297 lines
13 KiB
Groff
297 lines
13 KiB
Groff
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[Complete Fellowship of the Ring Documentation]
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Typed By: Otay and Beowulf
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INTRODUCTION
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Welcome to Middle-Earth. You are about to begin a journey into the land
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of hobbits, wizards, and dwarves, of Gandalf the Grey, Sauron the Great,
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and the Rings of Power. This is the Magical world of J.R.R. Tolkien's
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The Fellowship of the Ring.
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This is the story of Frodo Baggins, Bilbo's heir and now the possesser
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of the One Ring. In the Fellowship Adventure, you you play the part of
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the hobbit Frodo or any of his hobbit companions, Merry Pippin, or Sam.
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Your mission is to keep this Master-Ring from the Black-Riders, servants
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of the Dark Lord Sauron, as you search out the woods of Loth Lorien, the
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goal of the first adventure in the series. But you journey is a perilous
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one, fraught with danger and adventure. Each time you play the game,
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your path may lie in a different direction bringing new mysteries at
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each turn.
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The fate of Middle-earth is in your hands, Frodo, but don't let that
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worry you. Good luck, and may you return home to tell the tale!
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BRINGIN TOLKIEN TO THE COMPUTER
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In playing this adventure game, you will assume the roles of the
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characters from J.R.R. Tolkien's fantasy world. You must specify the
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actions and movements you want to perform, and the computer will react
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accordingly.
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In producing the Fellowship of the Ring Adventure, it has been necessary
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to expand beyond the scope of the original book. It was not possible to
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follow the book precisely and still allow players to make their own
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decisions or to tread paths the characters never walked in Professor
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Tolkien's novels. To limit the game that way would leave you little
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reason to play; you could simply read the book and save yourself a great
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deal of trouble.
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As it is, you, the player, will be faced with situations that are
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entirely unfamiliar - even if you are deeply versed in The Lord of the
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Rings - but that are totally in keeping with the fantasy world created
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by Tolkien. Even Familiar situations can prove to be dangerous and
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challenging. Fans of the books may be in for a nasty surprise if they
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plunge confidently into the depths os dire (but expected) encounters,
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secure in the knowledge that familiarity with the books is enough to
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ensure easy victory.
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To those unfamiliar with Professor Tolkien's works, the game is readily
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playable. At no point of the game is a knowledge of the book assumed,
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although it is recommended that the book be read, if for no other
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purpose than to become more familiar to Middle-earth and its
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inhabitants.
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So play well, have fun, and if the wargs get you, just remember: you
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knew the job was dangerous when you took it!
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A BRIEF HISTORY OF THE RING WARS
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In the middle years of the Second Age of Middle-earth, Sauron the Great,
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master of the evil realm of Mordor, beguiled the great Elvin Smith
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Celebrimor of Eregion to teach him the craft of making Rings of Power.
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Three rings were made to grant the Elf lords their powers of wisdom and
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magic. Then Sauron and Celebrimor labored together to create the Seven
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and the Nine, which were given to the great lords of Middle-earth.
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Unknown to Celebrimor, Sauron had betrayed him. Deep within the bowels
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of Mount Doom, Sauron constructed the Ruling Ring, a ring that could
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enslave the wearers of other rings to him forever. So powerful was the
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spell that Sauron bound much of his power into it, forever linking his
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fate with that of the ring. When Celebrimor realized that Sauron had
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betrayed him, he hid the Three Elvin-rings from him. Over the ages, the
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Dwarven rings were nearly destroyed by the Dragons, but their wearers
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were even so brought into all-consuming greed and folly before they
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fell. The Nine-Mortal Lords "faded" from use of the rings and became the
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Nine Ringwraiths, forever enslaved in Sauron's will. A bitter war took
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place, with the prize being the fate of Middle-earth. At last Sauron was
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over-thrown, and the ring was cut from his finger by the human King
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Isildur.
