










Welcome to The Shadows of Mordor, in which Frodo Baggins and Sam Gamgee 
continue their quest to destroy the power of the evil Dark Lord, Sauroa 

In playing this adventure game, you will be assuming the role of characters 
in J.R.R. Tolkien’s fantasy world. You must detail out the actions ^ich your characters are to 
paform, and the computer will moderate the results accordingly. It should be noted that 
there are few if any problems in this game which have a single solution. The game has been 
designed to allow a variety of responses to the adventure problems, some of which are more 
efficient than others. 

Tlic Shadows of Mordor is a brilliant piece of fiuitasy software thanks to the 
re-working of many of the game’s systems by a highly trained team of idiots. The game system 
will be fomiliar to players of Lord of the lii^ Game One, with the exception of the 
improvements in the flexibility of play. For instance, it is now possible to talk to charaaers 
and give them a string of instructions which they will follow in sequence, rather than 
painstakingly telling them ^at to do at each and every turn. 

In order to provide players with the host of problems e3q)ected fit>m a high quality 
computer adventure, it has been necessary to take minor liberties with Lord of Ae Rii^ 
storyline (it wouldn’t be much of a game if there was no challenge to interrupt the storyline 
of Tolkien’s master work), and thus we hope that you will see them in the li^t in which they 
were intended, and not as blasphemous attempts to butcher one of the great works of fantasy 
literature. The essential atmosphere of Middle Earth remains unchanged, and we trust that it 
always shall. 

Good luck, and don’t let the Balrogs bite. 



ETTING STARTED 


The Shadows of Mordor is loaded into your computer using the normal procedure for 
your machine. While loading the cassette, your computer will not load parts (tf the tape. This 
is intentional. It is not a loading error. The parts not loaded are used when you fill, or when 
you end the game so that you can start again. Do not adjust your sets - reality is at fault. 

Once the game is loaded, you will find yourself being asked the question: 

WHICH HOBBIT CHARACTERS WOULD YOU UKE TO PLAY: 

Frodo or Sam? 


By typing in the name of one or both hobbits, you enable yourself to assume the identity of 
the specified character during the game. If you simply hit RETURN without making a choice 
of character, the computer will assume that you will play the role of Frodo, and you will not 
have the option of playing the role of Sam. 

When you choose to play just one character, the computer will take control of the other 
character and ensure that his actions are in keeping with his personality. It also means that 
whenever you widi this character to perform specific actions for you, you will need to 
instruct him by talking to him, using the SAY TO command. 

When you play more than one character, the computer will perform some basic actions 
for the hobbit not “in play” - for instance, while you play Frodo, Sam will follow you around 
(unless told otherwise). If you choose not to play both characters at the beginning of the 
game, the computer will more fully “animate” your companion. 

The conunand to change from one Hobbit character to another is: 

BECOME (name). 

such as “BECOME FRODO.” Note you rn^ add the foil stop, and you can only BECOME one 
of the Hobbit characters you have specified at the beginning of the game. 

An alternative to the BECOME command is the I AM command, which works in the same 
way and has the same effect: 

I AM FRODO. 

Alternatively, both commands can be omitted, and just the name of the character you wish to 
become entered: 

FRODO. 

You are now ready to commence play. A description of the area around you will now appear, 
allowing you to perform your first actions as the chosen character. 



\CKGROUND 


Three Rings for the Elven-kings under the sky, 

Seven for the Dwarf Lords in their halls of stone, 

Nine for the Mortal Men doomed to die. 

One for the Dark Lord on his dark throne 
in the Land of Mordor where the Shadows lie 
One Ring to rule them all, One Ring to find them. 

One Ring to bring them all and in the darkness bind them 
in the Ixmd of Mordor where the Shadows lie 




In a previous of the Earth, in a time when the Elves were powerful and men less prolific, 

the great Rings of Power were made. Great magical powers were granted to the wearer, but 
only if the ringbearer knew how to draw and shape the power of the rings. Sauron, who was 
fair to look upon in those days, helped to make the 19 lesser rings, which were given to the 
great and powerful lords of the Ea^. In secret, Sauron made the One Ring, a ring which 
would enslave the bearers of the lesser rings to his will. After tying most of his power and 
magic into the Ring, his task was finally complete, and the ring’s power flooded forth. 


