463 lines
16 KiB
Plaintext
463 lines
16 KiB
Plaintext
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RULES OF INGLISH
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Inglish is a very sophisticated language-recognition program developed
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especially for micro-computers. It allows you to communicate with the
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program in a language and a structure familiar to you.
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The rules of Inglish are simple. The main thing to keep in mind is that
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each instruction must be in the form of verb + noun where the noun (or
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pronoun) is explicit or implied. Each sentence must have a verb.
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You can use punctuation to serparate sentences. Use commas and periods
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as you normally would. The only limitation on commands is that they
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should not be more than 128 characters long.
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The following are some examples of the way Inglish sentences can be
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constructed. Note, however, that the specific example shown may not be
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valid in this adventure.
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When an action does not directly relate to an object, only a verb is
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necessary.
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WAIT
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RUN
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This is also the case if you simply wish to travel in a particular
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direction.
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SOUTH OR S
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EAST OR E
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If the action relates to an object or a character, it must be identified
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by a noun. Inglish grammar applies, any order of diffrent parts of a
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sentence is usually not critically as in:
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WEAR THE RING
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GO THROUGH THE DOOR
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DROP THE ROPE ONTO THE TABLE
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Adjectives must preceed the nouns they describe. If it sounds in
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English, it's probably good Inglish.
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THROUGH THE HEAVY AXE AT THE HORRIBLE ORC
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LIGHT THE WOOD PIPE WITH THE MATCH
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Commands you give the computer must be specific and unambiguous. If
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there are two doors in a room, one red and one green, and you were to
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say:
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GO THROUGH THE DOOR
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The computer is placed in a quandary as to which door to put you
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through. In such situations, the program will put you though the first
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door it finds, which may not be the door you intended.
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In this case, it would be better to specify exactly which door you
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mean.
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GO THROUGH THE GREEN DOOR
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The meaning of many verbs can be altered by the use of prepositions,
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such as:
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ON, OFF, ONTO, and so on. Examples of Inglish sentences are:
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ATTACK WITH THE SWORD
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PICK UP THE RING
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In Inglish, prepostions usually go before the noun, but in some cases
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it sounds more natural to put them after the noun, such as:
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TURN THE LIGHT ON
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PICK THE GOLD UP
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Prepositions can also be used to specify the position of an object, or
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where you wish an action to be performed, such as:
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PUT THE GOLD INTO THE BAG
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TAKE THE PIPE FROM THE BOX
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USE OF AND
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You can use the word "and" with all its normal meaning in Inglish. This
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means, among other things, that you can enter more than one sentence or
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perform more than one action at a time.
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TAKE THE LAMP AND THE MATCH FROM THE CUPBOARD
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DROP THE SHORT AND THE LONG SWORD
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TAKE THE GOLD AND RUN
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ABBREVIATION OF COMMANDS
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You can abbreviate commands. For instance, to attack a green knight, you
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can say
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KILL GREEN WITH SWORD
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The computer will see that "green" corresponds with "green knight".
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Note also that the definitive article "the" can be omitted. In most
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cases, the computer will understand exactly what you mean.
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Unfortunately, if the green knight is standing before a green door, then
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the word "green" is no longer enough to identify the knight only, in
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which case you should say:
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KILL KNIGHT WITH THE SWORD
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Multiple commands can be entered by placing a comma between
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instructions.
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OPEN BOX, TAKE AXE, GIVE AXE TO SAM
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Each of the commands will be carried out by the computer in the order in
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which they are listed.
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SPECIAL COMMANDS
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In addition to the extensive Inglish vocabulary, there are few commands
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specific to the Fellowship of the Ring. The following is a list of these
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special commands.
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LOOK (which can be abbreviated to L) lets you see where you are, and all
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that can be seen at a particular location, and all possible exits. This
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command should also be used after you take over the role of another
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character at another location (that is, after you use the BECOME
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command).
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INVENTORY (which can be abbreviated to I) gives a full description of
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all inventory you are currently holding or carrying.
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EXAMINE is a standard Inglish word, but special mention of it is made
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here because it is also very useful when trying to obtain more
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information about your surroundings ins Middle-earth. Examining objects
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also reveals information about those objects that is not readily
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apprarent from a brief look.
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SAVE allows you to save the game for play at a later time.
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LOAD loads a previously saved game. After loading, play continues from
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the point where the game was saved.
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SCORE tells you what your percentage of play is.
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PAUSE suspends the game until you press another key.
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PRINT allows you to send text of the adenture to your printer and to the
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screen.
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QUIT stops the game and returns you to the beginning.
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INTERACTING WITH OTHERS
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CONVERSING
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The Fellowship of the Ring allows you to converse with the characters
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you meet on your journey. When you encounter a character you wish to
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speak to, the general form of the command is:
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SAY TO (name) "(sentence)"
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As in:
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SAY TO GANDALF "HELLO"
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Saying hello is usually enough to draw most characters into
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converation.
