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Guide To Playing The Hobbit

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0% found this document useful (0 votes)
42 views43 pages

Guide To Playing The Hobbit

Uploaded by

Tamas Hajdu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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David Elkan

A perfect companion to the game, should belong on the bookshelves of all


Hobbit players." - COMPUTER & VIDEO GAMES
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David Elkan

.iiii Melbourne House Publishers


Published in the United Kingdom by:
Melbourne House (Publishers) Ltd .,
Castle Yard House,
Contents
Castle Yard , Richmond , TW10 6TF
ISBN0861611616

Playing The Hobbit .. . .. ... . . .. ... . . ....... . ... ...... .. . . . . .. . .


Part 1: Through the Round Green Door . .... . . . ... . ..... . . .. . . .. . 3
, Published in Australia by: Starting Out ' .......... . . . ....... . .. .. .. . . . . .. . . .. ....... . 3
Melbourne House (Australia) Pty. Ltd ., The Inglish Language .. . ... . . .. . . . . .. .. .. .. . . .. . . . ... .. .. . 3
70 Park Street, Moving Around . . . ... . . . .. . . . .. . . .. ... ... ... . .. .. .. . . . . . . 4
South Melbourne, Victoria, 3205. Further Inglish Lessons . ....... .... . .. . .. .. ..... . . . .. . ... . 5
Weights and Measures . . . .. .. . . ... . ... . .......... . . . . .. .. . 7
Collecting Treasure .. . ..... . ... . . ..... . ......... . ......... 8
Doors and Passageways ..... . .. . ..... . .. ... ...... . .. . .. .. 8
Other Characters ...... . .... . . . ..... .. . ... . . .. . . ... ....... 9
Thorin .. . . ... . .. . .. . . ............... . ........... . .. . . . . . 9
The plot of THE HOBBIT, the character of the Hobbit, and the other
Gandalf . . ... . .. . . . . . . ... . ........ . ... .... .. . .... . ... . .. 10
characte'rs from J.R.R. Tolkien 's novel are Copyright © George Allen
and Unwin Publishers 1951 , 1975, 1979 and 1981 . Mapping . ........ . ...... . . . ... .. . .. .................... 10
Your Score . ............ . . . .. . . . . . .. . . .. .... . .. . .. .. .... 12
The program of THE HOBBIT is Copyright © by Beam Software 1982.
Part 2: The Hobbit Help Section . . .. . . . ..... ... . . . . . . . . ........ 13
INGLISH, ANIMACTION and ANIMTALK are trade marks of Melbourne Section 1 : Setting Out . ... .. . ...... .. ... . .. .. .... . . . ... . . . 13
House.
Section 2: The Misty Mountains ... . ... . ....... . . . . . . ..... . . 14
The program was written as a group effort by Philip Mitchell and Section 3: The Goblins' Caves ..... . . .. . ... . .. . .. ... ... . . . 15
Veronika Megler, with Alfred Milgrom and Stuart Ritchie over a period of Section 4: Beorn's House . . . . ... .. .. .. .. . . .... .. . . . . .... . . 16
18 months . Section 5: The Elven King's Halls .. ... . .. . ..... .. . . ....... . 17
The illustrations are based on drawings by Kent Rees. The cover design Section 6: Long Lake .... . . . . . ..... .. ..... . . . . . . . ..... . . . 18
is by Lynda Warner. Section 7: The Dragon's Desolation .. . .. .... ........ .. .... . 18
Text of this book is © David Elkan, 1984. Part 3: A Tourist's Guide to Wilderland ... . . ...... .. ......... .. .. 19
L 1: Beorn's house . . .. . ... . . .... ... .... ... . . . ... . .... . ... 20
All rights reseNed. This book is copyright. No part of this book may be L2 : The bewitched gloomy place .. .. .. .... . . .. . ... ... . ... . 21
copied or stored by any means whatsoever whether mechanical or L3 : A big cavern with torches along the walls ..... . . . ........ 22
electronic , except for private or study use as defined in the Copyright L4: A bleak barren land that was once green ......... . .. .. .. 23
Act. All enquiries should be addressed to the publishers. L5 : The cellar where the king keeps his barrels of wine .... . .. 24
L6: A comfortable tunnell ike hall .... . ......... . .. . . ....... 26
L7: A dark dungeon in the elven king 's halls .. .. .... ... . . . ... 27
L8: The dark stuffy passage ........ . .. .. .. .. . . .. . . .. .. . .. 28
Printed and bound in Great Britain by L9: The dark winding passage ... .. . .. .. . . ... . .... . ....... 31
Biddies Ltd, Guildford and King's Lynn L 10: The east bank of a black river . . .. . . .. .. . . .... . . . . .. . . . 32
L 11 : The elven king 's great halls ........ . .. . ... .. . .. . . .... . 33
L 12: An elvish clearing with levelled ground and logs .. . . . . .. . 34
L 13: The empty place . . . . . . . . ..... . .. . . . . ... . . ....... . . . . 35
L 14: The forest ... ... . .. . . ... .. . . ...... . . . . ... . . . . . ... . . . 36
L15: A forest of tangled smothering trees ...... .. ........... 37
L 16: The forest road .. .. . .. . . . . .. . . ..... . . .. .. ... . . . . .... 38
L 17: The forest road ............... . . . .. .... ... . ...... ... 39
L 18: Forestriver . ......... .. . .. ... .. . ...... .... ..... . ... . 40
L 19: The front gate of the Lonely Mountain .... ... . . . . . . ..... 41
L20 : The gate to Mirkwood ..... . ... . ........ . .. .. .... . .... 42 Foreword by the authors of the
L21 : A gloomy empty land with dreary hills ahead . . . . . .... .. . 43
L22 : The goblins' dungeon . . . ... .. .... ... . . . .. . . .. .... .. . 44 Hobbit Adventure
L23: The great river .... .. . .. . . . . .. . .. .. . .. .. .. . . . . .. ... .. 46
L24: The green forest .... ....... . . ...... .. ...... . .. . ..... 47
L25: The halls where the dragon sleeps ... . .... ... . ... .. .. . 48
L26: A hard dangerous path in the Misty Mountains ......... . 49
L27: A hidden path with trolls ' footprints . . .. . . . . ....... . ... . 50
L28: Inside the goblins' gate .... . . ................... . .... 51
L29 : A large dry cave which is quite comfortable .. ... . . . .. ... 52
L30: A little steep bay, still and quiet, with an overhanging cl iff . 53
L31: The Lonely Mountain . ....... . ...... . .. .. ... . . ... ... . 54
L32 : Long Lake . . . . . ... .. . .......... . . . .. ... ... . .. . .. .. . 55
L33 : The mountains .... . .... ... . . . ...... .. . ........ ... ... 56
L34: A narrow path . .. . . . . ... . ..... . . . . . . . . .. .... . . .. .... 57 This book is a solution to successfully playing the Hobbit on your micro.
L35: A narrow dangerous path . . .... . .. . ..... . . ..... ... . . . 58 As such we think it would be a valuable aid to those people who have not
L36: A narrow place with a dreadful drop into a dim valley . ... . 59 as yet completed the adventure or to those who want to find a quick way
L37: Outside goblins' gate . . . . ......... . . .. ... . . . . .. . ..... 60 through .
L38: A place of black spiders . . ..... .. . ... . . .... ... ... . ... 61
L39: Rivendell .. .. . .. . ...... .. . . ..... . .. . .. . .. . . . . .. ... . 62 With most adventures a book such as this would thorough ly spoil the
L40: The ru ins of the town of Dale .. . .. .. ... . ..... . .. ..... .. 63 adventure for those who are playing it. However, because the Hobbit
L41 : The running river .. .... ....... . . . .......... ... .. . . . .. 64 does not have just one right method to completing the adventure, we
L42 : A smooth straight passage .. . .. . .. .. ......... .. ... ... 65 feel that the book does not detract from the fun that one can have
L43: A strong river .. . .. .... . .... .. . . .... .. .... .. . . .... .. . 66 playing it.
L44 : The treeless opening . . . .. . . . .. . . . .. ..... .. . . . .. .. .. . 67
L45: The trolls ' cave .. . .... .. .... . . .. . . . ...... . . ... ..... . 68 In many cases the solutions offered are not those wh ich we would have
L46: The trolls ' cleari ng . ... . .. ... . . .... . ..... . . . . .... . . . . 69 chosen , but then everyone will eventually have his own preferred
L47: The waterfall .. .. ....... . ..... . .. . .. .. .. . .. . .... .... 70 'solution '. The point is though that they work.
L48 : The west bank of a black river . . ... . . ... .. . .. .. .. .. . . . 71
L49: The west side of Ravenh ill ................ ... . ... .. . . . 72 This is perhaps whe re this book's greatest value lies. It proves that the
L50: A wooden town in the middle of Long Lake . . ...... . . ... 72 adventure can be completed and gives some idea of what can be
Index of Listed Locations ... . ........ . .. . .. .. .. . .. .. . . . . . . . . .. 73 accomplished with Inglish and Animaction.