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Isildur was in turn slain by orcs in an ambush many years later, the
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ring slipping from his finger as he tried to swim across a river to
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safety.
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Several millenia later, the ring was plucked from the river by a
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hobbitlike creature named Deagol. Deagol was tricked into giving up the
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ring by Smeagol, a skulking character, who saw the ring and coveted it.
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Smeagol was soon corrupted by the ring and eventually fled with his
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prize to the heart of Misty Mountains. There he hid himself in the
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darkness, and became to be known as Gollum. The ring sustained his life
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force for many dark centuries before it sensed its master stirring once
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again.
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Many years ago, Bilbo Baggins found the ring in a goblin's den, where it
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lay falling from Gollums finger. After many adventures, Bilbo returned
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at last to his home in the Shire. (much of this background material is
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covered in the book The Hobbit.)
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The ring has now passed onto Frodo Baggins, Bilbo Baggins heir, Bilbo
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having long since retired and and moved to Rivendell. In recent times,
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Gandalf the Wizard (an old and trusted friend) has told you of the
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ring's dark history. The servants of the enemy even now are seeking the
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One Ring, and the hobbit Baggins who possesses it.
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Gandalf tells you to take the ring to Rivendell, far to the east, and
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there to seek Elrond, who will advise you what to do with the now
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dangerous treasure. As the Enemy is watching the roads he advises you to
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travel by circuitous routes, and to adopt a psuedonym for the time
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being.
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To aid you in your quest are your three hobbit companions: Merry, Sam,
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and Pippin joining you at the Bag End, your comfortable home in
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Hobbiton-on-the-Hill. Merry awaits the group at the house in
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Crickhollowm to the east of Hobbiton, by the western bank of the
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Brandywine river.
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A quality inherent in the ring is that it makes the wearer invisible to
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all but the most powerful creatures. Gandalf has warned you not to make
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use of the ring yourself, lest you also "fade" and become a Ringwraith.
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Gandalf will aid you as much as he can, but he has many tasks to perform
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to make the passage to Rivendell as safe as possible for you. For all
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intents and purposes you are on your own.
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COMMUNICATING WITH THE PROGRAM
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The Fellowship of the Ring includes a very sophisticated communications
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program called Inglish. Inglish will allow you to enter commands and
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converse with other characters in familiar sentences. Those of you who
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have played the Hobbit Adventure will find that the Inglish language has
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been enhanced in this program.
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More details are given later about the power of Inglish, but the
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important thing is that you can enter your commands in simple, everyday
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langauge, instead of computer terminlogy.
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The Fellowship of the Ring has a very large vocabulary, so you should
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have little difficulty expressing your ideas and commands. Commands
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will usually take the form of actions, and this guide contains and
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abreviated list of some of the actions you can use. The list, however,
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includes only some of the most common commands and words; the program
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actually knows over eight hundred words, and hundreds of these are
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available to you in playing the game. The best thing to do is to try a
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word. The computer will tell you if it does not know it. In some cases,
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if the computer does not understand your command, it will ask for a
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clarification.
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THE SCREEN DISPLAY
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The Fellowship Adventure screen is divided into two windows; the
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description window and the communications window. The adventure
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descriptions-the text that describes your surroundings and the
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activities around you - appear in the description window at the top of
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the screen. Whenever you enter a new location, the computer will give
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you a full description of the area, the objects that are in plain sight,
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and a list of exits that are visible.
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The second time you enter a location, the computer will give you only a
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brief description of the location. If you wish to obtain a more complete
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description, simply enter the command, LOOK, and the computer will reply
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the lengthy text.
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The description window is also the area where the location graphics
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appear. The picture will appear the first time you enter a location,
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each time you use the LOOK command. The graphics provide you with
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pictures of the immediate location, though no characters will be
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pictured. These are left to your imagination.
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Below the adventure script, and arrow indicates the communications
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window, or the space in which you type in the actions you wish to
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perform. These action commands will appear on the screen in capital
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letters.