Milennia later, through a long and tortuous path, the ring has somehow ended up in the 
hands of Frodo Baggins, a Hobbit of the Shire. Sauron has risen again, and seeks for his ring to 
gain the power he needs to snuflf out his beleagured enemies. Reeing the Shire, Frodo and his 
companions reached Rivendell, an Elven stronghold, where a party was formed to help 
Frodo destroy the ring by casting it into the volcano ORODRUIN where it was made, deep in 
the heart of Mordor itself. 

After a long and dangerous journey, the party reached the hidden Elf kingdom of Loth 
Lorien, where our last game left the party setting off down the great river Anduin in elven 
boats. The first leg of the journey was over, but at the cost of Gandalf the grey, the party’s 
wizard and leader. 

The second game begins at the edge of Lake Nen-hithoel, at the end of an uneventful 
journey down the river. Frodo and Sam have left their companions on an island in the middle 
of the lake, and have secretly gone on alone to continue their quest. Somehow our intrepid 
adventurers must negotiate the desolate wastelands and cross the evil mountains which 
surround their enemies’ homeland. The way is dangerous and unknown, but will Hobbit 
cunning and home grown courage be enough to overcome the enemy? Who knows. I’m 
certainly not going to tell you. Play the game and find out for yourself! 


^Communicating with 

THE COMPUTER 

The Shadows of Mordor game includes a very sophisticated program, INGUSH, which 
can understand your instructions in everyday language. 


More details are given later in this botrfdet about the power of INGUSH, but the 
important thing is that you can enter your commands freely and the computer will then react 
according to yoru requests. 

The computer program The Shadows of Mordor has a very large vocabulary, so you 
should not have any difiBculty in expressing your ideas and commands. Your commands will 
usually take the fnrm of actions, and at the back of this booklet you will find an abbreviated 
list of the actions you can carry out The power of INGUSH together with the very large 
vocabulary of over 800 words makes this one of the easiest and ftiendliest adventure games 
ever published on micro-computers. 

Moreover, if the computer is not sure of something that you mean, or if you are 
ambiguous in any way, it will ask you for clarification. 

The computer is also your source of information on what is happening to you, where you 
are and the characters around you. Some things may not be readily apparent to you, and thus 
can prove dangerous to the unwary player. 

Performing Actions 

INGUSH is one of the most sophisUcated language-recognition programs ever developed for 
miCTO-computers. It allows you to communicate with the program in a language and 
structure that is familiar to you. 

The rules of INGUSH are simple. The main thing to keep in mind is that each instruction 
must be in the form of “verb-then-noun”, where the noun (or pronoun) can also be implied. 

Each sentence must have a verb. 

the following examples in this instruction booklet are a guide to the way INGUSH 
sentences can be constructed. Note however that the ^cific examples shown may not be 
valid in this adventure. 

When an action docs not direcdy concern any object, only a verb is necessary, e g. 
WAIT 
LOOK 

Hiis is also the case if you simply wish to travel in some direction, e.g. 

SOUTH 

EAST 

If the action concerns an object or a person, this must be identified by a noun, English 
grammar 2q)plies, and the order of the different parts of the sentence is not critical, e.g. 



WEAR THE RING 

DROP THE ROPE ONTO THE TABLE 

Adjectives that describe nouns must come before the noun. If it sounds right in 
English, it is probably valid in INGUSH, e g. 

THROW THE HEAVY AXE AT THE HORRIBLE ORC 
UGHT THE WOODEN PIPE WITH THE MATCH 
Terms used when making an instruction to the computer must be free from ambiguity. If 
there were two doors in a room, one red and one green, and you were to say: 

GO THROUGH THE DOOR 

then the computer is placed in a quandry as to which door to put you through. In such 
situations, the program will put you through the first door it finds, which may not be the 
direction you intended. 

