The Lord of the Rings – The War of the Ring

The Lord of the Rings - The War of the Ring

===============================================================================

                  THE LORD OF THE RINGS: THE WAR OF THE RING
                             ---------------------
                                FAQ/Walkthrough
                               -----------------
                           Author: Barry Willemsen

===============================================================================

<< 1. TABLE OF CONTENTS >>
  ----------------------

  <1> Table of Contents
  <2> Legal Stuff & Contact Info
  <3> Version History
  <4> General Information
  <5> The Interface
        5.1) The Menus
        5.2) The Game Interface
  <6> Gameplay
        6.1) Good... or Evil?
        6.2) General Controls
        6.3) Resource Management
        6.4) General Hints'n Tips
        6.5) Fate
        6.6) Places of Power
  <7> Playing the Free Peoples
        7.1) Gameplay differences
        7.2) Good Buildings
        7.3) Good Technologies
        7.4) Good Units
        7.5) Good Heroes
        7.6) Good Fate Powers
        7.7) Good-Only Strategies
        7.8) Good Campaign
  <8> Playing the Minions of Sauron (NOT FINISHED)
        8.1) Gameplay differences
        8.2) Evil Buildings
        8.3) Evil Technologies
        8.4) Evil Units
        8.5) Evil Heroes
        8.6) Evil Fate Powers
        8.7) Evil-Only Strategies
        8.8) Evil Campaign
  <9> Credits

===============================================================================

<< 2. LEGAL STUFF & CONTACT INFO >>
  -------------------------------

Copyright 2004 Barry Willemsen
- - - - - - - - - - - - - - - -
Before you're reading anything of the FAQ, please read this and make sure you
agree with the terms and conditions included in the text below:

  All trademarks and copyrights contained in this document are owned by their
  respective trademark and copyright holders. This may not be reproduced under
  any circumstances except for personal, private use. It may not be placed on
  any web site or otherwise distributed publicly without advance written
  permission. Use of this guide on any other web site or as a part of any
  public display is strictly prohibited, and a violation of copyright.

In other words, just mail me for permission before placing this FAQ or pieces
of it on your site. You can find my e-mail adress in the Contact Info section
below.

Contact Info
- - - - - - -
If you discover a major error in this FAQ, would like to submit a strategy that
isn't included in here, or have a question about the game that isn't answered
in this FAQ, you can e-mail me at the following adress:

  TheoW7@cs.com

Of course, there are some restrictions on e-mailing me:

  - Don't send me SPAM
  - Make sure the subject line is recognizable. Weird topics will not be read
    and deleted immediately.
  - E-mails with questions that are answered (or soon will be) in the FAQ will
    not be replied to.
  - Don't ask for cheats or any other strategies: all tactics I know are in
    this FAQ
  - If you have negative things to say about this FAQ you can always send them
    to me, as long as the mails remain polite and have a normal topic. I'll
    rewrite some parts of the FAQ if I have to, and credit the one who has
    located the error in the Credits section.

If you have some original strategies to submit or you can tell me easier ways
to beat the campaign-scenarios, e-mails will be gladly accepted. I will put it
in a highlighted spot with your name above it in the following update. Just
remember that e-mails probably won't be replied to the first day afterwards. I
still have lots of things to do for myself and I won't be able to read my mail
every day.


By the way, my FAQ is authorized to be on the following sites:

- GameFAQs           (www.gamefaqs.com)
- Cheat Code Central (www.cheatcc.com)
- Cheat Channel      (www.cheatchannel.com)
- Cheatbook          (www.cheatbook.de)
- Neoseeker          (www.neoseeker.com)
- IGN Faqs           (www.faqs.ign.com)
- DLH                (www.dlh.net)

===============================================================================

<< 3. VERSION HISTORY >>
  --------------------

Version 0.6 - Posted on March 5th, 2004
              Got the main part of this FAQ up. The aspects of playing the good
              side are entirely up.

Version 0.8 - Posted on March 6th, 2004
              The first part of the Evil section is completed. I'm still
              having some trouble thinking of strategies for the final levels
              of the Evil campaign. Enhanced unit section a bit by typing up
              population costs. Also corrected some minor errors.

Version 0.9 - Posted on March 23rd, 2004
              This FAQ is just about completed. I only need to add walkthroughs
              for the last four levels of the Evil Campaign. Might take a
              while, though, my life's been pretty busy.

===============================================================================

<< 4. GENERAL INFORMATION >>
  ------------------------

First off, this is my very first FAQ, so don't think it will be wonderful. I'm
just trying to get gamers through the game with simple strategies, consisting
mostly of guerilla-attacks and Hit & Run tactics. It's supposed to get people
through the scenarios step-by-step. The game can be hard at some points, even
in Easy Mode. And since there were no FAQs contributed yet when I started
this, it semt that I had nothing to lose...

"The War of the Ring" was developed by Liquid Entertainment and published by
Sierra Entertainment, Inc. (Vivendi Universal Games). It is a game based on the
popular "The Lord of the Rings" series, waging war in Middle-Earth on either
side of the field. It is very entertaining, though a bit hard on some points.

===============================================================================

<< 5. THE INTERFACE >>
  ------------------

5.1) THE MENUS
- - - - - - - -
Once you start the game, you have several things to choose from in the main
menu. These things are: Single Player; Multiplayer; Load; Options; and Quit.

  Single Player
  - - - - - - -
  Starts a new, single-player game. When you select this option a new screen
  appears with again several options to choose from:

    GOOD CAMPAIGN: Command the Free Peoples of Middle-Earth and help them
                   destroying the One Ring in a series of scenarios.
    EVIL CAMPAIGN: Command the Minions of Sauron and lead them to victory,
                   so Middle-Earth will forever be under Sauron's rule.
    SKIRMISH:      Start a quick single-player skirmish game against one or
                   more computer-controlled opponents.
    TUTORIAL:      Play through four tutorials teaching you the basics of this
                   game; three for the Free Peoples and one for the Minions.
    BACK:          Return to the Main Menu.

  Multiplayer
  - - - - - -
  Starts a new multiplayer game. This will give you an opportunity to compete
  with up to 8 other players in a LAN game over the Internet through GameSpy or
  at a specific IP address. The following game types are available (this goes
  for Single-Player skirmish games as well):

    RAZING:        Here you have to destroy all your enemy buildings (including
                   Towers and War Posts) to win. It doesn't matter how many
                   units your enemy has alive; razing the buildings will gain
                   you victory.

    SURVIVAL:      This mode forces you to totally destroy your enemy: all of
                   his buildings AND units must be crushed in order to be
                   victorious. If all buildings of a player are destroyed in
                   this mode, a timer appears. The player without buildings
                   has to construct a Stronghold (for the Free Peoples) or a
                   Goblin Hovel (for the Minions of Sauron) before this timer
                   runs out or his units will be revealed on the map. If he
                   succeeds, his units become shrouded in the Fog of War once
                   again.

    FAMINE:        Each player in this mode starts of with a set amount of
                   resources, and resource collecting is turned off. In order
                   to win you have to destroy ALL enemy buildings and units.
                   This is a Deathmatch-kind of game.

    CONTROL:       This is the only mode that is limited by time. Now, players
                   have to control Places of Power to be the winner. Each
                   Place of Power in possession gains the controlling player
                   an amount of points. When the timer ends, the player with
                   the most points wins. If all other players are eliminated,
                   you'll get an immediate win. This also applies to situations
                   where one player has more than 50% of the points that can be
                   collected.

    CATAPULT:      An Ancient Catapult is placed somewhere on the map. Players
                   must seek it out and try to control it by defending it
                   against enemies. The Catapult is a Place of Power in this
                   mode. In order for control to shift, all of a controlling
                   players units near the Ancient Catapult must be crushed.
                   The real objective remains to destroy all enemy buildings
                   and units, however. With the Ancient Catapult, this is very
                   easy, as long as YOU are in control...

  Load
  - - -
  Using this, you can load a previously saved game. Pretty self-explanatory,
  isn't it?

  Options
  - - - -
  On these pages you can shift the game's options to your likings. You can set
  audio, video, and game options here. It also gives you an ability to adjust
  the game's playlist to your liking, as well turning the violence in the game
  ON or OFF by checking the "Mature" box.

  Quit
  - - -
  Quits the game :(

5.2) THE GAME INTERFACE
- - - - - - - - - - - -
Once you're in the game itself for the first time, the interface might seem a
bit overwhelming, but you'll get the hang of it soon enough. I'll take you
through available options here.

  -  The screen itself has been splitted into roughly 2 sections: the field of
     battle and a lower part where you can select and order things to happen.
  -  In the lower left corner of the screen, you see a miniaturization of the
     map. Most of it is probably shrouded by the Fog of War, which takes away
     your sight on enemy units and buildings when there's nobody of your team
     there to see them. If you left-click on the Mini-Map, your sight will
     immediately focus on that spot.
  -  Above the Mini-Map, there are three buttons: Menu, Chat, and Objectives.
     Menu will return you to the Main Menu. Chat enables you to speak with
     other players while in multiplayer mode. Finally, Objectives will show
     you the things you have to do to complete a scenario, and also keeps track
     of the hints you have gotten throughout the level.
  -  On the right side of the Mini-Map there are six small buttons. From top to
     bottom they resemble: Look Here; Fight Here; Walk/Run Toggle; Combat
     Alert; Fire Alert; and Idle Worker. Look Here tells your ally to look to
     the spot you fired the event in. Fight Here does about the same, only it
     tells your ally to send military forces in to fight. With Walk/Run Toggle
     you can decide what is the default for your units: walk (slow but units
     can heal while walking) or run (faster, but you can't heal): Run is the
     default setting. Combat Alert will take you the spot where your units are
     battling enemies. Fire Alert will take you to a building that is set
     ablaze. The last one, Idle Worker, automatically selects a Worker who has
     nothing to do.
  -  The big box that comes next to the Mini-Map is called the Selection Panel:
     when you select a Worker, the buildings he can construct are viewed here.
     If you hold your mouse over certain buildings to get an overview of it.
  -  Above the Selection Panel, you might see small round circles with white
     stars in it. These are further explained in the Fate paragraph in the
     Gameplay section (6.5). The little orb above these Fate circles will be
     explained in the Fate paragraph as well.
  -  To the right of the Selection Panel, you'll see the Action Panel. When
     you select a certain unit, all abilities and upgrades that have been made
     on this unit will be shown here. In training buildings, you can select
     the units you want to create in the Action Panel. Note that some orders
     in the action panel (like the hero Aragorn's Kingsfoil ability) have to
     be activated by clicking on it. This is indicated by a gold line around
     the ability's image.
  -  The last thing you should know is about the three little icons on top of
     the Action Panel. From left to right, these are: Population; Food; and
     Ore. All of these are explained in the Resource Management & Population
     paragraph of the Gameplay section (6.3).

===============================================================================

<< 6. GAMEPLAY >>
  -------------

People who are familiar with the gameplay of Battle Realms (also developed by
Liquid Entertainment) will have little trouble adjusting to gameplay. Other
RTS-players should follow some of the later tutorials that handle the more
advanced aspects of the game. For gamers who are totally new to this genre,
there is also a tutorial which handles the very basic of just about any RTS
game. The following section will roughly cover most of the game's aspects.

  - - - - - - - - - - -
  6.1) Good... or Evil?
  - - - - - - - - - - -
  In this game, you can help destroying the One Ring. Stride valiantly against
  the ranks of Sauron and aid in the quest to destroy the One Ring. You will
  command the brave armies of Gondor, seek out the help of Elves and Dwarves,
  and command the greatest heroes of the Third Aera of the Sun on Middle-Earth
  to finally free the Free Peoples of Middle-Earth of the dark threat from the
  east.

  Of course, you can also choose for the darker side of Middle-Earth. You shall
  then command great hordes of Orcs and other evil beings and lead them to
  victory in the thick of battle. If you fail, Sauron's wrath will be terrible,
  so even the most sneakiest backstabbing attacks are allowed in this great war
  game.

  - - - - - - - - - - -
  6.2) General Controls
  - - - - - - - - - - -
  I recommend people who don't know much about the RTS-genre yet to play all of
  the tutorials. There, a Dwarf and an Elf will teach you all the basics you
  need to know to play the game. The general controls of the game are listed
  here. If you are familiar with this genre, I suggest you skip this section
  and move on with the FAQ.

  - You can select units by LEFT-CLICKING on them. If you hold the LEFT MOUSE
    BUTTON, you can also drag a lasso around multiple units to select them. All
    units and buildings in the game are selected this way.
  - You can make a unit move to a certain spot by selecting it and RIGHT
    CLICKING on the location on the map where you want him to go. If you do
    this while a building is selected, you will set up a Rally Point, which
    means that all troops trained in that building will immediately go there.
  - To train a unit or make use of a special ability, you can left click the
    corresponding button in the lower right corner of the screen (this will be
    referred to as the Action Panel in the rest of the FAQ). If you click on a
    unit multiple times, it will be queued up and will start to train as soon
    as the one before it is completed. Note that you pay the unit once you
    click the unit button, NOT when it actually starts its training.
  - When the cursor changes into something different (a sword, for example) you
    can RIGHT CLICK to make the selected unit make the action that the cursor
    is viewing. A sword, for example, means an attack move.

  For more on basic controls, play the first tutorial. You can access them from
  the Single Player menu.

  - - - - - - - - - - - - - - - - - - -
  6.3) Resource Management & Population
  - - - - - - - - - - - - - - - - - - -
  Like every civilization, you'll need resources to thrive, as well as new
  Population slots to expand your settlement. In Battle Realms, those resources
  were Rice and Water. But here, you'll have to collect Food and Ore. This
  section will show you how to collect resources (you could also learn it from
  the tutorials, by the way):

    Food
    - - -
    Everybody needs to eat, and the units in this game are no exception (only
    the Slavemaster of the Minions requires just Ore). You'll need massive
    amounts of food to keep a steady stream of soldiers going, as well as to
    upgrade them and increase their abilities.
    Food is always obtained from a Well. The Free Peoples have to build a Mill
    over the well first to get food from it. The Minions of Sauron like flesh
    better, and that's why their Workers have to build a Slaughterhouse on top
    of a well to extract food from it. Food is dropped off at the Stronghold
    (for the Free Peoples) or the Goblin Hovel (for the Minions).

    Ore
    - -
    Ore is the other important resource. It is essential for weapons, armor,
    and the construction of buildings. Unlike Food, Ore can be extracted from
    an Ore Pile immediately, without a building on top of it. Assign Workers
    on an ore pile to extract the valuable resource from it. Ore is, just like
    Food, deposited in the Stronghold or the Goblin Hovel.
    Ore gathering will speed up a little once you buld a special extraction
    building on top of it. For the Free Peoples, this is the Forge. For the
    Minions, this is the Smelter. These buildings work in the same way as the
    Mill or the Slaughterhouse does.

    Population
    - - - - - -
    Population isn't really a resource. But, since it is needed to train new
    units as well, it's very important and deserves to be listed here. It's as
    simple as this: if you've maxed out your population slots, you cannot train
    any more units until you have population again. To build a big invasion
    army, you'll have to keep an eye on your population all the time, so you
    can create new population slots for the new soldiers to be trained.

    Good players can expand the population of their settlements by building new
    Camps (or upgrading them into War Camps later). Each Camp adds 11 new slots
    to your current population, while each War Camp upgrade gives you another
    four slots. Evil players, on the other hand, use a special unit to expand
    their population. The Goblin Slavemasters know how to keep the Minions in
    line, thus creating 12 new population slots per trained Slavemaster.

  - - - - - - - - - - - - -
  6.4) General Hints'n Tips
  - - - - - - - - - - - - -
  A few tips are listed here on single-player skirmish games. There aren't a
  lot of them, however, and additional tips would be very welcome. You'll be
  credited for it.

    - One golden rule of the skirmish games is that you should never stay put
      in your base. This game is absolutely war-based, and that's why you
      should always keep training a steady stream of soldiers.
    - Circling around enemy bases to see there weaknesses is a great tactic
      to inflict maximum damage with just a small raiding party. It will give
      you the element of suprise, and you might be able to destroy a key
      production building, giving yourself a big advantage.
    - Keep a constant attack on. Think of it like this: as long as you are
      attacking your enemy, he's not attacking you. Of course, you should watch
      out for other players, who will find your base undefended during your
      big invasion. Always keep a few units back to protect your base.
    - One of the biggest threats for you are the "cloaked" units (like Elves or
      Haradrim). They can't be seen on screen without a detector unit (Ranger
      or a Wraith) and can inflict significant damage without you killing them
      off. Make sure you have detector units, on the offensive as well as in
      your defensive ranks. Detector units placed in Towers do well.
    - You can do the same to your opponent. Little guerilla attacks with your
      invisible units can actually destroy a whole invasion army. And as long
      as you keep killing enemy detectors, you won't have any losses at all!
    - Small things like Heroes or Fate Powers can decide the outcome of any
      battle. Blinding your opponent at the right time will almost certainly
      defeat him.
    - That's why Fate is so important. It's another reason to keep attacking,
      as you can only get it through battle. Fate is used to summon heroes and
      to invoke Fate Powers.
    - There are four types of weaponry in the game: crush, hack, and pierce
      weapons. Crush is represented by a hammer icon, hack by a sword icon,
      and pierce by a spear icon. The other type is hero, which can be seen by
      the aura of light that hangs around a sword icon. Heroes have advantage
      against all other types.

  Remember, mail me if you know other good hints.

  - - - - -
  6.5) Fate
  - - - - -
  You can get Fate through three different activities: exploring, expanding
  your camp, and through battle. The last one is the fastest at generating
  Fate, but perhaps the most perilous as well. Fate is represented by the blue
  circles with white stars in them on the top of the selection panel. The
  more circles you get, the harder it is to get additional Fate. The Fate has
  numerous purposes:

    Heroes
    - - - -
    All heroes except for Frodo (Good Side) and Gollum (Evil Side) can only
    be summoned by offering a certain amount of Fate. They don't cost any
    Food or Ore, but the Fate itself is going to be hard to acquire if you
    don't keep the battle going. The Free Peoples and the Minions both have
    their own heroes. They can turn the tide of a battle with their special
    abilities and are usually a lot stronger than normal militia.

    Fate Powers
    - - - - - -
    The other things you can use Fate for are called Fate Powers. These can
    give you an edge over your opponent and can be great when you're about to
    lose an important battle. The good and the evil side both have their own
    Fate Powers. The powers differ in costs from two to seven Fate Points.

  I hope that I've made myself clear enough and you all agree that Fate is one
  of the most important things in this game.

  - - - - - - - - - - -
  6.6) Places of Power
  - - - - - - - - - - -
  On almost any map you can find a Place of Power. You'll immediately recognize
  one when you see it, because it often looks like a majestic statue and light
  will be glowing around it. To take control of one of these, you'll have to
  move one of your units near it. The benefits of the monument will then shift
  to you. If an enemy is controlling a Place of Power, you'll have to destroy
  all enemy units around it to gain control for yourself. The Places of Power
  are (some are from the campaign, not all from SP skirmishes):

  - Orc Mask                    - Enchanting Willow
  - Wretched Sentinel           - Dark Orb of Energy
  - Ancient Fountain            - Steed of Rohan
  - Claw of Power               - Monument of Narsil
  - Claw of Protection          - Elven Temple
  - Claw of Regeneration        - Statue of Eorl
  - Dragon Skull                - Mallorn of Galadriel
  - Dark Orb of Reforming       - Radiant Monolith
  - Sentinel Tree               - Spires of Siege
  - Silent Watcher              - Orb of Hasty Summoning
  - Radagast's Aviary           - Globe of Mastery

===============================================================================

<< 7. PLAYING THE FREE PEOPLES >>
  -----------------------------

Playing as the Free Peoples of Middle-Earth, you will take command over all
who withstand Sauron's rule. Your forces, ranging from Men, Elves and Dwarves
to the mighty Huorns, will stride with their hearts fulfilled of only one
purpose: the destruction of the One Ring and Sauron and his creations.

The military units of the Free Peoples aren't very numerous, but they are
the absolute elite and will fight without conceding an inch. IMO, the good
campaign is a little easier than the evil campaign (though you might think
differently about that).

- - - - - - - - - - - - -
7.1) Gameplay Differences
- - - - - - - - - - - - -
The Free Peoples have several unique characteristics in this game. All of
them are listed below:

  - The Free Peoples use a Mill to collect Food and a Forge to obtain Ore.
  - The Workers of the Free Peoples drop their resources at the Stronghold.
  - Workers and Heroes are trained in the Stronghold.
  - Because the numbers of the good guys are small, your buildings have to
    be built close to each other. The area in which can be built is marked
    by a green decal on the surface.
  - Different technologies, units, and heroes than the Evil Side.
  - They use Camps and War Camps to expand their Population
  - Their Towers can be equipped with a powerful Ballista, adding one powerful
    shot per round.
  - They have different Fate Powers.

- - - - - - - - - -
7.2) Good Buildings
- - - - - - - - - -

  Stronghold Level 1
  -------------------
  HIT POINTS:       750
  BUILDING COST:    250 Food, 250 Ore
  ARMOR CLASS:      1
  UNITS TRAINED:    - Worker
                    - Frodo
                    - Gimli
                    - Legolas
                    - Aragorn
                    - Gandalf
  RESEARCH HERE:    - Stronghold Level 2
                    - Stronghold Level 3
                    - Stronghold Level 4
                    - Stronghold Level 5

  The Stronghold is the place where the Workers and Heroes of the Free Peoples
  of Middle-Earth are trained. It is also a drop-off point for Workers that
  have collected resources. The Stronghold is the base of any settlement, and
  one of the most important buildings to protect. The Stronghold is Level 1
  when you start with the game, but you can upgrade it up to Level 5. Some
  buildings and units require a certain Stronghold level before they can be
  purchased.

  Camp
  -----
  REQUIRED:         Stronghold Level 1
  HIT POINTS:       400
  BUILDING COST:    80 Ore
  ARMOR CLASS:      1
  UNITS TRAINED:    None
  RESEARCH HERE:    None

  The Camp is a valuable building because it increases your maximum Population
  by eleven. To set up a good army, you'll need lots of Camps, so plan your
  placement of them carefully: they have to be well defended from the enemy, or
  the foe's raiding parties will leave you crippled. The Camp can be further
  upgraded to a War Camp.

  War Camp
  ---------
  REQUIRED:         Stronghold Level 2
  HIT POINTS:       500
  UPGRADE COST:     55 Ore
  ARMOR CLASS:      2
  UNITS TRAINED:    None
  RESEARCH HERE:    None

  When a Camp is upgraded to a War Camp, your Population will be increased by
  four. Other than that it functions just like a camp. Perfect when you run out
  of space to put new Camps in.

  Mill
  -----
  REQUIRED:         Stronghold Level 1
  HIT POINTS:       570
  BUILDING COST:    50 Ore
  ARMOR CLASS:      3
  UNITS TRAINED:    None
  RESEARCH HERE:    None

  A Mill must always be built on top of a well to function. This building is
  used by your Workers to obtain Food and bring it back to a Stronghold. It is
  one of the first structures to be built in any game. Food cannot be obtained
  without use of a Mill.

  Foundry
  --------
  REQUIRED:         Stronghold Level 1
  HIT POINTS:       750
  BUILDING COST:    80 Ore
  ARMOR CLASS:      3
  UNITS TRAINED:    None
  RESEARCH HERE:    None

  Ore can be obtained from its deposit without any building on top of it, but
  the use of a Foundry definitely speeds up its income rate. Workers make use
  of it in the same way as the Mill: you'll want to build this building
  immediately at the start of the game to ensure you have enough ore to train
  your army.

  Watchtower
  -----------
  REQUIRED:         Stronghold Level 2
  HIT POINTS:       400
  BUILDING COST:    105 Food, 105 Ore
  ATTACK POWER:     14
  ARMOR CLASS:      2
  UNITS TRAINED:    None, but four can be garrisoned inside for more shots.
  RESEARCH HERE:    - Ballista Tower

  The Watchtower is a basic defensive structure to ensure the safety of your
  camp. It is advised to build a lot of them, especially around buildings
  that are vital to win the game (Stronghold, Camps). At the borders of your
  settlement, they can be used to spot incoming enemies so you won't be
  surprised. To increase the shot rate of the Watchtower, garrison more units
  inside. Note that these units have to be unmounted.

  Ballista Tower
  ---------------
  REQUIRED:         Stronghold Level 4
  HIT POINTS:       500
  UPGRADE COST:     150 Food, 150 Ore
  ATTACK POWER:     Ballista=35; Normal=14
  ARMOR CLASS:      2
  UNITS TRAINED:    None, but four can be garrisoned inside for more shots.
  RESEARCH HERE:    None

  When the player researches this upgrade for the Watchtower, a powerful
  ballista is placed on top of the tower, giving one additional shot per round.
  The speed of the ballista is NOT measured by the number of units that are
  inside the Ballista Tower.

  Barracks
  ---------
  REQUIRED:         Stronghold Level 1
  HIT POINTS:       700
  BUILDING COST:    60 Food, 105 Ore
  ARMOR CLASS:      1
  UNITS TRAINED:    - Gondor Swordsman
                    - Rider of Rohan
  RESEARCH HERE:    None

  In this hall, newly recruited warriors of Gondor and Rohan train endlessly
  to perfect their weapon skills. At the Barracks, players can train the
  basic fighting units of the Free Peoples of Middle-Earth.

  Dwarf Hall
  -----------
  REQUIRED:         Stronghold Level 1
  HIT POINTS:       750
  BUILDING COST:    80 Food, 100 Ore
  ARMOR CLASS:      2
  UNITS TRAINED:    - Dwarf Axethrower
                    - Dwarf Shieldbreaker
  RESEARCH HERE:    None

  This rough fighting area was designed specially for the Dwarves, sturdy
  fighters that are enthousiastic when it comes to battle. Here, a ranged unit,
  the Dwarf Axethrower, is trained, as well as the Dwarf Shieldbreaker, which
  is a powerful melee unit.

  Forge
  ------
  REQUIRED:         Stronghold Level 2
  HIT POINTS:       590
  BUILDING COST:    75 Food, 100 Ore
  ARMOR CLASS:      1
  UNITS TRAINED:    None
  RESEARCH HERE:    - Iron Blades; Steel Blades; Dwarf Forged Blades
                    - Iron Plating; Steel Plating; Dwarf Forged Plating
                    - Razor Edge
                    - Flaming Axe
                    - Shield Break
                    - Dwarf Engineering
                    - Lookout Tower

  In this forge, the best metallurgy experts are assembled to aid the Free
  Peoples in their battle against Sauron. With the experience of the Dwarven
  forges, these will prove to be the best of the best. They make wondrous
  inventions for the Barracks units, the Dwarf Hall units, and for buildings.

  Ranger Post
  ------------
  REQUIRED:         Stronghold Level 2
  HIT POINTS:       675
  BUILDING COST:    95 Food, 110 Ore
  ARMOR CLASS:      1
  UNITS TRAINED:    - Ranger
  RESEARCH HERE:    None

  The northern wanderers known as Rangers prefer to live at these small posts
  to scout out the area around them. In the wilderness, they test their superb
  detection skills before using them on the battlefield.

  Wilderness Outpost
  -------------------
  REQUIRED:         Stronghold Level 2
  HIT POINTS:       600
  BUILDING COST:    85 Food, 110 Ore
  ARMOR CLASS:      1
  UNITS TRAINED:    None
  RESEARCH HERE:    - Etched Blades; Mystic Blades; Runic Blades
                    - Improved Leather; Hard Leather; Studded Leather
                    - Camouflage
                    - Eagle Eye
                    - Elven Cloaks
                    - Eagle Fletching

  In this building, ingenious Rangers and Elves gather to exchange tactics
  and new weapon plans. Sometimes, this results in a great improvement for the
  Rangers and Elven Archers. With some of the Wilderniss Outpost's upgrades,
  they truly become fearsome opponents.

