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Lord of the Rings: Game One, The (Lord_of_the_Rings.txt)

LORD OF THE RINGS (Melbourne House)
-----------------------------------
Walk Through by Dorothy Millard (Spectrum Versions)

Notes
1. There are other ways of completing the adventure and doing things, this is but one.
2. There area number of random elements in Lord of the Rings, so the following walk through may need
some slight adjustments.
3. If you find you are unable to pick something up it could be because you are tired, weak and
hungry.  The solution is to eat some food or drink some wine.
4. Make sure you SAVE very often.

PART 1 (Played as Frodo)
------------------------
(Start at Frodo's house), READ NOTE (on the noticeboard "See you at Rivendell,
Gandalf"), EXAMINE PIPPIN, EXAMINE SAM, EXAMINE MERRY, OPEN CHEST, GET ROPE, PUT 
ROPE IN BACKPACK, OPEN CUPBOARD, GET BOTTLE (of wine), PUT BOTTLE IN BACKPACK, GET FOOD, PUT FOOD IN
BACKPACK, OPEN DRAWER (leave the pouch and pipeweed as you don't need them), GET MATCHBOX, PUT
MATCHBOX IN BACKPACK, GET MAP, READ MAP, PUT MAP IN BACKPACK, SAY TO PIPPIN "GET
BACKPACK", SAY TO SAM "GET BACKPACK", OPEN GREEN DOOR, E (into garden).

S (to broad paved highway), W, W (grassy square), N (town hall), E (mayor's office where you
meet the mayor), W, S, W (you are at the entrance to the Mathom house where you see a hobbit guard),
WEAR RING (now invisible), W (into a large hall), TAKE OFF RING, GET CANDLE (stub), READ BOOK (tells
about elfstones), E, E, E, E, E, NE, NE, SE (top eastern bank of river - going this way avoids the
black riders at the bridge), S (to wooden landing stage), OPEN YELLOW DOOR (if it isn't already
open), E (into cottage - Merry and a meal are here), SAY TO PIPPIN "GIVE MATCHBOX TO ME",
OPEN MATCHBOX, TAKE MATCH, LIGHT MATCH, LIGHT CANDLE WITH MATCH, EAT MEAL, OPEN YELLOW DOOR (if it
isn't already open), E (to an entrance to a dark tunnel), GIVE CANDLE TO SAM (or whoever is
last to follow you, otherwise one of the hobbits may get stuck in the tunnel), E (going west under a
high hedge - your friends should join you). 

E (to a mossy place in the old forest where the trees appear to move), SE (keep trying SE then WAIT
until you arrive at a stony place in the old forest), E (keep trying E then WAIT until you reach the
base of a tall tree), SAY TO SAM "CLIMB TREE", WAIT (until he returns telling you there is
a town southeast of here and holding the green jewel - note he has been known to climb the tree
twice so be patient), EXAMINE SAM (to make sure he has the jewel), N (flowery glade), SE (keep
trying SE then WAIT until you reach the grassy place), SE (keep trying SE then WAIT until you reach
the bare hilltop), WAIT (if necessary for your friends to assemble which may take a while if one was
a bit slow or was caught by the trees), S (you are on a path by the river).

EXAMINE SAM (to check he is still carrying the lighted candle), NE (beside a huge old willow - as
you enter an incredible sleepiness spreads over Pippin, Sam and Merry... while they rest the fissure
opens and closes around them), NE (to cottage where you meet Tom), SAY TO TOM "HELP" (he
says to show him the problem), SW (to willow - Tom follows), SAY TO TOM "HELP" (he opens
the fissure and invites you to his place for supper... your companions will have found two jewels in
the willow by the light of the candle), N (paved highway - note if you meet the black riders it is
safe to go north or south but east and west are fatal), S (back to Tom's cottage), WAIT (if
necessary until a nourishing meal is on the long table), EAT MEAL (your companions eat also), EAT
MEAL (again), GIVE MATCHBOX TO SAM, DROP MATCH (the broken one... you should now only be carrying
the ring and backpack), THANK TOM.

