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THE LORD OF THE RINGS - SOLUTION - TYPED BY VAXALON - 1994 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PART 1 (played as Frodo) ~~~~~~~~~~~~~~~~~~~~~~~~ Open the drawer, chest, cupboard and door, take one of the canvas backpacks and put into it the matchbox, bottle and food. Go east, then south to the main highway, the west until you reach the turn-off for the town hall. Go north and then east to meet the Mayor. Now go west, south, west and west to enter the Mathom House (if the guard refuses you entrance, just WEAR RING and go west). In here take the book and the candle. Then go west until you are back at the highway outside your cottage, then go east, north-east, north-east, south-east, south and east (through the yellow door) to find Merry. EAT MEAL until it's finished and go west and north. If there are no riders about go east and then south-east into the forest with the trees that move. If the riders are present then go north, south, east and south-east into the forest (moves east and west are fatal when the riders are about, but others are usually safe until they've gone). In the forest you need to remember two locations, the wide glade and the grassy glade. To pass from the wide to the grassy you need to go east, so just type WAIT and then EAST until the trees let you pass. In the grassy glade it's the same, except that you want to go south-east to find the hilltop. At the hilltop go south to the riverbank then north-east to the willow. At this point your companions should fall asleep, so go north-east to Tom Bombadil and SAY TO TOM "HELP". Now return to the willow and WAIT. As soon as they are free go north-east to Tom's and EAT MEAL until it's finished. Thank Tom then go east until you meet the Barrow Wight. Now tell your companions to take a sword each, then WEAR RING and go east. At the gate, TAKE OFF RING and KNOCK. When asked, SAY TO GATEKEEPER "FRODO" and then SAY TO SAM "GO SOUTH-WEST AND OPEN RED DOOR". Once sam has gone go south-west and then south into the store. Here take all the food supplies and then SAY TO SAM "GO NORTH AND KILL A BLACK RIDER". Do the same with Pippin, and when Sam returns tell him to do it again. WAIT until they both return and then go north and west and SAY TO STRANGER "HELLO". Now WAIT for Strider to leave, then FOLLOW STRIDER and continue to do so until you find the flat stone. READ STONE and WAIT, then Strider will go off again so FOLLOW STRIDER once more until you reach the Fortress Of Fornost. Here WAIT until the Starling talks to Strider and then FOLLOW STRIDER back to the gate. Now WAIT twice and them go east, WAIT twice more and go east again. Around this point the Black Riders should enter, so go north and then east to the bare hilltop and WAIT five times. Now go south and FOLLOW STRIDER. At the bridge Strider will stop, so SAY TO STRIDER "GO EAST" (you will have to do this at least twice). When he agrees to follow you, go east until you can go no further and Part One is complete.
NOTE REGARDING BLACK RIDERS: This solution depends on timing to avoid the Black Riders, but the 'correct' way to pass time is to use the pale green jewels. The following routine should enable you to learn the words needed to release their powers: Go to the lake, then w, w, s, sw, s, e, ne, sw, w, s, to locate the Monk who will tell you what to do next. Then go n, w, n, w, s to locate the Green Knight. Attack and defeat him and make sure you take the Broken Medallion that he leaves behind. Then back to Monk, then, n, e, se, to locate the Red Lady, kill her and take her medallion. Return to monk and you should be allowed to pass through the stone door to the south of him, where you will find yet another door. Knock and wait until Radagast answers and he should give you the scroll with the magic words on. Now whenever you encounter the Black Riders, make sure that Frodo, Pippin and Sam are carrying one jewel each and type in magic words to get rid of Riders. Give any spare jewels to Merry to carry.
