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1996-12-11
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LORD OF THE RINGS VOLUME 1 is the
first game in a planned trilogy
from Interplay. For those of you
familiar with the J. R. R. Tolkien
books, the Lord of the Rings was
compromised of three different
volumes: "The Lord of the Rings,"
"The Two Towers," and "The Return
of the King." The plot of the
series is for poor Frodo Baggins to
destroy the Ring that his Uncle
Bilbo won from the vile creature
Gollum in "The Hobbit." During the
lengthy introduction to the game,
we find out that Bilbo's ring is
the One Ring that can rule Middle
Earth. Its power can be
destructive; therefore, Gandalf has
asked you to destroy it since he
may be overcome with its power. The
game introduction explains
everything that has gone on in the
past; however, it does not give
a good explanation of what your
quest is.
Your quest in LORD OF THE RINGS
VOLUME 1 (hereinafter called LOTR),
is to transport the Ring to Dol
Guldur and destroy the Witch King,
who is an evil creation of the
wizard Sauron. Once you have done
this, the game is over, and it will
be picked up in Volume 2. LOTR is
a huge game, with many plot twists
and side quests to accomplish.
Above all, you must hurry to
Rivendell for the Council of Elrond
because the Black Riders are on
your tail!
As I said, there are many
subquests to accomplish in LOTR
before you can finish the game.
I am sure that I did not find or
complete all the quests that are
available in LOTR, so you may find
something that is not mentioned in
this walkthru. If you get stuck,
post a message, and someone will
help you out!
I will take you through the route
I found, which covers a lot of
ground, and hits most of the
quests. LOTR is a very nonlinear
game; you can be almost at the end
of the game, and still go back to
the beginning of the game to get or
do something you may have missed!
Also, I don't think there is any
one object that is necessary to
complete LOTR, except for, perhaps,
the Golden Wheel and Durin's Axe.
So, don't worry if you don't have
an item that I mention: you should
be fine without it!
One last thing before I start.
LOTR version 1.0 is extremely
buggy! Make sure you look at your
README.DOC file to check which
version you have. As of this
writing, the latest version is
1.3. If you have anything less,
call Interplay to exchange your
disks. There are enough bugs in the
earlier versions to make the game
unplayable, including the infamous
"Bree Wall" bug that will destroy
your characters one by one for no
reason. This was fixed in version
1.1; still, get the latest version
if you can. From what I've heard,
Interplay has been very good about
exchanging disks.
THE SHIRE
When you start LOTR, you are at
your home at Bag End which has just
been sold to your relative Lobelia
Sackville-Baggins, so it is time
for you to move out. Your loyal
friends Sam Gamgee and Pippen Took
are by your side. RECRUIT both of
them, and go into Bag End. Find the
chest located at the eastern end in
one of the southern rooms. Use the
PICKLOCK skill to get some silver
pennies. Us- ing the map located in
the center of the manual, leave Bag
End and head west along the path.
Stop in any hole to TALK to your
neighbors. In LOTR, most questions
are one or two words, and when the
characters talk back to you, try to
pick up on the keywords they say.
You can usually pick up keywords
since most are capital- ized. So if
the character says, "I think I saw
some Wolves today," try asking
about "Wolves" next. Follow the
path until it turns south, and meet
your lovely relative Lobelia. She
doesn't have much to say, so just
TRADE her the key to Bag End, and
be on your way. Talk to Gaffer
Gamgee who will be standing outside
his hole. He will mention something
about some missing kids. Hm, sounds
like a quest!
When the path intersects with
a path to the east, go east and
find Anson Goodbody in the house.
He wants his dog back. Head back
west until you hit a row of bushes.
Walk a little north, use the
CHARISMA skill, and the dog will
follow you. Take him back to Anson,
where he will offer you a shovel
for the dog. GET the shovel. Head
south to the Mill. There are three
humans guarding the entrance. Wait
until night falls, and use the
SNEAK skill. Find the device and
push some buttons. The thing
explodes into smithereens. I don't
what good this does, but doesn't it
just make you feel warm all over
that you brought a halt to the
industrial revolution in Middle
Earth?
Next stop is the Hobbiton Inn.
Talking to the bartender reveals
nothing new, so talk to Daisy. Her
sister Taffy and Taffy's friend
Freddi are missing, and she wants
you to find them. Sounds good, but
you need some weapons before you
head for the East Woods ruins. Go
to Great Roads Goods, and buy 3
torches and 3 rations from Jolly.
TRADE a torch and a ration to Sam
and Pippen, and EQUIP each
character with a torch -- makes
a good weapon.
RESCUING TAFFY AND FREDDI
Head off to the East Woods Ruins.
Try not to go there at night since
there may be more wolves to handle.
If you hear a howl, you might want
to head back south quick: you
aren't ready for a wolf yet. Before
you get to the Ruins you will hit
a stone wall. Walk along the wall
until you find a hole. Use the
CLIMB skill and walk into the hole.
Head north until you see Freddi in
a spider web to the east. Walk
towards the web, and before you hit
it, a spider will appear. After
killing the spider, Freddi will
join you. Get the star key, the
axe, and use the READ skill to read
the scroll. Walk south and take the
west path. When you hit the chasm,
use the JUMP skill to get across.
When you get to the door, USE the
star key, and find the ghost king
inside. Again, USE the star key,
answer "Y" to the question, and get
the Ruby and the Silver Pennies.
Exit this cave, by JUMPing the
chasm; you will automatically exit
by walking south. You will find
Taffy to the north of the Ruins;
she will join you im- mediately.
You will probably have to fight
a wolf to leave the ruins, but you
should be able to defeat it. Walk
to the Grange in town, and go to
the barn. Farmer Grubb will thank
you for rescuing Freddi, and he
will give you a horse in return.
The horse is a so-so fighter, but
he is great for carrying a lot of
equipment. In fact, you will
probably keep this horse with you
for the majority of your journey.
Go back to Jolly, and CHOOSE Taffy.
Have her buy a torch and as many
rations as she can carry. When she
is full, TRADE all to the horse,
and have her buy more rations. When
she is full again, divvy the
rations between you three. USE
a ration to increase your stamina
if it was lowered by the spider or
a wolf. Go back to Daisy and
DISMISS Taffy.
GREEN HILL COUNTRY
Exit the Inn and follow the path
to the Green Hill Country. On your
map you will see two shaded areas
in the Green Hill Country. First
stop is the eastern area. Search
the area a bit until you find
a hole. Walk into the hole and go
south to a spider's web. There will
be a bird caught in the web. Before
you can free the bird you will have
to defeat a spider. Once the spider
is dead, the bird tells you about
some elves, and then it flies away.
Exit the pit by using the CLIMB
skill, and head due west.
You will meet up with a human
named Hawkeye. Allow him to join
your party and keep going west. You
will soon be confronted by an orc,
but with Hawkeye in your group, the
orc presents no major challenge.
After you defeat the orc, Hawkeye
will take you to his cave. Once
there, Hawkeye hears some Black
Riders coming, and stays to fight
them. Take his sword and bow, and
go northwest. You will find
a locked chest. Use the PICKLOCK
skill to open it and take the
rations, pennies, bladepart, and
signet ring. Exit this cave by
going east.
Go back to the path you used to
get into the Green Hill Country and
follow it back out. You will hear
some Black Riders coming, but an
elf shows up to save you. He takes
you back to a clearing, and says he
will answer your questions. TALK to
him and ask him about Elbereth. He
will give a word of power,
!ELBERETH. Leave the elf, and head
towards Farmer Maggot's (great
name) farm.