WEAR RING (this prevents your companions following you as they can't see you), E, E (barrow
entrance), TAKE OFF RING, E (into a large underground gardening shed), GET PLANT (out of the clay
pot), EXAMINE POT (it contains a pale green jewel), GET JEWEL, DROP PLANT, E, E (dank hollow
surrounded by fog... when you awake you find yourself in a large room containing the barrow-wight
and four swords), TAKE SWORD, TAKE SWORD, TAKE SWORD, TAKE SWORD (you may be lucky enough to get all
four swords but if not two or three will do), WEAR RING (to get past the barrow wight), E (to great
wooden gate), TAKE OFF RING, NW (to broad paved highway through flat savanna), SW (back to
Tom's house), GIVE SWORD TO MERRY, GIVE SWORD TO PIPPIN, GIVE SWORD TO SAM (if you have enough
but make sure you keep one yourself), EAT MEAL (once more before you set off).

N, W, W (eastern bank of river), N (high rocky outcrop), NW (clifftop), SW (sandy beach of the
lake), SAY TO MERRY "SWIM LAKE" (a watery tart yells "Get out of my boudoir" and
throws something before sinking back into the water), SAY TO MERRY "CLIMB OUT OF LAKE"
(repeat if necessary until he does - he will have picked up two more jewels), W (grassy bluff), W
(grassy plain), S (glade), SE (grassy paths in the Tower Hills), E (winding grassy path), W, NE
(glade at the edge of a thick hilly forest).

SW (foothills in Blue Mountains), W (Blue Mountains), S (to monastery where a monk says that to go
to Radagast, who is learned in the ancient lore, you most prove yourselves worthy... you must go
first to the knight to the west then the lady to the east... he says to return here when you have
completed your quest), N, W, N (to the deserted town of Harlond), GIVE JEWEL TO MERRY, DROP SWORD
(so you have enough strength left to take the food), SAY TO SAM "GIVE FOOD TO ME", EAT
FOOD (now strong enough to pick up the sword as well), GET SWORD, WEAR RING (so your companions
don't follow in case they are injured by the green knight), W (rocky promontory), S (tall green
tower where you meet the green knight), DROP RING (otherwise it becomes heavy and you become too
weary), KILL KNIGHT WITH SWORD (his defence is too strong), KILL KNIGHT WITH SWORD (his defence is
too strong and you need a meal), KILL KNIGHT WITH SWORD (you're so tired you can barely
stand... smiling the green knight disappears and a broken medallion drops to the ground), EAT FOOD
(so you are strong enough to get the ring and medallion), GET RING, GET MEDALLION, N, E (you rejoin
your companions).

S, E, E, SE (to red tower where you meet a red lady who invites you into her tower), EXAMINE LADY,
SAY TO LADY "NO", (repeat until she disappears leaving a medallion on the ground), GIVE
JEWEL TO PIPPIN, EAT FOOD (so you are strong enough to pick up the medallion), GET MEDALLION, NW, W,
S (back to monastery where the monk says you have proved worthy and may go through the door), OPEN
DOOR, S (you are outside the observatory), OPEN DOOR (the small white door is locked), KNOCK ON
WHITE DOOR (repeat until Radagast opens it), S (into observatory), TAKE SCROLL (Radagast tells you
that elfstones can be used to destroy the undead by using the words on the scroll... he also give
you a pale green jewel), D (outside observatory).