GENERAL TIPS 1)Keep up your strength by eating at regular intervals. 2)If the riders enter the same location as yourself, go any direction bar east and west. 3)Elfstones can be found in the willow (Pippin will be carrying them when he is rescued), at the top of a tree that can be climbed by Hobbits and in a plant pot (TAKE THE PLANT and EXAMINE POT). 4)If you ever visit farmer Maggott's farm, just WAIT three times when dogs arrive and all will be well. 5)If you must go via the tunnel, then light the candle before you enter it (OPEN MATCHBOX, LIGHT MATCH, LIGHT CANDLE WITH MATCH). 6)If you want to use the ferry than take it in turns to wind the handle. 7)If you really want to live like a Hobbit, then you need to get the pouch and a pipe. Now OPEN POUCH, FILL PIPE and LIGHT MATCH (as before). Then LIGHT PIPE WITH MATCH and enjoy a good smoke of the pipeweed.
PART 2 ~~~~~~ Go north-east and north and you should encounter a small brown pony, then go south-west to meet Glorfindel. Talk to him and he will tell you that he has been sent to guide you. Go south and then east, then RIDE STALLION and SAY TO STALLION "GO EAST" as soon as you see the Black Riders approaching. Continue east until you have crossed the ford, then GET OFF STALLION and WAIT until your companions appear. Go east to Elrond's courtyard, then north and east until you meet Bilbo. EAT MEAL until it's finished, then FOLLOW BILBO to his bedroom. WAIT for him to speak, then SAY TO BILBO "NO" and repeat until he gives you the sword. Then WAIT and he will also give you the Mithril Shirt. WEAR SHIRT then go west, east, south, west to meet the council of Elrond. When the meeting is over and you are assembled outside, WAIT and the pony will be laden with supplies. Proceed south, south, south-west, south-east and then WAIT again. Go south-east and WAIT. Go south-west and WAIT yet again. Now take Strider's advice and EAT. Then go south-east and at this point distribute the bundles of cakes amongst the company (e.g. SAY TO BOROMIR "TAKE CAKES"). Go east until you encounter the outline of a door upon the rock, EXAMINE DOOR and then SAY TO DOOR "FRIEND". At this point you will be grabbed by the tentacle (ouch!), so ATTACK TENTACLES and when they release you, go east. In the mines, go u, e, e, e, d, d, w, w, w, d, and you should be in a corridor (but see note 2). PUSH HORSE and the slab will open, so now go east, e, e, u, and east and you should be in a room with a book and a stone block in it, along with a pile of armour. READ BOOK and EXAMINE BLOCK in order to hear a noise in the corridor. WAIT and when they enter, ATTACK ORCS. Now go east and WAIT. When Gandalf talks to you, go east and LIGHT CANDLE WITH MATCH. Go down, d, s, d, south until you enter the square room. If all the party are not with you, you can backtrack at this point to round them up. When all are present, s, d, and then proceed east until you get to the bridge. WAIT on the bridge and Gandalf will tell you to flee, so go east until you emerge into Dimrill Dale then WAIT and FOLLOW GIMLI. Now head south-east until you arrive on the eastern bank of the Nimrodel. When the elf enters, WAIT, then proceed east to the river. Here the best policy is to SAY TO ELF "HELP" and then SAY TO GIMLI "GO NORTH-WEST". When he has gone, you must go north-east over the rope and then WAIT. Now go west and WAIT again. When the doors have opened, head east to the tree and then go up, then SAY TO GALADRIEL "HELP". When she has replied, climb down and go west to the bridge but do not cross it. Now go south until you reach the banks of the Anduin river and your quest is complete.
NOTE: 1)There are many other incidents and happenings along the way, this is just one solution, but it is impossible in a game with so many variables to include a comprehensive guide to everything. If you have managed to get through the game once, however, you should then be able to go back and explore the complexity of it some more. 2)If the route given above when entering the mines doesn't work, try instead going up, e, e, e, d, d, w, d, s, d. 3)If Gimli insists on killing the Tactiturn Elf then you can either send him away or else try to take his axe from him. 4)The above solution relies on timing to avoid the black riders, as follows: After the Starling has talked to Strider, return to the gate of Bree and WAIT twice, then go east and and WAIT twice more. Now go e, n, e, e, and WAIT five times before heading south then east over the bridge. In case of problems, just try varying the number of times you WAIT in each place until you find the correct sequence to enable you to pass over the bridge in safety.