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You can ask the characters within earshot to perform specific commands
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that are of use to you, such as:
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SAY TO GANDALF "KILL THE ORC WITH THE SWORD"
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SAY TO PIPPIN "TAKE THE GOLD FROM THE ORC"
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It is not necessary to use the full form of:
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SAY TO (name). You can just use the name of the character you wish to
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speak to, followed by the message, such as:
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PIPPIN "GIVE THE GOLD TO ME"
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Of course, because all the other characters act independently there is
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not guarantee that they will do as you ask. Their decision will be based
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on a number of factors, including their allegiance to you, what they are
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currently doing, and so on.
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A few of the characters you encounter will have messages they will
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deliver only when you identify yourself or ask certain questions.
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To solve some of the problems you will face in The Fellowship of the
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Ring, you will need to cooperate with other members of your party. Thus
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you will need to become familiar with the SAY TO command. Remember, too
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that each character has its own limitations, such as degree of strength,
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and so on.
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COOPERATING
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In the Fellowship of the Ring you must lead a group of Hobbits through
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perilous situations. It will be necessary to tell other characters,
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including members of your own group, what you would like them to do in
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given situations.
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Be warned that, in order to suceed, certain actions must be performed by
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certain characters. Thus you will need to become familiar with the
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varied talents of each member of your party.
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Since you will often be in a group, it is comforting to know that it is
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not necessary to instruct each and every character on what he should be
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doing every moment. Most will follow your lead without any prompting. It
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is also possible to instruct characters to perform actions that will
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exclude the rest of the party, as in:
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SAY TO SAM "CLIMB THE TREE"
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This instruction will not result in a mass exodus to the treetops by all
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members of your party within earshot. Only Sam will climb the tree. If
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you leave without instructing him and he can still see you, Sam will
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follow you and perhaps eventually, catch up with you.
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You can speak directly to any character and ask him to perform an action
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involving another character, as in:
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SAY TO PIPPIN "GIVE ROPE TO FRODO"
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Friends and members of your party are more likely to respond favorably
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than strangers, unfriendly creatures, or followers of Sauron. But even
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friends may say no from time to time.
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Besides following your lead, most members of your party will come to
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your defense if you are attacked by enemies. There is no cosmic law that
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stops you from ruthlessly attacking a member of your own party. Do not
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be too surprised, however, if the other members of the party are a
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little cooler toward you afterward.
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You can talk to yourself, but the result is not going to be impressive.
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Suicide is quite possible, as long as you name your character as in any
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other attack. You could say (while playing the part of Frodo)
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KILL FRODO WITH AXE
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In all probability, the result will be something like: "You attack you
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with the axe. With one well placed blow, you split your skull." If you
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find this an attractive alternative, then by all means be our guest.
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The Fellowship of the Ring allows you another method of instructing the
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hobbits in your party using the BECOME command you can take over another
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character for a short time. (It is recommended that you become familiar
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withe adventure from a single player point of view before tackling the
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multi-character game). You can say:
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BECOME PIPPIN
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This technique can be used whenever a player wishes to put a character
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through a series of complex actions, or react to ongoing situations that
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will confront the character. This is a useful means of conducting
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operations without endangering the Ring, or for controlling the party if
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you want the hobbits to split up and go separate ways.
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Remember that you can only become one of the four hobbit characters you
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selected at the beginning of the game. For example, if you enter FRODO,
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you can only become FRODO. If you enter FRODO, SAM, MERRY, you can not
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become PIPPIN.
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Note: The Original copy of The Fellowship of the Rings comes with a copy
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of J.R.R. Tolkien's The Lord of the Rings (partly for reference).
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GENERAL CONCEPTS
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During the adventure, you will encounter many objects. Some are useable
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as weapons, others are intended as food or drink, still others are used
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as containers in which to carry things. In Middle-earth liquids behave
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as they do in our world: they cannot be carried without a container.
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Also, a character cannot lift too heavy an object or carry too great a
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load.
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Most containers must be opened in order to reach their contents. Once a
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container is opened, you may look into it or take out the objects in it.
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Once the objects inside a container have been exposed, they may be used.
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Some containers may be transparent, allowing you to see the contents
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without opening the container itself.
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Some doors are locked. This means that you need either a key or magic to
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unlock them, or that someone on the other side of the door must open the
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door for you.
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FINDING YOUR WAY AROUND
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Their are 10 possible directions of travel: NORTH, SOUTH, EAST WEST,
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NORTHEAST, SOUTHEAST, NORTHWEST, SOUTHWEST, UP, AND DOWN. You can also
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abbreviate directions for each word.