FARMER MAGGOT, MERRY AND ATHELWYN,
BRANDY HALL
When you are at the farm, go into
the house, and Farmer Maggot will
ask you to fetch the healer for his
son. Since you are such a nice
hobbit, agree to do so. Backtrack
on the path you took to get to the
farm, and once you have crossed the
bridge, immediately go west. There
is a house a bit to the north where
the healer lives. Approach the
healer and he will follow you. Go
back to Maggot's and go into the
bedroom where the healer will leave
and cure the kid. In appreciation,
Maggot will give you two mushrooms.
Take them both.
Exit the house, and go to the
Buckland Ferry. There you will find
Merry Brandybuck. RECRUIT Merry,
and cross the river in the ferry.
Go to Cotton's Farm and meet with
Rose in the house. She will be glad
to see Sam, and she will offer you
a Token. Have Sam take it. Head to
the Bucklebury Tavern where you
find a lady named Athelwyn standing
in the corner. TALK to her a bit,
and RECRUIT her. TRADE her some
rations and the sword (make sure
you have her EQUIP the sword). Next
stop is Brandy Hall.
Standing at the door of Brandy
Hall is Esmerelda, but she won't
let you pass because there is
a ghost in the library. Use the
SNEAK skill to get past her, and go
downstairs. TALK to Fatty, who is
all excited about the ghost. Find
Saradoc standing next to his bed
and TALK to him; ask about the
ghost and the key. He will mention
that he lost both his pipe and the
key. Using the PERCEPTION skill,
you will find a pipe and some
pipeweed under his bed. Get both
items and go west to the bathroom,
and, again, use PERCEPTION to find
the gate key in the bathtub. Get
the key, go to the southern rooms
to find some more silver pennies,
and head back upstairs.
The ghost is hanging out in the
library, and he wants a pipe. TRADE
him the pipe, and he will
disappear. Using the READ skill to
read the books in the library, you
pick up on a lot of useful
information, most importantly, the
path through the Old Forest. Leave
Brandy Hall, and head east to the
Hedge Gate. USE the gate key to
open the Gate and leave the Shire.
THE OLD FOREST
After leaving the Shire, you will
see a short cartoon depicting what
is going on in the Shire. Those
Black Riders sure sound like some
evil dudes! You have escaped them
for the time being, but now you
have to get through the Old Forest
which is quite large. Remember that
you read about the path through the
forest in one of the books in
Brandy Hall. It said to find the
ruins at the northwest corner of
the forest, to proceed south and
east, then follow the southern path
which winds, but you are also to
avoid the eastern paths. In
essence, this is the true path out
of the forest, but I didn't think
it was since I went east a lot.
After about 20 minutes of
wandering, I thought I was totally
lost, but suddenly I was out.
When I thought about the
directions that the book gave
again, I found that they were, in
fact, correct. What the book tells
you to do is to go south from the
ruins, go east for awhile, then
when you find the first path south,
take it. If you have a choice
between paths, always take the
south or west path. If you have no
choice, then just keep following
the path. The reason I was confused
is that I went east and north
a lot, when the book said not to go
in those directions, but I had no
choice: the path just wound that
way. If you follow the directions,
you should get out of the forest in
about 10 minutes. When you get to
a large hill, you are out of the
forest; save your game here!
TOM BOMBADIL AND THE WITHYWINDE
From the hill, go east until you
hit a river. Follow the river bank
north, and soon you will come to
a bridge that leads to Tom
Bombadil's house. If you want to,
head west from the bridge and
wander in the forest a bit until
you come across a large tree. This
tree turns out to be Old Man
Willow, and he is not friendly. He
will capture a few of your party
members. Answer "N" to the question
about fighting the willow, instead
use the PERCEPTION skill to find an
opening into the willow. Answer "Y"
to the question about entering, and
inside the willow you will find the
rest of your party. You will also
see something shining near the
middle of the tree. Going there,
you will find some pennies, a bow,
and Smith's Ring. In this order,
get the pennies and the bow. When
you pick up Smith's Ring, the tree
will start to flood. Use the
PERCEP- TION skill to find an
opening in the tree. Use the CLIMB
skill to get out. Go back to the
bridge and cross it to get to Tom
Bombadil's house.
Alongside the house is Tom's
garden; use PERCEPTION to get some
useful items. Inside the house you
will find Tom. He asks you to let
him handle the Ring. Let him do so,
and you will get another word of
power, !BOMBADIL, which will come
in handy later. I couldn't get
anything out of Tom by talking to
him, so head upstairs to Tom's
wife, Goldberry.
She tells you that she needs some
lilies, and she offers you a Gold
Token to find some for her. Take
the token, go to the room directly
south of Goldberry's, and sleep.
While sleeping, you will regain
full stamina, and you will have
a dream during which you will learn
the !ANGMAR word of power.
Leave Tom's house, and to the
southeast; you will find a small
pool. Use the PERCEPTION skill, and
you will find that all the lilies
are dead. Proceed south until you
hit the river, then go east. At the
mouth of the river, you will find
a cave. In the cave walk along the
north part of the small pool, and
you will find a Spider Sword. EQUIP
one of your party with it, for
it's a good weapon.
This a small cave, and there is
only one path through it. Take the
path, and you will see an ice wall.
Cast Athelwyn's Countermagic spell,
go to the southern part of the
cave, and use PERCEPTION. Get the
ice staff. Exit this small cave,
and go a bit more south to find the
Withywinde sitting on her throne.
Ask her for lilies, and she will
ask you to show her a token. USE
the Gold Token Goldberry gave you,
but the Withywinde needs the
springstone to break some magic
spell. She tells you to find the
Ruddy Oak and give him an acorn.
Exit this cave, and walk above the
wall where you will find an oak
tree. Be PERCEPTIVE, and get the
red acorn. Go back to the small
pool where the dead lilies were,
and go west. You will see the Ruddy
Oak standing amongst some trees.
TALK to him, and ask about the
springstone. He says you can have
it. TRADE him the red acorn, and he
will join your party. If you
didn't do this and tried to get the
springstone, Ruddy Oak would have
attacked you, and he is
a formidable opponent. Go directly
south to the top of a hill, USE the
shovel, and get the springstone. Go
back to the Withywinde (Ruddy Oak
will leave your party along the
way) and TRADE her the springstone.
Get the lilies and take them back
to Goldberry. She thanks you and
says you are now better prepared
for your journey.
THE BARROW DOWNS
After Tom's house we want to get
the city of Bree, but the only way
to do that is to go through the
Barrow Downs first. The Barrow
Downs is a nasty place full of
Barrow Wights (humans who thirst
for blood) and, perhaps worst of
all, fog. Fog will fall at any time
and leave you without knowing where
you are going. It will lift after
a period of time. In the Barrow
Downs you will find Burial Pits and
Circles of Stone. There are a lot
of items to be found in the Barrow
Downs, but none are required to
finish the game. So, if you don't
feel up to fighting, just head
northwest as fast as you can.
If you are feeling adventuresome,
walk into any of the Burial Pits.
In most of the pits, you will find
a single tomb that contains a dead
body, and the treasure that was
buried with that body. But before
you can get to the trea- sure, you
will in all likelihood have to
fight a Barrow Wight. These
creatures are not too hard to kill,
but they will take your stamina
down in good sized chunks when they
hit you. If you manage to defeat
the Wight, you will have access to
the treasure. GET all you want. Go
into as many pits as you like
(I think there are about 5 or 6).
If you come across a pit with
a sealed en- trance, you won't be
able to get in, so just bypass it.
Also found in the Barrow Downs are
Circles of Stone. In each of these,
USE your shovel at the grassy area
in the center of the circle. You
may or may not find some loot.