N, N (Blue Mountains), E, NE, N (winding grassy path), E, N, N, N, N, E, S (sandy shore of lake), S
(crossroads), E (broad paved highway), E, S (grassy glade), E (you are hungry but hang-on because
you will get a meal at the farmhouse), SE (western edge of farm), E (farmyard where you see
wolvish-looking dogs), WEAR RING (to get past the dogs), N (farmer's kitchen), TAKE OFF RING
(Mrs. Maggot greets you), SAY HELLO (she provides you with a meal), EAT MEAL, THANK MRS MAGGOT, S
(farmyard), W, NW (thick part of forest - save your position here, as if you meet the Black Riders
in the next location the game will end), WAIT (to let the Black Riders pass), N (gloomy cutting), W,
NE (woody grove), NE (high rocky outcrop - save again), SE (eastern bank of river), E (broad paved
highway), E, S (Tom's Cottage - to avoid the Black Riders), N (if you meet the Black Riders
return south then WAIT before going north again), SE, SE (great wooden gate).

KNOCK ON HATCH (the gatekeeper asks your name), SAY TO GATEKEEPER "UNDERHILL" (the gate
swings open - note if you say Frodo or Baggins he will call for the Black Riders), GO GATE (to
cobbled square in Bree), OPEN DOOR, S (general store where you see a variety of food), EAT FOOD (it
is now finished), TAKE BANANA, TAKE PUMPKIN, SAY TO SAM "PUT MATCHBOX IN BACKPACK", SAY TO
SAM "GET CELERY", SAY TO SAM "PUT CELERY IN BACKPACK" (leave the capsicum,
marzipan and bag, N, W (Prancing Pony Inn where Barliman asks your name), SAY TO BARLIMAN
"UNDERHILL" (he says he'll try to find you a room), W (small room), E (Barliman tries
to give you a letter but you are carrying too much), EAT BANANA, SAY TO BARLIMAN "GIVE LETTER
TO ME" (he gives you the letter), READ LETTER (tells you that Strider can be trusted).

EXAMINE STRANGER, SAY TO STRANGER "HELLO" (it's Strider), WAIT (Strider says to
follow him and goes east), E (cobbled square), WAIT, FOLLOW STRIDER (great wooden gate - watch out
for the Black Riders though and if necessary go north or south to avoid them - Strider will wait for
you), FOLLOW STRIDER (marshes), FOLLOW STRIDER (leafy path), FOLLOW STRIDER (paved path through
standing stones), FOLLOW STRIDER (paved path), FOLLOW STRIDER (gloomy dell), FOLLOW STRIDER (bare
hilltop surrounded by a circle of standing stones), SAY TO PIPPIN "GIVE JEWEL TO STRIDER",
SAY TO MERRY "GIVE JEWEL TO STRIDER" (Strider leaves), EXAMINE STONE (written on the large
flat stone is a message written in charcoal from Gandalf).
 
FOLLOW STRIDER (gloomy dell), FOLLOW STRIDER (paved path), FOLLOW STRIDER (paved path), FOLLOW
STRIDER (broad leafy path), FOLLOW STRIDER (marshes), FOLLOW STRIDER (foot of mountain), FOLLOW
STRIDER (overgrown ruins where a bright-eyed starling alights on Strider's shoulder), SAY TO
MERRY "GIVE JEWEL TO STRIDER" (the starling gives Strider a message that Radagast the
Brown is willing to help), FOLLOW STRIDER (wooden gate - note he should be carrying three jewels and
you and two of your companions should be carrying ONE jewel each), FOLLOW STRIDER (broad paved
highway where you are beginning to feel tired - look out for the Black Riders), N (to avoid the
Black Riders but this lands you in the marshes), WAIT (you will be getting hungry again), SAY TO SAM
"DROP CELERY", EAT CELERY, SW (takes you to the wooden gate), READ SCROLL (see the saying
"O Elbereth Gilthoniel"), E (broad paved highway), WAIT (if necessary until the black
riders appear), SAY "O ELBERETH GILTHONIEL"  (using magic the elfstone is destroyed and a
black rider is gone, Merry does the same, Pippin does the same - note if you had been carrying more
than one of the elfstones (or jewels) when you use the scroll you would have been killed).