To any reader of th is book we would say don't ever underestimate the


Hobbit. Keep trying variations on the methods shown here and you will
discover just how versatile the Hobbit really is.
Part One

Through the Round Green Door


Playing The Hobbit

This part gives ideas and strategies which you will need to use while
This guide is designed to help you to play and solve 'The Hobbit', one of playing The Hobbit. A summary of the rules of Ingl ish is also included,
the most popular and most sophisticated games currently available for but for a fuller introduction you should read the booklet supplied with the
a home computer. game. There are also sections on carrying objects, searching locations,
mapping and hints on playing the game to help you tackle problems you
The book is divided into three parts , each giving away slightly more than may meet.
the previous one, allowing the game to be played at your own chosen
level.
STARTING OUT
Part one contains general ideas and hints on what you should look out
for while playing the game. Part two adds to the hints already given in the Having loaded The Hobbit you are faced with a motionless title page.
game by using the HELP command, and should allow you to work out You press a key and the game begins - the screen is divided into two
your own solutions to the problems you encounter. Part three is in the and your current location, Bilbo's home, is described to you .
form of a full reference section listing the locations, their exits, and any
other commands you may need to use to pass certain obstacles. The top part of the screen shows information about what is happening in
the game and descriptions of the places you arrive at and the things you
No two games are alike, and this guide will help you to discover more see there. Many locations have pictures (not on the BBC cassette
about The Hobbit each time you play. version) to give you an idea of your surroundings, and these are shown
here when you first enter the location or use the LOOK command .

The lower part of the screen is where you type your instructions to the
computer, telling it what you want to do. If something you type in doesn't
make sense to the computer it will tell you here.

THE INGLISH LANGUAGE

For those familiar with adventure games, Inglish is a powerful extension


to the usual two word 'verb-then-noun' type of input. For others, it gives
the chance to instruct the computer using simple English sentences.
The rules of the language are given in the booklet supplied with the
game, but are summarised below.

2 3
As in English each sentence must contain a verb. The simplest There are several ways by which you can actually move :
sentences will be a verb only:
RUN 1: Enter the direction , or just its abbreviation , in which you want to
WAIT move-
LOOK
eg EAST or just E
Adverbs can also be included to describe how you perform an action, SOUTHWEST or SW
but are not essential to the meaning of the sentence: 2: If one of the other characters has just left, you can follow-
RUN QUICKLY eg Supposing Gandalf has just gone east, you can then enter
KILL VICIOUSLY FOLLOW GANDALF and you too would go east.
Some verbs, however, will require a noun : 3: To go through an entrance such as a door, you should first make
OPEN THE DOOR sure that the door is open, before typing -
TAKE THE KEY
If the game uses adjectives to describe an object, then you can also use GO THROUGH DOOR
them. Adjectives normally come before the noun , as they would in
If you know which direction the door is in, you can simply type that
English:
direction -
OPEN THE GREEN DOOR
TAKE THE LARGE KEY eg Had you been told that there is a door to the east, you could
In longer sentences the order of the different parts is not important. Both then enter EAST or E and you would go through the door.

KILL THE GOBLIN VICIOUSLY WITH THE SWORD A useful advantage is that you can LOOK THROUGH doors and
WITH THE SWORD VICIOUSLY KILL THE GOBLIN windows to see where they lead to.
amount to exactly the same instruction and both are equally valid.
Prepositions such as with, under, on, off usually come before the noun :
ATIACK WITH THE SWORD
PICK UP THE TREASURE FURTHER INGLISH LESSONS
Although in some cases , when it would sound more natural , they can be
put after the noun : Using Inglish you can shorten commands almost as much as you can
expand them.
TURN THE LIGHT ON
PICK THE SWORD UP When specifying a direction to move in :
In general if the command that you wish to type makes sense in English, E could be used for EAST
then its Inglish form would be exactly the same: To take the golden key N for NORTH
you would enter TAKE THE GOLDEN KEY, and so on . SE for SOUTHEAST

MOVING AROUND and so on .


f

Each location is described to you with its visible exits listed - these can The word GO is not needed before a direction to move in , and neither is
be in any of the eight directions of the compass , as well as up and down . RUN . A simple sentence could just be:

4 5
E instead of GO EAST ALL, EVERYTHING and EXCEPT can be used as they would be in
Adverbs are generally not needed: English :
TAKE ALL EXCEPT THE SWORD
RUN EAST QUICKLY could be shortened to just E
EAT EVERYTHING
Adjecti.ves can also be dropped as long as this would not lead to DROP ALL KEYS EXCEPT THE RED ONE
confusion between two or more objects:
All these are valid .
TAKE T~E CU~IOUS MAP can become TAKE MAP with no
change In meaning. When talking about two objects, AND can be used:
If, ~owever, you found two similar keys, one red and one golden just DROP THE RED AND GOLDEN KEYS
tYPing TAKE KEY would not tell the computer which one you want~d to TAKE THE LAMP AND ROPE OUT OF THE BARREL
take, and you would nee~ to be more specific by typing TAKE RED KEY. One point that must be noted is that the word RUN does not allow you to
The same would apply If you were carrying two similar objects and nominate a direction. RUN is used to get out of a location fast and
wanted to dr~p one of them, or you were faced with two doors and could therefore The Hobbit responds by taking the quickest way out, despite
go through either.
any direction you have added .