LORD OF THE RINGS (Melbourne House) ----------------------------------- Walk Through by Dorothy Millard (Spectrum Versions)
Notes 1. There are other ways of completing the adventure and doing things, this is but one. 2. There area number of random elements in Lord of the Rings, so the following walk through may need some slight adjustments. 3. If you find you are unable to pick something up it could be because you are tired, weak and hungry. The solution is to eat some food or drink some wine. 4. Make sure you SAVE very often.
PART 1 (Played as Frodo) ------------------------ (Start at Frodo's house), READ NOTE (on the noticeboard "See you at Rivendell, Gandalf"), EXAMINE PIPPIN, EXAMINE SAM, EXAMINE MERRY, OPEN CHEST, GET ROPE, PUT ROPE IN BACKPACK, OPEN CUPBOARD, GET BOTTLE (of wine), PUT BOTTLE IN BACKPACK, GET FOOD, PUT FOOD IN BACKPACK, OPEN DRAWER (leave the pouch and pipeweed as you don't need them), GET MATCHBOX, PUT MATCHBOX IN BACKPACK, GET MAP, READ MAP, PUT MAP IN BACKPACK, SAY TO PIPPIN "GET BACKPACK", SAY TO SAM "GET BACKPACK", OPEN GREEN DOOR, E (into garden).
S (to broad paved highway), W, W (grassy square), N (town hall), E (mayor's office where you meet the mayor), W, S, W (you are at the entrance to the Mathom house where you see a hobbit guard), WEAR RING (now invisible), W (into a large hall), TAKE OFF RING, GET CANDLE (stub), READ BOOK (tells about elfstones), E, E, E, E, E, NE, NE, SE (top eastern bank of river - going this way avoids the black riders at the bridge), S (to wooden landing stage), OPEN YELLOW DOOR (if it isn't already open), E (into cottage - Merry and a meal are here), SAY TO PIPPIN "GIVE MATCHBOX TO ME", OPEN MATCHBOX, TAKE MATCH, LIGHT MATCH, LIGHT CANDLE WITH MATCH, EAT MEAL, OPEN YELLOW DOOR (if it isn't already open), E (to an entrance to a dark tunnel), GIVE CANDLE TO SAM (or whoever is last to follow you, otherwise one of the hobbits may get stuck in the tunnel), E (going west under a high hedge - your friends should join you).
E (to a mossy place in the old forest where the trees appear to move), SE (keep trying SE then WAIT until you arrive at a stony place in the old forest), E (keep trying E then WAIT until you reach the base of a tall tree), SAY TO SAM "CLIMB TREE", WAIT (until he returns telling you there is a town southeast of here and holding the green jewel - note he has been known to climb the tree twice so be patient), EXAMINE SAM (to make sure he has the jewel), N (flowery glade), SE (keep trying SE then WAIT until you reach the grassy place), SE (keep trying SE then WAIT until you reach the bare hilltop), WAIT (if necessary for your friends to assemble which may take a while if one was a bit slow or was caught by the trees), S (you are on a path by the river).
EXAMINE SAM (to check he is still carrying the lighted candle), NE (beside a huge old willow - as you enter an incredible sleepiness spreads over Pippin, Sam and Merry... while they rest the fissure opens and closes around them), NE (to cottage where you meet Tom), SAY TO TOM "HELP" (he says to show him the problem), SW (to willow - Tom follows), SAY TO TOM "HELP" (he opens the fissure and invites you to his place for supper... your companions will have found two jewels in the willow by the light of the candle), N (paved highway - note if you meet the black riders it is safe to go north or south but east and west are fatal), S (back to Tom's cottage), WAIT (if necessary until a nourishing meal is on the long table), EAT MEAL (your companions eat also), EAT MEAL (again), GIVE MATCHBOX TO SAM, DROP MATCH (the broken one... you should now only be carrying the ring and backpack), THANK TOM.