  Elven Sanctuary
  ----------------
  REQUIRED:         Stronghold Level 3
  HIT POINTS:       650
  BUILDING COST:    135 Food, 135 Ore
  ARMOR CLASS:      2
  UNITS TRAINED:    - Elven Archer
                    - Elven Lightbearer
  RESEARCH HERE:    None

  This place was created as a resting point for the Elves. Here, they could
  enjoy the silence of nature and practice their arts with the bow or aim
  their projectiles at fast-moving targets. It is the place where all the
  Elven warriors are recruited.

  Nature's Haven
  ---------------
  REQUIRED:         Stronghold Level 3
  HIT POINTS:       680
  BUILDING COST:    130 Food, 135 Ore
  ARMOR CLASS:      1
  UNITS TRAINED:    - Beorning
                    - Huorn
  RESEARCH HERE:    None

  The mysterious home of the Beorning, the Nature's Havens can also call forth
  the deadly Huorns from deep in the forests. They are fearsome to behold,
  and most deadly on the battlefield.

  House of Lore
  --------------
  REQUIRED:         Stronghold Level 3
  HIT POINTS:       625
  BUILDING COST:    95 Food, 100 Ore
  ARMOR CLASS:      1
  UNITS TRAINED:    None
  RESEARCH HERE:    - Strength of Nature; Strength of the Claw; Strength of
                      the Wild
                    - Natures Protection; Natures Defense; Natures Shield
                    - Bear Form
                    - Savage Blow
                    - Dispel
                    - Light of Lothlorien
                    - Tree Form

  The House of Lore is a building where those who practice magic can further
  increase their abilities. The old scrolls lying in the library of this
  building hold secrets beyond imagination, and using them will give great
  powers to Elven Lightbearers, Beornings, and Huorns.

- - - - - - - - - -
7.3) Good Upgrades
- - - - - - - - - -
First, I shall list the Forge technologies here. After that, there are the
Wilderness Outpost and the House of Lore technologies.

  Iron Blades
  ------------
  UPGRADE AT:       Forge
  REQUIRED:         Stronghold Level 2
  UPGRADE COST:     75 Food, 75 Ore
  UPGRADE EFFECT:   +1 Attack for Gondor Swordsmen, Riders of Rohan, Dwarf
                    Axethrowers, and Dwarf Shieldbreakers.
  RATING:           2/5 - This doesn't make a lot of difference... yet. It
                    needed for the later upgrades (which DO matter), so
                    buy it. Offense over defense!

  Steel Blades
  -------------
  UPGRADE AT:       Forge
  REQUIRED:         Iron Blades, Stronghold Level 3
  UPGRADE COST:     125 Food, 125 Ore
  UPGRADE EFFECT:   +1 Attack for Gondor Swordsmen, Riders of Rohan, Dwarf
                    Axethrowers, and Dwarf Shieldbreakers.
  RATING:           3/5 - You might notice that battles go a little faster
                    once you've researched this upgrade. And believe me,
                    it gets better.

  Dwarf Forged Blades
  --------------------
  UPGRADE AT:       Forge
  REQUIRED:         Steel Blades, Stronghold Level 5
  UPGRADE COST:     175 Food, 175 Ore
  UPGRADE EFFECT:   +1 Attack for Gondor Swordsmen, Riders of Rohan, Dwarf
                    Axethrowers, and Dwarf Shieldbreakers.
  RATING:           5/5 - Now we're talking. Build up a nice force of Men
                    and Dwarves and go crush the enemy! You should have
                    bought at least one armor upgrade, however, or you
                    won't be able to enjoy of your overwhelming attack for
                    a long time.

  Iron Plating
  -------------
  UPGRADE AT:       Forge
  REQUIRED:         Stronghold Level 2
  UPGRADE COST:     75 Food, 75 Ore
  UPGRADE EFFECT:   +1 Armor for Gondor Swordsmen, Riders of Rohan, Dwarf
                    Axethrowers, and Dwarf Shieldbreakers.
  RATING:           1/5 - Buy an attack upgrade before this. This, again,
                    is one of the things you'll have to buy to get the
                    better upgrades.

  Steel Plating
  --------------
  UPGRADE AT:       Forge
  REQUIRED:         Iron Plating, Stronghold Level 3
  UPGRADE COST:     125 Food, 125 Ore
  UPGRADE EFFECT:   +1 Armor for Gondor Swordsmen, Riders of Rohan, Dwarf
                    Axethrowers, and Dwarf Shieldbreakers.
  RATING:           3/5 - This is much better than the last one, since you
                    might have noticed your units last longer in battle.

  Dwarf Forged Plating
  ---------------------
  UPGRADE AT:       Forge
  REQUIRED:         Steel Plating, Stronghold Level 5
  UPGRADE COST:     175 Food, 175 Ore
  UPGRADE EFFECT:   +1 Armor for Gondor Swordsmen, Riders of Rohan, Dwarf
                    Axethrowers, and Dwarf Shieldbreakers.
  RATING:           4/5 - Mix this up with Dwarf Forged Blades and some
                    missile units for back-up and there you have one
                    unstoppable force!

  Razor Edge
  -----------
  UPGRADE AT:       Forge
  REQUIRED:         Stronghold Level 2
  UPGRADE COST:     100 Food, 100 Ore
  UPGRADE EFFECT:   Makes the Dwarf Axethrower's axes pass through the
                    initial target, hitting any enemies beyond.
  RATING:           3/5 - If you're fond of the Dwarves and use them
                    a lot, this is a must-buy. Throw your axes and watch
                    an enemy army getting killed within a minute.

  Flaming Axe
  ------------
  UPGRADE AT:       Forge
  REQUIRED:         Razor Edge, Stronghold Level 4
  UPGRADE COST:     125 Food, 125 Ore
  UPGRADE EFFECT:   Makes the Dwarf Axethrower's axes burn, giving them
                    the ability to destroy and ignite buildings fast.
  RATING:           3/5 - Again, it's a matter of using them or not. If
                    you do, buy this upgrade and send some raiding parties
                    consisting of Axethrowers to set a whole enemy war camp
                    ablaze.

  Shield Break
  -------------
  UPGRADE AT:       Forge
  REQUIRED:         Stronghold Level 2
  UPGRADE COST:     100 Food, 100 Ore
  UPGRADE EFFECT:   Gives the Dwarf Shieldbreaker an ability to smash foes
                    with such strength that it permanently decreases their
                    armor class.
  RATING:           3/5 - With a lot of Shieldbreakers, mixed up with
                    missile units and some melees, you can crush just about
                    any force, unless you're hopelessly outnumbered. This
                    rocks!

  Dwarf Masonry
  --------------
  UPGRADE AT:       Forge
  REQUIRED:         Stronghold Level 2
  UPGRADE COST:     75 Food, 175 Ore
  UPGRADE EFFECT:   Gives buildings more hit points.
  RATING:           1/5 - Isn't really needed, in my opinion. Is useful only
                    if you're under siege, but since you should be attacking
                    and not defending, you don't really need it. Save your
                    resources for better upgrades.

  Lookout Tower
  --------------
  UPGRADE AT:       Forge
  REQUIRED:         Stronghold Level 2
  UPGRADE COST:     100 Food, 100 Ore
  UPGRADE EFFECT:   Gives towers a greater lign of sight.
  RATING:           2/5 - Not something you should get immediately, but still
                    useful for spotting those enemy raiding parties early.

  Ballista Tower
  ---------------
  UPGRADE AT:       Watchtower
  REQUIRED:         Stronghold Level 4
  UPGRADE COST:     150 Food, 150 Ore
  UPGRADE EFFECT:   Equips the researching Watchtower with a powerful ballista.
  RATING            3/5 - Can help you withstand a big attack when you place
                    it at key positions. Don't buy this for all Towers, though.

  War Camp
  ---------
  UPGRADE AT:       Camp
  REQUIRED:         Stronghold Level 2
  UPGRADE COST:     55 Ore
  UPGRADE EFFECT:   Creates a bigger camp, adding 4 Population slots.
  RATING            4/5 - Use this to get additional population when you run
                    out of space to build your camps in. Gets an armor class
                    bonus as well.

  Etched Blades
  --------------
  UPGRADE AT:       Wilderness Outpost
  REQUIRED:         Stronghold Level 2
  UPGRADE COST:     75 Food, 75 Ore
  UPGRADE EFFECT:   +1 Attack for Rangers and Elven Archers.
  RATING:           3/5 - If you like to do raiding with invisible Elves, you
                    need to buy this as soon as possible. Even if you don't,
                    this upgrade pays off by giving your prominent missile
                    users an extra power boost.

  Mystic Blades
  --------------
  UPGRADE AT:       Wilderness Outpost
  REQUIRED:         Etched Blades, Stronghold Level 3
  UPGRADE COST:     125 Food, 125 Ore
  UPGRADE EFFECT:   +1 Attack for Rangers and Elven Archers.
  RATING            4/5 - You should be noticing the attack power by now: a
                    great upgrade. One more attack bonus to go.

  Runic Blades
  -------------
  UPGRADE AT:       Wilderness Outpost
  REQUIRED:         Mystic Blades, Stronghold Level 5
  UPGRADE COST:     175 Food, 175 Ore
  UPGRADE EFFECT:   +1 Attack for Rangers and Elven Archers.
  RATING:           5/5 - Expensive, but well worth it. With an armor upgrade,
                    several Elven Archers can now wipe out an entire base, as
                    long as they keep killing detector units.

  Improved Leather
  -----------------
  UPGRADE AT:       Wilderness Outpost
  REQUIRED:         Stronghold Level 2
  UPGRADE COST:     75 Food, 75 Ore
  UPGRADE EFFECT:   +1 Armor for Rangers and Elven Archers.
  RATING:           2/5 - Buy the offensive upgrades before purchasing this.
                    It is offensive over defense, especially with archers.

  Hard Leather
  -------------
  UPGRADE AT:       Wilderness Outpost
  REQUIRED:         Improved Leather, Stronghold Level 3
  UPGRADE COST:     125 Food, 125 Ore
  UPGRADE EFFECT:   +1 Armor for Rangers and Elven Archers.
  RATING:           3/5 - They last longer, look at Improved Leather for
                    additional comment.

  Studded Leather
  ----------------
  UPGRADE AT:       Wilderness Outpost
  REQUIRED:         Hard Leather, Stronghold Level 5
  UPGRADE COST:     175 Food, 175 Ore
  UPGRADE EFFECT:   +1 Armor for Rangers and Elven Archers
  RATING:           4/5 - Mix it up with Runic Blades: now they last long and
                    do a lot of damage. Combine it with their Elven Cloaks to
                    get the ultimate raiding unit!

  Concealment
  ------------
  UPGRADE AT:       Wilderness Outpost
  REQUIRED:         Stronghold Level 2
  UPGRADE COST:     75 Food, 75 Ore
  UPGRADE EFFECT:   Rangers can remain unseen as long as they do not move.
  RATING:           2/5 - Not really needed, scouts will eventually be killed
                    anyway. I don't use Rangers a lot anyway.

  Eagle Eye
  ----------
  UPGRADE AT:       Wilderness Outpost
  REQUIRED:         Stronghold Level 2
  UPGRADE COST:     75 Food, 75 Ore
  UPGRADE EFFECT:   Gives Rangers an LOS upgrade, increasing detection ability.
  RATING:           3/5 - Actually, it's pretty nice. Will help spotting that
                    annoying invisible enemies earlier. Weapon and armor go
                    first, however.

  Elven Cloaks
  -------------
  UPGRADE AT:       Wilderness Outpost
  REQUIRED:         Stronghold Level 3
  UPGRADE COST:     165 Food, 165 Ore
  UPGRADE EFFECT:   Makes Elven Archers invisible, so they can only be spotted
                    by detector units.
  RATING:           5/5 - THE raiding weapon. Keep killing those detectors and
                    you might find yourself wiping out a base with only some
                    Elven Archers!

  Eagle Fletching
  ----------------
  UPGRADE AT:       Wilderness Outpost
  REQUIRED:         Stronghold Level 3
  UPGRADE COST:     150 Food, 150 Ore
  UPGRADE EFFECT:   Elven Archers have a greater range.
  RATING:           4/5 - Very good upgrade. Can keep them out of Tower range
                    while they shoot it to the ground. Very annoying for the
                    enemy as well because they cannot see you through the Fog
                    of War. Combine with Elven Cloaks.

  Strength of Nature
  -------------------
  UPGRADE AT:       House of Lore
  REQUIRED:         Stronghold Level 3
  UPGRADE COST:     75 Food, 75 Ore
  UPGRADE EFFECT:   +1 Attack for Beornings and Huorns.
  RATING:           2/5 - If you like those Huorns (I don't) then you should
                    buy this. Expensive, but needed for weak Beornings anyway.

  Strength of the Claw
  ---------------------
  UPGRADE AT:       House of Lore
  REQUIRED:         Strength of Nature, Stronghold Level 4
  UPGRADE COST:     125 Food, 125 Ore
  UPGRADE EFFECT:   +1 Attack for Beornings and Huorns.
  RATING:           3/5 - Another attack upgrade to aid the Beornings and the
                    Huorns. If you use them a lot, buy it, or else leave it.

  Strength of the Wild
  ---------------------
  UPGRADE AT:       House of Lore
  REQUIRED:         Strength of the Claw, Stronghold Level 5
  UPGRADE COST:     175 Food, 175 Ore
  UPGRADE EFFECT:   +1 Attack for Beornings and Huorns.
  RATING:           3/5 - See Strength of the Claw for comments.

  Natures Protection
  -------------------
  UPGRADE AT:       House of Lore
  REQUIRED:         Stronghold Level 3
  UPGRADE COST:     75 Food, 75 Ore
  UPGRADE EFFECT:   +1 Armor for Beornings and Huorns.
  RATING:           2/5 - The same as attack, only this is slightly more
                    needed to keep the Beornings alive to mend wounds.

  Natures Defense
  ----------------
  UPGRADE AT:       House of Lore
  REQUIRED:         Natures Protection, Stronghold Level 4
  UPGRADE COST:     125 Food, 125 Ore
  UPGRADE EFFECT:   +1 Armor for Beornings and Huorns.
  RATING:           3/5 - Again, this is needed to keep Beornings alive.

  Natures Shield
  ---------------
  UPGRADE AT:       House of Lore
  REQUIRED:         Natures Defense, Stronghold Level 5
  UPGRADE COST:     175 Food, 175 Ore
  UPGRADE EFFECT:   +1 Armor for Beornings and Huorns.
  RATING:           3/5 - See Natures Defense for comments.

  Bear Form
  ----------
  UPGRADE AT:       House of Lore
  REQUIRED:         Stronghold Level 3
  UPGRADE COST:     125 Food, 125 Ore
  UPGRADE EFFECT:   Gives the Beorning the ability to change into a Bear.
  RATING:           3/5 - Bears are much better at fighting than Beornings, but
                    they lose their healing ability in this form.

  Savage Blow
  ------------
  UPGRADE AT:       House of Lore
  REQUIRED:         Bear Form, Stronghold Level 4
  UPGRADE COST:     125 Food, 125 Ore
  UPGRADE EFFECT:   While in Bear Form, the Beorning can give a devastating
                    blow that knocks back all enemies in front of him.
  RATING:           3/5 - Useful to fight your way out of crowds, and does
                    damage all units in front of him. Nice if you have lots
                    of Beornings with Bear Form.

  Dispel
  -------
  UPGRADE AT:       House of Lore
  REQUIRED:         Stronghold Level 4
  UPGRADE COST:     75 Food, 75 Ore
  UPGRADE EFFECT:   The Elven Lightbearer gains the ability to heal units
                    from enemy spells.
  RATING:           3/5 - Units do not get hit by special magic a lot, but
                    this comes in handy once they do. Reasonable buy.

  Light of Lothlorien
  --------------------
  UPGRADE AT:       House of Lore
  REQUIRED:         Stronghold Level 4
  UPGRADE COST:     125 Food, 125 Ore
  UPGRADE EFFECT:   This spell can be cast by the Elven Lightbearer to sear the
                    flesh of all enemies in the selected area with a blinding
                    light.
  RATING:           4/5 - Can damage large invasion armies in its tracks,
                    weakening it so you can defend your settlement without too
                    much losses. Good at the offensive as well.

  Tree Form
  ----------
  UPGRADE AT:       House of Lore
  REQUIRED:         Stronghold Level 4
  UPGRADE COST:     100 Food, 100 Ore
  UPGRADE EFFECT:   The Huorn gains the ability to plant itself into the ground
                    so he can entangle foes with its roots. In this form, its
                    regeneration rate is also substantially increased.
  RATING:           3/5 - Very good for defending small passes and such places.
                    While the planted Huorn stops its enemies in its tracks,
                    so some missile units behind him can finish off the foes.

  Stronghold Level 2
  -------------------
  UPGRADE AT:       Stronghold
  REQUIRED:         Stronghold Level 1
  UPGRADE COST:     115 Food, 105 Ore
  UPGRADE EFFECT:   +1 Armor and +250 HP for Stronghold. Is needed for some
                    buildings to be built.
  RATING:           5/5 - All Stronghold upgrades have high priority, because
                    without them you cannot use the better units and upgrades.

  Stronghold Level 3
  -------------------
  UPGRADE AT:       Stronghold
  REQUIRED:         Stronghold Level 2
  UPGRADE COST:     120 Food, 120 Ore
  UPGRADE EFFECT:   +1 Armor and +250 HP for Stronghold. Is needed for some
                    buildings to be built.
  RATING:           5/5 - All Stronghold upgrades have high priority, because
                    without them you cannot use the better units and upgrades.

  Stronghold Level 4
  -------------------
  UPGRADE AT:       Stronghold
  REQUIRED:         Stronghold Level 3
  UPGRADE COST:     125 Food, 135 Ore
  UPGRADE EFFECT:   +1 Armor and +250 HP for Stronghold. Is needed for some
                    buildings to be built.
  RATING:           5/5 - All Stronghold upgrades have high priority, because
                    without them you cannot use the better units and upgrades.

  Stronghold Level 5
  -------------------
  UPGRADE AT:       Stronghold
  REQUIRED:         Stronghold Level 4
  UPGRADE COST:     130 Food, 150 Ore
  UPGRADE EFFECT:   +1 Armor and +250 HP for Stronghold. Is needed for some
                    upgrades to be researched.
  RATING:           5/5 - All Stronghold upgrades have high priority, because
                    without them you cannot use the better units and upgrades.

- - - - - - - -
7.4) Good Units
- - - - - - - -
Here, all units of the Free Peoples of Middle-Earth are listed. They all
have their own little history and comments with them. There are no heroes,
however. They can be found in the next paragraph.

  Worker
  -------
  HIT POINTS:       None given
  ATTACK POWER:     None given
  ARMOR CLASS:      None given
  ATTACK TYPE:      None given
  TRAINED AT:       Stronghold
  COST:             35 Food; 1 Pop
  UPGRADE AT:       None

  SPECIAL ABILITIES:
  Workers don't have any special abilities.

  UNIT HISTORY:
  All honour is given to the soldiers on the battlefield, but who are the real
  heroes in war? The Workers, because they are keeping the soldiers fed and
  they make sure that new recruits can be trained. They are naturally
  overlooked, but they don't care about that and work with pleasure for their
  lord.

  UNIT COMMENTS:
  Workers are naturally the backbone of any settlement. Without them, no
  resources. Without resources, no army. Without an army, you lose. So make
  sure you keep them safe from the enemy and they'll collect Food and Ore
  from you from the Mill and the Foundry.

  Gondor Swordsman
  -----------------
  REQUIRED:         Stronghold Level 1
  HIT POINTS:       155
  ATTACK POWER:     Minimum=10; Maximum=13
  ARMOR CLASS:      Minimum=0; Maximum=3
  ATTACK TYPE:      Hack
  TRAINED AT:       Barracks
  COST:             50 Food; 2 Pop
  UPGRADE AT:       Forge

  SPECIAL ABILITIES:
  Gondor Swordsmen don't have any special abilities.

  UNIT HISTORY:
  The people of Gondor were counted among the most heroic of all existing races
  of Men on Middle-Earth. The soldiers of Gondor, born in the green hills of
  Lossarnach or Dol Amroth, were the absolute elite when it came to warfare. In
  the war of the ring, however, they were so heavily outnumbered that they
  could not stop the armies of Mordor from conquering their capital, Osgiliath.

  UNIT COMMENTS:
  The very basic melee unit for the Free Peoples. It's cheap and has the same
  stats as an Evil Orc Slasher. They can be disposed of quickly if there are no
  other support units around them, though. Send in these guys to back-up your
  armies with their numbers.

  Dwarf Axethrower
  -----------------
  REQUIRED:         Stronghold Level 1
  HIT POINTS:       140
  ATTACK POWER:     Minimum=9; Maximum=12
  ARMOR CLASS:      Minimum=0; Maximum=3
  ATTACK TYPE:      Hack
  TRAINED AT:       Dwarf Hall
  COST:             60 Food; 10 Ore; 2 Pop
  UPGRADE AT:       Forge

  SPECIAL ABILITIES:
  Razor Edge - Makes the Axethrowers axes go through the first target, making
               it a very effective units against groups of enemies.
               (Always on)

  Flaming Axe - Axethrowers get flaming axes to throw with, doing significant
                damage to buildings and setting them on fire.
                (Always on)

  UNIT HISTORY:
  The axe has been the traditional weapon of the Dwarves for ages. They even
  prefer it as a missile weapon; resulting in the special troop called a Dwarf
  Axethrower. Although they don't have the range of archers, they are very
  effective at close range. With razor-edges on their axes, they become an
  important army-destroyer, especially when the foes are close to each other.

  UNIT COMMENTS:
  The Axethrower is probably your main missile unit until you can train those
  Elven Archers. Even then, Dwarf Axethrowers can be valuable. With upgrades
  to their axes, they can easily wipe out an invasion army. On the offensive,
  you can go around an enemy city and ignite buildings to cause trouble.

  Dwarf Shieldbreaker
  --------------------
  REQUIRED:         Forge, Stronghold Level 2
  HIT POINTS:       305
  ATTACK POWER:     Minimum=10; Maximum=13
  ARMOR CLASS:      Minimum=1; Maximum=4
  ATTACK TYPE:      Crush
  TRAINED AT:       Dwarf Hall
  COST:             95 Food; 60 Ore; 3 Pop
  UPGRADE AT:       Forge

  SPECIAL ABILITIES:
  Shield Break - With this upgrade, Shieldbreakers learn to strike with such
                 force and accuracy that it will permanently damage a foe's
                 armor, decreasing its Armor Class.
                 (Always on)

  UNIT HISTORY:
  Occasionally having their underground empires invaded by heavily armored
  Orcs and beasts from the Misty Mountains, the dwarves decided to develop a
  new kind of soldier: one that could use its weapon to severely damage an
  opponent's armor, but was protected against attacks as well. Finally, they
  decided that the weapon they sought was a great hammer of special, harder-
  than-rock metal. Having the purpose of this soldier in mind, they called it
  a Shieldbreaker.

  UNIT COMMENTS:
  Very good for decreasing the armor of heavy enemies with Shield Break, then
  use other units to finish the job. Has a standard 1 Armor Class to, so it
  will last longer than most units, since it has enormous hit points as well.
  This might not be a good unit for raiding parties, since it's to slow to
  cause enormous damage (except to foe's armor, of course).

  Rider of Rohan
  ---------------
  REQUIRED:         Stronghold Level 2
  HIT POINTS:       235
  ATTACK POWER:     Minimum=13; Maximum=16
  ARMOR CLASS:      Minimum=1; Maximum=4
  ATTACK TYPE:      Crush
  TRAINED AT:       Barracks
  COST:             85 Food; 30 Ore; 3 Pop
  UPGRADE AT:       Forge

  SPECIAL ABILITIES:
  Immune to Knockback - Riders of Rohan cannot be knocked back.
                        (Always on; not really an ability)

  UNIT HISTORY:
  With the arriving of Eorl the Young at the great river Anduin, the real
  history of the Rohirrim - the "Horse-Lords" - began. It was Eorl who first
  tamed one of the Mearas, the fastest and most royal of all horses. They
  have mastered the supreme art of mounted warfare, giving them the advantage
  of speed over their enemies. Rohan has always been allied to Gondor.

  UNIT COMMENTS:
  The fastest-moving units for the Free Peoples, the Riders of Rohan make
  nice raiding units. They are cheaper than Dwarf Shieldbreakers, but they do
  have lower HP and no special abilities (I don't count Immune to Knockback).
  Upgrade them to give them some extra durability during raiding attempts.

  Ranger
  -------
  REQUIRED:         Stronghold Level 2
  HIT POINTS:       200
  ATTACK POWER:     Minimum=8; Maximum=11
  ARMOR CLASS:      Minimum=0; Maximum=3
  ATTACK TYPE:      Hack
  TRAINED AT:       Ranger Post
  COST:             50 Food; 40 Ore; 2 Pop
  UPGRADE AT:       Wilderness Outpost

  SPECIAL ABILITIES:
  Detection - The Ranger is able to see hidden units, otherwise invisible.
              (Always on)

  Concealment - Allows a Ranger to hide as long as he doesn't move, only
               being visible for Detector units.
               (Recharge Time=3s)

  Eagle Eye - Gives the Ranger an LOS upgrade, increasing detection range.
              (Always on)

  UNIT HISTORY:
  Lots of ages in the Third Aera of the Sun, harsh and battle-hardened Men
  walked over Middle-Earth. They were called Rangers by the people in Eriador
  whenever they were in a town, and most people thought of them as unfriendly
  warriors and thieves. But these Men were actually the last knights of the
  Northern Kingdom of Arnor, that was destroyed long ago. Through living in
  the woods and being able to survive under any condition, the Rangers have
  developed uncanny skills at tracking and detecting enemies.

  UNIT COMMENTS:
  A Ranger is a must for every offensive or defensive force. Because they are
  the only detection unit available for the Free People, there must be one in
  every army you send out. Otherwise, you won't be able to see those hiding
  soldiers that will slaughter your armies without you seeing them.

  Elven Archer
  -------------
  REQUIRED:         Stronghold Level 3
  HIT POINTS:       180
  ATTACK POWER:     Minimum=14; Maximum=17
  ARMOR CLASS:      Minimum=0; Maximum=3
  ATTACK TYPE:      Pierce
  TRAINED AT:       Elven Sanctuary
  COST:             80 Food; 75 Ore; 3 Pop
  UPGRADE AT:       Wilderness Outpost

  SPECIAL ABILITIES:
  Elven Cloak - Elven Archers become invisible by wearing these cloaks, so
                only Detectors can see them.
                (Always on)

  Eagle Fletching - Gives Elven Archers a greater range.
                    (Always on)

  UNIT HISTORY:
  The elves have always viewed heavy metal weapons like swords and axes with
  scepticism, prefering the serene grace of the bow. As a result, every Elf
  is gifted with exceptional archery skills. Combined with their race's
  attributes of hearing and eyesight, they become a most deadly missile unit,
  especially when used in ambushes with their Elven Cloaks.

  UNIT COMMENTS:
  Probably the best unit for the Free Peoples. It has a huge attack power, can
  become invisible to normal foes and can upgrade their range. In groups, they
  can slaughter whole armies when they get rid of those pesky detector units
  first. Pretty expensive, especially when buying all upgrades for them, but
  well worth your resources.