FOLLOW STRIDER, FOLLOW STRIDER, FOLLOW STRIDER (bank of swift river spanned by the stone bridge),
FOLLOW STRIDER (stone bridge), EAT PUMPKIN, SAY TO STRIDER "GIVE JEWEL TO ME", SAY TO
STRIDER "GIVE JEWEL TO SAM", SAY TO STRIDER "GIVE JEWEL TO MERRY", E, WAIT (if
necessary until you meet three black riders), SAY "O ELBERETH GILTHONIEL"  (using magic
the elfstone is destroyed and a black rider is gone, Sam does the same, Merry does the same -
CONGRATULATIONS, Your courage and ingenuity have brought you to the end of part 1, but far worse
lies ahead on your quest).

PART 2 (Played as Frodo)
------------------------
(Start on a broad stone paved highway - don't go east yet), NE (trollshaws), N (see a pony
which will follow you), EXAMINE PONY (being worn by the pony is a large pack), SE (by large stone
door), S (musty cave where you see a shirt of mithril mail), GET SHIRT, N, E (edge of clearing), NW,
SW (a beautiful white stallion is here), RIDE STALLION, SAY TO STALLION "GO SOUTH" (west
bank of river ford where you are chased by the black riders), SAY TO STALLION "GO EAST"
(middle of the ford with the riders right behind you), SAY TO STALLION "GO EAST" (to east
bank of river ford - the icy waters rise up in one great wave and smash down upon the nine riders...
they are washed downstream - it is now necessary to retrace your steps to find your companions), SAY
TO STALLION "GO WEST', SAY TO STALLION :GO WEST" (back to west bank of river ford
where you will find your companions), SAY TO STALLION "GO EAST" (your companions should
follow), SAY TO STALLION "GO EAST" (east bank of river ford and your companions should now
be with you).

GET OFF STALLION, E (beautiful valley), E (Elrond's courtyard), N (great and noble hallway
where a messenger informs you that Elrond awaits you in the great hall but don't go there quite
yet), E (hall of fire where you see a hearty meal and Bilbo), EAT MEAL (note this meal never seems
to run out so you can return and eat again), EXAMINE BILBO (he says to follow him as he has
something for you), FOLLOW BILBO (hall), FOLLOW BILBO (narrow passage), FOLLOW BILBO (Bilbo's
room), WAIT (Bilbo says he has some gifts for you but first he wants the ring), SAY TO BILBO
"NO" (he asks for it again), SAY TO BILBO "NO" (he is becoming agitated), SAY TO
BILBO "NO" (he gives up and gives you a small sword), GIVE SHIRT TO BILBO (he gives you a
glowing one back), WEAR SHIRT, E, S.

W (Great Hall of Rivendell where you meet Boromir, Elrond, Legolas, Gimli and Gandalf - all the
great, wise folk of Middle Earth are here to advise you and aid you on your quest... the ring must
be taken across the misty mountain and then into the very heart of Mordor and cast into the crack of
doom in the volcano Orodruin... the next day you are within Elrond's courtyard), WAIT (Elrond
loads the shaggy brown pony with supplies), N, E (hall of fire), EAT MEAL, W, S (back to courtyard
ready for your journey).

S (beautiful valley), S (among ruins in the low foothills of the Misty Mountains), SW (bleak hills),
SE (redhorn gate - you now have the choice of proceeding through the blizzard or through Moira, both
routes will get you to Dimrill Dale), EXAMINE PACK (on the pony - contains three bundles of brown
cakes - note as you may lose the pony when traversing either the blizzard or the Moira route it is a
good idea to distribute the contents), GET CAKES, SAY TO SAM "GET CAKES", SAY TO MERRY
"GET CAKES"