In this case, it would be better to specify exactly what you mean: 

GO THROUGH THE GREEN DOOR. 

Prepositions 

The meaning of many verbs can be altered by the use of prepositions, such as ON, OFF, 
ONTO, and so on. E^^ples of INGUSH sentences using prepositions are: 

ATTACK WITH THE SWORD 
PICK UP THE RING 

Prepositions in INGUSH usually go before the noun, but in some cases it sounds more 
natural to have them after the noun, such as: 

TURN THE UGHT ON 

LEVER ROCK WITH BRANCH SOUTH 

Prepositions can also be used to specify the position of an object, or where you wish an 
action to be performed, such as: 

PUT THE GOLD INTO THE BAG 
TAKE THE GOLD AND RUN 

Use of‘‘AND" 

You can use the word AND in all its normal meaning in INGUSH. This means, among other 
things, that you can enter more than one sentence or perform more than one action at a time. 
TAKE THE LAMP AND THE MATCH FROM THE CUPBOARD 
DROP THE SHORT AND THE LONG SWORDS 
TAKE THE GOLD AND RUN 


Uscof'^ALL” 

It is possible to use the word “all” instead of a direct object when making a command to the 
computer, e.g 
“TAKE ALL” 

“KILL ALL BUT FRODO” 

Be careful when using this technique, as the player characcter is included in the term “all”... 

Pmactnation 

Sentences can be separated by the use of punctuation. You can use commas and foil stops as 
you normally would 

The only limitation the program places on your commands is that your command should 
not be more than 128 characters long 

Comrtisg with Other Characters 

The Shadows of Mordor adventure also allows you to talk and converse with the 
characters you meet on your journey. 

On encountering a person on your journey, you may wish to speak to them. The general 
form is: 

SAY TO (name) “(sentence)” 

SAY TO GANDALF “HELLO” 

This is usually sufficient to draw most characters into conversation. 

You can ask the characters within earshot to do specific commands that are of use to you, 
such as: 

SAY TO SAM “KILL THE ORC WITH THE SWORD” 

SAYTO SMEAGOL“TAKE THE GOLD FROM THE ORC” 

Of course, because all the other characters have an independence of their own, there is no 
guarantee that they will do what you ask of them. Their decision will be based on a number 
of factors, includii^ their allegiance to you, what they are currently doing and so on. 

Some characters that you encounter will have messages for you that they will deliver 
only when you identify yourself, or ask them certain questions. 

In order to solve Tke Shadows of Mordor adventure, it will be necessary for you to 
become fiuniliar witfi the SAY TO command. This is because some of the problems you face 

can only be solved by cooperating with the other members of the party. Each character also 

has his own limitations, such as strength and so on. 



Be warned that sometimes a certain character will be required in order to succeed with 
a certain action. Thus it will be necessary to become familiar with the varied talents of your 
party members. 

The Shadows of Mordor allows you another method of instructing the hobbits in 
your party on what to do. This is done by taking over their character for the time being, using 
the BECOME command. (It is recommended that you should be familiar with the adventure 
from a single player point of view before tackling the multicharacter game.) e.g. 

BECOME SAM. 

(Note that you can only become one of the two hobbit characters you have selected at the 
beginning of the game.) This technique can be used whenever the player wishes to detail out 
complex actions to a character, or wishes to react to ongoing situations that will confront the 
character. This is a useful means of conducting operations without endangering the ring, or 
for controlling the party if you wish the hobbits to split up and go separate ways. 

Special Adventure Commands 

As well as the extensive INGUSH vocabulary, there are a few commands which are specific 
to The Shadows of Mordor adventure, and which are used to help you control the game. 

The following is a list of these special commands: 

LOOK (can be abvbreviated to L): Describes where you are, what you can see, and all 
possible exits. This command should also be used after you take over the role of another 
character (using the “become” command) who is at another location. 

INVENTORY (can be abbreviated to I): Describes all your inventory that you are 
currendy holding or carrying. 