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Once you have type in and entered your commands, the computer will
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perform and otherwise acknowledge your action, or inform you that it
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does not understand the command. Once the computer has acknowledged an
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entry, it will print any new text that results from your actions, and
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then indicate that it is ready to receive a new command.
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ROLES YOU CAN PLAY
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One of the most fascinating features of the Fellowship of the Ring is
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that it offers you the opportunity to play any one of seven roles
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withing the game, and even switch roles while playing. This not only
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allows you to "be" hobbit characters throughout the game, but it also
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allows up to four people to play the game simultaneosly.
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SINGLE-PLAYER GAME
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When you first load the Fellowship Adventure one of the questions you
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will be asked is:
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WHICH HOBBIT CHARACTERS DO YOU WISH TO PLAY?
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Frodo, Merry, Pippin, or Sam?
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At this point you will chose all of the characters you might like to be
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during that session of play. If you are playing for the first time, it
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is a good idea to choose only the role of Frodo. The first character you
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enter is the first character you will "be" in the game.
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Whenever you chose to play just one character, the computer will take
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control of the other three characters and ensure that their actions are
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in keeping with their personalities. It also means that whenever you
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wish these characters to perform specific actions for you, you will need
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to instruct them by talking to them directly, using the SAY TO command
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(see the section of the Inglish language).
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When you play more than one character, the computer will look after the
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characters you are not controlling at the moment, but only in situations
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where you have not instructed them to do anything for a while, or when
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the entire party moves somewhere else. This means that you will need to
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instruct each character much more carefully than if you had chosen only
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one character for the same session.
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When you are ready to change characters, simply enter the command:
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BECOME (name)
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and you will be playing as that character. You may also change
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characters by entering:
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I AM (name)
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or omit either command and simply enter the name of the character you
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wish to become, as in:
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PIPPIN
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Once you have changed characters, it is a good idea to enter the LOOK
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command, since you may very well find yourself in a different place and
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situation.
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MULTIPLE-PLAYER GAMES
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The easiest way to play with more than one character is with a friend or
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three, each of you controlling one of the hobbits. In this way, you can
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help eachother throughout the adventure, and the human interactions on
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top of the computer will make the game that much more fun.
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The initial selection of characters and the commands to change
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characters are the same for a multiple player game as for a single
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player game. You select all the characters you want to play at the very
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beginning of the game. To change characters use the BECOME or I AM
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commands, or simply enter the name. By using these commands, you and
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your friends can "take turns" playing the different characters you have
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selected.
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THE INGLISH VOCABULARY
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Included here is a llist of actions you can use when playing The
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Fellowship of the Ring. Please note that this does not include the
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"magic words," or special verbs for actions that can be used only in
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certain areas and at certaing times. Finding out what these words are
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and how to use them is all part of the fun of the game. Remember that
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this is only and abbreviated vocabulary list. You can always try a new
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word to see if the program will understand it.
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MOVEMENTS
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North (N) Northeast (NE) Northwest (NE)
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South (S) Southeast (SE) Southwest (SE)
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Up (U)
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Down (D)
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ACTION VERBS
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ATTACK GO THROUGH SHATTER
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BLOW HELLO SLASH
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BREAK KILL SLICE
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BUY KNOCK ON SMASH
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CARRY LIFT SMOKE
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CLIMB LIGHT STRANGLE
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CLOSE LOCK STRIKE
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CROSS OPEN SWIM
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DRINK PAY TAKE
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DROP PICK UP THANK
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EAT PULL THROW
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EMPTY PUT ON TURN
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EXAMINE PUT OUT UN LOCK
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FILL READ UNROLL
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FOLLOW RUN WAIT
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GET SAY TO WEAR
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GIVE TO
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SPECIAL COMMANDS
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BECOME LOOK SAVE
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HELP NOPRINT SCORE
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INVENTORY PRINT LOAD
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QUIT
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-END PART 1 OF 2-
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