WEAR RING (this prevents your companions following you as they can't see you), E, E (barrow entrance), TAKE OFF RING, E (into a large underground gardening shed), GET PLANT (out of the clay pot), EXAMINE POT (it contains a pale green jewel), GET JEWEL, DROP PLANT, E, E (dank hollow surrounded by fog... when you awake you find yourself in a large room containing the barrow-wight and four swords), TAKE SWORD, TAKE SWORD, TAKE SWORD, TAKE SWORD (you may be lucky enough to get all four swords but if not two or three will do), WEAR RING (to get past the barrow wight), E (to great wooden gate), TAKE OFF RING, NW (to broad paved highway through flat savanna), SW (back to Tom's house), GIVE SWORD TO MERRY, GIVE SWORD TO PIPPIN, GIVE SWORD TO SAM (if you have enough but make sure you keep one yourself), EAT MEAL (once more before you set off).
N, W, W (eastern bank of river), N (high rocky outcrop), NW (clifftop), SW (sandy beach of the lake), SAY TO MERRY "SWIM LAKE" (a watery tart yells "Get out of my boudoir" and throws something before sinking back into the water), SAY TO MERRY "CLIMB OUT OF LAKE" (repeat if necessary until he does - he will have picked up two more jewels), W (grassy bluff), W (grassy plain), S (glade), SE (grassy paths in the Tower Hills), E (winding grassy path), W, NE (glade at the edge of a thick hilly forest).
SW (foothills in Blue Mountains), W (Blue Mountains), S (to monastery where a monk says that to go to Radagast, who is learned in the ancient lore, you most prove yourselves worthy... you must go first to the knight to the west then the lady to the east... he says to return here when you have completed your quest), N, W, N (to the deserted town of Harlond), GIVE JEWEL TO MERRY, DROP SWORD (so you have enough strength left to take the food), SAY TO SAM "GIVE FOOD TO ME", EAT FOOD (now strong enough to pick up the sword as well), GET SWORD, WEAR RING (so your companions don't follow in case they are injured by the green knight), W (rocky promontory), S (tall green tower where you meet the green knight), DROP RING (otherwise it becomes heavy and you become too weary), KILL KNIGHT WITH SWORD (his defence is too strong), KILL KNIGHT WITH SWORD (his defence is too strong and you need a meal), KILL KNIGHT WITH SWORD (you're so tired you can barely stand... smiling the green knight disappears and a broken medallion drops to the ground), EAT FOOD (so you are strong enough to get the ring and medallion), GET RING, GET MEDALLION, N, E (you rejoin your companions).
S, E, E, SE (to red tower where you meet a red lady who invites you into her tower), EXAMINE LADY, SAY TO LADY "NO", (repeat until she disappears leaving a medallion on the ground), GIVE JEWEL TO PIPPIN, EAT FOOD (so you are strong enough to pick up the medallion), GET MEDALLION, NW, W, S (back to monastery where the monk says you have proved worthy and may go through the door), OPEN DOOR, S (you are outside the observatory), OPEN DOOR (the small white door is locked), KNOCK ON WHITE DOOR (repeat until Radagast opens it), S (into observatory), TAKE SCROLL (Radagast tells you that elfstones can be used to destroy the undead by using the words on the scroll... he also give you a pale green jewel), D (outside observatory).
