The Hobbit manual
the hobbit ----------- INLAY CARD TEXT CONGRATULATIONS Congratulations! You are about to play the most sophisticated game program yet devised for any microcomputer. Melbourne House in association with the Tolkien Estate are very proud to be able to present to you THE HOBBIT, an amazing program based on J.R.R. Tolkiens brilliant fantasy novel. In THE HOBBIT program, you take on the role of Bilbo, the hobbit. You will be able to roam freely throughout Middle Earth, explore and discover this wonderful enchanted land. You will meet all types of creatures, some friendly, others much less so. Your adventure will be dangerous and exciting - it will be up to you to face the challenges which confront Bilbo. If you are unfamiliar with Hobbits, you should know that hobbits are a little people, about half ouor height, and smaller than the bearded dwarves. Hobbits have no beards. There is little or no magic about them. For a fuller description you will have to read THE HOBBIT, but this description should be enough for you to realise that most other creatures you will meet in this adventure, including dwarves, will be bigger and stronger than you. You will therefore need to exersise all your cunning and skill to survive. At the point where this Adventure commences Gandalf, who is a wizard, has talked you into entering a new and exciting adventure to help out Thorin, the dwarf. Your mission is to seek out the evil Dragon and return the treasure he hoards back to your home and place it for safe keeping in the chest. As a secondary mission, you must look out after Thorin and protect him. Should he be killed during the adventure, it is most unlikely you will be able to survive the dangers ahead of you on your journey! Best of luck Bilbo: may you return with wonderful tales to tell on a cold evening in front of a log fire. COMMUNICATING WITH THE COMPUTER The computer in this Adventure acts as a go between for you. You tell the computer inplain Inglish exactly what you want to do, and the computer will translate that request and execute it. The computer will also be your source of information about where you are, what you can see and what the other creatures in the adventure are doing. If the computer is not sure of something you meant, or if there is any ambiguity about what you said, it will come back to you with queries asking for clarification. The computer has a large vocabulary - it knows over 500 words, and it can perform over 50 different actions (made up by over 30 verbs listed at the back of this booklet, combined with over 10 prepositions) so it is capable of very sophisticated communication. The use of plain INGLISH allows you to enter your instructions in normal sentences. The Screen Display The screen display has been divided into two "windows" - The bottom five lines of the screen is your "communication window" with the computer. Everything you type will be shown here in capital letters, and this part of the screen will scroll independantly of the rest of the screen. If doe some reason there is confusion about what you typed in, the computer will prompt oyu in the same "communication window" area. An obvious example is where you mistyped a word, such as DOOR - the computer would return with the prompt - I don't understand the word "DOR". Other messages will also be printed here when the computer is not able to execute what you typed in. The rest of the screen is the "Adventure window" - this is where you will be able to find out what is happening in the adventure, what you can see, and so on. The "Adventure window" is shown on the screen in upper and lower case. Every action that you take is also printed on the "Adventure window" (usually in more detail than what you entered!) Any action that takes place, whether performed by you or one of the other characters will be shown: You take the short strong sword. Thorin examines the curious map. Descriptions of the locations, objects, what is in the objects, and so on, is also shown on the "Adventure window". The "Adventure window" scrolls independantly of the bottom screen. Usually what happens will be able to be printed on screen without losing anything. Occasionally, such as if you have typed in many sentences at once, or if there is a lot of action going on, the information will take up more than one screen full. The screen scrolling speed is slow enough to be able to be read at normal reading speed. You may however want to examine a particular message more carefully - holding down any key will stop the scrolling. Taking your hand off the key will return to normal scrolling speed. GENERAL CONCEPTS FOR THE HOBBIT ADVENTURE THE HOBBIT Adventure is an adventure simulation where you have to instruct Bilbo on what to do in various situations. The map of WILDERLAND, where the action takes place, can be found in the book of THE HOBBIT, and over 50 of the locations described in the book are represented in this Adventure. On first entering a new location, the computer will give you a full description of where you are, and what the p[lace looks like. You will also be given a list of the visible exits from where you are. It