:rhe w~rd ~ND can be used to join separate sentences, but when using
It ?ear In mind .that y~u will do things no more quickly _ other characters
will carry on with their own affairs in between your commands. WEIGHTS AND MEASURES
An example of this could be:
During the game you will find many objects, some useful, some not so
DROP RED KEY AND TAKE SWORD useful. A few will have magical properties to enable you to overcome
specific problems. Others such as ropes , maps and food will help you
If, when you drop the key, Gandalf takes the sword himself, by the time with the mundane task of getting around in Wilderland .
the co~puter gets to the TAKE SWORD part of your instruction the
sword IS no longer there! ' As Bilbo, a Hobbit, you have no magical powers of your own and being
small there is a limit to the amount that you can carry. Some objects
Using A~L works in .the same way. Entering TAKE ALL has the same weigh more than others, and you will not be able to go on collecting
effect as If you h~d plcke~ up e~ch of the objects separately _ the other things indefinitely. Many objects will be too heavy to carry at all - in this
characters continue moving while you are picking up each object. event you could ask one of the other characters to ' take it for you
providing it is not too heavy for them also. Picking up a cupboard will , for
Punctuation has the same result as if you had used AND to separate a instance, be too heavy for both Bilbo and Thorin, while Gandalf is rarely
sentence, and you should therefore be similarly careful: with you long enough to carry anything usefully. Be careful , though , if
another character cannot take something that you ask him to, he will
EAST AND NORTH AND DOWN simply ignore your instruction.
is the same as In some circumstances you yourself may be too heavy, should you wish
EAST, NORTH, DOWN . one of the other characters to carry you . In these cases you will have to
drop something that you are carrying. As a guide to what can be
The only limit made to the amount you type is that it must not be longer discarded, objects such as keys usually have one use in opening a
than 128 characters at a time. particular door and can be safely left behind once you have used them.

6 7
You may not have the strength yourself to break down a locked door,
~ighting wi.11 weaken you and make you less able to pick up even the
and should remember that the other characters may be stronger than
Ilght~st objects , so eating any food you have with you will help you to
you and more able to do the job. Co-operation with the other characters
regain lost strength .
is the key to a successful adventure.

COLLECTING TREASURE Look carefully around each location , as the way ahead may not always
be obvious. Before swimming a river , look across to the other side to see
what may await you . Look through a door or window if you are unsure as
A few of the objects you will need are hidden and must be located before to where it leads, and use the HELP command as often as you need to.
t~ey can be taken . It will often help to move large objects in order to help
find smaller ones - something too heavy to take itself can often be
opened or moved , revealing something smaller within or underneath.

Li~uids can be drunk from t~eir source, but in order to carry them you OTHER CHARACTERS
will need some sort of container. If the container breaks then the liquid
may be lost when it spills out, so care should be taken. While playing don't always take the other characters too seriously. What
they say to you is often of little relevance to the game, while Thorin 's
Be careful when trying t? break one object using another. Attempting to singing can be safely ignored! Gandalf and Thorin will be the two
break down a door uSing a sword may result in the sword breaking characters you are likely to meet the most during the game; Thorin
~ath~r than the door. Object~ sh?uld be used for their intended purpose, should follow you through much of the adventure. You will also
In thiS ~ase the sword for fighting . Some objects are fragile and may encounter others - many are friendly while others are not, so it is
shatter If you drop them, so extra care should be taken with these. important that you do not attack on sight. The book of The Hobbit will be
a good guide as to which characters mean you harm, but a goblin
You d~ not.have to be carrying an object in order to be able to use it- slicing at your arm is certainly not showing a sign of friendship!
the object Just needs to be in the same place as you are. You cannot
h~wever,. use an Object ifone of the other characters is carrying it~ the; You can fight bare handed - Inglish will assume this if you do not
Will not give up their possessions lightly. One way of taking something specify a weapon - but you will be far more capable of doing damage
from. a~other character would be simply to ask for it. For instance if when using a weapon such as a sword . Thorin and Gandalf should not,
Thonn IS ?arrying the map you could enter SAY TO THORIN 'GIVE ME however, be attacked as both are far stronger than you and quite
THE MAP . If he chooses to do so he will then give you the map. capable of killing you.

When talking to the other characters make sure that what you want to
DOORS AND PASSAGEWAYS say makes sense - if it doesn't then your instructions will be ignored . If
you are confident that the instruction will work, but if the character you
speak to stubbornly says 'No', then repeat the instruction until the
Many doors' are I?cked and will need a special key to open them, while
characte r complies . Persistence will always help .
ot.hers you may find open. Some will close by themselves while others
stili must be broken down. In general doors are there to be used and will
lead you through to another part of the game. THORIN
Some doors may be hidden , so they must be found before they can be
All being well, Thorin should follow you through at least the first half of the
used. If you can move something , do, and you may discover a hidden
game. After this he becomes a nuisance and can be left behind .
door or passage leading away.
9
8
Remember though that he will only follow you when he can see you . If for This is fine as long as the directions involved are .simple north, ~out~ ,
some reason he cannot, Thorin may wander off on his own . east and west links. When applied to a game like The Hobbit, this
becomes more d ifficult:
GANDALF

Gandalf the wizard sadly lacks much of the wisdom of the character in
the book, The Hobbit. His moves tend to be fairly random as are the
things he says to you. One of Gandalf's habits is to take an object, ask
what it is, and then return it - strange behaviour indeed! He is, however, 'I'
I
one of the strongest characters you will meet and quite capable of lifting N
things which you are unable to, or fighting , unarmed , opponents that are THE
too strong for you to attack.

o
~~
ic-'v
....

ONE:~
TROLLS
PATH

1
1
MAPPING '1)-

B
THE
THROUGH THE ONE WAY TROLLS
Learning to find your way around Wilderland will be one of the most HALL f- - - ~ LONELANDS
CLEARING
DOOR
important parts of your adventure, and designing a map could help you
greatly.
MISTY
RI VENDELL H MOUNTAINS
A simple, standard way to map an adventure game would just be to
draw a d iagram of the links between locations:

N
FRONT
1 - - - - - - - 1 FIELD
Mapping an area such as the ~isty ~ountai ns or the Goblins' Caves
DOOR r would be virtually impossible uSing thiS method , and some other way of
mapping Wilderland will need to be used.

