Vitality
-----------------
Increases constitution by 2.
Cost: 200

Mark of Vitality
----------------
Increases constitution by an additional 2.
Cost: 400

Gift of Vitality
----------------
Increases constitution by an additional 2.
Cost: 600

Token of Haste
--------------
Increases speed by 2.
Cost: 200

Mark of Haste
-------------
Increases speed by an additional 2.
Cost: 400

Gift of Haste
-------------
Increases speed by an additional 2.
Cost: 600

Token of Agility
----------------
Increases dexterity by 2.
Cost: 200

Mark of Agility
---------------
Increases dexterity by an additional 2.
Cost: 400

Gift of Agility
---------------
Increases dexterity by an addtional 2.
Cost: 600

Token of Will
-------------
Increases spirit by 2.
Cost: 200

Mark of Will
------------
Increases spirit by an additional 2.
Cost: 400

Gift of Will
------------
Increases spirit by an additional 2.
Cost: 600

Eye of Sauron
------------------
The power of Sauron's magic is unleashed in battle, causing lots of
damage to every enemy unit.
Cost: 2500


****************
Gothmog's Skills
****************

Orcish Fury 1
-------------
Makes 2 seperate attacks against one target
Cost: 500

Orcish Fury 2
-------------
Makes 2 seperate attacks against one target, each with a chance to
cause bleeding
Cost: 800

Orcish Fury 3
-------------
Makes 2 seperate attacks against one target, each with a chance to
cause bleeding
Cost: 1200

Smite of Barad-Dur 1
--------------------
Normal attack with 50% chance to stun
Cost: 200

Smite of Barad-Dur 2
--------------------
Attack with +10 damage and a 50% chance to stun
Cost: 500

Smite of Barad-Dur 3
--------------------
Attack with +20 damage and a 75% chance to stun
Cost: 1000

Whip of Command 1
-----------------
Target ally recieves +1 move
Cost: 100

Whip of Command 2
-----------------
All allies within 2 squares of target get +1 move
Cost: 400

Whip of Command 3
-----------------
All allies within 2 squares of target get +2 move
Cost: 800

Fumes of Gorgoroth 1
--------------------
Normal attack with 50% chance to inflict weak poison
Cost: 100

Fumes of Gorgoroth 2
--------------------
Normal attack with 50% chance to inflict strong poison
Cost: 400

Fumes of Gorgoroth 3
--------------------
Normal attack with 75% chance to inflict strong poison
Cost: 700

Token of Reprisal
-----------------
Improves counter attack by 5%.
Cost: 200

Mark of Reprisal
----------------
Improves counter attack by an additional 5%.
Cost: 400

Gift of Reprisal
----------------
Improves counter attack by an additional 5%.
Cost: 600

Token of Valor
--------------
Increases fear resistance by 20%.
Cost: 150

Mark of Valor
-------------
Increases fear resistance by another 15% in addition to the 20% from
the Token of Valor.
Cost: 250

Gift of Valor
-------------
Increases fear resistance by an additional 15%.
Cost: 400

Token of Fortitude
------------------
Increases stun resistance by 20%.
Cost: 150

Mark of Fortitude
-----------------
Increases stun resistance by an additional 15%.
Cost: 250

Gift of Fortitude
-----------------
Increases stun resistance by an additional 15%.
Cost: 400

Token of Immunity
-----------------
Increases poison resistance by 20%.
Cost: 150

Mark of Immunity
----------------
Increases poison resistance by an additional 15%.
Cost: 250

Gift of Immunity
----------------
Increases poison resistance by an additional 15%.
Cost: 400

Token of Might
--------------
Increases strength by 2.
Cost: 200

Mark of Might
-------------
Increases strength by an additional 2.
Cost: 400

Gift of Might
-------------
Increases strength by an additional 2.
Cost: 600

Token of Vitality
-----------------
Increases constitution by 2.
Cost: 200

Mark of Vitality
----------------
Increases constitution by an additional 2.
Cost: 400

Gift of Vitality
----------------
Increases constitution by an additional 2.
Cost: 600

Token of Haste
--------------
Increases speed by 2.
Cost: 200

Mark of Haste
-------------
Increases speed by an additional 2.
Cost: 400

Gift of Haste
-------------
Increases speed by an additional 2.
Cost: 600

Token of Agility
----------------
Increases dexterity by 2.
Cost: 200

Mark of Agility
---------------
Increases dexterity by an additional 2.
Cost: 400

