Форум » LOTRO » Агларонд » Текст для перевода игры (Из файла LocalData.txt)
Текст для перевода игры
Xabrina

Xabrina

Xabrina ICQ www 180 Female
250001E372 - Unlock
250001E373 - OK
250001E374 - Show all instance quests.
250001E375 - Quests
250001E376 -
250001E377 - Class Trait {Points|Point[1]}
250001E378 - Show all raid quests.
250001E379 - Type:
250001E37A - Quest ready to bestow:
250001E37B -
250001E37C - Legendary Item Experience Reward
250001E37D - Choose one:
250001E37E - Quest Actions Available
250001E37F - Deeds
250001E380 - Crafting Experience:
250001E381 -
250001E382 - Repeatable Quest
250001E383 - Quest
250001E384 - Steed Experience Reward
250001E385 - Steed Experience
250001E386 - Quest ready to advance:
250001E387 -
250001E388 - Group Status
250001E389 - Find a fellowship for the selected quest
250001E38A - You are looking for a group for this quest
250001E38B - Show quests shared with one or more members of your fellowship.
250001E38C - Quest Level:
250001E38D - Raid Quest
250001E38E - Epic Quest
250001E38F - Shares selected quest with all nearby, eligible members of your fellowship.
250001E390 - Open Instance Finder
250001E391 - Quest is completed
250001E392 - Show group quest status in the quest tracker.
250001E393 - Ready to Complete
250001E394 - Show Tracker
250001E395 - Bestowal Dialogue
250001E396 - Remove From Tracker
250001E397 - Travel to this objective now!
250001E398 - This is what percentage of the quest's objectives you have completed. It is multiplied by your Merit to determine which medal you will earn.
250001E399 - Get More Slots
250001E39A - Show all solo quests.
250001E39B - Quest Ready to Advance
250001E39C - Find a Fellowship
250001E39D - Background
250001E39E -
250001E39F - %
250001E3A0 - Add the currently selected deed to the quest tracker.
250001E3A1 -
250001E3A2 - /
250001E3A3 -
250001E3A4 - Show quest objectives in the quest tracker.
250001E3A5 -
250001E3A6 - \nReputation Decrease:
250001E3A7 -
250001E3A8 - Finish Later
250001E3A9 - Grant
250001E3AA - additional Class Trait {Points|Point[1]}
250001E3AB - Find a Group
250001E3AC - Show Completed Quests
250001E3AD - Mithril Coin Reward:
250001E3AE -
250001E3AF -
250001E3B0 - Turbine Points
250001E400 - Woodworker, Forester, Farmer
250001E401 - Open Shared Storage
250001E402 - Please stop clicking on me, it irritates the hell out of me.
250001E403 - Manage your traits
250001E404 - Train
250001E405 - Skills
250001E406 - Get Destiny Point Perks
250001E407 - Repair damaged items
250001E408 - Weaponsmith, Prospector, Woodworker
250001E409 -
250001E40A -
250001E40B - Learn
250001E40C - Craft Vocation
250001E40D - Open your Vault
250001E40E - Browse the shop
250001E40F - Monster Player Advancement
250001E410 - Open Housing Storage
250001E411 - Train Skirmish Traits
250001E412 - Jeweller, Prospector, Cook
250001E413 - Open Legendary Item Forge
250001E414 - Imbue Legendary Item
250001E415 - Open the Auction House
250001E416 - Show me your travel destinations.
250001E417 - Access Housing Escrow
250001E418 - Scholar, Weaponsmith, Farmer
250001E419 - Open Kinship Housing Storage Escrow
250001E41A - Metalsmith, Prospector, Tailor
250001E41B - Play as a Monster
250001E41C - Learn
250001E41D -
250001E41E - Advance to level
250001E41F -
250001E420 - Consult with the Barber
250001E421 - Open Wardrobe
250001E422 - Open Relic Combination
250001E423 - Tailor, Forester, Prospector
250001E424 - Open Personal Housing Storage Escrow
250001E425 - Change Craft Guild to
250001E426 -
250001E427 - Purchase a House
250001E428 - Use target
250001E429 - Barter Items
250001E42A - Join
250001E42B -
250001E42C - Open the notary
250001E42D - Change Vocation to
250001E42E -
250001E42F - Cook, Farmer, Tailor
250001E430 - Play as a Critter
250001E431 - Watcha got for stuff?
250001E500 -
250001E501 - Defensive
250001E502 - Aggressive
250001E503 - Neutral
250001E600 -
250001E601 -
250001E602 -
250001E603 - \t
250001E604 -
250001E605 - An error occurred.
250001E606 - False
250001E607 - [M]
250001E608 -
250001E609 -
250001E60A -
250001E60B - Yes
250001E60C -
250001E60D - /
250001E60E -
250001E60F - Specialist
250001E610 -
250001E611 - ,
250001E612 - [p]
250001E613 -
250001E614 - or
250001E615 -
250001E616 - [F]
250001E617 -
250001E618 -
250001E619 - to
250001E61A -
250001E61B - No
250001E61C - n/a
250001E61D -
250001E61E - :
250001E61F -
250001E620 -
250001E621 - %
250001E622 -
250001E623 - *
250001E624 -
250001E625 - Caster
250001E626 - Unknown
250001E627 -
250001E628 -
250001E629 -
250001E62A - Immune
250001E62B - Melee
250001E62C - True
250001E62D -
250001E62E -
250001E62F -
250001E630 - ,
250001E631 -
250001E632 -

  • 250001E633 -

  • 250001E634 - Magic
    250001E635 -
    250001E636 - \n
    250001E637 -
    250001E700 - Ranged Weapon
    250001E701 - Virtues
    250001E702 - Activate Outfit VI
    250001E703 - Reset
    250001E704 - Outfit II
    250001E705 - A
    250001E706 - Trait cannot be placed in a
    250001E707 - pool.\n
    250001E708 - Legs
    250001E709 -
    250001E70A - trait trees have been updated, all points for all configurations have been refunded.
    250001E70B - Class
    250001E70C - No skills can be used while changing Traits. Some of your skills have been deactivated.
    250001E70D - Unlock a new Trait Spec
    250001E70E - Ultimate
    250001E70F - Archer
    250001E710 - Role
    250001E711 - Trait Spec IV
    250001E712 - If you accept, all companions will be dismissed.
    250001E713 - You have gained #1:
    250001E714 - Class trait #1:{points|point[1]}.
    250001E715 - Legendary
    250001E716 - Trait Spec VI
    250001E717 - Outfit VI
    250001E718 - Legendary
    250001E719 - Unsatisfied Prerequisites:{{keepspaces}}
    250001E71A - Body
    250001E71B - Class Traits
    250001E71C - Outfit III
    250001E71D - Common
    250001E71E - Main Hand
    250001E71F - Race
    250001E720 - Trait Spec VII
    250001E721 - Base Soldier
    250001E722 - Please enter a custom name for the Active Outfit.
    250001E723 - Herbalist
    250001E724 - Class
    250001E725 -
    250001E726 -
    250001E727 -
    250001E728 - and
    250001E729 -
    250001E72A - Activate Trait Spec VII
    250001E72B - Skin Appearance
    250001E72C -
    250001E72D - must be equipped before
    250001E72E - can be.\n
    250001E72F - You're too far from the Bard. Get closer to change your Traits.\n
    250001E730 -
    250001E731 - (
    250001E732 - )
    250001E733 - Hair Style
    250001E734 - Virtues
    250001E735 - You haven't earned that Trait yet.\n
    250001E736 - Trait Spec III
    250001E737 - Here's some info about Virtue Traits, they're cool!
    250001E738 -
    250001E739 - Slot: Closed until level
    250001E73A - .
    250001E73B - Your friendly Bard,
    250001E73C - .
    250001E73D - You cannot equip
    250001E73E - because you have
    250001E73F - equipped already.\n
    250001E740 - Unlock Slot
    250001E741 - You are now eligible to purchase a trait slot.
    250001E742 -
    250001E743 -
    250001E744 -
    250001E745 - {{keepspaces}}
    250001E746 - Trait Set Bonuses
    250001E747 -
    250001E748 - Slot
    250001E749 - Race Traits
    250001E74A -
    250001E74B - \n
    250001E74C - {{keepspaces}}
    250001E74D - Total Cost:
    250001E74E - Archer
    250001E74F - Common
    250001E750 - This will undo your changes. Are you sure you want to go back to your previous Trait arrangement?
    250001E751 - Activate Trait Spec VI
    250001E752 - Lvl 10
    250001E753 - Activate Outfit IV
    250001E754 - POINTS
    250001E755 - Man
    250001E756 - Outfit IV
    250001E757 - Race
    250001E758 - Class
    250001E759 - Class Bonuses
    250001E75A - Activate Outfit VII
    250001E75B - Herbalist
    250001E75C - Legendary
    250001E75D - Outfit V
    250001E75E - Activate Outfit III
    250001E75F - Corruption
    250001E760 - Customize the name of the active Outfit
    250001E761 - Equipped Traits
    250001E762 - Dwarf
    250001E763 - Outfit VII
    250001E764 - No Changes
    250001E765 - The total number of points remaining that you are able to spend on new traits.
    250001E766 - Too many slotted:{{keepspaces}}
    250001E767 - Elf-maiden
    250001E768 - Bannerguard
    250001E769 - Warrior
    250001E76A - Sage
    250001E76B - Hobbit-lass
    250001E76C - Cancel
    250001E76D - Trait Spec I
    250001E76E - Equipped Traits
    250001E76F - Activate Outfit V
    250001E770 - TraitPanel Placeholder
    250001E771 - Race
    250001E772 -
    250001E773 - AP
    250001E774 - Sage
    250001E775 -
    250001E776 -
    250001E777 -
    250001E778 - 3
    250001E779 - You've spent
    250001E77A - on rearranging your traits.
    250001E77B - Warrior
    250001E77C -
    250001E77D - cannot be unequipped because it is required by
    250001E77E - .\n
    250001E77F - All Traits
    250001E780 - Appearance
    250001E781 - Tail
    250001E782 - You receive this bonus because you have
    250001E783 - traits in
    250001E784 - line slotted. See the tooltip of traits in this set for full details.
    250001E785 - Unlock Spec
    250001E786 - Confirm
    250001E787 - Activate Trait Spec II
    250001E788 - Off-hand
    250001E789 - Role
    250001E78A - Activate Outfit I
    250001E78B - Activate Trait Spec V
    250001E78C - Class Trait Bonuses
    250001E78D - You must talk to a Bard to change your Traits.\n
    250001E78E - Unlock a new Outfit
    250001E78F - Activate Outfit II
    250001E790 - Saddle
    250001E791 - Activate Trait Spec III
    250001E792 - Rohirrim
    250001E793 - Outfit I
    250001E794 - Please enter a custom name for your Trait Spec.
    250001E795 - Trait Spec II
    250001E796 - Slot is currently unavailable.
    250001E797 - Gear
    250001E798 - Do you want to accept this arrangement of Traits?
    250001E799 - Legendary Traits
    250001E79A - Activate Trait Spec I
    250001E79B - Points Spent
    250001E79C - Protector
    250001E79D - All your traits have been unslotted.
    250001E79E - Lvl 25
    250001E79F - Warning: If you changed your Legendary traits any previously slotted skills granted by Legendary traits will be disabled.
    250001E7A0 - Trait Spec V
    250001E7A1 - Virtues
    250001E7A2 -
    250001E7A3 - {{keepspaces}}
    250001E7A4 - Elf-sire
    250001E7A5 - Head
    250001E7A6 - Traits
    250001E7A7 - Virtue Traits
    250001E7A8 - You will receive this bonus when you have
    250001E7A9 - traits in
    250001E7AA - line slotted. See the tooltip of traits in this set for full details.
    250001E7AB - The total number of spent points.
    250001E7AC - Class Legendary Trait
    250001E7AD - A
    250001E7AE - Trait cannot be equipped.\n
    250001E7AF - Rename Active Outfit
    250001E7B0 - Corruption
    250001E7B1 - Do you want to accept this arrangement of Traits?\nIt'll cost you
    250001E7B2 - .
    250001E7B3 -
    250001E7B4 - /
    250001E7B5 -
    250001E7B6 - Hide
    250001E7B7 - Click and drag to move panel
    250001E7B8 - This will undo your changes. Are you sure you want to go back to your previous Trait arrangement?
    250001E7B9 - Race
    250001E7BA - Woman
    250001E7BB - Activate Trait Spec IV
    250001E7BC - Points Available
    250001E7BD - Traits
    250001E7BE - Bannerguard
    250001E7BF - Rename Active Spec
    250001E7C0 - Protector
    250001E7C1 - Hair Colour
    250001E7C2 -
    250001E7C3 -
    250001E7C4 - The following traits have been unslotted:{{keepspaces}}
    250001E7C5 - Outfit
    250001E7C6 - Bonus Level 1: This is an example of a pretty long-winded traitset bonus description: +whatever, etc.
    250001E7C7 - Appearance
    250001E7C8 - The total number of points remaining that you are able to spend on new traits. You have
    250001E7C9 - points over the cap that cannot be spent at this time.
    250001E7CA - Hobbit-lad
    250001E800 - Tracking
    250001E801 - In Combat
    250001E802 - Track
    250001E803 - Nothing to track.
    250001E804 - Cancel
    250001E805 -
    250001E806 - - (In Combat)
    250001E900 - You feel as though you are being followed...\n
    250001E901 - Your quarry seems to have eluded you... for now.\n
    250001E902 - You have lost the trail.
    250001E903 - You have lost the trail.
    250001E904 - You have lost the trail.
    250001E905 - You have lost the trail.
    250001EA00 - Your companion has learned a new trick!
    250001EA01 - The command is '/cpet
    250001EA02 - '.\n
    250001EA03 - Ally of
    250001EA04 -
    250001EA05 - Your companion is not able to use the
    250001EA06 - trick... yet...\n
    250001EA07 - Your Pet's new name:
    250001EA08 - Your companion is performing
    250001EA09 - .
    250001EA0A - You order your companion to become aggressive.
    250001EA0B - Off
    250001EA0C - Pet Status: Stance \[
    250001EA0D - \] Assist \[
    250001EA0E - \]\n
    250001EA0F - Your companion is preparing to perform
    250001EA10 - .
    250001EA11 -
    250001EA12 -
    250001EA13 - On
    250001EA14 - Your companion successfully performed
    250001EA15 - .
    250001EA16 - You order your companion to stop assisting your attacks.
    250001EA17 - You release your companion.
    250001EA18 - You order your companion to follow.
    250001EA19 - You order your companion to remain passive.
    250001EA1A - You order your companion to assist your attacks.
    250001EA1B - Guard
    250001EA1C -
    250001EA1D -
    250001EA1E - Your companion failed to perform
    250001EA1F - .
    250001EA20 - You order your companion to guard.
    250001EA21 - Aggressive
    250001EA22 - Passive
    250001EA23 - You order your companion to attack.
    250001EA24 - You order your companion to stay.
    250001EB00 - Inventory
    250001EB01 - Return to Game
    250001EB02 - Display the Crafting panel
    250001EB03 - Journal
    250001EB04 - Logout
    250001EB05 -
    250001EB06 - Display the Map panel
    250001EB07 - Display the Inventory panel
    250001EB08 - Display the Help panel
    250001EB09 - Skills
    250001EB0A - Display the Character Journal panel
    250001EB0B - Close this menu and return to your player character at the location where you entered this session.
    250001EB0C - Map
    250001EB0D - End Cinematic
    250001EB0E - Titles
    250001EB0F - Options
    250001EB10 - Help
    250001EB11 - Crafting
    250001EB12 - Exit Game and quit to the desktop
    250001EB13 - Display the Social panel
    250001EB14 - Chat 1
    250001EB15 - Display the Chat 2 panel
    250001EB16 - Display the Chat 1 panel
    250001EB17 - Display the Skills panel
    250001EB18 - Leave Session
    250001EB19 - Chat 2
    250001EB1A - Display the Titles panel
    250001EB1B - Exit Game
    250001EB1C - Leave the current cinematic encounter
    250001EB1D - Examine
    250001EB1E - Display the Examine panel
    250001EB1F - Close this menu and return to the game
    250001EB20 - Logout of the game and return to the character selection screen
    250001EB21 - Display the Options panel
    250001EB22 - Social
    250001EC00 - No
    250001EC01 - Yes
    250001EC02 - Rolling for Need...
    250001EC03 - Everyone passed on
    250001EC04 - .
    250001EC05 - You have completed the '
    250001EC06 - ' collection!
    250001EC07 - You win
    250001EC08 - .
    250001EC09 - You are assigning a 'Bind on Acquire' item to
    250001EC0A - . Are you sure?
    250001EC0B - Removing
    250001EC0C - from your Pending Loot List because it is full.
    250001EC0D -
    250001EC0E - rolled
    250001EC0F - on
    250001EC10 - .
    250001EC11 - Rolling for Greed...
    250001EC12 - Removing
    250001EC13 - from your Pending Loot List because you are no longer in the right encounter.
    250001EC14 -
    250001EC15 - wins
    250001EC16 - .
    250001EC17 - Your inventory is full. ^
    250001EC18 - is reserved for you on the corpse.
    250001EC19 - You rolled
    250001EC1A - on
    250001EC1B - .
    250001EC1C - Removing
    250001EC1D - from your Pending Loot List due to Time Out.
    250001ED00 - Weaver
    250001ED01 - Friends
    250001ED02 - Class
    250001ED03 - Add Player Note
    250001ED04 - Area
    250001ED05 - Classes
    250001ED06 - Search
    250001ED07 - Add
    250001ED08 - Race
    250001ED09 -
    250001ED0A - (
    250001ED0B - ) would like to join your fellowship.\n
    250001ED0C - Kinship
    250001ED0D - Name
    250001ED0E - Comment
    250001ED0F - I am:
    250001ED10 - Invite
    250001ED11 - Player Level:
    250001ED12 - Promote
    250001ED13 - Refresh the Friends List online status.
    250001ED14 - Update
    250001ED15 - Update
    250001ED16 - Removing
    250001ED17 - That player is busy.
    250001ED18 - Offline
    250001ED19 - Warleader
    250001ED1A - Sort by note
    250001ED1B - Send Tell
    250001ED1C - Match
    250001ED1D - Filter Who List
    250001ED1E - You currently have an LFP entry.
    250001ED1F - Display or filter rangers in the who list.
    250001ED20 - Match
    250001ED21 - Display or filter fighters in the who list.
    250001ED22 - LFG comment
    250001ED23 - Fellowship
    250001ED24 - A comment you specify when looking for a fellowship that other players can read on the Player Search page. Press Enter to upload your comment.
    250001ED25 -
    250001ED26 -
    250001ED27 - This note is visible to others as part of player search results.
    250001ED28 - My LFG Comment:
    250001ED29 - Tell
    250001ED2A - Looking for More request
    250001ED2B - .
    250001ED2C - Quest
    250001ED2D - Rgr
    250001ED2E - Groups Looking For Players
    250001ED2F - My Who Options
    250001ED30 - Fellowships Looking For Players
    250001ED31 -
    250001ED32 -
    250001ED33 - Set All
    250001ED34 - Human
    250001ED35 - Name:
    250001ED36 - Guardian
    250001ED37 - Send a Tell to the selected fellowship leader.
    250001ED38 - Any
    250001ED39 - Invite
    250001ED3A -
    250001ED3B - /
    250001ED3C - /
    250001ED3D -
    250001ED3E - You currently do not have an LFP entry.
    250001ED3F - Bbn
    250001ED40 - Classes
    250001ED41 - Sort the list of Looking For More requests by the leader name.
    250001ED42 - Rename
    250001ED43 - Remove
    250001ED44 - Race
    250001ED45 - Name
    250001ED46 - not LFG
    250001ED47 - Filter Off
    250001ED48 - Name
    250001ED49 - Name
    250001ED4A - All Classes
    250001ED4B - Quest
    250001ED4C - Clr
    250001ED4D - Show LFG Only
    250001ED4E - Update your player note for your who entry.
    250001ED4F - Loremaster
    250001ED50 -
    250001ED51 - -
    250001ED52 -
    250001ED53 - Note
    250001ED54 - Looking for Fellowship
    250001ED55 - Invite
    250001ED56 -
    250001ED57 -
    250001ED58 - Anonymous
    250001ED59 - You cannot send a join request to yourself.
    250001ED5A - Fellowing
    250001ED5B - Sort the list of Looking For More requests if you match them.
    250001ED5C - LFG On
    250001ED5D - Any
    250001ED5E - Class/Level
    250001ED5F - Filter On
    250001ED60 - Status
    250001ED61 - Ranger
    250001ED62 - Invite
    250001ED63 - Friends list
    250001ED64 - Quest
    250001ED65 - Note
    250001ED66 - \[Name: Class Levels\]\n
    250001ED67 - Requesting initial LFG status...
    250001ED68 - Class
    250001ED69 - Area
    250001ED6A - F'ship Leader
    250001ED6B - Remove
    250001ED6C - Filter the list of Players with the currently selected class, level, and name.
    250001ED6D - Requesting initial Looking for More status...
    250001ED6E - All
    250001ED6F - Refresh
    250001ED70 - Name
    250001ED71 - Class
    250001ED72 - Disband
    250001ED73 - Class
    250001ED74 - Quest:
    250001ED75 - Send a Join Request to the selected fellowship leader. Join Requests may also be sent by doubleclicking on the selected list item.
    250001ED76 - Updating
    250001ED77 - ...
    250001ED78 - Paladin
    250001ED79 - Add
    250001ED7A - Name
    250001ED7B - LFG Off
    250001ED7C -
    250001ED7D -
    250001ED7E - Min Level:
    250001ED7F -
    250001ED80 - Available
    250001ED81 - Fellowing
    250001ED82 - Fellowship
    250001ED83 - Max Level
    250001ED84 - Sort the list of Players by level.
    250001ED85 - Sort by player's total level.
    250001ED86 - Display or filter rogues in the who list.
    250001ED87 - Sort by players Looking for a group.
    250001ED88 - Sort the list of Looking For More requests by quest
    250001ED89 - Join Request
    250001ED8A - Min Level
    250001ED8B - Some Classes
    250001ED8C - Tribe
    250001ED8D - Sort by player kinship.
    250001ED8E - Level
    250001ED8F - Update
    250001ED90 - Sort by player class.
    250001ED91 - Leader
    250001ED92 - Displaying
    250001ED93 - Entries (At maximum, update filter to refine list)
    250001ED94 - Display or filter sorcerers in the who list.
    250001ED95 - Sort the list of Players by name.
    250001ED96 - Blackarrow
    250001ED97 - Brd
    250001ED98 - Invite the selected player to a fellowship.
    250001ED99 - Display or filter clerics in the who list.
    250001ED9A - Display or filter bards in the who list.
    250001ED9B - Quest
    250001ED9C -
    250001ED9D -
    250001ED9E -
    250001ED9F -
    250001EDA0 - Looking for More request...
    250001EDA1 -
    250001EDA2 -
    250001EDA3 -
    250001EDA4 -
    250001EDA5 - Online
    250001EDA6 - You are already in a fellowship.
    250001EDA7 - Sort the Current Fellowship by class.
    250001EDA8 -
    250001EDA9 - {matches|match[1]}.
    250001EDAA - Sort by name.
    250001EDAB - Filter:
    250001EDAC - Quest:
    250001EDAD - Displaying 1 Entry
    250001EDAE - Show only players of the specified level and below.
    250001EDAF - Wiz
    250001EDB0 - Create
    250001EDB1 - Search
    250001EDB2 - Player Note:
    250001EDB3 - Specify the classes you want in your Looking For More request.
    250001EDB4 - Kinship
    250001EDB5 - Join
    250001EDB6 - /
    250001EDB7 - Reaver
    250001EDB8 - Pal
    250001EDB9 - Friends
    250001EDBA - Tom
    250001EDBB - Toggles your 'Anonymous' status on and off.
    250001EDBC - Player
    250001EDBD - Remove your current Looking For More request.
    250001EDBE - Ignore list
    250001EDBF - Player Search
    250001EDC0 - Filter list to show players looking for fellowship only.
    250001EDC1 - Ignore
    250001EDC2 - Leave
    250001EDC3 - Open Groups
    250001EDC4 - Filter list to show players looking for group only.
    250001EDC5 - Sort the list of Players by class.
    250001EDC6 - removed
    250001EDC7 - Specify a note to display in your who entry. This note only lasts until you log out and is shared with any LFG ad you create.
    250001EDC8 - Player Class:
    250001EDC9 - Sort by player tribe.
    250001EDCA - Group Looking For Player
    250001EDCB - Sort the Friends List by online status.
    250001EDCC - Tribe
    250001EDCD - Quest:
    250001EDCE - Anonymous
    250001EDCF - Create or update your Looking For More request with the currently selected class, level, and comment.
    250001EDD0 - Stalker
    250001EDD1 - Your join request was declined.
    250001EDD2 - Sort by player race.
    250001EDD3 - Displaying
    250001EDD4 - {Entries|Entry[1]}
    250001EDD5 - Open Fellowships
    250001EDD6 - Sor
    250001EDD7 - Sort the list of Players by comment.
    250001EDD8 - Sort by players currently in a fellowship.
    250001EDD9 - (
    250001EDDA - )
    250001EDDB - Fighter
    250001EDDC - Sort by the last time the players were online.
    250001EDDD - Toggles your 'Looking For Group' status on and off.
    250001EDDE -
    250001EDDF - set to '
    250001EDE0 - '.
    250001EDE1 - Class
    250001EDE2 - Matches Only
    250001EDE3 - Show Players by:
    250001EDE4 - Sort the list of Looking For More requests by the desired level.
    250001EDE5 - Display or filter barbarians in the who list.
    250001EDE6 - Sort the Friends List by name.
    250001EDE7 - Display or filter paladins in the who list.
    250001EDE8 - Add
    250001EDE9 -
    250001EDEA - /
    250001EDEB -
    250001EDEC - Sort by player location.
    250001EDED - Sort the list of Players by LFG status.
    250001EDEE - Kinship
    250001EDEF - Updating
    250001EDF0 - Create
    250001EDF1 -
    250001EDF2 - /
    250001EDF3 -
    250001EDF4 -
    250001EDF5 - /
    250001EDF6 -
    250001EDF7 - Sort alphabetically by location.
    250001EDF8 - Barbarian
    250001EDF9 - Race
    250001EDFA - Champion
    250001EDFB - Players Looking For Group
    250001EDFC - No Classes
    250001EDFD - Display or filter all classes.
    250001EDFE - #1:
    250001EDFF - #1:{matches|match[1]} out of #2:
    250001ED100 - #2:{items|item[1]}.
    250001ED101 - Kinship
    250001ED102 - Max Level
    250001ED103 - Player Note:
    250001ED104 - Leaders can click to mute/unmute a members mic.
    250001ED105 - Join
    250001ED106 - Add the named Player to the Friends List.
    250001ED107 - Invite the selected player to a group.
    250001ED108 - Specify the levels you want to filter the list of Players by.
    250001ED109 - Display or filter wizards in the who list.
    250001ED10A - Remove
    250001ED10B - Race
    250001ED10C - Player Looking For Fellowship
    250001ED10D - Hunter
    250001ED10E - Ftr
    250001ED10F - Cleric
    250001ED110 - Cancel
    250001ED111 - Sort the Current Fellowship by name.
    250001ED112 - Specify the minimum level you want in your Looking For More request.
    250001ED113 - Sort by player class.
    250001ED114 - Default Wanted Classes text.
    250001ED115 - No Quest
    250001ED116 - Create
    250001ED117 - Search Neighbourhood
    250001ED118 - Specify text that the list of Players should be filtered by.
    250001ED119 - You are not looking for players
    250001ED11A - LFG Filter
    250001ED11B - Rog
    250001ED11C - Min Level
    250001ED11D - LFP Unavailable. You are in a group.
    250001ED11E - Show LFF Only
    250001ED11F - Invite the named Player to your Fellowship.
    250001ED120 - Updating LFG comment '
    250001ED121 - '...
    250001ED122 - Sort by player name.
    250001ED123 - Select All Classes
    250001ED124 - Min Level
    250001ED125 - Minstrel
    250001ED126 - FIG/WIZ
    250001ED127 - (
    250001ED128 - )
    250001ED129 - Race
    250001ED12A - Select All
    250001ED12B - LFG
    250001ED12C - Specify the classes you want to filter the list of Players by.
    250001ED12D - /
    250001ED12E -
    250001ED12F - ,
    250001ED130 - Player
    250001ED131 - Away
    250001ED132 - Kinship
    250001ED133 - Remove the named Player from the Friends List.
    250001ED134 - A comment you want to appear when other players see your Looking For More request.
    250001ED135 - LFP Want Ad
    250001ED136 - LFG
    250001ED137 - Who
    250001ED138 - Area
    250001ED139 - Looking for Group
    250001ED13A - LFP Note:
    250001ED13B - Note
    250001ED13C - Bard
    250001ED13D - Send a Fellowship Invite to the selected player. Fellowship Invites may also be sent by doubleclicking on the selected list item.
    250001ED13E - Captain
    250001ED13F - FIG1/WIZ2
    250001ED140 - Player Looking For Group
    250001ED141 - Send the selected player a tell.
    250001ED142 - Fellowship Looking For Player
    250001ED143 - Specify the name of the Player to be added or removed from the Friends List.
    250001ED144 - updated
    250001ED145 - My LFM Comment:
    250001ED146 - Sort by grouped or not.
    250001ED147 - Burglar
    250001ED148 - Promote
    250001ED149 - Tell
    250001ED14A - Sort the list of Looking For More requests by the desired classes.
    250001ED14B - Remove
    250001ED14C - Remove
    250001ED14D - Toggles your anonymous state. When anonymous other players cannot see you in the who list.
    250001ED14E - Group Leader
    250001ED14F - Sort the list of Looking For More requests by the note.
    250001ED150 - Rogue
    250001ED151 - Toggles your 'Looking For Fellowship' status on and off.
    250001ED152 - Sort by level.
    250001ED153 - Searching...
    250001ED154 - Filter players based on text you enter.
    250001ED155 - Sort by player's LFF Quest.
    250001ED156 - Level
    250001ED157 - Sort by fellowed or not.
    250001ED158 - Who is online
    250001ED159 - Group Leader
    250001ED15A - Any
    250001ED15B - Send a Tell to the selected player.
    250001ED15C - Wanted Classes
    250001ED15D - Name:
    250001ED15E -
    250001ED15F - ,
    250001ED160 -
    250001ED161 - Current Fellowship
    250001ED162 - Fellowship Members
    250001ED163 -
    250001ED164 -
    250001ED165 - Show only players of the specified level and above.
    250001ED166 - Sorcerer
    250001EE00 - There was an internal error, unable to obtain the necessary information a bou tthe sender.
    250001EE01 - Unable to find the item attached to this letter
    250001EE02 - An internal error has occured. Unable to obtain the necessary information about the attached item.
    250001EE03 - You cannot request cash on delivery without an item attached to this letter.
    250001EE04 - This item cannot be mailed.
    250001EE05 - You cannot attach an item you do not possess!
    250001EE06 - Cash from Delivery
    250001EE07 - An internal error has occured. Unable to obtain the necessary information about the recipient of this letter.
    250001EE08 - Your parcel to
    250001EE09 - has been accepted. Enclosed is the requested money for the item.
    250001EE0A - NOTE: The attached item has been removed due to versioning.\n\n
    250001EE0B -
    250001EE0C -
    250001EE0D - returned from mail fees.
    250001EE0E - The letter's subject is too long.
    250001EE0F - You received
    250001EE10 - in the mail.
    250001EE11 - The recipient of this letter does not exist.
    250001EE12 - You do not have enough money to cover the cost of postage.
    250001EE13 - This letter's message is too long.
    250001EE14 - An internal error has occured.
    250001EE15 - You cannot attach an item that is not in your backpack.
    250001EE16 - The Post Master
    250001EE17 - The letter's recipient name is too long.
    250001EE18 -
    250001EE19 - removed for mail fees.
    250001EE1A - Failed to attach item. Please try again.
    250001EE1B - You cannot send mail to yourself.
    250001EE1C - Unable to pay the cost of postage.
    250001EF00 - Opened Letter
    250001EF01 - Detach Items
    250001EF02 - Send
    250001EF03 - Attachments
    250001EF04 - Are you sure you want to delete the selected mail?
    250001EF05 - You do not have enough currency to send the message.
    250001EF06 - Compose Mail
    250001EF07 - Spam
    250001EF08 - From:
    250001EF09 -
    250001EF0A - Detach Item
    250001EF0B - Subject:
    250001EF0C -
    250001EF0D - Item is attached.
    250001EF0E - Detach
    250001EF0F - This letter has an attachment. To delete this letter please remove any attachments and try again.
    250001EF10 - COD Required
    250001EF11 - Open the mailbox
    250001EF12 - Kinship Mail
    250001EF13 - To:
    250001EF14 -
    Xabrina

    Xabrina

    Xabrina ICQ www 180 Female
    250001EF15 - Returned Letter
    250001EF16 - Check Mail
    250001EF17 - Subject:
    250001EF18 - Unopened Kinship Letter
    250001EF19 - Opened Kinship Letter
    250001EF1A - You can send items bought from LOTRO Store to players on other accounts for Mithril Coins
    250001EF1B - Detach Item
    250001EF1C - COD
    250001EF1D - Are you sure you want to report the selected mail as spam?
    250001EF1E - Unable to send attachments with kinship mail.
    250001EF1F - Mailbox
    250001EF20 - Unopened Letter
    250001EF21 - Send Money
    250001EF22 - Detach all items from the current letter.
    250001EF23 - Re:
    250001EF24 -
    250001EF25 - Send a reply to this letter.
    250001EF26 - To:
    250001EF27 - From:
    250001EF28 -
    250001EF29 - Multiple items attached.
    250001EF2A - Access to mobile mailbox is only available to VIP players.
    250001EF2B - You need a subject to send the message.
    250001EF2C - Return
    250001EF2D - Get More Mithril
    250001EF2E - Reply
    250001EF2F - Report Mail As Spam
    250001EF30 - Delete Mail
    250001EF31 - Postage:
    250001EF32 - Cancel
    250001EF33 - Return this letter back to the sender.
    250001EF34 - Currency is attached.
    250001EF35 - #1:
    250001EF36 - #1:{Items|Item[1]} attached
    250001EF37 - Are you sure you want to pay
    250001EF38 - ?
    250001EF39 - Subject:
    250001EF3A -
    250001EF3B - This mail costs mithril to send because it has attachments purchased from the LOTRO Store
    250001EF3C - You need to address the letter to a player or kinship.
    250001EF3D - Body:
    250001EF3E - Detach Money
    250001F000 - Add Comment
    250001F001 - Illegal cheating and exploiting is defined as the misuse of gmae geometry flaws or bugs, monster intelligence, or 3rd party programs to gain a distinct and unintended advantage within Middle-Earth Online. If you witness abuse of such actions . A Middle-Earth Online staff member will take the appropriate actions necessary. *NOTE* you will not be informed of any actions taken against a player.
    250001F002 - Help
    250001F003 - Character Name
    250001F004 - Read the description of the category you have selected.
    250001F005 - Name Violation
    250001F006 - Delete / Resolve
    250001F007 - Help
    250001F008 - Back
    250001F009 - Middle-Earth Online technical support is available between the hours of by calling . Self-help technical support and advice is also available 24 hours a day by clicking the qWeb Helpq tab above and through the Middle-Earth Online support knowledge base located at .
    250001F00A - View Open Requests
    250001F00B -
    250001F00C - Web Help
    250001F00D - Middle-Earth Online game account management may be conducted at the following web address: . Account phone support is avialable between the hours of by calling . Self-help account management support and advice is also available 24 hours a day by clicking the qWeb Helpq tab above and through the Middle-Earth Online support knowledge base located at .
    250001F00E - Copper
    250001F00F - Enter a brief description of your problem.
    250001F010 - Did This Solve Your Problem?
    250001F011 - ...And the name of the player in question.
    250001F012 - If your character is unable to move within the game world, first try to logout your character and then log back in. If you are still unable to move your character with the movement keys, . A Middle-Earth Online staff member will be with you shortly to assist your character.
    250001F013 - Harassment is defined as repeated and unwanted behavior through chat or character actions. Before reporting a player, please use all means necessary to remove yourself from a harassing situation. This includes moving to a new location. To report a player for Harassment, type a description of the issue below, enter the name of the player and click the Submit button. A Lord of The Rings Online Game Master will respond to your request in the order in which it was received.\n*Note* You will not be informed of any disciplinary actions taken against another player.
    250001F014 - Resolving your request will remove it from the help queue. If your problem is not resolved, you will have to create a new request. Are you sure you want to resolve your request?
    250001F015 - Character Stuck
    250001F016 - Gameplay Question
    250001F017 - Cheating is defined as the misuse of game flaws, monster intelligence or third-party programs to gain an unintended advantage in Lord of The Rings Online. To report a player for Cheating, please enter a description of the issue below, enter the name of the player and click the 'Submit' button. A Lord of The Rings Online Game Master will respond to your request in the order in which it was received. \n\n*Note* You will not be informed of any disciplinary actions taken against another player.
    250001F018 - Many billing support questions and issues can be answered by searching the Knowledge Base located in the Home tab above. For questions regarding your account status or payment information, billing support is available by visiting TBD.
    250001F019 - (Text that describes the current help request step)
    250001F01A - No
    250001F01B - Gameplay Issue
    250001F01C - Select the option below that best describes your request. Read over the description carefully before proceeding to submit your request.
    250001F01D - Start New Requests
    250001F01E - Character Stuck
    250001F01F - Add Comment
    250001F020 - Player abuse is defined as verbal, character actions, and othervise inappropriate and unwelcomed behavior. Prior to contacting the Middle-Earth Online staff to report a player, first use all the means at your disposal to remove yourself from a harassing situation. This may include using the /ignore command or moving to a new location.
    250001F021 - Many technical support questions and issues can be answered by searching the Knowledge Base located in the Home tab above. If you are unable to find an answer to your technical issue, Lord of The Rings Online technical support is available by visiting TBD.
    250001F022 - Technical Support
    250001F023 - Harassment
    250001F024 - If you witness a character name that is inappropriate by being obscene and in violation of our Codes of Conduct, please enter a description of the issue below, enter the name of the player and click the Submit button. A Lord of The Rings Online Game Master will respond to your request in the order in which it was received.\n*Note* You will not be informed of any disciplinary actions taken against another player.
    250001F025 - Gold
    250001F026 - Assistance
    250001F027 - Get Help
    250001F028 - Tech Support
    250001F029 - Add Comment Text Here.
    250001F02A - Accept
    250001F02B - Submit
    250001F02C - Billing Support
    250001F02D - Home
    250001F02E - Welcome to the Lord of The Rings Online: Shadows of Angmar Help System. Before proceeding with your help request, please take the time to search our Knowledge Base for answers to any questions you may have.
    250001F02F - This feature currently disabled.
    250001F030 - Refresh List
    250001F031 - Open Requests
    250001F032 - RequestID
    250001F033 - Exploiting & Cheating
    250001F034 - Step #1
    250001F035 - Submit
    250001F036 - Account Support
    250001F037 - Current Status
    250001F038 - Cheating
    250001F039 - Player Abuse
    250001F03A - Name Violation
    250001F03B - Delete / Resolve
    250001F03C - Step #3
    250001F03D - Many game questions and issues can be answered by searching the Knowledge Base located in the Home tab above. If you are unable to find an answer to your issue, type a description of the issue below and click the Submit button. A Lord of The Rings Online Game Master will respond to your request in the order in which it was received.
    250001F03E - The support request number for your submission is #
    250001F03F - .
    250001F040 - Silver
    250001F041 - Error
    250001F042 - received when trying to retrieve information about any support tickets associated with this account.
    250001F043 - Step #2
    250001F044 - A failure has occurred in submitting your support request.
    250001F045 - If you are stuck and unable to move your character with the movement keys, type a description of the issue below and click the Submit button. A Lord of The Rings Online Game Master will respond to your request in the order in which it was received.
    250001F046 - Many frequently asked gameplay questions can be answered through the use of the searchable game knowledge base. To search the knowledge base, simple click the qWeb Helpq tab above. If you are unable to fund an answer, . A Middle-Earth Online staff member will be with you shortly to assist with your gameplay question or issue.
    250001F047 - Yes
    250001F100 - Auction Notice: Parcel Destroyed
    250001F101 - Greetings.\nWe regret to inform you that a parcel you have posted for auction has been obliterated by Sauron's dark forces. While we cannot return the parcel to you, enclosed is the original posting fee paid.
    250001F102 - Auction Expired:
    250001F103 -
    250001F104 - The auction for
    250001F105 - that you have bid on has been bought out.\n
    250001F106 - Greetings.\nThe auction you posted for
    250001F107 - has expired. Enclosed is your parcel. We wish you better fortunes next time.
    250001F108 - Your auction for
    250001F109 - has been posted successfully.\n
    250001F10A - item[s]
    250001F10B - Auction Won:
    250001F10C -
    250001F10D - You have been outbid on the auction for
    250001F10E - .\n
    250001F10F - Greetings and Congratulations!\nYour auction for
    250001F110 - has completed successfully. Enclosed are your winnings from the auction.\n\nBuyer:
    250001F111 - \nWinning Bid:
    250001F112 - \nAuctioning Fee:
    250001F113 - \nEnclosed Winnings:
    250001F114 -
    250001F115 - You have successfully cancelled the auction for
    250001F116 - .\n
    250001F117 - You have bought out an auction which you had also placed a bid on! Attached is the amount of your previous bid.
    250001F118 - Greetings.\nThe auction for
    250001F119 - has been cancelled per your request. We wish you good fortunes and look forward to doing business with you again in the future.
    250001F11A - Auction Outbid:
    250001F11B -
    250001F11C - Greetings and Congratulations!\nYou have won the auction for
    250001F11D - . Enclosed is your parcel.\n\nYour winning bid was:
    250001F11E -
    250001F11F - Greetings.\nWe regret to inform you that a parcel you have purchased has been obliterated by Sauron's dark forces. While we cannot return the parcel to you, enclosed is the money you paid.
    250001F120 - Your auction for
    250001F121 - has expired.\n
    250001F122 - Unknown
    250001F123 - Auction Bid Return
    250001F124 - Greetings.\nYou have been outbid on the auction for
    250001F125 - . Enclosed is your last deposit. We wish you better fortunes next time.
    250001F126 - Greetings and Congratulations!\nYou have won the auction for
    250001F127 - . Enclosed is your parcel.
    250001F128 - Auction Sold:
    250001F129 -
    250001F12A - Your auction for
    250001F12B - has successfully sold.\n
    250001F12C - Auction Cancelled:
    250001F12D -
    250001F12E - Guild of Trade
    250001F12F - Auction Notice: Bid returned
    250001F130 - Greetings and Congratulations!\nYour auction for
    250001F131 - has completed successfully. Enclosed are your winnings from the auction.\n\nWinning Bid:
    250001F132 - \nAuctioning Fee:
    250001F133 - \nEnclosed Winnings:
    250001F134 -
    250001F135 - You have won the auction for
    250001F136 - .\n
    250001F137 - Your bid for
    250001F138 - has been placed successfully.\n
    250001F139 - Greetings.\nThe auction for
    250001F13A - has been cancelled. According to our records you were the last high bidder. Enclosed is your last deposit. We wish you better fortunes next time.
    250001F13B - Greetings.\nYour bid has been returned due to an administrative action. We apologize for the inconvenience; please contact support if this persists or for further information.
    250001F13C - Greetings and Congratulations! Your auction for
    250001F13D - has completed successfully. Enclosed are your winnings from the auction. Please remember that an auctioning fee has been levied from your winnings.
    250001F200 - Minstrel Items
    250001F201 - Ring[E]
    250001F202 - Ammunition
    250001F203 - Woodworking Tier 2
    250001F204 - Woodworking Tier 3
    250001F205 - High Bidder
    250001F206 - Woodworking Tier 4
    250001F207 - Woodworking Tier 5
    250001F208 - Woodworking Tier 6
    250001F209 - Forestry Tier 1
    250001F20A - Woodworking Tier 7
    250001F20B - Woodworking Tier 8
    250001F20C - Woodworking Tier 9
    250001F20D - Club
    250001F20E - Oils
    250001F20F - Furniture
    250001F210 - Posting Fee
    250001F211 - Feet
    250001F212 - Light Mace
    250001F213 - Food - Fortifying
    250001F214 - Cure Fear
    250001F215 - Lute Strings
    250001F216 - Kinship:
    250001F217 -
    250001F218 - Sealed & Fused Relics
    250001F219 - Special
    250001F21A - Prospecting Tier 2
    250001F21B - Prospecting Tier 3
    250001F21C - Legendary Scrolls
    250001F21D - Prospecting Tier 4
    250001F21E - Prospecting Tier 5
    250001F21F - Prospecting Tier 6
    250001F220 - Prospecting Tier 7
    250001F221 - Prospecting Tier 8
    250001F222 - Piercing
    250001F223 - Prospecting Tier 9
    250001F224 - Maul
    250001F225 - Lone-lands
    250001F226 - Pet Food
    250001F227 - Great Club
    250001F228 - Gondor
    250001F229 - Legacy Items
    250001F22A - Current Price
    250001F22B - Runes
    250001F22C - You are already the high bidder on this auction!
    250001F22D - 24 Hours
    250001F22E - Short Sword
    250001F22F - Morningstar
    250001F230 - Music
    250001F231 - Moria
    250001F232 - Search
    250001F233 - Legs
    250001F234 - Shuriken
    250001F235 - Stat Tomes
    250001F236 - Double Mace
    250001F237 - Shield - Heavy
    250001F238 - Shoulders
    250001F239 - Perks
    250001F23A - 72 Hours
    250001F23B - Quarterstaff
    250001F23C - Morale
    250001F23D - Warden Items
    250001F23E -
    250001F23F - /
    250001F240 -
    250001F241 - An internal error has occurred while trying to obtain information about the item going up for auction.
    250001F242 - Name
    250001F243 - Hobbies
    250001F244 - Post
    250001F245 - Warden Carvings
    250001F246 - Stat:
    250001F247 - Exotic
    250001F248 - Dagger[E]
    250001F249 - Angmar
    250001F24A - This item does not have a buyout price set
    250001F24B - Bastard Sword
    250001F24C - Scimitar
    250001F24D - You cannot afford the bid you are trying to place!
    250001F24E - Bow[E]
    250001F24F - Sort listings by current unit price for item stacks.
    250001F250 - Shield Spikes
    250001F251 - Tailor Tier 1
    250001F252 - Decoration
    250001F253 - Simple
    250001F254 - Sort listings by current price.
    250001F255 - The bid you are trying to place is too low!
    250001F256 - Light Crossbow
    250001F257 - Legendary[E]
    250001F258 - Food - Trail
    250001F259 - Axe
    250001F25A - Hammer: Two-handed[E]
    250001F25B - Song Books
    250001F25C - Martial
    250001F25D - Burglar Tools & Devices
    250001F25E - Wands
    250001F25F - Barter
    250001F260 - Post Auction
    250001F261 - Rune-stone
    250001F262 - Heavy Pick
    250001F263 - Sort listings by name.
    250001F264 - Axe: Two-handed[E]
    250001F265 - Class:
    250001F266 - Crossbow[E]
    250001F267 - Thrown Weapon[E]
    250001F268 - Burglar Items
    250001F269 - Head
    250001F26A - Book
    250001F26B - Poles
    250001F26C - Buyout
    250001F26D - Necklace[E]
    250001F26E - Rune-keeper Items
    250001F26F - Champion Items
    250001F270 - Req Lvl:
    250001F271 -
    250001F272 - Ingredients
    250001F273 - Healing
    250001F274 - Scholar Tier 2
    250001F275 - Scholar Tier 3
    250001F276 - Scholar Tier 4
    250001F277 - Scholar Tier 5
    250001F278 - Scholar Tier 6
    250001F279 - Scholar Tier 7
    250001F27A - Scholar Tier 8
    250001F27B - Scholar Tier 9
    250001F27C - Forochel
    250001F27D - Craft
    250001F27E - Hands
    250001F27F - Hands
    250001F280 - Unit Buyout
    250001F281 - ** Translate Me **
    250001F282 - Legacy Scrolls [E]
    250001F283 - Time Remaining:
    250001F284 -
    250001F285 - Scrolls & Scroll Cases
    250001F286 - Sort listings by current unit buyout price for item stacks.
    250001F287 - Dagger
    250001F288 - Beorning Items
    250001F289 - Weaponsmith Tier 2
    250001F28A - Weaponsmith Tier 3
    250001F28B - Light Pick
    250001F28C - Weaponsmith Tier 4
    250001F28D - Weaponsmith Tier 5
    250001F28E - Bait
    250001F28F - Weaponsmith Tier 6
    250001F290 - Weaponsmith Tier 7
    250001F291 - Weaponsmith Tier 8
    250001F292 - Weaponsmith Tier 9
    250001F293 - Special Furniture
    250001F294 - Gems
    250001F295 - Key
    250001F296 - Fish
    250001F297 - Duration
    250001F298 - Club: Two-handed[E]
    250001F299 - Current
    250001F29A - Task Items
    250001F29B - Metalworking Tier 2
    250001F29C - Metalworking Tier 3
    250001F29D - Wall
    250001F29E - Metalworking Tier 4
    250001F29F - Metalworking Tier 5
    250001F2A0 - Collectables
    250001F2A1 - Metalworking Tier 6
    250001F2A2 - Metalworking Tier 7
    250001F2A3 - Metalworking Tier 8
    250001F2A4 - Metalworking Tier 9
    250001F2A5 - Your Money:
    250001F2A6 - Weapons
    250001F2A7 - Shire
    250001F2A8 - Legs
    250001F2A9 - Craft Tools
    250001F2AA - Initial Price
    250001F2AB - Great Axe
    250001F2AC - Lore-master Items
    250001F2AD - Jeweller Tier 1
    250001F2AE - Item Not Found
    250001F2AF - Docent
    250001F2B0 - You have to drag an item from your inventory to the Auction Item box before you can post it
    250001F2B1 - Kukri
    250001F2B2 - Miscellaneous
    250001F2B3 - Rapier
    250001F2B4 - Mace
    250001F2B5 - Unidentified
    250001F2B6 - Yard
    250001F2B7 - Bids:
    250001F2B8 -
    250001F2B9 - Battle Axe
    250001F2BA - Travel & Maps
    250001F2BB - Cure Wound
    250001F2BC - Festival
    250001F2BD - Drink - Fine
    250001F2BE - Axe: One-handed[E]
    250001F2BF - Javelin
    250001F2C0 - Armour: Medium
    250001F2C1 - Shield - Light
    250001F2C2 - Armour
    250001F2C3 - Optional Ingredients
    250001F2C4 - Rune-satchel
    250001F2C5 - Sword
    250001F2C6 - The auction system is currently disabled. You can cancel your auctions to the right if you wish but all other auction functionality is temporarily disabled. Please check back later.
    250001F2C7 - Buyout
    250001F2C8 - Dwarven Axe
    250001F2C9 - Sickle
    250001F2CA - War Hammer
    250001F2CB - North Downs
    250001F2CC - Chest
    250001F2CD - Light Hammer
    250001F2CE - Item Name
    250001F2CF - Are you sure you want to cancel the selected auction?
    250001F2D0 - Trophy
    250001F2D1 - Sword: One-handed[E]
    250001F2D2 - The Buyout price of an auction cannot be lower than the initial price.
    250001F2D3 - Unrestricted
    250001F2D4 - Mace[E]
    250001F2D5 - Auction
    250001F2D6 - Cure Disease
    250001F2D7 - Shields
    250001F2D8 - Level Range
    250001F2D9 - Ered Luin
    250001F2DA - Resources
    250001F2DB - Hand Axe
    250001F2DC - Cloth
    250001F2DD - Longbow
    250001F2DE - Crafting
    250001F2DF - Long Sword
    250001F2E0 - Drink - Strong
    250001F2E1 - Captain Items
    250001F2E2 - Held[E]
    250001F2E3 - Sword: Two-handed[E]
    250001F2E4 - Food - Cooked
    250001F2E5 - Buyout
    250001F2E6 - Shortbow
    250001F2E7 - Metalworking Tier 1
    250001F2E8 - Auctions
    250001F2E9 - Cosmetic Pets
    250001F2EA - Spear[E]
    250001F2EB - Weaponsmith Tier 1
    250001F2EC - Feet
    250001F2ED - Sort listings by buyout cost.
    250001F2EE - Heavy Mace
    250001F2EF - Shoulders
    250001F2F0 - Jewellery
    250001F2F1 - Head
    250001F2F2 - Light
    250001F2F3 - Sort:
    250001F2F4 - Useable
    250001F2F5 - Axe
    250001F2F6 - Pipe-weed
    250001F2F7 - Cancel Post
    250001F2F8 - Tailor Tier 2
    250001F2F9 - Tailor Tier 3
    250001F2FA - Tailor Tier 4
    250001F2FB - Tailor Tier 5
    250001F2FC - Tailor Tier 6
    250001F2FD - Tailor Tier 7
    250001F2FE - Tailor Tier 8
    250001F2FF - -
    250001F2100 - Tailor Tier 9
    250001F2101 - Prospecting Tier 1
    250001F2102 - Repeating Heavy Crossbow
    250001F2103 - All
    250001F2104 - Chest
    250001F2105 - Quality
    250001F2106 - Falchion
    250001F2107 - Ceiling
    250001F2108 - Level
    250001F2109 - Jeweller Tier 2
    250001F210A - Jeweller Tier 3
    250001F210B - Bids: (
    250001F210C - /
    250001F210D - )
    250001F210E - Jeweller Tier 4
    250001F210F - Repeating Light Crossbow
    250001F2110 - Farming Tier 1
    250001F2111 - Jeweller Tier 5
    250001F2112 - Jeweller Tier 6
    250001F2113 - Unarmed
    250001F2114 - Jeweller Tier 7
    250001F2115 - Jeweller Tier 8
    250001F2116 - Earring[E]
    250001F2117 - Jeweller Tier 9
    250001F2118 - The initial price of an auction must be at least 100gp.
    250001F2119 - Implement: Two-handed[E]
    250001F211A - Medium
    250001F211B - #1:
    250001F211C - #1:{Legacy[1]|Legacies}
    250001F211D - Bracelet[E]
    250001F211E - Guardian Items
    250001F211F - Food & Drink
    250001F2120 - Essences
    250001F2121 - Thrown Weapon[E]
    250001F2122 - Auction
    250001F2123 - Implement: One-handed[E]
    250001F2124 - Skill Scrolls
    250001F2125 - Halberd[E]
    250001F2126 - The bid you are trying to place exceeds the buyout price!
    250001F2127 - You cannot afford to pay the posting fee of this auction.
    250001F2128 - Sort listings by duration.
    250001F2129 - Show All
    250001F212A - Traps
    250001F212B - Khopesh
    250001F212C - Woodworking Tier 1
    250001F212D - Unit Price
    250001F212E - Power
    250001F212F - You cannot bid on an auction you have posted.
    250001F2130 - Legendary item legacies:
    250001F2131 - Heavy Crossbow
    250001F2132 - Throwing
    250001F2133 - Back[E]
    250001F2134 - Auction Item
    250001F2135 - Craft Trophies
    250001F2136 - Posts:
    250001F2137 - /
    250001F2138 - (
    250001F2139 - available for purchase)
    250001F213A - Dagger
    250001F213B - Great Sword
    250001F213C - Slashing
    250001F213D - All
    250001F213E - Potions & Salves
    250001F213F - Shield - Warden
    250001F2140 - Bludgeoning
    250001F2141 - Back
    250001F2142 - You are trying to bid more on an item than it would cost to just buy it out
    250001F2143 - Hammer: One-handed[E]
    250001F2144 - Other
    250001F2145 - Bid
    250001F2146 - Premium Items
    250001F2147 - Fishing
    250001F2148 - An internal error has occured. The duration of this auction is invalid.
    250001F2149 - Cooking Tier 2
    250001F214A - Concede
    250001F214B - Cloth
    250001F214C - Cooking Tier 3
    250001F214D - 8 Hours
    250001F214E - Cooking Tier 4
    250001F214F - Cooking Tier 5
    250001F2150 - Cooking Tier 6
    250001F2151 - Hunter Items
    250001F2152 - Cooking Tier 7
    250001F2153 - Cooking Tier 8
    250001F2154 - Cooking Tier 9
    250001F2155 - Paints & Surfaces
    250001F2156 - of
    250001F2157 - Instruments
    250001F2158 - Potion
    250001F2159 - Clothing
    250001F215A - Legendary Items [E]
    250001F215B - Please Wait...
    250001F215C - Armour: Light
    250001F215D - Recipes
    250001F215E - Kinship Only
    250001F215F - Heavy
    250001F2160 - Bids
    250001F2161 - Armaments & Standards
    250001F2162 - 48 Hours
    250001F2163 - You need to select something first
    250001F2164 - Cooking Tier 1
    250001F2165 - Sell
    250001F2166 - Bree-land
    250001F2167 - Kama
    250001F2168 - Tools
    250001F2169 - Outfits
    250001F216A - Class Quest Trophies
    250001F216B - Stat Categories:
    250001F216C -
    250001F216D - Scholar Tier 1
    250001F216E - Farming Tier 2
    250001F216F - Farming Tier 3
    250001F2170 - Farming Tier 4
    250001F2171 - Components
    250001F2172 - Farming Tier 5
    250001F2173 - Cloak
    250001F2174 - Farming Tier 6
    250001F2175 - Buyout Price (Optional)
    250001F2176 - Cure Poison
    250001F2177 - Farming Tier 7
    250001F2178 - Farming Tier 8
    250001F2179 - Farming Tier 9
    250001F217A - Runes of Power [E]
    250001F217B - 4 Hours
    250001F217C - Posts:
    250001F217D - /
    250001F217E -
    250001F217F - Club: One-handed[E]
    250001F2180 - Armour: Heavy
    250001F2181 - Lore-master Books
    250001F2182 - Staff[E]
    250001F2183 - Guardian Belts
    250001F2184 - Class Items
    250001F2185 -
    250001F2186 - ,
    250001F2187 -
    250001F2188 - Dye
    250001F2189 - Pocket[E]
    250001F218A - Duration
    250001F218B - Outbid
    250001F218C - Floor
    250001F218D - Back
    250001F218E - Evendim
    250001F218F - Trollshaws
    250001F2190 - Reputation
    250001F2191 - Forestry Tier 2
    250001F2192 - Forestry Tier 3
    250001F2193 - Forestry Tier 4
    250001F2194 - Forestry Tier 5
    250001F2195 - Forestry Tier 6
    250001F2196 - Forestry Tier 7
    250001F2197 - Forestry Tier 8
    250001F2198 - Forestry Tier 9
    250001F300 - Accept
    250001F301 - Relationships
    250001F302 - Decline
    250001F303 - Parent:
    250001F304 - Submit
    250001F305 - To be eligible for a Surname you must be at least level
    250001F306 - . When selecting your Surname it is important to keep in mind the same restrictions apply as they did with your primary name. No profanity or gibberish is permitted inside of a Surname.
    250001F307 - Breaker Of Oaths
    250001F308 - Surname
    250001F309 - Divorce
    250001F30A -
    250001F30B - has extended a request to be your adopted {father[m]|mother[f]}.
    250001F30C - Abandon
    250001F30D - Child:
    250001F30E - Fee:
    250001F30F - Your Money:
    250001F310 -
    250001F311 - has offered {his[m]|her[f]} pledge of marriage.
    250001F312 - Notary
    250001F400 - dunno
    250001F401 - lmao
    250001F402 - woohoo
    250001F403 - whatever
    250001F404 - ?!.
    250001F405 - haha
    250001F406 - ?
    250001F407 - heya
    250001F408 - hi
    250001F409 - lol
    250001F40A - !
    250001F40B - boohoo
    250001F40C - rofl
    250001F40D - hello
    250001F40E - ttyl
    250001F40F - cry
    250001F410 - sigh
    250001F411 - hiya
    250001F412 - !?
    250001F413 - bye
    250001F414 - ?!
    250001F415 - welcome
    250001F416 - woot
    250001F417 - grr
    250001F500 - Use Destiny
    250001F501 - Recovery
    250001F502 - Light Mitigation
    250001F503 - Dread Removal
    250001F504 - You already have
    250001F505 - , which is better than the perk you are trying to buy. Purchase cancelled.
    250001F506 - Monster Play Boost
    250001F507 - Frost Mitigation
    250001F508 - You have to select a particular perk before buying it for destiny.
    250001F509 - Run Speed
    250001F50A - Revival
    250001F50B - Armour
    250001F50C - Lightning Mit.
    250001F50D - You must be a subscriber to buy this perk for destiny points.
    250001F50E - Shadow Mitigation
    250001F50F - Ancient Dwarf Mit.
    250001F510 - Damage Bonus
    250001F511 - Destiny Point Perks
    250001F512 - Hope
    250001F513 - Acid Mitigation
    250001F514 - You are currently waiting for a response from a perk buy request.
    250001F515 - Your level is too low to be able to buy this perk.
    250001F516 - Morale
    250001F517 - Determination
    250001F518 - Curing
    250001F519 - Marks
    250001F51A - Fire Mitigation
    250001F51B - Skirmish Heroism
    250001F51C - You don't have enough destiny points to buy this perk.
    250001F51D - Westernesse Mit.
    250001F51E - Enhanced XP
    250001F51F - Experience Boost
    250001F520 - Item Wear
    250001F521 - Power
    250001F522 - If you buy this perk it will replace
    250001F523 - . Are you sure you want to buy it?
    250001F524 - Beleriand Mit.
    250001F525 - Strength
    250001F526 - You cannot buy this perk when you are at the level cap.
    250001F527 - Item Experience Boost
    250001F600 - S
    250001F601 - A
    250001F602 - A
    250001F603 - S
    250001F604 - C
    250001F605 - C
    250001F606 - W
    250001F607 - +
    250001F608 - W
    250001F700 - Match is forfeit on account of monster interference! Draw!
    250001F701 -
    250001F702 - has invited you to spar!\n\nWill you accept?\n\n
    250001F703 -
    250001F704 - The match is over on account of forfeit!
    250001F705 - Accept
    250001F706 - Winner!
    250001F707 - has won the match against
    250001F708 - .
    250001F709 -
    250001F70A - has declined your sparring request.
    250001F70B - Begin!
    250001F70C - The match will begin in
    250001F70D - seconds.
    250001F70E -
    250001F70F - yields the match to
    250001F710 - .
    250001F711 - Decline
    250001F712 - The sparring match between
    250001F713 - and
    250001F714 - has ended in a draw!
    250001F715 - Time Remaining:
    250001F716 - You are not allowed to spar in this area.
    250001F800 - Click to select a title
    250001F801 - When enabled, Rank will show up in applicable titles
    250001F802 - Sort:
    250001F803 - Make Active
    250001F804 - Show Rank
    250001F805 - Alphabetical
    250001F806 - Click to clear your active title
    250001F807 - Click and drag to move this window
    250001F808 - Active Title
    250001F809 - Search:
    250001F80A - Show Surname
    250001F80B - Alphabetical
    250001F80C - Reason for bestowal:
    250001F80D - By Newest
    250001F80E - Click to toggle showing/hiding of disabled titles in the list
    250001F80F - Show Disabled Titles
    250001F810 - By Oldest
    250001F811 - Clear Active
    250001F812 - Bestowal Date:
    250001F813 - Click to make the selected title active
    250001F814 - Click this button to change how the titles are sorted in the list
    250001F815 - Newest First
    250001F816 - Titles
    250001F817 - Sort Order:
    250001F818 - When enabled, surname will show up in applicable titles
    250001F900 -
    250001F901 - ,
    250001F902 -
    250001F903 - Every point of
    250001F904 - damage done to
    250001F905 - is transformed into #1:
    250001F906 - #1:{point[1.0]|points} of damage to
    250001F907 - .
    250001F908 - Mount Endurance
    250001F909 - Morale
    250001F90A -
    250001F90B - ,
    250001F90C -
    250001F90D - Mount Power
    250001F90E - Removes up to #1:
    250001F90F -
    250001F910 - #1:{effect[1]|effects}
    250001F911 - from the target.
    250001F912 - Removes all
    250001F913 - effects
    250001F914 - from the target.
    250001F915 - with maximum strength of
    250001F916 -
    250001FA00 - You must supply and interval override greater than or equal to 2 minutes.
    250001FA01 -
    250001FA02 - d -
    250001FA03 - h -
    250001FA04 - m.
    250001FA05 - Successfully removed all raid lock info.
    250001FA06 -
    250001FA07 - - Resets
    250001FA08 - .
    250001FA09 - Raid Lock Info:
    250001FA0A -
    250001FA0B - resets in:
    250001FA0C - d -
    250001FA0D - h -
    250001FA0E - m.
    250001FA0F - Cannot clear raid lock info while in a private encounter.
    250001FA10 -
    250001FA11 - - Flag
    250001FA12 - - Resets in
    250001FA13 -
    250001FA14 - Lockable Raids:
    250001FA15 -
    250001FA16 - does not match the fellowship's raid flags.
    250001FA17 - Successfully updated the PES raid update interval.
    250001FB00 -
    250001FB01 - was sidetracked while attempting to travel to you, they were unable to answer your call!
    250001FB02 -
    250001FB03 - was defeated while trying to answer your summon, they were unable to join you!
    250001FB04 -
    250001FB05 - is attempting to answer your summons...
    250001FB06 -
    250001FB07 - has declined to answer your summons!
    250001FB08 - #1:
    250001FB09 - has called to you #1:{his[m]|her[f]|its} side in
    250001FB0A - !\n\nWill you accept the summons?
    250001FB0B - another area
    250001FB0C - #1:
    250001FB0D - is summoning you to
    250001FB0E - !\nYou will need
    250001FB0F - .\n\nWill you accept the summons?
    250001FB10 - #1:
    250001FB11 - has called to you #1:{his[m]|her[f]|its} side in
    250001FB12 - !\nYou will need
    250001FB13 - .\n\nWill you accept the summons?
    250001FB14 - Please select a Fellowship member to summon:
    250001FB15 -
    250001FB16 - has heard your call...
    250001FB17 -
    250001FB18 - was unable to complete the journey to you!
    250001FB19 -
    250001FB1A - was sidetracked while attempting to travel to you, they were unable to answer your summons!
    250001FB1B -
    250001FB1C - is not allowed to answer your call at this time!
    250001FB1D - Time until summonable:
    250001FB1E -
    250001FB1F - has heard your summons...
    250001FB20 -
    250001FB21 - has declined to answer your call!
    250001FB22 -
    250001FB23 - is not allowed to answer your summons at this time!
    250001FB24 -
    250001FB25 - is attempting to answer your call...
    250001FB26 - #1:
    250001FB27 - is summoning you to
    250001FB28 - !\n\nWill you accept the summons?
    250001FC00 -
    250001FC01 - ,
    250001FC02 - ,
    250001FC03 -
    250001FC04 - ,
    250001FC05 -
    250001FC06 -
    250001FC07 -
    250001FC08 -
    250001FC09 - ,
    250001FC0A -
    250001FC0B -
    250001FC0C -
    250001FC0D -
    250001FD00 - W
    250001FD01 -
    250001FD02 -
    250001FD03 -
    250001FD04 - E
    250001FD05 - S
    250001FD06 - N
    250001FE00 - Invalid server address
    250001FE01 - Can't bind local socket. Is another client running?
    250001FE02 - Loading subscription data...
    250001FE03 - Client logon failed
    250001FE04 - There is no logon server available for your account.
    250001FE05 - You do not have the current version of the client installed.
    250001FE06 - This world will be shutting down in #2:
    250001FE07 - #2:{second[1]|seconds}! Please log out!\n
    250001FE08 - You have been booted due to a logon system error.
    250001FE09 - You have been booted from the game.\n
    250001FE0A -
    250001FE0B - The server has detected that an item you are carrying, the
    250001FE0C - , is a duplicate of another object already in the game world. Your item has been removed.\n
    250001FE0D - Access Denied.
    250001FE0E - The world has been shut down. Please sign in later.
    250001FE0F - Waiting for maintenance to complete...
    250001FE10 - This world is shutting down NOW! Log out!\n
    250001FE11 - ID_ConnectionError_ServerShuttingDown
    250001FE12 - You have been booted because you have logged in to the world \q
    250001FE13 - \q.
    250001FE14 - ID_ConnectionError_CharacterSetLoadFailure
    250001FE15 - Server Full
    250001FE16 - Client timed out the connection
    250001FE17 - Player already logged on
    250001FE18 - Connection closed because use of a speed-altering program was detected
    250001FE19 - Your account has insufficient privileges to continue
    250001FE1A - Connection prempted by another connection attempt
    250001FE1B - Your account has been suspended. A message has been sent to the e-mail address on file with more information.
    250001FE1C - Your account has been suspended. A message has been sent to the e-mail address on file with more information.\n
    250001FE1D -
    250001FE1E - Invalid or corrupted authentication
    250001FE1F - Server has closed this connection
    250001FE20 - The player is logging in. Finish maintenance soon.
    250001FE21 - ID_ConnectionError_Disconnected
    250001FE22 - ID_ConnectionError_ConnectionReset
    250001FE23 - Your subscription has expired.\n
    250001FE24 -
    250001FE25 - Receiving character data...
    250001FE26 - Cleaning up old connection...
    250001FE27 - Your subscription has expired.
    250001FE28 - ID_ConnectionError_ClientExit
    250001FE29 - Connection attempt was aborted by the user
    250001FE2A - Validating credentials...
    250001FE2B - Your admin powers are stronger than the currents of portal space. You manage to log into a forbiden location.\n
    250001FE2C - There was an error with this connection
    250001FE2D - ID_ConnectionError_ClientOnCrashedServer
    250001FE2E - This world will be shutting down in #1:
    250001FE2F - #1:{minute[1]|minutes}. Please log out.\n
    250001FE30 - You have been booted from the game.
    250001FE31 - The currents of portal space cannot return you from whence you came. Your previous location forbids login.\n
    250001FE32 - ID_ConnectionError_EndCharacterSession
    250001FE33 - Loading character data...
    250001FE34 - ID_ConnectionError_ServerDisconnect
    250001FE35 - Logon was aborted by the server.\nPlease try again.
    250001FE36 - Server timed out the connection
    250001FE37 - This world will be shutting down in #1:
    250001FE38 - #1:{minute[1]|minutes} and #2:
    250001FE39 - #2:{second[1]|seconds}. Please log out.\n
    250001FE3A - Your account has been logged out for maintenance. Please log in again.
    250001FE3B - Couldn't create local socket. Make sure you have a working network.
    250001FE3C - Couldn't initialize crypto API
    250001FF00 - Camera Aligns to Slopes
    250001FF01 - Focus Loss Behaviour
    250001FF02 - Unavailable
    250001FF03 - Music Volume
    250001FF04 - Full Screen
    Xabrina