I r
PATH
One method would be to make up a matrix, or table, of directions
between locations . Rows could be places travelled from , columns places
travelled to, and on the table would be the directions themselves. Dr.aw
the grid on squared paper, and each time you arri~e at a new lo.catlon
HOUSE SWAMP
add its name to the 'from' and 'to' parts of the grid together With the
direction you travelled in to get there.
1 Laid out in this way, the first few locations would appear as follows :

10 11
TO PartTwQ
C)
-l Z Z
-0::
-l
<{ <(
4:
I-- I W
The Hobbit Help Section
I if) W Z I-- >
W 0 -l ::> <{ <(
-l Z 0 0 a... 0
OJ
<(
I--
:s
W
if)
-l
-l
-l
-l
~

r:
if)
-l
-l
if)
-l
-l
W
Th is section expands on the hints already given in the gam~ when u~ing
0:: Z 0 if) 0 0
0 0 0:: 0 0:: 0::
LL
~
-l I-- Z
W'
~ I-- I-- HELP , and in some cases where HELP gives no clue at all hints are gl~en
W W W W W
0 I I > I I I here. The game has been divided into seven sections , each of which
0 I-- I-- 0:: I-- I-- I--
you will need to pass through in order to complete the adventure.
COMFORTABLE HALL E
Only those locations where you are likely to need h~lp are listed . The
F THE LONELANDS W E/N
long location names are used to described the 10cat,Ions In most ca~es
THE TROLLS CLEARING SW SE N _ the game gives you these descriptions when you first enter a location
R
or when you use the LOOK command .
0 RIVENDELL W E
THE MISTY MOUNTAIN W In cases where several hints are given, a simple code has been used to
M
discourage you from looking ahead to the further hints straight away.
THE TROLLS PATH S N
The code used is a simple letter substitution:
THE TROLLS CAVE S ABCDEFGHI JKLMNOPORSTUVWXYZ
CDEFGHI JKLMNOPORSTUVWXYZAB

Although complicated to' use at first, this method is ideal for mapping If, after using this section , you still find yourself stranded at a particular
many of the very complicated areas of Wilderland . As you will quickly location, you can look up the location in part three, where more
find out when playing the game, paths twist and turn, and going in one complete solutions are given,
direction then back the opposite way will not always take you back to
where you started from .
SECTION 1:
YOUR SCORE Setting Out

While playing you need not visit every location or solve every puzzle in From the comfortable hall in Bilbo's house you will embark on your
order to succeed at the adventure. The game can be 'solved ' having adventure. The wooden chest in the hall is the one into which you must
mastered only around 50%-60%, but in order to improve your score you put the dragon's treasure at the end of the game.
should try to solve as many problems as possible. The percentage is not
increased uniformly as you go through the game, but jumps in steps of H1 : A comfortable tunnellike hall
2.5% or more as you reach certain places or perform certain actions.
Develop your own routes through Wilderland in order to take in as many HELP: You're doing fine .
locations as possible and increase your score. HINT: Go through the green door!

13
12
H2 : The trolls' clearing SECTION 3:
The Goblins' Caves
HELP: Wait for the new day dawning .
HINT: You can 't wait around here ...
FURTHER HINT: Vtqnnu vwtp vq uvqpg kp fcankijv. The goblins' caves consist of many passages which twist, turn and
double back frequently. Very careful mapping of the passages will help
H3: A hidden path with trolls' footprints you to work out routes through the caves - several are suggested in
part three, but these are only a guide and many different routes can be
HELP: A trolls' door needs a trolls' key. devised.
HINT: A trolls' key comes from a trolls' clearing.
FURTHER HINT: Opeg fca jcu fcypgf tgvwtp vq igv vjg mga. Tactically, it is actually beneficial to be captured by a goblin, as going
through the dungeon may lead you to something which will be of use
H4: Rivendell later in the game. The goblins themselves appear to move in fixed
patterns and can easily be killed using the short sword, but this is of little
HELP: Elves are good at reading symbols. use as their numbers do not diminish and by the time you have killed one
HINT: What could Elrond read that you can't? goblin, another may have entered and will capture you. In some cases a
FURTHER HINT: Vta vjg ocr. goblin may have the strength to kill you.
EXTRA HINT: Wait a while and see what happens.
The caves are the home of Gollum, keeper of the magic ring which you
must retrieve if your adventure is to be a success. As a warning , it is best
not to answer Gollum's riddles unless you are completely confident of
your answer. Gollum will strangle you if you give him the wrong answer.
If Gollum follows, asking his riddles, you can easily kill him using the
SECTION 2: short sword . This is often the best course of action .

The Misty Mountains Using the golden ring :

Once you have recovered the magical golden ring from the caves, bear
in mind that its powers are limited and only last for a short while. If you
The p~ths. in this region are designed to deceive and confuse, leading wish to remain invisible for a long period of time, you should WEAR RING
roun~ In circles or nowhere at all. If you do not follow a definite route you every three or four moves. While you are wearing the ring, Thorin will be
may find yourself lost, but careful mapping will be rewarded . .. unable to see you and as a result will not follow you , so it is important not
to use the ring until you are safely clear of the caves. If you do not do this
H5: A hard dangerous path in the misty mountains you may find yourself inside the dungeon without Thorin and with no
hope of escape.
HELP: You're doing fine .
HINT: Search around , but don't get lost. Thorin :

H6: A large dry cave which is quite comfortable Once you have found the ring and escaped from the goblins' caves
Thorin is of little use to you, and becomes more of a hindrance than a
HELP: You 're doing fine. help. To leave him behind at any time just wear the golden ring and walk
HINT: The small insignificant crack looks quite significant. off - Thorin won't be able to see in which direction you went and as a

15
14
\~
result will not follow. However, to complete 100% you must bring Thorin H11: Forestriver
back safely so if you leave him you will have to find him or hope he finds
you . HELP: You 're doing fine .
HINT: The river is flowing very fast here.
H7: The goblins' dungeon FURTHER HINT: Fq pqv uyko vjku .

HELP: A window should be no obstacle to a thief with friends .


HINT: Who is the thief and who are his friends?
FURTHER HINT: Ovjgtu oca dg cdng vq tgcej yjgtg c jqddkv
ecppqv.
SECTION 5:
EXTRA HINT: What would a pile of sand be doing in a dungeon? The Elven King's Halls
FURTHER HINT: Jqy yqwnf aqw igv vjtqwij c yqqfgp fqqt ykvj pq
mga?

H8: A big cavern with torches along the walls Here you must go through the Elven King 's Halls to reach the last part of
the game and retrieve the treasure.
HELP: You're doing fine .
HINT: The dungeon door must lead somewhere. H12: The green forest

HELP: You 're doing fine.


HINT: The spider web is all that blocks your path.
FURTHER HINT: Urkfgtu nqqm chvgt vjgkt ygdu .
SECTION 4:
H13: A place of black spiders
Beorn's House
HELP: You 're doing fine .
HINT: Getting out of here presents the same problem as entering .
FURTHER HINT: Fq pqv yckv ctqwpf jgtg, dwv rncp aqwt gzkv
Beorn's house lies on the edge of Mirkwood, and many locations can be ectghwnna.
explored from here.
H14: An elvish clearing with levelled ground and logs
H9: Beorn's house
HELP: You 're doing fine .
HELP: You 're doing fine. HINT: A magic door will need magic to open it.
HINT: Search carefully. FURTHER HINT: Ikxg kv c vjqtqwij gzcokpcvkqn.

H10: The west bank of a black river H15: The cellar where the king keeps his barrels of wine

HELP: Boats can help. Look carefully. HELP: Timing is critical. Remember barrels float.
HINT: If there is no boat on this side of the river, how would you get HINT: What is beneath the trap door?
across? FURTHER HINT: Yjgtg ku vjg dwvngt rwvvkpi vjg dcttgnu , cpf jqy
FURTHER HINT: Yjcv yqwnf aqw wug vq rwnn vjg dqcv cetquu? yqwnf vjku jgnr aqw?