Gift of Agility
---------------
Increases dexterity by an addtional 2.
Cost: 600

Token of Will
-------------
Increases spirit by 2.
Cost: 200

Mark of Will
------------
Increases spirit by an additional 2.
Cost: 400

Gift of Will
------------
Increases spirit by an additional 2.
Cost: 600

Release the Wargs
-----------------
Summons a Warg to aid in battle.
Cost: 2500



**********************************************************************
6000     MULTIPLAYER                                              6000
**********************************************************************


Lord of the Rings: Tactics features a multiplayer option, so you can
play with up to four friends. You all need a copy of the game to
join in. Each player has a number of points to buy units for his
team and every player can use levelled up characters from the single
player game as well. The player who sets up a game from the
multiplayer option on the mein menu gets to set all the values like
the number of points everyone can spend, which map to use, and what
the time limit is for each turn. Other players select multiplayer and
use the 'join in' option. I would give more information on this
subject but no one else I know owns this game, so I can't try it all
at all.



**********************************************************************
6500     FREQUENTLY ASKED QUESTIONS                               6500
**********************************************************************


Some of these questions are taken from this game's message board
on gamefaqs.com, as some questions asked there are good ones. If you
would like to submit a question, see contact information for details.

Q - Are you able to name your main character in this game?
A - The characters are real characters from Lord of the Rings, so
    no, you don't get to name them.

Q - Can you buy units and create an army?
A - The short answer, no.

Q - How is the story told?
A - The story is told using move scenes edited to make very short
    sequences before levels.

Q - What is the highest level you can reach with each character?
A - Each character can reach level 15. You could say the game is not
    truly complete until every character is at this level.

Q - How do I buy items?
A - At the stat screen, after each level. Use the R button to
    navigate to the item page. Scroll down to the item you want to
    buy and press circle. Make sure you have enough gold to buy it
    first.

Q - I can't save my game. What do I do?
A - Make sure you haven't used up all the save files, you can only
    have three files per campaign. If there is space left, check your
    memory stick is not full. If that doesn't help, send the game
    back to the manufacturer, they should replace it.

Q - I'm stuck at _________ and it's not in your FAQ. What do I do?
A - If I've already covered the section you want, but missed out a
    crucial piece of information, email me (see the contact section).
    If I've not covered it, and it is a section without a "#" on the
    table of contents, it means I will add what you need, very, very
    soon.

Q - Why can't I play as Boromir?
A - While Boromir isn't a Hero, you do get to play him in the Amon
    Hen level.

Q - Why can't I play as Merry or Pippin?
A - Obviously the developers thought there was no point including
    them in the game because they are not vital to the story. Die-
    hard fans of LOTR will disagree with me, but if you don't like
    it, you don't need to listen to me.

Q - I don't see a certain skill on the stats page for my character
    but it's listed in your FAQ. Is it a mistake or a glitch?
A - I've had one or two emails on the subject so it's time to add
    it to my guide. If (on my list), a skill has a number on it apart
    from 1, you need to buy that skill with the 1 on it to unlock
    the higher numbers. Or, your character may not be at the
    required level to be able to buy the skill. Work up your
    character a few levels, and it'll appear soon enough.

Q - The maps in your walkthrough don't match my game screen. Why?
A - First of all, make sure you are on the correct level, and if you
    are, you or the game has rotated the camera. Sometimes at the
    beginning of a level, the view circle around the playing area
    until you press a button or make a move. To change it back, you
    can use the analogue stick to circle the camera about the screen.



**********************************************************************
6600     HINTS AND TIPS                                           6600
**********************************************************************


In this section, I'll list some hints and tips that should give you
advice not covered in the game instruction manual or elsewhere in 
this FAQ.

First of all, use the higher ground to your advantage. Higher ground
increases the accuracy of your ranged attacks and also makes it
harder for your opponent to attack you. You can also force units into
rough terrain, where movement is reduced, to slow them down and let
you catch up with them.

One of the most effective strategies is the hit and run strategy.
Basically, you charge in and attack with the strongest attacksa
available, then flee out of harm's way before the enemy has a large
chance to cause major damage back to you. Characters on horseback and
wargs are the best units to use this strategy with.



**********************************************************************
7000     VERSION HISTORY                                          7000
**********************************************************************


Version 0.13 - 11th October 2006
--------------------------------
Finished up to Fellowship Dwarrowdelf. Added version history.

Version 0.72 - 28th November 2006
---------------------------------
Fixed some spelling errors and added my opinions about some of the
items in-game. Finished walkthrough up to Rohan Sunset.