    Xabrina

    Xabrina ICQ www 180 Female
    250001FF05 - Voice-over Volume
    250001FF06 - Tooltip Delay
    250001FF07 - Adjusts the music volume
    250001FF08 - Post Processing
    250001FF09 - Triple Buffering
    250001FF0A - Sound Effects Volume
    250001FF0B - Adjust the Voice capture threshold. Audio louder than this will be captured.
    250001FF0C - Enables tooltips in the UI
    250001FF0D - Full Screen
    250001FF0E - Model Detail
    250001FF0F - Automatic
    250001FF10 - Voice Microphone Gain
    250001FF11 - Glow Mapping
    250001FF12 - The number of simultaneous sounds the client will play
    250001FF13 - High
    250001FF14 - Disabled
    250001FF15 - OpenGL
    250001FF16 - Blob Shadows
    250001FF17 - Detect Voice Devices
    250001FF18 - Voice Capture Device
    250001FF19 - Tooltip Enable
    250001FF1A - Anisotropic Filter Quality
    250001FF1B - Enables emissive surfaces to 'bloom' over foreground objects. 'Post Processing Effects' must also be enabled for this to work. Disable this to increase performance.
    250001FF1C - Choose the hardware device to use for playing voice chat.
    250001FF1D - Sets the quality of the pixel blur filter that's used for various effects such as light bloom.
    250001FF1E - Enables soft shadows to be cast from buildings and other architecture on to the landscape. Disable this option to slightly increase performance.
    250001FF1F - Adjusts the user interface sound volume
    250001FF20 - Automatically set various performance-related options to low settings while in PvMP areas.
    250001FF21 - Adjusts how far away landscape geography will be rendered. Lower distances can increase performance and will significantly decrease load times
    250001FF22 - 5:4
    250001FF23 - If checked, the client will not play game sounds. Voice chat muting must be done by lowering the Voice Volume or by unchecking Voice Enabled.
    250001FF24 - Software-Stereo
    250001FF25 - Enabling this option may slightly increase your maximum possible frame rate in full screen mode, but uses more video memory resources. We recommend leaving this setting disabled.
    250001FF26 - Landscape Lighting Quality
    250001FF27 - Bloom Intensity
    250001FF28 - Adjusts the contrast of the colours displayed on the screen.
    250001FF29 - Aspect Ratio
    250001FF2A - Specular Lighting
    250001FF2B - Ambient Light
    250001FF2C - High
    250001FF2D - Persist Sound
    250001FF2E - Length of time before tooltips appear
    250001FF2F - Floating Text Size
    250001FF30 - Disabled
    250001FF31 - Adjusts the brightness of the ambient (global) light in the world.
    250001FF32 - Adjusts the amount of system memory the game will use for graphics resources. Using a higher setting may reduce load times and improve performance on computers with plenty of memory. Lower this setting to free up memory for other resources and potentially improve performance.
    250001FF33 - Frill Distance
    250001FF34 - Lighting
    250001FF35 - Enabling this option will cause the camera to smoothly recoil behind your character when you start moving. When disabled, the camera will remain where you left it, even while moving your character.
    250001FF36 - Windowed Resolution
    250001FF37 - Disabled
    250001FF38 - Displays player and target portraits over vital bars. Set to false to improve performance.
    250001FF39 - Surface Reflections
    250001FF3A - Select the DirectX API level you would like to target. Your video card and operating system must be capable of supporting DirectX 10 or DirectX 11 for this option to be available. DirectX 9 is used if this option is disabled.
    250001FF3B - Scenery
    250001FF3C - Custom
    250001FF3D - Select your display resolution when running the game in a desktop window. Higher resolutions typically look better at the expense of performance. We recommend using at least 1024x768. You can also resize the game window by dragging the edges of the window border when running in a desktop window.
    250001FF3E - Distant Imposters
    250001FF3F - Enables Hands Free Voice. With this option enabled, your microphone will always be active. Otherwise, voice audio will only be captured while you are holding down the \qVoice Push to Talk\q button as configured in your Key Mapping options.
    250001FF40 - Enable volumetric sun lighting effects. This option requires DirectX 10+. Disabling this option will improve performance.
    250001FF41 - Turning this option off disables custom avatar face textures, decreasing memory usage. Especially useful in crowded player areas.
    250001FF42 - Material Detail
    250001FF43 - Maximum Frame Rate
    250001FF44 - Overbright Bloom Filter
    250001FF45 - DirectX10
    250001FF46 - Auto
    250001FF47 - DirectX11
    250001FF48 - Camera Options
    250001FF49 - Combat sound volume
    250001FF4A - Analyzing your voice devices...
    250001FF4B - Adjusts ambient sound volume
    250001FF4C - Adjusts the intensity curve of colours displayed on the screen.
    250001FF4D - Mouse Look Smoothing
    250001FF4E - Ultra High
    250001FF4F - The sensitivity of mouse controls while in mouse look mode.
    250001FF50 - Atmospherics Detail
    250001FF51 - When enabled, distant players will render faster, allowing more characters on screen at once. However, this feature requires extra system memory and video memory. Uncheck this option to free up more system resources.
    250001FF52 - Contrast
    250001FF53 - Player Crowd Quality
    250001FF54 - Sets the opacity of 'floating labels' that appear above objects
    250001FF55 - Normal
    250001FF56 - Full Screen Resolution
    250001FF57 - Changes the method used to filter textures in the game. Use 'Trilinear' for best performance. 'Anisotropic' will yield the highest visual quality but may greatly decrease performance.
    250001FF58 - Shadows
    250001FF59 - Adjusts the size of the area of interactive water. This option requires DirectX 11. Use a lower setting to improve rendering performance.
    250001FF5A - User Interface Volume
    250001FF5B - Hands Free Voice
    250001FF5C - Reset Camera When Moving
    250001FF5D - Adjusts sound playback.
    250001FF5E - Adjusts the master volume level of all audio channels
    250001FF5F - Enable Ambient Occlusion post processing. This option requires DirectX 11. Disabling this option will improve performance.
    250001FF60 - Mouse Look Sensitivity
    250001FF61 - Sound Options
    250001FF62 - Detects the best settings for your current hardware. This will automatically adjust most of graphics options to provide an optimal balance between performance and visual quality.
    250001FF63 - Sets the quality of atmospheric effects such as rain and snow. Use a lower setting to increase performance.
    250001FF64 - Engine Speed
    250001FF65 - Adjusts the voice-over volume
    250001FF66 - Environment Stencil Shadows
    250001FF67 - Specifies the network latency threshold in milliseconds for incoming voice chat. A higher threshold will delay voice playback slightly but will allow for smoother audio playback.
    250001FF68 - Sound Quality
    250001FF69 - Voice Capture Threshold
    250001FF6A - When running in full screen mode, this setting adjusts the monitor refresh rate. We recommend you set this to 'Auto', which will use a safe refresh rate for your display configuration.
    250001FF6B - Landscape Shadows
    250001FF6C - Very High
    250001FF6D - Adjusts the visual quality of water reflections and mirrors. 'Post Processing Effects' must also be enabled. When set to 'Low', only the sky will be visible in outdoor reflections. 'High' will reflect most nearby scenery, and higher settings will allow more distant objects to be visible in reflections. Disable this feature to greatly increase performance.
    250001FF6E - Sound Playback
    250001FF6F - Stencil Shadows
    250001FF70 - Disable music
    250001FF71 - Analyzing your hardware...
    250001FF72 - Auto
    250001FF73 - Forces floating text to always draw on top of all 3D objects and scenery. Normally, most floating text will be occluded by 3D objects in the scene.
    250001FF74 - Persistent Sound
    250001FF75 - Colour
    250001FF76 - When enabled, the camera will automatically adjust its pitch to look up or down slopes.
    250001FF77 - If checked, the client will use EAX if available
    250001FF78 - Low
    250001FF79 - Allows for high quality lighting and shadow features, such as normal mapping, glow mapping and specular highlights. Disable this option to significantly improve performance.
    250001FF7A - Refresh Rate
    250001FF7B - This option controls the graphics quality of characters and scenery when a large number of players are nearby. Use a lower setting to improve rendering performance in crowded areas.
    250001FF7C - Avatar Texture Compositing
    250001FF7D - You can override the aspect ratio for the game's graphics with this setting. Selecting 'Auto' will choose an aspect automatically based on your display resolution. In some resolutions (where pixels are not square) you can override the aspect ratio by changing this setting to match your monitor's aspect ratio.
    250001FF7E - Detect Optimal Settings
    250001FF7F - Hardware-3D
    250001FF80 - Very Sharp
    250001FF81 - Quality
    250001FF82 - Enables shadows cast from certain indoor props and architecture. Uncheck this option to increase performance.
    250001FF83 - Adjusts the volume of received voice audio.
    250001FF84 - Blob shadows will be rendered for characters when more detailed shadows are not available. You can disable this to increase performance.
    250001FF85 - Adjusts the overall resolution of textures. Higher quality textures require more video memory but will greatly increase image quality. In order to use the highest setting, you must have 'High Resolution Textures' installed and up-to-date.
    250001FF86 - Safe Mode
    250001FF87 - Increases visual quality by adding specular highlights to shiny surfaces. 'High Quality Lighting' mode must be enabled for this to work. Disable this setting to increase performance.
    250001FF88 - Adjusts the brightness of the colours displayed on the screen.
    250001FF89 - Floating Text Opacity
    250001FF8A - Adjusts sound effects volume
    250001FF8B - Custom
    250001FF8C - UI Options
    250001FF8D - When checked, the game runs in full screen mode, otherwise it runs in a window on your desktop. You can also press 'Alt + Enter' to toggle full screen mode at any time.
    250001FF8E - Increases the rate at which the radar map is updated. Uncheck this option for a marginal performance gain.
    250001FF8F - Enables shadows for characters and certain indoor props and architecture. This setting also controls the distance these shadows will be visible from. Use a lower setting to improve performance, or disable this to greatly increase performance.
    250001FF90 - Texturing
    250001FF91 - 16:9
    250001FF92 - When checked, sounds will continue to play even if the game focus is lost or minimized
    250001FF93 - Adjusts how far away characters and scenery objects are rendered. Set this to 'Low' to improve performance.
    250001FF94 - Brightness
    250001FF95 - Windowed
    250001FF96 - Adjusts the volume of music generated by players
    250001FF97 - When Texture Filtering is set to Anisotropic, this adjusts the quality level of the anisotropic filter. Higher values yield better image quality at the expense of performance.
    250001FF98 - Graphics qualities above medium are unavailable until the full game download is complete and the game is restarted.
    250001FF99 - Your machine configuration may experience performance problems running in DirectX 10. If you encounter any problems, turn this option off in the Graphics Options.
    250001FF9A - Low
    250001FF9B - Enables graphics post-processing such as motion blur and bloom. Turn this off to greatly improve performance.
    250001FF9C - Floating Text Always On Top
    250001FF9D - Mouse look smoothing will filter mouse input so that the camera movements are smoother, but can slightly lower the precision of your controls.
    250001FF9E - Adjusts outgoing voice volume to be heard by fellowship. Perform a Mic Test to verify its setting.
    250001FF9F - Slows the game engine down. At the highest setting, the game runs as fast as it can. Lower settings can be used to help troubleshoot random system crashes and freezes.
    250001FFA0 - Sync To Refresh Rate
    250001FFA1 - Object Draw Distance
    250001FFA2 - Choose the hardware device to use for capturing voice chat.
    250001FFA3 - Post Processing Effects
    250001FFA4 - Effects Options
    250001FFA5 - Display
    250001FFA6 - 3D Object Portraits
    250001FFA7 - Performance
    250001FFA8 - Rendering Options
    250001FFA9 - Enabling this option will flip the vertical rotation direction while in mouse look mode.
    250001FFAA - When set to High, enables specular highlights on certain types of terrain. When set to Very High, bump maps are enabled for certain terrain surfaces as well. Set this option to Low to improve rendering performance.
    250001FFAB - Input Options
    250001FFAC - Voice Playback Device
    250001FFAD - Very Low
    250001FFAE - DirectX9
    250001FFAF - Trilinear
    250001FFB0 - Texture Detail
    250001FFB1 - Max
    250001FFB2 - Allows the client to give a hint to the server about how much bandwidth it has. This can help modem users a lot. Use the actual connection speed (not the maximum possible speed.) It is better to use a speed that is too low than to use a speed that is too high.
    250001FFB3 - Custom
    250001FFB4 - Player music volume
    250001FFB5 - Sound System
    250001FFB6 - High Quality Lighting
    250001FFB7 - DX11 Ambient Occlusion
    250001FFB8 - Use EAX
    250001FFB9 - Antialiasing
    250001FFBA - 16:10
    250001FFBB - Character Options
    250001FFBC - Medium
    250001FFBD - Voice Volume
    250001FFBE - Ambient Sound Volume
    250001FFBF - Enabling this option may eliminate horizontal 'tearing' artifacts in at the expense of some performance. This only works when running in full screen mode.
    250001FFC0 - Objects
    250001FFC1 - Adjusts the quality of certain surface shaders, such as tree leaves. Set this to 'Low' to significantly increase performance.
    250001FFC2 - This setting controls the distance at which complex 3D geometry will be rendered. Set this to 'Low' to increase performance at the expense of visual quality.
    250001FFC3 - Overall Graphics Quality
    250001FFC4 - Landscape Draw Distance
    250001FFC5 - Volumetric Sun Light
    250001FFC6 - Adjusts combat sound volume
    250001FFC7 - Number of Sounds
    250001FFC8 - Connection Speed
    250001FFC9 - Invert Mouse Y Axis
    250001FFCA - Specifies sound behaviour when the game focus is lost or minimized
    250001FFCB - Sharp
    250001FFCC - Mute Sound
    250001FFCD - 4:3
    250001FFCE - Screen Mode
    250001FFCF - Controls the intensity of the dream-like glow effect that brightens the scene and blurs pixels together. 'Post Processing Effects' must be enabled for bloom effects to be visible.
    250001FFD0 - Bilinear
    250001FFD1 - Master Volume
    250001FFD2 - When enabled, very brightly lit surfaces will always 'bloom' over foreground objects. 'Post Processing Effects' must also be enabled for this to work. Disable this to increase performance.
    250001FFD3 - Enables trees and other objects to be rendered over distant landscape. Disable this to increase performance.
    250001FFD4 - Radar Animation Smoothing
    250001FFD5 - Select whether the game runs in full screen mode or a window on your desktop. You can also press 'Alt + Enter' to toggle full screen mode at any time.
    250001FFD6 - Disable Sound
    250001FFD7 - Blur Filter Quality
    250001FFD8 - Detects the current voice devices (playback and capture) that are enabled.
    250001FFD9 - Anisotropic
    250001FFDA - Allows you to select from a list of supported full screen resolutions. Higher resolutions typically look better at the expense of performance. We recommend using at least 1024x768.
    250001FFDB - DX11 Interactive Water
    250001FFDC - Texture Cache Size
    250001FFDD - Attempts to limit the frame rate to the specified amount. Set all the way to the right to disable the limit, and display as many frames per second as possible.
    250001FFDE - Adjusts sound system that is used by your sound card. You must close the app for this change.
    250001FFDF - Texture Filtering
    250001FFE0 - Gamma Level
    250001FFE1 - PvMP Performance Override
    250001FFE2 - Disable Game Sounds
    250001FFE3 - Sets the size of 'floating labels' that appear above objects
    250001FFE4 - Player Mesh Combining
    250001FFE5 - Adjust the overall graphics quality
    250001FFE6 - If checked, the client will not play game music
    250001FFE7 - Enables antialiasing and configures the antialiasing quality level. A large number of antialiasing samples will increase visual quality but may greatly decrease performance.
    250001FFE8 - Full Screen (Windowed)
    250001FFE9 - Graphics Hardware Level
    250001FFEA - Voice Playback Latency (ms)
    250001FFEB - Adjusts how far away landscape 'frills' are rendered (foliage and ground clutter). Use a lower setting for better performance.
    2500020000 -
    2500020001 -
    2500020002 -
    2500020003 -
    2500020004 - Unknown Command\n
    2500020005 - Player Commands:\n To use these commands, prefix the commands names with
    2500020006 - \n
    2500020007 -
    2500020008 -
    2500020009 - tell
    250002000A -
    250002000B - /
    250002000C - Unrecognized Command \q
    250002000D - \q!\n
    250002000E - say
    250002000F - ;
    2500020010 - /pet rename
    2500020100 - Tuesday
    2500020101 - Sat
    2500020102 - March
    2500020103 - Wed
    2500020104 - Jan
    2500020105 -
    2500020106 -
    2500020107 - ,
    2500020108 -
    2500020109 - Feb
    250002010A - June
    250002010B - November
    250002010C - Thu
    250002010D - September
    250002010E - Nov
    250002010F - Mon
    2500020110 - #1:
    2500020111 - #1:{ year[1!b]| years[!b]}#2:{ [!b]}#2:
    2500020112 - #2:{ month[1!b]| months[!b]}#3:{ [!b]}#3:
    2500020113 - #3:{ week[1!b]| weeks[!b]}#4:{ [!b]}#4:
    2500020114 - #4:{ day[1!b]| days[!b]}#5:{ [!b]}#5:
    2500020115 - #5:{ hour[1!b]| hours[!b]}#6:{ [!b]}#6:
    2500020116 - #6:{ minute[1!b]| minutes[!b]}#7:{ [!b]}#7:
    2500020117 - #7:{ second[1!b]| seconds[!b]}
    2500020118 -
    2500020119 -
    250002011A - August
    250002011B - PM
    250002011C - Tue
    250002011D - February
    250002011E - Dec
    250002011F - July
    2500020120 - #1:
    2500020121 - #1:{second[1]|seconds} converts to
    2500020122 - .\n
    2500020123 - October
    2500020124 - Sun
    2500020125 - Fri
    2500020126 - AM
    2500020127 -
    2500020128 -
    2500020129 - :
    250002012A -
    250002012B -
    250002012C - Saturday
    250002012D -
    250002012E -
    250002012F - /
    2500020130 -
    2500020131 -
    2500020132 -
    2500020133 - :
    2500020134 -
    2500020135 -
    2500020136 -
    2500020137 - Sunday
    2500020138 - Friday
    2500020139 - Jul
    250002013A - May
    250002013B - Jun
    250002013C - Wednesday
    250002013D - Sep
    250002013E - Aug
    250002013F - January
    2500020140 - December
    2500020141 - Mar
    2500020142 - April
    2500020143 - May
    2500020144 - Oct
    2500020145 - Apr
    2500020146 -
    2500020147 -
    2500020148 - /
    2500020149 -
    250002014A -
    250002014B -
    250002014C - :
    250002014D -
    250002014E - :
    250002014F -
    2500020150 -
    2500020151 -
    2500020152 -
    2500020153 -
    2500020154 - Thursday
    2500020155 - Monday
    2500020156 -
    2500020157 - /
    2500020158 - /
    2500020159 -
    250002015A -
    250002015B -
    250002015C -
    250002015D - ,
    250002015E -
    2500020200 - -
    2500020201 - +
    2500020202 - Left
    2500020203 - Down
    2500020204 -
    2500020205 -
    2500020206 -
    2500020207 - Up
    2500020208 - Right
    2500020209 - +
    2500020300 - Are you sure you wish to rename
    2500020301 - to
    2500020302 - ?
    2500020303 - Character rename is not currently available.
    2500020304 - You have successfully renamed your character to
    2500020305 - !
    2500020306 - #1:
    2500020307 - #1:{dialog[1]|dialogs} pending.
    2500020308 - Choose a character to rename:
    2500020309 - Select a new name:
    2500020400 - Space
    2500020401 - Right Arrow
    2500020402 - Numlock
    2500020403 - Num /
    2500020404 - Windows
    2500020405 - Esc
    2500020406 - Button 0
    2500020407 - Left Arrow
    2500020408 - Button 1
    2500020409 - Next
    250002040A - Button 2
    250002040B - Button 3
    250002040C - Right Shift
    250002040D - Button 4
    250002040E - Num /
    250002040F - Insert
    2500020410 - Windows
    2500020411 - Mute
    2500020412 - Num =
    2500020413 - End
    2500020414 - Page Down
    2500020415 - Left Alt
    2500020416 - Num Enter
    2500020417 - Page Up
    2500020418 - Backspace
    2500020419 - Down
    250002041A - Right Alt
    250002041B - Left Ctrl
    250002041C - Home
    250002041D - Num +
    250002041E - Backspace
    250002041F - Num 0
    2500020420 - Num 1
    2500020421 - Delete
    2500020422 - Tab
    2500020423 - Num 2
    2500020424 - Up
    2500020425 - Num 3
    2500020426 - Left Shift
    2500020427 - Num 4
    2500020428 - Num 5
    2500020429 - Num 6
    250002042A - Num 7
    250002042B - Num 8
    250002042C - Right
    250002042D - Caps Lock
    250002042E - Num 9
    250002042F - Down Arrow
    2500020430 - Left Alt
    2500020431 - Enter
    2500020432 - ScrLk
    2500020433 - Num -
    2500020434 - Right Ctrl
    2500020435 - Up Arrow
    2500020436 - SysRq
    2500020437 - Left
    2500020438 - Num *
    2500020439 - Num ,
    250002043A - Num .
    250002043B - Apps
    250002043C - Num .
    250002043D - Pause
    250002043E - Prior
    2500020500 - Shift
    2500020501 - Alt
    2500020502 - Shift
    2500020503 - Ctrl
    2500020504 - Ctrl
    2500020505 - Windows
    2500020506 - Alt
    2500020507 - Windows
    2500020600 - gvStartup failed
    2500020601 - No Transmitter
    2500020602 - Voice chat is unavailable. Error:
    2500020603 - .\n
    2500020604 - gvSetCodec failed
    2500020700 - Variable (
    2500020701 - ) StringInfo
    2500020702 - Variable (
    2500020703 - ) String (
    2500020704 - )
    2500020705 - Raw Text (
    2500020706 - )
    2500020707 - Text copied to clipboard.
    2500020708 - Rendered Text (
    2500020709 - )
    250002070A - Literal String (
    250002070B - )
    250002070C - Click the right mouse button to copy the text to the clipboard.
    250002070D - Table (
    250002070E - )
    250002070F - UIL (
    2500020710 - ) Element (
    2500020711 - )
    2500020712 - Variable (
    2500020713 - ) Integer (
    2500020714 - )
    2500020715 - Trans Unit (
    2500020716 - )
    2500020717 - Variable (
    2500020718 - ) Float (
    2500020719 - )
    250002071A - Token (
    250002071B - )
    2500020800 - 'Well, I suppose you're right. I should make sure those Blackwolds aren't hiding in that cave of theirs again, mustering their strength. But I'll want some help!\n\n'Will you travel with me to Skunkwood's old hideout? It's south of the guard-house at the north-east end of Staddle Pond, near Staddle Falls. If they are gathering there, I'll need help driving them out again! When you are ready, come back, and we'll go together to the old hideout.'
    2500020801 - 'Good show! Good show indeed! You sure showed those Blackwold rascals what-for!'
    2500020802 - 'All right, I'm ready to go. Are you?'
    2500020803 - Book 1, Chapter 3: Blackwolds Broken
    2500020804 - 'If you're looking for that Strider fella, he's over there now. Moved after that business with them horrible riders!'
    2500020805 - At Strider's request, you have travelled to Combe to help Constable Underhill investigate if the Blackwold brigands are truly no longer a threat to the people of the Chetwood.
    2500020806 - Speak to Constable Underhill
    2500020807 - The Blackwolds' old hideout is found south of the Combe guard-house, near Staddle Falls at the north-east end of Staddle pond.\n\nConstable Underhill has decided that it is probably a good idea to take a look in the Blackwolds' old hideout, to make sure they aren't mustering there again. He has asked, however, that you accompany him.
    2500020808 - Speak to Constable Underhill.\n\nYou infiltrated the Blackwolds' hideout and defeated several of them, at the request of Constable Underhill.
    2500020900 - 'Now, let's see....'
    2500020901 - 'I'll follow after that strange dwarf fellow!'
    2500020902 - 'Careful now friend. All manner of things could be living here now!'
    2500020903 - 'Augh....'
    2500020904 - 'Let's wait here a moment, and see what happens....'
    2500020905 - travel_exit (info)
    2500020906 - 'Ye couldn't have come a moment earlier, could ye? Afore that dwarf stuck me through, maybe? Oh well, suppose that's just the way of it.\n\n'First it was that Éogan, saying that if we pledged to Angmar, we'd be made rich. Well, when that all fell apart, a few of us decided we didn't want anything to do with Angmar anymore. We started talking to some new fellows, men who came up from the south. An ugly bunch, they were, but at least they didn't seem likely to go raising fell spirits or some such on us!\n\n'Seems though Angmar didn't like the prospect...of us leaving them. That...that dwarf came along, and you see how that ended. Now, I suppose the Blackwolds are at...their end....'
    2500020907 - 'Well, it seems that strange dwarf escaped. How he got out of here is a mystery to me! And from what you said of that brigand's tale, that dwarf was the one we should have been worried about, not these Blackwolds!\n\n'Well, I suppose the Blackwolds are truly broken now...but for some reason I still don't feel safe! Well, there's not much more we can do here. You'd best take tidings back to your Ranger friend in Bree.'
    2500020908 - 'It's best that we leave this place.'
    2500020909 - 'This is your last chance.'
    250002090A - 'Oh dear....'
    250002090B - 'Goodness, this place is quiet as a tomb! I wish we could just say all was peaceful and leave, but I suppose we need to do a better job of it than that.\n\n'All right, no use putting off what must be done. Come along! And make sure you have your blade at the ready, in case we run into any trouble.'
    250002090C - 'Swear fealty to Angmar once more!'
    250002090D - Constable Underhill has been defeated. You have failed
    250002090E - 'What! Deal with them!'
    250002090F - You have protected Constable Underhill
    2500020910 - 'I've no idea how he escaped this place! We'll never follow him now!'
    2500020911 - 'Let's press on!'
    2500020912 - You have travelled with Constable Underhill of Combe into the cave that the Blackwolds once used as a hideout.
    2500020913 - 'Fool, you should choose your friends more carefully!'
    2500020914 - 'Amdir was just the beginning.'
    2500020915 - 'That looks to be the last of them!'
    2500020916 - 'The White Hand will not have you, Blackwold!'
    2500020917 - 'What horrid creatures!'
    Xabrina