16 17
H16: A dark dungeon in the Elven King 's Halls
Part Three
HELP: Wait around and time your exit carefully.
HINT: Take the advice .

SECTION 6:
A Tourist's Guide to Wilderland
Long Lake

H17: A wooden town in the middle of long lake Most of the game's locations are listed here and can be used for
HELP: You 're doing fine . reference. The list is alphabetical, the location names in most cases
HINT: What does Bard do? being those which you will see when you first enter the location or use
LOOK. This part of the book can be used as and when problems arise or
routes must be chosen. Solutions given here are not always the only
SECTION 7: possible ones - there are often several ways in which a problem can be
solved.
The Dragon's Desolation

This is the final section of the game. You must overcome the dragon,
retrieve the treasure, and return home again.

H18: The halls where the dragon sleeps

HELP: A living dragon is deadly, look to Bard .


HINT: Bilbo is a very bad shot.
FURTHER HINT: Yjq jcxg aqw ogv dguv gswkrrgf vq mknn c
ftciqp?

H19: A little steep bay, still and quiet, with an overhanging cliff

HELP: Wait a while.


HINT: Whose key will you need to use to open this curious door?

18
19
L 1: 8eorn 's house L2: The bewitched gloomy place

Here, if not already open , a curtain conceals a cupboard in which To the south you can see the fast black river, but do not try to swim
some food can be found . across or drin k here as you will fall asleep in the water and drown .
To cross the river you must travel east.
Enter:
EXITS:
-OPEN - Do this 0, 1 or 2 times until the cupboard is open. WEST - the gate to Mirkwood (20)
-TAKE FOOD EAST - the west bank of a black river (L48)

EXITS:
NORTHEAST - the gate to Mirkwood (L20)
NORTHWEST - outside goblins' gate (L37)
SOUTH - the forest road (L 16)
SOUTHWEST - a narrow dangerous path (L35)
NORTH - the great river (L23)

20 21
L3: A big cavern with torches along the walls.
-b4.:. A bleak barren land that was once green .
The goblins' door seen inside the dungeon leads out here.
Entering Bard will stop here on the outward journey .. From here he, mu.st
continue north, and will not stop before reaching the dragon s lair.
-OPEN DOOR
To tell Bard wh ich way to move, enter:
will allow you access to the dungeon, southeast through the door.
If you wish to go through you must do so immediately after opening -SAY TO BARD 'NORTH'
the door, otherwise it will close again and need to be re-opened .
The door can only be opened from this side. EXITS:
EXITS: NORTH - the ruins of the town of Dale (L40)
DOWN - the dark stuffy passage (L8) DOWN - a strong river (L43)
NORTHEAST - the dark winding passage (L9)
SOUTHEAST - the goblins' dungeon (L22), through the goblins'
door.

22
23
L5: The cellar where the king keeps his barrels of wine. To go through the trap door on a barrel, enter:
-WAIT - repeat until the butler throws the barrel through the trap
This location provides a way through to the second half of the
door.
adventure, via the trap door. Going through is not an easy task, as
-JUMP ONTO BARREL- you will be carried to Long Lake (L32).
below IS the fast moving Forestriver in which you cannot swim . If
you do not have the magic ring then the task will be made harder If, for some reason , the bulter does not throw a barrel through the
still as the butler may capture you . Consulting The Hobbit tells us trap door, you can do this yourself by entering:
that Bilbo and his partners escaped in a barrel. HELP confirms that -TAKE BARREL
you can do this - 'TIMING IS CRITICAL. REMEMBER BARRELS -THROW BARREL THROUGH TRAP DOOR
FLOAT.'
You should remember that if you have previously gone through the
To ~id your escape it is important that the butler does not see you trap door inside a barrel, then the door may no longer be here and
so, If you have the golden ring, remember to enter WEAR RING
you will not be able to go through.
frequently, or make sure that you are in the barrel or through the
trap door before you are seen and captured . If at any point the butler sees and captures you, wait to leave the
dungeon (L7), wear the ring (if you have it) , and try again . The
There are two general methods of going through the trap door - butler follows a fixed pattern of movement which , if studied , will
IN a barrel, or ON a barrel:
provide clues as to the timing of your escape.
The advantage of going through the door in a barrel is that the
program will stop and wait for a command at Forestriver, below the EXITS :
trap door. The main drawback, however, with this method is that NORTH - the elven king's great halls (L 11).
you will usually not be able to go through the trap door again, as it DOWN - Forestriver, through the trap door (see above).
NORTHEAST - a dark dungeon in the elven king 's halls (L7),
will simply 'disappear' from the game and the butler will throw no
more barrels through. through the red door.

To go through the trap door in a barrel , enter the following :


-OPEN BARREL - if no barrel is visible then enter WAIT and try
again .
-DRINK WINE- this only applies if there is wine inside the barrel
- it will produce shome intereshting reshultsh!
-CLIMB INTO BARREL
-WAIT - repeat until you are thrown through the trap door.
The butler may now close the barrel , in which case you will not be
able to get out of it until you arrive at Long Lake (L32) . If the barrel is
closed , repeat the WAIT command until you reach Long Lake.
If the butler does not close the barrel, you will be thrown through
the trap door into Forestriver. Enter WAIT here and you will be
carried to Long Lake (L32).
Going through the trap door on a barrel is a simpler task which
does not require the butler's assistance - simply throw a barrel
through the trap door and then jump onto it. When you do this the
program will not wait for any commands to be entered until you are
thrown onto the banks of Long Lake (L32), which means that you
Will not be able to try any combinations of command at Forestriver.
24 25
L7 : A dark dungeon in the elven king 's halls .
L6: A comfortable tunnellike hall.
The clue to your escape is given by HELP - 'WAIT AROUND AND
This is Bilbo's house and the starting place of your adventure. The TIME YOUR EXIT CAREFULLY.' The butler unlocks and opens the
wooden chest here is the one into which you must put the dragon's door at regular intervals . It is best to be prepared , so when the red
treasure to complete the game. door is unlocked, wear the ring , if you have it, before leaving .

On starting the game, you could enter: -WAIT - Repeat until the red door is unlocked.
-WEAR RING - The red door will now be opened .
-OPEN CHEST -SOUTHWEST - To the cellar (L5).

G~ndalf will almost certainly now open the round green door. If you
The red door can be unlocked using the red key.
wish to keep the curious map which he has given to you, go east
now.
EXITS:
-EAST WEST - the elven king 's great halls (L 11), through the red door.
SOUTHWEST - the cellar where the king keeps his barrels of
You will then go through the round green door to the lonelands wine (L5), through the red door.
(L21 )

If you wait a~d Gandalf himself goes east, you may meet him again
and be.subjected to one of his curious habits - a tendency to take
the CUrlo.us map , examine it, ask you what it is and finally return it to
you , haVing wasted much of your time.
EXITS:

EAST - A gloomy empty land with dreary hills ahead (L21),


through the round green door.