THROUGH THE BLIZZARD
E (steep snow encrusted path), GET FIREWOOD, SE (narrow track), E (brink of huge glacier), E, E
(eastern edge of great glacier), NE (snowfields), E (blizzard where without warmth you will die),
DROP FIREWOOD, SAY TO PIPPIN "OPEN MATCHBOX" (or whoever has it), SAY TO PIPPIN "TAKE
MATCH", SAY TO PIPPIN "LIGHT MATCH", SAY TO PIPPIN "LIGHT FIRE WITH MATCH"
(the flames keep the blizzard at bay), E, E (narrow snow-bound path - note south is a cave
containing another bundle of firewood, but you won't need it unless you need to retrace your
steps), SAY TO PIPPIN "GO EAST AND EAST AND WAIT AND WAIT AND WAIT" (this is to give him
the best chance of getting through the avalanche up ahead), SAY TO MERRY "GO EAST AND EAST AND
WAIT AND WAIT", SAY TO SAM "GO EAST AND EAST AND WAIT", E (there is an avalanche and
several of your companions are killed), E (pathway which leads to a grassy slope where you should
meet Sam, Pippin and Merry), SE (edge of clear lake), SE (Dimrill Dale) 

THE MOIRA ROUTE
SW (bottom of a low round hill), SE (valley), E (crumbling pathway beside an evil lake), E (outline
of a door on the rock), EXAMINE DOOR ("Speak friend and enter"), SAY TO DOOR
"FRIEND" (door swings open), WAIT (if necessary until tentacles grab you and drag you
towards the water), ATTACK TENTACLES WITH SWORD (your companions come to your rescue), E (bottom of
stairs - the doors slam shut behind you), UP (top of stairs), E (twisting passageway), E (arched
passageway), E (bare room maze), DOWN, DOWN, W, DOWN, S, DOWN (corridor with stone heads), PUSH
HORSE HEAD (slab opens), E (corridor), E (lofty corridor), E (fork), UP (northern end of huge
passageway - you are feeling hungry), EAT BROWN CAKES.

E (large square room where there is a stone block with an inscription and a book), EXAMINE BLOCK
(you read the inscription and hear a noise in the corridor), EXAMINE BOOK (tells of fierce battles
with orcs), WAIT (until orc chieftain enters), ATTACK CHIEFTAIN (your companions help and Gimli
cleaves his skull with the battle axe - Gimli is hungry and tired), EAT CAKES, E (stairs), WAIT
(Gandalf shouts to flee), E (bare room), LIGHT CANDLE WITH MATCH (or ask whoever has the candle to
do so), DOWN, DOWN, S, DOWN (square room - note if all your party are not with you, you can
backtrack at this point to round them up - when everyone is present), S, D (Dimrill Dale).

FROM DIMRILL DALE
SE (beside a cool river), SE, SE (east bank of Nimrodel where you meet the Taciturn Elf who will
join your party), EXAMINE ELF, E (forest path), E (base of a tall tree), E (river), SAY TO TACITURN
ELF "HELP" (a rope is thrown across the river), SAY TO GIMLI "GO NORTHWEST" (if
he is with you), NE (over the rope to the eastern bank of the river), SAY TO TACITURN ELF
"HELP" (he leads you through many twisting paths to a great bare hill), EAT CAKES (to ward
off the ever present hunger), E (beautiful forest of tall pines), S (fragrant grove where a meal and
a drink are waiting for you), EAT MEAL, DRINK, W (edge of a round clearing), N (western edge of
white bridge), E (the city gate is closed), SAY TO TACITURN ELF "HELP" (he knocks on the
city gates which open), E, E (walled compound).

E (base of huge tree), UP (you are in a wide pavilion of great beauty where two thrones are formed
by woven branches - you meet Galadriel), EXAMINE GALADRIEL, SAY TO GALADRIEL "HELP"
("What would you ask of me," she says), SAY TO GALADRIEL "HELP" (she says
"We shall help as we can"), DOWN, W, W, W (through city gates), S, S, S (by the banks of
the Andvin River where all is ready for your departure... Galadriel gives you and your companions
presents... as you sail down the river the words of the party ring through your head).

CONGRATULATIONS for you are truly a master adventurer.
We know that you will not fail in the adventures still to come your way.

*****************************************************
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