  Elven Lightbearer
  ------------------
  REQUIRED:         Stronghold Level 4
  HIT POINTS:       160
  ATTACK POWER:     Minimum=11; Maximum=11
  ARMOR CLASS:      Minimum=0; Maximum=0
  ATTACK TYPE:      Pierce
  TRAINED AT:       Elven Sanctuary
  COST:             100 Food; 85 Ore; 3 Pop
  UPGRADE AT:       House of Lore

  SPECIAL ABILITIES:
  Protection - Creates a shield around a selected unit which absorbs damage.
               (Recharge Time=35s)

  Dispel - Heals units of negative enemy spell effects.
           (Recharge Time=10s)

  Light of Lothlorien - Grants the Lightbearer the ability to sear the flesh
                        of enemies with the holy light of the Golden Forest.
                        (Recharge Time=45s)

  UNIT HISTORY:
  When the Elves of ancient times fought against the hordes of Orcs coming
  from Mordor, they had one great weapon. As they originated from the Noldor,
  who had seen the Light of Earendil, their eyes glowed with a magical light
  that pierced the dark creatures. Even now, some Elves with magical powers
  have achieved that state of living, bringing death to all creatures of the
  dark lord with spells beyond imagination.

  UNIT COMMENTS:
  I don't like Elven Lightbearers very much. They are killed way too fast for
  such a cost. But, I have to admit that their spells are very nice: Light of
  Lothlorien helps weakening an enemy army before it gets to your own ranks.
  Protection is best cast on the Lightbearer itself, as it won't last long in
  battle without it.

  Beorning
  ---------
  REQUIRED:         Stronghold Level 3
  HIT POINTS:       235
  HIT POINTS BF:    420
  ATTACK POWER:     Minimum=7; Maximum=10
  ATTACK POWER BF:  Minimum=17; Maximum=20
  ARMOR CLASS:      Minimum=0; Maximum=3
  ARMOR CLASS BF:   Minimum=2; Maximum=5
  ATTACK TYPE:      Hack
  ATTACK TYPE BF:   Hack
  TRAINED AT:       Nature's Haven
  COST:             100 Food; 70 Ore; 3 Pop
  UPGRADE AT:       House of Lore

  SPECIAL ABILITIES:
  Healing Herbs - Only available in human form, the Beorning can heal allied
                  units close to him with this ability.
                  (Recharge Time=7s)

  Bear Form - Allows the Beorning to change himself into a Bear, increasing
              his stats and his fighting ability.
              (Recharge Time=20s)

  Maul - Only available in bear form, the Beorning deals knock-back damage
         with every swipe of a claw.
         (Always on; not really an ability)

  Savage Blow - The Beorning can, in bear form, give a blow with such force
                that it knocks back all enemies in front of him.
                (Recharge Time=15s)

  UNIT HISTORY:
  The Beornings originally were a race of the Northern Men. They changed
  their name to Beornings after Beorn had become their leader. Beorn was a
  shape-shifter: through a spell he could change his physical form into that
  of a bear. Some warriors of this race seemed to have this ability as well
  in later times. This was the only thing that kept the Orcs and Wargs from
  the Misty Mountains from invading their homelands.

  UNIT COMMENTS:
  In human form, the Beorning isn't exactly a good fighting unit, but they
  are able to mend the wounds of nearby allies. The best strategy to use
  with these guys is to heal as much as you can when no enemies are around,
  then quickly change into bear form when the battle starts.

  Huorn
  ------
  REQUIRED:         Stronghold Level 4
  HIT POINTS:       235
  ATTACK POWER:     Minimum=14; Maximum=17
  ARMOR CLASS:      Minimum=4; Maximum=7
  ATTACK TYPE:      Crush
  TRAINED AT:       Nature's Haven
  COST:             235 Food; 200 Ore; 5 Pop
  UPGRADE AT:       House of Lore

  SPECIAL ABILITIES:
  Tree Form - Allows a Huorn to plant itself into the ground, entangling
              enemy units and increasing their regeneration rate.
              (Recharge Time=

  UNIT HISTORY:
  From the depths of Fangorn Forest, Treebeard has at last summoned the
  ancient Huorn to aid in the battle against Sauron. The Huorns are Ents
  that have become almost like trees, but they still move in the shadows
  of deep forests. They crush and entangle with their roots, making them
  invaluable, though a bit slow allies.

  UNIT COMMENTS:
  I think these Huorns are too expensive. It is always good to have some
  of them with you. On the attack for quickly taking care of buildings,
  and on the defense to block key positions with Tree Form. They have a
  good amount of Hit Points and a decent starting Armor Class, but that
  still doesn't completely erase the huge cost.

- - - - - - - - -
7.5) Good Heroes
- - - - - - - - -
The Heroes are the special units with unique abilities that can lead your
troops into battle. Whenever you train a hero, a picture of him appears
in the right edge of the screen. Clicking on it will select that hero,
while double-clicking immediately focuses on it. All heroes are immune to
knockback.

  Frodo Baggins
  --------------
  REQUIRED:         Stronghold Level 1
  HIT POINTS:       305 (Increases as Frodo levels up
  ATTACK POWER:     Minimum=15 (Increases as Frodo levels up)
  ARMOR CLASS:      Minimum=1  (Increases as Frodo levels up)
  ATTACK TYPE:      Heroic
  TRAINED AT:       Stronghold
  COST:             150 Food; 100 Ore

  SPECIAL ABILITIES:
  Heroic Aura - Will give allied heroes near Frodo a reduction in their
                respective ability recharge times.
                (Always on)

  Mighty Sting - Gives Frodo the ability to do extra damage against all Orc
                 units with his Elven sword Sting.
                 (Always on; Cost=1 Fate)

  The One Ring - Makes Frodo completely invisible to all units except for
                 the Lord of the Nazgul and the Black Riders, but slowly
                 eats his health away.
                 (Recharge Time=0s ;Cost= 1 Fate)

  HERO COMMENTS:
  Frodo is the only hero for the Free Peoples that doesn't cost any Fate. He
  is a great scout with his The One Ring ability, but make sure he doesn't
  die by using it. Mighty Sting will give him some fighting ability as well,
  but only against Orcs. Since Frodo is a scout and shouldn't be fighting
  with the other heroes in the battlefield, it would be better to save the
  Heroic Aura ability for later on (maybe camp defense).

  Gimli, son of Gloin
  --------------------
  REQUIRED:         Stronghold Level 1
  HIT POINTS:       460 (Increases as Gimli levels up)
  ATTACK POWER:     Minimum=20 (Increases as Gimli levels up)
  ARMOR CLASS:      Minimum=3  (Increases as Gimli levels up)
  ATTACK TYPE:      Heroic
  TRAINED AT:       Stronghold
  COST:             3 Fate Points

  SPECIAL ABILITIES:
  Capture - Allows Gimli to capture an enemy Tower, ejecting any units who
            were inside. Gimli himself mans the tower afterwards.
            (Recharge Time=30s ;Cost= 3 Fate)

  Sunder - Inspires the mighty warrior to slam the ground with his axe,
           creating a shockwave that stuns all enemies nearby him.
           (Recharge Time=15s ;Cost=2 Fate)

  Siege Aura - Makes all units close to Gimli more effective at destroying
               buildings and towers.
               (Always on)

  HERO COMMENTS:
  Gimli has pretty good abilities, plus he is a great melee warrior. The
  Capture ability is very good because it can use the enemy's Tower against
  him. When Gimli is surrounded, Sunder can help killing his foes more
  easily. Finally, Siege Aura (which is standard for him) is good when
  invading enemy camps where you have to burn down everything quickly.

  Legolas
  --------
  REQUIRED:         Stronghold Level 1
  HIT POINTS:       450 (Increases as Legolas levels up)
  ATTACK POWER:     Minimum=20 (Increases as Legolas levels up)
  ARMOR CLASS:      Minimum=2  (Increases as Legolas levels up)
  ATTACK TYPE:      Heroic
  TRAINED AT:       Stronghold
  COST:             3 Fate Points

  SPECIAL ABILITIES:
  Trueshot - Gives Legolas the ability to fire an arrow with such force that
             it causes knock-back damage, disabling foes for a short time.
             (Recharge Time=12s ;Cost=2 Fate)

  Guardian Wind - When used by Legolas, this gives all allied units close to
                  him a temporary defensive bonus against all missiles.
                  (Recharge Time=30s)

  Elven Speed - Allows Legolas to drastically speed up any units near him,
                including himself.
                (Recharge Time=35s ;Cost=2 Fate)

  HERO COMMENTS:
  Legolas is the ultimate ranged weapon for the Free Peoples. Trueshot looks
  cool and allows Legolas to drive attacking enemies away from each other.
  The Guardian Wind ability is nice when facing someone who loves missile
  units, but otherwise completely useless. Elven Speed is great because it
  also increases the attack rate of all units near him, dealing more damage
  in a shorter time.

  Aragorn
  --------
  REQUIRED:         Stronghold Level 1
  HIT POINTS:       485 (Increases as Aragorn levels up)
  ATTACK POWER:     Minimum=20 (Increases as Aragorn levels up)
  ARMOR CLASS:      Minimum=3  (Increases as Aragorn levels up)
  ATTACK TYPE:      Heroic
  TRAINED AT:       Stronghold
  COST:             3 Fate Points

  SPECIAL ABILITIES:
  Kingsfoil - Aragorn can mend serious wounds of a selected unit.
              (Recharge Time=8s)

  Anduril's Fury - Greatly increases Aragorn's attack, and wields even more
                   damage against Heroes, Black Riders, and Wraiths.
                   (Always on; Cost= 2 Fate)

  Immunity - Aragorn cannot be blinded, stunned, poisoned, or slowed with
             this ability.
             (Always on; Cost=1 Fate)

  HERO COMMENTS:
  Aragorn is arguably the best hero after Gandalf. His Kingsfoil ability
  heals about half of the maximum HP of the target. Anduril's Fury will
  make is attack rise to that of a Giant Ent or a Balrog, let alone those
  poor Black Riders. Finally, Aragorn cannot be harmed by any status
  changes with Immunity. Great!

  Gandalf the Grey
  -----------------
  REQUIRED:         Stronghold Level 5
  HIT POINTS:       450 (Increases as Gandalf levels up)
  ATTACK POWER:     Minimum=20 (Increases as Gandalf levels up)
  ARMOR CLASS:      Minimum=3  (Increases as Gandalf levels up)
  ATTACK TYPE:      Heroic
  TRAINED AT:       Stronghold
  COST:             4 Fate Points

  SPECIAL ABILITIES:
  Flash - Blinds all enemies near Gandalf, making them easier to kill.
          (Recharge Time=20s ;Cost=2 Fate)

  Rain of Fire - Powerful ability that will invoke a rain of fire from
                 the skies on the location that is selected.
                 (Recharge Time=60s ;Cost=3 Fate)

  Fire Shield - Gives an allied unit a shield of fire that will deflect
                some damage back on an attacking unit.
                (Recharge Time=15s ;Cost=1 Fate)

  Negate Ability - Temporarily prevents enemies from using Special
                   Abilities.
                   (Recharge Time=30s)

  HERO COMMENTS:
  Gandalf is the strongest hero for the Free Peoples because of his neat
  abilities. Rain of Fire is absolutely devastating when used on a group
  of enemies. Flash is very good for ending a battle without many losses,
  thus earning yourself more Fate. Fire Shield is best used on other heroes
  since they are the most likely to be surrounded by foes. Negate Ability
  is nice and absolutely annoying for the enemy when it affects one of his
  heroes with good abilities.

- - - - - - - - - - -
7.6) Good Fate Powers
- - - - - - - - - - -
The Fate Powers of the good side are different than those of the evil
side, and they are all listed here:

  Blind
  ------
  COST:             2 Fate Points
  EFFECT:           A flash of light on the battlefield that blinds enemy
                    units, making them unable to see anything at a distance.

  The Blind power is best used on large groups of enemies close to each
  other, so you can slaughter them without losing a lot of valuable troops.
  Can also buy you some time to train extra units when your camp is
  being invaded.

  Brambles
  ---------
  COST:             3 Fate Points
  EFFECT:           A remnant Elven spell of ancient times that allows the
                    player to rapidly grow a thorny patch of dangerous
                    brambles on a chosen spot. The magical brambles will
                    tear the flesh of any enemy moving through the patch.

  This power can be very annoying for you enemy when placed on a spot he
  needs to pass to get to your camp. It isn't very cheap, however, and you
  should place it with care. If there are no good spots, you'd better save
  your Fate for something better.

  Heroic Legacy
  --------------
  COST:             3 Fate Points
  EFFECT:           Transforms a player's Hero into a legend for all time
                    by sacrificing his ability to reform at the Stronghold.
                    This adds incredible battle power that is worthy of
                    song and tale throughout the lands.

  There is only one level where this is very good, and that's the Helm's
  Deep scenario of the Good Campaign. In skirmishes, this isn't a very good
  idea, because your Hero will still die eventually and you won't be able
  to recruit him at the Stronghold again. Only useful for desperate end-
  game attacks where you need all the power you can get.

  Blessed Wind
  -------------
  COST:             2 Fate Points
  EFFECT:           In rare moments of seemingly Fate-inspired intervention,
                    even an element as simple as wind can grant the
                    champions of a just cause a devastating force behind
                    their missile attacks. Adds Knockback to the attack of
                    ranged units.

  Can be handy at times, but isn't at all necessary to beat back an enemy
  army. If you have too much Fate Points (?) you can use this power in an
  ambush to slow down an advancing enemy army.

  Summon Giant Ent
  -----------------
  COST:             7 Fate Points
  EFFECT:           Summons a Giant Ent, protector of Fangorn forest to
                    fight for the player. Ancient and wise, yet powerful and
                    battle-hardened, this severed creature reluctantly uses
                    his natural gift of great strength against any would-be
                    foes. The Giant Ent has the following stats:
  HIT POINTS:
  ATTACK POWER:
  ARMOR CLASS:

  Although this creature is very strong and can take care of whole armies
  by itself, the price of this power is very high and amassing an amount of
  7 Fate Points at one time is hard. When you are invading the last enemy
  on the map, and have accumulated enough points, you can use the power to
  add the "finishing touch" to your campaign. Note that the Giant Ent only
  lasts a set amount of time before being withdrewn again.

- - - - - - - - - - - - -
7.7) Good-Only Strategies
- - - - - - - - - - - - -
A list of common strategies that are used by the Free Peoples. Credits to
all of you who mail me other working strategies:

  Start-Game Rohirrim Rush
  -------------------------
  Works best on another Free Peoples player. You need to be very quick for
  this. The point is to upgrade your Stronghold and building two Barracks
  as quickly as possible. Then train some Riders of Rohan and rush to an
  enemy camp. Circle around the camp until you find their resource spot,
  then attack the workers around there. When fighting evil side, you can
  go for Slavemasters to decrease their population capability.

  Cloaked Elves Infiltration
  ---------------------------
  This is the most used strategy for me. Groups of five upgraded, cloaked
  elves go around a camp, first killing any detector units they can see,
  afterwards destroying the enemy units and finally the buildings. It's
  hard to do when the enemy has detector units in his Towers.

  Nature's Defense
  -----------------
  This defensive strategy requires some Huorns with Tree Form and several
  missile units. As soon as an enemy army approaches, spread your Huorns
  and use Tree Form to entangle foes and stop them in their tracks. Use
  the missile units to do significant damage while the opponents can't
  move.

  Tactical Offense
  -----------------
  You need some standing melee units like Swordsmen or Shieldbreakers
  and the Riders of Rohan for this. Armor upgrades are needed here, as
  the infantry has to last long for this tactic to work. Whenever you
  encounter an enemy army, wait for the foe's infantry to attack your
  own infantry. Keep your cavalry out of sight, though. Now ride around
  the battle with your Rohirrim and attack the archers from the flank,
  increasing your infantry's chance of winning, especially when you
  have some missile units yourself. Doesn't work when facing Elven
  Archers who are cloaked.

More strategies to come... (I hope)

- - - - - - - - - -
7.8) Good Campaign
- - - - - - - - - -
This is a walkthrough for the Free Peoples' campaign in the War of the
Ring. It contains story and gameplay spoilers, so if you want to figure
everything out yourself, skip this section.

  ---------------
  The Grey Ledge
  ---------------
  INTRO:
  Third Age 3018

  "The Iron Hills echo with the sounds of clashing steel, as the Dwarves defend
  their homeland against a wicked Orc onslaught. With the help of Gimli, son of
  Gloin, they prepare to rid the cliffs of the savage infestation. Gimli and
  his warriors must gather their forces, climb the nearby peaks, and crush
  their enemies under the weight of the mountain."

  HEROES:
  - Gimli ==> Abilities: - Sunder     => 2 Fate
                         - Siege Aura => Available

  BUILDINGS:
  - Stronghold
  - Mill
  - Foundry
  - Camp
  - Watchtower
  - Dwarf Hall
  - Forge

  UNITS:
  - Dwarf Worker        => Stronghold
  - Dwarf Axethrower    => Dwarf Hall
  - Dwarf Shieldbreaker => Dwarf Hall

  UPGRADES:
  - Stronghold Level 2 => Stronghold
  - War Camp           => Camp
  - Iron Blades        => Forge
  - Iron Plating       => Forge

  The first level of this Good Side Campaign isn't hard at all. When you
  start off you see a little cinematic on how some Orcs demolish a Tower.
  Gimli will hold a small speech, and after that it's your turn. The
  screen will view your objectives as soon as you get control. The main
  objectives are:

    - Construct an encampment for reinforcements
       => Construct a Mill
       => Construct a Foundry
       => Construct a Dwarf Hall
       => Construct a Watchtower
       => Upgrade the Stronghold
       => Construct a Forge

    - Destroy the main Orc encampment

    - Kill the Orc Captain

    - (OPTIONAL) Use the boulders on the cliffs to crush the enemy

  Click away the objectives screen and view your camp. You start with three
  Dwarf Workers, three Dwarf Axethrowers, two Dwarf Shieldbreakers, and the
  hero Gimli. Note that your encampment will not be attacked in this scenario,
  unlike the other levels. So just take it easy and try to get familiar with
  these Dwarves a bit.

  To start off, assign two Dwarf Workers to build a Foundry on top of the
  nearby Ore deposit and use the other one to construct a Mill at the well. In
  the meanwhile, train another four Dwarf Workers. In the end, make sure you
  have three Workers on each resource. We will use the other one to build your
  structures.

  I suggest you start building a Dwarf Hall, and after that an additional camp,
  bringing the total amount of camps to three and your population to 43. Start
  training additional Dwarf Axethrowers, and upgrade the Stronghold to the next
  level. Use your Worker to construct a Forge now. As soon as the Forge is
  completed, you should research the two upgrades available there (Iron Blades
  and Iron Plating).

  With the Forge, you can start training Dwarf Shieldbreakers as well. While
  you build your army, use the Worker to construct the Watchtower to complete
  the first objective.

  OBJECTIVE COMPLETED: Construct an encampment for reinforcements.

  Although you could probably finish the scenario with less than the amount of
  troops I describe here, it is still advised that you train an army of about
  seven Axethrowers and seven Shieldbreakers. Together with Gimli, you can now
  start your campaign to drive the Orcs from these hills. With your troops,
  head down the hill to the west.

  Keep going west and you should meet an enemy patrol consisting of a couple of
  goblins and an orc archer. No threats here. Head futher west until you can't
  continue, then north up the cliff path. There are some enemies here, but you
  can dispose of them quite easily. Continue to follow the cliff path, killing
  Orcs as you go.

  At the end of the path, you should see some boulders on the edge of the cliff
  where the Orc camp lies. Select a unit and right-click a boulder to push it
  off the cliff, destroying everything beneath it. Do the same with the other
  boulder here. Now head back to your camp and train reinforcements as you see
  fit. Run down the hill again.

  This time, go directly north. You should pass some water here, with an enemy
  patrol somewhere. Kill them and head up north. You'll arrive at a little Orc
  camp. Try to focus your army on destroying the Tower. It should come down
  quickly because of Gimli's Siege Aura ability. Crush the remaining foes and
  buildings. The Place of Power is yours now: it is a fountain that provides
  your army with a regeneration bonus.

  By now, you should have two Fate Points. You should use them to purchase
  Gimli's Sunder ability, which will stun all enemies around him when used.

  As soon as you destroy the Orc encampment go back south towards the pond, as
  there are Orc archers on the top of the cliff. Get out of their range and
  wait for your forces to heal. When your forces are healthy again, you can
  run through the pass, negating the archers. Kill any enemies you encounter,
  then move up the hill to the left. Enemies here as well, but their numbers
  are small. Explore this cliff entirely to find the Orc Archers that were
  firing arrows at you while you ran through the pass. Defeat them.

  Now, you need to shove the boulders of the cliff again. Use all three of
  them to weaken the Orc camp beneath. When you're ready and healed, head back
  to the pond again. Train any reinforcements if you need to do so.

  OBJECTIVE COMPLETED: Use the boulders on the cliffs to crush the enemy.

  Use the small strip of land on the northern side of the water to get to
  the second Orc encampment. There shouldn't be a lot of resistance here, just
  crush them all with preferably no losses on your side. Cross the water and
  head immediately south. Destroy any resistance here. Make sure your units
  are healed before going on: the main Orc encampment is west of this point.

  It would be wise to cast the Blind Fate Power on the enemy army before
  engaging in battle, so you won't have to suffer many losses. After a majority
  of the army is killed, go for the Tower. Destroy any remaining buildings and
  fight your way to the middle of the camp. There, the Orc Captain is waiting
  for you.

  The Orc Captain is as strong as a normal hero, so just focus all your forces
  on him and you'll be fine. You can use Gimli's Sunder to make it easier for
  yourself. He should be dead quickly.

  OBJECTIVE COMPLETED: Kill the Orc Captain.

  The only thing you have to do now is raze the enemy camp. Destroy remaining
  buildings and victory will be yours. Note that you don't have to destroy the
  War Posts if you don't want to.

  OBJECTIVE COMPLETED: Destroy the main Orc encampment.

  MISSION COMPLETED

  ----------------------------
  The Siege of the Iron Hills
  ----------------------------
  INTRO:
  Third Age 3018

  "The Dwarves have spilled Orc blood for hundreds of years in many major wars,
  and now another such battle is about to begin. The Orcs have come from the
  west to besiege Thorin's Gate, the common entrance to the Iron Hills. The
  King under the Mountain has sent his kindred from the mines to defend his
  realm. Under the leadership of Gimli, son of Gloin, the Dwarf forces intend
  to complete the construction of an ancient weapon to rid their home of the
  Orcs."

  HEROES:
  - Gimli ==> Abilities: - Sunder     => Available
                         - Capture    => 3 Fate
                         - Siege Aura => Available

  BUILDINGS:
  - Stronghold
  - Mill
  - Foundry
  - Camp
  - Watchtower
  - Dwarf Hall
  - Forge

  UNITS:
  - Dwarf Worker        => Stronghold
  - Dwarf Axethrower    => Dwarf Hall
  - Dwarf Shieldbreaker => Dwarf Hall

  UPGRADES:
  - Stronghold Level 2 => Stronghold
  - War Camp           => Camp
  - Iron Blades        => Forge
  - Iron Plating       => Forge
  - Shield Break       => Forge

  This level starts with a cinematic wherein Gimli explains what kind of
  situation you're in. The Orcs seem to have taken over Thorin's Gate, and
  the King under the Mountain has assigned you to drive the Orcs away. To
  this end, Gimli seeks to complete the construction of an ancient weapon,
  a relic from the Battle of the Five Armies. Your starting objectives are:

    ! Gimli must survive

    - Establish an encampment
       => Destroy the Goblin Expansion
       => Construct a Stronghold
       => Construct a Dwarf Hall

  You start off with Gimli and six Dwarf Axethrowers. Take them all to the
  northeast and start demolishing the camp. Gimli's Sunder can prevent you
  from losing a lot of units. After most of the enemy army is dead, go for
  their Towers and destroy them. Now you just have to destroy the remaining
  enemy buildings to conquer the area.

  As soon as all enemy presence is eliminated, four Dwarf Workers run into
  your new camp area. Use them to build a Stronghold close to the well and
  the ore deposit. Then put three on building a Foundry and one on a well,
  while you train another three Workers from your Stronghold. You probably
  had to fend off a Warg attack by now. Raiding parties will be common in
  this scenario, so be on your guard and use Sunder to its best. Let none
  escape.

  As soon as you have three Workers on ore and three on food, use the one
  that is still idle to construct another Camp. Construct two Watchtowers
  in the same spot as the enemy Towers were. In the meanwhile, upgrade your
  Stronghold. After that, build a Dwarf Hall to complete an objective.

  OBJECTIVE COMPLETED: Establish an encampment.

  NEW OBJECTIVE: Ancient Catapult
                  => Find the Ancient Catapult
                  => Complete its Construction

  Don't go exploring yet. You will need a big army to defend the Catapult
  while you build it up. Build a Forge right away when your Stronghold reaches
  the next level, so you can build Dwarf Shieldbreakers. Just keep collecting
  resources and research all upgrades in the Forge (Iron Blades, Iron Plating,
  Shield Break).

  While you do all this research, it's time to gather your forces. Notice that
  the raiding parties have changed: they consist of three Orc Slashers now. It
  is necessary to kill them all before they get a chance to flee. Sunder can
  help a lot here. To get the needed population for your army, build another
  Camp and upgrade both Camps in your settlement to War Camps. Population
  should be 62 by then.

  You will need two armies in this level: one to explore the map with to find
  the Catapult and defend it, and one to defend your main camp while you do
  this. The exploring army should consist of Gimli, six Axethrowers, and seven
  Shieldbreakers. The defending party doesn't have to be very big, three
  Axethrowers and three Shieldbreakers will do (together with Watchtowers).

  Once you have done all this, you need to take the exploring group to the
  southwest portion of the map. It's very easy to find the Ancient Catapult,
  just head up the hill in the west and there it is. While you explore, use a
  Dwarf Worker to construct one additional Camp. Start pumping out Workers and
  send them to the Ancient Catapult in groups. Make sure they don't run into
  any Orcs or they'll be dead. Put as much Workers to work on the Catapult as
  you can.

  Now, for defending the Catapult. It won't be much of a problem if you have
  assembled the force I have told you to. The Ancient Catapult is on a plateau
  which has only one entrance: the hill. So, send your exploring party down
  the hill and await any Orc raids from the north. These raids will consist of
  more units than the ones on your camp, but with your units and Sunder it
  shouldn't be too hard.

  Once you have collected three Fate Points, you should purchase the Capture
  ability for Gimli, for use in later levels.

  The raids will get heavier each time. Keep defending and using Sunder. When
  the Catapult is completed, a cinematic should begin, one that shows the
  incredible power of the Ancient Catapult. An objective is completed.

  OBJECTIVE COMPLETED: Ancient Catapult

  NEW OBJECTIVE: Destroy the Orc encampment's buildings.

  This is as easy as it can get. You just have to endure one more raiding party
  while you use the Catapult. Two well-aimed projectiles will destroy the Orc
  camp in whole. When all buildings are destroyed, you will be victorious.

  OBJECTIVE COMPLETED: Destroy the Orc encampment's buildings.

  MISSION COMPLETED

  ----------------------
  The Pursuit of Gollum
  ----------------------
  INTRO:
  Third Age 3018

  "Gollum, the wretched slave to The One Ring, has managed to slither through
  the grasp of the Elven-king Thranduil and retreat deep into the forest of
  Mirkwood. Thranduil has sent Legolas to recapture the pitiful, corrupted
  creature."

  HEROES:
  - Legolas ==> Abilities: - Trueshot => 2 Fate

  BUILDINGS:
  - No buildings to be built

  UNITS:
  - No units to be trained

  UPGRADES:
  - No upgrades to be researched

  In this level, you get to control an other hero than Gimli. Legolas, the Elf
  who is a wonderful archer. This forest is a bit like a maze: in certain
  situations you don't know whether you can pass somewhere or not. Once you
  start you will see a cutscene about Gollum and Legolas, along with the
  following objectives:

    - Find and capture Gollum

    ! Legolas must survive

  Before you do anything here, I must warn you that your starting units are
  the only ones you have. Although it is possible to get a few reinforcements
  by completing a side-quest, it is strongly recommended that you preserve
  your units. You'll probably have to heal at several points in the level.