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PASSING THROUGH THE PORTALS
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If you want to go through a portal, such as a door or a window, it is
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quite possible to say so directly, as in:
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GO THOUGH GREEN DOOR
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When you first enter a location and are given the full text description,
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all visible doors will be mentioned. However, on a second visit to the
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location, the brief description may not include all doorways, but only
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mention objects that can be seen in the immediate area. This doesn't
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mean that the doors or portals have disappeared, you can always get the
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full description by typing look or L.
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FOLLOWING
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If a character you have an interest in leaves an area, you may wish to
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follow him or her. For instance, if Strider suddenly said that he was
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going to leave, you might decide to:
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FOLLOW STRIDER
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LIGHT AND DARK
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In some areas, there will be no natural light. Unless you have the means
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to create light - such as matches and a candle - you will receive no
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description of the area in darkness. Once a light has been struck, you
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will be able to see.
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If you choose to travel in darkness, you may avoid meeting some unwanted
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characters. Remember, however, that orcs can see perfectly well in the
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dark.
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MAPPING THE ADVENTURE
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You should keep a map of your travels to assist you in finding your way.
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However, even your own carefully constructed maps cannot be entirely
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relied upon. Some locations can be revisited in a straightforward
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manner. With others, the direction you traveled to get from Point A to
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Point B may not be the opposite of the direction you must travel to get
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from Point B to Point A. For this reason, you would be wise to construct
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a grid listing locations you have already entered and directions you
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used to get to them from other locations.
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COMBAT
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Hobbits are poor fighters, albeit brave, but can often surprise even
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themselves by their abilities in one-on-one combat (don't let this give
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you any false confidence, however.) To attack an opponent, you must tell
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the computer that you wish to KILL it with a specific weapon, such as:
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KILL WOLF WITH SWORD
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If you do not specify a weapon, the program will assume that you wish to
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ATTACK with your bare hands. This is never a good idea.
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It is not possible to attack inanimate objects. They must be BROKEN.
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No matter how well you arm them, be wary of throwing hobbits into the
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midst of a gory battle. Being rather slight little creatures, they have
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a tendency to die with spectacular suddenness.
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Persistence in combat is rewarded, but be careful: Most opponents hit
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back, and an already-wounded character is much more susceptible to being
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killed than a healthy one.
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Some weapons (like axes) can be thrown at an opponent. This removes the
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weapon from your character, and drops it into the area in which you
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stand. If you throw your only armamment, you will, of course, become
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unarmed, and unfortunate situation.
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CARRYING ITEMS
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During the course of play, you will have to pick up and carry inanimate
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objects. Once you have found and item, simply TAKE the item in order to
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pick it up and carry it, as in:
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TAKE ROPE
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To check in equipment you are already carryingm take inventory of your
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character by typing INVENTORY or I. If you do not want the item you have
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picked up, you are carrying too much at once, or you already have a
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rope, you can say:
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DROP ROPE
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As an alternative, you may give the item to another member of the party,
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as in:
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GIVE ROPE TO SAM
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Some objects not only add weight to your burden, they increase your
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effective size. This can be troublesome if you intend to go through a
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small door or tunnel, so beware of adopting the pack rat syndrome.
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FATIGUE, WOUNDS, AND EATING
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All characters are rated for strength and stamina. During the game these
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characteristics may suffer due to combat fatigue, wounds or simple
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weariness.
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As a character is wounded, its strength ebbs, and its hold on life grows
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more tenuous. And, as time passes, a character becomes more and more
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tired as energy is used up. Highly strenuous activities, such as combat,
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may exhaust it even more.
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The best remedy for depleted strength or stamina is a good meal and some
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rest. In your travels, you may encounter skilled healers and magical
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herbs that cure fatigue and damage. Needless to say, these items are
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rare.
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REAL TIME
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In Middle-earth a wandering party might encounter a variety of
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characters. Some are friends, some are foes, but many simply ARE. Such
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characters live lives of their own, traveling about the lands attending
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to their own affairs. If a character you meet does not fall over himself
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to help you, try being patient. Just say hello, or try waiting until he
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notices you.
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Remember, while you and your band of hobbits are busy saving
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Middle-earth from the terror of Sauron the Great, other creatures and
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characters are busy with their own lives and adventures. As time goes on
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and things change for you, so they change for Middle-earth. Things may
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not be as they were when you return to a particular location.
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A FINAL WORD
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The best hints for playing the Fellowship of the Ring can be gained
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through reading the book. Otherwise, the only real hints that can be
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given here are these:
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Be careful. If you race through the game, you will only limit your
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enjoyment of it, but will fail to pick up valuable details that might
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come in handy later on in the game.
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Be smart. Hobbits are neither wise, strong, nor magical. If you are
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going to get anywhere, you will have to use your wits.
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Don't be scared to try risky actions. If you take no risks, you will
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find no rewards. In other words, "Nothing ventured, nothing gained." And
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keep a good pair of running shoes handy.
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You're on your own!
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-END PART 2 OF 2-
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