EXAMINE: Although this is a standard INGUSH word, special mention of it is made 
here because this command is very useful in trying to obtain more information about your 
surroundings in Middle Earth. Examining objects often reveals information about those 
objects that is not readily apparent from a cursory look. 

SAVE: This command allows you to save the game for play at a later time. After entering 
the command, the program will prompt you for your tape or disk for saving the game. The 
saved game has all the details of \^t is happening throughout Middle Earth, including all the 
other characters and locations. After you have saved the game, play will continue normally. 
This command is e^>ecially useful before embarking on a dangerous course of action. 

LOAD: Loads a previously saved game. Once :^ain the program will prompt you for 
your tape or disk. After loading, play continues from the point >^ere the game was saved 


SCORE: Tells you what your percentage is so far. 

PAUSE: Suspends the game until another key is pressed. 

QUIT: Stops the game and returns to the beginning. Because of memory limitations the 
information about Middle Earth at the beginning of the game is not stored in memory, but 
needs to be loaded in. Following this command, the computer will prompt you for the tape 
or disk; if the tape is requested, rewind the game tape and place in the cassette recorder in 
the normal way. 

Abbreviatioa of Comnuuids 

The abbreviation of your commands is quite permissible. For instance, if you wish to atuck 
a green knight, you might say: 

KILL GREEN WITH SWORD 

The computer will see that “Green” corresponds with the green knight. Note also that the 
definite article “THE” can be omitted at will. In most circumstances, the computer will 
understand exactly what you mean. 

Unfortunately, if the Knight stood before a green door, then “green” no longer serves to 
identify the Knight only, in which case you could write: 

KILL KNIGHT WITH SWORD 

Multiple entries are easily effected simply by placing a comma between your instructions 
eg.: 

OPEN BOX, TAKE AXE, GIVE AXE TO SAM 
Each of the commands in the sentence will be dealt with by the computer in order. 



HE SCREEN DISPLAY 


On your screen will appear (in normal script) the adventure description - the text which 
describes your surroundings, and the happenings around you. Upon entering a new location, 
the computer will give you a full description of the area, and the objects that are in plain 
sight. You will be given a list of the exits that you can currently see. 



The second time that you enter a location, the computer will only give you a brief 
description of where you are. If you wish to obtain a more complete description, you can 
simply enter the command LOOK, and the computer will repeat the lengthy text. 

Below the adventure script, an arrow indicates your “instruction window”; the space in 
which you will type in the actions that you wish your characters to perform. This will appear 
on the screen in capital letters. 

Once you have typed in your commands and hit the RETURN/ENTER key, the computer 
will either acknowledge your action, or inform you that it does not understand you for some 
reason. Once the computer has acknowledged an entry, it will print any new text ^ich 
results from your actions, and then indicate that it is ready to receive a new instruction. 


GENERAL RULES 
~ IN MIDDLE EARTH 


Gesend 

• A map of Middle Earth can be found in each book of Lord of the Rings, in the inside 
rear cover (map one). 

• During the adventure, you will encounter many objects. Some are usable as weapons, 
others are intended as food or drink, still others are used as containers in which to carry 
other things. Liquids behave as such: They cannot be carried about without a container. 
You cannot lift too heavy an object, or carry too great a load. 

• Most containers must be opened in order to reach their contents. Once a container is 
open you may look it or take the objects that are held within. Once the objects inside a 
container have been exposed, they may be used. Some containers may be tran^ent, 
allowing you to see their contents without opening the container itself. 

• Some doors are locked, this means that either the proper key is required to unlock 
them, or that someone on the other side of the door must open the door for you. 

FiadiHgYovrWay 

SPECIFYING DIMBCnON 

There are assumed to be ten possif/le directions of travel: 

NORTH, SOmii, ZJSr WEST, NORTH EAST, SOUTH EAST, NORTH WEST, 

SOUTH WEST, UP and DOWN. 


It is possible to abbreviate the words used to describe directions down to a single letter for 
each word, e.g. 

NORTH EAST 
NE 

Are both valid entries for movement instruction. 