While wandering in the Downs, you
may come across a pit into which
you'll tumble. Once you are down,
the game will say you are doomed if
you don't do something quick. Time
to use your !BOMBADIL word of
power. He'll arrive and take care
of the situation. Find the stairs
in this pit which lead to a locked
chest. Use the PICKLOCK skill, and
inside you will find 4 Barrow
Daggers and some silver pennies.
EQUIP anyone who is carrying
a dagger or a torch with a Barrow
Dagger. Leave your pony equipped
with a torch so you will be able to
see inside the pits. That is about
all there is to the Downs; on to
Sharkey's Shipping.
SHARKEY'S SHIPPING
The first building you will find
once you are out of the Barrow
Downs, is a barracks building with
three sleeping humans in it. Turn
on your SNEAK skill, and go the
table located by the entrance. READ
the document and write down the
message. Leave the barracks and
head due north to Sharkey's
Shipping. Here you will find
a bartender who doesn't have much
to say. Walk to the stairs leading
to the basement. The bartender will
tell you to stop, but ignore him,
and walk on down.
The first thing you will encounter
in the basement is a locked chest.
PICKLOCK it, and get the loot. From
here, you have one of three ways to
go. Take the north path, and then
go east to find a sleeping Uruk.
Approach the table that the Uruk is
sleeping next to from the right
side. If you wake the Uruk, you
will have to fight him. Once next
to the table, be PERCEPTIVE to find
a rusty key. Go back to the chest,
and this time take the south path.
You will encounter three humans who
want the password. TALK to one of
them and tell them "nan curunir."
Once past, go to the southeast to
find a prisoner in jail. USE the
rusty key to get him out, and he
will join you party. Head due west,
and you will find some stairs going
down. In this small sub-basement
you will find the nasty Uruk
Grimrod. But wait! Your loyal
friend Athelwyn is a traitor! She
goes to Grimrod's side and demands
you hand over the Ring. Answer "N,"
and you will have to fight both of
them. After they are taken care of,
open the locked chest using
PICKLOCK, and read the note inside.
Backtrack out of this area and head
back to the treasure chest.
This time back, however, the
humans aren't so friendly, and you
will have to kill all three of
them. After they are dead, take the
last path from the chest which
leads further downstairs. Again,
you will have to fight three more
humans; when they are dead explore
a little to the east to find
Athelwyn's room and an evil book to
the south. You can read the book
three times to get some clues to
some of the secrets you will find
in Moria. If you try and read it
a fourth time, you will be overcome
by evil and attack your traveling
com- panions.
Leave this room and take the north
path. This leads into a small cave.
You need to get to the northwest
part; you will know you are there
when you see three exhausted Uruks.
When you are near the rubble, USE
the shovel. An evil spirit will be
let loose, but it disappears. GET
the Golden Wheel. We are done here
at Sharkey's Shipping, so backtrack
out, and head due north from the
building until you get to the Great
Road. Proceed west a bit until you
get to watch another short cartoon.
You have finished this section of
the game. So, it's on to Bree!
BREE
Follow the Great Road west and you
will cross a bridge that leads into
the city of Bree. There are many
things to accomplish in Bree, and
it will be difficult for me to tell
you exactly where the houses or
holes are, so I will give the
general area that they are in; you
may have to enter a few to find the
specific one to which I am
referring.
Anyway, walk west until you hit
a crossroad, and take the north
route. Stop into the first building
you see to the east, and buy
a prybar from Oakwright. Get back
on the path, go north, and it will
eventually wind to the east, and
end at a house. Find the entrance
to this house, and enter. This
turns out to be Nob Appledor's
house. He thanks you for getting
him home and offers you something
in return. GET Durin's Pick.
Exit Nob's house and go south. The
path passes many houses: you can
stop into any of them and talk to
the owners. Some will be angry that
you entered their house, but others
will give you some useful
information if you ask about
"NEWS." This path ends at an
east-west path, but keep walking
south, and you will see a library
to the west.
Enter the library and go the
northern part. Talk to the
librarian a bit, then enter each
cubicle, and use the READ skill. In
one of the cubicles you will read
a passage about Weathertop. This
holds some useful information. Does
the referral to the Witch-king of
Angmar ring a bell? Exit the
library, go west, and enter the
next building you see.
There is a healer inside who will
heal your wounds. Walk in and out
of his bedroom a few times until
your whole party is back to maximum
stamina. Exit this house, again
walking west until you hit a path
going south. This path will
diagonal off to the west. The first
shoppe you get to is Willa
Bloome's Charme Shoppe. She has
some interesting things for sale.
I bought the spiritcharme, although
I don't think it did me much good.
Buy it if you want to and exit this
shoppe. There is one more shoppe to
the west, but there isn't much to
buy there that you don't already
have.
From the Charme Shoppe, head
directly north, and you will run
into the Prancing Pony Tavern. Go
into the bar room, and talk to
Strider who is sitting in the
northwest corner. He will tell you
to meet him later in the parlor.
Walk to the middle of the room, and
Pippen will begin to tell some
stories. Answer "No" to the
question, and Strider and another
character will leave. Leave the
bar, and go to the parlor to meet
Strider. Get all the hot food you
can, and RECRUIT Strider (now known
as Aragorn, his real name). He is
a great fighter (I put him in the
lead of my party).
Exit the Prancing Pony, walk south
until you hit the path, and go
west. When the path turns north,
you will see the blacksmith to the
east. Enter the shop, and buy chain
mail and a shield for everyone
except the pony. If you are running
out of space to carry things, get
rid of things like torches, (keep
one equipped on your pony), the
gate key, ale, the rusty key, and
other things you don't need. EQUIP
everyone with the chain mail, give
Aragorn's cloth mail to the pony.
One size fits all, I guess.
The blacksmith was the last person
I visited in Bree; however, there
are other quests to solve in Bree
that I didn't do. You can talk to
Rayf Brogan and try to get some
information out of him
(I couldn't); there is an item
called the Torc of Maladin to be
found somewhere; and there is
a hobbit (I can't remember his
name) who will join your party if
you PICKLOCK the door to his hole.
If you want to do these things, go
for it; otherwise, exit Bree us-
ing the east entrance.
ARCHET AND STADDLE
After leaving Bree, you will come
to a crossroad. The path north
leads to Archet, the path south to
Staddle, and the Forsaken Inn is
located at the crossroads.
I found nothing of use in Archet,
except for a healer who will heal
your wounds if you ask him "HEAL."
There is also an Inn, but again,
I found nothing of use there.
Of more interest is the town of
Staddle. The first house you will
come to is that of Ann Lilypool.
She is glad to see you, and if you
ask her about Luthien, she will
give you the word of power,
!LUTHIEN, and tell you it will be
of use when you are under
Weathertop. Also in this town is
the Curio Shop, where you need to
buy a Green Skull (believe me, you
will need it). The shop- keeper
also has a gold ring for sale, but
it sounds like just a piece of
jewelry to me. That's about it for
Staddle; next stop is the Forsaken
Inn.
THE FORSAKEN INN
The owner of the Forsaken Inn is
a dwarf named Orin. He has a few
interesting things to say about
Moria if you ask him the right
keywords. Go to the south- west
bedroom and walk to the foot of the
bed. There is a set of secret
stairs that lead to the cellar.
The cellar will be the first true
test of your mapping abilities. It
is not too large, but it will give
you a good idea of what you are
going to see in Moria. You are on
your own when it comes to mapping
the cellar and the mines of Moria,
but once you get the hang of it, it
really isn't that bad. The way that
I am going to help you when you are
here or in Moria is to tell you
about the key places within the
cellar or the mines, and when or if
you get there, you can refer to the
walkthru for help as to what to do.