27
26
L8: The dark stuffy passage Route four:
From the valuable golden ring to the underground lake -
The network of dark stuffy passages go to make up the goblins'
caves. The passages twist and turn making mapping difficult, so a -NORTH
list of possible routes has been included below. It is important to -SOUTH
remember that these routes are not foolproof, so if you are -WEST
captured at any stage leave the dungeon (L22) and continue using -SOUTHWEST
one of the routes from the dark winding passage (L9).
Route five :
From the underground lake to Beorn's house (L1)-
Route one:
From inside goblins' gate (L28) to get to the valuable golden ring-
-NORTH
-DOWN -SOUTHWEST
-DOWN - If you do not see a goblin here then enter WAIT until -NORTH
one appears. -SOUTHEAST
-NORTH -WEST
-SOUTHEAST -NORTH
-EAST -DOWN
-TAKE RING -SOUTH
-WEST
-EAST
Route two : -UP _ Through the goblins' back door, which you may need to
From the dark winding passage (L9) to get to the valuable golden open .
ring- -EAST
-EAST
-SOUTHWEST
-DOWN - If you do not see a goblin here then enter WAIT until
one appears. Route six:
-NORTH From the valuable golden ring to Beorn's house (L1) -
-SOUTHEAST
-EAST -NORTH
-TAKE RING -SOUTHEAST
-WEST
-NORTH
Route three: -DOWN
From the small insignificant crack to get to the valuable golden -SOUTH
ring- -WEST
--EAST .
-NORTHEAST --UP __ Through the goblins' back door, which you may need to
-SOUTHEAST open.
-EAST --EAST
- TAKE RING --EAST
29
28
Route seven: L9: The dark winding passage
From the dark winding passage (L9) to Beorn's house (L 1) -
The window here leads through to the dungeon (L22). To go
-SOUTHWEST through, Thorin will have to carry you.
-DOWN
-WEST EXITS:
-EAST SOUTHWEST - a big cavern with torches along the walls (L3).
-UP - Through the goblins' back door, which you may need to SOUTHEAST - the dark stuffy passage (L8).
open.
-EAST
-EAST

30 31
L 10: The east bank of a black river
L 11 : The elven king 's great halls

If there is no boat here, and you wish to cross the river, follow the -The red door to the east leads to the elven dungeon and is
same procedure as for crossing from the west bank (L48) . regularly opened and closed by the butler. To avoid capture if you
intend to go south , wear the magic ring before actually moving .
EXITS:
EAST - the green forest (L24)
To go through the magic door you will need to use the ring again:

-WEAR RING
-EXAMINE MAGIC DOOR
-WAIT - Repeat until the door opens.
-WEST - To go through the door.

EXITS:
SOUTH - The cellar where the king keeps his barrels of wine
(LS).
EAST - A dark dungeon in the elven king's halls (L7), through
the red door.
WEST - An elvish clearing with levelled ground and logs (L 12),
through the magic door.

32 33
L 12: An elvish clearing with levelled ground and logs L 13: The empty place

Trying to go north from here produces the message 'The place is


From here you can go through the magic door, seen to the
northeast, but to do so you must have the magic golden ring. This too full for you to enter' . See also L33.
location is also a good place to leave Thorin, as from now on he will
be more of a nuisance than a help. EXITS:
SOUTH - A little steep bay, still and quiet, with an overhanging
To go through the magic door, enter the following : cliff (L30)
UP - the Lonely Mountain (L31)
-WEAR RING NORTH - The empty place (see above).
-EXAMINE MAGIC DOOR
-WAIT - Repeat until the door opens.
- NORTHEAST - To go through the door.

EXITS:
WEST - The bewitched gloomy place (L2).
NORTHEAST - The elven king's great halls (L 11), through the
magic door.

35
34
L 14: The forest L 15: A forest of tangled smothering trees

EXITS: Again. the only exit is through the spiderweb. To go through . enter:
EAST - the waterfall (L47).
WEST - the forest road (L 17L -BREAK WEB - Repeat if needed until the web is broken.

You should then go through before the web is repaired .

EXITS(ali through the web):


NORTH - a place of black spiders (L38)
WEST - the green forest (L24)

36 37
L 16: The forest road L 17: The forest road

From here you enter an area to be avoided, inhabited by creatures EXITS :


with pale bulbous eyes who will follow and kill you. To remain safe, EAST - the forest (L 14)
return north . WEST - the forest road (L 16)

EXITS :
EAST - the forest road (L 17).
NORTH - the gate to Mirkwood (L20).

If you do see the pale bulbous eyes (and they see you), you can
escape them by re-typing the direction in which you came,
followed by WAIT twice, then the direction once more. The risk in
doing this is that you could be captured by the wood elf while
waiting, in which case you will be stung and killed inside the elven
dungeon .

38 39
L19: The front gate of the Lonely Mountain
L 18: Forestriver
If you meet the dragon here, don't panic! The dragon will not attack
Southeast the fast river flows, but do not try to swim across as you
unless his treasure is taken. Bard has the task of actually killing the
will be swept forcefully against the portcullis and killed .
dragon, and should do so before you take the treasure.

To look across the river, simply enter:


EXITS:
NORTH - the halls where the dragon sleeps (L25) .
-LOOK ACROSS
SOUTH - the ruins of the town of Dale (L40).
WEST - the west side of Ravenhill (L49) .
EXITS:
NORTH - the mountains (L33)

41
40
L20: The gate to Mirkwood L21: A gloomy empty land with dreary hills ahead

EXITS: EXITS:
WEST - Beorn's house (L 1). EAST - the trolls' clearing (L46).
SOUTH - the forest road (L 16). NORTH - the trolls'clearing (L46).
EAST - the bewitched gloomy place (L2). NORTHEAST - a hidden path with trolls' footprints (L27).
WEST - a comfortable tunnel-like hall (L6), through the round
green door.

42 43
L22 : The goblins' dungeon

Having been captured, the most obvious course of action is to try


and escape. The door and window seem the most likely routes, but
the door cannot be opened or smashed from this side and the
window is too high to reach. HELP gives the clue - 'A WINDOW
SHOULD BE NO OBSTACLE TO A THIEF WITH FRIENDS.'

You are the thief, a name Bilbo is called by the other characters in
The Hobbit. Before escaping, however, there is a key hidden here
which should be retrieved . To do this, enter the following
commands:

-DIG SAND - This will reveal a trap door.


-BREAK TRAP DOOR - This may take a very long time. Repeat
until the door breaks.
- TAKE KEY - This is the small curious key.

Thorin may take the small curious key himself, as it belonged to his
father, Thrain.

To leave the dungeon, you must be carried through the window by


one of the other characters. This can only be done if you are not
carrying too much, so eating any food or lunch which you may
have with you will help to reduce the amount which you are
carrying .

-WAIT - This is only needed if no other character is present.


Repeat until one enters.
-SAY TO THORIN 'CARRY ME' - Gandalf could do the same if
Thorin is not present.
-SAY TO THORIN 'OPEN WINDOW' - Or Gandalf. Be careful
as the window may
already be open and
Thorin will not respond .
-SAY TO THORIN 'WEST' - Through the window, into the dark
winding passage (L9).

EXITS:
NORTH - a big cavern with torches along the walls (L3),
through the goblins' door.
WEST - the dark winding passage (L9), through the window.