  Direct your starting units, Legolas and four Elven Archers, to the north:
  there are two paths here. Take the left one. Soon, you'll get another scene
  with Gollum in it. Afterwards, you'll be attacked by some Giant Spiders.
  These are very common throughout the level so you'd better get used to them
  falling from trees and stuff.

  Go west where you can and more spiders appear. Kill them quickly. Continue
  going westward and you should eventually reach an area where you have to make
  a choice again: will you go northwest, or southwest? The way to go is the
  northern one, but I advise you to take the soutwest one first. This will give
  you a side-quest, which will provide you with extra units if you succesfully
  complete it. Southwest it is, then, and when you've walked for a while you
  will be interrupted by a cutscene again. Some Rangers seem to be in trouble.

  NEW OBJECTIVE: (OPTIONAL) Rescue the spiders' captives!

  Now, don't you go running to those Rangers at once. They'll survive for a
  while. First, go west and look at all those things that look like eggs. Those
  things ARE eggs. So, destroy them all before helping the Rangers, plus any
  Giant Spiders that hang out in the egg area. You don't want an enemy army on
  your tail when you rescue the Rangers, do you?

  You should have gotten 2 Fate Points by now. You can use these to purchase
  the Trueshot ability for Legolas, an ability that will prove its worth in the
  later levels.

  Once all eggs are dead, run to the Rangers and kill all spiders first. Then,
  select a unit and right click a captured Ranger. The unit will then free the
  poor guy. A little cutscene is viewed and when this is over the Rangers seem
  to have joined you.

  OBJECTIVE COMPLETED: Rescue the spiders' captives!

  Now, track all the way back to the big tree where you had to choose between
  the northwest and southwest. Let your units heal. Afterwards, take the
  northwest path. After a while you'll be ambushed by a group of spiders. It
  shouldn't be too much of a problem with your extra forces. Head north until
  you run into an enemy Wraith. Kill it, then go to the west. There, a little
  spider ambush is waiting for you again. Continue your way west.

  You'll get to an open area with some spiders and a Wraith. Kill them, then
  attack the cave where the spiders are coming from. Once it is destroyed,
  kill any remaining enemies and follow the path to the southwest. You will
  be slowly lead south, but you should keep going west whenever you can. At
  some point, there will be another cutscene about Gollum's tracks. You should
  reach a Place of Power after going south a little more.

  There are some spider eggs around this place again, so kill them before
  they hatch. Crush any remaining opposition to take control of the Place of
  Power. This is an Elven Shrine, a magical place that increases the maximum
  amount of HP your units can have. Heal if your units need it, then continue
  your way west.

  More spiders here... dispose of them. This time, the forest leads you to
  the north. Keep going west just like the last time to get to get to Gollum.
  Once again, a cutscene takes place. There are Orcs in Mirkwood! Some of
  them see you and attack. You'll get control again.

  NEW OBJECTIVE: Kill the Orcs

  Just kill the three Orc Slashers, that's all, really. Once they're gone
  Legolas decides that Gollum will have to wait: Orcs in this part of
  Mirkwood is bad news!

  OBJECTIVE COMPLETED: Kill the Orcs

  OBJECTIVE COMPLETED: Find and capture Gollum

  MISSION COMPLETED

  ------------------------
  The Bridge of Osgiliath
  ------------------------
  INTRO:
  Third Age 3018

  "The army of Mordor has slowly pushed its way west to the ancient, abandoned
  city of Osgiliath. Near the western bank of the river Anduin, the men of
  Gondor and Rohan have gathered to prevent Sauron's forces from gaining a
  foothold. Boromir, heir to the Steward of Gondor, leads the attack."

  HEROES:
  - Boromir ==> Abilities: - Horn of Gondor => Available
  - Faramir ==> Abilities: - Trueshot       => Available

  BUILDINGS:
  - Stronghold             - Barracks
  - Mill                   - Forge
  - Foundry                - Ranger Post
  - Watchtower             - Wilderness Outpost
  - Camp

  UNITS:
  - Worker
  - Gondor Swordsman
  - Rider of Rohan
  - Ranger

  UPGRADES:
  - Stronghold Level 2/3        => Stronghold
  - War Camp                    => Camp
  - Iron Blades/Steel Blades    => Forge
  - Iron Plating/Steel Plating  => Forge
  - Lookout Tower               => Forge
  - Etched Blades/Mystic Blades => Wilderness Outpost
  - Improved Leather            => Wilderness Outpost
  - Concealment                 => Wilderness Outpost
  - Eagle Eye                   => Wilderness Outpost

  This level is a little harder than the last ones. In the cutscene, Boromir
  will give a nice speech after hearing that there are enemy forces in the
  city of Osgiliath. Your first objectives are:

    - Prevent Sauron's forces from taking over Osgiliath
       ! Boromir must survive
       ! Destroy any barricades in your way

  You start out with a decent army (3 Riders of Rohan, 4 Gondor Swordsmen, 4
  Rangers, and 4 Rohan Archers), two heroes (Boromir and Faramir), and three
  Workers. Assign two of these Workers to build a Foundry, and the other one
  to build a Mill. Train four more Workers from your Stronghold. Make sure
  there are three on ore, three on food, and one to build your structures.

  While you do all this, you are attacked by a group of Goblin Spearmen. It
  doesn't pose any threat, just don't lose any men. Boromir's Horn of Gondor
  can blast enemies around him away. Now upgrade your Stronghold.

  Use your Worker to construct a Wilderness Outpost and research Concealment
  there. You can now use your Rangers to scout without enemies seeing them.
  Once your Stronghold is upgraded you should build a Forge and a Barracks,
  then start training a lot of Riders of Rohan. Build an additional Camp and
  upgrade it to a War Camp to get the needed population.

  Keep training those Riders of Rohan: you'll need at least sixteen to have
  any chance at recapturing Osgiliath. In the meanwhile, research each and
  every upgrade. First those at the Forge, then those at the Wilderness
  Outpost. There should be no trouble with resources in this level.

  Once you have amassed an army of at least sixteen fully upgraded Riders of
  Rohan, move this force south to destroy the first barricade. Leave your
  heroes and all units on foot at your base: they aren't mobile enough for
  your strategy.

  Direct your cavalry further south once the first barricade is destroyed,
  to a big open area. To the east, there is another barricade with enemies
  behind it. First, kill the enemies in front of the construction, quickly
  crush the barricade and crush the enemies behind it. Heal if you need to,
  then head over the bridge.

  Boromir says there is another bridge, at the other end of the city. You
  can run all the way there, but I recommend killing each and every enemy in
  the city: this will make the last part of the mission a lot easier. Track
  down each enemy and heal when you can. When you get to the eastern part of
  Osgiliath, you'll find an Orc camp. It's defended pretty good, so be on
  your guard. Destroy the camp, but don't let a unit step on the bridge yet.

  You can send in reinforcements from your camp now, if you lost too much
  units in the chaotic battle. Note that you might have activated a side-
  quest about Rohan Archers in the city, but I don't know exactly how to
  trigger it. It is optional, so it doesn't matter a lot anyway. Make sure
  there are some Workers among your reinforcements.

  Direct your army to the eastern bridge, and make your units walk on it:
  there will be a cutscene with Troll Stonehurlers decimating your forces
  from somewhere you can't reach them. Boromir decides to destroy the
  bridge, so the army of Mordor can't cross it. This is where you need those
  Workers for.

  NEW OBJECTIVE: Use Workers to destroy the supports of the bridge.

  Select a Worker, and right-click one of the bridge supports. It'll be
  easier when you use several Workers at once. When the last support is
  destroyed, you'll be rewarded with victory. There will be a funny
  cutscene with enemy forces falling in the water.

  OBJECTIVE COMPLETED: Use Workers to destroy the supports of the bridge.

  OBJECTIVE COMPLETED: Prevent Sauron's forces from taking over Osgiliath.

  MISSION COMPLETED

  -----------------
  Orcs in Mirkwood
  -----------------
  INTRO:
  Third Age 3018

  "The effort to recapture Gollum was thwarted by the invasion of Orcs.
  Alarmed by this evil presence so close to his father's kingdom, Legolas
  pushes into the deeper, darker parts of Mirkwood to prevent the Orcs
  from mounting an attack on his people."

  HEROES:
  - Legolas ==> Abilities: - Trueshot      => Available
                           - Guardian Wind => Available

  BUILDINGS:
  - Stronghold             - Camp
  - Mill                   - Ranger Post
  - Foundry                - Wilderness Outpost
  - Watchtower             - Elven Sanctuary

  UNITS:
  - Ranger       => Ranger Post
  - Elven Archer => Elven Sanctuary

  UPGRADES:
  - War Camp                      => Camp
  - Etched Blades/Mystic Blades   => Wilderness Outpost
  - Improved Leather/Hard Leather => Wilderness Outpost
  - Concealment                   => Wilderness Outpost
  - Eagle Eye                     => Wilderness Outpost
  - Elven Cloaks                  => Wilderness Outpost
  - Eagle Fletching               => Wilderness Outpost

  Now you're Legolas again. In the starting cutscene we see that the Orcs
  have gained a stable foothold in Mirkwood. Legolas hastens towards his
  camp and commands his workers to start expanding. Then you get control.
  The main objectives for this level are:

    - Construct an encampment
       => Build a Mill
       => Build a Foundry
       => Build a Ranger Post
       => Elven Sanctuary

    - Destroy the Orc encampment

  This isn't as easy as it looks. You start with 4 Elven Archers, 2 Elf
  Workers, 3 Elf Wardens, and Legolas. Train five more Elf Workers and
  command the two that are already there to construct a Foundry. Use the
  first one that comes out of the Stronghold to start building a Mill.
  Like in the previous levels, make sure you have three on ore, three on
  food, and one to build. Note that you cannot upgrade your Stronghold
  during this scenario.

  In this level, your encampment will be attacked from two sides: most
  common is via the plains north of your settlement. From there, raiding
  parties consisting of mainly Warg Riders are organised. You will also
  be attacked by Orc Archers from the southern cliffs. In order to defend
  your camp, place all your units except for Legolas on the northern side.
  Leave Legolas south to deal with the archers: Trueshot works well, here.

  Now that you have your economy and defense set up, it's time to build
  an army. The first thing you should build is a Ranger Post and a new
  Camp, bringing your population level to 43. Afterwards, construct an
  Elven Sanctuary and fill up your population with only Elven Archers.

  OBJECTIVE COMPLETED: Construct an encampment.

  While training those archers, use your Worker to build a Wilderness
  Outpost. When it's completed, immediately start researching the Elven
  Cloaks upgrade. This will allow your Elven Archers to turn completely
  invisible, except when detector units like Wraiths are around. After
  the cloaks, you should go for Eagle Fletching, upgrading range.

  Research everything at the Wilderness Outpost that could help out your
  Elven Archers; they will be your main attacking force during this
  level. When ready, take six cloaked Elven Archers to the north until
  you run into enemies. This is the little camp: the big one is located
  in the far northeast. Make sure you kill all the Wraiths first, there
  are four of them in this area.

  Once you've killed the Wraiths, there's nothing to worry about. Since
  the other enemies can't see you they are easily defeated. Destroy this
  outpost in whole. You can train additional Elven Archers to replace
  those that died in the battle. When it is destroyed you should wait for
  your units to heal, and prepare to continue the path northeast.

  If your elves run into an enemy patrol, just kill the Wraiths first. As
  soon as all Wraiths in the vicinity are destroyed, you will turn invisible
  to the others again. Heal whenever you want. Definitely heal before you
  enter the main enemy encampment, or you'll be crushed in seconds.

  Entering this camp from the west side, there are two towers: one in the
  north, which doesn't pose any trouble as long as you're invisible. The one
  in the south can be hazardous, however, as it contains a Wraith. Since you
  can't kill this detector without destroying the Tower first, you'll have
  a hard time deflecting the entire camp defense. Focus all of your missiles
  on the Tower, destroy it, and kill the Wraith that comes out.

  There are several other Wraiths in the area. Always kill them first, of
  course. To get rid of them quickly search the northern part of the camp for
  a Shadow Lair and destroy it: they will not be able to train any more
  Wraiths that way.

  With all the detectors gone, this scenario is basically over. Just destroy
  all remaining buildings in the base to start the ending cutscene. Legolas
  says something about Dol Guldur, the Dark Lord's stronghold. You're gonna
  learn to hate that name, believe me.

  OBJECTIVE COMPLETED: Destroy the Orc encampment.

  MISSION COMPLETED

  ----------------------
  Assault on Dol Guldur
  ----------------------
  INTRO:
  Third Age 3018

  "Suspecting that Gollums escape and the Orc infestation of Mirkwood are no
  coincedence, Legolas searches for the root of this evil. His search leads him
  to Dol Guldur, the nearby stronghold of Sauron."

  HEROES:
  - Legolas ==> Abilities: - Trueshot      => Available
                           - Elven Speed   => 2 Fate
                           - Guardian Wind => Available

  BUILDINGS:
  - Stronghold             - Camp
  - Mill                   - Ranger Post
  - Foundry                - Wilderness Outpost
  - Watchtower             - Elven Sanctuary

  UNITS:
  - Elf Worker   => Stronghold
  - Ranger       => Ranger Post
  - Elven Archer => Elven Sanctuary

  UPGRADES:
  - Stronghold Level 4            => Stronghold
  - War Camp                      => Camp
  - Etched Blades/Mystic Blades   => Wilderness Outpost
  - Improved Leather/Hard Leather => Wilderness Outpost
  - Eagle Eye                     => Wilderness Outpost
  - Elven Cloaks                  => Wilderness Outpost
  - Eagle Fletching               => Wilderness Outpost

  First of all, I HATE this level. I hate it, hate it, hate it... It's very
  annoying, because you'll be under attack non-stop from two sides with
  only a few units at your disposal. Then, you also have to invade a giant
  fortress with an ambush around every corner, and finally drive a Nazgul
  away. Hard... very hard.

  In the opening cutscene you can see an army passing some Rangers. As you can
  see, you'll have to handle Trolls and Haradrim in this scenario as well as
  normal Orcs. As if that weren't enough, you see how Legolas scouts out the
  area and views how the Nazgul releases his army from Dol Guldur. Your
  objectives are:

    - Banish the Nazgul atop Dol Guldur

    ! Defend your encampment

  The last of these will prove to be the hardest. Be quick and assign Workers
  to build the resource structures. Put three Workers on each resource and
  use one or two to build structures. Build every structure you can as fast
  as possible and start pumping out units for defense. Make sure you research
  Concealment for your Rangers, so they can detect those cloaked Haradrim
  Slayers while they stay hidden. Build Watchtowers to assist in defense.

  Soon, the first wave of enemies will come, just as a signal of what's to
  come. They should be disposed of rather easily by now. The real attacks are
  about to start. From the southwest, dozens of Haradrim Slayers invade your
  camp, while Trolls and Orcs terrorize the southeastern part. Use abilities
  like Trueshot and defend your camp, while you build Elven Archers for your
  counter-attack. Make sure they are cloaked and preferably upgraded to the
  max. Let them sneak through the enemy ranks and head southeast.

  After a while you should see the camp that was viewed in the cutscene at
  the start of the mission. There are several Wraiths here so be sure to
  take them out first. When all the Wraiths are gone, destroy the main Orc
  encampment. This isn't hard if you've got all your Elves together. If not,
  train more from your base. The attacks will come to a halt once you have
  crushed the entire enemy camp. If you've gotten this far enjoy, because
  the hardest part of this mission is over.

  Heal your cloaked Elven Archers by letting them stand still. Train any
  reinforcements as you see fit. When you think you're ready, advance to the
  north, to Dol Guldur, where the Nazgul awaits your arrival. As you can see,
  the massive structure is very well-defended: there are Orc Archers on each
  ledge. Fortunately, they can't see you as long as there are no Wraiths.

  That's the big problem you're dealing with here: the Wraiths seem to have
  the Greater Perception upgrade, enabling them to see your elves while you
  can't see them. All those walls and ledges don't help in spotting them
  either. I hope you now know that you should be on your guard when you get
  to these cursed walls.

  As you get to the main gate, shoot the Wraith that is lurking inside the
  walls. Deal with the archers on top of the main gate later. Walk to the
  right, staying outside of the walls. Kill any Wraiths as soon as you see
  them. There are a lot of Giant Spider ambushes here, so watch it! This
  section still shouldn't be too hard. Direct your Elven Archers up the
  outer wall.

  From this wall, you can shoot the units in the courtyard as well as those
  on the wall itself. You should know what to do with Wraiths by now. Follow
  this wall to the west, while shooting any units you encounter. Heal if you
  need it (or train reinforcements) and get down from the wall at the far
  west end of it, into the courtyard. There should be no more enemies here,
  since you've shot them all from the wall. Head up the ledge that leads to
  the top of the dungeon.

  On these ledges, it gets very dangerous. There are Wraiths inside that
  dungeon, so you can't see them until you've walked into an ambush of those
  irritating spiders. Make sure to have five Elven Archers or more all the
  time to ensure you get any higher. When you're about to get to the top of
  the dungeon, stand still. Don't go on the platform itself, stay on the
  ledge right under it.

  From here, shoot the Nazgul. You should be able to see him from there, but
  he isn't able to see your archers. Once he's dead, you're finally done
  with this level. Congratulations!

  OBJECTIVE COMPLETED: Banish the Nazgul atop Dol Guldur.

  MISSION COMPLETED

  -----------
  Lothlorien
  -----------
  INTRO:
  Third Age 3019

  "After unintentionally stirring the Orcs of Moria, the Fellowship seeks
  refuge in the Elven forest of Lothlorien. With the aid of the Elves, the
  Fellowship must protect the sanctity of Lothlorien and drive the Orcs back
  from these sacred lands."

  HEROES:
  - Aragorn ==> Abilities: - Kingsfoil      => Available
                           - Anduril's Fury => 2 Fate
                           - Immunity       => 1 Fate
  - Legolas ==> Abilities: - Trueshot       => Available
                           - Elven Speed    => Available
                           - Guardian Wind  => Available
  - Gimli   ==> Abilities: - Sunder         => Available
                           - Capture        => Available
                           - Siege Aura     => Available
  - Boromir ==> Abilities: - Horn of Gondor => Available
  - Frodo   ==> Abilities: - The One Ring   => 1 Fate
                           - Mighty Sting   => 1 Fate
                           - Heroic Aura    => Available

  BUILDINGS:
  - Stronghold             - Forge
  - Mill                   - Ranger Post
  - Foundry                - Wilderness Outpost
  - Watchtower             - Nature's Haven
  - Camp                   - Elven Sanctuary
  - Barracks               - House of Lore
  - Dwarf Hall

  UNITS:
  - Elf Worker          => Stronghold
  - Gondor Swordsman    => Barracks
  - Rider of Rohan      => Barracks
  - Dwarf Axethrower    => Dwarf Hall
  - Dwarf Shieldbreaker => Dwarf Hall
  - Ranger              => Ranger Post
  - Elven Archer        => Elven Sanctuary
  - Elven Lightbearer   => Elven Sanctuary
  - Beorning            => Nature's Haven

  UPGRADES:
  - War Camp                                => Camp
  - Iron Blades/Steel Blades                => Forge
  - Iron Plating/Steel Plating              => Forge
  - Razor Edge/Flaming Axe                  => Forge
  - Shield Break                            => Forge
  - Dwarf Masonry                           => Forge
  - Lookout Tower                           => Forge
  - Etched Blades/Mystic Blades             => Wilderness Outpost
  - Improved Leather/Hard Leather           => Wilderness Outpost
  - Concealment                             => Wilderness Outpost
  - Eagle Eye                               => Wilderness Outpost
  - Elven Cloaks                            => Wilderness Outpost
  - Eagle Fletching                         => Wilderness Outpost
  - Strength of Nature/Strength of the Claw => House of Lore
  - Natures Protection/Natures Defense      => House of Lore
  - Bear Form/Savage Blow                   => House of Lore
  - Tree Form                               => House of Lore
  - Dispel                                  => House of Lore
  - Light of Lothlorien                     => House of Lore

  Once this level starts you see our beloved Fellowship running through the
  trees of Lothlorien. They are then suddenly surrounded by Orcs, but saved by
  the Elves. The Elf Warden explains that you should recapture two great
  Mallorn-trees. Legolas points out that there is a Huorn who needs you help
  in the north. So, your starting objectives are:

    - Mallorn-trees of Galadriel
       => Find the first Mallorn-tree of Galadriel
       => Find the second Mallorn-tree of Galadriel
       => Hold both Mallorn-trees of Galadriel for three minutes

    - (OPTIONAL) Find and aid the Huorn

  Something they didn't mention in the cutscene is that there is a whole army
  of Orcs on your tail. So, start setting up everything quickly. You should
  train some more Workers and put them to work harvesting resources. You'll
  have to assign more Workers to ore than to food. Use one Worker to build
  a Wilderness Outpost and a House of Lore.

  Now, for the defense. The Orcs will attack from two directions: the north
  and the east. I recommend putting Legolas, Boromir, and two Hobbits in the
  east, together with a few Elf Wardens. Put the rest in the north. The first
  attacks should be blocked easily. You'll be informed when the Orc Horde is
  about to come.

  Obviously, you'll need more units to withstand the Orcs. Start training lots
  of Elven Archers, make sure you have at least five on both sides of your
  camp. Train a Beorning for both sides as well: they can heal your units. And
  finally, train some Gondor Swordsmen from the Barracks and research for them
  Iron Blades at the Forge. In order to spot enemy attacks early, purchase the
  Lookout Tower upgrade from the Forge as well.

  Time for upgrades! You needn't buy things from the Forge anymore, but the
  Wilderness Outpost and House of Lore both have a lot of upgrades to buy. Of
  course, start out with Elven Cloaks for your archers and upgrade their range
  thereafter. After that upgrade their attack power and then armor class. You
  have tons of resources at your disposal so cost shouldn't be much of a
  problem.

  In the House of Lore, go for Bear Form immediately. You don't need Dispel
  and Light of Lothlorien because you shouldn't use Elven Lightbearers: they
  die far to fast. After Bear Form, go for attack power. Finally, upgrade the
  armor class of your Beornings to the max. While researching all this stuff,
  you can go and help the Huorn.

  To help out the Huorn, take your entire northern defense and make sure the
  eastern defense takes over their task for a while. The Huorn is battling
  close to your encampment, on the northeast side. Hasten your units to that
  spot. Kill the Orcs without letting the Huorn die to complete this task.

  OBJECTIVE COMPLETED: Find and aid the Huorn.

  Now you can train Huorns. They are expensive, though excellent fighters. I
  trained two for each defense. You'll need to build some extra Camps and
  upgrade them to War Camps for this again. Note that once you have helped
  the Huorn out it automatically learns Tree Form: this ability will be
  very effective in repelling the Orc Horde.

  That Orc Horde should come soon now. It might look a bit overwhelming at
  first sight, but if you use your heroes' abilities well, you will repel
  them without too much losses. A good thing to use here is Tree Form: this
  will entangle all units in the Huorn's radius, making them easy to kill.
  In the northern part of your camp, use Gimli's Sunder and Aragorn's heal
  ability (Kingsfoil) to prevent too much losses. In the east, Elven Speed
  can help killing everyone faster, while Horn of Gondor will take multiple
  foes out of battle for some time. Once you've repelled the Horde, heal.

  It's time to find those Mallorns now. Train reinforcements and take your
  northern defense to the north. they will encounter an enemy camp with a
  big army around it, but with help of your heroes they shouldn't take a lot
  of losses. Destroy the camp in whole, heal, and head over the bridge (you
  should train more troops if you lost a lot of men in the last battle).
  Proceed to the north to find the first Mallorn Tree.

  Take your eastern defense to the northeast, after you've healed them and
  trained reinforcements, of course. They will encounter an enemy camp like
  the last one as well. Elven Speed works well, here. Apply the same tactics
  as in the last battle and heal your units. Continue to go to the northeast
  to find the second Mallorn-tree.

  You'll have to hold both Mallorn-trees for three minutes now. Losing one
  of them means resetting the clock to three minutes. The first two and a
  half minutes should be no problem at all: some Orcs Slashers and Goblin
  Spearmen, which are easily killed. The last thirty seconds can get hard
  if you aren't used to commanding two armies at once. In that case, it
  would be wise to assign numbers to both armies.

  The last army will consist of Troll Bonecleavers as well as those normal
  Orcs and Goblins. Make good use of your heroes and keep those Mallorns
  under your control until the timer reaches zero. Once the time disappears,
  you'll be rewarded with victory.

  OBJECTIVE COMPLETED: Mallorn-trees of Galadriel

  MISSION COMPLETED

  --------------------------
  The Liberation of Upbourn
  --------------------------
  INTRO:
  Third Age 3019

  "On his journey back to Edoras, Erkenbrand, master of Westfold, is horrified
  to discover the town of Upbourn has been overtaken by Orcs. The foul
  creatures run loose about the town, defiling barrows, slaughtering horses,
  and setting the town ablaze. Erkenbrand calls his men together and prepares
  to ride against the loathsome invaders."

  HEROES:
  - Gandalf    ==> Abilities: - Flash          => 2 Fate
                              - Fire Shield    => 1 Fate
                              - Negate Ability => Available
                              - Rain of Fire   => 3 Fate

  - Erkenbrand ==> Abilities: - Might of the Rohirrim => Available

  BUILDINGS:
  - All buildings are available.

  UNITS:
  - All units are available.

  UPGRADES:
  - All upgrades are available.

  This level is pretty tricky, but not as annoying as Assault on Dol Guldur. In
  the opening cutscene, Erkenbrand points out what you have to do. This would
  make your starting objectives look like this:

    - Purge the Orcs from Upbourn
       => Reclaim the Great Hall
       => Destroy the Orc war camp
       => Restore sanctity to the defiled barrows

    - (OPTIONAL) Save the horses

  This is one of those levels wherein your camp gets attacked from two sides,
  from the northwestern exit and the northeastern exit. The heaviest attacks
  will come through the northeastern one, though.

  First thing you should do is set up your resource structures. Use enough
  Workers to ensure a steady income of food and ore. Space is limited in this
  camp, so I recommend only building a Ranger Post, an Elven Sanctuary, and
  a Wilderness Outpost. Upgrade your Stronghold to the final level as well.
  After that, it's time to set up defense.

  To make sure your encampment survives the first attacks, build a Watchtower
  near each exit. Put Rangers in them to detect those annoying (yes, they're
  here again) cloaked Haradrim. Put Erkenbrand and some Riders of Rohan at
  the northwestern entrance, while positioning Gandalf and his cavalry in the
  northeast. This should repel attacks for a while. Remember to train more
  Riders of Rohan at the Barracks when you lose units in battle. Try to keep
  Erkenbrand and Gandalf alive, they're going to play a big part in your last
  attack.

  With that done, start training five Elven Archers and give them the Elven
  Cloaks upgrade. Upgrade their attack and range as well. Send this little
  army through the eastern exit, to the north. Soon, you should see corrupted
  ground. There are a lot of guards here, but since the enemy has forgotten
  to place a Wraith at these barrows, they can't see you. Time for some Orc
  slaughtering! Destroy the three War Posts in this area to restore sanctity
  to the barrows.

  Further north is the main gate of Upbourn. There is a Wraith here, so be
  sure to take it out fast. It's easy to kill the other guards afterwards. Take
  the eastern path and go north whenever you can. Kill any Orcs you encounter:
  no detectors here, so it's easy. Proceed up north to find the stables. You
  have to be quick now, make sure that the Orcs don't kill any of the horses.
  You should be able to kill those two before they can do a lot of damage. For
  each horse you have freed, you gain a Fate Point. These can be used to buy
  each of Gandalf's abilities.