In the cellar, you will find many
dead ends, two cairns (burial
places), one set of stairs leading
down to a room, and some spiders to
kill. The first thing to find is
the stairs. They lead to a small
room where a ghost is standing next
to a table with 3 green skulls on
it, and a place for a fourth. USE
the green skull you bought in the
Curio Shop, and the ghost will tell
you some directions to follow from
Buri's cairn.
Next, find Buri's cairn which is
located in the southern area of the
cellar. You will know when you have
found it because the game will tell
you. Follow the directions given to
you by the ghost, which are: west,
south, east, south, east, north,
and west. You will hit a dead end.
USE your shovel, and pick up
Galadriel's Token. That's it for
the cellar: exit and leave the
Forsaken Inn.
WEATHERTOP
After the Inn, head back to the
Great Road, and when it diagonals
off to the northwest, go due north
through some grasslands and some
swampy area. You will run across
a stone wall, and after that, some
ruins. At the north end of the
ruins, you will be referred to
a paragraph in the manual, saying
that Gandalf was here. Use the
PERCEPTION skill to find some holes
leading down. Use the CLIMB skill,
and go to the south wall where you
will all be given the !LUTHIEN word
of power again, and a hint about
where to use it. Use the rope to
get out of this cave.
When you exit this cave, if it is
nighttime, you may be confronted
with two or more Black Riders. If
you do, you're dead meat (unless
you are lucky). You can't flee the
Black Riders (you have to fight
them) and they are the toughest
foes you will come across in the
game. I suggest you save your game
while you are in the cave, just in
case. If you don't get attacked or
you manage to kill the Black
Riders, proceed north until you hit
a small stream. Follow the stream
to its source at the east, and use
the CLIMB skill here to get to the
caves under Weathertop.
Follow the underground stream
a bit until you get to a bridge
guarded by two trolls. Trolls take
a lot of hits to kill, but they are
slow and you should get at least
two hits on them for every hit they
can get on you. After the trolls
are defeated, enter the cave. This
is also a good place to tune your
mapping skills for Moria. There is
only one item of use that I found
in the cave. Go south in the cave,
until you get to a pool where the
stream comes from. Go south around
the pool.
You will enter a cave and will be
attacked by 6 orcs. Kill the orcs,
and take the east path until you
hit another larger cave. Go on the
north path which winds its way back
to the other side of the stream.
Cross a bridge, and you will come
to a raft. Use the BOAT skill to
cross the pond, and at the end of
the cavern use the CLIMB skill. At
the web, you will be attacked by
five spiders. Kill the spiders, use
the PICKLOCK skill on the chest,
and get the Broken Wing. This is
all I could find in this cave.
Backtrack out of the cave, and head
south to get back to the Great
Road.
THE TROLL SHAWS
Head east on the Great Road until
you come to the Last Bridge. If you
talked to some of the folk in Bree,
you learned that there is a passage
under the bridge into the Troll
Shaws caves. If you'd like, you can
use this passage, but I didn't;
instead, I explored the Troll Shaws
before going underground. If you
take this passage, you will still
end up in the same place that
I will be talking about later, so
don't worry.
Cross the bridge, pick up the
beryl on the bridge, and walk on
the Great Road until you get to
a smaller path going north. Take
this path, and walk until you see
some ruins to the east. Go to the
center of the ruins and USE the
shovel. You have found the Troll
Slayer, which is a great weapon.
EQUIP Aragorn with it. From the
ruins, walk north until you see
three troll statues. From there
walk west, crossing one stone wall,
until you get to a second stone
wall. Walk a little north along
this wall until you see an opening
into it. USE your prybar to get
into this small cave. Use the
PERCEPTION skill to get a hint for
later in the game. Exit this cave,
walk west, bypassing some ruins,
until you get to a larger stone
wall. Walk west along this wall
until you get to another opening in
the rock. Use the CLIMB skill to
enter the main caves.
The main caves under the Troll
Shaws are where you meet a few
trolls, and get two words of power.
When you first enter, you will need
to walk a bit along the cave path
until you are attacked by two
trolls. Kill the trolls, and walk
west to the pool. Walk around the
pool to the north, and enter
a small cave where you will get the
!BEREN word of power. To the east
of the pool, enter this cave, where
again, you will be given the
!LUTHIEN word of power. The paths
leading south from the pool lead to
the passage under the Last Bridge,
but I wouldn't take that path out
since you'll probably meet up with
some Black Riders. Instead,
backtrack out of this cave, and go
east to the small path to get back
to the Great Road.
Continue your trek eastward. You
will soon meet up with Glorfindel
who will give Frodo his horse to
escape the Black Riders. Once Frodo
is across the ford, use either the
!ELBERETH or !LUTHIEN word of power
to get rid of the Black Riders once
and for all. You will notice that
their cloaks are along the river
banks, but ignore them for now; you
will come back to get them.
Glorfindel has joined your party:
let's go to Rivendell!
RIVENDELL
Enter this large house (castle)
and find Elrond who is in the
conference room. He tells you to go
get Gandalf so the Great Council
can begin. Exit Rivendell, and
immediately go east until you hit
the Misty Mountains. Go a little
north and Gandalf will be hanging
out by a rock (God knows what he is
doing there). He will disappear
(must be nice to be a wizard). Go
back to Elrond, and the Great
Council will begin.
A lot will be said during the
Great Council, most of it refers to
paragraphs in the manual. Finally,
you are asked if you want to
destroy the Ring. Answer "Yes," of
course! Elrond will then say he
needs proof that the Black Riders
are gone. It's time to go back to
the river to get the cloaks.
But first, exit Rivendell, and
immediately go west until you run
into the blacksmith's hut. Go in,
TRADE him the bladepart and the
Broken Wing, and he will reforge
the sword, Anduril. EQUIP Aragorn
with it. TRADE the Trollslayer to
Glorfindel, and EQUIP him with it.
Go back to Rivendell, go south
across the bridge and then west
along the river until you see
Legolas. RECRUIT him, and go back
to the main river where you crossed
the ford.
Frodo should be in the lead of
your group. Use his PERCEPTION
skill and walk south along the
river. It is important that you
walk on the river bank and not the
path next to the river! You will
never find the cloaks if you do.
You will find 4 cloaks on the east
side of the river. One is protected
by a band of wargs, but with your
powerful party, they are no match.
Go back to the ford, cross it, and
walk south on the west bank of the
river until you find the other 4
cloaks. Go back to Elrond, and he
will give you the !MELLON word of
power, and some sort of potion to
keep you warm. GET the potion and
some athelas. DISCARD all 8 cloaks;
you don't need them anymore.
There are a few more things to do
in Rivendell before you leave.
North of the conference room is
Hawkeye's betrothed. Answer "Yes"
to her question, and she will tell
you to put a ring on his tomb. Exit
this room and go upstairs. Go
north, and TRADE Arwen the beryl
that you found on Last Bridge. She
will give you her token in return.
Go back downstairs and find Erestor
in his room. Ask him about "Moria"
to get some information. You can
also GET some skills, although
I found none of them useful.
Elrond's son will also offer you
some skills.
Go downstairs, now, and head west.
When you get to the tombs, USE the
signet ring you got from Hawkeye.
His spirit is now at rest. (If you
don't do this, you will meet
Hawkeye's ghost in Moria.) Go back
east until you get to a wine rack.
Use the PERCEPTION skill and GET
the wine bottle to reveal a passage
north. Gimli will be standing here.
I heavily recommend recruiting
Gimli -- he is invaluable in Moria.
My party was full at this point,
however, so I DISMISSed my pony
(after TRADEing his equipment to my
other characters) and RECRUITed
Gimli. You will also find Gloin in
this cavern. Talk to him and he
will tell you very useful
information about Moria.
Go back upstairs, head east, and
GET any equipment you need from the
Elf standing there. Make sure your
party has one torch and one rope.