N, N (Blue Mountains), E, NE, N (winding grassy path), E, N, N, N, N, E, S (sandy shore of lake), S (crossroads), E (broad paved highway), E, S (grassy glade), E (you are hungry but hang-on because you will get a meal at the farmhouse), SE (western edge of farm), E (farmyard where you see wolvish-looking dogs), WEAR RING (to get past the dogs), N (farmer's kitchen), TAKE OFF RING (Mrs. Maggot greets you), SAY HELLO (she provides you with a meal), EAT MEAL, THANK MRS MAGGOT, S (farmyard), W, NW (thick part of forest - save your position here, as if you meet the Black Riders in the next location the game will end), WAIT (to let the Black Riders pass), N (gloomy cutting), W, NE (woody grove), NE (high rocky outcrop - save again), SE (eastern bank of river), E (broad paved highway), E, S (Tom's Cottage - to avoid the Black Riders), N (if you meet the Black Riders return south then WAIT before going north again), SE, SE (great wooden gate).
KNOCK ON HATCH (the gatekeeper asks your name), SAY TO GATEKEEPER "UNDERHILL" (the gate swings open - note if you say Frodo or Baggins he will call for the Black Riders), GO GATE (to cobbled square in Bree), OPEN DOOR, S (general store where you see a variety of food), EAT FOOD (it is now finished), TAKE BANANA, TAKE PUMPKIN, SAY TO SAM "PUT MATCHBOX IN BACKPACK", SAY TO SAM "GET CELERY", SAY TO SAM "PUT CELERY IN BACKPACK" (leave the capsicum, marzipan and bag, N, W (Prancing Pony Inn where Barliman asks your name), SAY TO BARLIMAN "UNDERHILL" (he says he'll try to find you a room), W (small room), E (Barliman tries to give you a letter but you are carrying too much), EAT BANANA, SAY TO BARLIMAN "GIVE LETTER TO ME" (he gives you the letter), READ LETTER (tells you that Strider can be trusted).
EXAMINE STRANGER, SAY TO STRANGER "HELLO" (it's Strider), WAIT (Strider says to follow him and goes east), E (cobbled square), WAIT, FOLLOW STRIDER (great wooden gate - watch out for the Black Riders though and if necessary go north or south to avoid them - Strider will wait for you), FOLLOW STRIDER (marshes), FOLLOW STRIDER (leafy path), FOLLOW STRIDER (paved path through standing stones), FOLLOW STRIDER (paved path), FOLLOW STRIDER (gloomy dell), FOLLOW STRIDER (bare hilltop surrounded by a circle of standing stones), SAY TO PIPPIN "GIVE JEWEL TO STRIDER", SAY TO MERRY "GIVE JEWEL TO STRIDER" (Strider leaves), EXAMINE STONE (written on the large flat stone is a message written in charcoal from Gandalf).
FOLLOW STRIDER (gloomy dell), FOLLOW STRIDER (paved path), FOLLOW STRIDER (paved path), FOLLOW STRIDER (broad leafy path), FOLLOW STRIDER (marshes), FOLLOW STRIDER (foot of mountain), FOLLOW STRIDER (overgrown ruins where a bright-eyed starling alights on Strider's shoulder), SAY TO MERRY "GIVE JEWEL TO STRIDER" (the starling gives Strider a message that Radagast the Brown is willing to help), FOLLOW STRIDER (wooden gate - note he should be carrying three jewels and you and two of your companions should be carrying ONE jewel each), FOLLOW STRIDER (broad paved highway where you are beginning to feel tired - look out for the Black Riders), N (to avoid the Black Riders but this lands you in the marshes), WAIT (you will be getting hungry again), SAY TO SAM "DROP CELERY", EAT CELERY, SW (takes you to the wooden gate), READ SCROLL (see the saying "O Elbereth Gilthoniel"), E (broad paved highway), WAIT (if necessary until the black riders appear), SAY "O ELBERETH GILTHONIEL" (using magic the elfstone is destroyed and a black rider is gone, Merry does the same, Pippin does the same - note if you had been carrying more than one of the elfstones (or jewels) when you use the scroll you would have been killed).