  OBJECTIVE COMPLETED: Save the horses.

  From the stables, head south and take the first path to the west. Cross the
  little stream and kill the Orc Slashers that guard the path to the north. It
  is time to reclaim the Great Hall. There are some Orc Archers here, and there
  is an Orc Captain. You only have to kill the Captain to get the Hall. Since
  it can't see you, this should be done in no time, even though he has a lot of
  hit points. Kill the archers behind him as well. Now head back to the main
  gate.

  Take your entire army to the main gate as well, including Erkenbrand, the two
  Rangers inside the Watchtowers, and Gandalf. From there, take your army west
  and then up north, until you find the Orc war camp. It doesn't matter if your
  camp gets attacked during this time, as long as you destroy the Orc camp you
  won't be in trouble.

  This Orc camp is very well defended: it has fully manned towers with Wraiths
  in them and some tank-like Trolls to clear out your troops. Use Might of the
  Rohirrim while your cavalry is still together to get maximum effect. To clear
  out the defense, make use of Gandalf's Flash ability. Cast Fire Shield on
  Gandalf himself. When the defense is gone, use Rain of Fire in an area with
  a lot of buildings in it to set it all ablaze. Continue to do this until
  the last bit of Orc presence is gone. You beat the scenario!

  OBJECTIVE COMPLETED: Purge the Orcs from Upbourn.

  MISSION COMPLETED

  ------------
  Helm's Deep
  ------------
  INTRO:
  Third Age 3019

  "Saruman has unleashed all of his forces from Isengard to assault the
  Hornburg within Helm's Deep. His forces have crushed all resistance on their
  march toward the stronghold. As the foul army draws near, Aragorn, Gimli, and
  Legolas prepare the defense."

  HEROES:
  - Aragorn ==> Abilities: - Kingsfoil      => Available
                           - Anduril's Fury => Available
                           - Immunity       => Available
  - Gimli   ==> Abilities: - Sunder         => Available
                           - Capture        => Available
                           - Siege Aura     => Available
  - Legolas ==> Abilities: - Trueshot       => Available
                           - Elven Speed    => Available
                           - Guardian Wind  => Available

  BUILDINGS:
  - No buildings to be built

  UNITS:
  - No units to be trained

  UPGRADES:
  - No upgrades to be researched

  Ah, that famous battle ;) It actually isn't so hard here: you only need to
  position your troops in the right spot and make sure no units die because of
  them engaging an enemy army all by themselves. You can see your priorities
  in the objectives screen:

    ! Gimli must survive

    ! Legolas must survive

    ! Aragorn must survive

    - Protect the Culvert

  Your first task is to protect the Culvert (the place where the stream meets
  the Deeping Wall) for five minutes. To do this, position all your archers on
  the wall above the stream. Place Gimli behind the Culvert and give him some
  of the troops that arrive as reinforcements. Put the rest of the troops on
  the wall to protect your archers.

  Note that the screen has changed view. I usually play on the normal view,
  which can be accessed by pressing 5 on the Num Pad. Your choice.

  Start killing Orcs that attack the Culvert. Use Elven Speed if there are a
  lot of them. Make sure your archers are defended by reinforcements; use them
  to kill enemies that gain a foothold on the Deeping Wall. Split your newly
  acquired reinforcements into a group to defend the wall, and a group to
  defend the Culvert together with Gimli.

  Once you have collected three Fate Points, use the Heroic Legacy fate power
  on one of your heroes. This will make them very effective in the end of
  this scenario.

  When you've survived this for five minutes, a cutscene triggers wherein an
  Orc blows up the Culvert. Your troops will also gain an armor upgrade. Now
  you get a new objective.

  OBJECTIVE COMPLETED: Protect the Culvert.

  NEW OBJECTIVE: Kill 80 Orcs.

  A second timer triggers, counting down from three minutes. You need to kill
  80 Orcs before the timer runs out. It shouldn't be to hard if you've got
  Gimli and reinforcements to protect the Culvert. Your archers and Legolas
  will kill a lot of enemies as well, especially when equipped with Elven
  Speed. Make sure your archers are defended by the melee troops on the wall,
  though.

  After killing 80 Orcs, your men receive an attack upgrade. The cutscene shows
  a giant ram trying to crush the main gate. When you get control, direct every
  archer in the Stronghold and Legolas to the main gate and attack that ram,
  before it can crush the gate! Get the rest of your melee fighters together
  and position them next to King Théoden, who also stands at the main gate.

  OBJECTIVE COMPLETED: Kill 80 Orcs.

  NEW OBJECTIVE: Defend the Hornburg until dawn.

  Your melee fighters should stay behind the protective walls and only attack
  sometimes, mostly when the enemy army is so big that your archers can't
  handle it. As long as you destroy the ram, you should be allright. Hold out
  for 10 minutes to start Théodens heroic attack. Unfortunately, he will be
  killed together with Aragorn if you don't send more troops to help him. So,
  direct your entire army out of the gate and kill all enemies you encounter.

  OBJECTIVE COMPLETED: Defend the Hornburg until dawn.

  Soon, another cutscene starts. Gandalf comes runnig from a hill with Riders
  of Rohan and Erkenbrand right behind him. The Huorns of Fangorn Forest have
  joined the counter-attack as well.

  NEW OBJECTIVE: The Return of Gandalf
                  => Defeat the Orcs besieging the Hornburg

  This mission is basically over. To make it even more certain that you're
  going to win summon a Giant Ent to aid you in battle. Use all the troops at
  your disposal to clear the battlefield of any Orc presence. On the other
  side, the Huorns should be able to deal with the Orcs easily. When you have
  killed every single enemy, the ending sequence triggers.

  OBJECTIVE COMPLETED: The Return of Gandalf.

  MISSION COMPLETED

  -------------
  Minas Morgul
  -------------
  INTRO:
  Third Age 3019

  "Minas Morgul, the Tower of Sorcery, has terrorized Gondor for over a
  thousand years. Aragorn seeks to cleanse the city of the remaining Nazgul
  that haunt its walls, and return the tower to its former glory as Minas
  Ithil, the Tower of the Moon."

  HEROES:
  - Gandalf ==> Abilities: - Flash          => Available
                           - Fire Shield    => Available
                           - Negate Ability => Available
                           - Rain of Fire   => Available
  - Aragorn ==> Abilities: - Kingsfoil      => Available
                           - Anduril's Fury => Available
                           - Immunity       => Available
  - Legolas ==> Abilities: - Trueshot       => Available
                           - Elven Speed    => Available
                           - Guardian Wind  => Available
  - Gimli   ==> Abilities: - Sunder         => Available
                           - Capture        => Available
                           - Siege Aura     => Available

  BUILDINGS:
  - All buildings are available

  UNITS:
  - All units are available

  UPGRADES:
  - All upgrades are available

  This level is very hard. And very annoying as well. It requires you are able
  to do several things at once: create a good defense, and finally decisive
  offensive tactics. The best way to play this level is to just take the units
  you think are best. After a opening cutscene you'll see a lot of objectives.

    - Sanctify the Tower of Sorcery
       => Destroy the War Posts around the Tower
       => Control the Orb of Energy
       => Control the Orb of Reforming

    - Sanctify the Graveyards
       => Western Graves
       => Eastern Graves

    - (OPTIONAL) Remove the Orc presence

    - (OPTIONAL) Destroy the Troll Reinforcements

  When you get control, your heroes are running towards your camp. Send them to
  the middle of your camp. Start setting up a good economy, you should know how
  to do that after all those levels. Build structures with your Workers as you
  see fit. It is very important that you use units for defense that you have
  developed special strategies for, not just pick them at random. For example,
  my defense heavily relied on cloaked archers together with my heroes.

  Now, things can get very tricky. Your camp will be attacked from every
  possible side. Place your troops in the middle of your camp. That way, they
  won't take much time taking on enemies. Make sure you always have Rangers at
  defensive spots and in Watchtowers. These can spot invisible units, making
  your defense somewhat easier. Use the abilities of your heroes to the max
  as well.

  Upgrade your Stronghold and start training Elven Archers, cloaked and
  upgraded, of course. Then start heading north. You will see a main road. You
  can destroy the Troll Reinforcements here, but I don't recommend it. It
  might cost you valuable archers. Instead, head further north, to the bridge
  that leads into Minas Morgul. The Orc encampment where the attacks are coming
  from is here.

  Although destroying Orc presence is an optional objective, completing it will
  make the attacks on your encampment cease. Thus, it would be wise to destroy
  this enemy camp. It may take several tries, because this war camp is the best
  defended of those you've encountered so far. Whenever you see a Wraith, kill
  it, even when it's in a tower. Do everything step by step. To increase your
  chance at destroying this camp, summon a Giant Ent when you have acquired the
  needed Fate.

  OBJECTIVE COMPLETED: Remove the Orc presence

  You could head further into the city now, but I advise to return your archers
  to your camp and heal. Minas Morgul is full of Wraiths, which are summoned
  from the cursed graveyards. Elven Archers aren't very effective because of
  that. Take your entire force, including heroes, and head into the city.

  Search the blackened terrain and buildings to find one War Post in the east
  and one in the west. The Wraiths attacking you here shouldn't pose any real
  danger for your forces. Destroy each red War Post to sanctify both of the
  graves. It will stop the stream of Wraiths coming out to attack you.

  OBJECTIVE COMPLETED: Sanctify the Graveyards

  Heal, then head further north. Do not enter the corrupted terrain around the
  Tower of Sorcery yet. Instead, have your units go west to see the first Place
  of Power you need to control. Slay the enemies here, there aren't a lot
  around here as you have already sanctified the graveyards. Once you control
  the first Orb, take your force to the eastern one. Crush all resistance
  around this PoP too.

  Once you enter the terrain around the Tower, you will receive a message
  saying that the dark spell cast around this place is draining your units'
  health. To put an end to this, destroy the four purple War Posts around this
  area. You can go for minimum losses by quickly destroying one of the War
  Posts and returning to normal grounds. Use Kingsfoil if one of your units is
  about to die.

  Note that sometimes, the Lord of the Nazgul will use his Shadow Walk ability
  to instantly travel to your forces. In that case, quickly run back to healthy
  grounds and kill them there. Anduril's Fury will do a lot of damage against
  those Black Riders, by the way. Keep your heroes alive.

  When all War Posts around the Tower of Sorcery are destroyed and you control
  both Orbs, you will be rewarded with victory.

  OBJECTIVE COMPLETED: Sanctify the Tower of Sorcery

  MISSION COMPLETED

  --------------------------
  The Pass of Cirith Gorgor
  --------------------------
  INTRO:
  Third Age 3019

  "Sauron has amassed a legion of minions to push forth from the Black Gates.
  Aragorn leads the soldiers of the Free Peoples of Middle-Earth against the
  evil forces. However, he does not know the peril that awaits."

  HEROES:
  - Gandalf ==> Abilities: - Flash          => Available
                           - Fire Shield    => Available
                           - Negate Ability => Available
                           - Rain of Fire   => Available
  - Aragorn ==> Abilities: - Kingsfoil      => Available
                           - Anduril's Fury => Available
                           - Immunity       => Available
  - Legolas ==> Abilities: - Trueshot       => Available
                           - Elven Speed    => Available
                           - Guardian Wind  => Available
  - Gimli   ==> Abilities: - Sunder         => Available
                           - Capture        => Available
                           - Siege Aura     => Available

  BUILDINGS:
  - All buildings are available

  UNITS:
  - All units are available

  UPGRADES:
  - All upgrades are available

  As it is the final level of the Good Campaign, I doubt I need to tell you
  that this level is difficult. But, unlike Minas Morgul, it's fairly exciting
  and enjoyable. In the opening cutscene, Gandalf tells Aragorn that the enemy
  is completing three Claws of Gorgoroth. Why?.. you'll know soon enough. Let's
  just start with your objectives:

  - Eliminate the final enemy encampment

  Sound simple? It isn't. You start off with a camp and a good amount of fresh
  soldiers. Put your units, including your heroes, a little bit to the south of
  your camp. All the attacks on your encampment in this level will come from
  the south, the southwest, or the southeast. Note that you won't be attacked
  in the first minutes.

  Make use of this time to put up a good economy. The only buildings you have
  to build are an Elven Sanctuary and Ranger Post. Start training Rangers and
  Elven Archers as they are completed. Upgrade your Stronghold to the last
  level and research all upgrades for your archers. You might also want to
  train some more Barracks units to increase your numbers. Upgrade your camps
  as you see fit.

  Soon, there will be another cutscene. It appears that Sauron has succeeded
  in summoning a Balrog, an incredibly big demon. As if that weren't enough,
  the Claws of Gorgoroth mentioned in the opening cutscene lend it terrible
  offensive and defensive powers. Now, you need to kill this Balrog.

  NEW OBJECTIVE: Kill the Balrog
                  => Capture the Claw of Power to weaken attack
                  => Capture the Claw of Protection to weaken defense
                  => Capture the Claw of Renewal to weaken regeneration

  Now, waves of attackers start coming out of the enemy's camp, sometimes
  several at once. They should be dealt with quite easily with your upgraded
  troops and heroes. Remember that Kingsfoil can heal units that would die
  otherwise. The only problem to deal with right now is the Balrog.

  You can't possibly expect to capture all three Claws... just take all your
  forces and move west. Head north when you can. You will then see a little
  Orc encampment. Destroy it, this will make the last part of this mission
  easier to complete.

  Head back south and train reinforcements. You should be able to intercept
  any attackers that come for your camp. Note that these attackers look
  like they'll eat you up, but they're actually not to hard as long as you
  use your heroes' abilities.

  Head further west until you arrive at the next encampment. There are some
  Stonehurlers on the ledge above this camp so beware. Totally raze this
  camp and capture the Claw of Protection. By now, the Balrog should be
  well on his way reaching your forces. Retreat back to your camp and get
  ready for a serious battle. Heal, train, and wait for the demon to arrive.

  Once it arrives, cast Fire Shield on Aragorn. Don't use any Fate Powers,
  rely on your heroes and troops. Elven Speed can ease the pain a bit. Use
  Kingsfoil on your heroes only. Rain of Fire and especially Flash can help
  a lot in this battle. The Balrog should fall rather quickly as you have
  decreased its armor by capturing the Claw of Protection.

  OBJECTIVE COMPLETED: Kill the Balrog

  With that completed, it's time to move on to the Black Gates. The normal
  attack waves start coming again. Train reinforcements and buy any upgrades
  you haven't purchased yet. Repel the attacks on your camp as normal. Your
  forces should be made up of cloaked and upgraded Elven Archers and some
  heroes, including some Rangers and Riders of Rohan to get sufficient
  numbers.

  With your offensive force ready, move to the spot where the little orc
  camp was you destroyed before. Head north from here, onto a small ledge
  that will take you directly to the south of the Claw of Renewal. It is
  protected by lots of troops, together with Black Riders, so watch out
  not to lose too many troops. If you do, retreat to the ledge and train
  additional reinforcements.

  It's time for the final part of this mission. Trust me, this isn't going
  to be a walk in the park because that final encampment is very, very well
  defended. To get there, simply move west from the Claw of Renewal. You
  should know when you arrive because Stonehurlers start throwing boulders
  at you once you get there.

  Move into the camp after casting Fire Shield on one of your heroes. Make
  sure you destroy the Towers and the Wraiths in them first. The Wraiths in
  this scenario are very annoying, they keep casting Perpetual Darkness as
  soon as they pop out of a Tower. Kill normal resistance here too. It is
  vital to use your heroes' abilities here, especially Gandalf's.

  It shouldn't be too hard when the first line of defense has been cleared.
  Remember that Rain of Fire sets buildings on fire, which can be helpful
  when trying for a quick win. Otherwise, summon a Giant Ent (you should
  have gained enough Fate by now) to complete the job. Raze all buildings
  of this enemy war camp to gain victory.

  OBJECTIVE COMPLETED: Eliminate the final enemy encampment

  MISSION COMPLETED

Congratulations, you beat the Good Campaign!

===============================================================================

<< 8. PLAYING THE MINIONS OF SAURON >>
  ----------------------------------

Playing as the Minions of Sauron, you stand for everything that is evil in the
world of Middle-Earth. Under your command, dozens of bloodthirsty Orcs and
other riff-raff. You may even enlist the aid of the mighty Nazgul or the Wizard
of Many Colors Saruman to stain the fields with the blood of the Free Peoples.

The military of the Minions of Saurons consists of hordes of Orcs, dozens of
Uruk-Hai and legions of powerful Trolls. They play a lot different from the
normal RTS games, and their campaign can give you some trouble. But, once you
have mastered the art of destruction, you won't play the good side anymore.

- - - - - - - - - - - - -
8.1) Gameplay Differences
- - - - - - - - - - - - -
Sauron's Minions have several unique characteristics in this game. All of
them are listed below:

  - The Minions use a Slaughterhouse to collect Food and a Smelter to obtain
    Ore.
  - The Workers of the Free Peoples drop their resources at the Goblin Hovel.
  - Workers are trained at the Goblin Hovel, Heroes at the Fortress of Mordor.
  - You can only build your structures on corrupted land. Corrupted land looks
    like it's been burned and can only be created by ordering a Slavemaster
    to place a War Post on the normal terrain.
  - Different technologies, units, and heroes than the Good Side.
  - They use Slavemasters to expand their Population
  - Their Towers can be equipped with Poison Arrows, doing damage to each hit
    enemy over time.
  - They have different Fate Powers.

- - - - - - - - - -
8.2) Evil Buildings
- - - - - - - - - -

  Goblin Hovel
  -------------
  HIT POINTS:       700
  BUILDING COST:    225 Food, 225 Ore
  ARMOR CLASS:      3
  UNITS TRAINED:    - Goblin Worker
                    - Goblin Spearman
                    - Goblin Slavemaster
  RESEARCH HERE:    None

  Inside this horrible residence, Goblins are kept safe from the dangers of the
  outside world. It is where the Goblin Workers, corrupted slaves under control
  of the Dark Lord, drop off the resources needed to keep the evil armies under
  the banner of the Lidless Eye running. In case of emergency, there are all
  kinds of self-made spears for self defense. Special treated Slavemasters
  learn to keep the whole bunch of horrors in line, thus creating additional
  population slots. It is an important building that has to be protected.

  War Post
  ---------
  HIT POINTS:       500
  BUILDING COST:    65 Ore
  ARMOR CLASS:      0
  UNITS TRAINED:    None
  RESEARCH HERE:    None

  The War Post's sole purpose is to corrupt beautiful green soil into the
  blackened grounds Sauron's minions can build upon. They can only be built
  by Slavemasters and are needed for expanding your settlement. If you don't
  have any War Posts, you cannot build structures. They are weak and need
  protection.

  Fortress of Mordor
  -------------------
  REQUIRED:         Goblin Hovel
  HIT POINTS:       700
  BUILDING COST:    75 Food, 90 Ore
  ARMOR CLASS:      3
  UNITS TRAINED:    - Gollum
                    - Grishnakh
                    - Saleme
                    - Lord of the Nazgul
                    - Saruman
  RESEARCH HERE:    - Fortress of Mordor Level 2
                    - Fortress of Mordor Level 3
                    - Fortress of Mordor Level 4
                    - Fortress of Mordor Level 5

  Fortresses of Mordor are vital for war camps. Without them, no advanced
  upgrades can be researched, nor can some powerful units be accessed. In here,
  the Heroes of the Minions are given everything they desire. In order for your
  settlement to have any chance of surviving, this massive structure has to be
  built as soon as possible. It can be upgraded up to level 5, adding new
  HP and armor class with each improvement.

  Slaughterhouse
  ---------------
  REQUIRED:         Goblin Hovel
  HIT POINTS:       530
  BUILDING COST:    50 Ore
  ARMOR CLASS:      3
  UNITS TRAINED:    None
  RESEARCH HERE:    None

  All those evil creatures like Orcs and Trolls do not eat grain. All they want
  is meat... preferably fresh, of course. The Slaughterhouse is a structure
  that domesticates animals, only to slaughter them later for food. To keep
  the beasts inside alive, the Slaughterhouse needs a constant flow of fresh
  water. Therefor, it can only be built on top of a well.

  Smelter
  --------
  REQUIRED:         Goblin Hovel
  HIT POINTS:       725
  BUILDING COST:    80 Ore
  ARMOR CLASS:      3
  UNITS TRAINED:    None
  RESEARCH HERE:    None

  The Minions soon found themselves without ore, which was used in huge amounts
  to create the weaponry for the hordes of Mordor. Thinking of new methods to
  strip Ore from the ground, the Goblins designed the Smelter. Its purpose was
  to smelt the Ore and change it into better transportable packs, increasing
  the amount of ore the Goblin Workers can carry. The Smelter has to be built
  on top of an ore deposit to function.

  Tower
  ------
  REQUIRED:         Fortress of Mordor Level 1
  HIT POINTS:       350
  BUILDING COST:    100 Food, 100 Ore
  ATTACK POWER:     14
  ARMOR CLASS:      1
  UNITS TRAINED:    None, but four can be garrisoned inside for more shots.
  RESEARCH HERE:    None

  This defensive structure was built to ensure the survival of important new
  war camps. Black towers, carrying the emblem of Sauron, able to garrison
  units inside, far from danger. You'll need a lot of them to protect the
  vital areas in your war camp (Goblin Hovel, War Posts). At the borders of
  your settlement, they can help by spotting incoming raiding parties from
  afar.

  Orc Mound
  ----------
  REQUIRED:         Goblin Hovel
  HIT POINTS:       675
  BUILDING COST:    55 Food, 110 Ore
  ARMOR CLASS:      1
  UNITS TRAINED:    - Orc Bowman
                    - Orc Slasher
                    - Uruk-Hai
  RESEARCH HERE:    None

  The ancient tales of the Elves told how Morgoth, the Enemy, of whom Sauron
  was only a general, bred the twisted race of Orcs. He took them into the
  dark dungeons of his stronghold Utumno and tortured them until they were
  the opposite of the Elves: ugly, bloodthirsty, and without mercy. Inside the
  Orc Mound, Orcs are taught how to handle their weapons in brutal training
  sessions. With more advanced technology, the Uruk-Hai can also be trained
  in this structure.

  Dark Arsenal
  -------------
  REQUIRED:         Fortress of Mordor Level 1
  HIT POINTS:       575
  BUILDING COST:    70 Food, 105 Ore
  ARMOR CLASS:      1
  UNITS TRAINED:    None
  RESEARCH HERE:    - Curved Blades; Serrated Blades; Wicked Blades
                    - Iron Fittings; Forged Fittings; Steel Fittings
                    - Savage Influence
                    - Goblin Frenzy
                    - Raven Fletching
                    - Flame Arrows
                    - Poison Arrows

  Orcs aren't exactly competent smiths, but they tend to use anything they can
  get to defeat their enemies. Most of the time, the researchers inside this
  dark laboratory design wicked upgrades for the Orcs to use in battle, causing
  more pain to enemies or intoxicating them. The Goblins can be upgraded here
  as well, giving them better speed. It is a much needed structure to turn
  normal Orc soldiers into ravaging killing machines.

  Beast Lair
  -----------
  REQUIRED:         Goblin Hovel
  HIT POINTS:       675
  BUILDING COST:    95 Food, 100 Ore
  ARMOR CLASS:      2
  UNITS TRAINED:    - Warg Rider
                    - Giant Spider
  RESEARCH HERE:    None

  Often finding themselves slaughtered by the Free Peoples because of their
  enemies' control over animals, the leaders of the Orc ranks decided to take
  a shot at raising their own animals. As the Orcs of the Misty Mountains did
  for ages, they started to raise the ferocious, wolf-like Wargs in massive
  numbers. In greater settlements, the mistress spider of Cirith Ungol Shelob
  sometimes decided to send her kin to aid the Dark Lord's armies.

  Breeding Pit
  -------------
  REQUIRED:         Fortress of Mordor Level 2
  HIT POINTS:       550
  BUILDING COST:    90 Food, 100 Ore
  ARMOR CLASS:      1
  UNITS TRAINED:    None
  RESEARCH HERE:    - Fearsome Strength; Overwhelming Strength; Monstrous
                      Strength
                    - Ritual Tattooing; Ritual Scarring; Ritual Branding
                    - Paralyze
                    - Spray Venom
                    - Target Practice
                    - Unstoppable Force
                    - Sweeping Axe

  To increase their effectiveness in battle, Sauron's minions often tortured
  beasts, making them truly evil. Menacing around the battlefield, these
  monsters decided many wars. Inside the Breeding Pit, both the Warg Rider and
  the Giant Spider can be upgraded. In more advanced settlements, the huge
  Troll warriors can be made more effective there as well.

  Shadow Lair
  ------------
  REQUIRED:         Fortress of Mordor Level 2
  HIT POINTS:       725
  BUILDING COST:    110 Food, 105 Ore
  ARMOR CLASS:      1
  UNITS TRAINED:    - Wraith
                    - Haradrim Slayer
  RESEARCH HERE:    None

  A special structure was needed for minions of Sauron that preferred or needed
  places dark of shadow for their training. Created mostly from the darkness
  itself, the Wraiths have gained great abilities at detecting hidden enemies.
  The Haradrim needed dark places to master the art of hiding, making them
  truly fearsome assassins. Nobody but these two creatures know how to get out
  of the Shadow Lair again after entering it.

  Black Vault
  ------------
  REQUIRED:         Fortress of Mordor Level 3
  HIT POINTS:       575
  BUILDING COST:    85 Food, 75 Ore
  ARMOR CLASS:      1
  UNITS TRAINED:    None
  RESEARCH HERE:    - Jagged Point; Hooked Point; Barbed Point
                    - Alloy Mail; Shadow Mail; Dark Mail
                    - Greater Perception
                    - Darkness
                    - Perpetual Darkness
                    - Poison Dart
                    - Assassin's Cloak
                    - Morgul Blade

  This structure houses the elite of Sauron's alchemists and metal workers. All
  upgrades made inside this building are to increase pain, not chance at death.
  Special techniques from far lands such as Harad are acquired in here as well,
  though they are very expensive. Finding the weapons created at the Dark
  Arsenal not fit for them, the savage Uruk-Hai will only receive upgrades
  from the Black Vault.

  Troll Den
  ----------
  REQUIRED:         Fortress of Mordor Level 3
  HIT POINTS:       950
  BUILDING COST:    125 Food, 135 Ore
  ARMOR CLASS:      1
  UNITS TRAINED:    - Troll Bonecleaver
                    - Troll Stonehurler
  RESEARCH HERE:    None

  Though 'persuading' them wasn't without problems, the Trolls have proven
  their worthiness to the Dark Lord without fail. The massive warriors have
  been known to destroy entire armies while only in a small group. Now, these
  tanks have been made even more useful as they can now withstand the daylight.
  The Troll Den is the only structure large enough to house these huge
  creatures.

- - - - - - - - - -
8.3) Evil Upgrades
- - - - - - - - - -
First, I shall list the Dark Arsenal technologies here. After that, there are
the Breeding Pit and the Black Vault technologies.

  Curved Blades
  --------------
  UPGRADE AT:       Dark Arsenal
  REQUIRED:         Fortress of Mordor Level 1
  UPGRADE COST:     75 Food, 75 Ore
  UPGRADE EFFECT:   +1 Attack for Goblin Spearmen, Orc Bowmen and Orc Slashers.
  RATING:           2/5 - This doesn't make a lot of difference... yet. It
                    needed for the later upgrades (which DO matter), so
                    buy it. Offense over defense!