44 45
L23: The great river L24: The green forest

EXITS : To the northeast is the spider web. To go through, enter:


NORTHEAST - the mountains (L33).
SOUTH - Beorn's house (L 1). -BREAK WEB - Repeat until the web breaks.
EAST - the gate to Mirkwood (L20). -NORTHEAST
SOUTHWEST - a hard dangerous path in the Misty Mountains
(L26) . EXITS:
WEST - the east bank of a black river (L 10).
NORTHEAST - a place of black spiders (L38) , through the
spiderweb .

46 47
L25: The halls where the dragon sleeps L26:: A hard dangerous path in the Misty Mountains

This room marks the end of your quest. Here you must take the EXITS:
treasure, but as soon as you do so the dragon becomes a threat. WEST - Rivendell (L39).
Wearing the magic ring is of no use as the dragon will burn NORTH - a narrow path (L34).
everything in an attempt to kill you. For this reason the dragon must EAST - a narrow place with a dreadful drop into a dim valley
be killed , and Bard is the only one who can do this. (L36).
SOUTH - a narrow path (L34).
-WAIT - Repeat this until the dragon enters, or not at all if it is
already here.
-SAY TO BARD 'SHOOT DRAGON ' - Bard does his job.
- TAKE TREASURE

Now you have the treasure and must begin the return journey.

EXITS:
SOUTH - the front gate of the Lonely Mountain (L 19).
EAST - a smooth straight passage (L42) .
UP - the Lonely Mountain (L31).

48 49
L27: A hidden path with trolls' footprints L28: Inside the goblins' gate

North of here is the rock door, but no apparent means of opening it. This is the main entrance, leading down to the system of caves.
HELP gives the clue 'A TROLLS DOOR NEEDS A TROLLS KEY'. ,
the key needed being the large key to be found in the trolls ' EXITS:
clearing . WEST, NORTH, SOUTH, EAST, SOUTHEAST, SOUTHWEST,
DOWN, NORTHWEST - a big cavern with torches along the
Once you have the key, enter: walls (L3).
NORTHEAST - the dark stuffy passage (L8) .
-UNLOCK DOOR UP - outside goblins' gate (L37), through the goblins' back
-OPEN DOOR door.

You can then go north through the door.

EXITS:
SOUTH - the trolls' clearing (L46).
NORTH - the trolls ' cave (L45) , through the heavy rock door.

50 51
L29: A large dry cave which is quite comfortable L30: A little steep bay, still and quiet, with an overhanging cliff.

This cave acts as a short cut- into the goblins' caves, through the Here HELP returns the clue 'WAIT A WHILE'., and sure enough,
small insignificant crack. Waiting here reveals that the crack is having entered WAIT several times, a hole appears in the
regularly opened and a goblin steps out (probably capturing mountain side . This is the side door of the Lonely Mountain and
you!), then returns, closing the crack before repeating the can be unlocked using the small curious key found in the goblins'
process. dungeon.
EXITS:
SOUTH - a narrow place with a dreadful drop into a dim valley To go through the door:
(L36) .
DOWN - the dark stuffy passage (L8), through the small -WAIT - Repeat until the door appears.
insignificant crack. -UNLOCK DOOR
-GO THROUGH DOOR - Into a smooth straight passage (L42).

EXITS:
SOUTH - the west side of Ravenhill (L49) .
NORTH - the empty place (L 13)
EAST - a smooth straight passage (L42), through the side door.

52 53
L31 : The Lonely Mountain L32 : Long Lake

EXITS: EXITS:
DOWN - the halls where the dragon sleeps (L25). NORTH - a strong river (L43).
WEST - a little steep bay, still and quiet, with an overhanging EAST - a wooden town in the middle of Long Lake (L50).
cliff (L30). SOUTH - the waterfall (L47).
SOUTH - the front gate of the Lonely Mountain (L 19).

54 55
L33: The mountains L34: A narrow path

Trying to go east from here produces the message 'The place is The narrow paths which run through the Misty Mountain are
too full for you to enter'. See also L13. designed to mislead and confuse, leading round in circles or
nowhere at all.
EXITS:
SOUTHWEST - the great river (L23) . To retrieve the golden key hidden in the mountains, the following
SOUTHEAST - Forestriver (L 18). route can be used, starting and finishing at the Misty Mountain
EAST - the empty place (see above). (L26):

-NORTH
-NORTHEAST
-NORTH
-SOUTHEAST
-DOWN
-DOWN
-DOWN
-DOWN
-EAST
-TAKE KEY - The golden key.
-UP
-WEST
-NORTH - Back onto the Misty Mountain

56 57
L35: A narrow dangerous path L36: A narrow place with a dreadful drop into a dim valley

EXITS: EXITS:
EAST - 8eorn 's house (L 1). EAST - a narrow dangerous path (L35) .
WEST - a narrow place with a dreadful drop into a dim valley WEST - a hard dangerous path in the Misty Mountains (L26) .
(L36). NORTH - a large dry cave which is quite comfortable (L29).

58 59
L37: Outside goblins' gate L38: A place of black spiders

The goblins' back door leads down into the goblins' caves. To This is actually inside the spider web. To go through again, enter:
open it, enter:
-BREAK WEB - Repeat if needed until the web is broken .
-OPEN
You should now go through before the web is repaired .
EXITS:
EAST - the treeless opening (L44) . EXITS (all through the web) :
DOWN - inside the goblins' gate (L28), through the goblins' EAST - the deep bog. Do not enter this location as you will sink
back door. into the bog and die.
WEST - the green forest (L24).
NORTH - an elvish clearing with levelled ground and logs
(L 12).
SOUTH - a forest of tangled smothering trees (L 15).

60 61
L39: Rivendell L40: The ruins of the town of Dale

This is Elrond's home and he is usually to be found here. HELP EXITS:


gives the message 'ELVES ARE GOOD AT READING SYMBOLS', NORTH - the front gate of the Lonely Mountain (L 19).
so Elrond can read the curious map for you. SOUTH - a bleak barren land that was once green (L4) .
WEST - the west side of Ravenhill (L49).
It is important that you do ask Elrond to read the map, as otherwise
the links between locations mentioned on the map will not appear
in the game, and you may not be able to complete the adventure.

-SAY TO ELROND 'READ MAP'

Elrond will reply with one of several messages, which vary from
game to game. These include:

'Go east from Long Lake to get to Lake Town'

'Go east from the forest gate to get to the bewitched gloomy place'

'Go north from Beorn's house to get to the great river'

'Go east from the Misty Mountain to get to a narrow place '

'Go west from the treeless opening to get to outside goblins' gate'

If you wait here, you will also receive some lunch :

-WAIT - Repeat this command until Elrond gives some lunch


to you.

EXITS :
EAST - a hard dangerous path in the Misty Mountains (L26).
WEST - the trolls' clearing (L46). Do not go west until you are
certain that day has dawned.

62 63
L41 : The running river L42 : A smooth straight passage

On the return journey the wood elf should capture you either here EXITS:
or at the waterfall (L47). If the elf is not here, it is unwise to go west WEST - a little steep bay, still and quiet, with an overhanging
as this leads to the forest, where the pale bulbous eyes will stare at cliff (L30), through the side door.
you ... EAST - the halls where the dragon sleeps (L25).