    Xabrina

    Xabrina ICQ www 180 Female
    2500020918 - 'You have one chance to beg my forgiveness....'
    2500020919 - 'I hope that was the last of them...'
    250002091A - 'Coming here may not have been such a good idea...'
    250002091B - 'This is a nasty business, this is!'
    250002091C - 'My lord! Intruders!'
    250002091D - 'How horrid!'
    250002091E - 'Oh dear!'
    250002091F - 'Goodness!'
    2500020920 - 'My goodness!'
    2500020921 - Speak to Constable Underhill
    2500020922 - 'Gracious me!'
    2500020923 - Defend Constable Underhill
    2500020924 - 'Never!'
    2500020925 - Speak to the brigand
    2500020926 - 'Aaah!'
    2500020927 - Speak to Constable Underhill
    2500020928 - 'Quiet...I see something ahead....'
    2500020929 - Constable Underhill travelled with you to the cave hideout of William Skunkwood, the former leader of the Blackwolds in the area of Combe. Skunkwood is dead, as well as a good many other brigands, but you must be certain they have not begun to muster their strength again.
    250002092A - In one of the deeper chambers of the Blackwolds' hideout, you encountered the mysterious dwarf threatening a brigand. The dwarf gravely wounded the brigand, then fled, commanding his dwarves to attack you.\n\nConstable Underhill has asked you to speak to the wounded brigand.
    250002092B - The dying brigand revealed that the Blackwolds were being paid by both someone from the south and agents of Angmar. When he tried to reform the band without allegiance to either, the Pale Dwarf struck him down. You should speak with Constable Underhill about this.
    250002092C - 'Then die!'
    250002092D - 'Check on that poor man!'
    250002092E - 'Bah!'
    250002092F - 'Hold a moment, I have the key right here.'
    2500020930 - travel_exit (desc)
    2500020931 - Instance: Blackwolds Broken
    2500020A00 - It never hurts to lend a helping hand.
    2500020A01 - Dressed in a rough uniform of sorts, this Hobbit has a thick mop of hair and a pleasant demeanour.
    2500020A02 - Constable Underhill[mn]
    2500020B00 - 'Toradan sent you, did he? It's good to have the Hero of Archet on our side!' The hobbit lowers his voice. 'There's still a Blackwold agent in town. We think he's trying to rebuild the band from among the local ruffians and bullies. We need proof though. A letter or parchment would do, if it came from the agent himself.\n\n'Many of the brigands hole up in the Chetwood. Follow the road east, until you come to the guard-house, where Constable Wren is stationed. From there, head north and look for the brigands' watchfires scattered through the wood. Search their packs for signs of their summons.\n\n'Let me know right away if you find anything...we need to know what they're up to!'
    2500020B01 - 'Hallo! What's this? Ellie Cutleaf! Well, I should have guessed. She's smart and disreputable, by all accounts...and she's just the sort who might lead us to the Blackwold agent.\n\n'She won't lead you to this Amdir fellow, I don't think, but it's a start. We must gain access to the leader somehow. He'll have the answers we seek.'
    2500020B02 - Prologue: Finding Amdir
    2500020B03 - 'Search among the watchfires of the brigands, north of the guard-house, out east of town. The Blackwold agent has doubtless sent letters to the ruffians who live there. You might find one, if you search carefully.'
    2500020B04 - You discovered a letter
    2500020B05 - 'The Blackwolds have taken up residence in the Chetwood to the east. You had best begin your search there.'
    2500020B06 - 'Toradan sent you, did he?' The hobbit lowers his voice. 'There's still a Blackwold agent in town. We think he's trying to rebuild the band from among the local ruffians and bullies. We need proof though. A letter or parchment would do, if it came from the agent himself.\n\n'Many of the brigands hole up in the Chetwood. Follow the road east, until you come to the guard-house, where Constable Wren is stationed. From there, head north and look for the brigands' watchfires scattered through the wood. Search their packs for signs of their summons.\n\n'Let me know right away if you find anything...we need to know what they're up to!'
    2500020B07 - 'You should speak with Constable Underhill near The Comb and Wattle. He may have some thoughts on how to discover the Blackwolds' hideout.'
    2500020B08 - Constable Underhill can be found outside The Comb and Wattle Inn in Combe.\n\nToradan has asked you to speak with Constable Underhill to learn ways of finding the Blackwolds' hideout. He is certain Amdir will be found among them.
    2500020B09 - 'The Blackwolds have taken up residence north of the guard-house, east of Combe. You will most likely find them there.'
    2500020B0A - Many of the scattered Blackwolds dwell in the hills east of Combe.\n\nFollowing Toradan's advice, you spoke with Constable Underhill about the Blackwold brigands. The hobbit constable suggests that you search amongst the campfires of the Blackwolds to the east of Combe for one of the brigand agent's letters.
    2500020B0B - 'So Cutleaf is involved with the Blackwolds? You should take the letter to Constable Underhill at once.'
    2500020B0C - Constable Underhill awaits your return near Combe centre, outside The Comb and Wattle Inn.\n\nSearching through a pack found near a small encampment of Blackwolds, you found a letter from the Blackwold agent. You should return to Constable Underhill with the letter.
    2500020B0D - 'You say you found a letter among the brigand camps? Perhaps you should read it.'
    2500020B0E - Constable Underhill can be found outside the Combe and Wattle, near the centre of town.\n\nThe letter you found names the agent of the Blackwolds as E. Cutleaf. You should bring the letter you found to Constable Underhill. He will want to know what it contains.
    2500020B0F - 'So Cutleaf is involved with the Blackwolds? You should take the letter to Constable Underhill at once.'
    2500020B10 - 'You are not the things you own.'
    2500020B11 - 'Your father's have forsaken you, you are one of the Blackwold now.'
    2500020B12 - 'You're too thin to be a Blackwold!'
    2500020B13 - 'You're too ugly to join the Blackwold!'
    2500020B14 - 'How can you know your potential if you have never fought?'
    2500020B15 - Search a Blackwold recruit's pack
    2500020B16 - 'You need to let go of everything before you can understand the truth.'
    2500020B17 - Bring the letter to Constable Underhill
    2500020B18 - 'Tear down society, so we can build it anew in the image of our new friends.'
    2500020B19 - The stranger that summoned you was a kinsman of Amdir who is seeking the missing Ranger.
    2500020B1A - 'Thank you for your aid,
    2500020B1B - . My kindred and I were driven from the Bounds of the Shire by the Nazgûl of Mordor. They pursued us eastward and slew many of us. It was my goal to join Amdir, but I have heard rumour of his fate in Archet. They say he was stabbed with a morgul-knife and led off by some evil men -- the ones who lent the Blackwolds aid. There are few left now with power over such wounds, and those that I know of dwell some distance from here. We must find Amdir, and quickly, if we are to save him.\n\n'He is likely being held by the Blackwolds somewhere in the Chetwood. We must find a way to enter their lair and free him, but first we must find them. Speak with Constable Underhill...he may be of help. You can usually find him outside, near The Comb and Wattle.\n\n'Once you have learned of the Blackwolds' lair and believe you can gain entry, return to me. Hurry, before it is too late.'
    2500020C00 - Letter
    2500020C01 - A letter.
    2500020D00 - Brigand Agent's Letter
    2500020D01 - Brigand Agent's Letter
    2500020D02 - The Blackwolds
    2500020D03 - The tyranny of inaction need silence you no longer.\n\nCast aside the things that make you.\n\nBring three white shirts, two pairs pants blue and two hundred copper, burial money, to Ellie Cutleaf in Combe.
    2500020E00 - 'Delay not! It is too late for me. Amdir...Amdir arrived ahead of you. He must be stopped. The Nine must not take him....
    2500020E01 - 'Ho there, what cause have you to be running around like that? Toradan is dead? That can't be...I saw him not too long ago. He had me deliver a message to his kinsman at the cave across the Midgewater Marshes. When I went to deliver the message I found the cave empty.\n\n'I'm on duty now, or I'd make the journey across the Marshes myself. Maybe you'd go instead?\n\n'Follow the road out of Staddle to the east, down the slope leading into the Marshes. Cross straight through, but be careful. The Midgewater Marshes have become a dangerous place of late. Do your best to steer clear of the Marshwater Fort at the heart of the Marshes, though. The cave is set at the foot of a tall hill near the entrance to the Midgewater Pass.'
    2500020E02 - Prologue: Chasing Amdir
    2500020E03 - 'Good! I hope that those pesky insects did not damage the book. I am not sure why they have chosen to nest there, but they are easily dealt with. We shall take this book to Strider in Bree. He will know....\n\n'Quickly! Amdir has come! Go at once to Strider at The Prancing Pony in Bree. He has a room in the back of the common room. Tell him everything and give him the book!\n\n'The postern gate is in the library room...go! I will stop Amdir!'
    2500020E04 - 'Alas, these are unhappy tidings. Toradan and the others stood watch over the Shire. If they have been routed and slain, then the Nine know that their quarry is no longer there. But that is not your concern.\n\n'It is well that you recovered this book. The Fall of the North-kingdom contains knowledge that could be used to bring a terrible doom upon Middle-earth. It is now mine to protect, and I know where it may be kept safe. But now there are more dire concerns at hand.'
    2500020E05 - You have obtained the book.
    2500020E06 - 'The Big Folk that keep watch in Staddle may know where the mustering cave is. Go and find Constable Tanglerush.'
    2500020E07 - 'Let me help you...'
    2500020E08 - 'Hurry! You need to go to that cave on the far east side of the Midgewater Marshes. If that is the Mustering Cave of the Rangers, whoever is there is surely in great danger!'
    2500020E09 - Constable Tanglerush is in Staddle town centre, south of Combe\n\nAs his last act, Toradan sent you to tell Constable Underhill of a message he sent to Constable Tanglerush regarding the danger Amdir might pose to his kinsmen. Underhill told you to go to Tanglerush and make certain she passed the message to Mundol.
    2500020E0A - 'Make haste! Mundol must be warned before it is too late.'
    2500020E0B - Mundol is hiding at a place called the Mustering Cave on the far east side of the Midgewater Marshes, near the Midgewater Pass.\n\nConstable Tanglerush did not find Mundol within the cave when she attempted to deliver her warning. Perhaps it is not too late to warn Mundol.
    2500020E0C - 'Did you hear something?'
    2500020E0D - 'With the book safely beyond the Enemy's grasp, we must now turn our attention to Amdir.'
    2500020E0E - The Ranger Strider can be found in a room at the back of the common room of The Prancing Pony Inn in Bree-town.\n\nYou destroyed the book as Reniolind instructed you, but it is too late for both of you to escape. Amdir has arrived. Reniolind commanded you to leave through the postern gate and take the book to Strider.
    2500020E0F - 'With the book safely beyond the Enemy's grasp, we must now turn our attention to Amdir.'
    2500020E10 - Reniolind awaits your return in the ruins above.\n\nReniolind sent you to retrieve an ancient book of lore from the caves beneath the ruins. You must take the book to at once, so that you both may make your escape.
    2500020E11 - 'Never!'
    2500020E12 - The way out of the ruins lies in the caves below, near the library. The Ranger Strider can be found in a room at the back of the common room of The Prancing Pony Inn in Bree-town.\n\nYou recovered the book as Reniolind requested, but too late. Amdir has arrived. Reniolind commanded you to escape through the postern gate and take the book to Strider.
    2500020E13 - 'No...'
    2500020E14 - 'Amdir!'
    2500020E15 - 'Back, foul wraith! I will not let you prevail. Get out of here,
    2500020E16 - ! Now!'
    2500020E17 - 'Morin will deal with you!'
    2500020E18 - 'These torches always seem to fail...'
    2500020E19 - Warn the Rangers of the Mustering Cave
    2500020E1A - 'Did the water stifle these flames?'
    2500020E1B - 'I lit these torches just yesterday.'
    2500020E1C - 'This way! Hurry!'
    2500020E1D - 'Yes... yes, you are.'
    2500020E1E - 'I am not what you once believed...'
    2500020E1F - 'Let me see to this darkness before us...'
    2500020E20 - You found Amdir -- or at least the wraith that was once Amdir -- imprisoned in the dungeons of the Blackwolds' hideout. Amdir escaped and is now stalking the Rangers in Bree-land.
    2500020E21 - 'Amdir, my friend. I know it is not really you that does these things...'
    2500020E22 - 'Poor Toradan. If his words are true, his kinsmen are in great danger! This Mundol he spoke of before he passed must be warned!\n\n'Now, I don't know exactly where this Mustering Cave is, but if Toradan warned Constable Tanglerush, then Tanglerush must know its location.\n\n'Tanglerush is a Constable in Staddle, down the road south of Combe. You will likely find her loitering about town centre. Quickly, you must find her.'
    2500020E23 - 'This way! Hurry!'
    2500020F00 - 'Toradan...slain by Amdir? How is that possible?\n\n'Seek out Constable Tanglerush immediately. If Toradan's warning does not reach his kin, who is to know what devilry will ensue.\n\n'Quickly now!'
    2500020F01 - 'You have returned and with news of the Blackwold leaders. You have done well. Now is the time to move against Skunkwood and Éogan.\n\n'You should make your way to this hideout of theirs and speak to Skunkwood. Once there, tell him you heard rumour about the prisoner they took from Archet and would like to see if the tales about him are true.\n\n'Once you make your way to Amdir, free him and make your escape. I will follow you to the hideout and aid you. Hurry now!'
    2500020F02 - Prologue: The Hideout
    2500020F03 - Toradan coughs up blood, his wounds clearly mortal. 'Amdir...is beyond saving now. You must warn...my kindred....'\n\n'Mundol is in the Mustering Cave of the Rangers. He...help him....'
    2500020F04 - 'Die....Ranger!'
    2500020F05 - You have entered the Blackwolds' hideout
    2500020F06 - 'So, if Ellie is to be trusted, the Blackwold hideout is at the base of the cliff near the Staddle Falls, south of the Combe guard-house! You should take this news to Toradan!'
    2500020F07 - 'Toradan's plan is a bold one, but it might succeed. You should make your way to the Blackwolds' hideout and see if you can find where they are holding your friend Amdir. I'd be quick about it too!'
    2500020F08 - Toradan is in his room up the stairs across the common room in The Comb and Wattle Inn, south-east of Ellie Cutleaf's house.\n\nEllie provided you with directions to the Blackwold hideout and assured you that you would be welcomed within. She also mentioned that Éogan and Skunkwood discussed the recent capture of Amdir. She suggested you speak with Toradan before continuing to the hideout.
    2500020F09 - 'What are ye doing here? Time is of the essence...Skunkwood is waiting, and if news of Jagger Jack reaches him before ye arrive, he might become suspicious.'
    2500020F0A - The entrance to the Blackwolds' hideout is next to Staddle Falls, at the north-east end of the Staddle Pond, south of the guard-house.\n\nToradan told you to enter the Blackwolds' hideout and speak to Skunkwood. Once you learn the location of Amdir, you are to free him and help him escape.
    2500020F0B - 'Hurry to the Blackwolds' hideout,
    2500020F0C - . You need to find Amdir and release him. I will follow after!'
    2500020F0D - Constable Underhill is in Combe centre, near The Comb and Wattle Inn.\n\nToradan's plan to free Amdir came to a shocking end, as Amdir was driven insane by his morgul-wound and slew Toradan. Amdir now seems bent on destroying all the Rangers. Constable Underhill must know of this development.
    2500020F0E - 'So you have defeated the brigands? That is good. You should tell Constable Underhill the good tidings.'
    2500020F0F - Constable Underhill is in Combe, near the Comb and Wattle Inn.\n\nAs you entered the cellar of the Comb and Wattle, you came across Toradan and Amdir fighting. Amdir bent on destroying all the Rangers, struck Toradan down and then escaped. Constable Underhill must know of this development!
    2500020F10 - 'So you have defeated the brigands? That is good. You should tell Constable Underhill the good tidings.'
    2500020F11 - Enter the Blackwolds' hideout
    2500020F12 - Return to Constable Underhill
    2500020F13 - 'I will not... '
    2500020F14 - '...let you...'
    2500020F15 - '..win this day, Amdir...'
    2500020F16 - Ellie Cutleaf has arranged a meeting with Skunkwood and offered to lead you to the Blackwold's hideout.
    2500020F17 - 'You will not stop me fools!'
    2500020F18 - 'Ye've done all that was asked of ye, and done a good job o' it too, so I suppose it's time to show ye where to find Skunkwood. He's second under Éogan, one o' the strange men that I mentioned. Skunkwood handed the Blackwolds over to them a short time ago, that's when bad changes started taking place around here.\n\n'Skunkwood's used me, and a lot o' other good folk here in Combe. Everything ye've seen so far in the Chetwood should prove that to you. We've risked a lot to have a chance to stop the Blackwolds once and for all,
    2500020F19 - . It is time we finish this.\n\n'The hideout is located at the foot of the Staddle Falls at the north-west end of Staddle Pond. You'll be welcomed inside. Maybe you'd best go talk to that fellow what you're working for first though.'
    2500021000 - Skunkwood must have high hopes for you. Good luck in there.'
    2500021001 - 'Make it stop! Make it stop!'
    2500021002 - 'Let me out, you fools!'
    2500021003 - 'You've made a fool out of me for the last time, traitor!'
    2500021004 - 'There's the chest they put it in!'
    2500021005 - 'My stick. I would be lost without it.'
    2500021006 - '...the void...'
    2500021007 - '...dead... all dead...'
    2500021008 - '...eye...the eye...in the dark...'
    2500021009 - 'Skunkwood says it's all right. I'll let you pass.'
    250002100A - 'Aye, Sir!'
    250002100B - The Blackwold guard stares up at you from beneath a furrowed brow. He spits onto the ground and studies your face for a few seconds before giving you a wry and sinister smile.
    250002100C - 'The wound...it is so cold....\n\n'The voice...the voice speaks to me. Commands me. Tells me things. Tells me about the end of all things...the beginning of new things. It calls me...it calls me to service....\n\n'I must do what it says...must follow.... I serve...I must serve the Dark Lord....'
    250002100D - 'Goodness me, what a terrible sight for these old eyes! The blade that stung Amdir has done its work, and I fear he's nothing more than a servant of the Enemy now. You should try and stop him, if you can.\n\n'And don't worry about me. Now that I'm free of that awful cell, I'll be fine. And I've got my stick back. Don't know what I'd have done without it.'
    250002100E - 'I'd be careful though, that Amdir's a dangerous one.'
    250002100F - 'Ah, so you're the one I've heard so much about from Ellie. We lost a lot of good men in Archet, and I'll be glad to have you in the fold.\n\n'You say you've heard about that Ranger? I have to tell you, what is happening to that fellow is plain unnatural. Éogan tells me he'll be a great boon to us, but for now he's just a raving madman.\n\n'I don't mind letting you go take a peek in on him. He's down in the dungeon at the far end of the cavern. My guard there will let you pass.'
    2500021010 - Toradan coughs up blood. 'Amdir is...beyond saving now. You must warn...my kindred....'\n\n'Mundol is in the Mustering Cave of the Rangers. He...help him....\n\n'Go to Underhill...ask him if...if Tanglerush delivered my message....'
    2500021011 - Sara Oakheart has been defeated. You have failed.
    2500021012 - 'You...who are you? Who...'
    2500021013 - 'Oh, thank you for coming to save me, young one! I have been held captive here for a long time! I have seen many things, and if you would be so kind as to help me out of this dungeon, I would be able to tell you a bit of what happened to your friend Amdir.'
    2500021014 - You have safely escorted Sara Oakheart
    2500021015 - 'Oh dear!'
    2500021016 - 'What have they done? Quickly, with me!'
    2500021017 - 'The Eye...the Eye!'
    2500021018 - 'The voice...make it stop!'
    2500021019 - Toradan sent you to Skunkwood's hideout to rescue Amdir and put an end to the Blackwolds' mischief.
    250002101A - 'All of you! Stay back! It is too late for him!'
    250002101B - 'I am sorry, my friend, but I must end this....'
    250002101C - 'Kill them!'
    250002101D - 'You have done me a great service this day.'
    250002101E - 'AAAH!'
    250002101F - Speak to the Blackwold guard
    2500021020 - Talk to William Skunkwood
    2500021021 - Search for Amdir
    2500021022 - Talk to Amdir
    2500021023 - 'Uhhh....'
    2500021024 - 'Traitor! You freed the prisoners!'
    2500021025 - Speak with the old prisoner
    2500021026 - 'You'll find Skunkwood in the back.'
    2500021027 - Help Sara Oakheart out of the cave
    2500021028 - Aid Toradan
    2500021029 - 'No...no...no...'
    250002102A - Speak to Toradan
    250002102B - Talk to Sara Oakheart
    250002102C - 'They took something very important from me, friend: my stick! I need to go get it!'
    250002102D - 'Stop them!'
    250002102E - 'Wha...what was that?'
    250002102F - 'You must be the new blood Ellie was talking about.'
    2500021030 - 'Come here, quickly!'
    2500021031 - 'Help me! Please!'
    2500021032 - Speak to the Blackwold guard. If your ruse is successful, he should give you access to the hideout.\n\nToradan sent you to Skunkwood's hideout to rescue Amdir and put an end to the Blackwolds' mischief.
    2500021033 - Skunkwood resides somewhere within the hideout.\n\nYou have tricked your way into the Blackwolds' hideout. Now you must find Skunkwood and speak with him to learn the whereabouts of Amdir.
    2500021034 - Amdir lies in the dungeons at the far end of the Blackwold hideout.\n\nSkunkwood told you that Amdir was locked away and that what was happening to him seemed unnatural. You should find Amdir quickly.
    2500021035 - You have discovered Amdir and found that he has partially transformed into a wraith. He stopped raving at the sight of you, so perhaps there is still some hope for him.
    2500021036 - An old woman in the back of the cell that held Amdir called to you for help. You should help her escape.\n\nWhatever is happening to Amdir, it has driven him completely mad, and he is far more powerful than he first seemed. His deafening scream momentarily stunned you and threw open his cell door.
    2500021037 - Try to help Toradan defeat Amdir.\n\nAs neared the entrance of the Blackwold Hideout, you encountered Toradan and Amdir.
    2500021038 - After helping Sara Oakheart out of the Blackwold hideout, Toradan entered and saw what had become of Amdir. Seeing his kinsman too far gone to help, Toradan attempted to slay him, but was instead himself stricken down.\n\nYou should speak with Toradan before he perishes.
    2500021039 - Toradan spoke about Amdir trying to kill the other Rangers and asked you to speak with Constable Underhill about a message he sent to someone named Tanglerush.\n\nBefore leaving the hideout, however, you should speak to Sara Oakheart again to see if she needs any further help.
    250002103A - '...end this? Kill me?'
    250002103B - 'Ooooh, my head...'
    250002103C - 'Stop 'em!'
    250002103D - 'Is this the compassion of the Dúnedain?'
    250002103E - 'Amdir!'
    250002103F - 'The voice...the voice told the truth!'
    2500021040 - 'This will take me just one moment.'
    2500021041 - 'By the Valar! It is too late!'
    2500021042 - 'I shall end you, Toradan, my brother...'
    2500021043 - 'The morgul-blade...the voice...the Eye....'
    2500021044 - 'Augh....'
    2500021045 - '...and every other Ranger as well!'
    2500021046 - 'Stop them! They released the prisoners!'
    2500021047 - 'Uuh...what happened...'
    2500021048 - 'This is your fault!'
    2500021049 - 'It will be good to see the sky again! Let us get going, shall we?'
    250002104A - 'NO!'
    250002104B - 'Goodness, it sounds like there's trouble ahead!'
    250002104C - 'Escape...I must ....'
    250002104D - 'NO!'
    250002104E - 'Unless Skunkwood has given his blessing, you can't go in here!'
    250002104F - Instance: The Hideout
    2500021050 - 'Go speak to William Skunkwood at the other end of the cave, then I'll let you in.'
    2500021051 - 'Hey! Get out of here. Only people with the permission can come in here!'
    2500021052 - 'Be careful! He's a dangerous one!'
    2500021100 - Defeated Skunkwood's den-mother
    2500021101 - Ellie Cutleaf, a resident of Combe, is mentioned by name in the letter you found in the Blackwold recruit's pack.
    2500021102 - 'Now here's an idea. Ellie is looking for new blood, so why not help her out? You could mask yourself as a ruffian and offer to join the Blackwolds. Gain her confidence, and we might find out where the Blackwold leaders are hiding! Of course, it would be dangerous! Do you think you're up to the task?\n\n'Ellie's house is in the north-west corner of town, by the pond. There are some large cages nearby -- she breeds dogs, I think.\n\n'Go and speak with her...and remember, you're a brigand!'
    2500021103 - Ellie Cutleaf's house lies in the north-west corner of Combe, on the banks of the pond.\n\nAfter discovering the identity of the Blackwold agent, Constable Underhill asked you to enter the ranks of the Blackwolds by speaking with Ellie Cutleaf and doing whatever she asks of you.
    2500021104 - 'Not another one! I'd thought I'd gotten all o' those letters back. You'd be better served just going home. You don't want to join up with the Blackwolds.\n\n'I listened to Skunkwood, their leader, and helped them breed some wolves. I admit, I did it for the promise o' riches, but I regret it. Jagger Jack is their head wolf-master, and he had me breed a local wolf with one o' them Wargs. When they took me into their camp, deep within the Chetwood, I got afeared right quick. There's something not right there. I've done something terrible,
    2500021105 - , and I need help getting out.\n\n'The den-mother I helped them breed is kept at Skunkwood's farm in the north Chetwood. She needs to be killed before her next litter is born, else her pups'll do worse damage to the Chetwood and the folk here.'
    2500021106 - 'You ain't taking me down!'
    2500021107 - Skunkwood's farm can be found by following the road east up the hill and then north into the Chetwood. Follow the road east through the woods and towards the northern end of the Midgewater Marshes.\n\nConstable Underhill ordered you to try and insinuate yourself into the Blackwolds' good graces by doing tasks for their agent, Ellie Cutleaf. However, Ellie admitted her involvement and her desire to leave that part of her life behind. She has asked you for help righting her wrongs.
    2500021108 - Ellie Cutleaf's house lies in the north-west corner of Combe, on the banks of the pond.\n\nEllie Cutleaf asked you to slay the den-mother she bred with a Warg for Jagger Jack, the wolf-keeper of the Blackwolds. You should return to her with news of your success.
    2500021109 - 'Go to Ellie Cutwood and try to pass yourself off as a brigand. If you succeed, she may betray the location of the Blackwolds' new leader.'
    250002110A - 'I'm glad that you were able to defeat the Den-mother before she bore any more of those half-Wargs.\n\n'Now there's just Skunkwood to deal with. He spends most of his time in the Blackwold hideout these days. There are dark-skinned men who sometimes attend him, clearly not from these parts, and that Jagger Jack fellow.'
    250002110B - 'Ellie wants out does she? We may be able to help her then. If she's willing to help us defeat the Blackwolds, then I see no reason not to help her.\n\n'Just remember,
    250002110C - , she once worked with the Blackwolds.'
    250002110D - 'Skunkwood leaves the farm under the watchful eyes of the first litters of his wolves, they are dangerous. Be cautious and return to me once the Den-mother at the farm is dead.'
    250002110E - 'Ellie wants out does she? We may be able to help her then. If she's willing to help us defeat the Blackwolds, then I see no reason not to help her.\n\n'Just remember,
    250002110F - , she once worked with the Blackwolds.'
    2500021110 - Defeat Skunkwood's den-mother
    2500021111 - 'I've done a terrible thing and need to fix it before it goes further than it has. Follow the road east from Combe, up the hill, and then north into the Chetwood. Stay on the path to the east, and you'll reach Skunkwood's farm. Find the den-mother there and make sure she can't whelp no more o' them vile wolves.'
    2500021112 - Speak with Ellie Cutleaf
    2500021113 - Prologue: Cutleaf's Good Intentions
    2500021200 - Block Response
    2500021201 - Any Skills that are based on a successful block response may now be played.
    2500021300 - Parry Response
    2500021301 - Any Skills that are based on a successful parry response may now be played.
    2500021400 - Ellie's blonde hair is tied in a bun, and she might be pretty if not for the sour expression that is permanently affixed to her face.
    2500021401 - Ellie Cutleaf[fn]
    2500021500 - 'Ellie got herself in trouble, did she? I've been near the wood of late to gather herbs and such. Something has the animals there stirred up, for certain.\n\n'If this will help make things right between Ellie and the Combe-folk, I will help. I think I know just the thing. I'll need fresh honey, blackwort root, and several red berries.\n\n'There are beehives behind the abandoned house, south of Combe. The berries grow in patches in a valley just over the hill behind the house. Blackwort root is found near the wolf-den in the north Chetwood.'
    2500021501 - 'Ah! There you are, it will be just a moment, and I'll have the poison for you....\n\n'Be careful with this. It'll not hurt you or I, nor even the little folk -- except perhaps to make us mildly ill -- but the normal woodland creatures would suffer terribly if you don't use caution.\n\n'You should return to Ellie and let her know that the poison is ready.'
    2500021502 - Prologue: Greater Responsibility
    2500021503 - 'You don't seem to have the ingredients I asked for. What became of them?'
    2500021504 - 'You have the poison from Cartwell?\n\n'I trust Cartwell. Now that we have the poison, we may be ready to strike at the Blackwolds in their Chetwood home.'
    2500021505 - Collected honey
    2500021506 - 'She aims to kill the wolves with poison? It appears that Ellie truly wishes to atone for the harm she wrought. Something must have frightened her good at that camp.'
    2500021507 - 'What are ye doing here, hanging about? Please hurry!'
    2500021508 - Collected blackwort roots (
    2500021509 - /
    250002150A - )
    250002150B - 'Better we don't speak too often. If Ellie is found to be working with us, we may endanger her. I'd rather not see her harmed if she truly wishes to make amends.'
    250002150C - Collected red berries (
    250002150D - /
    250002150E - )
    250002150F - Leecher Cartwell's house overlooks Combe on the road south towards Bree.\n\nEllie Cutleaf has instructed you to acquire some poison from Cartwell, the local leech, to use against the Jagger Jack's wolves.
    2500021510 - 'Better we don't speak too often. If Ellie is found to be working with us, we may endanger her. I'd rather not see her harmed if she truly wishes to make amends.'
    2500021511 - Collected Cartwell's Poison
    2500021512 - There are beehives behind the abandoned house south of Combe. Red berries grow in patches in the valley behind the house. Blackwort root grows near a wolf-den north-east of the Combe lumber camp.\n\nLeecher Cartwell has agreed to make the poison Ellie requested, but needs your assistance gathering the ingredients.
    2500021513 - 'Better we don't speak too often. If Ellie is found to be working with us, we may endanger her. I'd rather not see her harmed if she truly wishes to make amends.'
    2500021514 - Cartwell's house is on a low cliff in the south-west corner of Combe.\n\nYour search for Cartwell's herbs and honey took you into danger, but your efforts were fruitful. You should return at once to Cartwell with the ingredients.
    2500021515 - 'I wish to make amends for my folly. First, you will need to consult with Leecher Cartwell. He will know how best to deal with this threat.'
    2500021516 - Ellie Cutleaf's home is in the north-west corner of Combe, on the banks of the pond.\n\nAfter a short distilling process, Cartwell handed you a sweet-smelling phial. He assured you that the poison would kill the wolves threatening the Chetwood and the inhabitants of Combe, then sent you back to Ellie Cutleaf.
    2500021517 - 'What are ye doing here, hanging about? Please hurry!'
    2500021518 - 'What are ye doing here, hanging about? Please hurry!'
    2500021519 - 'Fresh honey, blackwort root, and red berries. That is all I need to make the poison.'
    250002151A - 'Take the poison to Ellie. Tell her that I truly hope she finds her way through this. She is a good woman, but sometimes easily misled.'
    250002151B - Collect honey
    250002151C - Collect blackwort roots (
    250002151D - /
    250002151E - )
    250002151F - Collect red berries (
    2500021520 - /
    2500021521 - )
    2500021522 - Bring the honey, blackwort roots, and red berries to Leecher Cartwell
    2500021523 - Return to Ellie Cutleaf in Combe
    2500021524 - According to Ellie, someone named Jagger Jack trains the wolves deep within the Blackwold Hideout. She met him when she was brought there and felt very ill at ease in the area.
    2500021525 - 'When Skunkwood took me to the Blackwold's encampment in the Chetwood, I met Jagger Jack. Jack is training the wolves for the Blackwolds. He keeps most o' them deep in the ruins in the north parts of the woods.\n\n'If we're going to put a stop to the Blackwolds, then we may need to do a little mischief o' our own. I'm not wont to do this, mind you, but we need to stop them wolves before they're used against Combe.\n\n'Leecher Cartwell can help us and will. Talk to him at his house, up on the cliff south of Combe centre. Tell him that I need a poison to kill the wolves.'
    2500021600 - Honeycomb[e]
    2500021601 - A honeycomb full of sticky, gold honey.
    2500021602 - ...[e]
    2500021700 - Blackwort-root[e]
    2500021701 - The root of the blackwort plant.
    2500021702 - Blackwort-roots[p]
    2500021800 - Red Berries[E]
    2500021801 - Red berries
    2500021802 - Red Berries[E]
    2500021900 - Cartwell's Poison[n]
    2500021901 - The poison Leecher Cartwell made for the tainted wolves in the Chetwood.
    2500021902 - ...[e]
    2500021A00 - Defeated Jagger Jack
    2500021A01 - Poisoned wolf food sources (
    2500021A02 - /
    2500021A03 - )
    2500021A04 - Ellie believes that you can score a telling blow against the Blackwolds and their masters in the northern Chetwood. Armed with a poison provided by Leecher Cartwell, she sends you to the Blackwold camp in the Chetwood to deal with their wolf-keeper, Jagger Jack, and the fell offspring of the Warg.
    2500021A05 - 'If I'm to help ye, then ye've got to trust me. We need to deal with the wolves and their keeper, Jagger Jack. Jack spends his time talking to those strange, dark-skinned Men within the ruins occupied by the Blackwolds.\n\n'Find him and kill him, else he'll keep breeding his wolves with the Warg. While ye search for Jack at the camp, look for corpses o' dead beasts: sheep, cattle, even deer. It's likely the poor creatures are the food for the wolves. Use the poison on the corpses, and we may well kill off a good number of Jack's beasts.\n\n'While you deal with Jack and the wolves, I'll talk to Skunkwood and others about a \qnew recruit\q I've found. I might be able to get you into Skunkwood's hideout.
    2500021A06 - Jagger Jack and the animal corpses will be in the Blackwold ruins in the north Chetwood, north of the guard-house, east of Combe.\n\nEllie told you to find Jagger Jack and poison the wolves' food source, while she tries to arrange a meeting with Skunkwood, the Blackwolds' leader, for you.
    2500021A07 - 'If ye've been to those ruins, then ye know now about the evil spreading through the Blackwolds. I was able to meet with Skunkwood, though he was talking to one o' them strange men. He mentioned someone named Amdir.\n\n'Skunkwood said that he would meet with ye, but you'll need to be quick. Once Jagger's death is discovered, Skunkwood will become suspicious.'
    2500021A08 - Ellie Cutleaf's house is in the north-west corner of Combe, on the banks of the pond.\n\nYou should return to Ellie Cutleaf with word of your victory against Jagger Jack and to learn if she has arranged a meeting with Skunkwood at the Blackwold hideout.
    2500021A09 - 'If Ellie is right and this wolf-keeper will continue to breed wolves and Wargs, then we should do everything we can to put a stop to it.\n\n'Do as she asks and seek out this Jagger Jack at the Blackwold encampment in the north-west Chetwood.'
    2500021A0A - 'Quickly now, head into the Chetwood and find the Blackwolds' encampment within the ruins in the north-west. Be careful -- there's evil brewing there that may shake your very bones.\n\n'While you're dealing with Jagger Jack and the wolves, I'lltalk to Skunkwood and find a way to get you into their hideout.'
    2500021A0B - 'Quickly now, head into the Chetwood and find the Blackwold's encampment within the ruins in the north-west Chetwood. Be careful...there is evil brewing there that may shake your very bones.\n\n'While you are dealing with Jagger Jack and the wolves, I'll talk to Skunkwood and find a way to get you into their hideout.'
    2500021A0C - Defeat Jagger Jack
    2500021A0D - Poison wolf food-sources (
    2500021A0E - /
    2500021A0F - )
    Xabrina

    Xabrina

    Xabrina ICQ www 180 Female
    2500021A10 - Speak with Ellie Cutleaf in Combe
    2500021A11 - Prologue: A Critical Strike
    2500021B00 - Red Berry Bush[E]
    2500021B01 - A bush of berries
    2500021B02 - ...[p]
    2500021C00 - Collecting...
    2500021C01 - Success!
    2500021C02 - Interrupted!
    2500021D00 - Cutleaf's Boots[n]
    2500021D01 -
    2500021F00 - Cutleaf's Gloves[n]
    2500021F01 -
    2500022000 - Jagger Jack[mn]
    2500022100 - Dismounting
    2500022101 - The target is dismounting a steed.
    2500022102 - Rooted
    2500022103 -
    2500022200 - Mounting
    2500022201 - The target is mounting a steed.
    2500022202 - Rooted
    2500022203 -
    2500022300 - You sense that a creature is nearby but hidden from your sight.
    2500022301 -
    2500022302 - looks around hungrily.
    2500022303 -
    2500022304 - begins to follow you.
    2500022305 -
    2500022306 - has let down {his[m]|her[f]|its} guard.
    2500022307 - The #1:
    2500022308 - #1:{notice movement and begin to follow.[s]|notices movement and begins to follow.}
    2500022309 - You have spotted a creature attempting to move stealthily about.
    250002230A -
    250002230B - flees in terror!
    250002230C -
    250002230D - stops following you.
    250002230E - The #1:
    250002230F - #1:{lose interest and stop following.[s]|loses interest and stops following.}
    2500022310 -
    2500022311 - threatens to attack!
    2500022400 - a weak melee attack
    2500022500 - Hounding Fear
    2500022501 - The fear of the monster hounding you has locked your heart and mind with fear slowing your movement.
    2500022600 - a minor melee attack
    2500022700 - a moderate melee attack
    2500022800 - a weak thrown attack
    2500022900 - Distraction
    2500022901 - This skill hampers an archer's ability to fire.
    2500022A00 - Trick: Enraged
    2500022A01 - Only one Trick per Burglar.
    2500022A02 - Target unable to make most ranged attacks.
    2500022A03 - Target attacks foes randomly
    2500022A04 -
    2500022B00 - a minor thrown attack
    2500022C00 - a moderate thrown attack
    2500022D00 - Withdraw
    2500022E00 - Suppression Vulnerability
    2500022F00 - Command Wolf
    2500023000 - Directed Attack
    2500023001 - Sends a call to friends to attack the target of this effect.
    2500023100 - Summon Wolf
    2500023200 - Summon Brigand Wolf Pet
    2500023201 -
    2500023300 -
    2500023301 - Success!
    2500023302 - Interrupted!
    2500023400 - Wolfhound[e]
    2500023500 - Forced Attack
    2500023501 - Force Attack
    2500023502 - The monster is infuriated.
    2500023600 - Monster Health Speed Modifier
    2500023601 -
    2500023700 - Monster Health Speed Modifier
    2500023701 -
    2500023800 - Monster Health Speed Modifier
    2500023801 -
    2500023900 - Monster Health Speed Modifier
    2500023901 -
    2500023A00 - Crippling Bite
    2500023B00 - Crippled
    2500023B01 - The creature's bite wounds you, slowing you and affecting your Might.
    2500023C00 - Minor Sprain
    2500023D00 - Slows movement speed.
    2500023D01 - Minor Sprain
    2500023D02 - Slows movement speed.
    2500023D03 - Target cannot Evade
    2500023E00 - Minor Dislocation
    2500023F00 - Slows attack speed
    2500023F01 - Minor Dislocation
    2500023F02 - Slows attack speed
    2500023F03 - Target cannot Block
    2500024000 - Minor Injury
    2500024100 - Decreases Might
    2500024101 - Minor Injury
    2500024102 - Decreases Might
    2500024103 - Target cannot Parry
    2500024200 - Sprain
    2500024300 - Slows movement speed.
    2500024301 - Sprain
    2500024302 - Slows movement speed.
    2500024303 - Target cannot Evade
    2500024400 - Dislocation
    2500024500 - Slows attack speed
    2500024501 - Dislocation
    2500024502 - Slows attack speed
    2500024503 - Target cannot Block
    2500024600 - Injury
    2500024700 - Decreases Might
    2500024701 - Injury
    2500024702 - Decreases Might
    2500024703 - Target cannot Parry
    2500024800 - Degrading Wound
    2500024900 - Degrading Wound
    2500024901 - A wound which will lead to further injury if not treated.
    2500024B00 - Lesser Venom
    2500024C00 - Minor Poison
    2500024C01 -
    2500024D00 - Lesser Crippling Poison
    2500024E00 - Decreases Agility
    2500024E01 - Minor Crippling Poison
    2500024E02 - Decreases Agility
    2500024F00 - Venom
    2500025000 - Poison
    2500025001 -
    2500025200 - Decreases Agility
    2500025201 - Crippling Poison
    2500025202 - Decreases Agility
    2500025300 - Latent Poison
    2500025400 - Latent Poison
    2500025401 - Poison courses through afflicted veins, waiting to manifest.
    2500025500 -
    2500025501 - Induce Stunned
    2500025502 -
    2500025600 - RunAwaySelf
    2500025700 - Slaughtered Sheep[n]
    2500025701 - A slain sheep. Food for the wolves trained and used by the Blackwolds.
    2500025702 - ...[p]
    2500025800 - Using...
    2500025801 - Success!
    2500025802 - Interrupted!
    2500025900 - Cutleaf's Cloak[n]
    2500025901 -
    2500025A00 - ModificationEffect
    2500025A01 -
    2500025B00 - Den-mother Hunter[n]
    2500025B01 -
    2500025C00 - Skunkwood's Den-mother[mn]
    2500025D00 - Lesser Wasting Sickness
    2500025E00 - Minor Disease
    2500025E01 -
    2500025F00 - Lesser Diseased Frailty
    2500026000 - Decreases Vitality
    2500026001 - Minor Diseased Frailty
    2500026002 - Decreases Vitality
    2500026100 - Wasting Sickness
    2500026200 - Disease
    2500026201 -
    2500026300 - Diseased Frailty
    2500026400 - Decreases Vitality
    2500026401 - Diseased Frailty
    2500026402 - Decreases Vitality
    2500026500 - Festering disease
    2500026600 - Festering Disease
    2500026601 - A disease festers inside, waiting to fully manifest.
    2500026700 -
    2500026701 - Induce Knockedout
    2500026702 -
    2500026800 - Blackwold-recruit's Pack[e]
    2500026801 - A backpack for a recruit to the Blackwold brigands.
    2500026802 - ...[p]
    2500026A00 - A stranger to Archet spoke with Jon Brackenbrook seeking heroes.
    2500026A01 - 'The man who came through the village -- he reminded me of Strider in his behaviour -- said he was looking for \qthe Hero of Archet.\q I can only assume that he spoke of you!\n\n'He said the matter was most urgent, and that if I saw you, I was to direct you to The Comb and Wattle Inn, where he will be waiting for you. The Comb and Wattle is in the centre of Combe to the south.\n\n'He seemed most grim to me. I would travel to Combe immediately and speak with the innkeeper, Lizbeth Honeymeade. She should know where to find this man.'
    2500026A02 - Lizbeth Honeymeade is the proprietor of The Comb and Wattle Inn in Combe, south of Archet.\n\nJon Brackenbrook said you were to meet the grim stranger in Combe. He recommended that you speak with the innkeeper, Lizbeth Honeymeade, who can tell you what room the stranger is staying in.
    2500026A03 - 'Oh my. Look here, a real live hero! It's not often we get such respectable folk through here.\n\n'My, how my tongue runs on! Toradan told me to send you upstairs to his room as soon as you arrived. The stairs are across the room there, and Toradan's is the door at the end of the hall. He said you shouldn't delay none.'
    2500026A04 - Toradan's room is at the end of the hall at the top of the stairs across the common room.\n\nYou have come to The Comb and Wattle Inn, as instructed, and spoken to the proprietor. Lizbeth Honeymeade told you that the man who sent you the message, Toradan, is waiting for you in his room.
    2500026A05 - 'Lizbeth runs a fine establishment in Combe. Head there now and speak with her.'
    2500026A06 - 'The Hero of Archet, I suppose? I am pleased to finally meet you. I am sorry for the cryptic summons, but I dared not betray my whereabouts to just anyone.\n\n'There is much we need to discuss. Will you hear me?'
    2500026A07 - 'Keep it quiet that I have one of them Northmen here. The Comb and Wattle is normally a nice place.'
    2500026A08 - 'Oh my. Look here, a real live hero! It's not often we get such respectable folk through here.\n\n'My, how my tongue runs on! Toradan told me to send you upstairs to his room as soon as you arrived. The stairs are across the room there, and Toradan's is the door at the end of the hall. He said you shouldn't delay none.'
    2500026A09 - 'The man who came through the village -- he reminded me of the Ranger you seek, the man called Strider -- said he was looking for heroes. I know little of you, but it is apparent to me that you have a heroic bent!\n\n'He said he would wait for any such heroes I might send his way at the Comb and Wattle Inn, where he will be waiting. The Comb and Wattle is in the centre of Combe to the south.\n\n'He seemed most grim to me. I would travel to Combe immediately and speak with the innkeeper, Lizbeth Honeymeade. She should know where to find this man.'
    2500026A0A - 'Ah, Jon does not disappoint. You do seem to be a heroic sort, and of the line of Beorn, unless I am mistaken! I must take care to hide my movements, and I could use your help. I dared not betray my whereabouts to just anyone.\n\n'There is much we need to discuss. Will you hear me?'
    2500026A0B - 'The Hero of Archet, I suppose? I am glad to finally meet you. I am sorry for the cryptic summons but I did not wish to betray my whereabouts to just anyone. There is much we need to discuss. Will you hear me?'
    2500026A0C - 'Well, well, a fancy hero, eh? Don't think that impresses me one bit! Don't have much use for heroing around here. Adventures just make you late for dinner!\n\n'Anyways, one of those Big Men come looking for you. He told me to tell you to go to Combe and look for him at the Comb and Wattle Inn. Never been to Combe myself, but if you want to find this fellow, I'd ask the proprietor of the inn.\n\n'Well, I've no time for talking. There's packages to be delivered.'
    2500026A0D - 'Well hello there,
    2500026A0E - . Are you the Hero of Archet? If you are, there's a Man who came looking for you.\n\n'The fellow begs you to head to Combe as quick as your feet can travel. He said to meet him at the Comb and Wattle Inn and ask the proprietor about him.\n\n'It is of utmost importance. He said he needs to speak with you right away. I would think that you had best go.'
    2500026A0F - Prologue: An Urgent Summons
    2500026A10 - 'Oh my. Look here, a real live hero! It's not often we get such respectable folk through here.\n\n'My, how my tongue runs on! Toradan told me to send you upstairs to his room as soon as you arrived. The stairs are across the room there, and Toradan's is the door at the end of the hall. He said you shouldn't delay none.'
    2500026A11 - 'The Hero of Archet, I suppose? I am glad to finally meet you. I am sorry for the cryptic summons but I did not wish to betray my whereabouts to just anyone. There is much we need to discuss. Will you hear me?'
    2500026B00 - 'There is much to be done if we are to rebuild the town.'
    2500026B01 - A young man in the garb of a woodsman.
    2500026B02 - Jon Brackenbrook[mn]
    2500026C00 - Your efforts to ready Archet for the impending Blackwold attack have come to fruition. Now the preparations are complete, and the time has come to fight.
    2500026C01 - 'Quickly! Calder Cob is making his move against Archet, and wicked men of Angmar are lending him and the Blackwolds strength. We must go to the town's defence at once! Return to me when you are prepared.'
    2500026C02 - Jon Brackenbrook is at the Hunting Lodge, east of Archet.\n\nJon Brackenbrook is waiting for you to join his company.
    2500026C03 - 'The loss of my father is a painful one, but my pain is no greater than any other here in Archet. The people of Archet regard you as a hero, and I agree with them,
    2500026C04 - . Without your quick thinking we would have lost more lives.\n\n'You were the one who faced down the evil Men and drove them and many of the Blackwolds from the woods surrounding our town. We owe you much.\n\n'It is good to know that the grim dark growing across the land will have such fierce adversaries as yourself.'
    2500026C05 - Jon Brackenbrook is at the Hunting Lodge, east of Archet.\n\nJon Brackenbrook is waiting for you to join his company.
    2500026C06 - #-1:
    2500026C07 - #-1:{Jon Brackenbrook wishes to speak with you.\n\nAfter the assault on Archet, Jon Brackenbrook returned to the town to assist and rebuild, taking up his father's legacy.'[U,D,L]|'Mundo Sackville-Baggins wishes to speak with you.\n\nAfter the assault on Archet, you helped Mundo Sackville-Baggins and Celandine Brandybuck on their return trip to the Shire.'[O]}
    2500026C08 - 'Are you ready to go? Very well....'\n\nWARNING: This quest is the final quest in the Introduction. If you have any other quests underway you should complete them now, as those quests will no longer be available after the Introduction is completed.
    2500026C09 - NOTE: The files you need to continue your adventures in Middle-earth should finish downloading shortly. Thank you for your patience!
    2500026C0A - 'You'll never see me outside the bounds of the Shire again. Some Bagginses may enjoy an uncomfortable adventure, but not I. \n\n'To think that I had to rely on Big Folk to pull me from the grips of others.\n\n'You didn't help much with the way you marched us back to the Shire either,
    2500026C0B - .'
    2500026C0C - Talk to Jon Brackenbrook
    2500026C0D - Talk to Jon Brackenbrook
    2500026C0E - #-1:
    2500026C0F - #-1:{Speak with Mundo Sackville-Baggins[O]|Speak with Jon Brackenbrook in Archet[U,D,L]}
    2500026C10 - Talk to Jon Brackenbrook
    2500026C11 - Intro: The Storm is Upon Us
    2500026C12 - Talk to Mundo Sackville-Baggins
    2500026D00 - You have an been acknowledged as someone who could one day influence the fate of Middle-earth.
    2500026D01 - Novice
    2500026D02 - You have been acknowledged as someone who could one day influence the fate of Middle-earth.
    2500026E00 - 'Come on, you.'
    2500026E01 - 'Enough! I shall deal with you myself!'
    2500026E02 - 'Uugh....'
    2500026E03 - 'So this Baggins was telling the truth? He is useless to us.'
    2500026E04 - 'Thank you!'
    2500026E05 - 'Uunh....'
    2500026E06 - 'Fall, fool!'
    2500026E07 - 'Oh dear...oh dear....'
    2500026E08 - 'Back, beasts! I will not let you through.'
    2500026E09 - 'Then come, Dúnadan. End this.'
    2500026E0A - 'It was you and this Baggins for which we came.'
    2500026E0B - 'You have been called to a higher purpose.'
    2500026E0C - 'Come foward...kneel before me.'
    2500026E0D - 'Amdir! No!'
    2500026E0E - 'Amdir...Amdir's close by. He escaped the slaughter at the Badger. You have to help him...defend the Badger...!\n\n'Those Blackwolds want the hobbit...and the Captain. I...I saw something in the flames...go after them! You must save them...!'
    2500026E0F - 'This is a sad day indeed. Archet is burned, my father is dead, and the Ranger was taken by evil Men, if Men they can be called. \n\nNow, all we can do is wait for the flames to die down. Then...with luck, we may begin to rebuild our poor town.'
    2500026E10 - 'What tragedy has befallen us this night! But we defeated the Blackwold menace. I think it will be long ere they grow so bold again, with or without the help of the evil masters from Angmar.'
    2500026E11 - 'This is no place for a hobbit. Let us see that you and the others get safely back to the Shire.'
    2500026E12 - 'There is not much time to lose. Already the town burns! We have only a short time to rest here before they see that we have broken through the East Wall. I fear we are less safe by the moment....'
    2500026E13 - Jon Brackenbrook has died
    2500026E14 - 'Come now!'
    2500026E15 - 'Calder Cob's and Otto's treachery were just the beginning of this battle, I fear. We must find a way to The Mad Badger Inn. Peg has left us a way into the marketplace. Perhaps there is a way in through there! Follow me!'
    2500026E16 - You have cleared the jailyard of enemies
    2500026E17 - 'Éogan!'
    2500026E18 - 'The marketplace is safe for now, but we must press on! If we tarry too long, we will lose all of Archet! \n\n'We must find another way into the centre of town!'
    2500026E19 - Jon Brackenbrook has died
    2500026E1A - 'You have fared well, my friend, but all might be lost nonetheless. We have protected the market square and the crafters' area. Already The Mad Badger burns. Perhaps my father is still alive but...I hold little hope.\n\n'Follow Atli and me! We will defend what is left of this town to the death, if we must.'
    2500026E1B - You have cleared the market square of enemies
    2500026E1C - 'You shall pay for your crimes, villain!'
    2500026E1D - 'The Marketplace is safe for now, but we must press on! If we tarry too long, we will lose all of archet. \n\n'We must find another way into the centre of town!'
    2500026E1E - Jon Brackenbrook has died
    2500026E1F - You have cleared the crafters' area of enemies
    2500026E20 - Jon Brackenbrook has died
    2500026E21 - Archet is under attack. Jon Brackenbrook and the other hunters have decided to enter the town from the East Gate. You must go forward and learn the fate of Mundo, Celandine, Amdir, and Captain Brackenbrook.
    2500026E22 - You have reached Captain Brackenbrook in time
    2500026E23 - You have defeated Calder Cob
    2500026E24 - 'AAAAH!'
    2500026E25 - Defeat the Blackwolds and their leader
    2500026E26 - Talk to Jon Brackenbrook
    2500026E27 - 'Aaaaaah...!'
    2500026E28 - Talk to Jon Brackenbrook
    2500026E29 - Protect Jon Brackenbrook
    2500026E2A - Talk to Jon Brackenbrook
    2500026E2B - Fight alongside Jon Brackenbrook in Archet
    2500026E2C - Talk to Ned Pruner
    2500026E2D - Talk to Jon Brackenbrook
    2500026E2E - Fight alongside Jon Brackenbrook in Archet
    2500026E2F - Talk to Jon Brackenbrook
    2500026E30 - Fight alongside Jon Brackenbrook in Archet
    2500026E31 - Talk to Jon Brackenbrook
    2500026E32 - Fight alongside Jon Brackenbrook in Archet
    2500026E33 - 'You will never get to the Captain! Your life will end here!'
    2500026E34 - 'Oh, Ned!'
    2500026E35 - 'Go deal with those villains. Leave me be!'
    2500026E36 - 'I...cannot.... So...weak....'
    2500026E37 - You stand outside the breach in Archet's east wall, due west of the Hunter's Lodge.\n\nYou must prevent the Blackwolds from capturing Archet.
    2500026E38 - 'Hooray!'
    2500026E39 - Jon Brackenbrook has fallen
    2500026E3A - '...yes....'
    2500026E3B - Ned Pruner is grievously wounded and requires assistance.
    2500026E3C - Find a way to get to the centre of Archet and find Amdir.\n\nAfter you defeated the prisoners, Ned Pruner told you that the Blackwold brigands had attempted to invate Archet at last, and that Amdir helped to defend the Inn. Amdir can be found somewhere ahead; you should aid him in the defence of The Mad Badger Inn.\n\nAfter Ned died, his poor wife Peg came to attend to his body.
    2500026E3D - The Archet market square is blocked, and Jon Brackenbrook is worried that you are too late. He wants to press on.
    2500026E3E - You were too late to save the crafters' area, but it may not be too late to save all of Archet.
    2500026E3F - 'It is no matter. We have the Dúnadan...'
    2500026E40 - Protect Archet by defeating the Blackwolds' invasion.\n\nAmdir was rendered powerless by the morgul-wound he suffered from the Nazgûl, and now it is up to you to save Archet from the Blackwolds.
    2500026E41 - '...And he may prove to be a great boon!'
    2500026E42 - With Archet saved, you should speak with Jon Brackenbrook.
    2500026E43 - Celandine Brandybuck is in the town square.\n\nIt appears Éogan was only wounded, and upon hearing Mundo's words, realized that Mundo was not the Baggins he sought. He made his escape, saying that Amdir may prove a great boon to his cause. With Archet apparently safe from the Blackwolds, you should speak to Celandine and see to her and Mundo's safety.
    2500026E44 - Celandine Brandybuck is in the town square.\n\nIt appears Éogan was only wounded, and on hearing Mundo's words, realized that Mundo was not the Baggins he sought. He made his escape, saying that Amdir may prove a great boon to his cause. With Archet apparently safe from the Blackwolds, you should speak to Celandine and see to her and Mundo's safety.
    2500026E45 - 'You've faired well my friend but all might be lost. We have protected the Marketplace and the Crafting Hall. Already the Mad Badger burns. Perhaps my father is still alive but I hold out little hope. \n\n'Follow me and Atli! We will defend what is left of this town.'
    2500026E46 - 'You need to find a way to the Badger. The Blackwolds are attacking every corner of town. Quickly, go find Amdir and end these Blackwolds! Leave me with my poor Ned....'
    2500026E47 - 'Quickly now, draw water from the well and douse the flames. We must aid Captain Brackenbrook and put an end to these Blackwolds and their leader, Éogan!'
    2500026E48 - 'Quick now, draw water from the well and douse the flames. We must aid Captain Brackenbrook and put an end to these Blackwolds and their leader, Éogan!'
    2500026E49 - 'The Nazgûl's morgul-knife has sapped your will, Dúnadan.'
    2500026E4A - Instance: The Assault on Archet
    2500026E4B - 'Excellent...Otto take our friend away.'
    2500026E4C - 'You...deal with the whelps.'
    2500027000 - Buried Dirk Mudbrick's body
    2500027001 - Buried Nate Whisperwood's body
    2500027002 - Buried Wil Wheatley's body
    2500027003 - Many of the good folk of Archet perished during the assault by the Blackwold brigands.
    2500027004 - 'As we prepared for the Blackwold assault and stood at the defence of Archet, many of the good folks of this town perished, both within the gates and beyond.\n\n'The battle was great, but in the end we defeated the brigands' onslaught. Some of the good men who were lost still remain unburied, but the people of this town have their hands full with their own great losses. It would be to our shame if those unburied bodies were dishonoured by wild beasts.\n\n'I would ask this one last favour of you: seek out those poor men and grant them honour in death. Dirk Mudbrick fell at the sheep-farm south-west of Archet, Nate Whisperwood died defending the Hunter's Lodge, and Cal Sprigley's farmhand -- Wil Wheatley -- perished in battle just to the west of Bronwe's Folly.'
    2500027005 - Dirk Mudbrick's body can be found at the sheep-farm, south-west of Archet. Nate Whisperwood's body can be found near the Hunter's Lodge, east of Archet. The body of Wil Wheatley can be found just to the west of Bronwe's Folly, south of Archet.\n\nJon Brackenbrook has asked that you bury the remains of the fallen who perished in the Blackwold raid with honour.
    2500027006 - 'Good, it is done. Those men died bravely and deserved a proper burial. Once more, Archet is in your debt.\n\n'Now, before you leave, there is something I must tell you. A queer man came through Archet while you were away, and I believe he was looking for you!
    2500027007 - Jon Brackenbrook can be found by the ruins of The Mad Badger Inn in Archet.\n\nYou should return to Jon Brackenbrook and let him know that you have buried the fallen as he asked.
    2500027008 - 'Dirk never made it out of the sheep-farm, Nate died just outside of the Hunter's lodge, and Wil Wheatley died just to the west of Bronwe's Folly.'
    2500027009 - 'It is time for Archet to rebuild and restore itself.'
    250002700A - 'I wish you had been here,
    Xabrina