Version 0.80 - 20th February 2007
---------------------------------
Finished all of the Mordor Skills, and reformatted the guide.

Version 0.81 - 8th March 2007
-----------------------------
Just added a little more information to some of the sections, and
added in a few strategies for levels sent to me by Lorehunter. I've
noticed that I've been spelling 'Sauron' wrong all the way through the
guide so the next update will be addressing that error. I removed all
but the most important of updates to the version history and removed
the maps for the Weathertop levels, they didn't really work out as I
had wanted them to and it would have caused too much work to map out
each and every level in the game.



**********************************************************************
8000     LEGAL INFORMATION                                        8000
**********************************************************************


Copyright (c) 2006 Bodo_parkour

This FAQ was written free of charge to help gamers complete the game.
No profit was made from this FAQ apart from the satisfaction of
knowing I probably helped someone. This guide is exclusively for the
following websites:

 http://www.gamefaqs.com                  GameFAQs
 http://www.gamespot.com                  Gamespot
 http://www.neoseeker.com                 Neoseeker
 http://faqs.ign.com                      IGN FAQs
 http://www.cheatcc.com                   Cheat Code Central
 http://www.1up.com                       1 Up
 http://www.supercheats.com               Supercheats
 http://www.getintothegame.com            Get into the Game
 http://www.gamerhelp.com                 Gamerhelp
 http://videogames.aol.com                AOL videogames
 http://www.gamehelpplanet.com            Game Help Planet
 http://www.oddproxy.com                  The Odd Proxy
 http://www.theproxyguy.com               The Proxy Guy
 http://www.gamefly.com                   Gamefly
 http://www.cheatcodes.com                CheatCodes.com
 http://www.cheatsunlimited.com           Cheats Unlimited

If your website is listed here, and you have not used my FAQ, it
means you have my express permission should you wish to use it.
If you see this FAQ on any other website, you should contact me at
my email address which can be found in the contact information
section later on in this FAQ. Permission may be granted to use this
walkthrough on other sites but only with express permission by the
author (me). Lord of the Rings, character name, and logos are not
owned by me, but are trademarked and owned by their respective
copyright holders. No infringement was intended.
You may print this FAQ or save it to your hard drive for reference
on condition that it is not altered in any way, shape, or form, and
that it is not sold or distributed for any form of profit, whether
that be money, or other items.

  ------------
 | EXTRA NOTE |     If you host my guide, you must regularly check
  ------------      for FAQ updates on www.gamefaqs.com. If you do
                    not do this, your permission to use my guide
                    will be removed.



**********************************************************************
9000     CONTACT INFORMATION                                      9000
**********************************************************************


If you wish to email me, it must be for one of the following reasons.
If not, it gets deleted straight away without being opened.

1. To ask permission to use the FAQ or any of my other FAQs on your
   website, on condition that it is not altered n anyway and only the
   latest FAQ version is being used. The latest version can always be
   found on Gamefaqs. Title emails "LOTR TACTICS: Request permission"

2. To offer an FAQ question or to add a strategy/other contribution
   to the guide. If I decide to use it, it will not be changed, and
   you will be given credit and an entry in the thanks section of
   this FAQ. Please title emails "LOTR TACTICS: Addition to guide"

3. To point out any glaring errors in my typing, or in information. I
   will correct this in the next update and you will be give credit
   and an entry in the thanks section. Titles emails " LOTR TACTICS:
   Notes about your FAQ"

4. To request extra help or just to let me know what you think about
   my FAQ and if it helped you. I will reply within a week at most,
   and I will try to give any help possible. Title emails "LOTR 
   TACTICS: Like to talk"

5. To ask or talk about anything else LOTR Tactics related. Just put
   in you email the name of the game, and what you want to talk
   about.

My email address is "bodo_parkour (at) hotmail (dot) co (dot) uk" and
I look forward to hearing from everyone.



**********************************************************************
1111     THANKS                                                   1111
**********************************************************************


First of all, I'd like to thank CJayC and all the members of the
Gamefaqs team. Secondly, myself, for writing this, thirdly, all of
you, for reading this, and lastly, all of these people:

therealshin          - GameFAQs message board help
mohitv_007           - GameFAQs message board help
ShadowvLord          - GameFAQs message board help
alphabetsoup123      - GameFAQs message board help
Lorehunter           - For providing me with additional strategies,
                       proofreading, general help, and for some of the
                       Mordor skills.
The FCSB             - For giving me the inspiration to start this
                       FAQ/Walkthrough.


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End of file.
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