FOLLOW STRIDER, FOLLOW STRIDER, FOLLOW STRIDER (bank of swift river spanned by the stone bridge), FOLLOW STRIDER (stone bridge), EAT PUMPKIN, SAY TO STRIDER "GIVE JEWEL TO ME", SAY TO STRIDER "GIVE JEWEL TO SAM", SAY TO STRIDER "GIVE JEWEL TO MERRY", E, WAIT (if necessary until you meet three black riders), SAY "O ELBERETH GILTHONIEL" (using magic the elfstone is destroyed and a black rider is gone, Sam does the same, Merry does the same - CONGRATULATIONS, Your courage and ingenuity have brought you to the end of part 1, but far worse lies ahead on your quest).
PART 2 (Played as Frodo) ------------------------ (Start on a broad stone paved highway - don't go east yet), NE (trollshaws), N (see a pony which will follow you), EXAMINE PONY (being worn by the pony is a large pack), SE (by large stone door), S (musty cave where you see a shirt of mithril mail), GET SHIRT, N, E (edge of clearing), NW, SW (a beautiful white stallion is here), RIDE STALLION, SAY TO STALLION "GO SOUTH" (west bank of river ford where you are chased by the black riders), SAY TO STALLION "GO EAST" (middle of the ford with the riders right behind you), SAY TO STALLION "GO EAST" (to east bank of river ford - the icy waters rise up in one great wave and smash down upon the nine riders... they are washed downstream - it is now necessary to retrace your steps to find your companions), SAY TO STALLION "GO WEST', SAY TO STALLION :GO WEST" (back to west bank of river ford where you will find your companions), SAY TO STALLION "GO EAST" (your companions should follow), SAY TO STALLION "GO EAST" (east bank of river ford and your companions should now be with you).
GET OFF STALLION, E (beautiful valley), E (Elrond's courtyard), N (great and noble hallway where a messenger informs you that Elrond awaits you in the great hall but don't go there quite yet), E (hall of fire where you see a hearty meal and Bilbo), EAT MEAL (note this meal never seems to run out so you can return and eat again), EXAMINE BILBO (he says to follow him as he has something for you), FOLLOW BILBO (hall), FOLLOW BILBO (narrow passage), FOLLOW BILBO (Bilbo's room), WAIT (Bilbo says he has some gifts for you but first he wants the ring), SAY TO BILBO "NO" (he asks for it again), SAY TO BILBO "NO" (he is becoming agitated), SAY TO BILBO "NO" (he gives up and gives you a small sword), GIVE SHIRT TO BILBO (he gives you a glowing one back), WEAR SHIRT, E, S.
W (Great Hall of Rivendell where you meet Boromir, Elrond, Legolas, Gimli and Gandalf - all the great, wise folk of Middle Earth are here to advise you and aid you on your quest... the ring must be taken across the misty mountain and then into the very heart of Mordor and cast into the crack of doom in the volcano Orodruin... the next day you are within Elrond's courtyard), WAIT (Elrond loads the shaggy brown pony with supplies), N, E (hall of fire), EAT MEAL, W, S (back to courtyard ready for your journey).