EXITS:
NORTH - the waterfall (L47).
WEST - the forest road (L 17)
If you do see the pale bulbous eyes (and they see you) , you can
escape them by re-typing the direction in which you came,
followed by WAIT twice, then the direction once more. The risk in
doing th is is that you could be captured by the wood elf while
waiting, in which case you will be stung and killed inside the elven
dungeon .

64 65
L43: A strong river L44: The treeless opening

On the outward journey Bard will stop here. To continue, you must EXITS:
both go up: WEST - outside goblins' gate (L37) .
EAST - Beorn 's house(L1).
-SAY TO BARD 'UP'
-UP

EXITS:
UP - a bleak barren land that was once green (L4).
SOUTH - Long Lake (L32).

66 67
L45: The trolls ' cave L46: The trolls' clearing

Here you will find the short strong sword and the rope . To take The less than friendly greeting the trolls give you here should alert
both , enter: you to their danger - you should leave immediately.

-TAKE ALL The hideous troll , however, is carrying the large key which you will
need to help you continue the game . HELP provides the clue as to
EXITS: how you can take the key - 'WAIT FOR THE NEW DAY
SOUTH - a hidden path with trolls ' footprints (L27) , through the DAWNING' . Consulting the book The Hobbit at this stage reveals
rock door. that trolls turn to stone in daylight, so you must leave and return
once day has dawned.

One way of doing th is would be:

-NORTH - Leave.
-WAlT - Repeat this untiT day dawns.
-SOUTH - Return to the clearing.
-TAKE KEY - Now that the trolls are harmless .

EXITS:
SOUTHWEST - a gloomy empty land with dreary hills ahead
(L21 ).
SOUTHEAST - Rivendell (L39) .
NORTH - a hidden path with trolls' footprints (L27) .

~~,~
• . . J

68 69
L47: The waterfall L48: The west bank of a black river

EXITS: Here you must somehow cross the river. Swimming is of no use, as
SOUTH - the running river (L41) . you will fall alseep in the mysterious waters and drown. In The
WEST - the forest (L 14). Hobbit Bilbo used a boat and you , too, must follow this course of
action, confirmed by HELP - 'BOATS CAN HELP. LOOK
CAREFULLY' . No boat is visible, but enter:

-THROW ROPE ACROSS - Repeat until the rope lands in the


boat on the other side of the river.
-PULL ROPE - The boat will glide across.
-CLIMB INTO BOAT - The boat will move by itself and carry
you to the east bank (L 10).
-CLIMB OUT

If Thorin is with you he can be left here. It would also be a help if at


this point you do have the valuable golden ring, though it is not
essential.

EXITS:
WEST - the bewitched gloomy place (L2) .

70 71
L49: The west side of Ravenhill

EXITS:
NORTH - a little steep bay, still and quiet, with an overhanging
cliff (L30).
SOUTHEAST - a bleak barren land that was once green (L4) Index of Usted Locations
EAST - the front gate of the Lonely Mountain (L 19).

L50: A wooden town in the middle of Long Lake


The locations detailed in the book are listed here in alphabetical order-
Here you will meet Bard, who is carrying a bow and arrow. These 'L' before the location number refers to the third section, while 'H' means
seem ideal for shooting the dragon, but taking them is useless as that the location is also described in the second section .
you will find yourself to be a very bad shot. Bard himself is the key
L1 H9
to the final stage of the game. Tolkein's novel tells us that it is he Beorn's house
the bewitched gloomy place L2
who shoots the dragon, and in order for you to succeed Bard must
a big cavern with torches along the walls L3 H8
travel with you .
a bleak barren land that was once green L4
the cellar where the king keeps his barrels of wine L5 H15
Fortunately, Bard moves only as instructed, but will keep moving in
L6 H1
the same direction as long as he is able to. For this reason , it is a comfortable tunnellike hall
a dark dungeon in the elven king 's halls L7 H16
important to send Bard in the right direction:
the dark stuffy passage L8
the dark winding passage L9
-SAY TO BARD 'NORTH'
the east bank of a black river L10
L11
EXITS: the elven king's great halls
an ·elvish clearing with levelled ground and logs L12 H14
NORTH, SOUTH, EAST, WEST - all lead to Long Lake (L32). L13
the empty place
L14
the forest
a forest of tangled smothering trees L15
L16
the forest road
L17
the forest road
L18 H11
Forestriver
the front gate of the Lonely Mountain L19
L20
the gate to Mirkwood
a gloomy empty land with dreary hills ahead L21
L22 H7
the goblins' dungeon
L23
the great river
L24 H12
the green forest
L25 H18
the halls where the dragon sleeps
a hard dangerous path in the misty mountains L26 H5
L27 H3
a hidden path with trolls' footprints
L28
inside the goblins' gate

73
72
a large dry cave which is quite comfortable L29 H6
a little steep bay, still and quiet, with an overhanging
cliff L30 H19
the Lonely Mountain L31
Long Lake L32
the mountains L33
a narrow path L34
a narrow dangerous path L35
a narrow place with a dreadful drop into a dim valley L36
outside goblins' gate L37
a place of black spiders L38 H13
Rivendell L39 H4 0
the ruins of the town of Dale L40 ~ cDLL

L41
C OOf-
::JeD of
the running river zw 0 0 ~
a smooth straight passage L42 (f)
I ..... U5
Q)3: ~
a strong river L43 c Ef- 0 Co
the treeless opening L44 z
c( o uc
::J -0...
.. :90 GI 0C)r---.
the trolls' cave L45 w
the trolls ' clearing L46 H2
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0.
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the waterfall L47 W ::l ::>,
Q.~ - °

the west bank of a black river L48 H10 >


Z r: ~"2
Q) ......
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... 00 cu 'tI ~C\J
the west side of Ravenhill L49 w ~ w>- r: ~ 0')_
a wooden town in the middle of Long Lake L50 H17 C GI£Q)
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c( .0 ......
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r:~o
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0- -~o

74
,,••
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A GUIDE TO PLAYING THE HOBBIT

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I
Finally! A gUide to playing the most exciting and challenging adventure
today, The Hobbit.
This book is designed to provide assistance in three stages, each stage
becoming progressively less difficult.
The first section forms a general introduction to playing The Hobbit. Broad
outlines are given as to the general strategies and tactics involved in playing
the game. Ageneral mapping method is recommended.
The book's second section "expands on the hints already contained within the
Hobbit program, detailing only those problems where help might be needed..
Wnere several hints are given, these are coded to preserve acertain degree of
difficulty.
The third and final stage is in the form of a reference section which can-be
used as and when "required, and gives a more detailed solution to each
location.
AGUIDE TO PLAYING THE HOBBIT, whilst providing solutions to the problems
which are encountered, aims to preserve as far as possible the qualities of
challenge and discovery which are so much a part of The Hobbit. No two
games are alike,and this guide will help you to discover more about The
Hobbit each time you play.

A perfect companion to the game, should"belong on the bookshelves of a"


Hobbit players." COMPUTER & VIDEO GAMES
"Help distressed Hobbit players make theirdreams come true. It's a real
boon for anyone who feels lost." MICRO ADVENTURER
"Not a crib - but a guide to solving this famous game."
THE BOOKSELLER

MELBOURNE HOUSE PUBLISHERS


ISBN 0 86161161 6

ISBN 0-86161-161-6

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