You should have enough in your
inventory to give everyone a sword,
bow, axe, or dagger, as well as
some sort of armor. Go back towards
the entrance to Rivendell, go east,
and you will find Bilbo sitting in
one of the south bedrooms. Answer
"Yes" to his question about the
Ring, and he will leave Sting and
some mithril mail for you.
I equipped Frodo with Sting, and
gave the mithril mail to Gimli (who
I also put in the lead of my
party).
Exit Rivendell, now, and take the
south path. You will come to
a crossroads where the south path
goes to Moria, and the east path
goes across Redhorn Pass.
Unfortunately, Redhorn Pass is
blocked by a snowdrift at the
summit (as you will find if you try
to cross it), so the only other way
across the Misty Mountains is to go
through Moria. The south path will
eventually end at the entrance to
Moria. Gandalf tries to open the
door but fails. Take over the
situation, and use the !MELLON word
of power to open the gate. When you
do so, however, you will be
attacked by two Tentacles. After
the Tentacles are dead, walk north
a bit to enter Moria.
MORIA
You have persevered through about
half of this game so far. Now,
comes the most enjoyable part of
the game (in my opinion): Moria.
Once you enter, the entrance caves
in behind you leaving you no other
way out but to go through the
caverns and caves. The major quest
to complete in Moria is to find
Durin's Axe which is buried
somewhere within the mines. With
this axe, your passage to Dol
Guldur will be assured.
It is going to be a bit difficult
for me to explain Moria in detail
since you must make maps for every
level in Moria, and I can't explain
exactly where the stairs are, where
the treasure is, etc. What I will
do is to first give a basic outline
of Moria, followed by
a level-by-level description, which
will help you to find the important
pieces of treasure, and to help you
find your way out.
If you were able to find Gloin in
Rivendell, he told you what you
will find on some levels of Moria.
This information will help you to
find out exactly on which level you
are. There are a total of 13 levels
in Moria. When you start, you are
on the first Level, which is also
first Deep, and there are 6 Levels
above you, and 6 Deeps below you.
There are two ways to go up or down
in Moria: you can take stairs, or
you will come to the end of
a passage and be transported up or
down. Unfortunately, you have no
way to tell whether you are going
up or down, but this is where Gimli
will help you.
If you come to the end of
a passage, Gimli may say "I feel we
are ascending," or "I feel we are
descending." Take his word for it;
you have either just gone up or
down a level. And except for one
case, you have either gone up or
down only one level. This is in
contrast to the stairs in Moria,
which may lead several levels up or
down. I don't recommend taking the
stairs right off: you may find
yourself getting very lost very
quick. Rather, explore the levels,
avoiding the stairs for the time
being. Once you have got the hang
of Moria, take the stairs to get up
or down quickly.
Mapping is essential in Moria, but
luckily, it really isn't too hard!
The hardest level to map is the
1st Level/1st Deep and 6th Deep
since they are the largest. Some of
the levels in Moria are rather
small and very easy to map. Also,
Moria is rather logical in layout,
and since you have an aboveground
view, it makes it that much simpler
to map. Since you have already had
some practice in mapping, I don't
think you will have any problems.
One last bit of advice before we
start, if you missed Gimli in
Rivendell, I strongly recommend
restoring a saved game (if you have
one), and getting him. Without his
help and advice in Moria, you may
find yourself spending twice the
amount of time there. That said,
let's get started!
FIRST LEVEL/FIRST DEEP
There is not much to be found on
this level. I felt like it was
really just a test of your mapping
abilities. There are multiple
stairs up and down, along with
several other passages that will
lead to other levels. The most
important thing about this level is
that it contains the exit from
Moria. If you have no interest in
Moria, you can exit quickly, and
get on with the game, although
I don't know how far you would get
without Durin's Axe. WARNING: If
you choose to find the Axe, don't
read the "Exiting Moria" paragraph
until you are ready to exit Moria:
it may spoil a bit of the game for
you.
SECOND LEVEL
This relatively small level holds
nothing of interest. On it you will
find the Mining Hall and several
orcs to kill. During certain
sections of the game, you will be
told that you hear orc drums. You
might as well get geared up for
a fight now, because if you keep
traveling in the same direction,
you will more than likely run into
orcs. With your party, however, you
will have no problem in killing any
orcs that you come across.
THIRD LEVEL
I found nothing of use on this
level. The corridors twist and turn
making mapping a bit more
difficult, but other than that,
there is nothing that I found.
FOURTH LEVEL
On this level you will find three
ghost statues who are blocking
a corridor that leads out of the
chamber of Gabilgathol. TALK to
them, and they want the subject of
Balin's note. Answer "khazad-dum."
They will then tell you what you
need to get Durin's Axe: a Lady's
Token, the Golden Wheel, a golden
chisel, anvil, and hammer, and
a sign of the dwarven fathers. You
have the token and the wheel, you
just got the word of power !SIGN OF
SEVEN, and you will find the other
three in Moria. They also tell you
some directions to follow from
Buri's tomb.
Pass the ghosts, and when you find
a set of tombs, use PERCEPTION to
see if you are at the right set.
Follow the directions now (west,
south, east, south, east, north,
west), and USE Durin's Pick at the
end of the corridor. You will be
told that with the sign of seven,
Durin's Axe can be regained. Exit
this side passage, and go north
from the ghosts to exit this level.
Note: You will be transported to
the 6th Level from here, not the
5th. The only way to Level 5 is
from Level 6.
FIFTH LEVEL
This is a simple level to map.
Basically, it is a large hall
surrounded by a belt of passages,
all of which lead into the hall. On
the west side of the hall you will
find two things of note. First is
Oin and Ori. They want you to free
them. Use the !KHAZAD word of power
that the bird on 4 Deep gave to
you. They will tell you two helpful
hints: "Use Durin's Pick to break
the seal in the Hall of the First
Fathers," and "Durin's Bane hates
the Golden Wheel." North of Oin and
Ori, you will find Drisnak, and he
wants a ring. If you have Smith's
Ring, give it to him; otherwise,
you will have to kill him. No big
loss. Go to the fireplace, use
PERCEPTION, and you will find
a black key. When you get it,
everyone in the party will be
affected by a poison cloud. Time to
visit the healing pools on level 6.
SIXTH LEVEL
This is an interesting level with
many things to find and do. There
are three healing pools here. You
can walk through one them as many
times as needed until you party is
completely healed. Also found on
this level is the Hall of the First
Fathers. Before entering the hall,
turn on your PERCEPTION skill. Walk
around the hall a bit until Gimli
tells you that Durin's tool will
show the way. USE Durin's Pick to
find a secret cave. On the west
side you will be confronted by the
spirit that you let loose when you
got the Golden Wheel. Four trolls
will then attack you, and after
they are dead, you are told that
Durin's curse has been lifted.
I suppose that if you didn't do
this, you would find more trouble
when you went to get Durin's Axe,
I am not sure. Anyway, exit by
going back the way you came, and
you will be back on the 4th level.
Go back to 6, this time going west
of the Hall, and then head south
and east to find the stairs to the
5th Level.
SEVENTH LEVEL
This is the smallest level in
Moria and there is only one way
out. Follow the passage until you
get to the book. Use the READ skill
to read it. After a few READs, you
will be attacked by two orcs. Kill
them, and then quickly exit east:
any hesitation will result in your
death. The stairs here will lead to
the 3rd Level.
TWO DEEP
The Deep levels are where you will
get to the good stuff in Moria. On
2 Deep, you will find an altar that
will lead you back to the 4th Level
if you decide to clean it.
Otherwise, find a small pit
blocking the passage, and use the
JUMP skill to get across. In the
far northeast part of this cave you
will find Kiri. If you can, RECRUIT
him; in you can't, just leave him.