    Xabrina

    Xabrina ICQ www 180 Female
    250002700B - . We could have used your help during the Blackwold attack!\n\n'The battle was great, but in the end we defeated the brigands' onslaught. Some of the good men who were lost still remain unburied, but the people of this town have their hands full with their own great losses. It would be to our shame if those unburied bodies were dishonoured by wild beasts.\n\n'Will you do us this favour? Seek out those poor men and grant them honour in death. Dirk Mudbrick fell at the sheep-farm south-west of Archet, Nate Whisperwood died defending the Hunter's Lodge, and Cal Sprigley's farmhand -- Wil Wheatley -- perished in battle just to the west of Bronwe's Folly.'
    250002700C - 'Good, it is done. Those men died bravely and deserved a proper burial. Archet is in your debt.'
    250002700D - 'Alas that you could not save my father. Ah, but he was a soldier to the last.'
    250002700E - Bury Dirk Mudbrick's body
    250002700F - 'You have my thanks.'
    2500027010 - Bury Nate Whisperwood's body
    2500027011 - Bury Wil Wheatley's body
    2500027012 - Prologue: Burying the Dead
    2500027100 - 'Greetings, friend! What may I help you with? You say you have come all the way from the Blue Mountains to retrieve that old ruined key we found among the Blackwolds' belongings?\n\n'It is true that it was found among things we believe were Calder Cob's, which is the only reason I kept it. It's quite useless.\n\n'Here...may it assist you in your endeavours.'
    2500027101 - 'A mithril shaping hammer? Bah! I've seen but one of those in my entire life. And I've not seen one since...oh dear....'
    2500027102 - Book 7, Chapter 5: What Is Needed
    2500027103 - 'Hello there! What can I do for you? A mithril nugget? Never heard of it.\n\n'Oh! You mean that chunk of silver old Bilbo brought back from his adventures! I thought it was too light for real silver.\n\n'Well, it must have little value then, and I don't see why we should keep it. You're quite welcome to take it...here.'
    2500027104 - 'Ah! I was right! The hobbits did indeed have Bilbo's nugget. I hope you didn't have to hurt anyone to get it....\n\n'Foxtail didn't even know what it was? Well, it should be no surprise to me...a hobbit would not know truly precious metals if you gave them a hoard.\n\n'And I see you retrieved the key from Jon Brackenbrook. We have all we need. Go now and take these items to Litli by the forge there. He will get started on the key.'
    2500027105 - 'I am surprised you travelled so far for that key. May it serve you well.'
    2500027106 - 'Were you able to obtain the mithril or the key?'
    2500027107 - 'I'll set the mithril in the bed of coals over here.'
    2500027108 - 'I will gladly help you with that key, but first you must obtain the mithril nugget and the ruined key we need.'
    2500027109 - 'So you're the one Dwalin was talking about. You have the mithril, I see, and that foul key from the Angmarim. All right then, give them here. I'll get started on smelting down that mithril!\n\n'The problem is that there will be a problem shaping this metal. Perhaps you should speak with Dwalin.'
    250002710A - 'Now, there's still a problem. Shaping mithril isn't an easy task.'
    250002710B - Keeper Brombard Foxtail is at the Mathom-house in Michel Delving in the western part of the Shire. Jon Brackenbrook is in the town of Archet, north-east of Bree-town.\n\nDwalin informed you that he needs a mithril nugget, which might be in the keeping of the Mathom-house in the Shire, and a key to cast a mould from, which might be obtained from Jon Brackenbrook, the new Captain of Archet.
    250002710C - 'Go on now, don't just stand about here. Take the mithril and that key you gathered to Litli. He's over by the forge near the throne.'
    250002710D - 'Hmm? Why are you bothering me?'
    250002710E - 'Tales tell that a special shaping hammer is needed for such fine work as a key.'
    250002710F - Dwalin can be found in Thorin's Hall in Ered Luin.\n\nDwalin sent you to get a mithril nugget from the Mathom-house in the Shire and a key to help in casting a mould from Jon Brackenbrook in Archet.
    2500027110 - 'Smelting that mithril will take a bit of time yet. Of course, if I don't have a shaping hammer to work it, it doesn't matter how long it takes to smelt it down.\n\n'If getting this key is important to you, let Dwalin know that I'm going to need a mithril shaping hammer.'
    2500027111 - 'I've no such hammer though, nor have I ever seen one.'
    2500027112 - 'Best tell Dwalin that if I'm to complete this work for you, I'll need just such a hammer.'
    2500027113 - Litli can be found by the forge near the throne of Thorin's Hall.\n\nNow that you have recovered the mithril and Éogan's key, Litli, one of Dwalin's smiths, can begin work on the key.
    2500027114 - 'I do hope that silvery metal is useful to you. It really wasn't all that interesting...I didn't even have it out on display.'
    2500027115 - 'Go on now, let him know.'
    2500027116 - Dwalin can be found in Thorin's Hall in Ered Luin.\n\nLitli took the mithril from you and began heating it. However, he mentioned that shaping the mithril will be a problem, one that perhaps Dwalin can solve.
    2500027117 - 'There, that won't take long....'
    2500027118 - Bring the collected materials to Dwalin
    2500027119 - Wait for Litli to complete his task
    250002711A - Bring the collected materials to Litli
    250002711B - Dwalin, Master of Thorin's Hall, has agreed to help you forge the key, but there are some vital components missing.
    250002711C - 'That we can forge this key, I have no doubt, but there are some items we will need before we can begin. Master Elrond's instructions say that we need mithril, but there is none to be had in the Blue Mountains. Also, we will need something to cast a mould from.\n\n'Now, one of the gifts Bilbo took back from the Lonely Mountain was a nugget of mithril. I doubt he understood its value, so he probably left it behind when he returned to Rivendell. However, he may have given it to the Mathom-house in Michel Delving. Perhaps the Keeper of the Mathom-house can help you with that.\n\n'As for the casting, Atli Spiderbane sent word that the Archet guards found a ruined key among the bodies of the Blackwolds. Jon Brackenbrook may still have it. If their leader was from Angmar, as I have heard, it may be that key is just what we need to cast the mould.'
    2500027200 - Mithril-nugget[e]
    2500027201 - A small nugget of mithril originally from Moria.
    2500027202 - ...[p]
    2500027300 - Ruined Key[e]
    2500027301 - A blacked, twisted key.
    2500027302 - ...[p]
    2500027400 - Dirk Mudbrick[mn]
    2500027401 - Dirk Mudbrick fell to a blade while valiantly standing against the Blackwold brigands.
    2500027402 - ...[p]
    2500027500 - Burying...
    2500027501 - Success!
    2500027502 - Interrupted!
    2500027600 - Nate Whisperwood[mn]
    2500027601 - Nate Whisperwood fell to a blade while valiantly standing against the Blackwold brigands.
    2500027602 - ...[p]
    2500027700 - Wil Wheatley[mn]
    2500027701 - Sprigley's Farmhand was slain as the Sprigleys fled towards Archet during the Blackwold brigands' raid.
    2500027702 - …[p]
    2500027800 - Milestone Skill[E]
    2500027801 - A skill that allows you to return to a Milestone swiftly. Use this item to learn the skill.
    2500027900 - Current home location -
    2500027901 - .
    2500027902 - Travel Home
    2500027903 -
    2500027904 -
    2500027A00 - Reading Map Home
    2500027A01 - Travelling!
    2500027A02 - Interrupted!
    2500027B00 - Test InvokeTutorial Effect.
    2500027B01 - Invoke Final Newbie Quest Tutorial Hint
    2500027C00 - Test InvokeTutorial Effect.
    2500027C01 - Invoke Received Map Home
    2500027D00 - 'You again! I appreciate your help, but I have no more wish to speak with you!'
    2500027D01 - ...
    2500027D02 - Mundo Sackville-Baggins[mn]
    2500027E00 - Mundo Sackville-Baggins is furious about his treatment at the hands of the Blackwold brigands and demands compensation from Mayor Will Whitfoot for his inconvenience.
    2500027E01 - 'This is outrageous,
    2500027E02 - ! I will not be satisfied until I receive compensation for my treatment at the hands of those Blackwolds. I have been most ill-used, and it is more than any hobbit would stand!\n\n'A Sackville-Baggins should be able to travel throughout the Shire and even into Bree-land, if he wishes it, without danger of being abducted! And when a Sackville-Baggins is promised gold, he had better receive some gold when the whole thing is done with -- it is only fair!\n\n'I wrote this letter while you were off looking for Jon Brackenbrook. It doesn't include the business with the brigands burning Archet or that Ranger becoming so queer, but it's sure to be enough for old Flourdumpling. Take my letter to Mayor Will Whitfoot in Michel Delving. He'll be just outside Town Hole, which will be to your left, surrounded by hedges, when you enter town.'
    2500027E03 - Mayor Will Whitfoot is in Michel Delving, just outside Town Hole. Town Hole is on your left, surrounded by hedges, as you enter Michel Delving from the north.\n\nMundo Sackville-Baggins has written a letter of complaint to the Mayor and has asked you to deliver it.
    2500027E04 - 'This is outrageous,
    2500027E05 - ! I will not be satisfied until I receive compensation for my treatment at the hands of those Blackwolds. I have been most ill-used, and it is more than any hobbit would stand!\n\n'A Sackville-Baggins should be able to travel throughout the Shire and even into Bree-land, if he wishes it, without danger of being abducted! And when a Sackville-Baggins is promised gold, he had better receive some gold when the whole thing is done with -- it is only fair!\n\n'I wrote this letter while I was in Archet. It doesn't include the business with the brigands burning Archet or that Ranger Amdir becoming so queer, but it's sure to be enough for old Flourdumpling. Take my letter to Mayor Will Whitfoot in Michel Delving. He'll be just outside Town Hole, which will be to your left, surrounded by hedges, when you enter town.'
    2500027E06 - 'You deliver my letter to Mayor Whitfoot in Michel Delving,
    2500027E07 - , and I won't forget the favour! He'll be outside Town Hole, which is to your left as you enter the town. It's surrounded by hedges, so you shouldn't have any trouble finding it.'
    2500027E08 - 'This is outrageous,
    2500027E09 - ! I will not be satisfied until I receive compensation for my treatment at the hands of those Blackwolds. I have been most ill-used, and it is more than any hobbit would stand!\n\n'A Sackville-Baggins should be able to travel throughout the Shire and even into Bree-land, if he wishes it, without danger of being abducted! And when a Sackville-Baggins is promised gold, he had better receive some gold when the whole thing is done with -- it is only fair!\n\n'I wrote this letter while I was in Archet. It doesn't include the business with the brigands burning Archet or that Ranger Amdir becoming so queer, but it's sure to be enough for old Flourdumpling. Take my letter to Mayor Will Whitfoot in Michel Delving. He'll be just outside Town Hole, which will be to your left, surrounded by hedges, when you enter town.'
    2500027E0A - 'Oh, bother all Sackville-Baggins!'
    2500027E0B - 'What's this? Oh dear. A letter from a Sackville-Baggins is not something you want to see.\n\n'He's holding me personally accountable for his troubles in Bree-land? I wasn't even there! I've never even been outside the Shire! And now I'm supposed to pay \qjust compensation\q to his family? But he took no harm and was in Archet of his own accord!\n\n'You don't happen to know why I wanted to be Mayor, do you? Because I seem to have forgotten.'
    2500027E0C - 'I don't see what all the fuss is about. I think I am perfectly-suited to be Mayor!'
    2500027E0D - 'You say you have a letter from Mundo Sackville-Baggins? Then where is it?'
    2500027E0E - Bring Mundo's letter to Mayor Will Whitfoot
    2500027E0F - Prologue: Mundo's Complaint
    2500027F00 - Mundo's Letter
    2500027F01 - Mundo's Letter[n]
    2500027F02 - To the Mayor, Will Whitfoot, of Michel Delving,\n\nI am writing to you from the town of Archet, Mayor, and I have some outrageous news to report. Before you arrived in office, many members of my family had been comfortable with travelling throughout the Shire -- indeed, even into Breeland, on occasion! -- and felt no fear of danger to their persons or effects. Now that you are in office, Mayor, the situation is much different! I have been put in the way of harm at the hands of unsavory Big Folk, and I am holding you personally accountable, Whitfoot!\n\nYou will pay just compensation for the damage to my peace of mind and the loss of comfort this experience has caused me, and you will do so at once!\n\nI direct you to make this payment to my aunt Lobelia at Bag End -- she will hold it for me until I have settled my senses enough and feel ready to make the trip to Hobbiton. You had better do this, Whitfoot, or you can say goodbye to your position as Mayor.\n\nMundo Sackville-Baggins, Concerned Citizen
    2500028000 - 'I've thought about Mundo's demand that I pay compensation for his ill treatment in Bree-land,
    2500028001 - , and I'm not going to do it! We simply can't afford to pay money to satisfy a single hobbit for an experience that was his own fault to begin with.\n\n'The Sackville-Bagginses have never liked me, either. I think it was one of them that started calling me \qFlourdumpling\q after the roof of Town Hole gave way and buried me in chalk, you know. I don't mind when the Shirriffs call me that, but from the Sackville-Bagginses it is just too much.\n\n'The time has come to take a stand! I will not be bullied by the Sackville-Bagginses any longer -- they can't push me around, and I don't mind telling them that! Well, actually I'm a little busy. Run along to Bag End, north of Hobbiton, and tell Lobelia that for me, will you?'
    2500028002 - 'I heard about the troubles my nephew Mundo went through in Bree-land. I assume you're here with Old Flourdumpling's coin-purse, to repay us for Mundo's hardship?\n\n'You're not? What is this nonsense? Whitfoot doesn't have an ounce of sense in that fat head of his! It doesn't surprise me that he didn't have the courage to come tell me this himself, but he'll regret it! I'll go to Michel Delving to see him personally and tell him in no uncertain terms what I think of him!\n\n'What use is he as Mayor, anyway? And what use are the Bounders, for that matter? My nephew has gone through so much, and he was barely outside the Bounds!'
    2500028003 - 'Aunt Lobelia lives at Bag End, north of Hobbiton. You can deliver any payment from the Mayor to her, and she'll hold onto it for me.'
    2500028004 - Prologue: Flourdumpling's Stand
    2500028005 - 'What do you want? I don't like talking to Bounders -- or whatever you are -- if I can help it. Useless, the whole bunch of you!'
    2500028006 - Mundo Sackville-Baggins has demanded that Mayor Whitfoot pay compensation to his family for Mundo's recent bad experiences, and the mayor is at a loss as to what to do.
    2500028007 - 'I'm not afraid of the Sackville-Bagginses, not one bit! I'm just...very busy, all of a sudden. You go tell Lobelia that I'm not going to give her anything for Mundo's troubles. She lives at Bag End, north of Hobbiton.'
    2500028008 - Lobelia Sackville-Baggins is at Bag End, north of Hobbiton.\n\nMayor Whitfoot has decided to take a stand and refuse Mundo Sackville-Baggins' demand for compensation, but a sudden lack of time has required him to send you to break the news to Mundo's aunt, Lobelia.
    Xabrina

    Xabrina

    Xabrina ICQ www 180 Female
    2500028100 - 'How can I be of service?'
    2500028101 - Mayor Will Whitfoot[mn]
    2500028300 - 'You should go over to see Second Shirriff Bodo Bunce in Michel Delving. I hear he's hiring Bounders like mad! You might find him near Town Hole.'
    2500028301 - 'Have you heard about the Bounders? They're hiring lots of new folks. Maybe you should join? If you want to, go over to Michel Delving and talk to Second Shirriff Bodo Bunce. His offices are near Town Hole.'
    2500028302 - 'Goodness gracious, another stranger! Do you want to become a Bounder, too? You should go over to Michel Delving to speak with Second Shirriff Bodo Bunce. You can usually find him around Town Hole.'
    2500028303 - 'Who's this? I got no time dealing with some stranger walking about and disturbing the peace. Got enough problems as it is with those cursed spiders!\n\n'Talk to Second Shirriff Bunce in Michel Delving; he's captain of the Watch. He's oft looking for Bounders to help in keeping the peace. If he feels comfortable trusting you, then maybe I'll have some work for you.\n\n'But for now, be off with you!
    2500028304 - 'Uncle Bodo has you chasing wolves around the watering-hole? Good luck to you!'
    2500028305 - 'What? Who are you, again? Oh, oh, I see. You might want to go over to Michel Delving and talk to Second Shirriff Bodo Bunce. I hear he's hiring lots of new Bounders. His offices are near Town Hole.'
    2500028306 - 'I don't know you, though I've heard your name. If you're interested in helping out around here, you should talk to Second Shirriff Bodo Bunce in Michel Delving. He can normally be found near Town Hole.'
    2500028307 - 'Who's this now? I can't be disturbed by some stranger. If you are looking for work from folk around here, talk to Second Shirriff Bunce over there. He assists me with the Watch, making sure the Bounders make their rounds, keeping out undesirable folk and the like.\n\n'Now you don't seem like a bad lot, so I suppose he might let you join the Watch as a Bounder.'
    2500028308 - 'I don't know you. If you was a Bounder, maybe people around here would welcome you more. You should go speak to Second Shirriff Bodo Bunce out near Town Hole in Michel Delving.'
    2500028309 - 'So you were sent my way, were you? Of course, we usually only accept hobbits -- Shire-folk, you understand -- but these are not usual times, I'm afraid, and we can use any hob...er, any person of good will we can find.\n\n'Help out as many Shire-folk as you can, and you'll rise through the ranks. All who would protect the people of the Shire are welcome! We hobbits are a peaceful folk, and our cares may seem of small importance to others -- the delivery of the mail, the tasting of fine foods, the lighting of fireworks -- but do not be misled. Our peaceful ways are threatened, and danger can be found in the unlikeliest places.\n\n'Aid the Shire-folk with their daily concerns, but if you travel to more distant villages, such as Needlehole, Overhill, or Brockenborings...bring a weapon with you, Bounder. Life is dangerous on the borders of the Shire, and the further you get from Michel Delving and Hobbiton, the more likely you are to see trouble.'
    250002830A - 'Plenty of problems around here for a Bounder to solve, but not for some stranger I don't know. If you want to help out, you should speak with Second Shirriff Bodo Bunce in Michel Delving. His offices are near Town Hole.'
    250002830B - 'So you were sent my way, were you?'\n\n'Well, I've heard good things about you and I'd be glad to have you helping us out. Welcome, well met, well hired!\n\n'Help out as many Shire-folk as you can and you'll rise through the ranks. Our cares may seem of small importance to others - the delivery of the mail, the tasting of fine foods, the lighting of fireworks - but you and I know they are worth protecting. These peaceful ways are threatened, and danger can be found even throughout the Shire.\n\n'Aid our people with their daily concerns, but if you travel to more distant villages, such as Needlehole, Overhill, or Brockenborings... bring a weapon with you, Bounder. Life is dangerous on the borders of the Shire, and the further you get from Michel Delving and Hobbiton, the more likely you are to see combat.'
    250002830C - 'There are lots of strangers about these days. We need more Bounders! If you want to help out, you should talk to Second Shirriff Bodo Bunce in Michel Delving. He can usually be found near Town Hole.'
    250002830D - 'So you were sent my way, were you?'\n\n'Well, I've heard good things about you and I'd be glad to have you helping us out. Welcome, well met, well hired!\n\n'Help out as many Shire-folk as you can and you'll rise through the ranks. Our cares may seem of small importance to others - the delivery of the mail, the tasting of fine foods, the lighting of fireworks - but you and I know they are worth protecting. These peaceful ways are threatened, and danger can be found even throughout the Shire.\n\n'Aid our people with their daily concerns, but if you travel to more distant villages, such as Needlehole, Overhill, or Brockenborings... bring a weapon with you, Bounder. Life is dangerous on the borders of the Shire, and the further you get from Michel Delving and Hobbiton, the more likely you are to see combat.'
    250002830E - 'There's tell you're one what helps those in need. Well, if you want to help us Shire-folk, you'll have to join the Bounders. Most hobbits are friendly enough, but suspicious of strangers. As a Bounder, they'll trust you. At least a bit, anyway.\n\n'If you want to join the Watch as a Bounder, you'll have to speak to the Second Shirriff. He's the only one who can sign you up. You'll find him in Michel Delving, near Town Hole.\n\n'Second Shirriff Bunce is respected by most folk, so if he says you're a right sort, they'll listen.'
    250002830F - 'We can use more Bounders. If you want to help, speak to Second Shirriff Bodo Bunce in Michel Delving. He can be found near Town Hole.'
    2500028310 - 'We can use more Bounders. If you want to help, speak to Second Shirriff Bodo Bunce in Michel Delving. He can be found near Town Hole.'
    2500028311 - 'Why, hullo there! I must say, we've been getting more than our share of strangers through this town, dwarves and other queer lot. Most folk will be polite enough, if you keep to yourself.\n\n'I suppose though that if you spoke to Second Shirriff Bunce -- he's captain of the Watch -- and he made you a Bounder, you might find a better welcome. Yes, yes, that would do it. The Shirriff can be found somewhere about in Michel Delving.\n\n'Good day to you!'
    2500028312 - 'I don't know you, and I don't trust folks I don't know. If you was a Bounder, maybe I'd give you a little more time. You want to be a Bounder, speak to Second Shirriff Bodo Bunce in Michel Delving. You can find him near Town Hole.'
    2500028313 - 'Hullo there! I've heard people talking about you. You seem to be one who likes to help those who need it. My uncle Bodo down in the Shire could use someone like you, if you're interested. He's a very important Hobbit. Second Shirriff of the Shire he is! Don't get the wrong idea from him being \qSecond\q though; he's the Hobbit who does all the real work! If you want to lend him a hand by joining the Bounders, you can find him in Michel Delving in the Shire.'
    2500028314 - 'Who are you? I will have no business with outsiders! If you insist on hanging about, then the least you could do is speak to the Second Shirrif in Michel Delving.\n\n'Perhaps if you join the Bounders, I will deal with you. Otherwise, be off!'
    2500028315 - 'I am sorry, I cannot grant an audience to just any stranger. I must admit there is a favorable look to you, so you may be welcome in the Shire. However, I would want to leave that decision in the hands of the Second Shirriff Bodo Bunce. In fact, he may allow you to become a Bounder of the Watch, although that would be most unusual.\n\n'Shirriff Bunce can be found in Michel Delving. I recommend you travel there now.'
    2500028316 - 'Hurm, what are you doing about in the Shire? The Watch doesn't take to strangers walking about the Shire. Must admit though, you have a friendly look about you, so you probably won't do any harm. Still, Shire-folk will be distrustful of you, unless you talk to Shirriff Bunce down in Michel Delving. He's captain of the Watch and he might let you become a Bounder.\n\n'If that's the case, folk won't be so distrustful of you. Might even ask you for help with a few things. And trust me, that'll keep you busier than you like!'
    2500028317 - 'Hullo there, what's a body like you doing about in Hobbiton? Bounders should have turned you back at the gate! Oh well, you don't look of a mind to do much harm, now do you?\n\n'Still, most Shire folk won't have a thing to do with you, not unless you talk to Shirriff Bunce down in Michel Delving. He's in charge of the Watch. In fact, he may let you join as a Bounder, although that would be awful unusual. As a Bounder though, most folk in the Shire won't be too suspicious of you.'
    2500028318 - 'Who's this? I got no time dealing with some wanderer walking about the Shire and disturbing the peace. Got enough problems as it is with those cursed Spiders!\n\n'Talk to Shirriff Bunce in Michel Delving; he's captain of the Watch. He's usually looking for Bounders to help in keeping the peace. If he feels comfortable trusting you, then maybe I'll have some work for you. But for now, off with you!
    2500028319 - 'Who's this now? I can't be disturbed by some stranger whose wandering about the Shire. If you are looking for work from Shire-folk, talk to Shirriff Bunce. He assists me with the Watch, making sure Bounders make their rounds, keeping out undesirable folk and the like. Now you don't seem like a bad lot, so I suppose he might let you join the Watch as a Bounder.'
    250002831A - 'So you were sent my way, were you? Well I've heard good things about you and it'd be glad to have you. Surprised? Well, an interested Hobbit can hear about the doings of the world, if he knows the right folk.\n\n'Now before you can become a Bounder, I need you to perform the duties of one. Bounders watch the borders, keeping out creatures and the like. Well, some wolves seem to have gotten through the Bounds and are prowling at the watering hole northwest of Michel Delving. If you take care of some of them, I'll make you a Bounder.'
    250002831B - 'Good job with them wolves, and now...' Shirriff Bunce clears his throat, '\qIn recognition of services performed for the Fourfarthings of the Shire, I grant you entrance into the ranks of the Bounders of the Watch. May you defend the Shire with distinction and honour.\q\n\n'Never have liked that formal business. I'll record that your appointment as a Bounder in the watch log. Now with you being a Bounder, there are a few other tasks I can give you. Other Hobbits may have some jobs for you as well, if you are up for helping them.'
    250002831C - 'If you are looking for Shirriff Bunce, you'll find him in Michel Delving.'
    250002831D - 'My uncle, Shirriff Bunce, could use your help, if you are still willing to help. You can find him in Michel Delving.'
    250002831E - 'If you still want to help the Shire, you will need to become a Bounder, and only Shirriff Bunce in Michel Delving can grant you that.'
    250002831F - 'If you are still wanting to join the Watch as a Bounder, you'll need to take care of those wolves that are prowling about at the watering hole northwest of Michel Delving.'
    2500028320 - 'If you've not been to the Shire before I can tell you that you may be in for a surprise. Strangers don't often pass beyond the bounding walls and those that do are often viewed as more queer than others. If you want to make a good impression, you may want to find and talk to Second Shiriff, Bodo Bunce. Though his title may make you think otherwise, Bodo is a very important Hobbit in the Shire. He can help you acquaint yourself with the Shire and the Hobbits there. You will need to do some work for him though.'
    2500028321 - 'You've never been into the Shire. Not all Hobbits are like me, most don't trust outsiders. To make a good impression I suggest that you talk with Second Shiriff, Bodo Bunce. He'll make you a Bounder and then you might find yourself more welcome throughout the Shire!'
    2500028322 - 'Tales say you are one who helps those in need. Well, if you want to help the Hobbits of the Shire, you'll have to join the Bounders. Some Hobbits are suspicious of outsiders, but as a Bounder, they'll trust you. At least a bit.\n\n'If you want to join the Watch as a Bounder, you'll have to speak to the Second Shirriff. He's the only one who can add folks to our ranks. You'll find him in Michel Delving.'
    2500028323 - 'Why hullo there, what are you doing about in the Shire? I must say, most unusual to have a stranger like yourself wandering about. Most Hobbits here won't be too pleased to see you, not pleased at all! Most Shire-hobbits are a suspicious sort.\n\n'I suppose though that if you spoke to Shirriff Bunce, he's captain of the Watch, and he made you a Bounder, Hobbits here might trust you. Yes, yes, that would do it. The Shirriff can be found somewhere abouts in Michel Delving. Good day to you!'
    2500028324 - 'Most Hobbits about these parts don't like strangers coming around. Won't give him a, \qHowdy-do.\q If you are wanting to have any dealings with other Shire Hobbits, you should make your way down to Michel Delving. Second Shirriff there might grant you permission to join the Watch as a Bounder, if you are up to it. Folk will tend to trust a Bounder, no matter how he looks.'
    2500028325 - 'Eh, what you doing about here? Strange folk aren't too welcome in the Shire! I suppose you won't do no harm though, you have a friendly look about you. I suppose you could stay, but you'll have to speak to Shirriff Bunce in Michel Delving about that. He's near-on the captain of the Bounders, although old Flourdumpling might tell you different! Bunce might even let you join up as a Bounder, then just about all Shire will welcome you.'
    2500028326 - 'Who are you? I want no strangers shadowing my doorstep, I'm not old Mad Baggins looking for an adventure. If you are wanting to be walking about the Shire, talking to the folk here, you'll have to get permission from Shirriff Bunce in Michel Delving. He's captain of the Watch. He might even have a use for you as a Bounder.\n\n'Now off with you!'
    2500028327 - 'Greetings, a pleasure to meet you! I am Hildifons Took II, descendant of the great Hildifons. Like myself, he left the Shire on a great journey. Sadly my ancestor disappeared, something I hope not to repeat!\n\n'Do not misunderstand me leaving the Shire, I love those lands, but there is so much more to see! You, though, look like one who might be in seeing the Shire, perhaps to lend a hand? Well the Second Shirriff, Bodo Bunce, is always looking for help. If you want to find him, you'll find him in Michel Delving, in the Shire.'
    2500028328 - 'If you're wanting to travel freely about the Shire, you'll want to talk to the Second Shirriff, Bodo Bunce, down in Michel Delving. See, the folk there in the Shire, they don't cotton to strangers much. They are a distrustful lot. Now though, if Bunce lets you join the Bounders, well then I'll wager you'd be welcome in just about any corner of the Shire! Folk will trust a Bounder.'
    2500028329 - 'I think you should go talk to Bodo Bunce, the Second Shirriff over in Michel Delving. I hear he needs folks to sign up as Bounders, and you look like you might do for the job. You can find him near Town Hole.'
    250002832A - 'We need more Bounders, we do. You should go over to Michel Delving to talk to Second Shirriff Bodo Bunce. His offices are near Town Hole.'
    250002832B - 'Ow! My ankle. No, no, you can't help me right now. If you want to do me a favour, though, go over to Second Shirriff Bodo Bunce at his offices near Town Hole in Michel Delving. I hear he could use more Bounders.'
    250002832C - 'I hear that Second Shirriff Bodo Bunce is hiring anyone at all as a Bounder. Hobbits, Big Folk, anyone! You should go over to Michel Delving to talk to him about that. You can usually find him near Town Hole.'
    250002832D - Return to Bodo Bunce
    250002832E - 'You want to help out in the Shire? You ought to talk to Second Shirriff Bodo Bunce in Michel Delving. I hear he needs new Bounders to sign up right away. You can find him at his offices near Town Hole.'
    250002832F - Slay Wolves:
    2500028330 - of
    2500028331 -
    2500028332 - 'Oh, bother those bears! What? Oh, well...if you want to help out around here, you should become a Bounder. We can sure use more of them! You should talk to Second Shirriff Bodo Bunce in Michel Delving if you want to join up. His offices are near Town Hole.'
    2500028333 - Return to Bodo Bunce
    2500028334 - 'I think you look like Bounder material! You should go over to Michel Delving to talk to Second Shirriff Bodo Bunce about a job. You will probably find him near Town Hole.'
    2500028335 - 'If you're wanting to travel freely about the Shire, you'll want to talk to the Second Shirriff, Bodo Bunce. See, folk here in the Shire, they don't take to strangers much. Lot of queer folk trapessing through here recently. Now though, if Bunce lets you join the Bounders, well then I'll wager you'd find a warmer welcome!\n\n'You can find Bunce near Town Hole in Michel Delving. That's a ways west of here.\n\n'Good luck to you, stranger.'
    2500028336 - 'I've heard that Second Shirriff Bodo Bunce in Michel Delving needs folks to sign up as Bounders. Maybe you should go talk to him? You can find him near Town Hole.'
    2500028337 - 'Hello there! Have you heard that the Bounders are expanding? Not just their belts, mind you! You should go talk to Second Shirriff Bodo Bunce in Michel Delving if you're interested. His offices are near Town Hole.'
    2500028338 - 'Oh! Do you want to become a Bounder? I hear they need more people. You might want to speak to Second Shirriff Bodo Bunce in Michel Delving! Bodo doesn't often go far from Town Hole.'
    2500028339 - 'Well now, I don't know you, but I do know you're no Bounder. Maybe you should speak to Second Shirriff Bodo Bunce at his offices near Town Hole in Michel Delving.'
    250002833A - 'I hear the Bounders need more people. You might want to talk to Second Shirriff Bodo Bunce near Town Hole in Michel Delving.'
    250002833B - 'If you want to help us Shire-folk, you'll have to join the Bounders. You should go over to Michel Delving and talk to Second Shirriff Bodo Bunce. He'll be near Town Hole, I'm sure.'
    250002833C - 'You there, get off my land! I've had enough trouble with strangers trapessing over my land without so much as a 'Hallo!'\n\n'If you've a problem, go see Bodo Bunce, the Second Shirriff over in Michel Delving. You'll find him near Town Hole.\n\n'Now off with you!'
    250002833D - 'You maybe ought to go over to Michel Delving to talk to Shirriff Bodo Bunce. I hear he needs more Bounders real bad. His offices are near Town Hole.'
    250002833E - 'Things ain't right here these days. Maybe getting more Bounders would help. If you don't have anything better to do, maybe you should go over to Michel Delving to talk to Second Shirriff Bodo Bunce. He'll be near Town Hole, like as not.'
    250002833F - 'Eh, what're you doing about here? Strange folk aren't too welcome in Hobbiton! I suppose you won't do no harm, though. You've a friendlier look about you than some others I've seen. I suppose you could stay, but you'll have to speak to Second Shirriff Bunce about that.\n\n'Bunce is nigh on the captain of the Bounders, although old Flourdumpling might tell you different! You'll find him near Town Hole in Michel Delving. That's away west of here.\n\n'Now, I've work to do. Gardens don't tend themselves, you know!'
    2500028340 - 'Eh? Who are you? I want no strangers shadowing my doorstep. I'm not old Mad Baggins looking for an adventure! If you want to be walking about, bothering the folk here, you'll have to get permission from Second Shirriff Bunce.\n\n'He's Captain of the Watch out by Town Hole in Michel Delving, west of here. He might even have a use for you as a Bounder.\n\n'Now off with you!'
    2500028341 - 'I hear that Second Shirriff Bodo Bunce over in Michel Delving needs new Bounders. Maybe you should head over there to talk to him! His offices are near Town Hole.'
    2500028342 - 'I am sorry, I cannot grant an audience to just any stranger. I must admit there is a favourable look to you, so you may be welcome in the Shire. However, I would want to leave that decision in the hands of the Second Shirriff, Bodo Bunce. In fact, he may allow you to become a Bounder of the Watch, although that would be most unusual.\n\n'Shirriff Bunce can be found in Michel Delving to the west. I recommend you speak with him as soon as possible.\n\n'Farewell.'
    2500028343 - 'Well, I never. You're a stranger, aren't you? If you want to get by in the Shire, you should join the Bounders. Go over quick to Michel Delving and talk to Second Shirriff Bodo Bunce. You'll find him near Town Hole.'
    2500028344 - 'Are you a stranger around here? You must be. Take my advice and join the Bounders. Go over to Michel Delving and talk to Second Shirriff Bodo Bunce, why don't you? His offices are near Town Hole.'
    2500028345 - 'Oh my, another stranger. You should go over to see Second Shirriff Bodo Bunce in Michel Delving. His offices are near Town Hole.'
    2500028346 - 'Who are you, anyways? I don't recall your face. Maybe you should head over to Michel Delving to talk to Second Shirriff Bodo Bunce. I hear he's looking for more Bounders, and you look like you might be good at that job. Bunce can be found near Town Hole.'
    2500028347 - 'Hullo there. You're new around here, aren't you? Maybe you should join the Bounders if you'll be staying a while. I hear that Second Shirriff Bodo Bunce in Michel Delving is looking for more people. You can find him near Town Hole.'
    2500028348 - 'Now what would you be doing about here? Must admit though, you have a friendly look about you, so you probably won't do any harm. Still, folk around here will be distrustful of you, unless you talk to Second Shirriff Bunce. He's captain of the Watch. If you're looking for work, he may even let you join the Bounders.\n\n'Second Shirrif Bunce has his offices out at Town Hole in Michel Delving. That's in the Westfarthing.\n\n'If you join the Bounders, folk won't likely be so distrustful of you. Might even ask you for help with a few things. And trust me, that'll keep you busier than you like!'
    2500028349 - 'Well now, look at you. Do you want to help out around the Shire? You should go over to Michel Delving and talk to Second Shirriff Bodo Bunce, so's you can become a Bounder. He can be found near Town Hole.'
    250002834A - 'Hullo there, what's a body like you doing about in Hobbiton? Oh well, you don't look of a mind to do much harm, now do you?\n\n'Still, most folk won't have a thing to do with you, not unless you talk to Second Shirriff Bunce down in Michel Delving. He's in charge of the Watch. In fact, he may let you join as a Bounder, although that would be odd.\n\n'As a Bounder though, most folk won't be so suspicious of you.'
    250002834B - 'No, I don't know you. Thought I did, but I don't. Say! Maybe you should go talk to Second Shirriff Bodo Bunce over in Michel Delving. I hear he's trying to hire more Bounders, and maybe you'll do for that job. His offices are near Town Hole.'
    250002834C - 'Hello there, stranger. If you want to help out around the Shire, you should become a Bounder. Go talk to Second Shirriff Bodo Bunce in Michel Delving if you're interested. You can usually find him near Town Hole.'
    250002834D - 'You should go talk to Second Shirriff Bodo Bunce over in Michel Delving. I hear he needs some new Bounders. You can find him near Town Hole.'
    250002834E - 'We can use some help around here, but not from strangers. If you want to help out around the Shire, you should talk to Second Shirriff Bodo Bunce in Michel Delving about becoming a Bounder. You can usualy find him near Town Hole.'
    250002834F - 'Second Shirriff Bodo Bunce over in Michel Delving has put out the call for more Bounders. Seems to me you might want to head over there and join up. The Watch-office over there is near Town Hole.'
    2500028350 - 'If you're interested in helping out around here as a Bounder, you should talk to Second Shirriff Bodo Bunce in Michel Delving. His offices are near Town Hole.'
    2500028351 - 'Have you heard that the Bounders are looking for new people? Maybe you should head over to Michel Delving to talk to Second Shirriff Bodo Bunce about the job. His offices are near Town Hole.'
    2500028352 - 'You might want to go over to Michel Delving to talk to Second Shirriff Bodo Bunce. I hear he's hiring new Bounders! You can find him near Town Hole.'
    2500028353 - 'If you want to help out in the Shire, you should become a Bounder! Speak with Second Shirriff Bodo Bunce over at his offices near Town Hole in Michel Delving.'
    2500028354 - 'Budgeford needs more Bounders! You should talk to Second Shirriff Bodo Bunce over in Michel Delving about signing up for the job. You can find Bunce near Town Hole.'
    2500028355 - 'Who are you? I don't know you. You should join the Bounders first if you want to help out around the Shire. Speak with Second Shirriff Bodo Bunce over in Michel Delving if you're interested. You can find him near Town Hole.'
    2500028356 - Join the Bounders
    2500028357 - In order for you to help the Hobbits of the Shire, you will need to join the Bounders of the Watch.
    2500028358 - 'If you are looking for Second Shirriff Bunce, you'll find him in Michel Delving.'
    2500028359 - 'If you still want to help the Shire, you will need to become a Bounder, and only Second Shirriff Bunce in Michel Delving can grant you that.'
    250002835A - Second Shirriff Bunce can be found outside Town Hole in Michel Delving. Town Hole is in a walled enclosure on the north side of town.\n\nYou should speak to the Second Shirriff of the Shire Watch, Bodo Bunce, in Michel Delving, if you wish to join the Bounders.
    250002835B - 'My uncle, Second Shirriff Bunce, could use your help, if you are still willing. You can find him in Michel Delving.'
    250002835C - In order to become a Bounder, Second Shirriff Bunce has told you that you must slay some wolves that have entered the Shire and are prowling around the watering hole northwest of Michel Delving.
    250002835D - 'So, you're a Bounder now? That's good!'
    250002835E - You should return to Michel Delving and let Second Shirriff Bunce know you have dealt with the wolves.
    250002835F - 'We really need the help, friend. Thank you!'
    2500028360 - 'So, Uncle Bodo has made you a Bounder? Wonderful!'
    2500028361 - 'What with all the queer folk coming through the Shire, we certainly needed more Bounders!'
    2500028362 - 'Well now, Bounder
    2500028363 - , I'm sure there will be plenty of work for you!'
    2500028364 - 'Welcome to the Watch, Bounder
    2500028365 - !'
    2500028400 - 'We can't let the Big Folk push us around!'
    2500028401 - Mat Harfoot[mn]
    2500028500 - 'The Bounders haven't been able to keep the peace as well as they used to, no offence intended, so we've organized our own little group. We call it, well, the Vigilance Committee.\n\n'A few of us have been looking into strange doings, like that Black Rider that's been seen round about and other Outsiders who've come to the Shire lately. The thing is, one of our members has gone missing. Violet Underhill was going to look into some reports of strangers in the south of the Marish, but she hasn't come back, and I'm getting worried. I wonder if you can go down there and look for her?\n\n'It may be that Farmer Maggot has seen her. He knows what's what around there. His farm, Bamfurlong, is south down the river road, in the Marish.'
    2500028501 - 'Violet Underhill? Yes, indeed, I told that young lady what I'm going to tell you, and what I'd have told the Bounders days ago, if I had any sense.\n\n'Some ruffians have come into the Shire not far west of here. Brigands, more than likely. My son Hammy here can tell you more about them, too. We'd both like to see them gone from the Shire.'\n\n'I told that young lady that their camp was no place for her to be poking her nose, but I guess from what you say that she didn't listen. I should have told someone about 'em, but I figured her to have more hobbit-sense.'
    2500028502 - 'Please talk to Farmer Maggot about our missing Violet. His farm, Bamfurlong, is south along the river. If anyone will know where she is, he will.'
    2500028503 - The Vigilance Committee
    2500028504 - Mat Harfoot told you that one of the members of his \qVigilance Committee\q, Violet Underhill, has gone missing.
    2500028505 - Bamfurlong, Maggot's farm, is south along the river road, in the Marish.\n\nMat Harfoot has asked you to look for Violet Underhill and suggested you speak first with old Farmer Maggot.
    2500028600 - 'Oh! I'm so happy Violet is safe. I never would have sent her down to the Marish if I thought she'd go off on her own like that to face those ruffians!\n\n'Well, it's thanks to your bravery that she's been freed and with no harm to her. Please accept this small reward for your great deed!'
    2500028601 - 'Why, you filthy...!\n\n'Oh! You're not one of the ruffians! Thank you for rescuing me! Please help me get out of here! I've had more than enough of this brigand hospitality!'
    2500028602 - Violet in Peril
    2500028603 - 'Why, you filthy--\n\n'Oh! You're not one of the ruffians! Thank you for rescuing me! Please help\nme get out of here! I've had more than enough of this brigand hospitality!'
    2500028604 - Violet Underhill is held prisoner in a cart here
    2500028605 - 'The more I think on it, the more sure I am that Violet Underhill went to that brigand camp. Their camp is west of Bamfurlong -- ford a stream at the top of the waterfall and work your way up the slope to the heights of Narrowcleeve.'
    2500028606 - Violet Underhill has been recaptured
    2500028607 - 'You found her? You'd best hurry back and rescue her, then!'
    2500028608 - You have rescued Violet Underhill
    2500028609 - The ruffians' camp is west of Bamfurlong. You must ford a stream at the top of a waterfall to enter the camp, which is set on the heights at Narrowcleeve.\n\nFarmer Maggot suggested you search the camp he told Violet about, just in case she went there alone.
    250002860A - 'That is such a relief, friend, I don't mind telling you. I should never have let her go off on her own like that. Good work!'
    250002860B - Violet Underhill is being held prisoner in a cart.\n\nViolet Underhill, against Farmer Maggot's warning, went to confront a camp of ruffians by herself. Now it is up to you to rescue her.
    250002860C - 'My boys and I should have dealt with those ruffians ourselves.'
    250002860D - Mat Harfoot can be found in Stock, outside The Golden Perch Inn.\n\nYou should return to Stock and inform Mat Harfoot of Violet's release.
    250002860E - 'Bad times are coming, if we Shire-folk can't even keep out ruffians.'
    250002860F - 'That was a right fine thing you do, rescuing poor Violet like that!'
    2500028610 - 'You showed those ruffians a thing or two, you did!
    2500028611 - 'Thank you for rescuing Violet...I should never have let her go out there alone!'
    2500028612 - 'You did a right true job, handling those ruffians!'
    2500028613 - Search for Violet Underhill
    2500028614 - Free Violet Underhill from the cart
    2500028615 - Escort Violet Underhill to safety
    2500028616 -
    2500028617 - Farmer Maggot informed you that Violet Underhill, the missing member of Mat Harfoot's \qVigilance Committee\q, did stop by. He thinks she may have gone to investigate a camp of ruffians.
    2500028618 - 'Ah, I see it now. That hobbit-lass, Violet, probably went off to see those ruffians on her own. I never thought to warn her properly what might happen, I just figured she'd have the hobbit-sense to head back to Stock with the news so Mat Harfoot, and maybe the Bounders could do something about them.\n\n'The camp of strangers -- brigands and thieves most likely -- is not far to the west of here. Ford the stream at the head of the waterfall.\n\n'It's no good waiting for the Shirriffs to do something now. You'd better hurry out there and look around. I only hope she ain't been harmed!'
    2500028700 - Lesser Celebrant Salve[e]
    2500028701 - This lesser salve recovers your power when used.
    2500028702 - Lesser Celebrant Salves[p]
    2500028800 - Increased Power
    2500028801 -
    2500028900 - Roast Pork[E]
    2500028901 - A roasted cut of pork, cooked simply.\n\nOnly one cooked food can be active at a time.
    2500028902 - Roast Pork
    2500028A00 - Cooked Food
    2500028A01 -
    2500028C00 - 'Would you care to purchase any produce? Bamfurlong is the birthplace of the most delicious foodstuffs in the Shire, if you ask for my opinion.'
    2500028C01 - Respected Farmer
    2500028C02 - An ornery Hobbit farmer from the Marish.
    2500028C03 - Farmer Maggot[mn]
    2500028D00 - Lump of Wax[e]
    2500028D01 - Beeswax, useful in treating wood.\n\nThis ingredient is sold by suppliers and profession vendors.
    2500028D02 - Lumps of Wax[p]
    2500028F00 - Mushroom[e]
    2500028F01 - Rich, earthy, and edible fungi.
    2500028F02 - Mushrooms[p]
    2500029000 - Pork Shank[e]
    2500029001 - An uncooked cut of pork.\n\nThis ingredient is sold by suppliers and profession vendors.
    2500029002 - Pork Shanks[p]
    2500029100 - Chicken Egg[e]
    2500029101 - Raw eggs to be used in cooking.\n\nThis ingredient is sold by suppliers and profession vendors.
    2500029102 - Chicken Eggs[p]
    2500029200 - Yellow Onion[e]
    2500029201 - Pungent, yellow onions.
    2500029202 - Yellow Onions[p]
    2500029300 - Fresh Carrot[e]
    2500029301 - Crisp, orange, and ready for cooking.
    2500029302 - Fresh Carrots[p]
    2500029400 - Scoop of Lard[e]
    2500029401 - Mmm, lard. Lard makes everything taste better.\n\nThis ingredient is sold by suppliers and profession vendors.
    2500029402 - Scoops of Lard[p]
    2500029500 - Bottle of Water[e]
    2500029501 - A measure of well-water used in cooking and dye-making.\n\nThis ingredient is sold by suppliers and profession vendors.
    2500029502 - Bottles of Water[p]
    2500029600 - Lump of Butter[e]
    2500029601 - Freshly-churned butter.\n\nThis ingredient is sold by suppliers and profession vendors.
    2500029602 - Lumps of Butter[p]
    2500029700 - Lump of Coal[e]
    2500029701 - A lump of coal for use in smelting, or as a gift for bad children.\n\nThis ingredient is sold by suppliers and profession vendors.
    2500029702 - Lumps of Coal[p]
    2500029800 - Piece of Chalk[e]
    2500029801 - A piece of chalk, useful in plant-based dyes.\n\nThis ingredient is sold by suppliers and profession vendors.
    2500029802 - Pieces of Chalk[p]
    2500029900 - Pile of Dye Salts[e]
    2500029901 - Some acidic salts, useful in mineral-based dyes.\n\nThis ingredient is sold by suppliers and profession vendors.
    2500029902 - Piles of Dye Salts[p]
    2500029A00 - Small Glass Phial[e]
    2500029A01 - A small glass phial.\n\nThis ingredient is sold by suppliers and profession vendors.
    2500029A02 - Small Glass Phials[p]
    2500029B00 - Kindling Material[n]
    2500029B01 - Kindling material is used to start a campfire.\n\nThis ingredient is sold by suppliers and profession vendors.
    2500029B02 - Kindling Materials[p]
    2500029C00 - Low-grade Steel Bolts[ps]
    2500029C01 - Bolts are necessary for building traps.\n\nThis ingredient is sold by suppliers and profession vendors.
    2500029C02 - Low-grade Steel Bolts[p]
    2500029D00 - Low-grade Steel Spike Mould[e]
    2500029D01 - Spike moulds are used to produce shield-spikes.\n\nThis ingredient is sold by suppliers and profession vendors.
    2500029D02 - Low-grade Steel Spike Moulds[p]
    2500029E00 - Low-grade Steel Nails[ps]
    Xabrina