is a good idea to draw a map of the way the different locations connect to each other, should you need to go back or if you should get lost. The second time you arrive at any location, the computer will give you only a short description of where you are. If you want a complete description again, you can obtain it by asking the computer to have a look around. It's that simple. On your adventure you will find many strange and wonderful objects. Some may have magical properties, while other may not be what they first seem to be! Some can be sued as weapons, others can be be eaten, and so on. There are however certain general laws of physics inWilderland that must be obeyed: * You cannot lift any object that is too heavy, or, if you are carrying too much, lift another object if that would mean carrying too heavy a load. The same obviously applies to all other creatures in the adventure, but as they are likely to be stronger than you are, they may be able to lift things you can't. * You do not have to be carrying an object in order to be able to use it. For example, if there is a sword lying on the ground, you can say KILL THE GOBLIN WITH THE SWORD The major exception is if the sword (or any other object you want to do something with) is carried by someone else - as everyone else is stronger than you, they won't let you take anything they are carrying. * Some objects can act as containers - for example, sacks, barrels, and so on. You cannot put an object into a container if it's too large to fit, nor can you put in or take out any objects if the container is closed. * Some containers may be transparent, while others not. You will be able to see the contents of any transparent container but if it is not transparemt, you will not be able to see inside it unless you open it. * Liquids behave just like liquids - this means that you can't carry them around without putting them in a container; if the container breaks the liquid spills to the ground, and so on. * Some things may be locked - doors are an obvious example, but so many windows, secret caches, and so on. To unlock them you will need the right key. * Some things are breakable, and you must be careful in how you handle them. In other cases, you may want to deliberately break an object. Be careful what you try to break things with, because you may find that trying to break a door with a bottle, for example, will result in the bottle being broken instead! * Fighting makes you weaker, as it requires so much energy. You will need to eat regularly to get your strength back, as otherwise you may find yourself too weak to lift even the smallest object. Be warned though - don't be a glutton. THE RULES OF INGLISH With the help of this program, your program is now able to talk to you in INGLISH. What's more, woul will be able to talk to the computer in INGLISH, and it will understand what you say! INGLISH is the most sophisticated natural language recognition program yet developed on any microcomputer, and Melbourne House are very proud to be able to bring this implementation to you in THE HOBBIT program. The rules of INGLISH are simple - you probably already know INGLISH without even being aware of it. * Each sentence must have a verb. As a minimum sentence, you can have just the verb. For example: RUN CLIMB WAIT These sentences are all fine. The meaning of the verbs may be altered by the use of adverbs, such as RUN QUICKLY or VICIOUSLY BREAK THE DOOR * Normal grammar applies, and the order of the different parts of the sentence is not critical. For example, the following two sentences are both valid, and both have the same meaning: WITH THE SWORD CAREFULLY ATTACK THE TROLL ATTACK THE TROLL CAREFULLY WITH THE SWORD. * Adjectives which describe objects must come before the noun. If it sound right, it probably is right. OPEN THE GREEN DOOR is right. but OPEN THE DOOR GREEN is not. This is pretty obvious. If it sounds odd to you, you can be sure the computer is likely to think so too. * Prepositions, such as WITH, UNDER, ON, OFF and so on, usually come before the noun in INGLISH: ATTACK WITH THE SWORD. PICK UP THE GOLD. There are some verbs where the preposition could go before or after, or where the more natural sounding sentence is with the preposition last. For example in: TURN THE LIGHT ON. PICK THE GOLD UP. These are also acceptable. Use of AND You can use the word "AND" in all its normal meaning in INGLISH! This means, among other things, that you can enter more than one sentence at a time. The following sentences illustrates different meanings of the word AND: TAKE THE LAMP AND THE ROPE OUT OF THE BARREL. DROP THE SHORT AND THE LONG SWORDS. TAKE THE MONEY AND RUN. With the use of INGLISH, your computer will be able to understand all the sentences correctly. Punctuation Different sentences should be separated by some sort of punctuation - use AND, commas, semi-colons, and full stops as you normally would. The only limitation placed by the computer on how many sentences you can enter at one time is a total limit of 128 characters. Of course, keep in mind that each time you do something, the other creatures may also decide to do