South of Kiri, you will come across
two Snagas -- really wimpy orcs.
Kill them and go west. Here you can
kill two Uruks to get Smith's Ring
back if you gave it to Drisnak.
THREE DEEP
When you descend to this level,
Gimli will say that you are getting
into some heavy orc territory. He
is correct (as usual) because you
will soon run into two of them.
When they are dead, find the stone
troll that is guarding a passage.
Kill the troll and head to the
tombs. Use PERCEPTION and you will
notice that a stone slab can be
moved. USE the prybar to reveal
a passage down. If you have a rope,
USE it now; otherwise, use the
CLIMB skill to get down. Without
a rope it is very difficult to get
back up since you need to move in
very small increments at the end of
the passage; keep trying the CLIMB
skill until you can get out.
Now that you are down, just where
are you? This level (which I will
call Durin's Level) leads to
Durin's Axe, the main goal of
Moria. If you have the gold anvil,
chisel, and hammer, continue. If
you don't, exit back up out of
Durin's Level because you will need
these three items. Durin's Level is
explained near the end of this
section.
FOUR DEEP
This is a fairly large level and
you will be fighting many foes, so
be sure your stamina is up. To the
north of this level is a pool with
two bridges leading from the
mainland to a small island. Cross
either one of them, and find the
stairs up. You will have to kill an
Olog-Hai before you can continue.
After the Olog-Hai is dead, go to
the southeast corner, and use the
PERCEPTION skill. You will see
a small passage leading up. USE the
prybar, and then CLIMB up. Go north
a bit and you will have to defeat
yet another Olog-Hai. After it is
dead, the bird will give you the
!KHAZAD word of power which is used
to free Oin and Ori on Level 5.
Exit back out, and cross either
bridge again. This time across,
however, you will have to fight 3
sets of 2 tentacles each, and they
are not easy. The exit down is
found in the southern region of
this level.
FIVE DEEP
This is one of the smaller levels
in Moria, and it holds two things
of in- terest. First, you will
notice a set of several staircases
leading down. Don't take them. You
will have to fight two trolls to
get to a set of tombs. When you get
to the tombs, you can use the
prybar to release yet another
troll. It seems like it was just
a false passage to help decrease
your stamina. Second thing on this
level, if you enter one of the side
rooms, you will be attacked by two
Uruks. Kill them, and GET the magic
mail and the axe. Walk the center
of the room to the hole and use
PERCEPTION to find some mithril
mail.
SIX DEEP
After descending to 6 Deep, you
will immediately enter a large
hall. In the center of the northern
part of the hall is a gold throne,
but when you ap- proach, you will
be attacked by some trolls and
orcs. After killing them, I found
nothing to gain from the throne, so
I suggest hugging the south wall of
the hall, and avoiding it
altogether. Along the south wall
you will notice two small rooms. In
the western room you can get back
up to level 1 by walking into the
west wall. But you can only get
back down if you have the star key!
The exit from this hall is to the
west, cross the bridge, JUMP the
chasm, and from here you can north
or south.
On the north passage you will find
a pit. Get close to the pit, and
use the CLIMB skill to get down to
7 Deep.
After a bit of walking, the south
passage will lead to a large
cavern. Take the first north
passage from the passage you are
on, and keep heading north until
you are attacked by six Uruks. Kill
them, and go west to the Dragon's
Chamber. Here you will be notified
that you will be toast if you
don't leave now. Ignore the
comments, and keep walking west
until you are told that you have
found something. GET the White
Wings. Next thing to do is find the
large pool in this cavern. When you
are told that you see a bird in the
middle of the pool, USE the White
Wings, and then TRADE the White
Wings to the eagle. He will give
you the !THORONDOR word of power.
If you head west from the main
passage, you will cross a bridge
where you will see a vision of the
Witch King, whom you'll meet later
in the game. Also in this cavern is
an exit to Lorien if you have
Galadriel's Key, which you don't.
You may want to keep this in mind
to use this entrance to reenter
Moria later.
SEVEN DEEP
You will be in a small cave when
you first enter 7 Deep which
contains vast amounts of mithril.
USE the shovel to get some if you
want, but I found no use for it.
For a laugh, save your game here,
and keep digging for mithril. In
this cave is a pit where you find
out that Durin's Bane was let
loose. Walk into the pit, and use
the PERCEPTION skill to find
a crawlspace. Use the CLIMB skill
to get the second section of 7
Deep.
After climbing, follow the only
passage you can to the east, JUMP
the two lava pits, and you will
find a large hall to the north. On
the north wall you will find
another throne, but this one is
guarded by a Balrog! You have no
chance if you fight him, so USE the
Golden Wheel to get rid of him for
now. Go to the throne, and use
PERCEPTION to find a locked chest.
Use the PICKLOCK skill, and GET the
lady's token, the golden anvil,
chisel, and hammer. Just a note
here: I found that after I got
these four items, I still didn't
have them, so I had to go through
the whole process again. I don't
know if this is a bug or not; just
make sure you have the four items
before you leave. Going back for
them is a real drag.
DURIN'S LEVEL
Now that you have the necessary
items to regain Durin's Axe, go
back to the third level tombs, and
climb back down to Durin's Level.
Go up the stairs, and you will see
three doors. I found this area to
be confusing, so I recommend not
trying to map it; rather just walk
until you get somewhere, and don't
take any stairs. Take the left
door, and head north until you find
a pit. Walk into the pit, and use
PERCEPTION to find a hole in the
ceiling. CLIMB up and you will be
in a small room.
Walk due north. USE Durin's pick
when you are told to use a tool,
and a dwarf will appear asking you
two questions. TALK to him, and
tell him "seven" first, then
"mahal" to answer his questions.
You will be told you can pass, walk
north to yet another small room,
and walk straight into the north
wall. You will be transported to
the area where Durin's Axe is kept.
Basically, this is a central area,
looped by a passage. Walk along the
outside passage, TRADEing to each
of the ghosts you meet the item
that it wants. When you have doled
out the three golden items, walk to
the center and use the !SIGN OF
SEVEN word of power. Something will
fall to the floor: pick it up, and
you have regained Durin's Axe!
EXITING MORIA
To exit Moria, you need to find
a long bridge on the far east side
of the first Level. When you've
crossed the bridge, Durin's Bane,
the dreaded Balrog, will appear on
the other side. You will be
referred to many paragraphs in the
book about your doom which is what
will happen if you don't do the
proper thing right now. Don't even
think of fighting the Balrog -- he
will waste you. Instead, USE
Gandalf's Wizard Staff. You will be
treated to a fun sequence in which
Gandalf destroys the Balrog. Once
the Balrog is gone, you will notice
that Gandalf has also disappeared.
I guess he expended himself. You
can now exit Moria by taking the
east passage. At the end of the
passage, you will be attacked by
three Uruks (and you thought you
were through), kill them and save
your game. You have exited Moria,
and are now in the forests of
Lorien.
LORIEN
After exiting Moria, you will be
standing near some ruins. Walk east
a bit, and suddenly the Ringbearer
and another of your party (I lost
Sam Gamgee) dis- appear! They have
been taken prisoner by the Witch
King, and spirited to Dol Guldur.
This sets up your final quest of
the game: rescue Frodo and defeat
the Witch King. But there is a lot
to be done before you can do this,
and the first thing is to meet with
Galadriel, the Queen of Lorien.
Head northeast from here until you
get to a river. Find the bridge
that crosses this river and keep
going east. You will cross another
bridge, and this time an elf,
Haldir, will ask you for
a password. TALK to him, and say
"Elrond." He will take you to the
Golden Wood, the home of Galadriel.