    Xabrina

    Xabrina ICQ www 180 Female
    2500029E01 - Nails can be used to create caltrops.\n\nThis ingredient is sold by suppliers and profession vendors.
    2500029E02 - Low-grade Steel Nails[p]
    2500029F00 - Low-grade Steel Sphere Mould[e]
    2500029F01 - Sphere moulds are used to cast marbles.\n\nThis ingredient is sold by suppliers and profession vendors.
    2500029F02 - Low-grade Steel Sphere Moulds[p]
    250002A000 - Low-grade Steel File[e]
    250002A001 - A file can be used to produce stun-dust.\n\nThis ingredient is sold by suppliers and profession vendors.
    250002A002 - Low-grade Steel Files[p]
    250002A100 - Ball of Twine[e]
    250002A101 - Twine is often used to build instruments or to bind items together.\n\nThis ingredient is sold by suppliers and profession vendors.
    250002A102 - Balls of Twine[p]
    250002A200 - Wooden Pegs[ps]
    250002A201 - Wooden pegs are used to build instruments.\n\nThis ingredient is sold by suppliers and profession vendors.
    250002A202 - Wooden Pegs[p]
    250002A300 - Gut Strings[ps]
    250002A301 - Gut strings are used to build instruments.\n\nThis ingredient is sold by suppliers and profession vendors.
    250002A302 - Gut Strings[p]
    250002A400 - Runic Striking Symbol[e]
    250002A401 - A symbol used to create a rune of striking.\n\nThis ingredient is sold by suppliers and profession vendors.
    250002A402 - Runic Striking Symbols[p]
    250002A500 - Runic Vanquishing Symbol[e]
    250002A501 - A symbol used to create a rune of vanquishing.\n\nThis ingredient is sold by suppliers and profession vendors.
    250002A502 - Runic Vanquishing Symbols[p]
    250002A600 - High-grade Steel Bolts[ps]
    250002A601 - Bolts are necessary for building traps.\n\nThis ingredient is sold by suppliers and profession vendors.
    250002A602 - High-grade Steel Bolts[p]
    250002A700 - High-grade Steel Spike Mould[e]
    250002A701 - Spike moulds are used to produce shield-spikes.\n\nThis ingredient is sold by suppliers and profession vendors.
    250002A702 - High-grade Steel Spike Moulds[p]
    250002A800 - High-grade Steel Nails[ps]
    250002A801 - Nails can be used to create caltrops.\n\nThis ingredient is sold by suppliers and profession vendors.
    250002A802 - High-grade Steel Nails[p]
    250002A900 - High-grade Steel Sphere Mould[e]
    250002A901 - Sphere moulds are used to cast marbles.\n\nThis ingredient is sold by suppliers and profession vendors.
    250002A902 - High-grade Steel Sphere Moulds[p]
    250002AA00 - High-grade Steel File[e]
    250002AA01 - A file can be used to produce stun-dust.\n\nThis ingredient is sold by suppliers and profession vendors.
    250002AA02 - High-grade Steel Files[p]
    250002AB00 - Dwarf-steel Bolts[ps]
    250002AB01 - Bolts are necessary for building traps.\n\nThis ingredient is sold by suppliers and profession vendors.
    250002AB02 - Dwarf-steel Bolts[p]
    250002AC00 - Dwarf-steel Spike Mould[e]
    250002AC01 - Spike moulds are used to produce shield-spikes.\n\nThis ingredient is sold by suppliers and profession vendors.
    250002AC02 - Dwarf-steel Spike Moulds[p]
    250002AD00 - Dwarf-steel Nails[ps]
    250002AD01 - Nails can be used to create caltrops.\n\nThis ingredient is sold by suppliers and profession vendors.
    250002AD02 - Dwarf-steel Nails[p]
    250002AE00 - Dwarf-steel Sphere Mould[e]
    250002AE01 - Sphere moulds are used to cast marbles.\n\nThis ingredient is sold by suppliers and profession vendors.
    250002AE02 - Dwarf-steel Sphere Moulds[p]
    250002AF00 - Dwarf-steel File[e]
    250002AF01 - A file can be used to produce stun-dust.\n\nThis ingredient is sold by suppliers and profession vendors.
    250002AF02 - Dwarf-steel Files[p]
    250002B000 - The woods of Bree-land can be dark and mysterious. Some places are darker than others....
    250002B001 - 'I swear I seen it, though me neighbours say what I'm off me head. I was in the far north of the Far Chetwood near Nen Harn, all alone of course, and I saw something moving through the trees.\n\n'No, that's not quite right. It appeared to me that the trees themselves was moving. Something big and terrible is in the woods, and I'm afraid of what it might be.\n\n'There's a group of hunters who make their camp on the western edge of Nen Harn, I was up there delivering the missus' snapper soup and got me a bit lost -- that's when I saw it. When I found them, I told them what I seen, and I wonder if you could ask Walt Whitrose if he's seen the same?'
    250002B002 - Walt Whitrose is camped within the ruins at the the western edge of the lake known as Nen Harn.\n\nGil Sandheaver asked you to speak with Walt Whitrose about the strange thing he saw north of the Far Chetwood.
    250002B003 - 'Gil Sandheaver says what? Well, I'll not be denying that the Old Forest is a queer place -- and no matter what anyone else tells you, the trees do move -- but I've never heard tell of any such in the Chetwood.\n\n'Still, if Gil sent you here to talk with me then it is fair to think that he had himself quite a scare.'
    250002B004 - Goldberry's spring is deep within the Old Forest, east of the Shire, past Buckland.\n\nFarmer Maggot suggested you speak to the River-maiden Goldberry about Gil Sandheaver's strange encounter.
    250002B005 - 'Well, what did Walt tell you?'
    250002B006 - 'Gil Sandheaver says what? Well, I'll not be denying that the Old Forest here is a queer place -- and no matter what anyone else tells you, the trees do move -- but I've never heard tell of any such elsewhere.\n\n'Well, I know I ought not say anything, but I know of someone who might know better...she's lived in these parts a mighty long time. She's told me that all the woods for a long ways used to be one.\n\n'You should speak with old Tom Bombadil's wife, Goldberry. You can likely find her at her spring deep within the Old Forest, east of here.'
    250002B007 - 'Who is Goldberry? I'm afraid I don't know anyone by that name.'
    250002B008 - 'Hey!'
    250002B009 - 'Goldberry will make it all clear, I'm sure.'
    250002B00A - Talk to Walt Whitrose in Nen Harn
    250002B00B - Into the Woods
    250002B100 - 'It's strange you should be asking after Rollo, especially at this moment. The tweens came to see me, upset by the lack of effort the Bounders are doing here in Buckland with regard to the strange Big Folk moving about.\n\n'I told them the Bounders were doing all they could to keep that unsavoury lot out of Buckland, but the pair were adamant about being heard and kept yammering on about the Old Forest. I warned them to stay clear of the forest because Toly, our wood-cutter, said that things there are queerer than ever.\n\n'Tweens can be foolish, and I fear that the pair have been more foolish than normal. Doderic knows his way to Bald Hill and not much further. If you're going to be looking for Rollo, you'd best start with Doderic, and you might as well tell him that I'm waiting for him, too!'
    250002B101 - 'You found him! He's coming back soon, and I can finish all I set out to do.\n\n'For that, you deserve something. It may not be much, I fear. But here, please take it, if it is of use to you. You have no idea how much you have helped me.'
    250002B102 - 'Uncle Saradoc is waiting for me? That bodes ill. I wish Rollo would hurry along. I cannot leave until he returns. We were chasing a brigand through here -- we saw him sneaking about the gate and thought we'd best do the Bounders' job for them.\n\n'I confess that I lost my nerve as we crested this hill, and I saw the full scope of the Forest. Rollo is a different sort though, always comfortable to wander through these winding trails.\n\n'There is an abandoned cottage along the Withywindle, south-east of here. He made mention of heading that way, but that seems like hours ago. Perhaps you could find him there and tell him to hurry on back?'
    250002B103 - 'So glad to know that Rollo is all right! That's such a relief!\n\n'What is this? Maggot's notes to Celandine, and there are some references here that make it seem....\n\n'No wonder he wanted to recover these from that Man. Here, take them on to Celandine. She should see what Rollo thinks of her.'
    250002B104 - 'He...he tried to kill me! \qI'll gut you like a fish, and then your girl,\q he said, \qOr I'll make certain you never see your lovely again.\q I didn't mean for this to happen! But he threatened Celandine. I couldn't let him hurt her, could I? All I wanted was to get the notes I wrote for Celandine from him.\n\n'You can't treat people like that. Good, honest hobbits, we are...didn't want to hurt nobody. I'm going to stay here and give him an honest burial at least. Could you tell Doderic that I'm all right? But please...don't tell him about any of this, will you? Could you take these too...show them to Doderic, he'll understand.\n\n'I just...this doesn't feel the way I thought it would.'
    250002B105 - You have spoken to Doderic
    250002B106 - 'Oh! These are notes on the Old Forest from Rollo Maggot. Oh my, the boy is sweet on me it seems.\n\n'He is such a wonderful lad, I had never noticed this before. Thank you,
    250002B107 - . I will be certain to put these to good use.'
    250002B108 - You have delivered Rollo's Notes
    250002B109 - 'I do so hope to get those notes on the Old Forest. Though the last one ended poorly, I long for another adventure.'
    250002B10A - These muddy footprints are much too large to have been left by a hobbit
    250002B10B - 'I surely would like to learn more about the Old Forest since my trip to Archet turned out so poorly.'
    250002B10C - Two sets of footprints disturb the mud behind the cottage
    250002B10D - 'Oh, that son of mine. Leaf off the same tree, for sure. He should have told me what he was doing. But all that matters now is he's safe and hale.\n\n'Thank you, kindly, for taking a load off my mind. You'll always be welcome on a Maggot's farm!'
    250002B10E - Bloody footprints lead off to the north
    250002B10F - There are many bootprints in the mud behind the cottage
    250002B110 - Many willow-fronds are scattered in the lee of the stone, some flecked with drops of red
    250002B111 - Wilmac Brandybuck, Maggot's farmhand, sent you to Brandy Hall to speak with Saradoc Brandybuck, and the Master of Brandy Hall warned you of Rollo and Doderic's musings.
    250002B112 - Muddy bootprints scar the wet earth, but some of the prints are smaller
    250002B113 - There is no sign of Rollo Maggot in the Bonfire Glade
    250002B114 - Find Doderic Brandybuck
    250002B115 - Find Rollo Maggot
    250002B116 - Talk to Doderic Brandybuck at Bald Hill
    250002B117 - Deliver Rollo's notes to Celandine Brandybuck
    250002B118 - You have delivered Rollo's notes to Celandine Brandybuck
    250002B119 - Talk to Wilmac Brandybuck in Newbury
    250002B11A - Doderic Brandybuck may be at Bald Hill in the Old Forest, east of the Bonfire Glade.\n\nMaggot's Farmhand sent you to Brandy Hall to look for Farmer Maggot's son Rollo. Saradoc Brandybuck has suggested that his nephew Doderic may have taken Rollo out to the Old Forest.
    250002B11B - There is no sign of Rollo Maggot in the Bonfire Glade.
    250002B11C - Rollo Maggot may be found at an abandoned cottage near the Withywindle, south-east of Bald Hill. It is reached by heading west through the Shifting Wood, then turning south and south-east.\n\nDoderic Brandybuck is worried about his friend Rollo Maggot, who chased after a brigand into the Forest.
    250002B11D - Bloody footprints lead off to the west.
    250002B11E - Doderic Brandybuck is waiting at Bald Hill to the north of the cottage, east of the Bonfire Glade.\n\nYou found Rollo Maggot standing over the corpse of a Man. He asked you to return to Doderic Brandybuck and tell him that he is all right, and there is no need to worry. He also asked you not to tell Doderic what happened with the brigand.
    250002B11F - Bloody footprints lead off to the west.
    250002B120 - Celandine can be found on the border of Newbury and Crickhollow in the northern part of Buckland.\n\nYou found Rollo Maggot standing in shock over the corpse of a brigand, but he seemed unharmed. He asked that you show his notes to Doderic, and Doderic suggested that you bring them to his cousin Celandine.
    250002B121 - Wilmac Brandybuck is just inside the Hay Gate in Newbury, the northern section of Buckland.\n\nWilmac Brandybuck still knows nothing of Rollo's whereabouts. You should speak with him to put his mind at ease.
    250002B122 - Rollo Maggot has asked you to return to Doderic Brandybuck and tell him that he is all right, and there's no need to worry. He also asked you not to tell Doderic what happened. Doderic should still be on Bald Hill, east of the entrance to the Forest.
    250002B123 - Return to Farmer Maggot at his farm in the Marish and let him know that his son Rollo is safe.
    250002B124 - 'I should never be placed in the world.'
    250002B125 - 'You should speak to poor Wilmac, just a bit north of here, he is likely worried sick over Rollo's disappearance.'
    250002B126 - 'Have you news of Rollo, then?'\n\nFarmer Maggot shakes his head as you tell the story.\n\n'Oh, that son of mine. Leaf off the same tree, for sure. Obstinate little-- He should have told me what he was doing. But all that matters now is he's safe and hale.'\n\n'Thank you, kindly, for taking a load off my mind. You'll always be welcome on a Maggot's farm!'
    250002B127 - 'I haven't seen another hobbit this deep in the woods in a good many years. Though I did hear some noises from the treeline to the east. You may want to check in that direction.'
    250002B128 - 'Rollo told me he figured the brigand went south-east of here, towards an abandoned cottage near the Withywindle. You have to find him!'
    250002B129 - 'So glad to know that Rollo is all right! That's such a relief!\n\n'You should take these notes to Celandine...it will be a wondrous moment when she sees these.'
    250002B12A - 'I'm sorry...I'm not feeling very well. I need to bury...to bury the body. Tell Doderic that I'm fine, but...please don't tell him about this.'
    250002B12B - 'I'm sorry...I'm not feeling very well. I need to bury...to bury the body. Tell my Pa that I'm fine, but...please don't tell him about this.'
    250002B12C - 'Those boys -- my nephew Doderic and Maggot's boy Rollo -- might have gone off into the Old Forest. They are probably poking around and getting into all manner of trouble, if I know those boys!\n\n'You might be able to find them at Bald Hill, which lies east of the Bonfire Glade.'
    250002B12D - 'I suppose now that you've learned Rollo is all right, all's well as ends well.'
    250002B12E - 'Oh good, you've found Doderic, at least! Now for that Maggot boy, Rollo. Odd what Doderic told you.\n\n'I suppose you should go to that abandoned cottage Doderic told you of and see if you can find Rollo.'
    250002B12F - Old Forest Investigation
    250002B130 - 'Oh good you've found him. I'm glad to know he's safe!\n\n'I suppose you had best go tell Doderic as well, since he'll be anxious to know if Rollo is safe or not.'
    250002B300 - Celandine Brandybuck requested notes on the Old Forest from Farmer Maggot, but has yet to receive them. She is concerned that something may have happened.
    250002B301 - 'Are you looking for work? Well, it's not much, but maybe you can do me a favour. I enquired about notes on the Old Forest from Farmer Maggot, and I still have not received them. Perhaps you would be willing to go to his farm and ask him where they may be?\n\n'You can find Maggot's farm, Bamfurlong, in the Marish. That's the Green Hill Country in the Shire across the Brandywine River. Cross the Brandywine Bridge and turn south on the river road. His farm won't be far away. The Bucklebury Ferry would be faster but the Bounders want no one using it for the moment.\n\n'Farmer Maggot doesn't like trespassers, but he's a good enough sort when you get to know him.'
    250002B302 - Bamfurlong is south on the river road, on the western side of the Brandywine Bridge.\n\nCelandine Brandybuck has asked you to enquire about notes she requested from Farmer Maggot at his farm, Bamfurlong, on her behalf.
    250002B303 - 'Are you looking for work? Well, it's not much, but maybe you can do me a favour. I enquired about notes on the Old Forest from Farmer Maggot, and I still have not received them. Perhaps you would be willing to go to his farm and ask him where they may be?\n\n'You can find Maggot's farm, Bamfurlong, in the Marish. That's the Green Hill Country in the Shire across the Brandywine River. Cross the Brandywine Bridge and turn south on the river road. His farm won't be far away. The Bucklebury Ferry would be faster but the Bounders want no one using it for the moment.\n\n'Farmer Maggot doesn't like trespassers, but he's a good enough sort when you get to know him.'
    250002B304 - Rollo Maggot, Doderic Brandybuck, or Wilmac Brandybuck are in the area of Newbury just inside the Hay Gate in Buckland\n\nFarmer Maggot sent you to find Rollo Maggot, Doderic Brandybuck, or Wilmac Brandybuck to retrieve his notes.
    250002B305 - 'Please ask Farmer Maggot about his notes for me.'
    250002B306 - 'Are you looking for work? Well, it's not much, but maybe you can do me a favour. I enquired about notes on the Old Forest from Farmer Maggot, and I still have not received them. Perhaps you would be willing to go to his farm and ask him where they may be?\n\n'You can find Maggot's farm, Bamfurlong, in the Marish. That's the Green Hill Country in the Shire across the Brandywine River. Cross the Brandywine Bridge and turn south on the river road. His farm won't be far away. The Bucklebury Ferry would be faster but the Bounders want no one using it for the moment.\n\n'Farmer Maggot doesn't like trespassers, but he's a good enough sort when you get to know him.'
    250002B307 - 'Rollo is usually more responsible, it's those Brandybucks that get him into trouble. I bet they are still dawdling outside an inn in Newbury, fools that they are.'
    250002B308 - 'Farmer Maggot sent you? Just what I needed on top of all else that's happened. As if it were not enough that Big Folk took everything that we had to deliver and that Rollo and Doderic went off on their own....'
    250002B309 - 'What now? More blasted strangers? Get off my...oh, Celandine Brandybuck sent you? Well, then, I should at least speak fair to you.\n\n'She sent you to ask about notes? I sent those on a while ago with my son Rollo, his friend Doderic, and Wilmac Brandybuck -- one of my farmhands. My son wrote those notes because so few other hobbits around here know the Forest at all. He probably stopped off at the inn in Newbury just inside the Hay Gate of Buckland.\n\n'Likely all three of them are busy carousing rather than doing their duties. If you look for them there, I am certain you can coax the notes from them.'
    250002B30A - Talk to Farmer Maggot at Bamfurlong
    250002B30B - Talk to Rollo Maggot, Doderic Brandybuck, or Wilmac Brandybuck in Newbury
    250002B30C - Old Forestry
    250002B400 - Guide to the Old Forest
    250002B401 - Old Forest Guide
    250002B402 - Rollo Maggot
    250002B403 - I am something of an expert on the Old Forest, having walked there since I was very young. I hope this small guide - work in progress though it is - will be helpful for those who wish to enjoy a nice stroll in the Forest during the summer months. I hope to get it published when it's done, but for now consider it a personal tour!\n\n BONFIRE GLADE: The Bonfire Glade is right near the entrance. You just come through the tunnel under the hedge and then head east 'till you get there. There are two fairly clear paths at the eastern and southern edges of the cleared space. If you head south, the trees get close on the left, so take the right path and follow it around to the east to Little Bald Hill. Keep moving east - it slopes upward as you go - and ignore any side paths. You'll reach Bald Hill.\n\n BALD HILL: I like to sit underneath the only tree on its crown on sunny days - there's a good breeze up there above the canopy. Be careful if you want to go back to the Bonfire Glade from here - two paths lead westward, the one you probably came from, and another one that's more northerly. I don't usually go up that way, since I once saw a wolf up there and it gave me a fright. The path south of Bald Hill will take you down to the willows.\n\n OLD MUDDYFOOT'S HILL: Now don't ask me who Old Muddyfoot was, because that I don't know. This isn't so much a hill as it is a big rock sitting in a clearing. It's a good landmark if you've gotten lost, though, since you can usually hear the toads away in the marsh to the south. The Bonfire Glade and Bald Hill are north-west and north-east, respectively, but the paths shift sometimes and it's sometimes hard to find the trails, especially around dusk.\n\n BULLFROG HOLLOW: This area is just south of Old Muddyfoot's Hill. Be careful where you step here, since the mud can get a good grip on your feet - I've squelched back home on many summer days, tracking muddy prints through the whole forest. Come to think of it, thus is probably where Old Muddyfoot got his name, whoever he was. If you can work your way east and north along the Withywindle from here, you'll find a cottage, but you're probably better off avoiding it. The Man who lives there isn't very friendly. If you keep bearing northerly, you'll eventually be able to go west to the Bonfire Glade or east to Bald Hill.\n\n COTTAGE: Stillwell isn't very nice, and won't even nod if he sees you passing. I don't think he likes hobbits. I try not to walk too near his cottage, which suits us both fine, I think. It's right on the river, so if you see his cookfire, you can find another path. Be careful if avoiding Stillwell brings you up the slope north-west of his cottage - the trees up there seem distrustful of outsiders, and I haven't managed to find any paths back to familiar places in that direction.\n\n SHADE POOL: I've only found this shady pool once, and the trees seem to be in different places now. It was east and south of Stillwell's cottage, I think, at the bottom of a sloping hill, but the trees have shifted and you can't go that way as easily anymore. I think if you cross the Withywindle south of the cottage and keep your eyes peeled for a path heading east, you can work your way east and eventually north. If the trees cooperate and my sense of direction is working - two things that are unsure inside the Forest - you should be able to hook a left immediately after hitting an open space and work your way west to the shady pool. The dale was very foggy, but it was a pretty place.\n\n OLD MAN WILLOW: If you follow the Withywindle east, you'll eventually come to a pleasant shore dominated by a truly gigantic willow. This is Old Man Willow, who they call the king of the forest. Tales say he doesn't care for people who walk on legs...but I've never had any problems with him, so I suppose those are just old wives' tales. Still, it's a nice place for fishing if the bugs don't come out.\n\n TOM BOMBADIL'S HOUSE. Away to the east side of the forest, Old Tom Bombadil has lived in the forest with his wife Goldberry since time out of mind. There's some tall tales about old Tom, and I have to say he makes me feel kind of young and small when he talks to me, but the one thing you can be sure of with Tom Bombadil is that there's no harm in him, and nothing for any hobbit to fear in his company.\n
    250002B500 - 'I'm worried about Rollo. After he and Doderic got back from looking for the brigands, they headed down towards Brandy Hall to speak with Saradoc, Doderic's Uncle. They were none too happy and wanted to speak their minds on the job the Bounders are doing.\n\n'Now it's just possible he ran off with his friend Doderic on some lark. I wonder if you'd do me another favour and go over to Brandy Hall to look for Rollo? Brandy Hall is at the centre of Buckland, south of the Buckland Gate.\n\n'Hopefully Doderic's uncle Saradoc, the Master of Brandy Hall, will likely know where those boys have run off to.'
    250002B501 - 'Maggot's Farmhand sent you about Rollo?\n\n'Then the boys did not heed my advice and followed their own wills. The fools.'
    250002B502 - 'Rollo still hasn't come back! Have you been to Brandy Hall to talk to Saradoc Brandybuck yet?'
    250002B503 - Rollo and Doderic
    250002B504 - Rollo Maggot, one of Farmer Maggot's sons, has gone missing, and Wilmar Brandybuck, Maggot's farmhand is worried.
    250002B505 - Talk to Saradoc Brandybuck at Brandy Hall
    250002B506 - Saradoc Brandybuck can be found at Brandy Hall at the centre of Buckland, south of the Buckland Gate.\n\nWilmac Brandybuck has asked you to find Farmer Maggot's son Rollo. He suggested that Rollo may be off gallivanting with his friend Doderic Brandybuck, and that Doderic's uncle, Saradoc, may know where they are.
    250002B600 - 'Some man from around Bree came to Maggot's demanding food and got run off by the dogs, but as we -- Rollo, Doderic, and I -- crossed the bridge we were waylaid by Big Folk just like him on the bridge! They made us take everything from our waggon and put it on theirs, then they headed off east along the Great East Road; but not before giving a good licking to Mister Maggot's own waggon. Now look at her, all in tatters.\n\n'I know I was lucky to get away with my hide, but...without that produce being delivered my hide will be worth nothing after Maggot gets done with it. Doderic and Rollo ran off after the waggon and found that the brigands' camp is between here and Adso's Camp on the north side of the road.\n\n'I would appreciate it if you could get the produce back.'
    250002B601 - 'You found the produce? I cannot thank you enough. I had thought it lost...but now I have other concerns. Rollo and Doderic...oh no.'
    250002B602 - 'You'll find those ruffians north of the Great East Road some distance east of the bridge. If you come to Adso's camp you've gone too far down the road.'
    250002B603 - 'You'll find those ruffians north of the Great East Road, some distance east of the Brandywone Bridge. If you come to Adso's Camp, you've gone too far down the road.'
    250002B604 - Unwelcome Strangers
    250002B605 - Farmer Maggot's produce was stolen by brigands. His farmhand, son, and his son's friend escaped, but the produce meant for Buckland was taken away by the brigands.
    250002B606 - Collected Farmer Maggot's Produce
    250002B607 - Deliver the Produce to Wilmac Brandybuck
    250002B608 - The brigands' stockade is north of the road, between the Brandywine Bridge and Adso's camp. Wilmac Brandybuck awaits you inside the Hay Gate in Newbury, Buckland.\n\nWilmac Brandybuck has asked you to retrieve Farmer Maggot's produce from the ruffians who accosted him.
    250002B609 - Collect Farmer Maggot's Produce
    250002B60A - Farmer Maggot's farmhand awaits your return at Newbury inside the Hay Gate of Buckland slightly east and south of the Brandywine Bridge.\n\n
    250002B700 - Produce[e]
    250002B701 - A sack full of farm produce including some delicious-looking mushrooms.
    250002B702 - ...[p]
    250002B800 - Defeated Tarbúrz
    250002B801 - The woods of Bree-land can be dark and mysterious. Some places are darker than others....
    250002B802 - 'Old Gil was frightened and seemed out of sorts when he brought us the soup. We didn't pay him no mind though...we figured he was nervous from being lost and had his mind playing tricks.\n\n'Still, he's not one given to exaggeration and if he is still on his wit's end about this, then maybe we should look into it. \n\n'Gil came to us from the east and north, where the lake meets the woodland. Search in that area for his mysterious walking tree. Maybe you will find something. If not, then Gil can have his peace of mind back at the least.'
    250002B803 - Walt Whitrose mentioned that Gil Sandheaver had come from the north and east, where the lake meets the woodland.\n\nWalt Whitrose believes it is worth looking into Gil Sandheaver's claims that trees were walking near Nen Harn, if for no other reason that Gil's peace of mind.
    250002B804 - 'A troll of wood! Gil was right then. What queer things are happening here in Bree-land. Orcs moving through the day and night in the north, woodland animals spooked from their homes-and now walking tree-people.\n\n'I have to admit, had I seen such a thing I don't know that I would have been as well as Gil. Go and tell him to rest easy. Tell him that you dealt with the creature, and there is nothing more to fear.'
    250002B805 - Walt Whitrose is at his camp on the western edge of Nen Harn.\n\nYour discovery should be explained to Walt Whitrose at his camp, if only to warn him that such things exist out here in the northernmost parts of Bree-land.
    250002B806 - Gil Sandheaver is at the Hengstacer Farm, west of Walt Whitrose's camp at Nen Harn and north of Bree-town.\n\nWalt Whitrose told you to take news of your victory to Gil Sandheaver, with the reassurance that he may once again walk the woods in peace.
    250002B807 - 'It was probably nothing, but no reason not to check. Have you found anything?'
    250002B808 - 'I get chills every time I think how close I came to that thing. I'm sure glad it's gone. I'd hate to imagine what that thing could have done to me or one of my horses.\n\n'No, I think I will take the comfort of the farm for a while before venturing back into the woods. If it is all the same to Mrs. Rosethorn, adventure like that is not truly my desire. I will leave that to folks like you.'
    250002B809 - 'I knew it wasn't a trick of me eyes! there is something up there!'
    250002B80A - 'Thanks again for your help. Now only if I could get my neighbours to believe it!'
    250002B80B - Find Gil Sandheaver's walking tree
    250002B80C - 'Your friend is safe to walk in the woods now that the Wood-troll is dead.'
    250002B80D - Talk to Walt Whitrose in Nen Harn
    250002B80E - Talk to Gil Sandheaver at the Hengstacer Farm
    250002B80F - 'Thanks again for your help. Now only if I could get my neighbours to believe it!'
    250002B810 - By Axe and Fire
    250002B811 - 'Thanks again for your help. Now only if I could get my neighbours to believe it!'
    250002B900 - Durharna[mn]
    250002BA00 - a melee double attack
    250002BB00 - Melee Knockdown
    250002BC00 - Induce Knockeddown
    250002BC01 -
    250002BD00 - a melee triple attack
    250002BE00 - Greater Venom
    250002BF00 - Major Poison
    250002BF01 -
    250002C000 - Greater Crippling Poison
    250002C100 - Decreases Agility
    250002C101 - Major Crippling Poison
    250002C102 - Decreases Agility
    250002C200 - Gil Sandheaver[mn]
    250002C400 - A smiling, yellow-haired woman, dressed in a green gown.
    250002C401 - Goldberry[fn]
    250002C500 - There is a strange, beautiful woman standing near the spring
    250002C501 - 'Thank you for this water. It is very much needed!'
    250002C502 - You have failed to bring the water to Graham Larkspur
    250002C503 - You have brought the water back to Graham Larkspur
    250002C504 - Graham Larkspur is one of Adso's workers. He and his companions are running out of water and need help replenishing their supply.
    250002C505 - 'We have been working quite hard on this building for some time now, and it's thirsty work, but it seems that our water supply is running low. \n\n'One of our hunters came across a spring in the northern parts of the Old Forest where the water is particularly sweet and refreshing. A strange thing to find in such a wretched, gloomy wood. Go south-west into the Old Forest and stay in the north woods. The spring is a beautiful place...hard to miss in that dismal forest.\n\n'I would appreciate it if you could fetch that water for me as soon as possible. I would hate to run out before you return. The Forest is getting dangerous, I hear, so you'll want to be careful.'
    250002C506 - The entrance to the Old Forest is to the south of Adso's camp. The spring lies westward within the Forest.\n\nGraham Larkspur has asked you to fetch water from the spring his hunters found.
    250002C507 - 'You have come a long way for water and into danger you do not know. It is true the water of my pool is the sweetest, and I will gladly share, but the Forest is wild and untame, unfriendly to those who do not belong.\n\n'Take this bucket and draw from my pool. Unless your friends drink too greedily, this will last far longer than water from the wells of Bree.\n\n'Be wary as you journey back to the Road, lest the Forest trap you. My Tom is the Master, but he is about his business and may not come to save you. Fare you well.'
    250002C508 - Upon finding the spring that Graham Larkspur sent you to, you noticed a beautiful but strange-looking woman standing underneath the oak tree on the western bank of the river. Perhaps she possesses the means for you to take water back to Adso's camp.
    250002C509 - 'Thank you,
    250002C50A - ! You have saved us a good deal of time and trouble. I'll not waste more of your time with this. If we need more, I will send my hunters out to the spring.\n\n'Take this as payment for your efforts. I must get back to work.'
    250002C50B - The entrance of the Old Forest lies to the east, and Adso's camp is north from there.\n\nAdso sent you into the Old Forest to fetch water, but empty-handed. Goldberry has given you a bucket in which to carry water back to Adso's camp and has granted you leave to draw from her pool, but warns that the Forest is dangerous.
    250002C50C - 'You should take that water to your friends, but be wary. The Forest may try to hinder you.'
    250002C50D - Graham Larkspur wishes to speak with you again.
    Xabrina

    Xabrina

    Xabrina ICQ www 180 Female
    250002C50E - 'It is a good thing you have done, bringing that water to your friend.'
    250002C50F - 'Have you brought me that water yet? We are running very short, and this is thirsty work. Please hurry along!'
    250002C510 - Find the spring
    250002C511 - 'Have you found that spring yet? Hawkling said it was just west of the Old Forest entrance. We could really use that water!'
    250002C512 - Speak with the beautiful woman at the spring
    250002C513 - Pick up the bucket
    250002C514 - 'Thank you for bringing that water...we really needed it!'
    250002C515 - Take the water back to Graham Larkspur
    250002C516 - Searching for Fresh Springs
    250002C517 - 'It was a kind thing you did, bringing that water to your hobbit-friend.'
    250002C600 - Bucket of Spring Water[e]
    250002C601 - A bucket of Spring Water
    250002C602 - ...[p]
    250002C700 - 'Good
    250002C701 - , will you stay and speak with me a moment? I would tell you a sad tale and ask a favour of you before you go.\n\n'Long ago, a kinswoman dwelt by a lake in a land lush and green, where great fields of wildflowers and an ancient forest once grew. The tides of war swept through, and the waters of the lake ran red with blood. The lakelands decayed and became the Red Swamp, and the kinswoman the Red-maid of Agamaur.\n\n'It saddens me, but I do not believe that either the kinswoman or her land may be saved, but at the least, some part of the land may be reclaimed. A great tree once grew there, which was called Oakenbark. It is twisted and corrupted now, but if it still produces acorns, they might be used to bring new life, uncorrupted, to the Old Forest. Go to Garth Agarwen, to the east, and fetch me the seeds of the tree that is now Grimbark.'
    250002C702 - 'These seeds share the corruption of the tree which produced them, but I believe they may still be reclaimed. Thanks to you, a little part of Oakenbark shall grow to be free of the Red-maid's corruption.'
    250002C703 - 'These seeds shall redeem Oakenbark's name. My thanks to you!'
    250002C704 - 'Grimbark is now wholly twisted and evil, but I would hope that some part of it may be reclaimed!'
    250002C705 - Grimbark's Reclamation
    250002C706 - 'My Tom is a mighty singer! The corruption of the Red-maid will not endure here.'
    250002C707 - Radagast the Brown told you a little of the land that has become the Red Swamp and of the fall of the Red-maid. He also spoke of Oakenbark, a great tree that once grew there, now called Grimbark.
    250002C708 - Return to Radagast with Grimbark's Seeds
    250002C709 - Grimbark can be found at Garth Agarwen in the north of Agamaur, in the Lone-lands. Radagast is at Barad Dhorn, in the Eglan-camp.\n\nRadagast has asked you to bring him acorns from Grimbark's branches, so that he may plant them in the Old Forest, reclaiming some small part of the kinswoman's domain.
    250002C800 - Grimbark's Seeds[ns]
    250002C801 - Seeds from the corrupted Huorn, Grimbark.
    250002C802 - Generic Quest Items[ps]
    250002C900 - Collected pure water from Radagast
    250002C901 - You have spoken with Dannasen
    250002C902 - Dannasen said that you should consult with Radagast the Brown. Perhaps he could give mercy to purify the water and provide a chance to redeem the Red-maid.
    250002C903 - 'The Red-maid's sisters are as wide as the world, for each way the water flows there are River-maidens. To call the Red-maid back to nature thou shalt need to enlist the closest friend to nature, Radagast the Brown.\n\n'The winds tell that he is close by. Perhaps he will find a way to give the land a chance to commune with their mother-sister and let light back into the heart of the Red-maid.'
    250002C904 - Radagast is within his tower in the Eglan-camp in Agamaur.\n\nDannasen instructed you to present the full Urn of Agamaur to Radagast the Brown and ask him to purify the water within so you might restore the Red-maid.
    250002C905 - 'The Red Swamp and its inhabitants know that there is terror here,
    250002C906 - . The water you hold is the source, or close to this source. I know this corruption, but I cannot see the face or hear the sister's voice. She is as strange to me as one I have never seen or known.\n\n'I do, however, know one like her, and so I shall do as you ask.'\n\nRadagast produces a small phial and drops a single drop into the urn. 'She has her sister's love...may this tear heal her pain and offer her forgiveness. She is lost and forgotten, but if you can feed the place where she dwells this pure water as she was fed the water which poisoned her, she may one day be known to me again. Go now,
    250002C907 - speak with the cursed men and save the River-daughter.'
    250002C908 - Dannasen is at the Eglan-camp in Agamaur.\n\nYou should return to Dannasen and tell him that Radagast has purified the water from Agamaur with a sister's love.
    250002C909 - 'Take the urn to Radagast. Long has he walked the woods and knows all the creatures of the world equally.'
    250002C90A - 'I sense the call of a dark place upon you
    250002C90B - , what have you brought here?'
    250002C90C - 'Return to Dannasen,
    250002C90D - .'
    250002C90E - 'We near the fulfillment of our oath to Iarwain Ben-adar, and we have thee to thank,
    250002C90F - . Radagast's assistance will hearken that bit of the Red-maid which remains pure.\n\n'Thou hast proven to be a great ally to all within this land.'
    250002C910 - Ask Radagast to purify the water
    250002C911 - Collect an urn of pure water from Radagast
    250002C912 - Talk to Dannasen at the Eglan-camp
    250002C913 - For the Love of Nature
    250002CA00 - Pure Water[E]
    250002CA01 - A phial of pure water.
    250002CA02 - Generic Quest Items[ps]
    250002CB00 - You pour the pure water into the pool
    250002CB01 - The water is calm in the Red-maid's sanctum
    250002CB02 - You have left the Red-maid's sanctum
    250002CB03 - Radagast instructed you to pour the pure water into the sanctum of the Red-maid's fortress, Garth Agarwen.
    250002CB04 - You have spoken with Dannasen
    250002CB05 - 'Thou must now enter the stronghold of the Red-maid at Garth Agarwen, as the Wizard instructed thee. Her sanctum is guarded beyond the walls of the mighty fortress. Men of Rhudaur still walk through the remains of their ancient home in service to the Red-maid and the Gaunt-lord Ivar.\n\n'Thou must find thy way into her sanctum, call her by some means, and then defeat her. She will fall into the water, and the water will become still.\n\n'When this happens add the pure water graced by a River-daughter's love to the pool. There are centuries of corruption and hatred layered upon the Red-maid, but we must begin somewhere. May the Valar go with thee,
    250002CB06 - , for they have abandoned us.'
    250002CB07 - The Red-maid is in her sanctum within her fortress of Garth Agarwen.\n\nDannasen instructed you to obey Radagast and take the pure water to the Red-maid's sanctum. Once there, he told you that you would have to defeat the Red-maid, and when the waters of her pool go still, to pour the water in.
    250002CB08 - 'Our work has only begun...our oath shall hold until the Red-maid is reclaimed. Thou hast started us along the path to her redemption, and one day, we shall undo Angmar's evil. Thou hast given great hope to those who art hopeless.\n\n'Evil draws its hand tightly over the land, and not only here in the swamp where it has plied its machinations through centuries. Beware of where thou travel...thy light shines strong and evil will strive to snuff it out.\n\n'Thank thee, friend
    250002CB09 - . Thank thee for all that thou hast done.'
    250002CB0A - Dannasen is at the Eglan-camp in Agamaur.\n\nYou should return to Dannasen and tell him that you poured the pure water into the Red-maid's Sanctum.
    250002CB0B - Now that the water has been poured into the waters where the Red-maid dwells, you should return to Greythistle in the North Downs and tell her that you have done as she asked.
    250002CB0C - 'The task before thee is daunting, but it must be done to stem the tide of the Red-maid's corruption. Thou must go and confront the Red-maid, driving her back beneath her waters. Once thou hast done so, use the waters of the phial given to thee by Radagast and help restore the purity of the waters, if but for a little while.'
    250002CB0D - 'Where is the phial?'
    250002CB0E - 'My sisters dwell in the Old Forest and on the shores of a pond near Bree, the city of Men. Willowsong has left us for another home. She is our sister still and not lost to us.'
    250002CB0F - 'My sisters dwell within the Old Forest and have since before I left for this new home.'
    250002CB10 - Pour the pure water in the Red-maid's sanctum
    250002CB11 - 'My sisters dwell in the Old Forest and on the shores of a pond near Bree, the city of Men. Willowsong has left us for another home. She is our sister still and not lost to us.'
    250002CB12 - Enter the Red-maid's sanctum when the water is calm
    250002CB13 - Bring the phial back to Dannasen
    250002CB14 - 'I am sisters with all River-maidens for we are all River-daughters. But I think the maiden you seek,
    250002CB15 - , dwells in the north. Seek Greythistle.'
    250002CB16 - Reclaim the Lost Maiden
    250002CB17 - 'Enter Garth Agarwen and pour the water on the seat of the Red-maid's power. Perhaps it will cleanse the corruption where she dwells and draw her back towards nature.'
    250002CC00 - The Filled Urn of Agamaur[n]
    250002CC01 - Water from Agamaur fills the Urn of Agamaur.
    250002CC02 - ...[e]
    250002CD00 - Adso's Club[n]
    250002CD01 -
    250002CE00 - Adso's Two-Handed Axe[n]
    250002CE01 -
    250002CF00 - 'Welcome to my camp! I wonder if you could help me with something?'
    250002CF01 - Adso is an ordinary hobbit with a bright, sunny disposition.
    250002CF02 - Adso Haybank[mn]
    250002D000 - Adso Haybank, a hobbit of Bree, runs a hunting lodge and way station along the Great East Road. In order to facilitate the building of the lodge, his endeavour ran afoul of unsavoury sorts and now payments are coming due.
    250002D001 - 'Hey, friend, you're not from around here, and that may be a good thing. This is serious business, and I can't trust any of these louts with something so...so delicate. Making a place of my own took an unexpected turn not so long ago, and I am loath to tell my workers what has happened. I hope that you can help me with this matter. This satchel holds the last payment I need to make to ensure the safety of the folks here and the sanctity of this soon-to-be-splendid landmark.\n\n'Just take it to the Old Sweetgrass Farm, a little ways north-east of here, and give it over to the man who answers the door. It may be Bill -- Bill Ferny that is -- or one of his helpers.\n\n'Bill said he'll only be there at night, so don't waste your time hanging around during the day to catch a glimpse of him. Just knock on the door or ring the bell and hand over the satchel, hear me?'
    250002D002 - Bill Ferny or his agent will be at the Old Sweetgrass Farm, north-east of Adso Haybank's camp.\n\nIn order to reduce his debt, Adso Haybank has asked you to take a satchel to a man named Bill Ferny. He warns you that you will only find Ferny at the arranged meeting place after nightfall. You must ring the bell to let Ferny or his agent know you have arrived.
    250002D003 - 'Another payment! This was supposed to be the last! I'll be driven to ruin, that rotten....\n\n'But enough of my blather. I shouldn't burden you with my problems -- no, I should thank you for your help, friend. Truth be told, I was a bit frightened to go out there at night by myself.\n\n'If I could impose on you again, I have some true debts to pay, and to a nicer sort of folk.'
    250002D004 - Adso Haybank's camp lies south-west of the Old Sweetgrass Farm.\n\nAdso Haybank sent you to deliver a payment to the brutish Bill Ferny and now awaits your return.
    250002D005 - 'You've done your part, now move along. Tell that hobbit we'll be calling again.'
    250002D006 - 'Ha! Soon Sharkey's Men'll have all of Bree well in hand. With cowards like that little worm Adso under heel, there's no question of that.\n\n'You just tell Adso that this payment has been received, but he better have another ready next week, or it will go badly for him.'
    250002D007 - 'Please make the delivery quickly I do not want to see my workers put in greater danger.'
    250002D008 - 'Eh! You have nothing for me?'
    250002D009 - Bring the satchel to Bill Ferny by night
    250002D00A - Ring the bell to summon Ferny or his assistant
    250002D00B - Talk to Adso Haybank at Adso's Camp
    250002D00C - Adso's Delivery
    250002D100 - Adso's Satchel[n]
    250002D101 - A battered leather bag, heavy with coins.
    250002D102 - ...[p]
    250002D200 - 'Hurray! You've made me the happiest Hobbit this side of the Brandywine. Why, I'll bake Rosa such a mushroom dinner that she'll be just as pleased and maybe move out here with me right soon! O friend, you've done so much, I am only sorry that this pittance is all I have to offer. Thank you ever so!'
    250002D201 - Collected wild mushrooms (
    250002D202 - /
    250002D203 - )
    250002D204 - 'You've been a great help to me, friend. I've another favour, more personal than the last two. Rosa Proudfoot in Eastfarthing is great friend to me, and perhaps one day I will ask her to move here to my inn. Before I left, Rosa gave me more Longbottom leaf then I knew what to do with. Now I must make a like gesture to make it known to her how much I care for her. If you're willing to help a sentimental Hobbit make the dearest girl to his heart happy listen close. Just this side of the Brandywine, mushrooms grow wild in thick patches. If you collect twenty wild mushrooms for me, I will make the delivery, but you'll have helped me more than I can speak!'
    250002D205 - Adso Haybank is a hobbit with a vision in need of assistance in setting up an inn along the road leading from The Shire into Bree. His assistants are looking for help in Buckland.
    250002D206 - 'Hullo! I see that you are a person who knows your way around the wilder parts of the world, and so the offer I have for you will surely make your heart leap! I represent Adso Haybank, an enterprising fellow from Buckland with a grand vision. A vision of building an inn along the Great East Road. He dispatched myself and these Men beside me in search of willing folk to assist him with his dream.\n\n'I seek mushrooms found along the banks of the Brandywine River to the north, mushrooms to fill and satisfy the belly with a bit of Shire hospitality. \n\n'Be wary if you go, though, for I have heard tell of slimy slugs and nasty vermin in the area. Would you collect some mushrooms for me?'
    250002D207 - Wild mushrooms can be found along the eastern banks of the Brandywine River, north of Bucklebury.\n\nTrumric Ragwort has asked you to gather wild mushrooms from the banks of the Brandywine River. He informed you that the mushrooms are to be used to help build a menu worthy of the Shire at Adso Haybank's inn.
    250002D208 - 'Look at all this bountiful fare! You certainly held up your end of the bargain well, friend. I shall do the same. \n\n'The ovens at the inn will smell like the finest ovens in all the Shire. This is a fine day.'
    250002D209 - TBD is found sound, on the border of Newbury and Crickhollow within the bounds of Buckland.\n\nYou have collected the mushrooms TBD requested. Most assuredly TBD awaits your return.
    250002D20A - 'Are you willing to help? Those mushrooms may grow themselves, but they sure cannot harvest themselves. You can find them on the banks of the Brandywine River to the north of Buckland.'
    250002D20B - 'Are you willing to help? Those mushrooms may grow themselves, but they cannot harvest themselves. You can find them on the banks of the Brandywine River to the north of Buckland.'
    250002D20C - Deliver the mushrooms to Trumric Ragwort in Buckland
    250002D20D - Collect wild mushrooms (
    250002D20E - /
    250002D20F - )
    250002D210 - Avoid killing slugs
    250002D211 - 'Hullo again, friend. It appears as though you still have too few mushrooms to bake a proper pie for my Rosa. I just need twenty in all.'
    250002D212 - The Envy of the Four Farthings
    250002D300 - Wild-mushroom[E]
    250002D301 - This is a tasty looking mushroom with a broad cap that could be stuffed with all manner of tasty foods.
    250002D302 - Wild-mushrooms[ps]
    250002D400 - 'These are excellent samples. I am certain that the taxidermist can make these into fine items befitting a lodge.\n\n'Adso will be quite pleased. Here is your payment, and thank you for your assistance.'
    250002D401 - 'Adso wants to give his inn the feel of a hunting lodge, such as you can find throughout Bree-land. To do this, we need to collect furs and other materials from the beasts in the Bree-fields to give the inn that hunting lodge feel.'
    250002D402 - Trophies for the Walls
    250002D403 - 'Is there something that I can help you with? Some think that I am far too generous a man and scold me for providing that hobbit, Adso Haybank, with as many hides as I did.\n\n'I think otherwise. Kindness should spread to all our brethren, near and far, big or small.'
    250002D404 - Collected pristine bear-carcasses (
    250002D405 - /
    250002D406 - )
    250002D407 - 'I'm not one to leave debts unpaid. I will do well by you, friend, should you do well by me. Get those hides and take them to Ham Rushlight in Staddle.'
    250002D408 - Collected pristine boar-heads (
    250002D409 - /
    250002D40A - )
    250002D40B - 'I had not expected payment so quickly, but clearly Adso is a hobbit of his word. Tell him that I thank him for keeping his bargain.'
    250002D40C - Collected pristine wolf-carcasses (
    250002D40D - /
    250002D40E - )
    250002D40F - Bears, boars, and wolves roam the Bree-fields north of Buckland, between the Brandy Hills and the border of the Old Forest.\n\nTed Reedy has requested that you collect materials that will help to give Adso's Inn a rustic feel.
    250002D410 - 'I had not expected payment so quickly, but clearly Adso is a hobbit of his word. Tell him that he is well thanked for keeping his bargain.'
    250002D411 - Collected coarse bear-hides (
    250002D412 - /
    250002D413 - )
    250002D414 - Ham Rushlight is in Staddle, east and south of Adso's camp, and due south of Combe.\n\nNow that you've collected the hides for Adso, you should take them to Ham Rushlight.
    250002D415 - Adso Haybank's camp is west of Bree-town, along the Great East Road.\n\nHam Rushlight would like you to thank Adso Haybank for the delivery of the furs.
    250002D416 - 'When I first decided to make my stop here, I had just visited a friend in Staddle. While getting ready to leave the village I asked the stable master if he would like to establish a route to my little inn. To my surprise, he agreed! That left me in a bit of trouble. I quickly spoke with Ham Rushlight and secured bedding and tents for horses to build a set of ramshackle stables. The initial skins are no more, weather and the horses made certain of that, but my debt is not yet paid. I need to send ten wolf skins and ten bearskins to Ham to repay him. They cannot be marred in anyway, so be careful with how you dispatch of them'
    250002D417 - Return trophies to Ted Reedy in Buckland
    250002D418 - Collect pristine bear-carcasses (
    250002D419 - /
    250002D41A - )
    250002D41B - Collect pristine boar-heads (
    250002D41C - /
    250002D41D - )
    250002D41E - Collect pristine wolf-carcasses (
    250002D41F - /
    250002D420 - )
    250002D421 - Collect coarse bear-hides (
    250002D422 - /
    250002D423 - )
    250002D424 - Return to Adso Haybank at his camp along the Great East Road
    250002D425 - Ted Reedy has asked you to collect some trophies to place upon the walls of Adso's inn. He is willing to pay you for your assistance.
    250002D426 - 'Master Haybank has his little stop then. I shall have to find my way there one day and thank him for these fine furs. If you return to him, tell him that I thank him kindly.'
    250002D427 - 'Is there something that I can help you with? Some think that I am far too generous a man and scold me for providing that Hobbit, Adso, with as many hides as I did. I think otherwise. Kindness should spread to all our brothers, near and far.'
    250002D428 - 'All this thanks is most welcome. Everyone has been especially nice, I was worried too, apparently all for naught. Thank you again, here is your payment you certainly deserve this.'
    250002D429 - 'My employer Adso Haybank's inn is to be a blend of Bree-culture and hobbit-sensibility. He asked me to employ folks to acquire items that will display the nature surrounding Bree to bring a lodge feel to the inn. I am prepared to pay those willing to do some hunting for suitable objects.\n\n'North and east of town, between the Brandy Hills and the borders of the Old Forest, you will find bears, boars, and wolves. Adso has asked me to obtain a bundle of coarse bear-furs, pristine boar's heads, and pristine bear-corpses and wolf-corpses suitable for stuffing.\n\n'If you return these to me, I will pay you well.'
    250002D700 - 'Look, friend, I have one more favour to ask of you, and it's a terrible thing, too, that fills me with shame to talk about. You know that Bill Ferny I had you pay off before? Well he sent me a message telling me that his henchman, Brunmor, would be after me. He went so far as to tell me that the knave is west and north at some place called the Outlaw's Haven.\n\n'It seems all his big talk is backed by this fellow, and if he is to come here, this scant crew will be useless. But you? You've proven yourself over and again! If you can drive off this Brunmor, maybe I can get out of this mess. \n\n'Get rid of him for me, and I swear it's the last thing I'll ask of you...and I'll pay you well, too! Apparently, the Outlaw's Haven is west of my camp and a little ways north, with watchposts and a fenced encampment on a hill.'
    250002D701 - 'Thank you for your help,
    250002D702 - , though I wish I didn't have to ask you to do it. I should have been the one, but I'm such a small person in this big world.\n\n'Still, you've done everything I could have asked and more. You will always be welcome at Adso's!'
    250002D703 - 'I'm sorry to have to ask you to drive off those brigands for me. Their leader and Ferny's henchman, Brunmor, is encamped at the Outlaw's Haven, west and north of my camp.'
    250002D704 - Payment in Full
    250002D705 - 'Thank you so much for dealing with those brigands for me!'
    250002D706 - Adso Haybank has had enough of the brigands who have been extorting money and food from him.
    250002D707 - Defeated Brunmor
    250002D708 - Defeat Brunmor
    250002D709 - The brigand, Brunmor, is encamped at the Outlaw's Haven, west and north of Adso's Camp.\n\nDesperate to rid himself of his debts and his troubles, Adso Haybank has asked you to deal with Bill Ferny's associate, Brunmor.
    250002D70A - Talk to Adso Haybank at Adso's Camp
    250002D70B - Adso Haybank is at his camp, south-east along the Great East Road.\n\nDesperate to rid himself of his troubles, Adso asked you to drive off the brigands who were extorting money from him. The hobbit will be glad to know that you have succeeded.
    250002D800 - 'Barliman had forgotten that I borrowed the meat? I am not surprised actually, Barliman can sometimes get overwhelmed with all the bustle at the Prancing Pony. More often than not, I would deal with Nob or Bob, two Hobbits who are typically on top of things. Thank you for all you've done.'
    250002D801 - 'Adso Haybank had borrowed fifteen shanks from me? Well, it seems as though old Barliman's had quite forgotten about that. No worries though, with all the people passing through this way from the south, the meat will certainly not spoil. Tell Mr. Haybank that his payment is much appreciated and that I wish him only the best for his inn.'
    250002D802 - Collected bear-haunches (
    250002D803 - /
    250002D804 - )
    250002D805 - 'Hullo there! I'm Adso Haybank. I'm from the Shire originally, but I've relations in Bree and more often than not I've found myself stopping part way from Buckland to Bree for thirdsies or second brunch and thought of starting this outpost during one of my stops here. I asked Mr. Butterbur for a little help in getting the inn stocked, and my friends Larkspur and Hawkling came to help me. We've got the inn built but my stock is just where it needs to be to meet the demands of my visitors. If you're willing to help me make this a right proper place, I'd be willing to give you a fair bit of coin. Mr Butterbur needs to be given a large parcel of boar meet that I borrowed from him. I owe him twenty for the fifteen he gave me.'
    250002D806 - Collected boar-shanks (
    250002D807 - /
    250002D808 - )
    250002D809 - Ella Lilypond is working towards building a menu worthy of Men at Adso's inn. She is sending adventurers out to collect meat from boars to stock the food stores at Adso's inn.
    250002D80A - 'Adso Haybank, my employer, aims to have fare to serve Men as well as hobbits. Trumric has people looking for mushrooms to serve hobbit-fare, the envy of the Four Farthings. The fare for Men comes from the bountiful boars and bears prowling the Bree-fields.\n\n'You should find the boars and bears north and east of the gates of Buckland between the Brandy Hills and the borders of the Old Forest.\n\n'Gather some meat, then return to me.'
    250002D80B - Suitable boars and bears can be found north of Buckland, between the Brandy Hills and the borders of the Old Forest. Ella Lilypond waits in Newbury just beyond the gates of Buckland.\n\nElla Lilypond is collecting meat to support Adso's inn. The meat is to create food that will make Men travelling the Great East Road feel more welcome and at home.
    250002D80C - 'Adso will be pleased with this delivery. We will salt and smoke the meat, and it will serve as the centre of our food for Men within the inn.\n\n'Thank you for taking the time to collect this meat for me. Here, you have earned this reward.'
    250002D80D - Barliman Butterbur is the proprietor of The Prancing Pony in Bree, east of the West-gate.\n\nAdso Haybank sent you to hunt and butcher some boars for meat with which to repay Barliman Butterbur.
    250002D80E - Adso's camp is along the Great East Road, westward from Bree's West-gate.\n\nPer your agreement with Adso Haybank, you delivered a large amount of boar meat to Barliman Butterbur. Mr. Butterbur asked you to return to Adso's camp and thank the hobbit.
    250002D80F - 'Mr. Butterbur is a fine fellow. Without him, I would have been out here without food to offer travellers or provision my hunters. Sending this meat off to him is the least I can do.'
    250002D810 - 'You will find boars and bears in plentiful numbers north of Buckland, between the Brandy Hills and the borders of the Old Forest. Return the meat to me, and I will see that you are rewarded.'
    250002D811 - 'I see you've got the meat. Take it on to Mr Butterbur at The Prancing Pony with my thanks, if you would!'
    250002D812 - 'Out and about are you? Well, keep an eye on your coinpurse. There are unsavoury sorts all about these days, if you know what I mean.'
    250002D813 - 'I'm a busy man, and that's no mistake, but I'm not one to be ungrateful. You tell Mr Haybank that I'm right grateful for that meat.'
    250002D814 - Bring the bear and boar meat to Ella Lilypond in Newbury
    250002D815 - Collect bear-haunches (
    250002D816 - /
    250002D817 - )
    250002D818 - Collect boar-shanks (
    250002D819 - /
    250002D81A - )
    250002D81B - 'Out and about are you? Well, keep an eye on your money-purse unsavory sorts all about these days in Bree.'
    250002D81C - Return to Adso's camp and speak with him.
    250002D81D - A Meal for Men
    250002DA00 - 'Right. Let's try this again. You Orcs will get half - half! We'll give you half of all the loot we take.'
    250002DA01 - 'You will be given White Hand gear and all the food you want. The farmers here are feeding us if they don't want their farms burned.'
    250002DA02 - 'Oh yes, Sharkey will protect you from the Iron Crown. Have no fear of that!'
    250002DA03 - 'Remember, you've been cut off. Angmar doesn't care what happens to you. But Sharkey's Men can help you!'
    250002DA04 - 'What the-? Intruders? This will be your first test, Chieftain! I'll talk to you again after you've dealt with these fools!'
    250002DA05 - Bill Ferny[mn]
    250002DB00 - Adso's Waistcoat[n]
    250002DB01 -
    250002DC00 - Adso's Blade[n]
    250002DC01 -
    250002DD00 - Old Sweetgrass Farm
    250002DD01 - Old Sweetgrass Farm
    250002DE00 - Gnawing Rat[E]
    250002DE01 - ...
    250002DF00 - Fear
    250002DF01 - Prevents all action but running away
    250002E000 - Slimy River-slug[E]
    250002E001 - ...
    250002E100 - Slime Puddle
    250002E101 - ..
    250002E200 - ..
    250002E201 - ..
    250002E300 - Hotspot
    250002E400 - ..
    250002E401 - Slime Puddle
    250002E500 - Slime Puddle
    250002E501 - The slug released some sticky goo that grasps at your feet.
    250002E600 - I need a description
    250002E601 - Ham Rushlight[mn]
    250002E700 - Ithilien
    250002E701 - Erebor
    250002E702 - Forochel
    250002E703 - The Shire
    250002E704 - Old Anórien
    250002E705 - The Lone-lands
    250002E706 - Dunland
    250002E707 - Eregion
    250002E708 - The North Downs
    250002E709 - Ered Luin
    250002E70A - The Misty Mountains
    250002E70B - Rohan - Eastemnet
    250002E70C - Central Gondor
    250002E70D - Enedwaith
    250002E70E - Seamia
    250002E70F - Mirkwood
    250002E710 - Great River
    250002E711 - The Wastes
    250002E712 - Anórien (After Battle)
    250002E713 - Rohan - Westemnet
    250002E714 - Eastern Gondor
    250002E715 - Far Anórien
    250002E716 - Rhovanion
    250002E717 - Moria
    250002E718 - Western Gondor
    250002E719 - The Ettenmoors
    250002E71A - Bree-land
    250002E71B - Unassigned
    250002E71C - The Trollshaws
    250002E71D - Angmar
    250002E71E - Rohan - Wildermore
    250002E71F - Bree-land
    250002E720 - Osgiliath
    250002E721 - Festival Grounds
    250002E722 - Lothlórien
    250002E723 - Evendim
    250002E800 - Rhovanion
    250002E801 - Gondor
    250002E802 - Mordor
    250002E803 - Eriador
    250002E900 - 'Greetings! What can I do for you this fine day?'
    250002E901 - Tavern Keep
    250002E902 - ...
    250002E903 - Barliman Butterbur[mn]
    250002EA00 - Barliman's Best[n]
    250002EA01 - The Prancing Pony's finest, and that's saying a lot.
    250002EA02 - Pints of Barliman's Best[p]
    250002EB00 - You've muddled your wits!
    250002EB01 -
    250002EC00 - Blind Troll Stout[n]
    250002EC01 - Come morning, you will wish you'd turned to stone.
    250002EC02 - Tankards of Blind Troll Stout[p]
    250002ED00 - You are quite merry.
    250002ED01 -
    250002EE00 - Moor-boar Beer[n]
    250002EE01 - Because you can never have enough boar!
    250002EE02 - Mugs of Moor-boar Beer[p]
    250002EF00 - Stars of Old Cider[n]
    250002EF01 - Made from apples blessed by Elves, or so they say.
    250002EF02 - Stars of Old Ciders[p]
    250002F000 - Isenwine[n]
    250002F001 - A vintage from lands far to the south.
    250002F002 - Flasks of Isenwine[p]
    250002F100 - Frothy Pint of Ale[e]
    250002F101 - To a merry morrow and many more!
    250002F102 - Frothy Pints of Ale[p]
    Xabrina