something and you could end up with some unexpected results if you enter too many commands at once. Using ALL, EVERYTHING and EXCEPT It may not be convenient for you to enter the description of every object in the room if you should wish to pick everything up. Therefore you can generalise by the use of ALL, EVERYTHING and EXCEPT, just as you normally would. You may qualify what you actually want to manipulate - in other words you can say ALL DWARVES, or you can say EVERYTHING EXCEPT GREEN BOTTLES. The following are examples of valid sentences: EAT EVERYTHING OPEN ALL EXCEPT THE GREEN BOTTLE. BREAK ALL BOTTLES EXCEPT THE GREEN ONE. Limitation of INGLISH * To describe an object, you can only use the objects name and its adjectives (if any). For example, if you see that there is some delicious foaming beer in a bottle, you could say: DRINK BEER or DRINK DELICIOUS BEER or DRINK FOAMING BEER or DRINK DELICIOUS FOAMING BEER or DRINK FOAMING DELICIOUS BEER All these would result in quenching your thirst. You cannot use the position of an object as its description. This means that a sentence such as DRINK BEER IN BOTTLE is not acceptable. * You cannot have more than one indirect object in a sentence. Basically this means that you cannot specify doing one thing in more than one way. For example, you could say PUT THE ROPE ON THE TABLE or you could decide to put it on the chair: PUT THE ROPE ON THE CHAIR but you cannot put the rope on but the table and on the chair at the same time. You therefor can't say PUT THE ROPE ON TABLE AND CHAIR This is a general rule, and means that you can't say things like: ATTACK WOLVES WITH EVERYTHING. We feel that these limitations are fairly minor, and that you should be able to express yourself exactly the way you feel most comfortable. FINDING YOUR WAY IN WILDERLAND There are a number of ways you can tell the computer that you want to move from one location to another. Let's assume that you are at home (Biblo's home, that is), and the computer tells you: You are in a comfortable tunnel like hall To the east there is a green door - Gandalf goes east. - You can do any of the following, all of which are valid. Using arrow keys The four arrows keys can be used for fast movements in the main direction: north, east, south and west. (You do not have to press SHIFT - just the keys 6, 6, 7, or 8 - and there is no need to press enter when using the arrow keys.) Note that the arrow keys can only be used as the first key of your command to the computer. You may not for example, start entering a word, backspace to the beginning of the line and then press an arrow key. Note also that the arrow keys cannot move you in the other directions, such as southeast or up or down. Specifying the direction The eight directions of the compass (north, northeast, east southeast, and so on...) and up abd down can be specified either by their full spelling, or by abbreviation, or in a sentence. For example, E. EAST. GO E. RUN EAST. QUICKLY GO EAST. are all valid. As you may enter more than one sentence at a time, you can use the directions as part of a longer command, such as TAKE EVERYTHING AND GO EAST or TAKE ALL, E. If you are very brave, you can try: E, E, SE, W Passing through entrances If you want to go through an entrance or a passageway, it is quite valid to say, as in this case, GO THROUGH THE GREEN DOOR. You may also go through windows, or any other open passageways. An interesting point is that you can also LOOK THROUGH doors and windows. This can be very useful if you want to see where you would get to by going in that direction, or to see who is there waiting for you! Entering places If you know where you are going, you can specify the location; as you well know, going east from your home leads you to the lonelands. You may therefore say: ENTER LONELANDS or GO INTO LONELANDS Following other people If you know, as in this case, that someone you want to talk to has gone out, you can follow them: FOLLOW GANDALF Special crossings Crossing rivers, ravines, chasma, and so on can be both dangerous and difficult. You could try to jump across a ravine or swim across a river - in some cases, you may be able to use material you find to build a temporary bridge, or use a rope to swing across. The general instruction for such a crossing would be to secure your means of crossing, and then to CROSS RAVINE LIGHT AND DARK In order to reach the Dragon and his treasure, you will need to go through caves, dungeons and other underground locations. Some places have natural light, while others are dark and forbidding. It goes without saying that if you go into a location without a light, you won't be able to see anything. However, you are likely to be disoriented and lose your sense of direction - it's very dangerous to move in the dark. SEEING WHERE YOU ARE In addition to the many ground-breaking features implemented in THE HOBBIT, you will also be able to see the view as Bilbo would see it in most of the locations you take him to. As you enter the new location, a visual representation will appear on your Spectrum screen, and the game will pause to enable [you] to view the scene. Pressing