Walk north from Haldir, and you
will see a gate to the east when
you hit a row of trees. This gate
is one of two entrances to Caras
Galadon, a city of elves.
Walk through the gate, and go west
to cross a bridge. Now, walk north
and follow this stream around until
you are told that Galadriel's home
is nearby. Walk directly west and
you will see a large tree guarded
by an elf. This is a flet, and this
one is Galadriel's home. Walk up
the ladder, and you will see
Galadriel and Celeborn. Galadriel
will greet you, and tell you she
will help you out. She also states
that if you find 5 objects for her,
she will give you something. These
items are: the Crown of Elanor,
a scabbard, a silver horn, an
elfstone, and the light of
Earendil's star.
When you talk to Galadriel, she
won't say much except to meet her
at the mirror. You can RECRUIT
Celeborn, and I recommend doing so.
Exit this flet, and head south
until you get to the stream. Walk
south along this stream until you
see the mirror (which looks like
a bird bath, if you ask me).
Galadriel will appear and she will
tell you the fate of Frodo and his
com- panion. Doesn't sound like he
is doing too good. After a lot of
information, you can pick up
Galadriel's key which opens a door
back into Moria.
From here, there are many things
you can do. You can exit Lorien,
and go to Dol Guldur; you can walk
around the city and talk to various
elves for help; you can attempt to
retrieve the five objects Galadriel
spoke of; and/or you can back into
Moria. The route I chose was to
attempt to find the five ob- jects.
I saw no reason to go back into
Moria, but if you missed something
there, this is a good time to go
back. If you don't feel like
finding the five objects, skip to
the last section: "Leaving Lorien."
THE FIVE OBJECTS
The city is really quite large,
and the only thing I can tell you
in your attempt to find the five
objects is to just wander around
and talk to the elves, asking them
about "elfstone," "crown,"
"scabbard," "earendil," and "horn"
for help. Enter all of the flets
you come across: some you can
enter, and some you can't. In some,
you will receive various useful
items from the elves within. Since
you lost two party members, you can
try to RECRUIT another elf; you
should be able to find several who
will join your party.
The order in which I found the
five objects is: elfstone, horn,
scabbard, crown, starlight. From
where you are standing at the
mirror, exit the city by the same
gate you through which you entered,
and walk south until you see Haldir
again. A bit to the east of Haldir
is a large mound known as the
"Mound of Mourning." Walk around
the outside of the mound using
PERCEPTION until you find the
elfstone. From the mound walk west,
crossing the bridge on which you
first met Haldir, until you come to
the first bridge you crossed after
exiting Moria.
From here, you can do two things.
If you talked to some of the elves
in Caras Galadon, you might have
learned that the reason that
Redhorn Pass is blocked is because
of an evil spirit, Caradhas. He is
holding the bird of spring pri-
soner, and freeing the bird will
free Redhorn Pass. If you want to
attempt this quest, skip to the
next section, "Redhorn Pass and
Caradhas," then return here;
otherwise, continue.
Stay on the east side of the
bridge, and go north. You will see
many ruins to the west. When you
can go north no more, and must go
east or west, head a little bit
southwest until you see some ruins.
Walk around the ruins using
PERCEPTION to find the silver horn.
Go back northeast, and go east this
time. You will walk for a while,
until suddenly, you are attacked by
an orc. You have stumbled across
their camp, and they're a bit
steamed. After the orc is dead, an
Uruk will attack. After it is dead,
you will face an Olog-Hai and
another Uruk. After this victory,
the rest of the camp will run away.
From the battle scene, walk
southeast to a swamp. Walk around
the outside of the swamp to the
east until you see a small clearing
to the south. Walk to the clearing,
and you will find out that it is
a sinkhole. Use the CLIMB skill and
GET the Eagle Eye. I was hoping
that by using the eagle eye,
I would get an aboveground view,
but it wasn't so.
Walk south along the river, and
the forest to the west will end.
When it does, head west, getting as
close the tree borderline as
possible. When you see a little
brown patch to the south, go to it
and use PERCEPTION to find the
scabbard. Keep walking west, and
you will get to the second gate
into Caras Galadon.
Go back to the mirror, and from it
walk west-southwest. In one of the
flets here you will find a female
elf who is in love with Legolas,
and because of that she gives you
a Crown of Elanor (don't ask me
why). Go back to mirror and wait
until night falls. When it does
USE, a bottle or wine bottle to
cap- ture the light of Earendil's
star. If you don't have a bottle,
I think you might be out of luck:
I couldn't find any other way to
get the light.
You now have the five objects of
which Galadriel spoke. Now comes
a part that got me a bit
frustrated. Galadriel told you that
when you found the five ob- jects,
you will get something in return.
Well, I tried to TRADE all the ob-
jects to her, but that did no good.
I DISCARDed the objects, but again,
nothing happened. I also tried to
USE the objects, but that didn't
help. I tried TALKing to Galadriel
to see what she would say, but it
was the same old thing about
meeting her at the mirror. I went
back to her flet, but was told by
the guard that I was ready for my
final quest. I finally said,
"enough." I don't know how to get
the object Galadriel promised.
Perhaps I misread the in- formation
she gave me; maybe you will have
more luck. But I did complete the
game without it, so who knows what
the object might have been?
REDHORN PASS AND CARADHAS
At the first bridge you crossed,
go north from it on the west side
of the river. When the river curves
off to the west, go west until you
get to the Misty Mountains. Walk
along the foot of the mountains
until you see the entrance to
Redhorn Pass. Follow the pass until
you get to an impassable snow-
drift. Walk about 3 paces east, and
use PERCEPTION. You may have to try
it in a couple different spots
until you see a cave above you. Use
the CLIMB skill to get into
Caradhas's cave.
This is a very small cave. In one
of the two rooms of this cave you
will see a bunch of bones, and you
can GET the malach-key. The second
room contains a ladder and some ice
ponds. Don't walk on the ponds
since you may fall in and lose some
stamina. Go up the ladder and you
will find Caradhas. Surprisingly,
he is not happy to see you, and
attacks! When you finish off
Caradhas, walk south to find a bird
encased in ice. Have one of your
party USE a torch to free the bird.
He is very grateful, and tells you
that Redhorn Pass is free. Exit
this cave the way you came into it.
To tell the truth, I didn't try to
go west to see if the snowdrift was
still there. According to the bird
it shouldn't be, and you should be
able to get back to Rivendell.
LEAVING LORIEN
When you are ready to leave
Lorien, take the east gate, and
walk east to the river. Along the
river, you will see a dock, and
Galadriel will appear asking you if
you are ready to go. Answer "Y,"
and she will tell you some
information about Dol Guldur, and
she will give you two words of
power and some lembas. The first
word, !OROME, will help you to
capture something or someone that
is hard to get. The second !MELIAN
will help you to counter any
deception you might find along the
way. Also, Galadriel tells you that
a wizard, Radagast, may help you if
you can find him. You are then
taken across the river to make your
final assault upon Dol Guldur.
RADAGAST
Travel west on the road you are
on, and you will soon come to
a north-south intersection. Take
the north road to Radagast's house.
This is a long and twisting road,
and when it ends, walk a bit more
north until you see Radagast's
house. Walk inside; there is
nothing of interest on the first
floor, so take the stairs up.
On the second floor, you will find
three cages. If you go near the
cages and use PERCEPTION, you will
find a lot of animals locked up.
Use PICKLOCK to free them. I don't
know what good this does, but it
makes you feel good, right? (When
I freed the animals, it said that
the wolves on the far wall growled,
but for the life of me, I couldn't
find any wolves anywhere.) Take the
stairs up to the third floor.