  Serrated Blades
  ----------------
  UPGRADE AT:       Dark Arsenal
  REQUIRED:         Curved Blades, Fortress of Mordor Level 3
  UPGRADE COST:     125 Food, 125 Ore
  UPGRADE EFFECT:   +1 Attack for Goblin Spearmen, Orc Bowmen and Orc Slashers.
  RATING:           3/5 - You might notice that battles go a little faster
                    once you've researched this upgrade. And believe me,
                    it gets better.

  Wicked Blades
  --------------
  UPGRADE AT:       Dark Arsenal
  REQUIRED:         Serrated Blades, Fortress of Mordor Level 5
  UPGRADE COST:     175 Food, 175 Ore
  UPGRADE EFFECT:   +1 Attack for Goblin Spearmen, Orc Bowmen and Orc Slashers.
  RATING:           5/5 - Now we're talking. Build up a nice force of fresh
                    Orc Bowmen and Slashers and go destroy an enemy camp.
                    Absolutely devastating when attacking in hordes!

  Iron Fittings
  --------------
  UPGRADE AT:       Dark Arsenal
  REQUIRED:         Fortress of Mordor Level 1
  UPGRADE COST:     75 Food, 75 Ore
  UPGRADE EFFECT:   +1 Armor for Goblin Spearmen, Orc Bowmen and Orc Slashers.
  RATING:           1/5 - Buy an attack upgrade before this. This, again,
                    is one of the things you'll have to buy to get the
                    better upgrades.

  Forged Fittings
  ----------------
  UPGRADE AT:       Dark Arsenal
  REQUIRED:         Iron Fittings, Fortress of Mordor Level 3
  UPGRADE COST:     125 Food, 125 Ore
  UPGRADE EFFECT:   +1 Armor for Goblin Spearmen, Orc Bowmen and Orc Slashers.
  RATING:           3/5 - This is much better than the last one, since you
                    might have noticed your units last longer in battle.

  Steel Fittings
  ---------------
  UPGRADE AT:       Dark Arsenal
  REQUIRED:         Forged Fittings, Fortress of Mordor Level 5
  UPGRADE COST:     175 Food, 175 Ore
  UPGRADE EFFECT:   +1 Armor for Goblin Spearmen, Orc Bowmen and Orc Slashers.
  RATING:           4/5 - Mix this up with Wicked Blades and some units from
                    the other training structures and nobody will have the
                    strength to stand against your armies!

  Savage Influence
  -----------------
  UPGRADE AT:       Dark Arsenal
  REQUIRED:         Fortress of Mordor Level 1
  UPGRADE COST:     75 Food, 75 Ore
  UPGRADE EFFECT:   Slavemasters can crack their whips to speed up nearby
                    allies.
  RATING:           1/5 - Not needed at all in my opinion. The only thing I
                    can think of to use this is to speed up your resource
                    production. Otherwise, useless.

  Goblin Frenzy
  --------------
  UPGRADE AT:       Dark Arsenal
  REQUIRED:         Fortress of Mordor Level 3
  UPGRADE COST:     100 Food, 100 Ore
  UPGRADE EFFECT:   Upgrades the speed of Goblin Workers, Goblin Spearmen, and
                    Goblin Slavemasters.
  RATING:           2/5 - Better than Savage Influence, since it speeds up your
                    resource production for all time. But I suggest you buy
                    the military upgrades first.

  Raven Fletching
  ----------------
  UPGRADE AT:       Dark Arsenal
  REQUIRED:         Fortress of Mordor Level 3
  UPGRADE COST:     100 Food, 100 Ore
  UPGRADE EFFECT:   Upgrades the range of Orc Bowmen.
  RATING:           3/5 - I don't use Orc Bowmen a lot, but increased range
                    means you might get in an extra shot per archer, thinning
                    out enemy forces more quickly.

  Flame Arrows
  -------------
  UPGRADE AT:       Dark Arsenal
  REQUIRED:         Fortress of Mordor Level 4
  UPGRADE COST:     150 Food, 150 Ore
  UPGRADE EFFECT:   Makes the Orc Bowmen shoot flaming arrows, causing fire
                    damage to all things they hit.
  RATING:           4/5 - Expensive upgrade, but ideal for raiding. Go round
                    a camp with several of Bowmen with these arrows and soon
                    all buildings will be on fire, rendering your enemy
                    helpless.

  Poison Arrows
  --------------
  UPGRADE AT:       Dark Arsenal
  REQUIRED:         Fortress of Mordor Level 3
  UPGRADE COST:     100 Food, 100 Ore
  UPGRADE EFFECT:   Makes your Towers shoot poisonous arrows, intoxicating all
                    foes that are hit.
  RATING:           3/5 - This upgrade is quite needed. Since you can't get
                    that powerful Ballista of the Free Peoples, this'll have to
                    do. Can be infiuriating to opponents when all their forces
                    die due to poisoning.

  Fearsome Strength
  ------------------
  UPGRADE AT:       Breeding Pit
  REQUIRED:         Fortress of Mordor Level 2
  UPGRADE COST:     85 Food, 85 Ore
  UPGRADE EFFECT:   +1 Attack for Warg Riders, Giant Spiders, Troll
                    Bonecleavers, and Troll Stonehurlers.
  RATING:           1/5 - One of those upgrades you'll have to get to access
                    the better, later upgrades. I don't use these units that
                    much, but if you do, don't hesitate and buy this upgrade
                    quickly.

  Overwhelming Strength
  ----------------------
  UPGRADE AT:       Breeding Pit
  REQUIRED:         Fortress of Mordor Level 3
  UPGRADE COST:     135 Food, 135 Ore
  UPGRADE EFFECT:   +1 Attack for Warg Riders, Giant Spiders, Troll
                    Bonecleavers, and Troll Stonehurlers.
  RATING:           3/5 - You might notice the difference in battles now. Can
                    get even better...

  Monstrous Strength
  -------------------
  UPGRADE AT:       Breeding Pit
  REQUIRED:         Fortress of Mordor Level 5
  UPGRADE COST:     185 Food, 185 Ore
  UPGRADE EFFECT:   +1 Attack for Warg Riders, Giant Spiders, Troll
                    Bonecleavers, and Troll Stonehurlers.
  RATING:           5/5 - This'll make your Trolls behemoths that cannot be
                    stopped. Very expensive, but very worth it if your forces
                    are made up mainly of these sorts of forces.

  Ritual Tattooing
  -----------------
  UPGRADE AT:       Breeding Pit
  REQUIRED:         Fortress of Mordor Level 2
  UPGRADE COST:     85 Food, 85 Ore
  UPGRADE EFFECT:   +1 Armor for Warg Riders, Giant Spiders, Troll
                    Bonecleavers, and Troll Stonehurlers.
  RATING:           1/5 - The armor upgrade for your beasts. Same story, needed
                    for later upgrades.

  Ritual Scarring
  ----------------
  UPGRADE AT:       Breeding Pit
  REQUIRED:         Fortress of Mordor Level 3
  UPGRADE COST:     135 Food, 135 Ore
  UPGRADE EFFECT:   +1 Armor for Warg Riders, Giant Spiders, Troll
                    Bonecleavers, and Troll Stonehurlers.
  RATING:           3/5 - This'll make them last longer again. If you like
                    raiding with Warg Riders, this will ensure lots of damage.
                    Also helps defensive Giant Spiders.

  Ritual Branding
  ----------------
  UPGRADE AT:       Breeding Pit
  REQUIRED:         Fortress of Mordor Level 5
  UPGRADE COST:     185 Food, 185 Ore
  UPGRADE EFFECT:   +1 Armor for Warg Riders, Giant Spiders, Troll
                    Bonecleavers, and Troll Stonehurlers.
  RATING:           4/5 - If you've ever wanted tanks which obviously just
                    won't die on the battlefield, give this upgrade to your
                    Troll warriors. They are monstrous indeed, immortal if
                    you play the game right...

  Paralyze
  ---------
  UPGRADE AT:       Breeding Pit
  REQUIRED:         Fortress of Mordor Level 2
  UPGRADE COST:     100 Food, 100 Ore
  UPGRADE EFFECT:   Giant Spiders' attacks paralyze foes, making them unable
                    to move.
  RATING:           4/5 - The only thing that makes those spiders worth buying,
                    I think. Put lots of these in your defense and make them
                    all attack different enemies. They won't even have a chance
                    to retaliate before they die!

  Spray Venom
  ------------
  UPGRADE AT:       Breeding Pit
  REQUIRED:         Paralyze, Fortress of Mordor Level 3
  UPGRADE COST:     150 Food, 150 Ore
  UPGRADE EFFECT:   Makes the Giant Spider spray venom, paralyzing all units in
                    front of it.
  RATING:           1/5 - Bad upgrade. You need a constant flow of venom, and
                    this move will deplete it. It's better to just focus on
                    a single strong unit and keep paralyzing it.

  Target Practice
  ----------------
  UPGRADE AT:       Breeding Pit
  REQUIRED:         Fortress of Mordor Level 3
  UPGRADE COST:     150 Food, 150 Ore
  UPGRADE EFFECT:   Increases the range of the Troll Stonehurlers.
  RATING:           3/5 - Great when combined with Unstoppable Force. I prefer
                    Uruk-Hai as my main ranged unit, but if you like Trolls,
                    purchase this.

  Unstoppable Force
  ------------------
  UPGRADE AT:       Breeding Pit
  REQUIRED:         Fortress of Mordor Level 4
  UPGRADE COST:     160 Food, 160 Ore
  UPGRADE EFFECT:   Makes Troll Stonehurlers' attacks do area damage.
  RATING:           4/5 - The best upgrade for your Stonehurlers, giving them
                    an area-of-effect attack. This will, together with attack
                    upgrades, decimate an incoming enemy army.

  Sweeping Axe
  -------------
  UPGRADE AT:       Breeding Pit
  REQUIRED:         Fortress of Mordor Level 3
  UPGRADE COST:     150 Food, 150 Ore
  UPGRADE EFFECT:   Gives the Troll Bonecleaver a special attack that knocks
                    back all units in front of it.
  RATING:           4/5 - If you have lots of Bonecleavers, get it now! Will
                    make them slice through forces as a hot knife through
                    butter! Very, very nice.

  Jagged Point
  -------------
  UPGRADE AT:       Black Vault
  REQUIRED:         Fortress of Mordor Level 3
  UPGRADE COST:     75 Food, 75 Ore
  UPGRADE EFFECT:   +1 Attack for Haradrim Slayers and Uruk-Hai.
  RATING:           1/5 - Get it now. I don't know about you, but I myself rely
                    heavily on both of these troops. They become really
                    destructive once all these upgrades are bought.

  Hooked Point
  -------------
  UPGRADE AT:       Black Vault
  REQUIRED:         Jagged Point, Fortress of Mordor Level 4
  UPGRADE COST:     125 Food, 125 Ore
  UPGRADE EFFECT:   +1 Attack for Haradrim Slayers and Uruk-Hai.
  RATING:           3/5 - Just like Jagged Point. Makes your Haradrim do some
                    real damage with their assassinating cloaks.

  Barbed Point
  -------------
  UPGRADE AT:       Black Vault
  REQUIRED:         Hooked Point, Fortress of Mordor Level 5
  UPGRADE COST:     175 Food, 175 Ore
  UPGRADE EFFECT:   +1 Attack for Haradrim Slayers and Uruk-Hai.
  RATING:           5/5 - Makes your Haradrim and Uruk-Hai almost invincible
                    because they kill detectors so fast. Uruk-Hai will be able
                    to kill enemies before they reach them because of their
                    Knockback Arrow ability.

  Alloy Mail
  -----------
  UPGRADE AT:       Black Vault
  REQUIRED:         Fortress of Mordor Level 3
  UPGRADE COST:     75 Food, 75 Ore
  UPGRADE EFFECT:   +1 Armor for Haradrim Slayers and Uruk-Hai.
  RATING:           1/5 - Attack upgrades have higher priority, but this is
                    quite needed as well. Just so they won't die because of
                    one simple enemy detector.

  Shadow Mail
  ------------
  UPGRADE AT:       Black Vault
  REQUIRED:         Fortress of Mordor Level 4
  UPGRADE COST:     125 Food, 125 Ore
  UPGRADE EFFECT:   +1 Armor for Haradrim Slayers and Uruk-Hai.
  RATING:           3/5 - Will make them last even longer. Very useful, but
                    you still need to buy attack upgrades first.

  Dark Mail
  ----------
  UPGRADE AT:       Black Vault
  REQUIRED:         Fortress of Mordor Level 5
  UPGRADE COST:     175 Food, 175 Ore
  UPGRADE EFFECT:   +1 Armor for Haradrim Slayers and Uruk-Hai.
  RATING:           4/5 - Makes Haradrim Slayers the best units for the army
                    of the Minions, even better than Trolls, because they can't
                    be seen except by detectors. Combine with Barbed Point to
                    get maximum effectiveness.

  Greater Perception
  -------------------
  UPGRADE AT:       Black Vault
  REQUIRED:         Fortress of Mordor Level 3
  UPGRADE COST:     75 Food, 75 Ore
  UPGRADE EFFECT:   Gives the Wraith an LOS upgrade, improving detection range.
  RATING:           3/5 - Good for the Wraiths in your Towers. Will take care
                    of annoying Elven Archers faster.

  Darkness
  ---------
  UPGRADE AT:       Black Vault
  REQUIRED:         Fortress of Mordor Level 3
  UPGRADE COST:     75 Food, 75 Ore
  UPGRADE EFFECT:   Gives the Wraith an ability to slow enemy units.
  RATING:           2/5 - Not really needed, but is required to get the next
                    upgrade, Perpetual Darkness, which IS useful sometimes.

  Perpetual Darkness
  -------------------
  UPGRADE AT:       Black Vault
  REQUIRED:         Fortress of Mordor Level 4
  UPGRADE COST:     125 Food, 125 Ore
  UPGRADE EFFECT:   Makes the Wraith able to slow and blind enemies.
  RATING:           3/5 - The best weapon against raiding parties. Cast it on
                    the right moment and they will just stand there while your
                    Towers finish them off.

  Poison Dart
  ------------
  UPGRADE AT:       Black Vault
  REQUIRED:         Fortress of Mordor Level 3
  UPGRADE COST:     50 Food, 50 Ore
  UPGRADE EFFECT:   Gives the Haradrim Slayer the ability to fire a poisonous
                    dart, doing damage to an enemy over time.
  RATING:           2/5 - Might seem pretty good, but is actually very hard
                    to aim in the thick of battle. Also costs 25 Food and
                    25 Ore each time, so it's pretty resource-draining.

  Assassin's Cloak
  -----------------
  UPGRADE AT:       Black Vault
  REQUIRED:         Fortress of Mordor Level 3
  UPGRADE COST:     150 Food, 150 Ore
  UPGRADE EFFECT:   Cloaks from the far land of Harad make the Haradrim Slayer
                    invisible to enemies, except for detector units.
  RATING:           5/5 - Same as Elven Cloaks for the Free Peoples, plain and
                    simple. Five to ten Haradrim Slayers can, when combined
                    with attack and armor upgrades, wipe out an entire base
                    using this.

  Morgul Blade
  -------------
  UPGRADE AT:       Black Vault
  REQUIRED:         Fortress of Mordor Level 3
  UPGRADE COST:     125 Food, 125 Ore
  UPGRADE EFFECT:   The weapons of the Black Riders become poisonous, doing
                    damage to an enemy over time.
  RATING:           2/5 - If you have a lot of Black Riders, buy this as soon
                    as you can. If you don't use them, don't buy this. Very
                    effective in large numbers.

  Fortress of Mordor Level 2
  ---------------------------
  UPGRADE AT:       Fortress of Mordor
  REQUIRED:         Fortress of Mordor Level 1
  UPGRADE COST:     100 Food, 105 Ore
  UPGRADE EFFECT:   Increases HP and armor class of the Fortress. Is needed for
                    certain upgrades to be purchased as well.
  RATING:           5/5 - All Fortress of Mordor upgrades have high priority,
                    because without them you cannot use the better units and
                    upgrades.

  Fortress of Mordor Level 3
  ---------------------------
  UPGRADE AT:       Fortress of Mordor
  REQUIRED:         Fortress of Mordor Level 2
  UPGRADE COST:     105 Food, 120 Ore
  UPGRADE EFFECT:   Increases HP and armor class of the Fortress. Is needed for
                    certain upgrades to be purchased as well.
  RATING:           5/5 - All Fortress of Mordor upgrades have high priority,
                    because without them you cannot use the better units and
                    upgrades.

  Fortress of Mordor Level 4
  ---------------------------
  UPGRADE AT:       Fortress of Mordor
  REQUIRED:         Fortress of Mordor Level 3
  UPGRADE COST:     110 Food, 135 Ore
  UPGRADE EFFECT:   Increases HP and armor class of the Fortress. Is needed for
                    certain upgrades to be purchased as well.
  RATING:           5/5 - All Fortress of Mordor upgrades have high priority,
                    because without them you cannot use the better units and
                    upgrades.

  Fortress of Mordor Level 5
  ---------------------------
  UPGRADE AT:       Fortress of Mordor
  REQUIRED:         Fortress of Mordor Level 4
  UPGRADE COST:     115 Food, 150 Ore
  UPGRADE EFFECT:   Increases HP and armor class of the Fortress. Is needed for
                    certain upgrades to be purchased as well.
  RATING:           5/5 - All Fortress of Mordor upgrades have high priority,
                    because without them you cannot use the better units and
                    upgrades.

- - - - - - - -
8.4) Evil Units
- - - - - - - -
Here, all units of the Minions of Sauron are listed. They all have their own
little history and comments with them. There are no heroes, however. They can
be found in the next paragraph.

  Goblin Worker
  --------------
  REQUIRED:         Goblin Hovel
  HIT POINTS:       None given
  ATTACK POWER:     None given
  ARMOR CLASS:      None given
  ATTACK TYPE:      None given
  TRAINED AT:       Goblin Hovel
  COST:             35 Food; 1 Pop
  UPGRADE AT:       Dark Arsenal

  SPECIAL ABILITIES:
  Goblin Workers don't have any special abilities.

  UNIT HISTORY:
  The Goblin Workers' lives are mainly made up of miserable slavework in
  service of their Dark Lord Sauron. Most soldiers think of them as personal
  workers and command them around, threatening to cut them up and eat them if
  they don't obey. And so they live their miserable lives, day after day.

  UNIT COMMENTS:
  Goblin Workers are naturally the backbone of any war camp. Without them, no
  resources. Without resources, no army. Without an army, you lose. So make
  sure you keep them safe from the enemy and they'll collect Food and Ore for
  you from the Slaughterhouse and the Smelter.

  Goblin Spearman
  ----------------
  REQUIRED:         Goblin Hovel
  HIT POINTS:       85
  ATTACK POWER:     Minimum=7; Maximum=10
  ARMOR CLASS:      Minimum=1; Maximum=4
  ATTACK TYPE:      Pierce
  TRAINED AT:       Goblin Hovel
  COST:             35 Food; 1 Pop
  UPGRADE AT:       Dark Arsenal

  SPECIAL ABILITIES:
  Goblin Spearmen don't have any special abilities.

  UNIT HISTORY:
  In times of emergency when the Goblins needed to defend themselves, they just
  grabbed a spear of the wall and attacked with it. The Dark Lord soon saw the
  abilities of these soldiers in great numbers and started recruiting them for
  simple tasks. They obey without question, and are therefor reliable guardians
  of food stores as long as they are well-fed.

  UNIT COMMENTS:
  What the Goblin Spearmen lacks in strength, it makes up for in speed and
  cost. They are very quick on their feet and can be quite overwhelming in
  large numbers. Always train some of these at the start of any game to help
  counter early raiding parties. Later in the game, they become useless.

  Goblin Slavemaster
  --------------------
  REQUIRED:         Goblin Hovel
  HIT POINTS:       300
  ATTACK POWER:     Minimum=3; Maximum=3
  ARMOR CLASS:      Minimum=1; Maximum=1
  ATTACK TYPE:      Crush
  TRAINED AT:       Goblin Hovel
  COST:             95 Ore; 0 Pop
  UPGRADE AT:       Dark Arsenal

  SPECIAL ABILITIES:
  Savage Influence - Allows the Slavemaster to crack his whip, speeding up
                     all allies nearby him.
                     (Recharge Time=36s)

  UNIT HISTORY:
  Slavemasters are specially trained Goblins that excel at commanding others
  around. They get luxuries the other Goblins can only dream of. They make sure
  the Goblin Workers don't riot, and also has to keep an eye on the soldiers
  so they won't eat the poor slaves. They are very important, for they are the
  only ones with the knowledge of how to corrupt land with their War Posts.

  UNIT COMMENTS:
  You'll need a lot of these. Each Slavemaster adds 12 Population Slots to
  your total population. The Savage Influence ability can be helpful in times
  but don't rely on it. Slavemasters are best placed in Towers as long as they
  aren't needed for placing War Posts on the terrain.

  Orc Bowman
  -----------
  REQUIRED:         Goblin Hovel
  HIT POINTS:       125
  ATTACK POWER:     Minimum=8; Maximum=11
  ARMOR CLASS:      Minimum=0; Maximum=3
  ATTACK TYPE:      Pierce
  TRAINED AT:       Orc Mound
  COST:             50 Food; 10 Ore; 2 Pop
  UPGRADE AT:       Dark Arsenal

  SPECIAL ABILITIES:
  Flame Arrows - Gives the Orc Bowman fiery arrows, enabling them to set
                 enemy buildings ablaze.
                 (Always on)

  UNIT HISTORY:
  Roughly, the Orcs came in two sizes: the bulky, slow Orc that was suited for
  melee combat; and the skinny, nimble Orcs that learned to use primitive bows
  made of wood or bones. Though by far not as advanced as Elven archers, they
  are hazardous in great numbers: they'll shoot anything they can hit.

  UNIT COMMENTS:
  These are the basic ranged units for the Minions. They aren't at all strong,
  but still deal moderate damage and are needed as missile support early in
  the game before you can access the later, more advanced ranged units such as
  the Uruk-Hai and Troll Stonehurler.

  Orc Slasher
  ------------
  REQUIRED:         Fortress of Mordor Level 1
  HIT POINTS:       180
  ATTACK POWER:     Minimum=10; Maximum=13
  ARMOR CLASS:      Minimum=0; Maximum=3
  ATTACK TYPE:      Hack
  TRAINED AT:       Orc Mouth
  COST:             65 Food; 2 Pop
  UPGRADE AT:       Dark Arsenal

  SPECIAL ABILITIES:
  Orc Slashers don't have any special abilities.

  UNIT HISTORY:
  The Orc melee fighters have always made up the staple of Sauron's army. They
  are not masters at the sword, nor are they very technical. Nonetheless, Orc
  Slashers are without fear of death and will obey their masters. Maybe death
  is better than life for these tortured creatures, created in the dungeons
  of Morgoth's stronghold Utumno.

  UNIT COMMENTS:
  The Orc Slashers will be the main unit in your army throughout the game. They
  are as strong as Gondor Swordsmen, and can be upgraded to exactly the same
  attack and armor level. These will serve as a shield for your best units,
  used as bait for enemy scouts and other normal things.

  Warg Rider
  -----------
  REQUIRED:         Goblin Hovel
  HIT POINTS:       205
  ATTACK POWER:     Minimum=10; Maximum=13
  ARMOR CLASS:      Minimum=0; Maximum=3
  ATTACK TYPE:      Crush
  TRAINED AT:       Beast Lair
  COST:             65 Food; 35 Ore; 3 Pop
  UPGRADE AT:       Breeding Pit

  SPECIAL ABILITIES:
  Immune to Knockback - Warg Riders cannot be knocked back.
                        (Always on; not really an ability)

  UNIT HISTORY:
  The Orcs of the Misty Mountains seem to have forged a strange alliance with
  the wolf-like terrors known has Wargs. In exchange for food, the Wargs carry
  these Orcs into battle, savagely destroying all in its path. Sauron soon saw
  the potential of these riders in his campaign to destroy Rohan and enlisted
  them in his ranks.

  UNIT COMMENTS:
  The natural quickness of this unit makes it perfect for hit'n run tactics,
  wherein their Immunity to Knockback has its uses as well. It's just as strong
  as a normal Orc Slasher, but it deals crush damage and it just looks cooler.

  Giant Spider
  -------------
  REQUIRED:         Fortress of Mordor Level 2
  HIT POINTS:       210
  ATTACK POWER:     Minimum=6; Maximum=9
  ARMOR CLASS:      Minimum=1; Maximum=4
  ATTACK TYPE:      Pierce
  TRAINED AT:       Beast Lair
  COST:             75 Food; 70 Ore; 3 Pop
  UPGRADE AT:       Breeding Pit

  SPECIAL ABILTIES:
  Paralyze - Giant Spiders can use their venom to render enemies paralyzed,
             making them unable to move.
             (Always on)

  Spray Venom - The Giant Spider sprays venom to paralyze all units in front
                of it. Note that the spider loses its ability to paralyze units
                for a while until its venom has been replenished.
                (Recharge Time=30s)

  UNIT HISTORY:
  Distant kin of the monstrous Shelob, the mistress of spiders who roams in the
  pass of Cirith Ungol, these Giant Spiders are horrific in every possible way.
  They are not very capable fighters, but they may utilise special venom that
  can paralyze and in some cases kill. They have mostly acted as a support unit
  for the armies of the Dark Lord.

  UNIT COMMENTS:
  Giant Spiders aren't worth recruiting until you have purchased the Paralyze
  ability, which will make them valuable support units in base defense. Let
  each of your spiders attack different units: they won't be able to make a
  move, while your other units slaughter them.

  Wraith
  -------
  REQUIRED:         Fortress of Mordor Level 2
  HIT POINTS:       140
  ATTACK POWER:     Minimum=7; Maximum=7
  ARMOR CLASS:      Minimum=2; Maximum=2
  ATTACK TYPE:      Pierce
  TRAINED AT:       Shadow Lair
  COST:             60 Food; 50 Ore; 2 Pop
  UPGRADE AT:       Black Vault

  SPECIAL ABILITIES:
  Detection - The Wraith is able to see hidden units, otherwise invisible.
              (Always on)

  Darkness - Enshrouds enemies in darkness, slowing their movement.
             (Recharge Time=30s)

  Perpetual Darkness - Enshrouds enemies in an even greater darkness, blinding
                       them and slowing their movement.
                       (Recharge Time=30s)

  Greater Perception - Gives the Wraith an LOS upgrade, increasing detection
                       range.
                       (Always on)

  UNIT HISTORY:
  Wraiths are the lonely souls that wander this earth, those who haven't found
  peace in death. A good example would be the Barrow Wights haunting the barrow
  downs near the Old Forest. Often wounded by a Morgul blade, these ghouls have
  the ability to see each and every form of life by their aura, thus creating
  a very good detection unit for Sauron.

  UNIT COMMENTS:
  You need one of these in every one of your Towers to ensure the visibility of
  cloaked enemies. Their Darkness abilities make them useful on the battlefield
  itself as well, though they won't last long without defense. Perpetual
  Darkness can be very irritating for your opponent.

  Haradrim Slayer
  ----------------
  REQUIRED:         Fortress of Mordor Level 3
  HIT POINTS:       250
  ATTACK POWER:     Minimum=14; Maximum=17
  ARMOR CLASS:      Minimum=1; Maximum=4
  ATTACK TYPE:      Hack
  TRAINED AT:       Shadow Lair
  COST:             85 Food, 60 Ore
  UPGRADE AT:       Black Vault

  SPECIAL ABILITIES:
  Poison Dart - An attack that intoxicates the selected enemy, doing damage
                over time. Note that this costs 25 Food and Ore each time.
                (Recharge Time=6s)

  Assassin's Cloak - Makes the Haradrim Slayer invisible for all enemies except
                     for detector units.
                     (Always on)

  UNIT HISTORY:
  The men of Harad once paid tribute to the Men of ancient Númenór, living in
  some kind of an alliance. But those times have long passed. Now, the Haradrim
  only serve their Lord Sauron, and their uncanny skills at assassinating and
  fighting with their blades have stroke fear into the hearts of those who've
  faced them. Their special war beast is called the Mumakil, an elephant-like
  horror with dozens of archers on top of it.

