Intro | Map 1 | Map 2 | Map 3 | Map 4 | Map 5 | Map 6 | Map 7
1a | 1b | 1c | 1d | 1e | 1f | 1g | 1h
- Anson Goodbody.
Bring back Anson's runaway dog to its owner. The lame old hobbit offers you a good shovel for your trouble. Get the shovel.
Use charisma to make the dog follow you.
- Miller's house.
If you are looking for trouble, attack Ted and Lotho. Two humans with clubs appear while Ted and Lotho vanish. Defeat them if you can, or escape by exiting south.
- The Mill.
Do not enter the mill by day or you will be thrown out by Big Folk. Wait until nightfall and sneak past the sleeping guards. (If you do not sneak, the guards will wake up as you enter the large room with the millstone.) Walk up to the black steam-engine (or whatever it is) and answer Yes to the question about pushing buttons. The thing explodes and you end up outside. You cannot enter the mill again as it is now closed for repairs.
- Enclosed field.
For some reason, you cannot get in here except by teleporting. Map 1, x 10, y 530 is near the upper-left corner. It is just an empty field.
|Anson Goodbody||News, Dog|| |
- The dog will only follow you as far as the River Brandywine.
- Apart from the satisfaction that you have destroyed one of Saruman's devices (intentionally or not), you get nothing for blowing up the machine in the mill. Later, though, you will find a letter from Lotho at Sharkey's Shipping. The letter will be different depending on whether you destroyed the machine or not.
- Goodbody doubles: Many people have reported that the game sometimes displays the wrong name with certain (generic) characters. For example, if you visit Anson Goodbody and then talk to the previously anonymous Hobbit up the road, the latter too will be identified as Anson Goodbody. This is because the name property was not reset. You may find 'doubles' of Will Whitfoot or Hob Haywood (among others) standing around as well due to this bug. It is just the names that get messed up.
- Dancing dog: In the standard version, the game may hang if you enter Anson Goodbody's house with the dog lingering too far behind (i.e., the dog is too far to the left of the doorway). In this situation the dog will try to walk to its master on the wrong side of the wall and get stuck outside in an infinite loop. The bug was fixed in the enhanced version (where the dog is teleported to Anson's side instead).