    Xabrina

    Xabrina ICQ www 180 Female
    250002F200 - You feel a bit light-headed.
    250002F201 -
    250002F300 - Small Beer[e]
    250002F301 - Better than water, but not by much.
    250002F302 - Small Beers[p]
    250002F400 - Mead[n]
    250002F401 - Receive now this cup and drink in happy hour.
    250002F402 - Tankards of Mead[p]
    250002F500 - Hard Cider[n]
    250002F501 - Pipes are for smoking, and apples for drinking.
    250002F502 - Hard Ciders[p]
    250002F600 - Flagon of Red Wine[e]
    250002F601 - Makes you feel so fine all of the time.
    250002F602 - Flagons of Red Wine[p]
    250002F700 - Flagon of White Wine[e]
    250002F701 - A draught of wine amends many woes.
    250002F702 - Flagons of White Wine[p]
    250002F800 - 'Barliman sent you? Such a pleasant fellow is he, always kind to travelers and trustworthy with information, but possessed of an absent-mind. His story is true; there have been strange occurrences here in Buckland as of late. If you've need for work, or adventure, I am certain that you will find some here in Buckland.'
    250002F801 - 'Oi there friend, a word if you've a moment. I've ears and travelers mouths, it stands to reason that I hear what those mouths speak, so I hear many stories and tales. Most recent of those I'd like to share with you while it's still fresh in mind. This traveller, I can't remember who, been so many coming and going, one thing drives out the other after all; but the story is clear as first relayed. Trouble's set in at Buckland. The bridge, ferry and gates in and out been broke apart, people are frightened of some terrible beast and worse yet, rumors of Black Riders, like those seen moving through Bree-land. What I hear is the master of Brandy Hall is looking for help. You may want to look in on it if you're in the area.'
    250002F802 - According to Barliman Butterbur, there is trouble in Buckland that could use your talents.
    250002F803 - 'A word if you've a moment, though if you're as busy as me, you haven't. What with all the troubles hereabouts, I think someone like you could be of help. \n\n'There's trouble in Buckland, or so I've heard. Gates broke apart, Little Folk frightened, and worse yet, rumours of Black Riders in Buckland, like those seen moving through Bree. They say the Master of Brandy Hall is looking for help by way of his young niece, Celandine.\n\n'Brandy Hall is atop a high hill in the centre of Buckland on the east side of the Brandywine River. Follow the road west from Bree until you see the Brandywine Bridge, then turn south into Buckland.'
    250002F804 - The propery of Newbury is in Buckland. Follow the road west from Bree until you see the Brandywine Bridge, then turn south into Buckland.\n\nTalk to Celandine Brandybuck at Newbury in Buckland.
    250002F805 - 'Mr. Butterbur sent you? He is such a pleasant fellow, always kind to travellers and reasonably honest and diligent. Well, at least he's honest.\n\n'There have been strange happenings here in Buckland, as of late. If you've need for work, or adventure, I'm certain that you'll find some here.'
    250002F806 - 'Saradoc Brandybuck is the Master of the Hall, but you will want to speak with his young niece, Celandine. Leastwise, that's what I hear.'
    250002F807 - 'Oh, hello,
    250002F808 - ! It's so good to see you! Isn't it a relief to be back home in the Shire?\n\n'Mr. Butterbur sent you? He is such a pleasant fellow, always kind to travellers and reasonably honest and diligent. Well, at least he's honest.\n\n'There have been strange happenings here in Buckland, as of late. If you've need for work, or adventure, I'm certain that you'll find some here.'
    250002F809 - 'Well now, it's right kind of you to help those Little Folk over in Buckland.'
    250002F80A - 'Oh! You're the one who rescued Mundo and me from the Blackwolds! What brings you to Buckland?\n\n'Mr. Butterbur sent you? He is such a pleasant fellow, always kind to travellers and reasonably honest and diligent. Well, at least he's honest.\n\n'There have been strange happenings here in Buckland, as of late. If you've need for work, or adventure, I'm certain that you'll find some here.'
    250002F80B - 'Are you to help us?'
    250002F80C - Speak with Celandine Brandybuck at Newbury in Buckland
    250002F80D - Trouble in Buckland
    250002F900 - 'Come here,
    250002F901 - and listen well. My captain, a ranger they call Strider, must be notified of the threat posed by Skorgrím. A shame you can't stay to enjoy our victory.\n\n'Travel far to the east, to a place that Men call Bree-town. There you should seek out Barliman Butterbur. He's the owner of a tavern called the Prancing Pony where Strider has lodged in the past. If Strider is there, Barliman can help you find him. If not, you can bed down for the night and you can continue your search in the morn.\n\n'It's a long journey to Breeland,
    250002F902 - . Do not tarry, for Skorgrim is on the march.'
    250002F903 - 'Who was that you were looking for? Oh Strider, yes. Well, not that it's my business, but I wouldn't go near that Ranger out of the wild. He's a strange one, not that he can't tell a rousing tale when he's of a mind!\n\n'Well, it's clear you've no mind to listen to me. Strider keeps to himself mostly. From the common room turn left down the hall and keep on until you can only go right. Follow straight down that hall until you're at the foot of the stairs. Strider is in the room to the right of the stairs.\n\n'Now, I've got paying guests to attend to, and no time to be chatting, if you know what I mean. It's just that busy!'
    250002F904 - 'It's a long journey to Breeland,
    250002F905 - . Do not tarry, for Skorgrím is on the march.'
    250002F906 - 'Your tidings are grim, I hoped that the news I have recently received was errant. What you tell me now only further strengthens the fear which swells within me. So many friends missing or worse...'
    250002F907 - Prologue: The One Called Strider
    250002F908 - 'Your efforts are more appreciated,
    250002F909 - .'
    250002F90A - Langlas asked you to journey to Bree-town and seek out his captain, a Ranger called Strider. A man named Barliman runs a tavern in Bree and may have more information about Strider's travels.
    250002F90B - 'You found Strider? I can only hope we're not too late.'
    250002F90C - 'I see you've returned from Bree-town. I hope you fared well in your travels.'
    250002F90D - Find Barliman Butterbur in the Prancing Pony, a well-known tavern in Bree-town. He may know of Strider's current whereabouts or if he's even in Bree-land at this time.
    250002F90E - Barliman said that Strider is at the Prancing Pony and is either skulking about in a shadowy corner or alone in his room.
    250002FA00 - 'Please...there is but one last of my kin in the Midgewater Marshes. Reniolind is his name. A young scholar of my kind. He was not here when Amdir came and may yet be alive.\n\n'Go to him quickly. He had gone to study the ruins of the old Marshwater Fort at the centre of the Marshes. You must tell him...warn him...to beware Amdir's scream!'
    250002FA01 - 'Well now, what is it I can do for you today?'
    250002FA02 - 'It is too...late for me. The wounds are mortal. Even now I...can feel my life slipping away....\n\n'Hurry...warn Reniolind! He should be in the ruins of the...old Marshwater Fort at the centre...of the Midgewater Marshes!'
    250002FA03 - Prologue: To a Ranger's Aid
    250002FA04 - 'There's no time to talk! I've run off my feet with all the guests, if you know what I mean.'
    250002FA05 - When you entered the Mustering Cave, you found you were too late to help Mundol. Amdir had already come and mortally wounded him.
    250002FA06 - 'We must find Amdir before he has turned completely,
    250002FA07 - , else he may be beyond our power to defeat.'
    250002FA08 - Enter the ruins of the old Marshwater Fort
    250002FA09 - Reniolind can be found in the old Marshwater Fort, which lies at the centre of the Midgewater Marshes, west of the Mustering Cave.\n\nMundol asked that you warn the last of the Rangers in the Midgewater Marshes, Reniolind, a young scholar, of Amdir's betrayal.
    250002FA0A - Barliman Butterbur can be found in the common room of The Prancing Pony Inn in Bree-town.\n\nWith Reniolind's dying breaths, he asked you to find his chieftain, Strider. He instructed you to speak with Barliman Butterbur, the proprietor of The Prancing Pony Inn in Bree, to learn where Strider may be found.
    250002FB00 - Reniolind has been defeated
    250002FB01 - Upon entering the Mustering Cave, you found that you were too late to help the Ranger Mundol. Amdir had mortally wounded him. Mundol asked that you carry a warning to Reniolind, a young Ranger scholar who is studying the ruins of the old Marshwater Fort.
    250002FB02 - 'Amdir is running...free! Go at once...find Strider in Bree. He is...my chieftain and should be...made aware of all that has...happened. Talk to Barliman Butterbur...at The Prancing Pony. He will know...where Aragorn is.\n\n'Take the door...from this room and you...will find yourself on the...western edge of the Midgewater...Marshes. Go west...from there, then south and west...along the road to Bree.'
    250002FB03 - Reniolind is somewhere within the Marshwater Fort, west of the Mustering Cave.\n\nWith his dying breath, the Ranger Mundol begged you to save Reniolind, another of his kindred, from Amdir's murderous rampage.
    250002FB04 - 'Toradan and Mundol have both perished? This is almost beyond belief! I was sent here to keep watch after the Nazgûl drove us from the Shire, but now it appears my watch has been for naught.\n\n'We must go at once to the chieftain of my kindred. The Bree-men call him Strider.\n\n'There is a quicker path than the one you took back to the safety of Bree. Follow me, and I will lead you through the caves beneath the Marshes.'
    250002FB05 - Defeat Amdir.\n\nAmdir was hiding in the deepest depths of the ruins and struck down Reniolind, then turned his attention to you.
    250002FB06 - Amdir called forth a giant spider-queen before fleeing. Kill the spider and speak with the dying Ranger.
    250002FB07 - Reniolind lies dying on the floor of the caves.\n\nReniolind has shown you a secret path under the Midgewater Marshes in the caves beneath the ruins. At the end, you found Amdir waiting. Amdir mortally wounded Reniolind, then fled. The dying Ranger wishes to speak with you.
    250002FB08 - Talk to Reniolind
    250002FB09 - Escort Reniolind through the caves
    250002FB0A - Defeat Amdir
    250002FB0B - Talk to Reniolind
    250002FB0C - Instance: To a Ranger's Aid
    250002FC00 - 'I do not know what fate has befallen my kindred, but I fear for them. I fear too for the continued safety of the Shire, for I am but one man and cannot stand alone against the dangers that even now crouch on the borders.\n\n'I last received word that the Captain of my people is at The Prancing Pony, an inn of Bree. I would ask you to speak to him at once, and tell him what has happened here. He must know that Éogan is somewhere in the wild, and that the rest of our people may be in danger.\n\n'Go,
    250002FC01 - . Travel east across the Brandywine River into Bree-land and find my chieftain. The man you wish to speak with is named Butterbur, the owner of the Prancing Pony. He will know my captain by the name of Strider. Hurry, for the Shire may well be unprotected.'
    250002FC02 - 'Who was that you were looking for? Oh Strider, yes. Well, not that it's my business, but I wouldn't go near that Ranger out of the wild. He's a strange one, not that he can't tell a rousing tale when he's of a mind!\n\n'Well, it's clear you've no mind to listen to me. Strider keeps to himself mostly. From the common room turn left down the hall and keep on until you can only go right. Follow straight down that hall until you're at the foot of the stairs. Strider is in the room to the right of the stairs.\n\n'Now, I've got paying guests to attend to, and no time to be chatting, if you know what I mean. It's just that busy!'
    250002FC03 - 'Find Butterbur at The Prancing Pony in the town of Bree. He will know where my captain may be found.'
    250002FC04 - Prologue: The Shire Unprotected
    250002FC05 - The Ranger Halros is greatly concerned that he was unable to find any of his kindred to stand with you against the threat of Lubach and Éogan, and worries that something has happened to them.
    250002FC06 - The Man called Butterbur runs a tavern called the Prancing Pony in the town of Bree.\n\nHalros has asked you to speak with a Man named Butterbur in order to discern the captain's whereabouts.
    250002FD00 - The door to Strider's room is locked
    250002FD01 - You were rescued from the clutches of the Wight-lord by Tom Bombadil, but you learned much that may help Strider and his people.
    250002FD02 - 'Old barrow-wights from Angmar came. They disturb the peace and trouble folk who wander through their mounds. Let the Dead sleep and leave their troubles in the earth. Unless of course you wake them, dancing on their rooftops!\n\n'Hey, come, my friend. Linger here no longer. To Bree you should be a-going. You've a friend there who awaits you!'
    250002FD03 - Strider awaits your return in his room at The Prancing Pony in Bree. The entrance leading from the Barrow-downs to the Great East Road is to the north.\n\nTravel back to Bree and tell Strider what you learned of the Witch-king's plans.
    250002FD04 - 'Oh, hello there, again! I was so busy that I didn't see you, but there's never a moment's peace here, if I may say so. I was so worried that he'd sour my beer for letting Mr., uh, Underhill and his friends go off with that Ranger!\n\n'He who? Oh! Why that would be Mr. Gandalf, of course! They say he's a Wizard or some such, and I'll say there must be something to those tales, for my beer's never been better! He was so pleased....\n\n'Begging your pardon, but I do run on sometimes. Gandalf said to send anyone looking for Strider up to his room! It's up the stairs just beyond Strider's room.'
    250002FD05 - Barliman Butterbur serves his guests in the common room of The Prancing Pony.\n\nYou travelled back to The Prancing Pony, but you found the door to Strider's room locked. You should speak to Barliman Butterbur to learn if he can tell you where Strider has gone.
    250002FD06 - Gandalf's room in The Prancing Pony Inn in Bree is found by taking a left out of the common room, until you can only bear right. The room is at the top of the stairs at the end of the hall.\n\nBarliman Butterbur told you that Strider has left The Prancing Pony, but that Gandalf, a Wizard by reputation, arrived and asked to speak to any who were looking for the Ranger. You should speak to Gandalf and tell him what you have learned.
    250002FD07 - 'Mr. Gandalf asked to speak to any who were looking for Strider. You can find him up in his room.'
    250002FD08 - 'You are lost or seek me with intent. By the look in your eye, I gather the latter, though I also sense you sought another...Strider perhaps? Then we have both come too late. Our mutual friend has left, bearing with him a terrible burden.\n\n'I am Gandalf the Grey, a friend of Strider's. If he set you to a task, it could not be much less urgent than his own. Tell me your tale, and I will deliver it to him....'\n\n'So Angmar arises? It is grim news, but I am not surprised. Nevertheless, I cannot turn aside from my own task, for the fate of all Middle-earth hangs upon it.\n\n'This burden I place upon you in the name of the Free Peoples of Middle-earth: Hinder the Witch-king's plans, if you may. Whether east or north, I bid you good fortune. Farewell.'
    250002FD09 - 'Old barrow-wights from Angmar came. They disturb the peace and trouble folk who wander through their mounds. Let the Dead sleep and leave their troubles in the earth. Unless of course you wake them, dancing on their rooftops!\n\n'Hey, come, my friend. Linger here no longer. To Bree you should be a-going. You've a friend there who awaits you!'
    250002FD0A - 'Ah,
    250002FD0B - . It has been too long since. But by the look on your face I surmise that your presence here is not to extend mere courtesies to me...yes, of course. Strider is the one you seek, though he is no longer here.\n\n'Angmar's rise is grim news indeed, but I am not surprised. Nevertheless, I cannot turn aside from my own task, for the fate of all Middle-earth hangs upon it.\n\n'I shall deliver your message to the Ranger. Now go, for it is in your hands to end the plots of the Witch-king. Whether east or north, I bid you good fortune. Farewell.'
    250002FD0C - 'Old barrow-wights from Angmar came. They disturb the peace and trouble folk who wander through their mounds. Let the Dead sleep and leave their troubles in the earth. Unless of course you wake them, dancing on their rooftops!\n\n'Hey, come, my friend. Linger here no longer. To Bree you should be a-going. You've a friend there who awaits you!'
    250002FD0D - Talk to Strider
    250002FD0E - 'Old barrow-wights from Angmar came. They disturb the peace and trouble folk who wander through their mounds. Let the Dead sleep and leave their troubles in the earth. Unless of course you wake them, dancing on their rooftops!\n\n'Hey, come, my friend. Linger here no longer. To Bree you should be a-going. You've a friend there who awaits you!'
    250002FD0F - Book 1, Chapter 12: The Black Rider's Designs
    250002FE00 - 'I am in need of councils of my own; I must seek for high ground and look for Strider and his newfound companions.'
    250002FE01 - Gandalf[mn]
    250002FF00 - 'You have done much good for the people of Bree-land, but the Shadow out of Angmar spreads far and wide. I have learned from Gwaihir the Windlord that another of my order has found corruption in the Lone-lands, east of Bree. It may even be related to the dangers you encountered in the Great Barrow.\n\n'Unfortunately, Radagast is given to wandering and will be difficult to find. I would ask that you enlist the assistance of the Rangers in finding his location. There is one here in Bree-land, Saeradan, who will be able to aid you.\n\n'Head out of Bree through the West-gate and turn north along the Greenway. Seek Saeradan at his cabin on the east side of the Greenway across from Thornley's Work Site.'
    250002FF01 - 'I must confess that I do not know where Radagast was bound when he left here, other than eastward into the Lone-lands. I do know that he was concerned with lightning which he saw upon the peak of Weathertop.\n\n'One of my kinsmen, Candaith, has already journeyed to Weathertop to investigate...perhaps Radagast has joined him there.\n\n'If you wish, my horse would bear you to Candaith's camp.'
    250002FF02 - 'Having enlisted the aid of Strider, the continued defence of Bree-land and its borders falls to Saeradan. I think he will be amenable to helping you,
    250002FF03 - .\n\n'Travel through the West-gate of Bree and follow the road north to where you see Thornely's Farm to the west. Leave the road and head to Saeradan's hidden cottage to the north-east of that farm.\n\n'Speak with Saeradan and ask him for aid in this matter.'
    250002FF04 - 'Radagast the Brown? I have not seen him and know not of his passing, but there is a cold and a shadow that has come to these lands of late.'
    250002FF05 - Book 2, Foreword: Aiding the Order
    250002FF06 - 'Take my horse. She will lead you through the northern stretches of Bree and through the Midgewater Pass to Candaith's camp.'
    250002FF07 - Radagast the Brown, in concert with the Rangers of the North, has journeyed east into the Lone-lands, seeking the source of a great evil.
    250002FF08 - Talk to Saeradan at his cabin along the Greenway
    250002FF09 - Saeradan is at his cabin north along the Greenway in Bree-land.\n\nSaeradan the Ranger might know where you should meet up with Radagast the Brown.
    250002FF0A - Talk to Candaith at his camp in the Lone-lands
    250002FF0B - Candaith is at his camp in the Lone-lands.\n\nSaeradan does not know where exactly Radagast was bound when he left the Ranger's cabin. He suspects that Candaith, the Ranger who watches the Lone-lands, may have information on the Wizard's whereabouts.
    2500030000 - 'The land itself is turning against us, and I know not the reason why. Even the shepherds are twisted shadows of their former selves. I speak of the bog-prowlers, those that tend to the trees. \n\n'If I can discern what is twisting the shepherds, I may be able to determine what is fouling the land. Bring me the moss that they use to line their nests. They roam the swamp to the east of here.\n\n'Remember, I do not wish to harm the shepherds, no matter how confused they appear. They are innocent victims of the corruption and know not the harm they do.'
    2500030001 - 'You did well. This moss will help me to understand how the evil is tainting the Red Swamp.\n\n'This is but the first step in determining what caused the shepherds to become confused and irrational.\n\n'There is more still to do, my friend. It will not be easy.'
    2500030002 - 'Act with all due haste and return the bog-moss to me.'
    2500030003 - 'Hurry! Gather the moss from the bog-prowlers' nests. Time is running short for these poor creatures.'
    2500030004 - Book 2, Chapter 8: The Red Swamp
    2500030005 - An aura of corruption drew Radagast the Brown to the Red Swamp. He needs help to uncover the source of this corruption.
    2500030006 - Collected bog-moss from bog-prowler nests (
    2500030007 - /
    2500030008 - )
    2500030009 - Collect bog-moss from bog-prowler nests (
    250003000A - /
    250003000B - )
    250003000C - The bog-prowlers wander in Haragmar, east of Ost Guruth.\n\nIn order to learn what might be causing the corruption of the swamp, Radagast needs bits of moss from the nests of the bog-prowlers.
    250003000D - Bring the bog-moss to Radagast the Brown
    250003000E - Radagast waits in Ost Guruth, west of Haragmar.\n\nYou should return to Radagast the Brown with the moss you collected.
    2500030100 - Bog-moss[e]
    2500030101 - Moss taken from a bog-lurker
    2500030102 - Bog-moss[ps]
    2500030200 - Radagast the Brown[mn]
    2500030300 - 'The lights in the sky tell me Gandalf was beset by danger as he stood in that high place.'
    2500030301 - 'I have not seen Gandalf for some time,
    2500030302 - . I cannot speak to his fate.'
    2500030303 - After earning the trust of the Eglain, they confessed that Radagast the Brown, another of Gandalf's order, currently resides in a tower within their homestead of Ost Guruth.
    2500030304 - 'You have been patient,
    2500030305 - . You must understand, we are solitary people. We hold our friends dear to us and protect them as we can.\n\n'Radagast is such a friend and here at the behest of our leader to aid us with a terror emerging from a long slumber. He has taken residence in the ruins of Ost Guruth, the place we call home. \n\n'You are welcome to make the journey to the east. The ruin is north of the Great East Road before the road snakes between the northern and southern swamp. Seek Radagast within the tower. Perhaps there is a way that you can aid him as he will surely aid you.'
    2500030306 - Radagast the Brown dwells in seclusion within a tower in the ruins of Ost Guruth, the place the Eglain call home. Seek out his counsel.\n\nGadaric and Hunulf Munce believe that your intentions are good and have provided you with the whereabouts of their most esteemed guest.
    2500030307 - '
    2500030308 - , you have proven over and again the sincerity of your claims. It is only fair then that we honour your request and provide you the information that you require.\n\n'Radagast is ever a friend to our people. He comes to us now as a favour to our leader who called him when the wildlife in Agamaur turned foul. He is in private study in the last tower in the back of the ruins of Ost Guruth, the place where we make our home.\n\n'Seek him out. Perhaps there is a way that both of you can aide the other.'
    2500030309 - 'You will find Radagast alone with his notes and companions within the tower at the back of the ruins of Ost Guruth. Make your way there and speak with him. You have the blessing of the Eglain.'
    250003030A - 'The Eglain let you in, did they? I have been expecting you, though sooner rather than later. You have in fact taken your time. I understand you found something upon Weathertop?\n\n'This rubbing...I do believe it is a G-rune, a mark oft used by Gandalf the Grey, another of my order. I guessed from the description of those three lines that he was at Amon Sûl on October the third, naught but a few days past.\n\n'I, too, saw the lightning upon Weathertop and fear that Gandalf found trouble there. I have not seen him since we parted at Sarn Ford, so I can tell you no more of him or his travels. Of this place, I can tell you much, but make reason of very little.'
    250003030B - 'You will find Radagast alone with his notes and companions within the tower at the back of the ruins of Ost Guruth. Make your way there and speak with him. You have the blessing of the Eglain.'
    250003030C - 'The Eglain let you in, did they? I am Radagast the Brown, master of shapes and hues, but then you must know that if you have truly met Gandalf.\n\n'How did I know about Gandalf? You mentioned the rubbing from the top of Amon Sûl...I do believe it is a G-rune, a mark oft used by Gandalf the Grey, another of my order. I guessed from the description of those three lines that he was at Amon Sûl on October the third, naught but a few days past.\n\n'If Candaith saw such lights above Weathertop as he claims, then I fear Gandalf had found trouble there. I have not seen him since we parted at Sarn Ford, so I can tell you no more of him or his travels. Of this place, I can tell you much, but make reason of very little.'
    250003030D - 'Radagast the Brown can likely be found at Ost Guruth, far to the east of Weathertop. If he has already moved on, look for him then at the camp of the Eglain in Agamaur. He may be able to tell us the meaning of the runes left on Weathertop.'
    250003030E - 'The Eglain let you in did they? I am Radagast the Brown, master of shapes and hues, Wizard of the Order, but then you must know that if you've truly met Gandalf.\n\n'How did I know about Gandalf? You mentioned the rubbing from the top of Amon Sûl, I do believe it is a G-rune, a mark oft used by Gandalf the Grey, another of my order. I guessed from the description of those three lines that he was at Amon Sûl on October the third, naught but a few days past.\n\n'If Candaith saw such lights above Weathertop as he claims, then I fear Gandalf had found trouble there. I have not seen him since we parted at Sarn Ford, so I can tell you no more of him or his travels.\n\n'Of this place, I can tell you much, but make reason of very little.'
    250003030F - Talk to Radagast the Brown in his tower at Ost Guruth
    2500030310 - 'If you seek our visitor, you will likely find him in the tower at the end of the main avenue. On occasion, he stays at our camp in Agamaur.\n\n'Be quick about your business,
    2500030311 - . We do not enjoy strangers in our midst.'
    2500030312 - Talk to Radagast the Brown
    2500030313 - 'So Gandalf was at Weathertop. I wonder what he found there? Or what found him?'
    2500030314 - Book 2, Chapter 7: Radagast the Brown
    2500030315 - 'The lights in the sky tell me Gandalf was beset by danger as he stood in that high place.'
    2500030316 - 'I have not seen Gandalf for some time,
    2500030317 - . I cannot speak to his fate.'
    2500030400 - 'I can smell death in the moss, as if it was plucked from an ancient grave. This stench of decay and evil is not a thing from nature. I believe that the wights are to blame.\n\n'Wights are the bones of the dead, stirred by fell spirits out of Angmar and Rhudaur. The wars here long ago made Haragmar as ripe for wights as the Barrow-downs in the west. Return to Haragmar, the swamp in the east, and destroy these foul creatures.\n\n'If there are wights, I fear there are other fell creatures haunting the swamp, as well. For now, though, you need only concern yourself with the wights.'
    2500030401 - 'The wights' destruction can only prove to help us in the time to come. Now listen, for there is much more to do.'
    2500030402 - 'Unlike the living, wights grow stronger and more powerful with time and age. Destroy them, while I determine their origins.'
    2500030403 - 'Hurry. Gather the moss from the bog-lurkers. Time is running short for these poor creatures.'
    2500030404 - Book 2, Chapter 9: The Bloated Dead
    2500030405 - Your discovery of wights in Haragmar, the southern reaches of the Red Swamp, alarms Radagast the Brown. He suspects the involvement of powers from Angmar.
    2500030406 - Defeated wights in Haragmar (
    2500030407 - /
    2500030408 - )
    2500030409 - Defeat wights in Haragmar (
    250003040A - /
    250003040B - )
    250003040C - Wights can be found deeper in Haragmar, the southern reaches of the Red Swamp, east of Ost Guruth.\n\nRadagast sent you back into the swamp to defeat the wights that are fouling the land with their evil.
    250003040D - Talk to Radagast the Brown in Ost Guruth
    250003040E - Radagast the Brown waits at the tower at the northern end of the main thoroughfare in Ost Guruth.\n\nYou should return to Radagast the Brown with news of your battle with the wights of Haragmar.
    2500030500 - 'The sheer number of wights in Haragmar indicates the presence of gaunt-men, vile necromancers who serve the Dark Lord. In ages past, they dwelled in the Witch-realm of Angmar, but the White Council believed them all destroyed. Clearly, they were wrong.\n\n'Only the strongest of the gaunt-men, the Gaunt-lords, have the power to summon the spirits of the Shadow Realm. The war-singers carry the sigil of their Gaunt-lord. Search the ruins in the far east of Haragmar, defeat these creatures, and bring me their sigils.\n\n'We must learn which Gaunt-lord these creatures serve.'
    2500030501 - 'These sigils bear the mark of Ivar the Blood-hand. He is a powerful lord of the gaunt-men, and a dangerous and vile creature. It is he who is behind the corruption of the Red Swamp.\n\n'Why would a creature such as Ivar travel so far from Angmar? Power, perhaps. But what drew him here?'
    2500030502 - 'I fear the wights will only multiply if we do not act quickly. Destroy them, while I determine their source.'
    2500030503 - 'I need the sigils of the war-singers if I am to determine which Gaunt-lord they serve. Seek the creatures in the ruins in the far east of Haragmar.'
    2500030504 - Book 2, Chapter 10: Breeders of the Dead
    2500030505 - Radagast is concerned with the cause of the corruption in the swamps. He feels that the wights are a symptom of a greater evil.
    2500030506 - Collected sigils from gaunt-men (
    2500030507 - /
    2500030508 - )
    2500030509 - Bring the sigils back to Radagast the Brown at Ost Guruth
    250003050A - The gaunt-men dwell in the ruins to the far east of Haragmar.\n\nRadagast told you of the gaunt-men, necromancers in the service of Sauron, who are responsible for the emergence of these wights. He asked you to defeat the war-singers and bring him their sigils. He can then determine which of the Gaunt-lords they serve.
    250003050B - Collect sigils from gaunt-men (
    250003050C - /
    250003050D - )
    250003050E - Radagast the Brown waits at the tower at the northern end of the main thoroughfare in Ost Guruth.\n\nYou should return with news of your battle with the wights of Haragmar.
    2500030600 - Gaunt-man Sigil[e]
    2500030601 - A sigil taken from a gaunt-man
    2500030602 - Gaunt-man Sigils[ps]
    2500030700 - 'This land was the site of many battles in the past. Some say the swamp takes its name from the blood of fallen Men that stains the earth red. But my knowledge of the swamp's history is limited.\n\n'I do know of a man named Aric, a wise man of the Eglain, though only by reputation. He is a Stone-speaker, a scholar who studies the stones and collects knowledge from their markings. Aric knows much of the local lore.\n\n'Travel to him and ask for his help. He currently dwells south of here, beyond Talath Gaun, down in Harloeg. He may provide us with the knowledge we seek.'
    2500030701 - 'I know much about these lands, yes. Do you know from whence my knowledge stems?\n\n'The dead hold secrets...great secrets, terrible secrets. Secrets they clutch to their chests like fire on a winter's day. Memories keep their hearts warm, you see? No, perhaps you do not see.\n\n'But you shall. Oh yes, I believe you shall.'
    2500030702 - 'Find Aric the Stone-speaker. We do not have the luxury of time.'
    2500030703 - 'I need the sigils of the war-singers if I am to determine which Gaunt-lord they serve. Seek the creatures in the ruins in the far east of Haragmar.'
    2500030704 - Book 2, Chapter 11: The Stone-speaker
    2500030705 - Radagast wants to learn what drew a creature such as Ivar to the Red Swamp. He thinks that something could be learned from one of the Eglain.
    2500030706 - Talk to Aric the Stone-speaker in Harloeg
    2500030707 - Aric is south of Ost Guruth, beyond Talath Gaun, down in Harloeg.\n\nRadagast spoke of a man named Aric the Stone-speaker. Aric may be able to tell you the history of the Red Swamp.
    2500030708 - Return to Radagast in Ost Guruth and inform him that you have done as he asked.
    2500030800 - 'The wars corrupted this land, drowning it in the blood of innocents. The Lady drowned as well, choking on death and evil while we did nothing to save her. Twice we failed our duty and seven-times cursed were we by the one the Elves called Iarwain Ben-adar.\n\n'When the Lady became the Red Maid, she brought further ruin to her own home, to the land, and to the beasts. She was terrible, and we dared not face her. When there was no more living blood to spill, she slept...until Ivar awakened her once more.\n\n'That is my sad tale. Now go, return to thy master and speak to him of this secret past. Remember our fate,
    2500030801 - , and do not fail in thy duty.'
    2500030802 - 'Yes, it is a terrible fate for anyone, and this Ivar is a fearsome foe. I pray those youths are found safe and sound.\n\n'Ah, but you do not know! Two bold Eglan youths set out to save Ost Guruth. They are ignorant of the dangers they face and must be turned from their quest.\n\n'Pride and honour compel them, but only death awaits!'
    2500030803 - 'Return to thy master. I know not who it is but there is no passage south so thy master must lie northward.'
    2500030804 - Book 2, Chapter 14: History of the Red Maid
    2500030805 - 'Thank you,
    2500030806 - , for your aid.'
    2500030807 - You defeated the wight-lord and brought some semblance of peace to Emelin and his men, the fallen warriors of Arthedain.
    Xabrina

    Xabrina

    Xabrina ICQ www 180 Female
    2500030808 - 'Ivar escaped me, but he has been weakened...there is hope yet that he will be defeated.'
    2500030809 - 'There is another power here that corrupts the swamp...but I cannot yet see it.'
    250003080A - Talk to Radagast the Brown at Ost Guruth
    250003080B - Radagast the Brown is in the tower at the end of the main avenue in Ost Guruth.\n\nEmelin told you his sad tale, then instructed you to return to Radagast the Brown.
    2500030900 - Radagast told you that members of the Eglain, led by Elsa and Eriac, had entered Agamaur, the northern marshes of the Red Swamp.
    2500030901 - 'Two young and headstrong youths of the Eglain, Elsa and Eriac, entered Agamaur with a small company. They sought to find the power behind the threat to their people, but if the Gaunt-lord Ivar has come to Agamaur, I fear they face a power they cannot overcome. They need your help.\n\n'The Red Swamp is divided into two regions. The southern marshes, Haragmar, you know. Elsa and Eriac entered Agamaur, the northern marshes, through the Red-pass. It is a passage known only to the Eglain...and myself.\n\n'I will accompany you, for the shadow that has come to Agamaur is too powerful for you to deal with alone. There is no telling what evil awaits us in the swamp. Return to me when you are prepared to leave.'
    2500030902 - Radagast the Brown is in the tower at the end of the main avenue in Ost Guruth.\n\nRadagast the Brown waits to lead you into the passage to Agamaur. When you are prepared to leave, you should speak with Radagast again.
    2500030903 - 'Thank you again for your aid,
    2500030904 - . You should speak now with Radagast the Brown; he is waiting for you within the tower here in the camp.'
    2500030905 - Elsa is in the camp within the ruins.\n\nYou should speak with Elsa about your victory within Agamaur.
    2500030906 - The Eglain and the shades of Arthedain have established a small encampment within the ruins. Elsa of the Eglain waits to speak with you.\n\nYour battle against Ivar's dark-water was a victory, or so it appears. The Gaunt-lord retreated into the north, pursued by Radagast the Brown, and has not been seen since.
    2500030907 - 'You should speak now with Radagast; he is inside the tower here in the camp.'
    2500030908 - 'Yes, yes, this shall do nicely. I shall remain here and help the Eglain fight against Ivar. I cannot allow innocent creatures to be used for such evil purposes.'
    2500030909 - 'Are you prepared to leave? Good! We must go at once...I fear time is running short for our young Eglain friends.'
    250003090A - 'Thank you,
    250003090B - , for your aid.'
    250003090C - Talk to Radagast the Brown at Ost Guruth
    250003090D - 'Ivar escaped me, but he has been weakened...there is hope yet that he will be defeated.'
    250003090E - Talk to Elsa in Agamaur
    250003090F - Talk to Radagast the Brown in Agamaur
    2500030910 - 'The spreading corruption must be stayed.'
    2500030911 - Book 2, Chapter 15: (Fellowship)The Red-pass
    2500030A00 - 'Come now...to the gates of Garth Agarwen and Ivar.'
    2500030A01 - Speak to Radagast to see if there is something else he would have you do.\n\nRadagast has driven the Gaunt-lord Ivar from Agamaur and stopped his nefarious plans...for now.
    2500030A02 - Elsa's company waits in the ruins to the south.\n\nRadagast pursued Ivar as the Gaunt-lord fled, leaving you to fight the Sunless. With victory in hand, you should return to Elsa.
    2500030A03 - 'That creature commands great power, but against a heart full of hope and trust in one's allies, such power means nothing. Thank you for your help here, my friend. We have done well this day. Ivar's spreading corruption is stayed, at least for the moment.\n\n'I must return now to the Eglain-encampment and help end this evil forever. There is more that you ought to do here, if you are willing. But we will not speak of such matters now.'
    2500030A04 - 'Neven orders me to hold my post, and I must obey. He is our commander. I am under his charge, as are my men. Honour binds us, even greater than the curse of Iarwain Ben-adar.\n\n'I will not forsake my commander, though he is so very changed. I cannot disobey his orders while he remains. If thou wish us to fight, thou must entreat with Neven. His seat is to the north.'
    2500030A05 - 'We were beaten. There is no way to hide this. This Ivar commands the water, the wights, the forest itself. He cannot be beaten by my meagre force, and I fear there is something far more terrible within the ruins to the north.\n\n'I know there is little time before a great evil spills forth from Garth Agarwen. Our only hope is Radagast, only he will be able to stop this Ivar. Please, go north to the gate of Garth Agarwen with him. Stop the Gaunt-lord Ivar.'
    2500030A06 - 'Shall we return to the Eglain-encampment now?'
    2500030A07 - 'We must go west to the Eglain-encampment. Elsa and Eriac will be waiting, and I can better attend to the corruption from there.\n\n'The power which continues to corrupt this swamp is terrible, but we may not have to face it alone. The beasts tell me that there are shades of Emelin's kind which dwell here and may be convinced to aid the Eglain. I do not know why they do not remain with their own kind, but they at least have not brought harm to the Eglain.\n\n'Now, we must hurry...the very trees scream in pain. I must see what I can do to help them as quickly as possible. Follow me, though I cannot promise aid, for I fear I will need all of my strength to face Ivar the Blood-hand.'
    2500030A08 - 'A wight, a fell creature of Angmar...how could I have not seen this? So long have I lingered in this swamp, cursed by Iarwain Ben-adar to bring the salvation -- or the destruction -- of the Red-maid, she who dwells within Garth Agarwen, a Power now under the influence of the gaunt-men.\n\n'I was blind to what Neven had become. Now, I shall make amends. Now, we shall make our battle and strive to fulfill our curse.'
    2500030A09 - 'Come no closer! I shall defeat this foe. Aid the living here...this fight is ours. For honour and Iarwain Ben-adar!'
    2500030A0A - 'Hurry now, the Gaunt-lord Ivar is not far from here, near the gates of Garth Agarwen to the north. He may not reveal himself immediately, so we may need to draw him forth.\n\n'The way ahead will be difficult, but do not give up hope. We shall triumph this day if we do not lose heart!'
    2500030A0B - 'Hurry through! We will take care of these foul beasts! Dannasen is waiting beyond!'
    2500030A0C - 'Dannasen is beyond! Do not worry about these foul foes! They are not long for the world!'
    2500030A0D - 'You may go no further....'
    2500030A0E - 'Let us head for the camp.'
    2500030A0F - Elsa's company waits in the ruins to the south.\n\nAs the Red-maid's forces are defeated, you realize that the door has begun to crumble away. You should return to Elsa and tell her the news.
    2500030A10 - 'Who calls me forth? Have you come to sacrifice yourself to me like the others?'
    2500030A11 - 'Ah, the fool in brown! Agamaur is lost to you as is the River-maiden, Radagast!'
    2500030A12 - 'Quickly, there are others like you ahead, watch your step and follow me.'
    2500030A13 - 'We shall see, fool!'
    2500030A14 - Talk to Radagast
    2500030A15 - 'The power of abyss is mine to command! You shall not stand!'
    2500030A16 - Aid Radagast
    2500030A17 - 'Aaah!'
    2500030A18 - Speak to Dannasen
    2500030A19 - 'Enough of this! I shall waste my time with you no more!'
    2500030A1A - Follow the Shades deeper into Agamaur
    2500030A1B - 'The Red-maid shall have you all, soon enough!'
    2500030A1C - Follow Radagast deeper into Agamaur
    2500030A1D - 'Ivar has told us that none shall pass this place! Slay them!'
    2500030A1E - Speak to Radagast
    2500030A1F - Aid Radagast
    2500030A20 - 'A shame I must dirty my hands with the likes of you!'
    2500030A21 - Speak to Radagast
    2500030A22 - 'Speak to this shade again, perhaps there is more that he can tell us.'
    2500030A23 - 'Cease your prattling tongue. You hold no sway over me!'
    2500030A24 - 'I must see to the safety of my little friends here.'
    2500030A25 - 'I trust in the Secret Fire. You have no power over me!'
    2500030A26 - 'Methedan luith!'
    2500030A27 - 'Nature is my ally!'
    2500030A28 - 'Do not trust in your power over her.'
    2500030A29 - 'Greetings, my four-footed friend. What brings you here?'
    2500030A2A - 'She shall be freed from your clutches soon enough!'
    2500030A2B - 'That is not good at all. Allow me to help. Come.'
    2500030A2C - You have failed to aid Radagast
    2500030A2D - You have failed to aid Radagast
    2500030A2E - 'Dannasen, have you come to trifle with me once more? Your orders are complete...what is this? I smell the blood of the living.'
    2500030A2F - 'Your presence is unwelcome, but amusing. What did you hope to accomplish, I wonder?'
    2500030A30 - 'It would seem this gate has been sealed by an evil power...'
    2500030A31 - 'Ah, Elsa...and Eriac! I had feared the worst, but you seem hale.'
    2500030A32 - 'It will not matter...soon I shall claim your bones for Ivar and for the Red-maid.'
    2500030A33 - 'I believe though that I can open it....'
    2500030A34 - 'Arise, brethren, there is life to claim!'
    2500030A35 - 'A Belain, minnatham!'
    2500030A36 - 'To me! Slay them!'
    2500030A37 - 'You were right... I shall know better for the future!'
    2500030A38 - 'Quick now! We must follow them!'
    2500030A39 - 'Come, my little friends.'
    2500030A3A - 'Hello there, friend. An acorn? For me? Why, thank you!'
    2500030A3B - 'Radagast! You have come!'
    2500030A3C - 'Another acorn? You are too kind, my poor, grey friend.'
    2500030A3D - 'Where do you keep finding all these acorns in this corrupt place? Thank you, thank you.'
    2500030A3E - 'No, don't go there! Up here...come and speak with Elsa before you go there!'
    2500030A3F - 'Beware friends, this Dourroot is angered!'
    2500030A40 - 'So my friend, what troubles you? I see that this corruption has affected everything.'
    2500030A41 - 'I will do my best to help you. Come with me.'
    2500030A42 - 'Of course I have come, child!'
    2500030A43 - 'And you should not have been so hasty in coming here! I told you it was folly!'
    2500030A44 - 'Do not feel too badly, it was a great feat to come as far as you have!'
    2500030A45 - 'The great Ivar bids that you come no further!'
    2500030A46 - Instance: Red-pass
    2500030A47 - 'Well met, sir. Where have the Eglain gone?'
    2500030A48 - 'I can speak not of such matters. Neven bids that I hold my post, no matter what.'
    2500030A49 - 'It is a fine day indeed, I think, good friend.'
    2500030A4A - 'I could not agree more. There are some beautiful ponds here.'
    2500030A4B - 'Come along now, follow me to safety.'
    2500030A4C - 'Ivar! Enough of this! Show yourself!'
    2500030A4D - Ruins of the ancient kingdom of Rhudaur, twisted by time and the touch of a dark evil, lay before you. Alongside Radagast the Brown, you must find Elsa and Eriac and assist them against the Gaunt-lord, Ivar the Blood-hand, and his undead minions.
    2500030A4E - '
    2500030A4F - , all of you, I sense our journey is nearly at an end.'
    2500030A50 - 'Rest now and speak to Elsa to learn what you may of her battles.'
    2500030A51 - 'Her insight may prove helpful in the fight ahead.'
    2500030A52 - 'Bring your rest to its end, for we must hurry and continue on our journey.'
    2500030A53 - 'I have weakened him. I must discover where he lurks!'
    2500030A54 - 'A shame that such a great tree must leave this earth. Hurry, now.'
    2500030A55 - 'Come men! Storm the gates!'
    2500030A56 - 'Good! Good! You have called them to action!'
    2500030A57 - 'Our oaths hold true...to arms my brethren! We fight Ivar and the Red-maid for Iarwain Ben-adar!'
    2500030A58 - 'I will not forsake my commander, though he is so very changed. I cannot disobey his orders while he remains. If thou wish us to fight, thou must entreat with Neven. His seat is to the north.'
    2500030A59 - 'Elsa and I fought as best we could, but there were too many wights. Speak with Elsa. She may know how we should proceed against the evil in Agamaur.'
    2500030A5A - You have travelled with Radagast into the corrupted swamp of Agamaur. Aid him as he travels to the Eglain-encampment to the west.
    2500030A5B - 'We lost so many. The wights, there were too many. The Gaunt-lord...the Gaunt-lord cannot be defeated.\n\n'We should flee...I-I am sorry. Speak with Elsa, my will is too badly shaken to speak more.'
    2500030A5C - The leader of the shades resides at the seemingly abandoned Eglain-encampment.\n\nThe defeat of Dour-root has opened the way into the western ruins, where the shades Radagast spoke of dwell. Radagast asked that you entreat with Dannasen, their leader, for their aid.
    2500030A5D - Neven's throne is further northward into the ruins.\n\nNeven holds some sway over the shade-captain, Dannasen. Perhaps if you speak with him you may find a way to alter Dannasen's orders.
    2500030A5E - Dannasen lingers at the Eglain-encampment to the south of Neven's throne.\n\nNeven, the shades' commander, was actually a wight summoned by Ivar to contain the shades. With his destruction, Dannasen may now be willing to aid you.
    2500030A5F - Follow Radagast as he moves deeper into Agamaur.\n\nDannasen, renewed, called forth his men to battle and opened the way westward. It may be that now you will be able to reach Elsa and Eriac.
    2500030A60 - Speak to Elsa to learn more about her battles in Agamaur.\n\nThanks to Dannasen and his men, the way westward into Agamaur was opened, and you were able to reach Elsa and Eriac.
    2500030A61 - The gate into Garth Agarwen lies to the north.\n\nElsa has sent you to seek Ivar at Garth Agarwen and put an end to him.
    2500030B00 - 'Thou art alive still to draw breath, though ragged and coarse it be. Rest thyself and hearken unto me.\n\n'Terrible deeds I have done in the name of the kings of old. While evil corrupted this land, my men and I stood by and did nothing, ignoring our charge. Now the Red Maid serves Angmar...something we swore to prevent. Iarwain Ben-adar cursed us to live as half-dead, such was our failure.\n\n'Dost thou understand? I will help thee in order to break my curse, but thou must do more to secure my aid.'
    2500030B01 - 'Thou drawest breath and yet thou dost wish to speak with me? Thou art not like the man Aric. He is stone-wise and knows the secrets of this land. But even he I despise for his warm flesh and bright-eyed stare.\n\n'Wisdom will be thine if thou art proven worthy. Dost thou dare to face my warriors? If thou art the victor, then I shall help thee upon thy quest.\n\n'Fail, and thou shalt not see the light of another day....'
    2500030B02 - Book 2, Chapter 12: A Dead Man's Challenge
    2500030B03 - 'We await word from Elsa and Eriac. It seems that you have survived your foray into the swamp, but what of them? Please, bring us some word from them.'
    2500030B04 - 'Thou hast defeated my men.'
    2500030B05 - 'My sister is well? I am very pleased to hear this. What is it you bring me?'
    2500030B06 - You failed to defeat Emelin's men
    2500030B07 - 'Emelin is a tricky fellow and keeps his secrets well.'
    2500030B08 - 'My sister is in the swamp, fighting to protect me. I know that the Red-maid wants me, but for what purpose, I do not know.'
    2500030B09 - Defeated Emelin's men
    2500030B0A - 'Ivar has not returned...I can only hope that he has been defeated once and for all.'
    2500030B0B - 'Thou may only fight my men within the walls of this tomb.'
    2500030B0C - Emelin haunts the area called Ost Haer.\n\nAric spoke of a shade called Emelin. If you can prove your worth to the shade, he might give you the information you desire.
    2500030B0D - 'Thank you,
    2500030B0E - , for your aid.'
    2500030B0F - Emelin haunts the area called Ost Haer.\n\nEmelin has tasked you with defeating the apparitions of his dead warriors. Succeed, and he will help you. Fail, and you may perish.
    2500030B10 - 'Ivar escaped me, but he has been weakened...there is hope yet that he will be defeated.'
    2500030B11 - Elsa gave you a letter for Frideric and a package for her sister, Hana. She encourages you to deliver the letter to Frideric at Ost Guruth at all cost.
    2500030B12 - 'There is another power here that corrupts the swamp...but I cannot yet see it.'
    2500030B13 - Frideric was pleased to receive the letter from Elsa and is hurriedly preparing something for them. He asks you to speak with Hana and deliver the package Elsa sent for her, while he assembles all that you will need to take back with you.
    2500030B14 - 'Thou has failed my challenge.'
    2500030B15 - Talk to Emelin
    2500030B16 - Defeat Emelin's men
    2500030B17 - Talk to Emelin at Ost Haer
    2500030B18 - While investigating the source of the wights of the Red Swamp, Radagast sent you to a man named Aric the Stone-speaker. Aric hinted that the dead might hold the answers you seek.
    2500030B19 - 'Defeat my men and I will aid thee.'
    2500030B1A - 'You can learn many things from the Dead. But there is one troublesome shade called Emelin that resists all attempts at communication. Perhaps you may succeed where I have not.\n\n'Emelin is...difficult. He is bound by pride and deems the living beneath contempt. If you can prove yourself to him, this might grant you enough status in his eyes that he will lend you aid.\n\n'Beware when you speak to him. He will try and win your trust with pleasant words, then send you off to your doom. You will find him at the ruins of Ost Haer.'
    2500030C00 - Aric the Stone-speaker[mn]
    2500030D00 - 'There is a man you should speak with. He is named Aric, but we also call him the Stone-speaker. He is a wise man of the Eglain. He is currently keeping vigil at a place inhabited by the cursed shades of Men. You may find much to learn from Aric and the dead men of Harloeg.\n\n'Find Aric by travelling south across the Great East Road and beyond Talath Gaun. Venture into Harloeg, as far south into the swamp as you can journey, and you will discover the Stone-speaker in the ancient ruins there.\n\n'The shades there are not like the old wives' tales you might hear of ghosts...they seem to have no ill intent.'
    2500030D01 - 'If Frideric sends you, then I bid you welcome.\n\n'You will find this a strange place. The shades of the long-suffering dead walk in these ruins, but have no fear...they will do you no harm. Indeed, they may be able to teach you much of this land.'
    2500030D02 - 'You should go speak with Aric in the Harloeg.'
    2500030D03 - The Stone-speaker
    2500030D04 - Frideric has sent you to Aric, the Stone-speaker of the Eglain, in Harloeg.
    2500030D05 - Find Aric by travelling south across the Great East Road and beyond Talath Gaun. Venture into Harloeg, as far south into the swamp as you can journey into the ruins there.\n\nFrideric has sent you to speak with Aric, the Stone-speaker.
    2500030E00 - 'You have done well,
    2500030E01 - . You have returned hope to these poor cursed men!'
    2500030E02 - 'You have done well,
    2500030E03 - . You have returned hope to these poor cursed men!'
    2500030E04 - Collected darkwater-swords (
    2500030E05 - /
    2500030E06 - )
    2500030E07 - Since the awakening of the evil in Agamaur, fell spirits have stirred the waters, taking the form of darkwater.
    2500030E08 - 'Ah yes, greetings. The stones here speak to me and tell me of an ancient struggle that has played out here in the Lone-lands. On one side are cursed men, of the same lot as Emelin, doomed for their inaction. On the other side there is a...\qPower\q, I suppose you could call it, who makes its home in Garth Agarwen. From what I can discern, these cursed men have tried to set to right what resulted from their inaction, yet have failed again and again.\n\n'These men, these \qshades,\q are not wholly evil, as you may know, and my heart is moved by their lot. I would like to help them set matters right, to help free them from their curse. Perhaps you could help with that?\n\n'In recent days, fell spirits have stirred the waters of the swamps, taking the form of creatures called darkwater. They have appeared in great numbers in Garth Agarwen and driven out many of the shades. If you were to enter Garth Agarwen to defeat some of the darkwater there and bring their swords to me, I would display them and bolster the flagging resolve of these cursed men.'
    2500030E09 - Darkwater can be found throughout Agamaur and Garth Agarwen, far to the north.\n\nAric the Stonespeaker wishes to help the cursed men of Arthedain and has asked you to banish the darkwater found in Agamaur. He has also asked you to bring back their swords for him to display, to bolster the flagging spirits of the cursed men.
    2500030E0A - 'Astounding! I thought to see but three or four of the darkwater's blades, yet you have brought the blades of an army! When these cursed men see that flesh and blood can defeat the monsters that inhabit Garth Agarwen, then perhaps their will shall be strengthened and they shall one day be freed from their curse!'
    2500030E0B - 'Speak not of destroying the dead, for what am I? Undead, houseless and feeble, bereft of all that makes a Man a Man. Begone with thee!'
    2500030E0C - 'I would ask that you bring me a few more blades from the darkwater. We must show these cursed men that they can prevail in Garth Agarwen!'
    2500030E0D - 'Thou are a marvel among thy kind to behold the walking dead and not tremble.'
    2500030E0E - 'Thy courage is an inspiration to the spirit!'
    2500030E0F - Bring the darkwater-swords to Aric the Stone-speaker
    2500030E10 - 'My thanks to thee,
    2500030E11 - , for thine efforts shall free my brethren.'
    2500030E12 - Collect darkwater-swords (
    2500030E13 - /
    2500030E14 - )
    2500030E15 - 'Thy courage against the wights of the Blood-hand embolden my brethren to renew their fight.'
    2500030E16 - The Shattered Past
    2500030E17 - 'Thou destroyed the darkwater of Agamaur? Perhaps the light of hope was not lost, but merely hidden!'
    2500030E18 - 'If thy mortal flesh may defy the evil water, surely the spirits of Arthedain may endure the Red-maid's terror.'
    2500030F00 - Darkwater-sword[E]
    2500030F01 - An old Arnorian sword.
    2500030F02 - Darkwater-swords[Es]
    2500031000 - Bregechor[n]
    2500031001 -
    2500031100 - 'Our curse persists, Iarwain Ben-adar is unappeased.'
    2500031101 - Narthan[mn]
    2500031200 - Collected shields of Arthedain (
    2500031201 - /
    2500031202 - )
    2500031203 - Collected shields of Arthedain (
    2500031204 - /
    2500031205 - )
    2500031206 - The shades that wander these marshy lands were cursed to remain in Middle-earth, houseless and restless, until they either redeemed or destroyed the Red-maid of Agamaur.
    2500031207 - 'In ages past, we were cursed by Iarwain Ben-adar for our inaction as the Red-maid slipped further from the gentle creature she was to the corrupt thing she now is. Until she is redeemed or removed from the world, we are cursed to wander these swamps, with no hope of rest.\n\n'But we have no hope. She is too powerful, or so the men believe. I do not believe this is so. I must find a way to restore their resolve. One of the Eglain, Hartrím, has gone to the place where she dwells. He goes to secure items lost as my brethren and I battled the Angmarim and Hillmen of Rhudaur: our shields. I believe they are still held by the Hillmen who worship the Red-maid and the brigands who have allied themselves with them.\n\n'Perhaps you would seek Hartrím at the outskirts of Garth Agarwen and ask him how his efforts progress.'
    2500031208 - Make your way to the entrance to the area known as Garth Agarwen, north-east of the Eglan-camp, and speak with Hartrím.\n\nDannasen asked you to seek out Hartrím at the entrance to Garth Agarwen in an effort to discover if he has found any of the shields once used by Dannasen and his brethren.
    2500031209 - 'Dannasen will be displeased to know that I am not able to perform this task. The creatures beyond these walls are far beyond me.\n\n'Perhaps, these Men will prove less a challenge to you. Would you take on this challenge and aid the shades who have lingered in these lands since they were cursed?\n\n'You will find that the Men, the Créoth, beyond these walls are stronger than any other, indoctrinated deeply in the service of the Red-maid. If any carry the shields that Dannasen speaks of, it will be these Men.'
    250003120A - The Hillmen of Rhudaur who serve the Red-maid and their brigand allies can be found in Garth Agarwen, the fortress of the Red-maid in the north-east of Agamaur. Hartrím awaits you outside the gates of Garth Agarwen.\n\nDannasen, one of the shades of Arthedain cursed by Iarwain Ben-adar, fears that the others have lost their resolve to break their curse, believing that the Red-maid is too powerful. To strengthen their resolve, Dannasen enlisted Hartrím of the Eglain to collect the shields they lost to Rhudaur long years ago. Hartrím, too weak to face these foes, turns to you for assistance.
    250003120B - 'Once, we were proud men. Now, we are less than the dust of the earth and just as long-lived. Our failure was inaction, and still we fulfill that role. Without courage, we are nothing.\n\n'Please, seek Hartrím and see how he progresses.'
    250003120C - 'This crest is familiar to me, it is the crest of Arthedain, noblest of the Men who lived in these lands.\n\n'Dannasen and his brethren are from a lineage that was the strongest of the Men, during their time. Seeing these will surely restore their resolve. I will see that they receive them forthwith.\n\n'I am indebted to you
    250003120D - .'
    250003120E - 'Once we were proud Men. Now we are less than the dust of the earth and just as long-lived. Our failure was inaction, and still we fulfill that role. Without courage we are nothing.'
    250003120F - 'Would that my journeys had strengthened me so that I could face these foes alone. Alas, I am unable to. Perhaps you and others will be able to succeed where I cannot. Please, will you help?'
    2500031210 - 'The crest of the North Kingdom! How it restores my pride....'
    2500031211 - Talk to Hartrím at the entrance of Garth Agarwen
    2500031212 - 'Thou have brought courage to my spirit and to the fellowship of my brethren.'
    2500031213 - Bring the shields of Arthedain to Hartrím
    2500031214 - Collect shields of Arthedain (
    2500031215 - /
    2500031216 - )
    2500031217 - 'The Red-maid shall be restored or brought to ruin!'
    2500031218 - Arthedain's Lost Brethren
    2500031219 - 'What is this? The crest of Arthedain returned to us?'
    250003121A - 'Perhaps the Red-maid is not as powerful as we once thought....'
    2500031300 - Shade-shield[E]
    2500031301 - An ancient shield from the lost kingdom of Arthedain.
    2500031302 - Shade-shields[ps]
    2500031400 - Shield-finder's Legs[n]
    2500031401 -
    2500031500 - 'Our curse persists, Iarwain Ben-adar is unappeased.'
    2500031501 -
    2500031502 - Dannasen[mn]
    2500031600 - 'Long have we awaited our chance to strike down the Men who caused the destruction of this land. Now, the time draws close where we will fulfill our duty and end this curse. \n\n'We shall not end the curse and nothing else. We will seek out vengeance. We will deliver unto the descendants of our Enemy who still feed hatred and sacrifice innocents to this land.\n\n'Tarry not, deliver this vengeance. The Hillmen are gathered again to the east and north. Strike them down and show them that our memories are not gone, and we do not forgive their action.'
    2500031601 - 'Ever we draw closer to absolution. This vengeance complete, another shall open. One against the foes who shackle the Red-maid in bonds of innocent blood. We shall see them ended as well, you and I.'
    2500031602 - 'The pain wrought upon the land and her people was immeasurable, and we can only hope that our efforts to purify the maid will succeed. Else we shall ever linger under this curse. \n\n'Even now, the descendants of the first Men to poison the maid continue this practice. We must stop these atrocities. Seek out these Men and destroy them.'
    2500031603 - 'Why? Why do we tarry here. I cannot remember....'
    2500031604 - Vengeance Comes
    2500031605 - Dannasen, released from Neven's control, seeks not only to fulfill his curse, but also to exact revenge upon the Hillmen of Rhudaur who serve the enigmatic Red-maid of Garth Agarwen.
    2500031606 - Defeated Rhudauran Hillmen loyal to the Red-maid (
    2500031607 - /
    2500031608 - )
    2500031609 - Defeat Rhudauran Hillmen loyal to the Red-maid (
    250003160A - /
    250003160B - )
    250003160C - The Hillmen of Rhudaur can be found within Agamaur, the Red Swamp.\n\nDannasen, sent you to bring vengeance upon the Hillmen of Rhudaur, who serve the Red-maid. He asked you to deliver vengeance upon them for the pain and suffering that their ancestors caused upon the land and the same which they do even now.
    250003160D - Talk to Dannasen
    250003160E - Dannasen is at the Eglan-camp in Agamaur.\n\nUnwilling to yield, the Rhudauran Hillmen fought you on sight. Dannasen's request completed, the time has come to return to him.
    2500031700 - Rhudaurian Satchel[e]
    2500031701 - A satchel from a Hillman of Rhudaur. Danassen asked you to collect these.
    2500031702 - Rhudaurian Satchels[ps]
    2500031800 - 'Thou hast freed me and my brethren,
    2500031801 - , and for that we owe thee a debt until we have been released or the world is righted. It was the Angmarim and the Hillmen of Rhudaur who caused the bloodshed which corrupted the maiden. They are to blame for our curse.\n\n'The time has come for retribution. My brethren to the south must be made to understand. They must be brought evidence of the evil. Go to the Rhudauran camp in the north-east of Agamaur and gather for me the satchels which the Hillmen carry.\n\n'With thy help, they shall learn of the corruption...they will remember our curse!'
    2500031802 - 'Thou hast done well,
    2500031803 - . With these, I am sure we will discover the evidence I require. I am in thy debt once more.'
    2500031804 - 'Thou must help me find the evidence I need to stir my brethren aganst the Hillmen!'
    2500031805 - Rhudaur's Traitors
    2500031806 - Dannasen, released from Neven's control, seeks not only to fulfill his curse, but also to exact revenge upon the Hillmen of Rhudaur who serve the enigmatic Red-maid of Garth Agarwen.
    2500031807 - Collected Rhudaran satchel (
    2500031808 - /
    2500031809 - )
    250003180A - Deliver the satchels to Dannasen
    250003180B - The Hillmen of Rhudaur are encamped in the north-east corner of Agamaur. Dannasen is at the Eglan-camp south-west of the Hillmen.\n\nDannasen has asked you to bring him the satchels borne by the Hillmen of Rhudaur so that he might find evidence to remind his brethren in the south of the curse that binds them to Middle-earth.
    250003180C - Collect the Rhudaran satchels (
    250003180D - /
    250003180E - )
    2500031900 - Collected the Urn of Agamaur
    2500031901 - Filled the Urn of Agamaur
    2500031902 - You have found the Red-maid's altar
    2500031903 - Dannasen sent you to the west to collect an urn that the Red-maid used to calm the water before her fall. He directed you to make your way to the eastern side of Agamaur and locate an altar, natural in appearance and guarded by darkwater, and fill the urn with water from near the altar then return to him.
    2500031904 - The water here is too diluted to be useful
    2500031905 - You have spoken to Dannasen
    2500031906 - 'Perhaps thou hast heard whispers of the Red-maid? She was once an innocent creature, but was twisted long ago by the war which raged between Angmar and the North Kingdom. Now the very land has fallen to the Red-maid's pain. To heal that pain, we must first bring innocence and beauty to her sanctum. \n\n'Before her fall, the Red-maid would use an urn to calm the water. The urn is in the west guarded by Ivar's minions. \n\n'Retrieve the urn, then travel to the south-eastern most part of Agamaur. There, seek out a natural altar...thou wilt know it when thou hast seen it, for the wretched darkwater will guard it in force. Fill the urn with water from that place and return to me.'
    2500031907 - The urn is in the south-western part of Agamaur.\n\nThe shade Dannasen has asked you to recover the Red-maid's urn, fill it with water from an ancient, natural altar, and bring it back to him.
    2500031908 - 'At the altar in the east, the Red-maid came forth from the water when the wars encroached upon her spring, and she made herself known unto the Men of Rhudaur, but they did not heed her pleas.\n\n'Her visage was not then as it is now, for the corruption of war had not tainted her spirit then. Ever we fought and ever did the blood of Rhudaur and Arthedain pour into the land. The spring of the maiden became filth, and over time, the maiden herself became diseased by the blood which drowned her home.\n\n'She arose as a terrible creature and slew any who beheld her, satisfying her new hunger. It was then that Iarwain Ben-adar charged us with our great task...only we failed. And now, Ivar Blood-hand has gained power over the Red-maid, though I think he does not understand the danger to himself.'
    2500031909 - The altar is in the south-eastern part of Agamaur.\n\nFill the urn you collected with water from the area surrounding a natural altar guarded by darkwater.
    250003190A - Dannasen is at the Eglain camp, north-west of the Red-maid's altar.\n\nNow that you have filled the urn with water from the area surrounding the altar, you should return to Dannasen.
    250003190B - 'First thou must retrieve the Red-maid's urn. Then travel to the south-easternmost part of Agamaur. There, seek out a natural altar...thou wilt know it when thou hast seen it, for the wretched darkwater will guard it in force. Fill the urn with water from that place and return to me.'
    250003190C - 'Return to me with filled urn, only then can I share her tale.'
    250003190D - 'Now that thou has obtained the urn, thou must fill it. Take it to the altar of the Red-maid and draw water into it there.'
    250003190E - Collect the Urn of Agamaur
    250003190F - Fill the Urn of Agamaur
    2500031910 - Find the Red-maid's altar
    2500031911 - Speak with Dannasen
    2500031912 - Vessel of Purity
    2500031A00 - The Urn of Agamaur[n]
    2500031A01 - Before her fall to corruption the Red-maid used this Urn to calm the waters she watched.
    2500031A02 - ...[e]
    2500031B00 - Defeated Créoth Apprentices and Disciples (
    2500031B01 - /
    2500031B02 - )
    2500031B03 - Defeated Créoth Wardens (
    2500031B04 - /
    2500031B05 - )
    2500031B06 - Defeat Créoth Chieftains (
    2500031B07 - /
    2500031B08 - )
    2500031B09 - Dannasen's desire to be avenged upon the Hillmen of Rhudaur is shared by Emelin, the leader of the shades of Arthedain who dwell in the southern bog.
    2500031B0A - 'In years long past, the Angmarim and the Hillmen of Rhudaur did war upon the Kingdom of Arthedain, my people. It was an unjust war and the cause of much needless bloodshed, but the Hillmen worshipped the Witch-king of Angmar and did whatever he bade them. And so it was that they made sacrifices to him and defiled the land until the waters themselves seemed as blood.\n\n'And so arose the Red-maid. We knew not what she was, nor what she had been. Many even among the Hillmen fled from the creature, but many also remained and worshipped her.\n\n'The Hillmen caused this creature to come into being, and our curse as well. Justice is long overdue. Destroy them, and we shall fulfill our curse. They guard Garth Agarwen, the fortress of the Red-maid in the north-east of Agamaur.'
    2500031B0B - The Hillmen of Rhudaur occupy the ancient ruins called Garth Agarwen in the north-east of Agamaur. Adherents follow the Red-maid but are not truly Hillmen, they are drawn from the the Grim Créoth, Créoth Apprentices and the Créoth Disciples. The devoted are drawn from the Créoth Devout and Créoth Wardens. Lastly, the masters are drawn from the Créoth Chieftains and Leaders.\n\nThe shade explained that the Rhudaur were responsible for raising the Red-maid, an evil creature of great power, and were in some way also responsible for the curse that holds the shades of Arthedain in Middle-earth. He has asked you to destroy the Hillmen, allowing him and his brethren to fulfill their curse.
    2500031B0C - 'In years long past, the Angmarim and the Hillmen of Rhudaur did war upon the Kingdom of Arthedain, my people. It was an unjust war and the cause of much needless bloodshed, but the Hillmen worshipped the Witch-king of Angmar and did whatever he bade them. And so it was that they made sacrifices to him and defiled the land until the waters themselves seemed as blood.\n\n'And so arose the Red-maid. We knew not what she was, nor what she had been. Many even among the Hillmen fled from the creature, but many also remained and worshipped her.\n\n'The Hillmen caused this creature to come into being, and our curse as well. Justice is long overdue. Destroy them, and we shall fulfill our curse. They guard Garth Agarwen, the fortress of the Red-maid in the north-east of Agamaur.'
    2500031B0D - Emelin resides with his brethren in the southernmost reaches of the Harloeg.\n\nYou were sent to destroy the Hillmen of Rhudaur who dwell within Garth Agarwen. Your victory was not complete, but you struck a telling blow against the Hillmen. Emelin should be told of your efforts.
    2500031B0E - 'The Hillmen were traitors in my day, and even they remain so.'
    2500031B0F - '
    2500031B10 - , again thou dost hearten me to return to my fight against the Red-maid. To find rest we must redeem the Red-maid or destroy her. I wish to see her redeemed, but as long as these men continue their bloody rites, it cannot be so.'
    2500031B11 - 'Speak now with Emelin in Harloeg.'
    2500031B12 - 'Thou have wrought our vengeance upon the Hill-men. We owe thee our gratitude.'
    2500031B13 - Defeat Créoth Apprentices and Disciples (
    2500031B14 - /
    2500031B15 - )
    2500031B16 - 'Thou shall bring hope to my brethren by thine acts of valour.'
    2500031B17 - Defeat Créoth Wardens (
    Xabrina