PASSING THROUGH PORTALS: 

If you want to go through an entrance, such as a door or window, it is quite possible to say so, 
e.g.: 

GO THROUGH OPEN DOOR 

UGHT AND DARK 

In some areas, there will be no natural light. Unless you have the means to create light - such 
as matches and a candle - you will receive no description of the area that is in darkness. Once 
a light has been struck, you will be able to see the area in question. 

Additionally, hobbits don’t move well when they can’t see where they’re going - a 
problem other creamres may not share! 

MAPPING 

It is suggested that you keep a map of your travels to assist you in finding your way. Be 
warned! Maps cannot be entirely relied upon. 

COMBAT 

Hobbits are poor filters, but brave. It is not possible to attack any inanimate objects. These 
must instead be BROKEN. A we^n is required in order to attack any enemy. A weapon may 
also be used to break objects. 

To attack your opponent, you must tell the computer that you wish to kill the creature 
with a ^>ecific weqxxi, e.g. 

KILL WOLF WITH SWORD 




No matter how well you arm them, be wary of throwing Hobbits into the midst of gory battle. 
Being furry footed little runts, they have a tendenqr to die with spectacular suddenness. 

Persistence in combat is rewarded, but be careful. Most opponents hit back, and an 
already wounded character is much more susceptible to being killed than a healthy one. 

Carrying Items 

During the course of play, it will become necessary to pick up and carry inanimate objects. 
Once you have found an item, you need simply take the item in order to pick it up and carry 
it,e.g.: 

TAKE ROPE 

To check on the equipment that you are already carrying, simply make an inventory of your 
character, e.g.: 

INVENTORY 

To rid yourself of an item, you need merely drop it, i.e.: 

DROP ROPE 

As an alternative, you may give the item to another member of the party, e.g.; 

GIVE ROPE TO SAM 

In addition to adding weight to your burden, some objects increase your effective size. This 
can be troublesome if you intend to go through a small door or tunnel, so beware of adopting 
the pack-rat syndrome. 

FATIGUE, WOUNDS AND EATING 

All characters are rated for their strength and stamina. During the game these characteristics 
may suffer from combat, or simple weariness. 

As a character takes wounds, its strength becomes lower, and its hold on life more 
tenuous. As time passes, characters become more and more tired as their energy is used up. 
Hi^y strenuous activities, such as combat, may exhaust you even more. 

UgeEds sAd Commoii Kaowledge 

For players who are unfamiliar with Tolkien’s Middle Earth mythos, we provide the 
following information on the places and creatures of which Frodo and Sam could be 
expected to know through legend and rumour. 


DAGORLAD: The desolate, lifeless plains which lie before the gates of Mordor. 
“Dagorlad” is the Sindarin word for "Battle plain”, for it was here that the might of Sauron was 
defeated in the final battle of the first war of the Ring. With his armies destroyed in battle, 
Sauron retreated to his fortress of Barad-Dur, where he was finally defeated in mortal combat 
after a seven year siege by the forces of the Elves and the men of the west. 

THE DEAD MARSHES: A gloomy waste of trackless swamps which lie to the west of 
the plains of Dagorlad. The marshes first began to spread when Sauron once again began to 
extend his influence into the lands of Mordor during the middle years of the third age, and 
they soon swallowed the graves of the Men and Elves who were slain in the battle of Dagorlad 
so many years before. 

EMYN MUIL: A knotted range of hills which lie between the Anduin river the 
Dagorlad plains. 

HARAD: A patchwork of minor kingdoms and city-states which devote the bulk of 
their time to warring with the peoples of Gondor. They thus formed a ready made ally for 
Sauron upon his return to power. 

MINAS MORGUE: Originally titled Minas Ithil, the “tower of the rising moon”, this 
twin city to Minas Tirith (the current capital of GONDOR) fell to the NAZGUL and their 
armies many years before Sauron’s re appearance. Now named Minas Morgul, “the tower 
of death”, the fortified city of Minas Morgul is the home base of the NAZGUL and their 
evil armies. 