any key will also allow you to continue with the game. The visual representation of each location will normally only be shown to you the first time you enter that particular location. If you wish to refresh your memory as to exactly where it is you are, you may enter the command LOOK. This visual image is an artists impression of the scene, and will not change as the game progresses. SPECIAL COMMANDS There are a number of special commands that are unique to THE HOBBIT Adventure. These are: LOOK (or abbreviation L): This gives you a full description of where you are, all exits, and all visible objects, except for what you are carrying. INVENTORY (or abbreviation I): This gives you a description of everything you are carrying. EXAMINE object: This enables you to have a closer look at any object you may encounter. WAIT: This allows the passage of time. @:(Does not require ENTER key to be pressed) This is an exceptionally useful key which performs the function of "DO LAST COMMAND AGAIN". This command can only be used as the first entry for a line. PRINT: This command turns on the ZX Printer (if you have one connected to your Spectrum), and sends the contents of the "Adventure window" to the printer as well as to the screen. This is very useful in trying to solve the problems of THE HOBBIT, as it allows you to go over athe events of the day at your leisure. The print-out of the "Adventure window" makes excellent reading - comparable to a novel, but one in which you decide on the course of action. NOPRINT: This command disables the PRINT printer function. SAVE: This command allows you to save the data about your Adventure thus far on to tape for later playing. After the game has been saved the computer will ask you to rewind it for verification. When you have finished SAVEing your progress thus far, the game continues normally. The SAVE feature is very useful if you have progressed deep into Wilderland and don't want to start from the beginning again should you accidently get killed. LOAD: This command loads from tape the previously saved Adventure. QUIT: Restarts the game. SCORE: Tells you how ell you are going. PAUSE: Suspends the game until any key is pressed. USING ABBREVIATIONS It is possible to be extremely brief with the computer, and still be understood perfectly well. Obviously, though, the briefer your sentence or abbreviation, the more likely the possibility of misinterpretation. It is also possible to type in less than a full sentence, and if there is no mistaking your intention, the computer will do what you wanted: You are in a comfortable tunnel like hall To the east there is a green door You see: a wooden chest Let us assume you want to open the door, you would obviously say: OPEN THE GREEN DOOR You could, however, also be brief and only say OPEN. In this case, the meaning may seem obvious to you, but in fact the computer knows that it is also possible to open the wooden chest, and the computer will therefore ask you: OPEN WHAT? You have a complete choice of answers here, including typing in a new sentence altogether, or just the object you want to open. Let us assume that you answer the query with OPEN WHAT? ALL The computer will now process your instructions, and you will see on the "Adventure window" the results of your instructions: - You open the green door. - - You open the wooden chest.- If you were to now again enter the command OPEN, the computer would tell you, very reasonably: I see nothing to open. Note that if you had typed in the full sentence OPEN THE DOOR the reply from the computer would have told you The green door is open. There is a price to be paid for being too brief! ANIMACTION IS HERE Amazing as it sounds, all the other characters you will meet in THE HOBBIT have an independant character of their own. This is another unique feature of THE HOBBIT which distinguishes it from most other microcomputer games. Each character of creature is capable of performing a wide range of actions and of making decisions based on what is happening. Just as in real life, they are doing something almost all of the time - they are animated! Each character will follow a course of action that is in keeping with its character, and obviously the specific actions they take will be different each time you play THE HOBBIT. They will react in some way, not only to what you do, but also to what every other creature they come into contact with does! Even when you're not around, they will go about their business. Because of this unique feature, you will find that each time you play THE HOBBIT things will proceed in a slightly different way, and the further you get into the Adventure, the more different it may be. While this also means that there is no unique solution solving the problems in THE HOBBIT, it also means that you will face slightly different problems each time you play THE HOBBIT. This is not an Adventure that you will play only once! Every time you start, you will be on a new Adventure. Time marches on THE HOBBIT is played in real time - this means that things happen as time goes on. The only time the computer doesn't do something is when you are entering a