S (beautiful valley), S (among ruins in the low foothills of the Misty Mountains), SW (bleak hills), SE (redhorn gate - you now have the choice of proceeding through the blizzard or through Moira, both routes will get you to Dimrill Dale), EXAMINE PACK (on the pony - contains three bundles of brown cakes - note as you may lose the pony when traversing either the blizzard or the Moira route it is a good idea to distribute the contents), GET CAKES, SAY TO SAM "GET CAKES", SAY TO MERRY "GET CAKES"
THROUGH THE BLIZZARD E (steep snow encrusted path), GET FIREWOOD, SE (narrow track), E (brink of huge glacier), E, E (eastern edge of great glacier), NE (snowfields), E (blizzard where without warmth you will die), DROP FIREWOOD, SAY TO PIPPIN "OPEN MATCHBOX" (or whoever has it), SAY TO PIPPIN "TAKE MATCH", SAY TO PIPPIN "LIGHT MATCH", SAY TO PIPPIN "LIGHT FIRE WITH MATCH" (the flames keep the blizzard at bay), E, E (narrow snow-bound path - note south is a cave containing another bundle of firewood, but you won't need it unless you need to retrace your steps), SAY TO PIPPIN "GO EAST AND EAST AND WAIT AND WAIT AND WAIT" (this is to give him the best chance of getting through the avalanche up ahead), SAY TO MERRY "GO EAST AND EAST AND WAIT AND WAIT", SAY TO SAM "GO EAST AND EAST AND WAIT", E (there is an avalanche and several of your companions are killed), E (pathway which leads to a grassy slope where you should meet Sam, Pippin and Merry), SE (edge of clear lake), SE (Dimrill Dale)
THE MOIRA ROUTE SW (bottom of a low round hill), SE (valley), E (crumbling pathway beside an evil lake), E (outline of a door on the rock), EXAMINE DOOR ("Speak friend and enter"), SAY TO DOOR "FRIEND" (door swings open), WAIT (if necessary until tentacles grab you and drag you towards the water), ATTACK TENTACLES WITH SWORD (your companions come to your rescue), E (bottom of stairs - the doors slam shut behind you), UP (top of stairs), E (twisting passageway), E (arched passageway), E (bare room maze), DOWN, DOWN, W, DOWN, S, DOWN (corridor with stone heads), PUSH HORSE HEAD (slab opens), E (corridor), E (lofty corridor), E (fork), UP (northern end of huge passageway - you are feeling hungry), EAT BROWN CAKES.
E (large square room where there is a stone block with an inscription and a book), EXAMINE BLOCK (you read the inscription and hear a noise in the corridor), EXAMINE BOOK (tells of fierce battles with orcs), WAIT (until orc chieftain enters), ATTACK CHIEFTAIN (your companions help and Gimli cleaves his skull with the battle axe - Gimli is hungry and tired), EAT CAKES, E (stairs), WAIT (Gandalf shouts to flee), E (bare room), LIGHT CANDLE WITH MATCH (or ask whoever has the candle to do so), DOWN, DOWN, S, DOWN (square room - note if all your party are not with you, you can backtrack at this point to round them up - when everyone is present), S, D (Dimrill Dale).
FROM DIMRILL DALE SE (beside a cool river), SE, SE (east bank of Nimrodel where you meet the Taciturn Elf who will join your party), EXAMINE ELF, E (forest path), E (base of a tall tree), E (river), SAY TO TACITURN ELF "HELP" (a rope is thrown across the river), SAY TO GIMLI "GO NORTHWEST" (if he is with you), NE (over the rope to the eastern bank of the river), SAY TO TACITURN ELF "HELP" (he leads you through many twisting paths to a great bare hill), EAT CAKES (to ward off the ever present hunger), E (beautiful forest of tall pines), S (fragrant grove where a meal and a drink are waiting for you), EAT MEAL, DRINK, W (edge of a round clearing), N (western edge of white bridge), E (the city gate is closed), SAY TO TACITURN ELF "HELP" (he knocks on the city gates which open), E, E (walled compound).
E (base of huge tree), UP (you are in a wide pavilion of great beauty where two thrones are formed by woven branches - you meet Galadriel), EXAMINE GALADRIEL, SAY TO GALADRIEL "HELP" ("What would you ask of me," she says), SAY TO GALADRIEL "HELP" (she says "We shall help as we can"), DOWN, W, W, W (through city gates), S, S, S (by the banks of the Andvin River where all is ready for your departure... Galadriel gives you and your companions presents... as you sail down the river the words of the party ring through your head).
CONGRATULATIONS for you are truly a master adventurer. We know that you will not fail in the adventures still to come your way.
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