On the third floor you will see
Radagast, and a bird that is locked
up in a cage. If you ask Radagast
about "bird" he will tell you that
it is a spy of Sauron. I tried to
free the bird just for the heck of
it, but didn't succeed. You won't
get anymore out of Radagast, so
RECRUIT him. If you have a full
party of 10, get rid of an elf that
you may have picked up in Lorien:
Radagast is a good fighter with
lots of stamina, and his spells may
help you out along the way.
Leave Radagast's house now. When
you leave, you will be told that
the animals in the forest run from
Radagast. I found this to be
strange, and from other players of
LOTR, they said that Radagast
turned into a werewolf on them at
one point in the game. It seems
that this Radagast is a fake, and
the real Radagast is hiding out
somewhere. Radagast didn't turn
into a werewolf on me, so if he
does on you, you found a part of
the game that I didn't get to play.
Follow the road back to the
crossroads.
GOLLUM AND THE FOREST MAZE
Take the south path now, and soon
Celeborn will tell you he's
leaving. At about the same time,
you will run into the vile creature
Gollum. You can either USE a rope,
or the !OROME word of power to
capture him. He agrees to help you
since in the back of his mind he
wants to get his "precious" back.
He (or it) will tell you that you
can't approach Dol Guldur via the
main road, and says he will show
you a secret entrance.
Walk east on the road until Gollum
tells you to get off. Do so
immediately! Following the road any
longer will result in a winged
creature capturing all of you. You
will enter another forest maze, but
unlike the Old Forest maze that you
already went through, this maze is
much easier. There is only one path
through it. You will have to fight
a few spiders here and there, but
soon you will come to an
intersection where one path goes
north, and the other goes east.
If you take the north path, you
will find a statuary where you will
be at- tacked by five lifelike
statues. They are not too easy to
kill, and after they are dead,
you'll find nothing of use. And
when I tried to exit, I was again
attacked. So, I think this path is
just a red herring. Instead, take
the east path, and you will come to
section where the hedges are rather
small. Walk right through the
hedge, and Gollum tells you to go
east to a big stone. The stone is
actually more north than east, but
anyway, when you see a stone
pillar, walk around it until you
find the secret entrance to Dol
Guldur.
DOL GULDUR
Dol Guldur is a fortress that is
composed of ten levels. Inside, you
will fight a lot to get to Frodo
and Sam. Mapping Dol Guldur's
levels isn't really necessary: each
level is actually quite small. Your
ultimate goal is to get to the top
level where you will meet up with
the Witch King. As in Moria, I will
give a level by level description
of Dol Guldur, in the order that
I explored them. I am using level
1 as the lowest level, up to level
10 as the highest. You may want to
skip some of the levels that
I didn't find anything on, but of
course, I may have missed
something. The level descriptions
are only what I found: you may find
more.
LEVEL FIVE
When you first enter Dol Guldur,
you arrive on Level 5. Here you
will find two prisoners of Sauron:
a dwarf who doesn't want much to do
with you, and a human who will join
you if you free him (which
I couldn't figure out how to do).
You will need to kill the Uruk and
the two spiders and then use
PERCEP- TION to pick up the red
key. This key doesn't open the
cells on the level; however, it
will be of use later.
LEVEL FOUR
Taking the stairs down you will
immediately be attacked by three
Olog-Hai's. They are not easy to
kill, but after you have finished
them, head southwest and go in the
entrance. Follow the passage around
(after being blinded twice) and
take the stairs down.
LEVEL THREE
When you enter here, you are
warned that not all is at it seems.
Use the !MELIAN word of power to
put everything back in its proper
place. I couldn't find anything on
this level; there is a staircase
down in the northwest corner.
LEVEL TWO
This is a maze level. Find your
way to the area where you cannot
cross be- cause you are blocked by
a red pit. If you try and cross the
pit, your leader will turn to
stone. I found no way to get across
other than losing at least one
character. I put one of my lesser
characters in the lead, saved my
game, and kept trying to cross
until I lost only that one
character. When you are finally
able to cross, follow the path
around until you see a staircase
down. Walk through the wall east of
the staircase (I know it sounds
stupid) and you will be attacked by
three sorcerers. Kill them to take
the staircase down. When you come
back up to this level, walk south
to the evil eye that is sur-
rounded by walls. When you walk
into it you will be transported to
another area on this level, but
this way you won't have to recross
the pit.
LEVEL ONE
This is the lowest level of Dol
Guldur. From the stairs, walk west
between the fire pits. If you have
Aragorn in your party, he will
think that you are trying to kill
him, and he will abandon the party.
Walk a bit more west and you will
see a cell to the north. Before you
can get there, you are attacked by
a Nazgul. After he dies, you can
GET another malach-key. Walk to the
cell, and USE the malach-key to
free Sam Gamgee. He tells you that
Frodo is being held on the highest
level of the tower. Time to head
back up.
LEVEL SIX
From level 6, you can exit Dol
Guldur if you wish. There is
a small box located near the
southwest stairs. Use the DEVICES
skill to open the draw- bridge.
Before you can exit, though, you
must get through some orcs. You are
then shot twice with some arrows
which further lowers your stamina.
When you exit Dol Guldur, you are
informed that a Nazgul is going to
finish you off, but none attacked
me. If you go west from the
entrance, and then north following
the outside wall of Dol Guldur, you
will soon see a keep off to the
west. The entrance to the keep is
to the south. I found nothing of
interest on the first floor, take
the stairs to the basement. There
you will find two Troll statues,
and one of them is mumbling
something about needing some power.
I searched the basement for any
kind of a switch or something, but
I didn't find a thing to bring the
Trolls to life. I also tried some
spells and words of power without
luck. They probably would have just
attacked me, anyway. So, the keep
was a dead end.
Back on level 6 of the tower, in
one of the rooms is a slave orc,
Juithrech. If you ask about
"prisoner," he will tell you where
they are being held, but you
already knew that. I searched some
of the other rooms, but after
meeting six Uruks in about every
one, I finally gave up and took the
staircase up to level 7.
LEVEL SEVEN
This level contains a large center
section surrounded by a several
smaller rooms. In the center area,
you will see a red carpet that
leads to a throne to the north.
Before you get there, you are
attacked by a sorcerer and three
Uruks. After dispatching them,
I searched the throne but found
nothing.
LEVEL EIGHT
We are reaching the top of Dol
Guldur, which is evident since you
are walking around at the top of
the castle. Walk east from the
stairs and kill the four orcs that
attack you. You will find the
entrance to the center section on
the east side. When you enter,
I recommend taking the southern
hallway, since in the northern one
you will be attacked by five
humans. Taking the south hall, you
will be confronted by a single
human. Answer "Y" to his question,
and defeat him. He will tell you
that he hopes you fail (big
surprise there). The stairs to
level 9 are to the west.
LEVEL NINE
This is also a level with a main
center section surrounded by two
hallways. If you attempt to go
north on the red carpet, get ready
for a hairy battle with an
Olog-Hai, a sorcerer, and a Nazgul.
After this battle is over, you can
approach the throne, but, again,
I found nothing! The stairs up are
at the northeast corner, but you
can't get up them because of an
invisible lock. Time to USE the red
key you found. Take the stairs up
to level 10.
LEVEL TEN AND ENDGAME
You will finally come into
confrontation with the evil Witch
King himself. He is attempting to
fly off with Frodo. Use the
!THORONDOR word of power, and
a group of eagles will attack the
Witch King. He can't fly away now,
but he is ready to fight. After
a lengthy battle, you have finally
completed the game! You will be
treated to a fun endgame sequence
telling you what is going on in the
world since you got the ring back.
Also, we are told that the game
will be picked up in the second
volume of LORD OF THE RINGS: THE
TWO TOWERS. Now, that's something
to look forward to!