  UNIT COMMENTS:
  These guys seriously rock. Their attack is the same as that of Elven Archers
  and they can become invisible as well. Combine that with the ability to
  poison enemies at a cost and there you have the main late-game unit for the
  Minions of Sauron.

  Troll Bonecleaver
  ------------------
  REQUIRED:         Fortress of Mordor Level 4
  HIT POINTS:       640
  ATTACK POWER:     Minimum=19; Maximum=22
  ARMOR CLASS:      Minimum=2; Maximum=5
  ATTACK TYPE:      Hack
  TRAINED AT:       Troll Den
  COST:             200 Food; 175 Ore; 5 Pop
  UPGRADE AT:       Breeding Pit

  SPECIAL ABILITIES:
  Sweeping Axe - Allows the Bonecleaver to swing his weapon with great power,
                 knocking back and damaging all units near him.
                 (Recharge Time=12s)

  UNIT COMMENTS:
  Trolls come in many forms on Middle-Earth. At first, they were neutral, dull
  creatures which only sought a place to live. But when the Black Riders came
  to their homes in Eriador, they were soon enlisted in Sauron's ranks. Through
  some kind of sorcery, Sauron has managed to create a more intelligent strain
  of Troll called the Olog-Hai. He uses them to ruinous effect because they can
  withstand the daylight.

  UNIT COMMENTS:
  These guys are extremely expensive, but well worth the pay when correctly
  used on the battlefield. The "tanks" of Sauron's army, they have been known
  to clear out small armies themselves. The Bonecleaver is brutal in every
  possible way.

  Troll Stonehurler
  ------------------
  REQUIRED:         Fortress of Mordor Level 3
  HIT POINTS:       250
  ATTACK POWER:     Minimum=15; Maximum=18
  ARMOR CLASS:      Minimum=0; Maximum=3
  ATTACK TYPE:      Crush
  TRAINED AT:       Troll Den
  COST:             150 Food; 150 Ore; 4 Pop
  UPGRADE AT:       Breeding Pit

  SPECIAL ABILITIES:
  Unstoppable Force - Makes the Troll Stonehurler's boulders do area-of-effect
                      damage, increasing their effectiveness.
                      (Always on)

  UNIT HISTORY:
  In Eriador, the Trolls sometimes had to defend their dens from creatures
  trying to invade their territory. Most Trolls, who were unskilled at fighting
  with weapons, just grabbed boulders or ripped trees from the ground and threw
  those at their enemies. Sauron and his generals have only promoted this kind
  of attacks and now most Stonehurlers can throw their boulders over a distance
  of over 1500 feet!

  UNIT COMMENTS:
  The Bonecleavers cousin, the Troll Stonehurler is able to damage multiple
  units once properly upgraded. At defense, they decimate incoming enemy armies
  in a matter of seconds. However, they are very expensive for a ranged unit.

  Uruk-Hai
  ---------
  REQUIRED:         Fortress of Mordor Level 4
  HIT POINTS:       240
  ATTACK POWER:     Minimum=14; Maximum=17
  ARMOR CLASS:      Minimum=1; Maximum=4
  ATTACK TYPE:      Pierce
  TRAINED AT:       Orc Mound
  COST:             80 Food; 65 Ore; 3 Pop
  UPGRADE AT:       Black Vault

  SPECIAL ABILITIES:
  Knockback Arrow - Every arrow the Uruk-Hai fires causes Knockback.
                    (Always on)

  UNIT HISTORY:
  Born by the combination of the strength of Men and the savagery of an Orc,
  the Uruk-Hai were created by Saruman for one single purpose: to destroy the
  world of Men. The Uruk-Hai have proven themselves worthy in each battle they
  participated in, giving them the abilities to become leaders themselves. Even
  more than normal Orcs, Uruk-Hai know no mercy and will not hesitate to kill
  their own followers because of disobedience.

  UNIT COMMENTS:
  These are my personal favourite archers: their ability to cause knockback
  with each arrows is very helpful, especially when facing detectors. Thereby,
  their strength is the same as the Elven Archer. Mix them up with Haradrim
  for maximum effectiveness.

  Black Rider
  ------------
  REQUIRED:         Fortress of Mordor
  HIT POINTS:       450
  ATTACK POWER:     Minimum=18; Maximum=18
  ARMOR CLASS:      Minimum=1; Maximum=1
  ATTACK TYPE:      Heroic
  TRAINED AT:       By using Bind Shadow on a Wraith with Lord of the Nazgul.
  COST:             1 Fate
  UPGRADE AT:       Black Vault

  SPECIAL ABILITIES:
  Morgul Blade - The Black Riders' blades become poisonous, doing damage to an
                 enemy over time.
                 (Always on)

  UNIT HISTORY:
  One of the first signs that the power of Sauron was rising again in the Third
  Age was the resurrection of the Black Riders, also called the Nazgul. These
  were the nine kings that Sauron had given the Rings of Power to. They now
  obey him in death, being nothing more than a shadow. Weapons that have not
  been empowered with remnant Elven spells cannot harm them, and will melt
  away upon contact. The Lord of the Nazgul himself can call the Ringwraiths
  forth.

  UNIT COMMENTS:
  It's not a unit I like to use, I sometimes create them for fun because I have
  too much Fate, but not for serious tactics. Their attack power is nice,
  however, and Morgul Blade can be infiuriating for enemies. You can create one
  by casting Bind Shadow with the Lord of the Nazgul on a Wraith at the cost of
  one Fate Point.

- - - - - - - - -
8.5) Evil Heroes
- - - - - - - - -
The Heroes are the special units with unique abilities that can lead your
troops into battle. Whenever you train a hero, a picture of him appears in the
right edge of the screen. Clicking on it will select that hero, while double-
clicking immediately focuses on it. All heroes are immune to knockback.

  Gollum
  -------
  REQUIRED:         Fortress of Mordor Level 1
  HIT POINTS:       350
  ATTACK POWER:     Minimum=15 (Increases as Gollum levels up)
  ARMOR CLASS:      Minimum=1  (Increases as Gollum levels up)
  ATTACK TYPE:      Heroic
  TRAINED AT:       Fortress of Mordor
  COST:             150 Food; 100 Ore

  SPECIAL ABILITIES:
  Sneak - Allows Gollum to travel while hidden, though his movement becomes
          much slower using this ability. He can only be seen by detectors.
          (Recharge Time=7s ;Cost=1 Fate)

  Gollum's Mark - An ability that allows Gollum to mark an enemy unit, so he
                  can sense it at great distances.
                  (Recharge Time=10s)

  Surprise Attack - Triples Gollum's attack power if he makes a succesful
                    attack while sneaking.
                    (Always on; Cost=1 Fate)

  HERO COMMENTS:
  Gollum is the only one of the Evil Heroes who doesn't cost any Fate. He is a
  bit like Frodo for the Free Peoples: an expensive, though excellent scouting
  unit. The Sneak ability is very useful while scouting, but be careful not to
  run into detector units. Gollum's Mark is great because you can track an
  enemy unit up to great distances. When Surprise Attack is purchased, you can
  easily kill enemies who aren't protected by detectors. It nearly triples his
  attack while sneaking!

  Grishnakh
  ----------
  REQUIRED:         Fortress of Mordor Level 1
  HIT POINTS:       470
  ATTACK POWER:     Minimum=20 (Increases as Grishnakh levels up)
  ARMOR CLASS:      Minimum=3  (Increases as Grishnakh levels up)
  ATTACK TYPE:      Heroic
  TRAINED AT:       Fortress of Mordor
  COST:             3 Fate Points

  SPECIAL ABILITIES:
  Explosive Trap - Lets Grishnakh hide an explosive on the terrain. The player
                   can activate it at will, but it will automatically explode
                   if too much time elapses.
                   (Recharge Time=20s ;Cost=2 Fate)

  Torch - Allows Grishnakh to throw a torch at the selected building, setting
          it aflame.
          (Recharge Time=8s ;Cost=1 Fate)

  Speed of the Wolf - Gives Grishnakh a speed boost for a short amount of time.
                      (Recharge Time=18s)

  HERO COMMENTS:
  Grishnakh is a nice hero with abilities that concentrate on pillaging. He can
  best be used against structures, seeing that he has the ability to set
  buildings ablaze with Torch. Explosive Trap has to be timed carefully but is
  very useful in ambushes. Speed of the Wolf can give Grishnakh more attack
  power by boosting his attack speed.

  Saleme
  -------
  REQUIRED:         Fortress of Mordor Level 1
  HIT POINTS:       445
  ATTACK POWER:     Minimum=20 (Increases as Saleme levels up)
  ARMOR CLASS:      Minimum=2  (Increases as Saleme levels up)
  ATTACK TYPE:      Heroic
  TRAINED AT:       Fortress of Mordor
  COST:             3 Fate Points

  SPECIAL ABILITIES:
  Poison Trap - Lets Saleme place a trap on the terrain that spawns poison when
                triggered by a nearby enemy.
                (Recharge Time=15s ;Cost=2 Fate)

  Blood Mark - Allows Saleme to mend a unit's wounds over time. She can also
               bind this to a War Post to mend units around it for a short
               duration of time.
               (Recharge Time=35s ;Cost=3 Fate)

  Serpent Blades - These blades ricochet and seek their own targets. She can
                   hit multiple targets with one blade.
                   (Always on)

  HERO COMMENTS:
  I don't use Saleme that much, but her abilities and ranged power make her a
  good addition to your army. The ability to bind Blood Mark to a War Post is
  great: it heals multiple units at once. Poison Trap is actually slightly
  better than Explosive Trap because it isn't dependant on time. Serpent Blades
  is standard for her and just let her do more damage to an enemy army. Overall
  she is a good support unit.

  Lord of the Nazgul
  -------------------
  REQUIRED:         Fortress of Mordor Level 1
  HIT POINTS:       450
  ATTACK POWER:     Minimum=20 (Increases as Lord of the Nazgul levels up)
  ARMOR CLASS:      Minimum=3  (Increases as Lord of the Nazgul levels up)
  ATTACK TYPE:      Heroic
  TRAINED AT:       Fortress of Mordor
  COST:             3 Fate Points

  SPECIAL ABILITIES:
  Bind Shadow - At the cost of 1 Fate Point, the Lord of the Nazgul can create
                a Black Rider by using this power on a Wraith. There can only
                be a maximum of eight Black Riders present at one time.
                (Recharge Time=50s ;Cost=2 Fate)

  Shadow Walk - Allows the Lord of the Nazgul to instantly travel to grounds
                that are corrupted by a War Post, taking any Wraiths and Black
                Riders with him.
                (Recharge Time=40s ;Cost=2 Fate)

  Aura of Weakness - This ability decreases the armor class of enemies near the
                     Lord of the Nazgul.
                     (Always on)

  Ringsight - Allows the Lord of the Nazgul to see and attack Frodo when he
              wears The One Ring.
              (Always on)

  HERO COMMENTS:
  The Lord of the Nazgul is a very strong hero with his Aura of Weakness, and
  can turn those weak Wraiths into worthy fighting machines with Bind Shadow.
  Shadow Walk can be used when your camp is under attack and he and his Black
  Riders are at the other end of the map. Ringsight is only useful for killing
  Frodo.

  Saruman
  --------
  REQUIRED:         Fortress of Mordor Level 5
  HIT POINTS:       435
  ATTACK POWER:     Minimum=20 (Increases as Saruman levels up)
  ARMOR CLASS:      Minimum=3  (Increases as Saruman levels up)
  ATTACK TYPE:      Heroic
  TRAINED AT:       Fortress of Mordor
  COST:             4 Fate Points

  SPECIAL ABILITIES:
  Prison of Ice - Enables Saruman to encage a single enemy in an icy prison,
                  taking that unit out of battle for a while as well as doing
                  damage to it.
                  (Recharge Time=25s)

  Invisible Force - Allows Saruman to fire an invisible projectile in a certain
                    area, knocking back and damaging all units hit by it.
                    (Recharge Time=45s ;Cost=2 Fate)

  Pestilence - Lets Saruman invoke a disease on a group of enemies that drains
               their health, but does not kill them.
               (Recharge Time=50s ;Cost=3 Fate)

  Twisting Influence - With his seductive voice, Saruman can bend the will of
                       any non-hero enemy unit, forcing it to join his army.
                       (Recharge Time=90s ;Cost=3 Fate)

  HERO COMMENTS:
  Saruman is by far the best hero for the Minions of Sauron (and the most
  expensive...). He starts out with the Prison of Ice ability, which can turn
  the tides in a battle by freezing a powerful foe. Invisible Force can do
  damage to a lot of units when aimed properly. Pestilence can really slow an
  enemy army down by draining all health. Finally, Twisting Influence is the
  best ability in the game, since it can force a powerful unit like a Huorn or
  a Troll Bonecleaver to join your army. Recruit him when you have the chance.

- - - - - - - - - - -
8.6) Evil Fate Powers
- - - - - - - - - - -
The Fate Powers of the evil side are different than those of the good side, and
they are all listed here:

  Summon Bog
  -----------
  COST:             2 Fate Points
  EFFECT:           This dark incanctation can turn any type of land into a
                    festering bog, slowing the attack and movement speeds of
                    any enemy units in the bog.

  This power can best be used for defensive purposes. Put your missile units
  behind it, and slaughter the enemy while they try to wade through your bog.
  If you have Uruk-Hai, you can keep knocking your enemies back, so they won't
  get out of there alive at all!

  Murder of Crows
  ----------------
  COST:             3 Fate Points
  EFFECT:           The will of Sauron can command a flock of crows to
                    sacrifice their bodies in the ranged fire of enemies,
                    protecting the units they surround from ranged attacks for
                    a period of time.

  If your enemy likes a lot of missile units, use this power to refrain them
  from doing damage to you. It is very irritating for your opponents because
  they don't kill any of your units while you slaughter all of his missile
  users, leaving him crippled.

  Vile Surge
  -----------
  COST:             3 Fate Points
  EFFECT:           Surges a vile energy that rehabilitates the soldiers of
                    Sauron, raising their health substantially.

  One of the best Fate Powers for the evil side because it heals an entire army
  when aimed properly. This can really help turning the battle in your favor.
  It heals at once and without fail, making this a versatile ability. Not very
  costly, either.

  Summon Obelisk
  ---------------
  COST:             4 Fate Points
  EFFECT:           This power lets the player summon an Obelisk onto the
                    battlefield that protects the player's nearby forces,
                    soaking up damage done to these units until the Obelisk
                    runs out of power or is destroyed.

  This ability is one that protects your units from damage until the Obelisk is
  destroyed or its power runs out. This can be used offensively as well as
  defensively, but it requires proper aiming for maximum effectiveness.

  Summon Balrog
  --------------
  COST:             7 Fate Points
  EFFECT:           Calls forth a Balrog - a terrible demon of Morgoth summoned
                    from the deepest shadows. With a sword of flame and a
                    powerful slam attack, the Balrog's presence strikes fear in
                    the hearts of enemies on any battlefield.

  Just like the Free Peoples, the Minions of Sauron have their enormous monster
  as well. If you've already finished the Good Campaign, you know what this
  thing is. It's very expensive, and should only be used for the "final push",
  sealing your opponent's fate of losing. It lasts for a set amount of time and
  then falls apart again. Costly, but effective.

- - - - - - - - - - - - -
8.7) Evil-Only Strategies
- - - - - - - - - - - - -
A list of common strategies that are used by the Minions.. Credits to all of
you who mail me other working strategies:

  Slavemaster Defense
  ---------------------
  You always seem to have to many Slavemasters just lazing around, susceptible
  to enemy raids. Since you need a lot of population slots, you'll have a lot
  of Slavemasters. To make them useful, place them in Towers to increase the
  shot rate. You should also add a Wraith to make it impossible for the enemy
  to infiltrate your camp with cloaked units.

  Catapults
  ----------
  On maps with cliffs, you can use this strategy: place several Stonehurlers on
  the edges of those cliffs when you know an enemy army is coming through. As
  they cannot reach you without running a very long way, their melee units will
  just stand there, leaving you to deal with their missile units only. This
  becomes even more fun when combined with the Unstoppable Force upgrade.

  Saruman's Trick
  ----------------
  You need Saruman to do this, preferably at a high level and with both the
  Invisible Force and the Pestilence upgrades. Make him walk into an enemy army
  alone, they will all attack you. Now spread Pestilence around Saruman, so all
  enemies get diseased. Now use Invisible Force around yourself to create space
  to flee to your own ranks. Very effective when trying to stop big invading
  armies.

  Haradrim and Uruk-Hai Offense
  ------------------------------
  You need cloaked Haradrim and Uruk-Hai for this, upgraded in their attacking
  power and armor class. When encountering enemies, make the Haradrim attack
  those units that cannot be knocked back by your Uruk-Hai. The Uruk-Hai should
  then first kill all detector units. This is a very effective way to take out
  enemies with smaller numbers, and I have used it a lot in skirmishes.

More strategies to come... (I hope, again)

- - - - - - - - - -
8.8) Evil Campaign
- - - - - - - - - -
This is a walkthrough for Sauron's Minions' campaign in the War of the Ring. It
contains story and gameplay spoilers, so if you want to figure everything out
yourself, skip this section.

  ----------------------
  The Mouths of Entwash
  ----------------------
  INTRO:
  Third Age 3018

  "The Dark Lord's forces are pressing into Rohan. With their supplies steadily
  dwindling, Grishnakh is ordered to send more slaves to work their camps.
  Between these slaves and the mighty army lies the maze-like Wetwang, which is
  heavily guarded by enemy outposts. To ensure the safe passage of the slaves
  through the marshes, Grishnakh assigns a troop of soldiers as escort."

  HEROES:
  - No heroes are available

  BUILDINGS:
  - Goblin Hovel           - War Post
  - Slaughterhouse         - Fortress of Mordor
  - Smelter                - Orc Mound

  UNITS:
  - Goblin Worker       => Goblin Hovel
  - Goblin Spearman     => Goblin Hovel
  - Goblin Slavemaster => Goblin Hovel
  - Orc Bowman          => Orc Mound
  - Orc Slasher         => Orc Mound

  UPGRADES:
  - No upgrades to be researched

  The first scenario of the Evil Campaign. It isn't hard at all, you should be
  fine. Watch an opening cutscene featuring Grishnakh ordering a group of Orcs
  to ensure the safe passage of the Goblin Workers through this swamp. Your
  objectives are viewed as soon as you get control:

    - Build an encampment
       => Use the Slavemaster to place a War Post
       => Construct a Goblin Hovel
       => Construct a Slaughterhouse
       => Construct an Orc Mound
       => Construct a Fortress of Mordor

    - Get five Goblin Workers across the Wetwang maze

  You start off with three Orc Slashers, five Goblin Workers and one Goblin
  Slavemaster. Begin building your war camp by ordering the Slavemaster to
  place a War Post right in front of him. Once the terrain around it is all
  corrupted, let your Goblin Workers build a Goblin Hovel as close to the
  resources as you can.

  Next, assign three Goblin workers to build a Smelter on the ore deposit, and
  order the other two to build a Slaughterhouse on the well. In the meanwhile,
  train another Slavemaster and two Goblin Workers from your Goblin Hovel. Now
  make sure that you have three workers on each resource. Use the other one to
  build a Fortress of Mordor, and after that an Orc Mound.

  OBJECTIVE COMPLETED: Build an encampment

  When the Orc Mound is completed, start training an additional twelve Orc
  Slashers and five Orc Bowmen. Note that you need two extra Slavemaster to
  get the needed population slots. Once they are all completed, its time to
  make your way through the Wetwang maze.

  Well, it isn't exactly a maze. Just wade through the water and go up north,
  where you will meet four enemy Rangers, who should be disposed of without any
  losses on your side. Heal if you need to, then head further northwest. You'll
  encounter three Gondor Swordsmen. Easy meat for your Orcs!

  You now get a message saying to protect your Bowmen, indicating that you can
  expect enemy ambushes from now on. Head northwest and then west to find the
  first one, which consists of six Rangers. Three attack from the north, and
  three from the south. Keep your Slashers around your Bowmen and they should
  be killed easily. Now wait until your units are healed and head further west.

  Go south at the ruins. After a while, you should see three of those nasty
  Gondor Swordsmen again. But once you attack them, four others try to stab
  your archers in the back. Same strategy as with the Rangers earlier, just
  keep your Bowmen safe and you should be fine. You can heal after this too if
  you need to.

  Time to head further south. Follow the path and you should see two Beornings
  at the stream, and they are in Bear Form. You might lose some units in this
  battle, just try to focus all of your troops on one Beorning at a time and
  you should be fine. Remember that Beornings can cause Knockback to the units
  they hit. Heal again, then wade through the stream.

  Go to the west and there will be a campfire with some Swordsmen around it,
  they shouldn't be much of a problem since there aren't any ambushes here. But
  remember to heal as much as you need after this little battle, because after
  this you'll get to a better defended area.

  Head northwest, then just go north until you see the first enemies. This is
  an outpost with a Tower in it. Don't charge in because that will lead to
  needless losses on your side. Instead, try to lure groups of enemies to your
  force with a single unit, slaughtering them one by one. Do this two or three
  times and all enemies should be dead. You can now go on and attack the Tower.

  You will probably have earned three Fate Points by now. And since you haven't
  got any heroes in this level, you can use them on Fate Powers. So when that
  Tower is about to kill one of your troops, cast Vile Surge on them to keep
  them all alive. After destroying the Tower, head further north and wade
  through the stream there. Proceed up north to find the ending point of this
  mission.

  All you have to do now is send five or more Goblin Workers to that point. As
  you have cleared out the entire swamps, you can just order them to go to that
  spot directly. Once they get there, the first mission of the Evil Campaign
  will be completed.

  OBJECTIVE COMPLETED: Get five Goblin Workers across the Wetwang maze

  MISSION COMPLETED

  ----------------------
  The Beacons of Gondor
  ----------------------
  INTRO:
  Third Age 3018

  "The Lord of the Nazgul has plans for an attack on Rohan, and Grishnakh's
  soldiers have traveled to the Anorien Valley to support the efforts.
  Grishnakh will lead his Orcs against a human outpost that feeds supplies to
  the enemy army. Normally a boisterous lot, his warriors must practice
  restraint, for the great Beacons of Gondor will signal for reinforcements if
  their presence is discovered."

  HEROES:
  - Grishnakh ==> Abilities: - Speed of the Wolf => Available
                             - Torch             => 1 Fate

  BUILDINGS:
  - Goblin Hovel           - Beast Lair
  - Slaughterhouse         - Fortress of Mordor
  - Smelter                - Dark Arsenal
  - Orc Mound              - Tower

  UNITS:
  - Goblin Worker       => Goblin Hovel
  - Goblin Spearman     => Goblin Hovel
  - Goblin Slavemaster => Goblin Hovel
  - Orc Bowman          => Orc Mound
  - Orc Slasher         => Orc Mound
  - Warg Rider          => Beast Lair

  UPGRADES:
  - Curved Blades    => Dark Arsenal
  - Forged Fittings  => Dark Arsenal
  - Savage Influence => Dark Arsenal

  The second scenario in this campaign is somewhat harder. It still shouldn't
  be a problem, though. In the opening cinematic, you can see how Grishnakh
  gives a nice speech to his Goblins. To complete this missions, you must
  complete the following objectives:

    ! Keep Grishnakh alive

    - Build an encampment
       => Construct an Orc Mound
       => Construct a Beast Lair

    - Destroy the encampment of Men to the east

  Set your resource structures up first. Train Goblin Workers until you have
  three on each resource and one left to build. Then build a new Slavemaster
  to increase your population capacity. With one of your Slavemasters, expand
  your camp to the south by placing a War Post there. On the newly corrupted
  terrain, construct a Fortress of Mordor.

  The next thing you should build is a Tower in the east of your settlement,
  which will help greatly in the last part of this scenario. When you have the
  resource, train another two Slavemaster, bringing your pop cap to 48. Place
  all four of them in the newly built Tower, increasing its shot rate to the
  max.

  Now build an Orc Mound and a Beast Lair to train your soldiers in. Finally,
  construct a Dark Arsenal to purchase much-needed upgrades. Once the first
  two are completed, you will have completed an objective.

  OBJECTIVE COMPLETED: Build an encampment

  Start training Orc Slashers at your Orc Mound, and Warg Riders at the Beast
  Lair. Also train some archers, but make sure that you have lots of Slashers
  as your main attacking force. Upgrade your Orcs by researching Curved Blades
  and Forged Fittings at the Dark Arsenal. Don't even think about upgrading the
  Savage Influence ability, you won't need it at all.

  Once that is all done, you can move to the east and attack the settlement of
  Men. It doesn't matter from which side, they have Towers all over the place.
  Kill the enemies first, after that the Towers, and finally other buildings.
  You will have acquired one Fate Point at least after that battle. Spend it on
  Grishnakhs Torch ability as soon as you have it, this will tear down the
  Towers in this camp (and the other buildings as well) much more quickly.

  When it is all gone, a cutscene starts. Seems like one of the horse-boys got
  away... Bad thing about that is that he will warn other soldiers to light the
  Beacons of Gondor, bestowing upon you eight armies! Grishnakh tells that you
  will have to destroy some beacons to slow them, giving you time to build up
  your forces.

  OBJECTIVE COMPLETED: Destroy the encampment of Men to the east

  NEW OBJECTIVE: Defend your encampment against the Armies of Gondor

  Send your troops, including Grishnakh, to the Beacon in the southeast of the
  map first. There will be two Beornings in Bear Form on the way, so watch out
  and use Speed of the Wolf to kill them quickly. Next comes the Beacon. It
  isn't to heavily defended, but be careful not to lose too many troops. Pity
  you can't torch those Beacons... anyway, just destroy this one.

  In the meanwhile, train another Slavemaster at your camp and start pumping
  out Orc Slashers and Warg Riders for defense until your population is full.
  You can also add another Slavemaster to be certain, it's your choice. Just
  remember to keep training units as soon as you lose one. Back to Grishnakh
  now.

  Direct Grishnakh and his forces to the middle one of the southern Beacons. It
  must be destroyed as quickly as possible. Just kill any troops around it with
  Speed of the Wolf, and demolish that Beacon. Heal for a short time, then head
  further west to get to the final Beacon you will destroy. Do the same here as
  with the last ones. Now order Grishnakh and his remaining forces to go back
  to your camp, and position all your troops in the south.

  You should see the first wave of the Armies of Gondor approaching from the
  south once they've investigated the last Beacon. This isn't hard at all, you
  can just kill them without any losses. Now position all of your troops in the
  east of your settlement and await the other waves of attackers.

  The first four or five waves aren't anything to brag about. They are small,
  consisting only of Riders of Rohan and Gondor Swordsmen. Keep training units
  as soon as you lose them, and let your units remain around your Tower for
  some extra firepower.

  Note that whenever you have three Fate Points, you should use them on casting
  the Vile Surge power, which will heal your units. Make sure you have three
  points for casting it once the last one of the waves arrives.

  The last three waves aren't so easy, their numbers are much larger now. You
  still should be able to handle it with Speed of the Wolf. Keep Grishnakh
  alive, however, or you will lose. You will get a message when the last of
  the armies is about to arrive. It says this one is much larger. Train units
  until your pop cap is maxed out again.

  Let the final wave come to your Tower, then attack them. Immediately activate
  Speed of the Wolf and let all your units attack them. They should be killed
  in a matter of minutes. Just keep your units together around your Tower and
  you should be fine. Once all units that attacked you in the last wave are
  killed, you have completed this mission.