MORDOR: The realm of Sauron. Already bleak and infertile before the advent of the 
Dark Lord, Mordor is now chiefly composed of poisoned wastelands and plains of ash. At the 
centre of the realm lies mount ORODRUIN, the volcano in which the ring of power was 
forged. Close by lies the fortress of BARAD-DUR, where Sauron holds his court. Mordor is 
ringed with impassable mountains which provide it with unsurpassable protection against 
attack. The only two passes through the mountains of shadow are fortified and guarded, 
although the mountains also harbour older secrets of their own. 

MORGUL VALLEY: The once fair valley in which lies the tower of Minas Morgul. The 
valley is now choked with rottenness and decay, poisoned waterways and noxious flowers. 

NAZGUL: The nine ring-wraiths, perhaps more familiar to the player as the “Black 
riders” of Game One. After the disaster at the ford of Rivendell, where the Nazgul lost their 
black horses, Sauron gave his servants fearsome flying creatures which had been bred from 
eyries discovered in some dark recess of the mountains of shadow. Thus mounted, the 
Nazgul took to the air to further their search for the ruling ring. 



SAURON: The Dailc Lord. The embodiment of evil in Middle Earth. Once thought to 
have been destroyed during the wars against him in the second age of the world. Sauron has 
re-arisen to once again attempt to ^read his power over all of Middle Earth. Sauron seeks to 
recover his Ring of power in order to gain the strength that he needs to complete his 
conquests and enslave all right thinking people everywhere. 


Possible Actions: 

Below is a list of all the verbs that the player will need to play the game. The verb list has been 
divided into two sections. The first section is composed of directions which the computer 
will understand for character movement, the rolling of rocks etc. The second section 
contains the verbs which the characters may use in performing actions. Any verb in this 
section which is underlined does not take any game time to perform. 

NORTH, SOUTH, EAST, WEST, NORTH EAST, NORTH WEST, SOUTH EAST, SOUTH WEST, 
UP, DOWN. 

BECOME, BREAK, BREAK WITH, CLIMB UP, CLIMB DOWN, CUMB INTO, CUMB OUT OF, 
CLIMB ONTO, CUMB OFF, CLOSE, COOK, DRAG, DROP, DROP IN, EAT, EMPTY, 

EMPTY ONTO, EXAMINE, FILL, HLL WITH, GALADRIEL, GET, GET IN, GET OUT, 

GIVE TO, GO FISHING, GO THROUGH, HELLO, HELP, HOLD UP, INVENTORY , 

JUMP OVER, JUMP OFF, JUMP ONTO, JUMP OUT, JUMP THROUGH, KILL, KILL WITH, 
LEVER(direcUon), LEVER OVER, UGHT, UGHT WITH, LOAD . LOOK, LOWER, MAKE, NO, 
OPEN, PAUSE . POLE, POUR ON, PROMISE, PULL ON, PUT ON, PUT ONTO, PUT OUT, 
QUIT . RAISE, REST, ROLL (direction), ROLL OVER, SAY TO , SCORE . SPRINKLE ON, 

SPRINKLE WITH, STOP, SWIM, TAKE, TAKE OFF, TALK TO . THANK YOU, THROW AT, 
TIE WITH, TIE TO, UNTIE, WEAR, YES. 


® 15^7 Beam Software 


Credits 

The Faceless Programmers Cooperative 
Cover iUnstratioii © 19S€ Ted Nasmith 

This program is published with the co-operation of the Tolkien Estate 
and their publishers Unwin Hyman. The plot of Lord of the Rings, 
the characters of the Hobbits, and other charactc rs ftom the Lord of 
the Rings are copyright © Unwin Hyman 1966,1974,1979,1981. 

Warning: Infringement of copyri^t is a criminal offence. Copying, 
lending, hiring, public broadcasting, transmission or distribution 
other than in the original packaging arc prohibited without express 
written permission from Mclbonmc House Pty. Ltd. AO Mclboumc 
House products arc sold subfcct to our terms and conditions of sale, 
copies of which are available on request. 