    Xabrina

    Xabrina ICQ www 180 Female
    2500031B18 - /
    2500031B19 - )
    2500031B1A - Defeat Créoth Chieftains (
    2500031B1B - /
    2500031B1C - )
    2500031B1D - Long Overdue Justice
    2500031C00 - Shield of Rhudaur[n]
    2500031C01 -
    2500031D00 - Créoth's Justice[n]
    2500031D01 -
    2500031E00 - Créoth's Bane[n]
    2500031E01 -
    2500031F00 - Emelin's Pads[n]
    2500031F01 -
    2500032000 - Créoth Disciple[m]
    2500032001 - ...
    2500032100 - 'Our curse persists, Iarwain Ben-adar is unappeased.'
    2500032101 - Emelin[mn]
    2500032200 - 'If a creature of flesh can face the darkwater, then perhaps it lies within the spirits of Arthedain to do so as well.'
    2500032201 - 'Thou are a boon to us in time of need, O
    2500032202 - !'
    2500032203 - Defeated gloom-waters (
    2500032204 - /
    2500032205 - )
    2500032206 - The very waters of Agamaur have risen up to protect Ivar and the Red-maid, animated by fell spirits of Morgoth from beyond the world.
    2500032207 - 'Dost thou fear us? Do not so; there is naught for thee to fear. We have dwelt too long in this Middle-earth, too long without our rightful rest. Yet here we remain, shackled by a debt unpaid, an oath unfulfilled. Would thou lend us thy aid?\n\n'In Garth Agarwen, fell spirits stir the waters of Agamaur and take form. Many are spirits from beyond the world, such as those that stir the wights, but the worst of them are the cursed spirits of mortal Men, Men of Númenor who committed a great act of evil against the Valar before Númenór fell and were cursed by the Valar themselves.\n\n'Would thou assist us by destroying the fell darkwater?'
    2500032208 - Darkwater can be found within the area of Garth Agarwen. \n\nHartrím asked that you assist him in appeasing the spirit at Agamaur, Dannasen, by destroying the fell spirits corrupting the lands within the area of Garth Agarwen.
    2500032209 - 'Though I fear it, I think that the spirit at our encampment in Agamaur speaks true. There are ancient and evil things in this land.\n\n'Beyond these doors you will find fell spirits taking on the form of the water that drowns this land in eternal corruption. The spirit, Dannasen, told me that ridding these creatures from the land may aid in the restoration of the natural order.\n\n'You will find the spirits throughout this area and even within the bounds of the fortress and arboretum, though I think that you might find them throughout the early ruins of Garth Agarwen as well.'
    250003220A - Hartrím can be found at the entrance to the area of Agamaur called Garth Agarwen.\n\nThe darkwater have the power to strike fear even within the cursed shades of Arthedain, preventing them from advancing on Garth Agarwen and fulfilling their curse. At Hartrim's request, you went forth to destroy them and met with some success. You should return to Hartrím with the report of your victory.
    250003220B - 'The spirits of the Enemy haunt even the waters of Agamaur.'
    250003220C - '
    250003220D - , this service is great indeed. If the shades are able to fulfill their curse, then that will mean that the land here will begin to heal.\n\n'This was a crucial first step to seeing that happen. Thank you.'
    250003220E - 'Speak with Hartrím...he will know what you should do.'
    250003220F - 'Dannasen said that the very waters of Agamaur rose against them and fought them back in ages past. Since that time, he and his brethren have longed to rest but have been denied the ability. Perhaps we can help them....'
    2500032210 - Defeat gloom-waters (
    2500032211 - /
    2500032212 - )
    2500032213 - 'Thanks to thee,
    2500032214 - , our freedom is near!'
    2500032215 - Talk to Hartrím
    2500032216 - 'The terror of the darkwater is broken...we are in thy debt,
    2500032217 - .'
    2500032218 - Fell Spirits
    2500032219 - 'Thy courage lends strength to us!'
    250003221A - 'Our time comes, and our victory will not be withheld, thanks to thee, good
    250003221B - .'
    2500032300 - Defeated Brudhraw
    2500032301 - Emelin told you about his failure to protect one of the River-maidens and the curse it brought down upon him and his men. He agreed to help you if you accomplish a task for him.
    2500032302 - 'This land was corrupted by the war which raged here. Blood, much blood, spilled into the springs of the Lady, until all became red, and the springs became a swamp. The Lady, whose name is not remembered, became the Red-maid, a creature lost and corrupt. Ivar the Blood-hand came not long ago and awakened her again and claimed power over her. Now Ivar is a greater threat than ever he was.\n\n'Thou must strike against him to restore the balance betwixt Man and Nature. Until the Red-maid be redeemed or destroyed, my brethren and I are doomed to this wretched state.\n\n'The west is where thou must travel to destroy the wight-lord Brudhraw and his soldiers. They serve the Blood-hand and must be destroyed.'
    2500032303 - The wights and their Wight-lord may be found west of Ost Haer in Nindor.\n\nEmelin told you that the Gaunt-lord Ivar the Blood-hand raises the wights as his soldiers. You must destroy them and their lord, a wight called Brudhraw.
    2500032304 - 'Thou art returned from thy battle, and the Wight-lord is no more. Then I shall speak of the past and of what is to come.\n\n'Ancient Arnor stood long ago, then sundered it was. Three nations arose: Arthedain, Cardolan and Rhudaur...but Arnor's light was dimmed, and the hearts of men are so easily tempted to dark deeds.\n\n'Rhudaur turned against us, the kingdom of Arthedain, for there our Dúnedain brethren had been overthrown by an evil chieftain of the Hillmen in the service of Angmar. The warning had come much too late...for the maiden, for us.'
    2500032305 - 'The living fight for us, men! Let us join them in battle!'
    2500032306 - Emelin is at Ost Haer, to the north.\n\nYou defeated the wight-lord Brudhraw. Now you should return to the shade called Emelin.
    2500032307 - 'Slay that which does not live! Fight that which does not bleed! An impossible task for some, but not for thee.'
    2500032308 - 'Ivar has not returned...I can only hope that he has been defeated once and for all.'
    2500032309 - 'Thank you,
    250003230A - , for your aid.'
    250003230B - Defeat Brudhraw
    250003230C - 'Ivar escaped me, but he has been weakened...there is hope yet that he will be defeated.'
    250003230D - Talk to Emelin at Ost Haer
    250003230E - 'There is another power here that corrupts the swamp...but I cannot yet see it.'
    250003230F - 'The cursed men are mine. No one shall break them free from Ivar's will!'
    2500032310 - Book 2, Chapter 13: In the Gaunt-lord's Grasp
    2500032400 - Emelin's Leggings[n]
    2500032401 -
    2500032500 - 'In your travels through the swamps did you happen upon a squirrel? A small red fellow, he should have returned almost a fortnight ago.'
    2500032501 - Radagast the Brown[mn]
    2500032600 - 'This is a most terrible day for all of us. I have learned from Dannasen that the swamp was corrupted long ago during the wars, and the continued corruption is the work of a creature he calls the Red-maid. I glean that this Red-maid was once one of the gentle River-maidens who fell to the terrible corruption of her lands. Her hand now destroys all it touches.\n\n'Alas, there is a great Huorn here, Gloomleaf, that has been swayed by the Red-maid's grasp, and its hatred stirs the other Huorns. Sadly, this old and great creature must be destroyed. I am sure you will find Gloomleaf somewhere to the north-west among the other Huorns.\n\n'You must put this poor creature to rest.'
    2500032601 - 'Thank you, my good
    2500032602 - . It was a terrible deed, but one that I deemed necessary. With Gloomleaf's death, the Red-maid's hold on Agamaur will be weakened.'
    2500032603 - 'Oh poor, poor Gloomleaf. What has happened to this world that even the greatest Huorns are now twisted and rotten? Nay, you need not answer...there is a Shadow in Mordor that is answer enough.\n\n'Gloomleaf must be destroyed...it is time you were about your task.'
    2500032604 - Fallen Oak
    2500032605 - 'Alas, that these evil days are upon us.'
    2500032606 - Somehow the very essence of the Red Swamp has been corrupted. Radagast the Brown, a Wizard who has come to Agamaur, seeks to learn the cause.
    2500032607 - 'It is a dire task you performed, but the most merciful course for these poor creatures.'
    2500032608 - 'Gloomleaf was a very old and great creature...the Red-maid must never again be allowed to spread her corruption.'
    2500032609 - 'It is sad is it not? Even the smallest of creatures cannot escape the corruption of this place. See? The gloom has greyed even the squirrels!'
    250003260A - Gloomleaf can be found in the north-west of Agamaur.\n\nRadagast the Brown has tasked you with destroying the corrupted creatures of Agamaur in an effort to cleanse the Gaunt-lord Ivar's evil from the swamp. In your absence, he learned of a great Huorn that was corrupted and is the force stirring the other Huorns. He has asked you to destroy Gloomleaf.
    250003260B - Radagast is in the Eglain camp in the southern reaches of Agamaur, near the entrance.\n\nRadagast sent you to destroy the great Huorn Gloomleaf in an effort to cleanse Ivar's evil from Agamaur. The deed done, it is time to return to Radagast with the tragic news of your success.
    2500032700 - 'You have done quite well thus far,
    2500032701 - . I am impressed, and I am not often impressed by a mere
    2500032702 - . I find your kind often lack the sense that my little friends here possess, but you have shown a greater understanding.\n\n'I need you to do something which I shudder to ask. The corrupted Huorns and their shepherds, the bog-lurkers, must be destroyed. I can sense that there is no reclamation for these poor creatures. The Huorns and bog-lurkers dwell to the north-west.\n\n'It is a terrible tragedy, but I see no other course that would be more merciful. I am also greatly concerned, for whatever this corruption is, it was not the work of Ivar the Bloodhand.'
    2500032703 - 'You have done these poor creatures a great service. It was too long that they suffered, I fear. I can only hope that what we have accomplished today was not senseless murder. Thank you.'
    2500032704 - 'Please do not make me repeat myself. It is hard enough to think that we must harm any of these Huorns or their shepherds.'
    2500032705 - Merciful Release
    2500032706 - Somehow the very essence of the Red Swamp has been corrupted. Radagast the Brown, a Wizard who has come to Agamaur, seeks to learn the cause.
    2500032707 - Defeated Huorns (
    2500032708 - /
    2500032709 - )
    250003270A - Defeated bog-prowlers (
    250003270B - /
    250003270C - )
    250003270D - Defeat Huorns (
    250003270E - /
    250003270F - )
    2500032710 - Huorns and bog-lurkers can be found in the north-west of Agamaur.\n\nThe bark you brought Radagast revealed that the corruption in the swamp has gone too deep, and there is no hope to reclaim Agamaur or its creatures. Radagast has laid the task of bringing a merciful end to the Huorns and bog-lurkers which dwell there.
    2500032711 - Defeat bog-prowlers (
    2500032712 - /
    2500032713 - )
    2500032714 - Radagast is at the Eglain camp in the southern reaches of Agamaur.\n\nRadagast, not without difficulty, instructed you to destroy the Huorns and bog-lurkers of Agamaur, which you have done. You should bring word of your success to the Wizard at once.
    2500032800 - '
    2500032801 - , I have a tale to share with you. It is of warriors who served Rhudaur at this very place, and the fate they shared. It is a story, nothing more, but one that may have merit.\n\n'When Rhudaur pledged to serve Angmar it is said that some were gifted rings that gave them command over their lessers. These rings, borne by the most powerful leaders signified their stations, but came with a terrible price. Each of them perished and were replaced by wight-spirits.\n\n'Likely, it is naught more than a nursery tale, but if it is not, then the power of those rings must be removed. Seek out these rings, if they exist, and bring them to me so that they may be destroyed. The wight-leaders will bear them.'
    2500032802 - 'I can only assume that the tales are true. You have done a great service this day,
    2500032803 - . I will see that these are destroyed, before more harm can come of them.'
    2500032804 - 'I will send these rings to Rivendell. Elrond Halfelven will know how to destroy them.'
    2500032805 - 'Be warned, friend, do not wear the rings you find, else you may suffer the same curse. Think well on your actions and bring them back to me with haste.\n\n'Watch for the strongest wights within Garth Agarwen and collect the rings from them. Return them to me, and I will ensure that their corruption is destroyed.'
    2500032806 - Rings of Rhudaur
    2500032807 - 'It is well that you found these rings. I fear to think what may have become of Agamaur had they remained in Rhudaur's grasp.'
    2500032808 - Radagast the Brown was reminded of a legend about rings that were given to the leaders of the Hill-men to signify their service to Angmar. These rings gave them power over their lessers, but exacted their very lives from them, making their bodies vessels for wight-spirits.
    2500032809 - Return the Rings to Radagast the Brown
    250003280A - Wights can be found in Garth Agarwen in the north of Agamaur. Radagast can be found at Barad Dhorn in the Eglan-camp.\n\nRadagast the Brown has asked you to enter Garth Agarwen and discover if the legendary rings exist. If they do, he wishes them brought to him so that they may be destroyed.
    2500032900 - Warrior-ring[E]
    2500032901 - A ring once worn by a warrior of old Arthedain.
    2500032902 - Warrior-rings[ps]
    2500032A00 - 'Your efforts here in Agamaur are commendable, my good
    2500032A01 - , but perhaps not enough. The very swamp itself has been corrupted. By corrupted, I do not mean decayed, for that is simply the natural progression of life in such places, but rather evil has seeped into the very essence of Agamaur.\n\n'If you would, return to the swamp and gather the bark from the tree-stumps. I must collect something of the living things that inhabit Agamaur if I am to discover how Ivar corrupted this place. There are many bare stumps north-west of here.\n\n'I should warn you: because of the corruption here, you should not traverse Agamaur alone.'
    2500032A02 - '
    2500032A03 - , you have done well yet again. Your name will be written down in the annals of the lore-masters before your days are done. My thanks to you.\n\n'I will need to study these strips, but they will help greatly in understanding the corruption.'
    2500032A04 - 'Have you done as I asked? Must I point you to each and every stump? There are many corrupted stumps in the north-west of Agamaur.'
    2500032A05 - 'Have you done as I asked? Must I point you to each and every stump? There are many corrupted stumps in the north-west of Agamaur.'
    2500032A06 - The Tainted Living
    2500032A07 - Somehow the very essence of the Red Swamp has been corrupted. Radagast the Brown, a Wizard who has come to Agamaur, seeks to learn the cause.
    2500032A08 - Collected bark strips from corrupted stumps (
    2500032A09 - /
    2500032A0A - )
    2500032A0B - Collect bark strips from corrupted stumps (
    2500032A0C - /
    2500032A0D - )
    2500032A0E - There are many corrupted stumps in the north-west of Agamaur.\n\nRadagast has asked you to gather bark from the corrupted tree-stumps in Agamaur, so that he may continue his study into Ivar's means of causing the corruption. He warns you that Agamaur should not be traversed alone. You should gather allies.
    2500032A0F - Deliver the bark strips to Radagast
    2500032A10 - Radagast is in the Eglan-camp in the southern parts of Agamaur.\n\nThe task was not simple, for enemies were abundant in the swamp, but you managed to gather nine strips of bark for Radagast. You should return to the Wizard with your bounty.
    2500032B00 - Root-bark[n]
    2500032B01 - Pieces of bark from a dead root.
    2500032B02 - Root-bark[p]
    2500032C00 - 'You have done much to help us keep this foothold in Agamaur,
    2500032C01 - . Thank you. If we are to hold this position, we will need supplies.\n\n'Bring this letter to Frideric and this pack to my sister Hana to let her know I still live. She is alone now, and I worry for her.\n\n'To the south is a passage back to Haragmar, the southern reaches of the Red Swamp. From there, go west, and you will find your way back to Ost Guruth. Hurry back and inform my people that all is well...for the moment!'
    2500032C02 - 'My sister is well? I am very pleased to hear this. What is it you bring me?\n\n'Thank you so much for bringing this to me. I fear for my sister, for the swamp is a threatening place, full of terrors, but I know that what she does is for the good of the Eglain.\n\n'Now, I suppose you should take Elsa's letter to Frideric.'
    2500032C03 - Book 2, Chapter 16: Agamaur Secured
    2500032C04 - 'My sister is in the swamp, fighting to protect our people from the evil there.'
    2500032C05 - 'Crossing the swamp is not easy,
    2500032C06 - ! You have shown remarkable courage! Ah yes, Elsa confirms as much in her letter to me. She speaks quite highly of you.\n\n'I will begin preparing a shipment of supplies for Elsa and Eriac.'
    2500032C07 - Collected Elsa's letter and Elsa's pack
    2500032C08 - 'Make your way south to the wall. There you will find a passage that will take you into Haragmar, the southern swamp. From there, Ost Guruth lay to the west. The others may be worried, so make haste.'
    2500032C09 - 'We await word from Elsa and Eriac. It seems that you survived your foray into the Red Swamp, but what of them?'
    2500032C0A - 'Please make certain that Frideric gets my letter. It is vital that we receive additional supplies.'
    2500032C0B - Elsa is in the Agamaur camp.\n\nRadagast thanked you for your help and asked you to speak with the Eglain woman named Elsa.
    2500032C0C - 'You should go speak with Elsa.'
    2500032C0D - The passage to Haragmar lies to the south. Ost Guruth is west of Haragmar.\n\nElsa gave you a letter to deliver to Frideric requesting supplies for her encampment. She also asked you to deliver a pack to her sister, Hana. Both can be found in Ost Guruth.
    2500032C0E - 'Oh, I am well. But I believe Elsa had something for you to do, did she not?'
    2500032C0F - Frideric abides in the courtyard of Ost Guruth.\n\nHana was pleased to receive the pack from Elsa, knowing that her sister is watching out for both her and all of the Eglain.
    2500032C10 - 'You should take that letter to the Elder of the Eglain, Frideric.'
    2500032C11 - 'If Elsa is going to get the supplies she needs, you will need to take her letter to Frideric. Do please hurry and take it to him!'
    2500032C12 - 'Thank you for your aid,
    2500032C13 - .'
    2500032C14 - 'We would have perished without your help.'
    2500032C15 - 'You have brought strange allies to us...may they be as strong as they are frightening.'
    2500032C16 - 'I will gather supplies for Elsa and Eriac at once!'
    2500032C17 - 'There is still hope that we may defeat the evil in Agamaur.'
    2500032C18 - 'Thank you for bringing Elsa's gift!'
    2500032C19 - Speak with Elsa the Bold
    2500032C1A - 'The Wizard, Radagast, has gone into the swamp to help the Eglain there.'
    2500032C1B - Bring Elsa's pack to Hana
    2500032C1C - Bring Elsa's letter to Frideric the Elder
    2500032C1D - With the aid of the shades of Arthedain, the Eglain held fast against Ivar's forces.
    2500032C1E - 'The Eglain and our Arthedain allies were able to stop Ivar's forces...at least for the time being.\n\n'I am needed elsewhere and must bid you farewell for now. Now go, for Elsa wishes to speak to you again.'
    2500032D00 - A Letter to Frideric[E]
    2500032D01 - A letter for Frideric the Elder in Ost Guruth.
    2500032D02 - Generic Quest Items[ps]
    2500032E00 - Light Pack[E]
    2500032E01 - A light pack.
    2500032E02 - Generic Quest Items[ps]
    2500032F00 - Dorthann[n]
    2500032F01 -
    2500033000 - Túranc[n]
    2500033001 -
    2500033100 - 'Strange things are beginning in this land. It troubles me greatly. Perhaps you can help me sort out a few of them.'
    2500033101 - Ranger Candaith
    2500033102 - Candaith[mn]
    2500033200 - Form a Fellowship, then return to Candaith
    2500033201 - While you climbed to the peak of Weathertop, Candaith busily worked to translate the letter you recovered from Bleakrift. His translation is complete and the news he uncovered is grave.
    2500033202 - '
    2500033203 - , I have news of Radagast, but I must ask you once again for assistance here. The letter you recovered from Bleakrift speaks of the Orcs' true goals: taking control of Amon Sûl! Orc-forces are to move towards the crest of Amon Sûl under cover of night and will move in a large group, establishing small units along the paths from that larger force.\n\n'We cannot stand against the force when they are assembled, but we can once they are splintered. They wish to establish an encampment that will allow them a vantage over the entirety of the Lone-lands. We must foil their plans,
    2500033204 - !\n\n'Gather allies and return to me when you are ready. Together we shall scale Amon Sûl and defeat Rigûl, their leader, before he can carry out his master's will!'
    2500033205 - Candaith is at his camp at the foot of Weathertop.\n\nThe Ranger Candaith asked you to assist him in driving a company of Orcs from Weathertop. He told you to gather allies and return to him when you are prepared.
    2500033206 - 'Do not concern yourself with the Orcs that remain. This far removed from the South-lands, they will dwindle and become only a small danger to travellers through the Lone-lands.\n\n'We have won a pivotal battle, my friend. You have earned some rest, I think, for the great threat posed by these Orcs is now finished!\n\n'Now, let me aide you in your endeavour to find Radagast the Brown.'
    2500033207 - Candaith is at his camp at the foot of Weathertop.\n\nCandaith is waiting to discuss with you the strange events that occurred atop Amon Sûl.
    2500033208 - Gandalf awaits you at the entrance to Rivendell.\n\nAfter defeating the Orc War-band at Weathertop, you take the injured Candaith to Rivendell. Your quick actions have earned you favour amongst the Elves and their allies. Gandalf the Grey wishes to speak with you.
    2500033209 - 'If you are prepared, I will lead the way. We must be swift, else the Orcs may succeed at whatever foul mischief they have planned!'
    250003320A - 'You have proven a masterful
    250003320B - ,
    250003320C - . Candaith was fortunate to have you at his side against Saruman's Orcs. Your cunning and skill was the Orcs' undoing and Candaith's salvation. You have proven yourself a friend of Rivendell. May the good will of the Free Peoples of Middle-earth go with you.'\n\nCongratulations,
    250003320D - ! You have earned passage into the Beta Test of The Lord of the Rings Online: Shadows of Angmar.
    250003320E - 'You have my great thanks,
    250003320F - . The Orcs of the South shall advance no further into the Lone-lands.'
    2500033210 - 'We must remain watchful, of course. Do not relax your guard.'
    2500033211 - Talk to Candaith and retake Weathertop with a fellowship
    2500033212 - 'We must remain watchful, of course. Do not relax your guard.'
    2500033213 - Talk to Candaith
    2500033214 - Find and speak with Gandalf the Grey
    2500033215 - Book 2, Chapter 5 (Fellowship): Retake Weathertop
    2500033300 - 'You did very well, friends. Unh....'
    2500033301 - 'I will travel to the right.'
    2500033302 - 'Get them logs up with what? You talk too big, Rigûl.'
    2500033303 - 'You lazy sod, you'd best be ready to fight.'
    2500033304 - 'The path diverges ahead. I shall follow the trail to the right, you follow the path to the left. If all goes well, we will meet again upon the peak of Weathertop. Wait until I have passed from sight before you proceed.\n\n'Remember, we must defeat the leaders of this war-band if we are to discourage them. Use the torches you find on the unlit pyres along the path. They may draw the attention of nearby Orcs.'
    2500033305 - 'My wounds are grievous, but I shall recover. Come, we shall return to my camp.'
    2500033306 - 'It's time for you to go.'
    2500033307 - 'Wait! Let the patrol move out of sight.'
    2500033308 - 'We must make haste,
    2500033309 - . We have the leaders of these Uruk-hai cornered like rats upon the slopes of Weathertop. If we can defeat them, we may yet break the will of this war-band and drive them whimpering to their masters in the South. Be prepared for anything.'
    250003330A - 'You have done well,
    250003330B - , better than I, it appears. Uruk-hai and Orcs nearly bested me and my wounds run deep.\n\n'But you must not concern yourself with me now. Beyond that gate is the Uruk who leads this force. Pass through the gate and defeat him. We cannot allow these Orcs to have a hold in the north.'
    250003330C - 'If we are careful we may drive the Orcs away.'
    250003330D - 'A foul Orc-leader lay ahead!'
    250003330E - 'You take the path to the left....'
    250003330F - 'Goblins! They must have been pressed into service.'
    2500033310 - 'Look ahead, a craban, vile scout for the Orcs.'
    2500033311 - 'Fools! I'll see my Warg feast upon your flesh!'
    2500033312 - 'I fear my injuries are greater than I expected, friends.'
    2500033313 - 'Let us quicken our pace.'
    2500033314 - 'You did very well, friend. Unh....'
    2500033315 - 'Perhaps we can light a fire to draw the goblins' attention.'
    2500033316 - 'Their leaders have all gathered on the hill.'
    2500033317 - 'I will remain here to stop the enemy, should they decide to flee.'
    2500033318 - 'Use the torch on the wood. We may draw attention and split their force.'
    2500033319 - 'Be prepared for anything.'
    250003331A - 'For the White Hand!'
    250003331B - 'We will meet at the crest of Weathertop.'
    250003331C - 'You Orcs needing us to save your necks? A
    250003331D - ! Get 'em!'
    250003331E - 'We will need to slow our pace. The rocks ahead can easily hide an ambush.'
    250003331F - Speak with Candaith
    2500033320 - 'We need to be swift. These Orcs must be driven out of the Lone-lands.'
    2500033321 - 'Fly, fly from here! We are defeated!'
    2500033322 - Protect Candaith
    2500033323 - Speak with Candaith
    2500033324 - Speak with Candaith at Weathertop's peak
    2500033325 - Escort Candaith to the gate
    2500033326 - Defeat Rigûl
    2500033327 - Defeat Rigûl's minions
    2500033328 - Speak with Candaith
    2500033329 - 'Your theft has not gone unnoticed.'
    250003332A - Speak with Candaith
    250003332B - 'The White Hand endangers his servants by his actions.'
    250003332C - 'He is more a fool than I thought, Angmar controls the north.'
    250003332D - 'Dúnedain! You shall join your brethren soon.''
    250003332E - 'Over here, quickly!'
    250003332F - 'Now you see, Uruk-hai. Leave the north to Angmar.'
    2500033330 - 'Do as you are told, cur, or Mordor will march upon your master!'
    2500033331 - 'It appears that my injuries are worse than I feared, friend.'
    2500033332 - Candaith has been defeated. You have failed
    2500033333 - 'They lit the fires! We're under attack!'
    2500033334 - Candaith wishes to speak with you
    2500033335 - Seek out the enemies Bûb-hosh and Muz
    2500033336 - 'Those flea-bitten goblins had best learn their place.'
    2500033337 - You have defeated Bûb-hosh
    2500033338 - 'Stay up on that hill, you little wretches!'
    2500033339 - You have defeated Muz, the Warg-keeper
    250003333A - 'Ungrateful worms! Sharkû will hear about this!'
    250003333B - Find and defeat the Uruk-hai leader
    250003333C - 'Attack!'
    250003333D - You have defeated Rigûl
    250003333E - 'Stay by me until the time is right....'
    250003333F - You have defeated Olog-snaga
    2500033340 - 'Let us learn the intent of this meeting....'
    2500033341 - You have defeated Olog-snaga
    2500033342 - 'He should have kept his mouth shut. Serves him right.'
    2500033343 - 'The road diverges ahead. We will need to split up.'
    2500033344 - 'Shut your gobs. We needs no more surprises.'
    2500033345 - 'We cannot fail here.'
    2500033346 - 'Keep faith, boys, we've a surprise for him.'
    2500033347 - 'We must end this threat! Wait, did you hear something?'
    2500033348 - 'More goblins ahead. Let us be cautious.'
    2500033349 - 'I can't believe he killed him.'
    250003334A - 'You don't mouth off to the likes of 'em.'
    250003334B - 'You boys follow me.'
    250003334C - 'I smells something in the air, Rigûl...I smells târk.'
    250003334D - 'I will open the gate and hold the rear guard.'
    250003334E - 'What's the hurry, Rigûl? The hill's ours....'
    250003334F - 'I'll get the goblins and Orcs. We'll get this târk!'
    2500033350 - 'This torch may prove useful.'
    2500033351 - Instance: Retake Weathertop
    2500033352 - 'I fear that there is something more here than an Uruk-hai.'
    2500033353 - 'Keep a close watch. We don't want no surprises.'
    2500033354 - 'Craban, you keep watch. No more surprises.'
    2500033355 - 'You fool! We are doomed!'
    2500033356 - 'Fell spawn of the South, begone from this place!'
    2500033357 - 'Careful, there are Orcs ahead.'
    2500033358 - 'We must make haste.'
    2500033359 - 'Anything comes this way, and it'll be sorry.'
    250003335A - 'Take up the torch...'
    250003335B - The Ranger Candaith has enlisted your aid in a quest to remove the threat of Orcs from the Weather Hills. Candaith believes that the presence of Orcs from the South upon Weathertop is a precursor to an invasion of Eriador.
    250003335C - 'Oh, you'll have such fun with Throk-goth!'
    250003335D - 'For the White and Sharkû, kill them all!'
    250003335E - 'Pick up the pace, you sluggards!'
    250003335F - 'That's the half of it, toad! We'll not keep Sharkû waiting!'
    2500033360 - 'More Orcs! Prepare yourselves!'
    2500033361 - 'Use your head. you worthless slug!'
    2500033362 - 'Remember the torches. Light the bonfires. This may help you.'
    2500033363 - 'Man-flesh? Let's take a look, boys.'
    Xabrina

    Xabrina

    Xabrina ICQ www 180 Female
    2500033364 - 'I'll not be beaten by you! I've a little surprise!'
    2500033365 - 'Now you die!'
    2500033366 - 'Get down the hill and bring up the logs. We've a pyre to build.'
    2500033367 - 'Get Olog-snaga down there and put him to work!'
    2500033368 - 'One of you take that torch....'
    2500033369 - 'We need to discover the origin of this menace. Follow me!'
    250003336A - 'Do not engage the foe until we have learned more.'
    250003336B - 'Stay close. A fall from Weathertop could be fatal.'
    250003336C - 'If you come across Bûb-hosh or Muz, defeat them.'
    250003336D - 'Get away from that Warg!'
    250003336E - You have arrived at the foot of Weathertop to discover that Orcs from the South have made their way to the crest. Candaith awaits your assistance in driving the war-band from the ruins of Amon Sûl.
    250003336F - A small force of goblins greeted you at the foot of Weathertop. Candaith has sent you upon the path to the left, while he will clear the path to the right, meeting once again upon the crest of Weathertop.
    2500033370 - Candaith sent you up one branch of the path up Weathertop, while he took the other, in search of the leaders of the Orc war-band.
    2500033371 - Somewhere above you on the path, Candaith waits to speak with you again.\n\nYou have defeated two of the leaders of the Orc war-band.
    2500033372 - 'I smell a târk! We'll eat well tonight, boys!'
    2500033373 - You have found the leader of Saruman's expedition, the Uruk Rigûl. You must defeat Rigûl and his minions to break their will and drive them from the Weather Hills.
    2500033374 - The Uruk-hai expedition lies in ruins. You have won the day. You should speak with Candaith.
    2500033375 - 'You are not welcome here!'
    2500033376 - 'Calling me a spineless nit...I ought to kill 'em all!'
    2500033400 - You take a rubbing of the runes on the rock and put it in your pack
    2500033401 - As Candaith returned from his journey in the lands to the east, he saw flashes atop Weathertop of white light, akin to lightning, though there was no storm.
    2500033402 - 'As I was returning from the lands to the east, the night sky over Weathertop was lit by bright flashes of white light, akin to lightning, yet no clouds darkened the sky and of thunder there was no sound.\n\n'I think that no ordinary storm visited Amon Sûl that night. I ask you to search the ruins atop Weathertop and see if there is anything to find, my friend.\n\n'If you find anything out of the ordinary, return to me immediately.'
    2500033403 - Weathertop towers above Candaith's camp.\n\nCandaith asked you to search Weathertop for anything out of the ordinary and to bring any news or evidence that you may find back to him.
    2500033404 - 'Ah, you have found something? Let me see this rock-rubbing you have made.\n\n'The runes are common, but I do not know what they signify. I am afraid this does not tell me much of the lightning,
    2500033405 - , but it tells me something of the source. Likely the same person responsible for sending you to me.'
    2500033406 - Candaith's camp is at the foot of Weathertop.\n\nYou found a rune-covered rock and took a rubbing of the markings. You should return to Candaith and learn if he knows what the runes might mean.
    2500033407 - 'Something went on atop Weathertop that night,
    2500033408 - , and I want to know what it might have been. Search the summit for anything out of the ordinary and return to me if you find anything.'
    2500033409 - 'Have you found nothing? Go and look more closely. There must be something unusual at the summit that might speak of what happened.'
    250003340A - 'I still do not understand what caused the lights in the sky over Weathertop.'
    250003340B - 'That is the trouble with runes. You may know what they say... but not what they mean.'
    250003340C - Search the summit of Weathertop for anything unusual
    250003340D - Bring the rock-rubbing to Candaith
    250003340E - Book 2, Chapter 4: Light in the Darkness
    2500033500 - Rock-rubbing[Es]
    2500033501 - A rubbing taken of the rune-covered rock on top of Amon-Sûl.
    2500033502 - ...[s]
    2500033600 - 'Do you bring news from Minhcam? What did you do with the letter?'
    2500033601 - Candaith cannot decipher the letters you recovered from Orcs in the Lone-lands, but he knows a Ranger who might.
    2500033602 - 'The letter you discovered within the Bleakrift is also written in the Black Speech -- we need to know the orders contained within each of these letters. I am not a student of the tongue, but there is one of my kind who is.\n\n'Out of Bree, north along the Greenway and east of the road, there is a cabin where Rangers gather. Saeradan often keeps vigil there; he is a friend of mine, and he may know enough of the cruel sigils to make sense of at least some portion of these orders.\n\n'Travel to Bree-town. From the West-gate of Bree travel north along the Greenway until you spy the Ranger cabin among the trees east of the road. The cabin is quite near to Thornley's Work Site. Find Saeradan and ask him to translate these orders. May haste speed your errand!'
    2500033603 - Saeradan is at the Ranger cabin along the Greenway, north of Bree and east of the road, near Thornley's Work Site.\n\nCandaith gave you both sets of orders you collected and asked you to show them to the Ranger Saeradan.
    2500033604 - 'What brings you on such a long journey,
    2500033605 - ? Candaith, you say? It is long since I have spoken to him. Let me see these letters he sends. The Black Speech is harsh and cruel, and it pains me some to have need of it. Still, this is why I have made it my study: to have knowledge of it at need.\n\n'These letters bring ill tidings,
    2500033606 - . An Orc of the South-lands, Rigûl by name, has been tasked with learning what has caused a great movement of Orcs out of the North. Rigûl and his fellows call themselves \qUruk-hai\q and are using the ruins atop Amon Sûl as a centre for their activities.\n\n'Return to Candaith with all haste and warn him. He may be in more terrible danger than he is aware!'
    2500033607 - The Ranger Candaith is at his camp at the foot of Weathertop.\n\nSaeradan revealed that Orcs calling themselves Uruk-hai have come north to spy out the land and discover why their northern cousins are moving southward. He asked you to return quickly to Candaith and warn him of the danger.
    2500033608 - 'You must not delay! Return to Candaith in the Lone-lands! If these Uruk-hai now occupy the ruins atop Amon Sûl, he is in grave danger.'
    2500033609 - 'You have made this journey for naught, as you seem to have forgotten these letters of which you speak. If Candaith is troubled, it is likely that time is short. Perhaps you should bring the letters to me so that I may translate them.'
    250003360A - 'Make haste! The quickest way to Saeradan's cabin is through the town of Bree. Once you have arrived at the town, follow the Greenway north and look for his cabin east of the road. Thornley's Work Site is very close by.'
    250003360B - 'Dark is the news you bring from Saeradan. We must prepare. If Amon Sûl is threatened, then all of the Lone-lands are in danger.\n\n'When you are ready, I have more for you to do... but do not delay over-long. Time is short!'
    250003360C - 'If the Uruk-hai have taken Amon Sûl, all of the Lone-lands are threatened.'
    250003360D - 'Do you bring news from Saeradan? What did you do with the orders?'
    250003360E - Bring the Orc orders to Saeradan
    250003360F - 'Saeradan is a good man. He has been of great assistance to me over the years.'
    2500033610 - 'I have studied the letter you found, and I believe it is written in the Black Speech of Mordor. I am not familiar with the Black Speech, but there is a Ranger in the North who is. His name is Mincham, and he makes his camp is near the Fields of Fornost in the North Downs. It is a long journey but one that will hopefully answer these riddles. I would ask you to speak with him and learn what the letter what the letter has to say.'
    2500033611 - Return the Orc orders to Candaith
    2500033612 - 'Orcs are trouble, wherever they may be found.'
    2500033613 - 'From the looks of you, it would seem you have travelled far,
    2500033614 - . What brings you on such a long journey? Candaith you say? It is long since I have spoken to him. Let me see this letter he sends.\n\nLooking over the letter, he grows pale, 'This is ill news. It is written by someone named Rigul, an Orc from the south, who was sent to learn of the threat from the north. His Master has tasked him to discover why the northern Orcs are moving southwards. It appears these new Orcs -- Uruk-hai, they call themselves -- it appears they are using the ruins of Amon Sûl as a centre for their activities.\n\n'Return to Candaith with all haste and warn him. He may be in more terrible danger than he is aware!'
    2500033615 - Lost in Interpretation
    2500033616 - 'Candaith is a fine Ranger, but he is not as cautious as he needs to be.'
    2500033617 - 'You seem to have made your journey for naught, since you have apparently forgotten to bring this letter you speak of. If Candaith is troubled, it is likely that time is short. Perhaps you should bring the letter to me so that I may translate it.'
    2500033618 - 'Dark is the news you bring from Mincham. We must prepare. If Amon-Sul is threatened, then all of the Lone-lands are in danger. I am grateful for your expedience in bringing this to me. When you are ready, however, I have more for you to do...but do not wait too long. Time is short!'
    2500033700 - Orc-letter[v]
    2500033701 - A letter written in Orkish
    2500033702 - ...[v]
    2500033800 - 'As I began my search for Radagast, near the Midgewater Pass, I witnessed an Orc-messenger depart in great haste. Quickly, I followed, trailing him eastwards along the shoulder of the hills and then south, but my search was interrupted. I could follow no further, for foul crebain circled above, and to be discovered would do greater injury to our work here than I can permit.\n\n'Once again, I must call upon your aid. The messenger likely carries with him orders to the outlying camps. If you can intercept the messenger, we may learn the nature of these orders. So armed, we will be better equipped to deal with the Orc-threat.\n\n'Search among the Orc-camps in Glumhallow, to the west, and return to me with the orders this messenger surely possesses. I will seek sign of Radagast's passage elsewhere.'
    2500033801 - 'These orders are written in the Black Speech,
    2500033802 - , a tongue I have never desired to learn. I should have been prepared for this, but I hoped that we would learn something useful immediately. While you were seeking these orders, I followed signs of Radagast through the hills.\n\n'I was not alone in this pursuit as a patrol of Orcs soon happened upon my location! I was forced to break off my pursuit, and I lost my bow as I evaded the Orcs beneath the eaves of the wood. It was a close thing,
    2500033803 - . A close encounter that yielded insight into the Orc's leadership.\n\n'You did well, for your part, and soon we will understand the intentions of these Orcs as well as their leadership.'
    2500033804 - 'These Orcs are unusually canny. Use caution, my friend.'
    2500033805 - 'Go now west to Glumhallow and seek the messenger whose trail I was forced to abandon. I will continue to watch their actions in the north. We must know the full scope of this invasion,
    2500033806 - .'
    2500033807 - Book 2, Chapter 2: An Orc-messenger
    2500033808 - 'Some foul purpose drives these Orcs, but I cannot fathom what.'
    2500033809 - In his search for signs of Radagast, Candaith tracked a messenger from the Orc-encampment in the Midgewater Pass, but was unable to learn what message the Orc carried before his hunt was interrupted by winged crebain.
    250003380A - Collected the Orc-orders
    250003380B - Bring the Orc-orders to Candaith
    250003380C - The Orc-messenger is surely at one of the enemy camps in Glumhallow, west of Candaith's own encampment at the foot of Weathertop.\n\nAn Orc-messenger made his way from the Midgewater Pass to the outlying Orc-camps located throughout the Weather Hills. Candaith asked you to intercept the Orc-messenger and return with the orders he must bear.
    250003380D - Collect the Orc-orders
    2500033900 - Orc-orders[ps]
    2500033901 - Written in the Black Speech, you cannot dechipher this script.
    2500033902 - Orc-orders[ps]
    2500033A00 - Return to Candaith with his bow and the unusual letter
    2500033A01 - Collected Candaith's bow
    2500033A02 - Deep gouges in the mud lead off to the northeast
    2500033A03 - The letter is written in an unfamiliar tongue
    2500033A04 - Candaith's pursuit of an Orc-company turned deadly when he was discovered, and in his haste to escape, he lost his bow to the Orcs.
    2500033A05 - 'The Orcs took my bow from me, and while it would not be difficult to make a new one, I am loath to be parted from it. It is very dear to me, for it was passed down from my grandfather to my father, and from my father to me.\n\n'One of War-master Uzorr's archers has surely taken it for his own. Search the vicinity of the Midgewater Pass for archers bearing the mark of the White Hand. If you are truly brave, look too within Bleakrift, to the north-west. I have seen many archers in that place, from a fair distance, and one of them might have taken my bow as a spoil of war.\n\n'Bring caution with you,
    2500033A06 - .'
    2500033A07 - White Hand archers scout the Midgewater Pass, and can be found also within Bleakrift, north-west of Candaith's camp at the foot of Weathertop.\n\nCandaith has asked you to recover his bow from the archer that has taken it.
    2500033A08 - 'Thank you, my friend. This bow will yet slay many Orcs before its time is ended. I thank you for its happy return.'
    2500033A09 - The Orcs that attacked Candaith have returned to their camp, leaving deep tracks in the mud. Somewhere within, one of them is sure to have Candaith's bow and some information about this new breed of Orc.
    2500033A0A - You found a curious letter on the body of the Orc leader. It may contain the reason for the Orc presence in the Lone-lands.
    2500033A0B - 'My bow rejoices to see you,
    2500033A0C - , for you have given it the chance to slay more Orcs!'
    2500033A0D - 'An archer of the White Hand likely has my bow now. Look for them throughout the Midgewater Pass and within Bleakrift, to the north-west.'
    2500033A0E - You have recovered Candaith's bow and discovered a letter written in an unfamiliar tongue. Candaith may be able to decipher it.
    2500033A0F - 'I will not lose this bow again!'
    2500033A10 - 'You cannot delay,
    2500033A11 - . I need both my stolen bow and some information about the Orc presence in the Lone-lands. I was attacked northwest of here, and I would like to know why.'
    2500033A12 - 'Is there something else that you should be doing rather than talking to me right now?'
    2500033A13 - Bring Candaith's bow to Candaith
    2500033A14 - Collect Candaith's bow
    2500033A15 - Find Candaith's bow
    2500033A16 - Discover why the Orcs have entered the Lone-lands
    2500033A17 - Orc-thieves
    2500033A18 - Read the letter you found on the body of the Orc leader
    2500033B00 - Candaith's Bow[n]
    2500033B01 - Candaith's hand-crafted bow
    2500033B02 - ...[E]
    2500033C00 - Defeated melee White Hand Orcs (
    2500033C01 - /
    2500033C02 - )
    2500033C03 - Defeat ranged White Hand Orcs (
    2500033C04 - /
    2500033C05 - )
    2500033C06 - Candaith, the Ranger who watches the Great East Road as it passes through the Lone-lands, has learned of an Orkish presence in the Weather Hills.
    2500033C07 - 'Saeradan's word comes late to the Lone-lands. If Radagast the Brown passed into these lands then perhaps hope is not lost in this place. I have returned only recently from a journey in lands far to the east, lands held firmly in the grip of evil. When I returned from that journey, I learned to my dismay that evil does not stir in the East alone.\n\n'Goblins now roam to the south, while their larger and more ferocious cousins among the Orcs spread through the Weather Hills like a festering plague.\n\n'I must find the main body of the Orcs. If you will assist me in driving back the Enemy in these hills, I will begin the search for Radagast the Brown. What say you?'
    2500033C08 - White Hand Orcs infest the Weather Hills, west of Candaith's camp.\n\nThe Ranger Candaith offered you assistance in finding Radagast the Brown in exchange for aid against the Orcs in the Weather Hills.
    2500033C09 - 'I thank you,
    2500033C0A - , but my thanks are tempered with concern; I have never seen a force of Orcs like this in Eriador before today: organized and well-provisioned. They hold an encampment in an outlet within the Midgewater Pass and bear a strange charge on their banners and shields...one that I have not seen before.\n\n'Their numbers at this camp are great, but the day may come when we can drive them howling from the Lone-lands. Not today, I fear, but perhaps not so far off. There is another matter that demands our attention, an urgent matter; we will see to the destruction of their camp in the Midgewater Pass later.'
    2500033C0B - Candaith is at his camp near the foot of Weathertop, among the Weather Hills.\n\nWhile you were fighting the Orcs, Candaith began his search for Radagast the Brown.
    2500033C0C - 'Search for Orcs among the Weather Hills, west of my camp, and thin their ranks. I will begin my efforts to find and track Radagast the Brown.'
    2500033C0D - 'Evil is coming to all lands,
    2500033C0E - . The time of safety is leaving us.'
    2500033C0F - 'Something has stirred Orcs and goblins to new purpose, and brings them out of the wild.'
    2500033C10 - Defeat melee White Hand Orcs (
    2500033C11 - /
    2500033C12 - )
    2500033C13 - Defeat ranged White Hand Orcs (
    2500033C14 - /
    2500033C15 - )
    2500033C16 - Talk to Candaith at his camp
    2500033C17 - Book 2, Chapter 1: Rise of the Orcs
    2500033D00 - Defeated War-master Uzorr
    2500033D01 - Acquired War-master Uzorr's Orders
    2500033D02 - Candaith has learned of the existence of a War-master among the Orcs named Uzorr. His defeat would be a powerful blow against them.
    2500033D03 - 'I would have easily evaded the Orcs I pursued,
    2500033D04 - , were it not for the War-master that travelled with them. \qUzorr,\q they called him and gave to him what respect that their kind reserve for their strongest and fiercest warriors.\n\n'It is likely that Uzorr returned to Bleakrift within the Midgewater Pass, for that seemed to be his domain. He must be slain, and whatever orders were given him recovered.\n\n'Bleakrift is north-west of here, on the north-eastern edge of the Midgewater Pass, surrounded by a shallow body of water. Defeat War-master Uzorr and look for a letter of some kind near his person. Return to me victorious and we will discuss further what must be done. Bleakrift is likely to be a dangerous place,
    2500033D05 - , be careful. I will continue my search for Radagast.'
    2500033D06 - War-master Uzorr can be found in Bleakrift, north-west of Candaith's camp at the foot of Weathertop.\n\nCandaith asked you to find and slay War-master Uzorr and search the camp for a letter containing his orders.
    2500033D07 - 'Another letter written in the Black Speech,
    2500033D08 - , and its meaning evades me as did that of its fellow. This one, however, bears the mark of the White Hand.\n\n'I must know what message this letter bears,
    2500033D09 - .\n\n'This is not a task for you,
    2500033D0A - . I have finally discovered information on the whereabouts of Radagast, but there is something that you should see first.'
    2500033D0B - Candaith is at his camp at the foot of Weathertop, among the Weather Hills.\n\nYou were victorious over War-master Uzorr and have obtained a letter that surely contains his orders from whatever power commands the Orcs that have ventured into the Lone-lands.
    2500033D0C - 'Find War-master Uzorr and slay him. We need to weaken their position, and without Uzorr commanding Bleakrift they will be helpless. Search also for a letter containing his orders.\n\n'Bleakrift is north-west of here, at the northeastern end of Midgewater Pass.'
    2500033D0D - 'War-master Uzorr is somewhere within Bleakrift, to the north-west. Slay him and recover any letter that might bear some clue to the identity of his master. He may not carry such a letter, but it will not be far from his hand.'
    2500033D0E - 'War-master Uzorr will no longer trouble us,
    2500033D0F - . You have my thanks for that!'
    2500033D10 - 'The Orcs of Bleakrift are of a tough and sturdy breed.'
    2500033D11 - Defeat War-master Uzorr
    2500033D12 - Acquire War-master Uzorr's orders
    2500033D13 - Bring Orc-letter to Candaith
    2500033D14 - Book 2, Chapter 3: War-master Uzorr
    2500033E00 - 'I received a message from a Man. Perhaps you know of him? He is a Ranger by the name of Candaith.\n\n'The details are vague but it seems of great importance that you talk to him. I believe it concerns the Enemy's movements in the North Downs.\n\n'He is staying at a camp north-west of Weathertop. Travel west to The Forsaken Inn, then go north until you reach his campsite.'
    2500033E01 - 'Esteldín sends word that you are to go there and meet with Halbarad. Please hurry, for the Orc fires burn hot and strong and each moment we waste is another opportunity for the Enemy.'
    2500033E02 - 'Go to Esteldín and meet with Halbarad. There's no time to waste.'
    2500033E03 - 'Word has spread about the help you have given the Rangers to the south. Here in the northern lands, we need your help now more than ever.'
    2500033E04 - Book 3, Foreword: Fires in the North
    2500033E05 - 'You should go meet Candaith.'
    2500033E06 - Orcs from the north are sweeping across the North Downs and setting fires to everything in their path.
    2500033E07 - 'Esteldín? If you are needed, you must go. Take care, friend.'
    2500033E08 - Travel along the road to the west until you reach The Forsaken Inn. Candaith is at a camp north of The Forsaken Inn, north-west of Weathertop.\n\nFrideric told you that a Ranger desires to speak with you about urgent matters.
    2500033E09 - Halbarad is in the North Downs, north of Meluinen.\n\nCandaith's fellow Ranger is in urgent need of assistance.
    2500033F00 - White Hand Pillager[m]
    2500034000 - Foul-arrow White Hand[m]
    2500034100 - a weak ranged attack
    2500034200 - a minor ranged attack
    2500034300 - a moderate ranged attack
    2500034400 - Poison Arrow Attack
    2500034401 - ..
    2500034500 - Poison Arrow
    2500034600 -
    2500034601 - Success!
    2500034602 - Interrupted!
    2500034700 - Fire Arrow Attack
    2500034800 - Ignite flammable target
    2500034801 -
    2500034900 - Flammable
    2500034A00 - Burning
    2500034A01 -
    2500034B00 -
    2500034B01 - Success!
    2500034B02 - Interrupted!
    2500034C00 - Uzorr's Vanquisher[n]
    2500034C01 -
    2500034D00 - Uzorr's Foe[n]
    2500034D01 -
    2500034E00 - War-master Uzorr[mn]
    2500034F00 - 'A dark storm is moving, friend.'
    2500034F01 - Teague is a member of the rangers.
    2500034F02 - Saeradan[mn]
    2500035000 - You have located the cave
    2500035001 - Defeated brigands at the Brigand Cave (
    2500035002 - /
    2500035003 - )
    2500035004 - Rangers, watching movements of enemies from the north and south, are concerned over the appearance of a foe they have long fought in the north.
    2500035005 - 'Your efforts in the south yielded information about Bill Ferny, a Man of Bree with terrible and self-serving ideals. Ferny was working to assist the brigands loyal to Sharkey to join with the Tarkrîp Orcs coming from the north. Such an alliance would pinch the resources to Bree-land from both sides and spell certain doom for her people. Your efforts here in the north have done much to assist us in seeing that the Orcs are broken and their strength diminished.\n\n'Your recent discovery of a cave built into the cliff face at Cirith Núr leads me to believe that the cave will serve a terrible purpose; a place for Ferny to meet with the Orc-leaders and facilitate an arrangement to further invade Bree. \n\n'It seems now that you have been chosen to avert this invasion and shatter this alliance once and for all. You will need to return to the encampment at Cirith Núr and enter the cavern to disrupt the alliance. You must see that the Orcs and evil Men do not succeed in their plans. Are you prepared?'
    2500035006 - The meeting cave is in the Orc-encampment of Cirith Núr, north-west of the Old Greenway Fort.\n\nAndreg has tasked you with finding the cave where the brigands and Orcs plan to meet and defeat their leaders.
    Xabrina

