--BAG END--
Finding the Bag End Key
If you can find the door, look straight in front of it. Sitting on a little table
is the key. Fortunately, objects that can be picked up glimmer, so they are pretty
easy to find.
Finding the Deed to Bag End
If you walk into the hall look in the first door on your right. Now I know Bag End
is pretty big (okay, okay, really big) so it is not that easy to find, but when you
do go in there. There should be a stack of books on your right and a chest on your
left. Go to the chest and just stand in front of it. It will open and the deed is
inside.
Note: This IS NOT the room with the One Ring in it. If there are no books on your
right you are in the WRONG ROOM.
Now you can leave Bag End. There is a map included so you can see all of Hobbiton.
You can also see the Green Hill Mountains. Sorry but we haven’t had a chance to map
out Old Forest, etc. yet.
--THE SHIRE--
Fixing Hal’s Weathervane and getting the Pin
This is very easy. Go around to the left of Hal’s house and there is a ladder
attached to the Old Grange. Climb up it and once on the ledge press R2 to enter
target mode. You will need to aim a little bit above the weathervane to hit it. Once
you have hit it climb back down to Hal and you will get the pin to fix the mill.
--BYWATER--
Selling Bag End to the Sackville-Bagginses
Go all the way to the other end of Bywater, and Lucinda will be standing in front of
her house on the left. Talk to her and she will tell you to ring the warning bell.
All you have to do is go to the center of the town and hit it with your stick, or
you can stand a little ways away and just throw a rock at it. Then the shirrif will
come out and you will talk for a little while. Then just go back to Lobelia and sell
her Bag End. Now go back to Bag End and get the ring. Now the fun really starts.
--THE GREEN HILL COUNTRY--
This is optional but it is a good idea anyway so you know the area.
--FINDING THE HERBS and SNEAKING PAST THE DOGS--
One is in the hollow log over the second bridge. Another is just along the path, so
keep your eyes peeled! Then, if you keep following the path you should come to
Maggot’s farm. There is one packet of herbs in each dog’s pen. Now, sorry, but these
are really stupid dogs. Just sneaking past them to get the herbs and mushrooms
should do the trick. However, if you get caught once this will not work. But,
literally, I had to hit the dog with my walking stick before it would notice me.
Even then, it was a little slow. Even If you get caught after you have picked up the
materials it is okay because you will still have them.
--THE SHIRE AT NIGHT--
--AVOIDING THE BLACK RIDER--
You start in front of Bag End. Just run along the road to the right and then when
you get to the edge of the garden a black rider will come and talk to Hamfast
Gamgee. Then you automatically go to talk to him. Now remember: the first black
rider has gone up the road and turned left and he is coming back. As soon as the
conversation is over to your left, up the road and through the gate of the first
house to your right (past the fork). Run up on the hill, right in the middle of it,
by the fence, but face slightly to your right. No dark rider can get you there. A
Black Rider will thunder past to your left, and search for the bare outline of the
Old Grange. It will be just a little to the right of your field of vision if you’re
looking straight ahead. Once he goes straight up the old Grange and turns around
(and you can’t hear his footsteps) run down from the hill to the Grange. Hide just
to the left of the ladder. Then run directly to your left and a little down. You can
go right down to the water’s edge. There you’re safe from black Riders, but sneak
anyway until you get to a medium sized hill. There is a black rider waiting for you
just across the Bridge to Bywater. Throw a rock to your left, but not too far
because there is a Black Rider over there too and he might go instead.
Unfortunately, Black Riders are a little smarter than the dogs back at Maggot’s farm
so as soon as he goes past run across the bridge and all the way to Bywater.
--BYWATER AT NIGHT—
--SAVING THE SHIRRIF--
You will see a wolf attacking the shirrif, Robin (look for a resemblance between
Maggot’s dogs and the wolf). All you have to do is run up right away and hit it
continuously with your stick.
Note: Robin, Pippin, and other members of the Fellowship, etc. CANNOT DIE. This is
very helpful so you can just lead monsters and other hostile creatures back to them
and they will defeat it while you watch or throw rocks from a distance.
Finally, now you can continue on to the Green Hill Country.
Much, much more to come!