new instruction. If you just sit and watch the screen, you will find that after about 30 seconds, the following message will appear: - You wait. - Time passes . . . And while you wait, every other creature will be doing its own thing. TALK TO THE ANIMALS THE HOBBIT features ANIMTALK, the amazing implementation that allows you to talk to the other creatures in the Adventure. Now, at last, you can answer questions the other creatures may put to you, and moreover you can say to the other creatures what you would like them to do. Of course, because every creature in THE HOBBIT is animated through ANIMACTION, they will make their own mind up and decide if they want to do what you suggested. The format is exceptionally simple. You enter SAY TO whomever "sentence". For example, SAY TO GANDALF "READ MAP" If he wants to, he may do it, or you may see the message: - Gandalf says "No!" - You must have the message you want to say between quote marks, and all the normal rules of INGLISH apply to what you say to the other creatures. Try not to say too much to one person at a time, because if you are long winded they will think you are a bore, and will tend not to agree to help you. It is a good idea for the same reason to try to limit the use of ALL in commands to other creatures. You must be more careful than usual in typing what you say to the other creatures. They, unlike your computer, won't tell you if they don't understand what you are saying to them - they'll just think you are a little odd. And if the other creatures think that you make little sense, they are unlikely to help you much. Cooperating with other creatures You should know that for some of the problems you will find in THE HOBBIT, a solution only exists if you are willing to cooperate with the other creatures in the Adventure. As you are only a hobbit, and have no magic, there will be many things other people will be able to do better than you are able to do, such as lifting heavy weights, fighting monsters, and so on. So you must be sure to stay on good terms with your friends. Of course, sometimes you will be on your own, and will have to fight your own fights. Fighting with other creatures There would be no Adventure without danger, and many of the creatures you will meet in WILDERLAND are less than friendly. Many will attack you on sight. Some will try to kill you, while others will try to capture you. It is also safe to say that any creature will fight back if attacked. As you are only a hobbit, you will need weapons to help you, but you will still be able to fight even without weapons. If you do not specify a weapon (even if you are carrying one) , the computer will assume you wish to fight the enemy with you bare hands. Because of ANIMACTION, and the viciousness of some of the creatures, do not be surprised to find dead bodies in your travels - these are the results of fights going on in WILDERLAND -------------------------------------------------------------- Due to the immense size and complexity of this game it is impossible to guarantee that it will never be completely error- free. A great deal of time has been spent testing this program to ensure it will behave as described within these instructions. If, however, any problems are found we would like to know about them so that future versions may be corrected. We would also like to hear any comments or criticisms you may have about the game. -------------------------------------------------------------- HINTS FOR THE HOBBIT The best hints you can get for this Adventure come from the book, THE HOBBIT. This Adventure follows extremely closely the plot of the book, and if you should find yourself stuck, the best solution is to carefully reread the book. Some parts of the adventure have slight departures from the book to make it more interesting - the riddles that Gollum may ask you, for example, are not the same as in the book! That would be too easy! At some points in the game you may use the word "HELP" to get a clue to help you continue. These clues are meant to be somewhat cryptic. DICTIONARY Movements: DOWN D EAST E NORTH N NORTHEAST NE NORTHWEST NW SOUTH S SOUTHEAST SE SOUTHWEST SW UP U WEST W Special verbs: EXAMINE HELP INVENTORY I LOAD LOOK L NOPRINT PAUSE PRINT QUIT SAVE SCORE Action verbs: BREAK CLIMB CLOSE CROSS DIG DROP DRINK EMPTY ENTER EAT FILL FOLLOW GIVE GO KILL LOCK PICK PUT OPEN RUN SAY SHOOT SWIM TIE TAKE THROW TURN UNLOCK UNTIE WEAR Prepositions: ACROSS AT FROM IN INTO ON OUT OFF THROUGH TO UP WITH Adverbs: CAREFULLY GENTLY QUICKLY SOFTLY VICIOUSLY The plot of THE HOBBIT, the character of the Hobbit, and the other characters from J.R.R. Tolkien's novel are Copyright (c) George Allen and Unwin Publishers 1951, 1975, 1979 and 1981. The program of THE HOBBIT is copright (c) by Beam Software 1982. INGLISH, ANIMACTION and ANIMTALK are trademarks of Melbourne House. The program was written as a group effort by Phillip Mitchel and Veronika Megler, with Alfred Milgrom and Stuart Ritchie over a period of 18 months. The illustrations are based on drawings by Kent Rees. The cover drawing is by Con Aslanis. Published by Melbourne House.
Back to the game