  OBJECTIVE COMPLETED: Defend your encampment against the Armies of Gondor

  MISSION COMPLETED

  -----------------
  Clearing the Way
  -----------------
  INTRO:
  Third Age 1050

  "The Dark Lord Sauron is intent upon reclaiming his throne at Dol Guldur. The
  Lord of the Nazgul travels to the tower in preparation of his master's
  return, clearing the path of any who oppose him."

  HEROES:
  - Lord of the Nazgul ==> Abilities: - Shadow Walk      => 2 Fate
                                      - Aura of Weakness => Available
                                      - Ringsight        => Available

  BUILDINGS:
  - Goblin Hovel           - Beast Lair
  - Slaughterhouse         - Dark Arsenal
  - Smelter                - Tower
  - War Post               - Breeding Pit
  - Fortress of Mordor     - Shadow Lair
  - Orc Mound

  UNITS:
  - Goblin Worker      => Goblin Hovel
  - Goblin Spearman    => Goblin Hovel
  - Goblin Slavemaster => Goblin Hovel
  - Orc Bowman         => Orc Mound
  - Orc Slasher        => Orc Mound
  - Warg Rider         => Beast Lair
  - Wraith             => Shadow Lair

  UPGRADES:
  - Fortress of Mordor Level 2 => Fortress of Mordor
  - Curved Blades              => Dark Arsenal
  - Forged Fittings            => Dark Arsenal
  - Savage Influence           => Dark Arsenal
  - Fearsome Strength          => Breeding Pit
  - Ritual Tattooiing          => Breeding Pit

  You're in Mirkwood again... only this time playing the bad guys. You have to
  clear the path for Lord Sauron's return, as the Lord of the Nazgul says in
  the opening cutscene. That would make your objectives look like this:

    ! The Lord of the Nazgul must survive

    - Destroy the Elven Camp

    - Bring the Lord of the Nazgul through Mirkwood

  You start off with a small force of Orc Slashers, Wraiths and the Lord of the
  Nazgul himself. No Workers or Slavemasters yet. For now, just head to the
  south to discover the Elven Camp. The defense here is pathetic, you should be
  able to deal with the Elf Warden and the archer. Afterwards, kill Workers and
  destroy the camps to make some room for your own.

  OBJECTIVE COMPLETED: Destroy the Elven Camp

  Now you get several Goblin Workers and a few Slavemasters. Let one of those
  Slavemasters place a War Post near the resources, then let your Goblins
  construct a Goblin Hovel on the new corrupted terrain. Use three to build
  a Slaughterhouse, and three to build a Smelter. In the meanwhile train one
  more Goblin Worker from the Hovel for building. Train another Slavemaster as
  well to increase population.

  Start expanding your camp by ordering a Slavemaster to place a War Post to
  the east of your current settlement. Build a Fortress of Mordor near your
  Goblin Hovel, then a Tower on the edge of the corrupted ground in the east.
  You should also build an Orc Mound and a Beast Lair where the Tower is.
  Finally, construct a Dark Arsenal and research the two upgrades for your Orcs
  there.

  Note that you will probably have been attacked by you. These attacks really
  are nothing to worry about, most of the time they only consist of two Elf
  Wardens or a single Beorning in Bear Form. Nonetheless, train some extra
  units. Put three Slavemasters and a Wraith in the Tower to maximize its shot
  rate.

  Upgrade your Fortress of Mordor and build the remaining structures, which are
  the Breeding Pit and the Shadow Lair. Train one additional Wraith from your
  Shadow Lair and research the upgrades for your Warg Riders at the Breeding
  Pit.

  In the meanwhile, you can start building an army. Make sure that it mostly
  consists of upgraded Orc Slashers, and put in only small amounts of Bowmen
  and Warg Riders. Train another Slavemaster to increase your population to 60
  slots. Fill it up entirely with military units, so you have a nice, stable
  force to attack with.

  You will probably have earned two Fate Points or more by now. These can be
  spended on the Lord of the Nazgul's Shadow Walk ability, an ability that can
  be very helpful in some levels. It allows him to teleport himself to any
  terrain corrupted by a War Posts, taking any nearby Black Riders and Wraiths
  with him.

  With your army at full health, march down the hill to the east. You'll come
  to a place with some ruins, and it is guarded. Resistance here is minimal,
  kill the Beorning here first so it can't cast Healing Herbs on an ally or
  itself. Heal if you need to (probably not ;)... It might be wise to give a
  number hotkey to your army now. Just select all units, hold Control and press
  a number. Pressing that number will immediately select all of these units at
  once.

  Proceed to the west until you can't go any further. A cutscene should air in
  which you can see how Giant Spiders are attacked by Elves and Rangers. It is
  up to you to save them. Be quick here and try to rescue all of the spiders,
  their Paralyze ability makes them valuable support units for your army. Heal,
  then head north until you come to a body of water. Head northwest from here.

  There are three enemy Towers ahead. With your force, it still shouldn't be
  much of a problem, nor the units that defend them. Just storm in, spread your
  units so all of the Towers are attacked, and use your new Giant Spiders to
  stun the units that try to defend them. They should be teared down in a
  matter of seconds, but be careful not to lose to many units. Now you will
  probably have to heal.

  Further northwest lies the final enemy encampment. It isn't protected very
  well. The only danger here is that your Wraiths die before you have a chance
  to kill the cloaked enemy Elven Archers, which will then turn invisible. It
  is very annoying, so be sure to use Vile Surge in case a lot of your units,
  especially your Wraiths, are about to die. Destroying all enemy structures in
  this camp will earn you victory.

  OBJECTIVE COMPLETED: Bring the Lord of the Nazgul through Mirkwood

  MISSION COMPLETED

  -----------------
  Darkness Returns
  -----------------
  INTRO:
  Third Age 1050

  "Arriving at Dol Guldur, the Lord of the Nazgul makes plans to wipe the tower
  clean of the Elven intruders. Ancient temples protect the tower, but the
  Nazgul will claim them in his Master's name. Great suffering will befall
  those who oppose him."

  HEROES:
  - Lord of the Nazgul ==> Abilities: - Bind Shadow      => 2 Fate
                                      - Shadow Walk      => Available
                                      - Aura of Weakness => Available
                                      - Ringsight        => Available

  BUILDINGS:
  - Goblin Hovel           - Beast Lair
  - Slaughterhouse         - Dark Arsenal
  - Smelter                - Tower
  - War Post               - Breeding Pit
  - Fortress of Mordor     - Shadow Lair
  - Orc Mound              - Black Vault

  UNITS:
  - Goblin Worker      => Goblin Hovel
  - Goblin Spearman    => Goblin Hovel
  - Goblin Slavemaster => Goblin Hovel
  - Orc Bowman         => Orc Mound
  - Orc Slasher        => Orc Mound
  - Warg Rider         => Beast Lair
  - Giant Spider       => Beast Lair
  - Wraith             => Shadow Lair

  UPGRADES:
  - Fortress of Mordor Level 2/3            => Fortress of Mordor
  - Curved Blades/Serrated Blades           => Dark Arsenal
  - Forged Fittings/Iron Fittings           => Dark Arsenal
  - Savage Influence                        => Dark Arsenal
  - Raven Fletching                         => Dark Arsenal
  - Poison Arrows                           => Dark Arsenal
  - Fearsome Strength/Overwhelming Strength => Breeding Pit
  - Ritual Tattooiing/Ritual Scarring       => Breeding Pit
  - Paralyze/Spray Venom                    => Breeding Pit
  - Greater Perception                      => Black Vault
  - Darkness                                => Black Vault
  - Morgul Blade                            => Black Vault

  This is the first level that can really pose you some problems. As you can
  see at the beginning of the level, your task is to capture five places of
  power in preparation of Sauron's return to Dol Guldur. It also shows that the
  Elves know of your plan. You have only one objective in this level:

    - Take over the five Ancient Temples

  Before putting anything down about this level, I want you all to know that
  this level is all about hit'n run tactics. That means that you must preserve
  your units by letting them heal after each great battle. I'm not going to
  say when you need to heal, you will have to find that out by yourself.

  As always, start off with resource structures and make sure there are enough
  Goblin Workers on them to ensure a flowing income of food and ore. Then use
  one or two to build structures. The first thing you should do is expand your
  camp to the north with a Slavesmaster, then construct a Fortress of Mordor.
  Upgrade it as soon as it is completed.

  Now construct a Tower in the far west end of your settlement. You'll soon see
  why. Next thing you should construct is a Breeding Pit and, after upgrading
  your Fortress of Mordor to level three, a Black Vault. Finally, build a
  Shadow Lair. That's right, you don't need an Orc Mound on this level, nor a
  Dark Arsenal. For hit'n runs, Orcs are far too slow. I prefer upgraded Warg
  Riders instead.

  By now, you should have been attacked at least once by an enemy hero scout
  called Draelor. This guy is really annoying: he cripples your forces, then
  flees once his health reaches half of his maximum. DO NOT pursue him, he will
  lead you right into an enemy army. That's what you need the Tower for, it
  will, when occupied with three Slavemasters and a Wraith, decrease the time
  it takes to get him to half health.

  If you really want to get rid of him, I suggest going up north until you meet
  some Giant Spiders, which will join you. In the meanwhile research Paralyze
  at the Breeding Pit. Once Draelor attacks again, make sure to stun him with
  one of your spiders, then kill him, so he won't bother you again. If you've
  got two Fate Points from these encounters, spend them on the Bind Shadow
  ability of the Lord of the Nazgul.

  Now train a Wraith and turn him into a Black Rider each time you have a Fate
  Point to spend. Try to summon the Nine this time, it will help greatly in
  the latter part of this scenario. Take some of your forces up north and you
  will see the first one of the Ancient Temples. Kill any units around it, be
  sure to take a Wraith with your because some Elven Archers will otherwise
  give you needless losses. Once all enemies are dead, a War Post automatically
  springs up from the ground near the PoP. It is yours, now.

  Train lots and lots of Slavemasters until your population reaches 60 or
  above. This has to be done in order to get the needed troops for conquering
  all of the temples.

  Next, take some Warg Riders, some Black Riders, and the Lord of the Nazgul
  through the western exit of your settlement. Go to where the spiders were and
  head west from there: you should come to a familiar spot. The place where you
  had to choose between two paths in the "Pursuit of Gollum" scenario, from the
  Good Side campaign. Take the southern path first, which will lead you to the
  second Ancient Temple. There are some enemies here, including cloaked Elves,
  so track back to your camp whenever you see fit.

  The enemies around the second temple should be easily defeated as well. Now
  track back to the two roads and this time choose the northern path. It will
  get you to another Place of Power, though it isn't a temple. Still, destroy
  the Elven camp around here and you will get an armor upgrade because you own
  the Wretched Sentinel.

  The third temple is up north from here. This time you'll have to track back
  to your camp a long way because of those Elven Archers, but it's worth it.
  The other defenders aren't very numerous nor strong, so just crush them in
  the name of the Dark Lord to control the third Ancient Temple. Remember to
  heal here, from now on resistance won't be so soft anymore.

  Before advancing to the next temple, get a Goblin Worker to build a Tower
  near the newly acquired Ancient Temple and put a Wraith in that. You won't
  have to flee such a long way before being able to deal with those archers.
  You should have the Nine completed by now, otherwise you can forget about
  conquering the northern temples.

  Take your Nazgul northwest and you see another enemy encampment, only this
  time it is defended very well by Elven Archers, Beornings, Wardens, and a
  Ballista Tower. For now, keep away from the Tower and lure all enemies out
  of the settlement before engaging it. Your Nazgul should tear it down quite
  quickly because they're immune to knockback. Destroy the remaining buildings
  in this camp as well and heal.

  Head northwest some more to find more enemies, including... cloaked archers,
  what a suprise! They are easily disposed of. Go east to the fourth Ancient
  Temple and defeat the units near it to get control over it. Remember to lure
  out several enemies to safer grounds if you find yourself overwhelmed. Next
  comes the big enemy encampment, so be sure to heal and train reinforcements
  if you need to.

  Before engaging the final camp, train some more Wraiths from your camp and
  send them to the forth temple: so you don't have to track back a lot to deal
  with those annoying cloaked foes. Carefully approach the enemy camp and lure
  out the first enemies you see, leave the Ballista Tower for now. Kill them
  on the corrupted ground around the fourth Ancient Temple. Heal if you need
  to, then engage the camp and let your Black Riders and the Lord of the Nazgul
  destroy the Ballista Tower. Destroy the remaining buildings here as well and
  proceed northwest afterwards.

  Take a Wraith with you here, because there are cloaked Elves. If you have
  enough Fate it can also be fun to summon a Balrog to the battlefield, which
  will automatically reveal any hidden units. Kill the enemies around the last
  temple to claim victory for your side.

  OBJECTIVE COMPLETED: Take over the five Ancient Temples

  MISSION COMPLETED

  ------------------------
  Sweep of the Trollshaws
  ------------------------
  INTRO:
  Third Age 1999

  "Sauron has sent Ringwraiths to the Trollshaws of Eriador. The might of the
  Stone Trolls that reside in these highland moors will make a powerful
  addition to the Dark Lord's army. The Ringwraiths must 'convince' these
  Trolls to join the Master's army."

  HEROES:
  - No heroes are available, unless you count the Black Riders as heroes

  BUILDINGS:
  - Goblin Hovel           - Beast Lair
  - Slaughterhouse         - Dark Arsenal
  - Smelter                - Tower
  - War Post               - Breeding Pit
  - Fortress of Mordor     - Shadow Lair
  - Orc Mound              - Black Vault

  * In the second part of the mission you can also construct a Troll Den

  UNITS:
  - Goblin Worker      => Goblin Hovel
  - Goblin Spearman    => Goblin Hovel
  - Goblin Slavemaster => Goblin Hovel
  - Orc Bowman         => Orc Mound
  - Orc Slasher        => Orc Mound
  - Warg Rider         => Beast Lair
  - Giant Spider       => Beast Lair
  - Wraith             => Shadow Lair

  * In the second part of the mission you can also recruit Troll Bonecleavers
    and Troll Stonehurlers from the Troll Den

  UPGRADES:
  - Fortress of Mordor Level 2/3/4          => Fortress of Mordor
  - Curved Blades/Serrated Blades           => Dark Arsenal
  - Forged Fittings/Iron Fittings           => Dark Arsenal
  - Savage Influence                        => Dark Arsenal
  - Goblin Frenzy                           => Dark Arsenal
  - Raven Fletching                         => Dark Arsenal
  - Fire Arrows                             => Dark Arsenal
  - Poison Arrows                           => Dark Arsenal
  - Fearsome Strength/Overwhelming Strength => Breeding Pit
  - Ritual Tattooiing/Ritual Scarring       => Breeding Pit
  - Paralyze/Spray Venom                    => Breeding Pit
  - Greater Perception                      => Black Vault
  - Darkness/Perpetual Darkness             => Black Vault
  - Morgul Blade                            => Black Vault

  * In the second part of the mission you can also research the Sweeping Axe,
    Target Practice, and Unstoppable Force upgrades for your Trolls

  This level is pretty easy if you have some patience. It starts off with a
  cutscene wherein the Trolls refuse to join with Sauron's armies. But the Dark
  Lord demands obedience, and it's up to you to gain it from them. The starting
  objectives:

    - Subjugate the Trolls
       => Destroy the Western Troll Den
       => Destroy the Northern Troll Den
       => Destroy the Eastern Troll Den
       => Retain at least one Troll Bonecleaver
       => Retain at least one Troll Stonehurler

  When you first start, don't hasten yourself to train units. You won't be
  attacked at all in the first part of this level, a part that does not stop
  until you have forced all of the Trolls into submission. So, just take it
  easy and train more Goblin Workers and a Goblin Slavemaster from your Goblin
  Hovel. You don't even have to build the resource structures, they are already
  built for you. Put three Workers on food and three on ore, preserve one to
  construct buildings for you.

  Expand your settlement to the west by placing a War Post there. Train more
  Slavemasters from your Hovel, and start the construction of a Fortress of
  Mordor. Once it's finished, upgrade it to the next level. The only thing you
  have to build now is a Dark Arsenal. That's right, no Beast Lair or other
  structures yet.

  Upgrade your Fortress of Mordor two more times, so that it is level 4. At the
  Dark Arsenal, research everything except for Savage Influence, Goblin Frenzy,
  and Poison Arrows. Fire Arrows are particularly important, and so is Raven
  Fletching. While these things are being researched, train five Orc Bowmen
  from your Orc Mound, and put them in the north of your camp. Also train some
  Orc Slashers, but keep them separated from the archers.

  You'll probably have resources left after that. Build a Black Vault and go
  purchase the Morgul Blade upgrade for your Black Riders there. Also build a
  Breeding Pit and research all attack and armor upgrades. Though you don't
  need those now, they become very helpful in the second part of the mission.
  Train Slavemasters whenever you can: your population should have reached 100
  by the end of the first part of the mission.

  Take your fully upgraded Orc Bowmen to the northeast, and head up the cliff,
  which has only one way up. Keep to the northern side of this platform and
  you will see a Troll Stonehurler. Kill it. Trust me, just kill it. Then sneak
  to the Troll Den while you keep walking on the northern edge of the cliff.
  Attack the Troll Den, it should come down quickly with your Fire Arrows...
  unless it's raining, of course. Just be sure not to let the Bonecleaver see
  you. As soon as the Den is destroyed, another Stonehurler pops out and the
  eastern Trolls pledge allegiance to Lord Sauron.

  Wait for your bowmen to heal; if you lost one by fighting the Stonehurler you
  can just train a new one from the Orc Mound. Now head to the middle cliff on
  the map. These are the northern Trolls. This time, you'll have to keep to
  the west part of the cliff to avoid the Bonecleaver. You have to kill another
  Stonehurler here, then set ablaze the Troll Den. Just like the last one, the
  Trolls will give up once it is destroyed and you will receive another Troll
  Stonehurler.

  Now it's time to build your army. But first, order your Slavemasters (there
  should be nine of them right now) to place a War Post near the resources of
  the Northern Troll Den. Then order Goblin Workers to build a Goblin Hovel
  there, and resource structures to start harvesting food and ore again. This
  ensures a big amount of resources, enough to build your army to a population
  of 100.

  Your army should be placed on the cliff of the eastern Trolls. Put the rally
  point from your Orc Mound to that platform. Leave your camp undefended, each
  single military unit should be on the eastern cliff. Start pumping out Orc
  Bowmen and Orc Slashers from your Orc Mound and send them to your army. It
  should consist mostly of Orc Slashers, with a pack of Orc Bowmen, and of
  course the Trolls you have subjugated. The Black Riders should be the ones
  to lead your units into battle with their Morgul Blades.

  Once it is all set up, your army covering a 100 population slots, take two
  or three Orc Bowmen to the Western Troll Den. You should know it when you
  get there, the path is littered with human and bestial skeletons. Now make
  sure both the Bonecleaver and the Stonehurler are attacking you, then run
  for the big army on the eastern hill. The Trolls should follow you and run
  right into your army. Slay them without any losses. Then send one Bowman,
  preferably the most damaged one, to the Western Troll Den again to destroy
  the Trolls' residence. Other units should remain on the eastern hill and
  heal for the big battle. Once the last Troll Den is destroyed, a Bonecleaver
  comes out and you get a new objective.

  OBJECTIVE COMPLETED: Subjugate the Trolls

  NEW OBJECTIVE: Test the Trolls
                  => Destroy the encampment of Men
                  => Destroy the encampment of Dwarves

  Immediately select your giant army and head for the far northeast part of the
  map to find the Dwarven encampment. They have a nice defense, consisting of
  lots of Dwarf Shieldbreaker, but they still aren't a match for your fully
  upgraded troops. Kill them first, then destroy the two Dwarf Halls over here
  to make sure they don't train any others. Then go for the Stronghold: all
  buildings here should go down quick with the Fire Arrows your archers have.

  You camp should have been attacked by the Men now, but you can just let them
  be. Hasten yourself to the far northwestern part of the map, it's just a
  short trip west from the Dwarven camp. Here is the camp of Men; it doesn't
  have many defenders but they do have Towers. Go for the few defenders first,
  then the Tower, and after that the training buildings (which are a Barracks
  and a Ranger Post in the northwest). Next comes the Stronghold: you can
  summon a Balrog if you've got enough Fate right now, just for fun. Destroy
  this entire encampment to complete the mission.

  OBJECTIVE COMPLETED: Test the Trolls

  MISSION COMPLETED

  -------------------
  Saruman's Uruk-Hai
  -------------------
  INTRO:
  Third Age

  "Saruman is determined to create a new breed of warrior. The strain of Orc
  will march undeterred by the daylight, and lead Saruman's minions into
  battle. He calls upon the Haradrim to clear the path through the forest home
  of the Wild Men."

  HEROES:
  - Saruman ==> Abilities: - Prison of Ice      => Available
                           - Invisible Force    => 2 Fate
                           - Pestilence         => 3 Fate
                           - Twisting Influence => 3 Fate (late game)

  BUILDINGS:
  - Goblin Hovel           - Beast Lair
  - Slaughterhouse         - Dark Arsenal
  - Smelter                - Tower
  - War Post               - Breeding Pit
  - Fortress of Mordor     - Shadow Lair
  - Orc Mound              - Black vault

  UNITS:
  - Goblin Worker      => Goblin Hovel
  - Goblin Spearman    => Goblin Hovel
  - Goblin Slavemaster => Goblin Hovel
  - Orc Bowman         => Orc Mound
  - Orc Slasher        => Orc Mound
  - Uruk-Hai           => Orc Mound
  - Warg Rider         => Beast Lair
  - Giant Spider       => Beast Lair
  - Wraith             => Shadow Lair
  - Haradrim Slayer    => Shadow Lair

  UPGRADES:
  - All upgrades are available except for Morgul Blade

  A new hero is introduced in this level, and a pretty strong one too: Saruman
  the Wise, the Ring-Maker, Wizard of Many Colors. As you can see in an opening
  sequence the Orcs are to cowardly to cross the Druadan Forest because of the
  Wild Men that roam within. Therefor, Saruman has called upon the Haradrim,
  invisible assassins, to clear the path of these barbarians. So that are your
  starting objectives.

    ! Saruman must survive

    - Kill the Wild Men of the Druadan Forest

  Note that you can't train any units until you have completed this quest. You
  start of with a substantial amount of resources, which you should use on
  purchasing an upgrade for your Fortress of Mordor as well as the Jagged Point
  for your Haradrim Slayers. Once those are researched, it's time to hunt some
  Men. You will be attacked while doing all this, but the two Rangers who do
  are easily disposed of.

  Direct your Slayers southeast and head south where you can. You should meet
  a Ranger soon, just kill it. Once you get to the forest, search it to find
  a big cross-like piece of terrain. These are the barrows, which will be
  referred to later in this walkthrough. West of here are all of the Wild Men
  you have to kill (6). The only problem is that there are two Rangers as well,
  and those barbarians are ridiciously strong. So be sure to take the Rangers
  out first or you will be in a lot of pain. Once they are defeated, Saruman
  will call forth his Orcs again.

  OBJECTIVE COMPLETED: Kill the Wild Men of the Druadan Forest

  NEW OBJECTIVE: Corrupt the barrows of the Wild Men

  Don't go hurrying your Slavemasters to those barrows, just get all of your
  units inside your base. Use your Goblin Workers to set up resource structures
  as usual, and train more Slavemasters when you have the chance. The next
  thing you should build is an Orc Mound to the south of the Fortress of Mordor
  to train Orc Slashers, which are needed to create Uruk-Hai. All of your
  forces should be made up of Haradrim Slayers, fully upgraded and invisible.

  You need two forces in this scenario: one that will defend your main camp,
  and one that defends the developing Uruk-Hai. The first one of these should
  consist of eight to ten Haradrim Slayers. The second force should be much
  larger, with ten to fifteen Slayers and Saruman. Note that you'll need a lot
  of population for this, so train enough Slavemasters (my pop cap was 96 when
  I finished the level). Build two Towers in the southern part of your war camp
  and put Slavemasters in each one.

  Now send the group of Slayers and Saruman to the Pit: this is the area which
  is marked by the White Hand. Keep the other units at your main camp, then
  send one Slavemaster to place a War Post at the Barrows. You should be able
  to cover all of the Barrows with one War Post. If you've done it right,
  Saruman will congratulate you and reveals his plans to create a new warrior
  from Men and Orc.

  OBJECTIVE COMPLETED: Corrupt the barrows of the Wild Men

  NEW OBJECTIVE: Make at least one Uruk-Hai
                  => Move at least one Barrow-wight to the Pit
                  => Move at least one Orc Slasher to the Pit
                  => Protect at least one developing Uruk-Hai until it emerges

  You could go and send each and every Barrow-wight that emerges from the
  barrows directly to the pit, but I suggest to wait until you have five, then
  send them to the Pit all at once. The Orc Slashers you can train from your
  main camp, but be careful because lots of enemies are loafing around on the
  map right now. Send them to the Pit as well. As soon as there is an Orc
  Slasher and a Barrow-wight in the Pit, they'll melt into one. You now get
  five cocoon-like Uruk-Hai on very low health.

  The task here is simple: keep as many Uruk-Hai alive as you can. You don't
  need to protect all five, just make sure at least three are going through the
  developing process unharmed. It shouldn't be much of a problem with your
  Haradrim Slayers and Saruman. Saruman should learn Invisible Force as soon
  as he can by now, this can be helpful when trying to knock the enemies away
  from your poorly armored Uruk-Hai.

  Do not neglect your camp during this period, it will be under attack as well,
  though not as heavily as the cocoons will. Train more reinforcements as your
  units die on the battlefield, and you should be fine. Wait until the Uruk-Hai
  emerge, and you will get a new command from Saruman.

  OBJECTIVE COMPLETED: Make at least one Uruk-Hai

  NEW OBJECTIVE: Use the Uruk-Hai
                  => Destroy the encampment of Elves
                  => Destroy the encampment of Men

  Immediately direct all of your forces at the Pit to your main camp. If you
  haven't purchased Twisting Influence yet, now's the best time to do. Take all
  of your forces, including camp defense and Saruman, to the east. You might
  meet an Elven patrol here, but they are disposed of easily. You should reach
  the Elf camp eventually.

  This camp isn't very well defended. Kill all the units first, then head for
  the training buildings, and after that the Stronghold. Be sure to kill those
  Workers before they start building new Elven Sanctuaries or Ranger Posts, or
  you can start the whole thing over again. Overall, this shouldn't be much
  of a hard battle. Once the camp is destroyed, a cutscene triggers, showing
  that the Huorns of the forest have awakened.

  Your encampment should be or have been attacked by now. Ignore them, your
  Towers will be able to deal with the first wave of Men. Instead, direct your
  forces southwest from the Elven camp and you should meet the Huorns. Here is
  where Saruman comes in: cast Twisting Influence on one of them to convert it
  to your side, then use Prison of Ice to get another one out of battle. That
  way, you should be able to deal with them with very few losses.

  Direct your force south, along the paved road. In the far south lies the
  encampment of Men, which is hardly defended at all. There are a few Towers,
  however, that you should destroy first or they might kill Saruman, making
  you lose. After the Towers are undone, it's very easy. Destroy any remaining
  buildings to win this level.

  OBJECTIVE COMPLETED: Use the Uruk-Hai

  MISSION COMPLETED

  MORE EVIL GUIDE COMING SOON!

===============================================================================

<< 9. CREDITS >>
  ------------

For their help creating this FAQ, I'd like to thank:

  - J.R.R. Tolkien, for creating the epic story "The Lord of the Rings"

  - Liquid Entertainment, for developing this game

  - Rick R., for giving me some hints on the Minas Morgul level (though he
    didn't actually know he did...)

  - Myself, for taking the time to write this FAQ

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