    Xabrina

    Xabrina ICQ www 180 Female
    2500035007 - 'Ferny escaped? That does not bode well, but still things could be worse. Given that the Orcs will no longer pose a threat to Bree-land, we have succeeded here. We will turn our attention towards watching Ferny and his associations at once.\n\n'Well done!'
    2500035008 - You have found the cave. Now all that remains is to enter it, disperse the brigands and Orcs, and defeat their leaders.
    2500035009 - Andreg is at the Old Greenway Fort, south-east of Cirith Núr.\n\nYou should bring news of your success to Andreg at once.
    250003500A - 'For now we have the brigands in the area more or less in check. But I hear there are many problems in the North Downs. You might head up to Trestlebridge to investigate.'
    250003500B - Locate the cave
    250003500C - Enter the cave
    250003500D - Talk to Andreg at the Old Greenway Fort
    250003500E - Breaking Alliances
    2500035100 - Instance: Broken Alliance
    2500035101 - You have found the cave. Now all that remains is to enter it, disperse the brigands and Orcs, and slay their leaders.
    2500035102 - Defeated brigands at the Brigand Cave (
    2500035103 - /
    2500035104 - )
    2500035105 - Defeat brigands at the Brigand Cave (
    2500035106 - /
    2500035107 - )
    2500035108 - Defeat the brigands and Orcs in the cave.
    2500035200 - Defeated Tarkrîp grunts (
    2500035201 - /
    2500035202 - )
    2500035203 - Defeated Tarkrîp prowlers (
    2500035204 - /
    2500035205 - )
    2500035206 - Defeated Tarkrîp killer
    2500035207 - According to the letter you found, Orcs have come down from the north, and Sharkey's Men are attempting to ally with them.
    2500035208 - 'This threat from the north...it troubles me. Many of my kindred sojourn in that land, and I have not heard of this from them. Indeed, I have heard little from them at all. I wonder now if it has fallen to me to single-handedly defend against all threats? If so, then I will doubtless die in the effort.\n\n'The Orcs that have moved south of Trestlebridge must be held back. From what I have learned from this letter and from my \qneighbours\q, the Thornleys, their main encampment is in the stockade up the Greenway.\n\n'Be careful,
    2500035209 - . My kindred have left me to my own devices, and I will need your prowess.'
    250003520A - The Orcs are encamped north along the Greenway and wander along the countryside.\n\nSaeradan requires your help dealing a telling blow against the Orcs from the north. The more Orcs slain, the better the chances that an alliance between the brigands and the Orcs will be ineffectual.
    250003520B - 'You've slain many Orcs, but there are others in the area still. There seems to be no end to the accursed creatures. But now we must turn our attentions back to Sharkey's Men.'
    250003520C - Saeradan's cabin is on a wooded hill east of Thornley's farm.\n\nYour venture has met with success. You should report back to Saeradan.
    250003520D - Defeat Tarkrîp grunts (
    250003520E - /
    250003520F - )
    2500035210 - Defeat Tarkrîp prowlers (
    2500035211 - /
    2500035212 - )
    2500035213 - Defeat Tarkrîp killer
    2500035214 - Orc-slayer
    2500035300 - You have read the dirty note
    2500035301 - Chief Grimbriar wants you to deal a significant blow to the brigands' leadership in Bree-land.
    2500035302 - 'Now listen here. I am not going to invite the aid of those Rangers out of the wild. The Men of Bree are capable of defending their own lands from the threats they face, and we will not rely on strange folk for assistance.\n\n'This information speaks of the captain who led the raid on Dogwood's Farm and his current location. We have a chance to strike a telling blow against these brigands and find out more about them.\n\n'It appears that the leader established a camp within a thick copse of trees behind the knoll to the west. The knoll in question is to the south of Dogwood's Farm. Let us strike this blow for the Men of Bree-land.'
    2500035303 - The brigand leader is encamped in a copse of trees to the west of Grimbriar's post. Grimbriar awaits your return at his post at the stone house near the crossroads of Bree.\n\nGrimbriar's spy provided information on the location of the brigand leader responsible for the latest attacks on the farms of Bree-land. Grimbriar then asked you strike a blow against the brigands and obtain any information you could from the leader.
    2500035304 - 'We have them now. This information proves that this Sharkey fellow is intent on establishing a strong foothold here in Bree-land.\n\n'It also tells us of their largest encampment outside of the Vale of Andrath, at a place west of here that they call the Brigands' Watch.\n\n'The Brigand-captain there passes orders out to his lieutenants that come directly from Sharkey. If we can get those notes....'
    2500035305 - Defeat one of the Southern Lieutenants or Southern Leaders located in the Bree-fields and search his remains. There is a small band of brigands to the south-west of Saeradan's cabin, on Thornley's land.\n\nGrimbriar asked you take the medallion you found to the Ranger Saeradan, but Saeradan proved unable to help you. He did suggest, however, that the brigand-captains may carry evidence that will illuminate the meaning of the medallion.
    2500035306 - Saeradan remains at his cabin, east of Thornley's fields.\n\nThe threat described by the note you discovered on the brigand-captain seems far more serious than either Grimbriar or Saeradan may have realized. You should take the note back to Saeradan.
    2500035307 - 'I think it likely you will learn more of Sharkey, if not discover Sharkey himself, in that camp in Thornley's fields.'
    2500035308 - 'Have you found anything of importance yet? We need to know why the brigands are amassing at the Vale of Andrath and the brigand-leader has that information.'
    2500035309 - Teague remains at his cabin, east of Thornley's fields.\n\nThe threat described by the note you discovered on the brigand-captain seems far more serious than either Grimbriar or Teague may have realized. You should take the note back to Teague.
    250003530A - 'I don't know as I trust him, but you should take that medallion to the Ranger Saeradan.'
    250003530B - 'What is this? It seems I was short-sighted. It is clear that this Sharkey is no mere brigand leader, for he has knowledge of things that few share.\n\n'It is well, indeed, that you have brought this to me. This threat is greater than I first perceived and is more immediate than the Orcs.'
    250003530C - 'I should've known the Ranger would be of no help. Ah well, keep on searching, if you would.'
    250003530D - 'So you have had no success hunting for Sharkey?'
    250003530E - Collect the notes and return them to Chief Watcher Grimbriar
    250003530F - 'This is terrible news! What has that Ranger to say now?'
    2500035310 - Defeat a Southern Leader or a Southern Lieutenant and search him for clues
    2500035311 - Bring the brigand's note to Saeradan
    2500035312 - 'The Ranger have anything to say about that note?'
    2500035313 - Rogue's Gallery
    2500035314 - 'This is terrible news! What has that Ranger to say now?'
    2500035400 - Brigand Medallion[E]
    2500035401 - This medallion is worn by high ranking brigands and bears an unmistakable S shape.
    2500035402 - ...[E]
    2500035500 - Brigand's Note
    2500035501 - Brigand's Note
    2500035502 - Bill
    2500035503 - Sharkey has ordered that we all immediately step up our activities around Bree. No traders must move without paying off our people, and all the farmers must give us all the food we need. Forget about guards and garrisons. They are nothing to us anymore. Let the constables huddle in Bree and Archet, so long as we own the roads and fields! Andrath is already ours. We will soon have all the land between here and our encampment at Brigand's Watch. Soon we will have all of Bree-land in flames.\n\nAnd there's one more thing. The boss is interested in some hobbit named Baggins. Certain riders have been sniffing around asking for that name, and you should look out for it too. If you find any hobbit named Baggins, let me know at once!
    2500035600 - The spy has died
    2500035601 - The spy handed you a bundle of notes
    2500035602 - You have read the spy's notes
    2500035603 - Your discovery supports what Grimbriar's spy has been telling him. Grimbriar has arranged an exchange of important papers.
    2500035604 - 'I have a spy among the brigands who may be helpful in divining the true nature of this Sharkey. I will send him a message instructing him to come to a certain hill not far from here. Meet him there and ask him about Sharkey and his plans.\n\n'The meeting place is by a grey rock in a small stand of trees directly north of Bree-town.\n\n'If my spy has no news to share, we will need to find another means of learning Sharkey's plans.'
    2500035605 - Grimbriar's spy will meet you by a grey rock in a stand of trees, north of Bree-town.\n\nGrimbriar has sent you to meet a spy he insinuated into the ranks of the brigands in hopes that he will reveal information about Sharkey and his plans.
    2500035606 - 'We must be quick, I think they suspect something. Wait! What's that sound? Look out...here they come!'
    2500035607 - Watcher Grimbriar can be found at the stone house near the crossroads outside of Bree.\n\nThe spy's notes further supported the brigand's letter, verifying that Sharkey is no brigand himself, but an influential man of the south. Grimbriar must know.
    2500035608 - Saeradan remains at his cabin east of Thornley's fields.\n\nThe spy's notes further supported the brigand's letter, verifying that Sharkey is no brigand himself, but an influential man of the south. Teague should be warned.
    2500035609 - 'Meet my spy, as we discussed. He should be able to tell us more of this Sharkey and his plans for Bree-land.'
    250003560A - 'This is dire news. I suppose it was too much to expect that it would all turn out to be some minor brigand leader's dreams of lordship.\n\n'Well, I should not blame you for doing what I sent you to do, though it is a pity you did not return with better tidings.\n\n'I think I know our next step in this action, but it is a grim task I will send you to perform.'
    250003560B - 'I am still waiting for instructions and assistance in dealing with Sharkey's Men. There are urgent matters requiring the Rangers' attention in the north and the east, but we will certainly attend to these brigands in time.'
    250003560C - 'Were you unable to meet with my informer?'
    250003560D - 'I am still waiting for instructions and assistance in dealing with Sharkey's Men. There are urgent matters requiring the Rangers' attention in the north and the east, but we will certainly attend to these brigands in time.'
    250003560E - Meet Grimbriar's spy
    250003560F - Protect the spy from the brigands
    2500035610 - Bring the informer's notes to Grimbriar
    2500035611 - Talk to Chief Watcher Grimbriar
    2500035612 - Shadow of the White Hand
    2500035700 - Informer's Notes
    2500035701 - Informer's Notes
    2500035702 - Your Friend
    2500035703 - Since Sharkey's Men have come up from the south and taken over, the local brigands have changed from being common thieves and robbers into something more like a small army. Dirty and ill-equipped though they are, by combining their numbers they may be stronger than any of the town guards. The Bree-land brigands of past times might have been crude and dirty outlaws, but they were still men of Bree for the most part, with relatives in the towns and farms of the region, so they weren't all that inclined to heedless violence.\n\n But now, Sharkey's Men have changed everything. No dissent or squeamishness is permitted, and under their brutal fists, the brigands of the country have become far more dangerous. It seems that Sharkey's Men are gathering their forces for some important task, and I am afraid they intend no simple thieving. It may be that they mean to take over all of Bree-land!\n\n I know little of these men from the south. They are almost all ill-favoured brutes, but they are well-armed and skilled fighters. They do not trust the native Bree-land outlaws with their secrets, but they revere a leader they call Sharkey. I am sure that Sharkey is not yet in Bree-land, but it may be that he will come soon. Where do these men come from, and where is Sharkey now? I do not know this for sure, for I have never travelled beyond Bree-land and do not know the southlands, but these men sometimes speak of a place called Isengard. They come from beyond Andrath, maybe as far as Dunland. It seems from what I have overheard that they are rivals with some band they call the Iron Crown, but I know even less of this.
    2500035800 - Bring the letter back to Teague.
    2500035801 - 'With your help we draw ever closer to shutting out this upstart, Sharkey. We are closing in more and more on his location and the size of his force. \n\n'We now know that the Brigands' Watch, to the west of here in the foothills of Bree-land, is a staging ground for future assaults. The brigands' captain hands out orders from Sharkey himself to his lieutenants.\n\n'Likely they are kept somewhere safe: a lockbox or even on his person. We need those orders. Head to the Brigands' Watch and get those orders.'
    2500035802 - 'More ill news. Orc-men? Could this be? This letter says it plainly enough.\n\n'Sharkey has a legion of half-orcs loyal to him that he is sending to Andrath. I have doomed my men.'
    2500035803 - 'Could you not find the Brigands' Watch? It is almost due north of Adso's camp and west of here. Any correspondance between this Sharkey and his men would likely be found there. Search the brigand-captain's tent and bring me anything you find.'
    2500035804 - Sharkey's Plan
    2500035805 - Sharkey's Men have holed up in a camp they call the Brigands' Watch. Grimbriar wants you to go there and gather information about Sharkey and his plans.
    2500035806 - Collected a stained letter
    2500035807 - Bring the letter to Chief Watcher Grimbriar
    2500035808 - The Brigands' Watch sits on a hill north of Adso's camp, and directly west of Grimbriar's Post. Watcher Grimbriar is at his post near the crossroads of Bree.\n\nGrimbriar has instructed you to search the tent of the brigand-captain at the Brigands' Watch to find any correspondence from Sharkey that may divulge information about his plans.
    2500035809 - Search the brigand-captain's tent
    250003580A - Teague's cabin is on a wooded hill east of Thornley's farm in the Bree-fields.\n\nTeague will want to see the letter you found.
    2500035900 - Stained Letter
    2500035901 - Stained Letter[e]
    2500035902 -
    2500035903 - As you know, we've had some problems getting enough men to accomplish Sharkey's plans for Bree-land and the Shire. All of Sharkey's best -- you and me excepted -- are occupied in the South. What we got here ain't quite strong enough to take on the townsfolk straight-forward. Fortunately, we've been given an opportunity. Orcs have come as far south as the Greenway, even! My friends say Sharkey ain't on the best terms with them up in the North, but some of the Orcs who've come south into Bree-land have been cut off.\n\n These Orcs down here might be convinced to join us! Of course Sharkey knows how to deal with Orcs, and these scouts from the North are no doubt in a bad way, since they can't get any new supplies or warriors. This could be just the turn of luck we've been looking for! Treat the Orc scouts well and tell your men not to interfere with them, or you'll be responsible for them being dead and all.\n\nBill
    2500035A00 - 'The Vale of Andrath is Bree-land's gateway to the South. The South Downs, Dunland, Isengard, the Gap of Rohan -- all would be closed to Bree-land if the brigands are not hindered. It is clear that Sharkey is no mere brigand-leader. He has employed half-breeds to fill his ranks, a wholly depraved act. \n\n'I sent my men to watch the ruins at Andrath and fear they may now be prisoners or worse. Please, head south beyond the Greenway Crossing, further beyond the shadow of the barrows, and seek my scouts, Oakdale and Brittleleaf. Hopefully, they will have found a safe place close to the ruins, likely on the eastern side.\n\n'Be swift, for I fear the worst, and bring caution with you! That's likely to be a bad place.'
    2500035A01 - 'Grimbriar finally sent support? We have been wondering if he had forgotten us.\n\n'When we arrived, we found a far larger force than anticipated and knew that we could not desert the post. Already, we have seen these fiends performing terrible acts.\n\n'We must remain resolute and carry out our duties.'
    2500035A02 - 'Make haste to Andrath in the south along the Greenway. I fear I may have sent my men there ill-prepared to deal with this growing threat.'
    2500035A03 - The Vale of Andrath
    2500035A04 - Sharkey's Men and their half-orc allies from the South have blockaded the Vale of Andrath, inhibiting trade with the southern nations.
    2500035A05 - brigands and half-orcs defeated (
    2500035A06 - /
    2500035A07 - )
    2500035A08 - Find and speak with Grimbriar's scouts
    2500035A09 - The brigand-encampment is at the southern end of the Vale of Andrath, south down the Greenway, far beyond the Greenway Crossing. Grimbriar's men, Watchers Brittleaf and Oakdale, will be hidden somewhere nearby.\n\nWatcher Grimbriar has learned that Sharkey's Men and their half-orc allies have blockaded the Vale of Andrath. He has asked you to travel south to support his men.
    2500035A0A - Defeat Sharkey's lieutenant.
    2500035A0B - Saeradan's cabin is east of Thornley's farm in the Bree-fields, along the north Greenway.\n\nSaeradan will want to hear of your victory in the Vale of Andrath.
    2500035B00 - Collected Ivar's helm (
    2500035B01 - /
    2500035B02 - )
    2500035B03 - Radagast knows the ancient evil of the Gaunt-lord Ivar, called the Blood-hand, who is raising an army of wights in Agamaur.
    2500035B04 - 'You have made quite the name for yourself,
    2500035B05 - . Word of your exploits has reached me even here. Indeed, I am surprised with all you have accomplished. Still, perhaps you can assist me again.\n\n'I know what began the plague in Agamaur, the Red Swamp. A Gaunt-lord, a dire creature in the service of Angmar, has raised an army of wights here and has stirred this ancient evil, not the Eglain. I must ask you to intervene on my behalf, for I cannot. Would you go in my stead?\n\n'In the east are the ruins called Garth Agarwen. I would search there for Ivar the Blood-hand. If you find him and defeat him, bring his helm to me as proof.'
    2500035B06 - Ivar may be found in Garth Agarwen in Agamaur, within the Lone-lands.\n\nRadagast is unable to directly interfere in the war by seeking out and destroying Ivar the Bloodhand. He has asked you to go in his stead and to bring him Ivar's helm as proof of your victory.
    2500035B07 - 'You have made quite the name for yourself,
    2500035B08 - . Word of your exploits has reached me even here. Indeed, I am surprised with all you have accomplished. Still, perhaps you can assist me again.\n\n'I know what began the plague in Agamaur, the Red Swamp. A Gaunt-lord, a dire creature in the service of Angmar, has raised an army of wights here and has stirred this ancient evil, not the Eglain. I must ask you to intervene on my behalf, for I cannot. Would you go in my stead?\n\n'In the east are the ruins called Garth Agarwen. I would search there for Ivar the Blood-hand. If you find him and defeat him, bring his helm to me as proof.'
    2500035B09 - 'You have done well in defeating Ivar the Bloodhand!'
    2500035B0A - 'What is this,
    2500035B0B - ? The helm of Ivar the Blood-hand? Long has my order awaited this day.\n\n'In ages past, Morgoth twisted enslaved Men and instilled them with fell spirits. These became the gaunt-men, but among them he selected five who would bear unimaginable power in mockery of the Wizards.\n\n'Ivar was, in fact, made in mockery of me, and his death serves as justice for my kind. You have well earned this reward,
    2500035B0C - .'
    2500035B0D - 'It is rumoured that the gaunt-men are creatures of great power twisted by Morgoth in the First Age...you were fortunate to survive against Ivar.'
    2500035B0E - 'If the rumours are true, it may mean that Angmar is preparing to move upon Eriador. You must hurry.'
    2500035B0F - 'What is this,
    2500035B10 - ? The helm of Ivar the Bloodhand? I am impressed, my friend. I did not think it possible. Here is a reward for your efforts.\n\n'Go in safety.'\n\nTHIS NEEDS TO BE LOREIFIED RUDDER
    2500035B11 - Deliver Ivar's Helm to Radagast at the Eglan-camp
    2500035B12 - 'If the rumours are true, it may mean that Angmar is preparing to move upon Eriador. You must hurry.'
    2500035B13 - Collect Ivar's helm (
    2500035B14 - /
    2500035B15 - )
    2500035B16 - Ivar the Blood-hand
    2500035C00 - Ivar's Helm[n]
    2500035C01 - Taken from the defeated form of Ivar...
    2500035C02 - Generic Quest Items[ps]
    2500035D00 - Túrthann[n]
    2500035D01 -
    2500035E00 - Saeradan's Greataxe[n]
    2500035E01 -
    2500035F00 - Gollang[n]
    2500035F01 -
    2500036000 - Saeradan's Trousers[n]
    2500036001 -
    2500036100 - Woodsman Shoulder Pads[n]
    2500036101 -
    2500036200 - 'We need food... and weapons!'
    2500036201 - 'Good. But what of the Iron Crown? Angmar will not be... pleased with us.'
    2500036202 - 'I do not know this Saruman. Sharkey? Saruman? The name means nothing to me. So.... 7 parts in 10 of the loot!'
    2500036203 - 'Ha. Maybe we just wait for the Iron Crown after all. We can always eat you brigands if we get hungry!'
    2500036204 - Tarkrîp Chieftain[m]
    2500036300 - Melee Disarm
    2500036500 - a weak swipe attack
    2500036600 - War Cry
    2500036601 - ..
    2500036700 - Healing
    2500036701 -
    2500036800 -
    2500036801 - Success!
    2500036802 - Interrupted!
    2500036900 - Sharkey's Lieutenant[mn]
    2500036A00 - Wild Slash
    2500036A01 - ..
    2500036B00 - Induce Knocked Out
    2500036B01 -
    2500036C00 - Caltrop Scatter
    2500036C01 - ..
    2500036D00 - ..
    2500036D01 - ..
    2500036E00 - ..
    2500036E01 - Caltrops
    2500036F00 - Light Wound
    2500036F01 -
    2500037000 - Slow
    2500037001 - The ground is littered with caltrops, slowing your movement.
    2500037100 - Rally Minions Near Target
    2500037200 - Call to Minions on Target
    2500037201 - Sends a call to minions nearby the target to join in the combat.
    2500037300 - Tarkrîp Grunt[m]
    2500037400 - Tarkrîp Prowler[m]
    2500037500 - Tarkrîp Killer[v]
    2500037600 - Saeradan's Shoulder Guards[n]
    2500037601 -
    2500037700 - 'The safety of this town is my one and only concern.'
    2500037701 - Grimbriar is a hard and gruff man of Bree.
    2500037702 - Chief Watcher Grimbriar[mn]
    2500037800 - 'The constables warned us of reports of evil swelling and pouring out of the Barrow-downs -- it appears we should have listened. Here we are now, holed up in this hollow with the foreboding forest at our west and unknown terrors at our east.\n\n'Perhaps it is fortune that brings you here. We are in dire need of aid, and it seems that your arrival is providence. It seems that the passage of some shadow has stirred this land and surrounded it in evil. \n\n'We have set ourselves here, but while here, it would be good to help the folk of Bree. Please, if you would, hunt down the fiendish wights dwelling now in these barrows.'
    2500037801 - 'Well done! You have helped us greatly, friend. Perhaps you could do a little more for us?'
    2500037802 - 'Have you taken care of those old wights? No? Well, please be quick about it. I'm afraid they might get a taste for some nice, warm Bree-folk and come out of the Barrow-downs. That just wouldn't do at all.'
    2500037803 - Calming the Wake
    2500037804 - Guides out of Bree fear for their charges as the terror of the Barrow-downs are now unleashed in the north. This unexpected course has forced them to drastic action.
    2500037805 - Defeated wights in the northern Barrow-downs (
    2500037806 - /
    2500037807 - )
    2500037808 - Defeat wights in the northern Barrow-downs (
    2500037809 - /
    250003780A - )
    250003780B - Wights can be found throughout the Barrow-downs, east and north of the guides' camp.\n\nThrough their own folly, the guides have become trapped. While here they wish to assist the Watchers of Bree by reducing the threat found in the Barrow-downs.
    250003780C - Talk to Reginald Sickleweed in the Barrow-downs
    250003780D - You will find Reginald Sickleweed at the makeshift camp between the Old Forest and the northern Barrow-downs.\n\nYou should now return to Reginald Sickleweed and tell him that you have begun to purge the wights from the Barrow-downs.
    2500037900 - Defeated wights in the Great Barrow (
    2500037901 - /
    2500037902 - )
    2500037903 - The guides of Bree admit now that they should have been more cautious. Bob Redthistle believes now that they must do their part to destroy the fell creatures rising, as legend once told, throughout the Barrow-downs.
    2500037904 - 'You've done good work dealing with those old wights, but I'll be honest with you,
    2500037905 - ...these are creatures of legend! And the legend runs deeper than these mounds can provide.\n\n'The Great Barrow, called Othrongroth long ago, has always been a place that few are brave enough to face, because of the legends of the powerful beings that once walked there. With the return of these legendary creatures throughout the Barrow-downs, I can only assume that more have risen within the Great Barrow. Othrongroth lies towards the southern end of the Barrow-downs.\n\n'Stout or not, I'd not go it alone, if I were you. That Great Barrow is sure to be a bad place. Maybe you should take some friends?'
    2500037906 - The Great Barrow is at the southern end of the Barrow-downs.\n\nBob Redthistle has asked you to enter the Great Barrow and keep more wights from getting out. He recommended that you take friends with you.
    2500037907 - 'You are a valiant
    2500037908 - , my friend. You have succeeded where many would fail...truthfully, I would never dare.\n\n'Thank you greatly for your help. I believe that Bree is safer for your actions.'
    2500037909 - Bob Redthistle awaits your return at Dead Man's Perch, between the north and south Barrow-downs.\n\nYou should return to Bob Redthistle and let him know that you have destroyed many wights within the Great Barrow.
    250003790A - 'Have you turned those barrow-wights aside?'
    250003790B - 'Well,
    250003790C - , I don't think those nasty, old wights will be creeping into Bree any time soon!'
    250003790D - 'It's hard to believe that there really are old, dead bones walking about out in the Barrow-downs...we're lucky to have you to handle them!'
    250003790E - Defeat wights in the Great Barrow (
    250003790F - /
    2500037910 - )
    2500037911 - Talk to Bob Redthistle at Dead Man's Perch
    2500037912 - Purging the Dead
    2500037A00 - 'My job is to guard Bree. I don't have the men to waste patrolling the countryside, but of late I've had reports of brigand-raids near and around the town, so I moved to this location to keep closer watch. I need someone to look into these rumours, and I've coin to spare for anyone willing to help.\n\n'There have always been a few outlaws in the hills and dales north of town, but it seems that recently they've grown both more numerous and more bold. If you can find out what is going on, it would be appreciated. Careful though: once, these outlaws would flee any armed man, but now they are more prone to attack without warning.\n\n'The farm across the road seems to be overrun by the brigands...you could start your investigation there.'
    2500037A01 - 'Since when are outlaws able to afford such things as medallions? Even the constables don't have badges! And who is this Sharkey fellow, anyway?'\n\n'This is very disturbing. Your find seems to suggest an organization that we haven't seen before in these brigands.'
    2500037A02 - 'To be honest, I'm not sure what to tell you to look for. If you encounter and defeat any brigands, or if you can find and search their camps, maybe you can discover something that will tell us why they've become more hostile.'
    2500037A03 - 'To be honest, I'm not sure what to tell you to look for. If you encounter and defeat any brigands, or if you can search Dogwood's Farm nearby, maybe you can discover something that will tell us why they've become more hostile.'
    2500037A04 - Sharkey's Men
    2500037A05 - Chief Grimbriar wants you to investigate the brigands of the Bree-fields, who have become better organized and more dangerous of late.
    2500037A06 - You found a strange medallion
    2500037A07 - Bring the brigand medallion to Chief Watcher Grimbriar
    2500037A08 - Brigands have overrun Dogwood's Farm, across the road and north alongside a small stream. Chief Grimbriar awaits your return at the stone house near the crossroads outside of Bree.\n\nChief Watcher Grimbriar has asked you to investigate the increased brigand activity. He mentioned a small farm across the road and a few paces north he thought was overrun.
    2500037A09 - Find evidence of the brigands' loyalty
    2500037A0A - Chief Watcher Grimbriar can be found inside the Town Hall in the south-east corner of Bree.\n\nGrimbriar sent you to find evidence explaining the sudden organization of the various brigand bands. In your investigation, you found a medallion upon the body of one of the brigands, which might interest the Chief Watcher.
    2500037B00 - 'Anlaf sent you, did he? Goblins? He can keep them. I'll take the problems we have with Sharkey's Men over the likes of goblins.\n\n'I'll need some time to gather his supplies. In the meantime, I could use your help elsewhere. In the northeast corner of the Midgewater Marshes, east of Bree, there is a pass that leads into the Weather Hills. There is a den of wolves causing no end of trouble for a friend of mine in the area.\n\n'Go there and thin the pack a bit. I'll work on getting Anlaf his supplies.'
    2500037B01 - 'I made arrangements to send the supplies on to the Forsaken Inn. Anlaf will get what he needs.\n\n'You did a fine job, dealing with those wolves so swiftly. Thank you,
    2500037B02 - . It is good to know that you can be counted on to brave dangers such as these.'
    2500037B03 - Fair Trade with Bree
    2500037B04 - 'I made arrangments to send the supplies on to the Inn. Anlaf will get what he needs.\n\n'You did good to deal swiftly with those wolves, as well. Thank you
    2500037B05 - .'
    2500037B06 - 'Do you have the meat I asked for? Good. Give me a moment and I will cure that for you. All set! Now go take this salted meat and this keg of ale and bring it to poor Anlaf. And tell him to quit that hole of an inn out there and come back and work for me!'
    2500037B07 - Killed a Grey Wolf (
    2500037B08 - /
    2500037B09 - )
    2500037B0A - 'I need time to get Anlaf's supplies organized. You deal with the wolves in the Midgewater Pass, and I will see that Anlaf's goods are ready to go by the time you return.'
    2500037B0B - 'Anlaf sent you, did he? I see. Well my supply of salted meats is running low. If you could bring me some fresh wolf meat, I could help you. If you would go get me 15 pieces of wolf meat, that would do. There are wolves to the South of where the wagon was ambushed. Get those and bring them back to me.'
    2500037B0C - Killed an Elder Grey Wolf (
    2500037B0D - /
    2500037B0E - )
    2500037B0F - 'You haven't come back with my goods yet! Without supplies, the inn will be worthless. People will go hungry. You can't want that, surely? You simply can't!'
    2500037B10 - 'You have not brought back everything yet. Why? I asked you a very simple task. Ale, salted meat, weapons, and repair supplies. Please go get them all.'
    2500037B11 - Killed an Elder Grey Wolf (
    2500037B12 - /
    2500037B13 - )
    2500037B14 - Chief Watcher Grimbriar can be found at a cottage along the Greenway, north of Bree.\n\nAnlaf directed you to tell Chief Watcher Grimbriar about his supply problem in the hope that Grimbriar might help him obtain the goods he needs.
    2500037B15 - 'Grimbriar sent me the supplies I needed. Thank you, my friend!'
    2500037B16 - You have spoken to Grimbriar
    2500037B17 - There are wolves in the Midgewater Pass, in the north-east corner of the Midgewater Marshes, east of Bree.\n\nWolves in the Midgewater Pass have been causing trouble for a friend of Chief Watcher Grimbriar. Grimbriar asked you to thin the pack as a favour while he gathers supplies for Anlaf.
    2500037B18 - 'The Forsaken Inn is saved! For now, at least, we have the supplies we need!'
    2500037B19 - Grimbriar awaits you at the cottage along the Greenway, north of Bree.\n\nChief Watcher Grimbriar will want to hear of your success against the wolves of the Midgewater Pass.
    2500037B1A - 'Thank you for dealing with those wolves. The Midgewater Pass has always been dangerous.'
    2500037B1B - 'Anlaf should have those supplies by the time you get back to the Forsaken Inn.'
    2500037B1C - Speak with Watchman Grimbriar at the Bree Town Hall
    2500037B1D - Kill a Grey Wolf (
    2500037B1E - /
    2500037B1F - )
    2500037B20 - Kill an Elder Grey Wolf (
    2500037B21 - /
    2500037B22 - )
    2500037B23 - Speak with Watchman Grimbriar
    2500037B24 - Anlaf the Forlorn fears that the goblin raids will be the end of his business. He needs supplies quickly or he might be forced to close the Forsaken Inn.
    2500037B25 - 'Goblins attacked my cart! My inn hasn't got much but what we need, and that barely. These goblins will be the end of it!\n\n'I still need to get supplies -- without them, the few guests that I support will all wander back to Bree, and we'll be stuck eating the food that Mugwort makes, and that's barely edible enough to feed a starving hobbit! I need you to speak with Chief Watcher Grimbriar.\n\n'Grimbriar is a good man. He'll make certain that the supplies are sent to me. He might need your help to ensure the delivery is made, but it's a small price to help such a fine establishment as this, isn't it?'
    2500037C00 - Watcher's Leggings[n]
    2500037C01 -
    2500037D00 - Watcher's Spear[n]
    2500037D01 -
    2500037E00 - Howling Yellowfang[e]
    2500037F00 - Lurking Yellowfang[v]
    2500038000 - Enter Stealthed State
    2500038100 - Mobile Stealth Poor
    2500038200 - Enter Stealthed State
    2500038201 - This skill is a fast version of stealth.
    2500038300 - Mobile Stealth
    2500038400 - 'What? Oh, you, should I know you?'
    2500038401 - Tavern Keep
    2500038402 - Anlaf the Forlorn[mn]
    2500038500 - Forsaken Ale[n]
    2500038501 - There are many fabled brews in Middle-earth. This is not one of them.
    2500038502 - Pints of Forsaken Ale[p]
    2500038600 - Swill[n]
    2500038601 - Mouldy barley. Spoiled hops. And do not ask where the water came from.
    2500038602 - Mugs of Swill[p]
    2500038700 - Forsaken Cider[n]
    2500038701 - Sour as a goblin's temper.
    2500038702 - Forsaken Ciders[p]
    2500038800 - 'I want revenge against these goblins!'
    2500038801 - 'He was captured by the goblins. Ha! Fools running off to make deals with goblins deserve what they get! You rescued him though, and that makes you a better man than I, I guess.\n\n'I did empty his room when he didn't come back and that note appeared. I took what was owed me but you can have the rest.\n\n'Such a good person as yourself ought to be given something for helping a fool like him.'
    2500038802 - 'I must rest again...my wounds....'
    Xabrina

    Xabrina

    Xabrina ICQ www 180 Female
    2500038803 - 'All right, friend. You lead the way. I'll do my best to keep up. These goblins struck me a nasty shot to my leg so I may be a bit hobbled.'
    2500038804 - A Deal Gone Sour
    2500038805 - 'We'd best avoid the goblins ahead.'
    2500038806 - 'I need a moment to catch my breath.'
    2500038807 - Pengail has been killed. You have failed
    2500038808 - 'That fool Pengail...he's lucky you were around to rescue him!'
    2500038809 - You have rescued Pengail
    250003880A - 'Ah! My father's sword.'
    250003880B - 'Fools what trade with goblins deserve what they get!'
    250003880C - The Forsaken Inn is south-west of the goblin encampment.\n\nPengail has asked you to help him escape the goblins and take him to The Forsaken Inn.
    250003880D - 'The goblins beat me hard, but I'll do my best to keep up.'
    250003880E - Anlaf the Forlorn is at The Forsaken Inn.\n\nAfter you helped him escape and find his father's sword, Pengail told you that Anlaf the Forlorn has the valuables that he left in his room. He told you to let Anlaf know that he is free and that he offered you a reward from his belongings.
    250003880F - 'My sword's not here...only this scrap. I must find my sword.'
    2500038810 - 'The sword was given to me by my father. It's been in my family for a long time!'
    2500038811 - 'Nothing! How could I have been so stupid?'
    2500038812 - 'This is the last camp. My sword must be here.'
    2500038813 - 'Careful! Goblins can hide in these rocks.'
    2500038814 - 'I'll need my sword. I'm useless without one.'
    2500038815 - Speak with Pengail
    2500038816 - Help Pengail escape from the goblins
    2500038817 - Speak with Anlaf the Forlorn
    2500038818 - 'Not far to go now!'
    2500038819 - 'Let me search this crate.'
    250003881A - 'I must search this crate as well.'
    250003881B - 'I'll check this crate to see if my sword is within.'
    250003881C - Pengail says that he meant to trade with the goblins, meeting his obligations to Thomas Thistlewool in Bree-town. The goblins double-crossed him and took him captive and now plan on trading him to the Orcs encamped in the Midgewater Pass.
    250003881D - 'I must search this last place.'
    250003881E - 'I feel much better. Let's continue.'
    250003881F - 'I'll see these filthy goblins laid low!'
    2500038820 - 'I must find my sword. Perhaps they hid it here.'
    2500038821 - 'Only one more place to check. Follow me.'
    2500038822 - 'All right, let's continue on, but take it slower.'
    2500038823 - 'Tell Anlaf the Forlorn to give you what I had in my room.'
    2500038824 - 'I'll be fine from here on. Thanks for your help!'
    2500038825 - 'I feel better. Let us move on.'
    2500038826 - 'I'm sorry...I must rest. My wounds are not fully healed.'
    2500038827 - 'Oi! Lend a man a hand, won't you? These cursed goblins captured me after I made honest effort to trade. Oh, I know it's wrong, but a man's got needs, and one of those needs is eating, friend.\n\n'I ain't had myself a square meal since heading north with those fellows what moved on the Bree-fields, and I'm not like them. I just want to get by and earn enough coin to purchase a patch of land to call my own.\n\n'If you don't help me, I'll be lucky to last a night. These goblins keep saying that they want to trade me to Orcs at Midgewater Pass. If you take me south-west to The Forsaken Inn, I'll give you some coin and a pick from the treasures I found in the ruins. We have a deal?'
    2500038900 - Defeated goblins in the Lone-lands (
    2500038901 - /
    2500038902 - )
    2500038903 - You have spoken with Anlaf the Forlorn
    2500038904 - The arrival of a goblin-tribe in Annunlos has made maintaining business at The Forsaken Inn nearly impossible for its owner, Anlaf the Forlorn.
    2500038905 - 'Pay no mind to the name of the Inn; not all who pass here never return. Only ones that stray too far off the road and find themselves in the clutches o' them goblins.\n\n'Bloody-handed creatures deserving of a good beating, those goblins! You're an able-bodied sort...why don't you go show those brutes they're not wanted here? The lands around the inn are just crawling with them.\n\n'People scare easily, you see. With the goblins creeping all about the ruins and so close to the inn, I'm destined to use the wood falling from the roof to bar the doors unless someone gives me a hand. You'll find goblins on the fields of Annunlos, and a good number of them have established a foothold in the old ruins of Minas Eriol, to the south-east.'
    2500038906 - Goblins can be found in Annunlos north and east from The Forsaken Inn.\n\nAnlaf the Forlorn, proprietor of The Forsaken Inn, suggested that you might be the solution to his goblin-problem. He has asked that you show the goblins of Annunlos that they are not welcome in the Lone-lands.
    2500038907 - 'You've done me a favour, friend, and I feel that I owe you something. I've not much to spare other than a little coin, and that's not worth much this far from Bree.\n\n'There are some others here at the inn who might have need of help. You should speak with our server, Lieva Dourlily. Lieva has been working on a scarecrow meant to scare the goblins away.\n\n'Why not speak with her? You've been a help to me, but you're not willing to leave it at that, are you?'
    2500038908 - Anlaf the Forlorn resides at The Forsaken Inn along the Great East Road.\n\nAnlaf may be pleased to learn that you have slain a good number of the goblins that trouble him.
    2500038909 - 'Those goblins are a menace, if you ask me! Driving them off will help travellers find their way into the Lone-lands with less fear in their hearts, and I'll lose fewer customers. Anyone of any importance will win and only the goblins will lose, my friend! Isn't that what we want?'
    250003890A - 'Goblins...I hate them.'
    250003890B - 'There are never enough customers here to suit me, even on busy days!'
    250003890C - Defeat goblins in the Lone-lands (
    250003890D - /
    250003890E - )
    250003890F - Talk to Anlaf the Forlorn at The Forsaken Inn
    2500038910 - Goblin-exiles
    2500038A00 - The cart has been looted and destroyed
    2500038A01 - The driver has been slain, apparently by goblins
    2500038A02 - You have spoken to Anlaf the Forlorn
    2500038A03 - A cart bound for Bree and due to return to the Forsaken Inn is several days overdue. The recent arrival of goblins and other foes has Anlaf the Forlorn worried that something happened to the cart and its driver.
    2500038A04 - 'Good day,
    2500038A05 - . What do you need? Did I summon you? Anyways, it doesn't matter. My supplies have not come back from Bree. I sent a cart out a week ago -- or earlier -- I'm not sure anymore. But I did send a cart, I know that! Now where is it? Tell me that!\n\n'The cart was travelling west towards Bree, and it should have come back by now! I want to know what happened to the supplies I sent and to the cart's driver. I hope it wasn't the goblins... there are so many of them here now.\n\n'Will you help? Will you travel west towards Bree? Search both north and south and bring me any news you discover.'
    2500038A06 - Anlaf's missing cart travelled west towards Bree along the Great East Road.\n\nAnlaf has asked that you search north and south of the cart's estimated route to learn its fate and the fate of its driver.
    2500038A07 - 'What? Goblins attacked my cart? This is no good at all. How am I supposed to feed my patrons? This is simply no good at all! Let me think on this.'
    2500038A08 - Anlaf is at the Forsaken Inn.\n\nYou discovered that the cart was destroyed, its supplies stolen, and the driver killed by the nearby goblins. Anlaf should be given this unfortunate news.
    2500038A09 - Having found out that the cart was attacked by brigands and the supplies were stolen, return to Anlaf and tell him the bad news.
    2500038A0A - 'Have you found the cart yet? Do you know what happened? Don't come back until you do! It should be somewhere north or south of the road to the west.'
    2500038A0B - 'We have had no end of trouble with goblins. Someone should do something!'
    2500038A0C - 'How will I feed my customers with my supply carts endangered at every turn?'
    2500038A0D - Find Anlaf's missing cart
    2500038A0E - Find the driver of the missing cart
    2500038A0F - Speak with Anlaf the Forlorn at the Forsaken Inn
    2500038A10 - Missing Supply Cart
    2500038B00 - Thomas Thistlewool received a letter from Anlaf the Forlorn at The Forsaken Inn, mentioning money owed and a man he employed to collect some artifacts from the area.
    2500038B01 - 'You there, I have heard of your deeds about town. I am in need of a
    2500038B02 - of honour, like yourself.\n\n'I made an error in judgement recently that leaves me in a difficult position. I collect rare finds from the ruins of Arnor and in an effort to save coin, I employed a man from the South. The man, using my name, now owes a great deal of coin to the proprietor of The Forsaken Inn.\n\n'If you are willing, take this letter to Anlaf the Forlorn at the Forsaken Inn before word reaches the guilds here in Bree-town. It lies eastward along the Great East Road. I'll not allow one indiscretion ruin my good name.'
    2500038B03 - Anlaf the Forlorn can be found at The Forsaken Inn, eastward along the Great East Road.\n\nThomas Thistlewool has asked you to deliver a letter to Anlaf the Forlorn, the proprietor of The Forsaken Inn, promising payment for a debt incurred by a man he hired to seek ancient relics for him.
    2500038B04 - 'Mr. Thistlewool sent me a letter of credit for Bree? I'll not look down my nose at it, but my message wasn't asking for money. Times are troubled here, and his man could be in a heap of it.\n\n'See, the Munces deal in artifacts. That's Gadaric and Hunulf over there. They're good folk...they don't thieve. They got run off their land by goblins or some such. I heard there are Orcs, too. But the Munces have no more trade for Bree, so Thistlewool's man said he was going to trade with the goblins direct.\n\n'What I sent Thistlewool was a note from the goblins! Well, likely they made Thistlewool's man write it. His man's been captured. If he's still alive, he's likely up north-east of here. There's goblins camped up there, or so he said. You look a likely sort to go rescue him, eh?'
    2500038B05 - 'Quickly now, see that letter delivered. I will not have my name sullied another day because of this layabout.'
    2500038B06 - 'Welcome to the Inn, we've not got a lot to spare, but we charge fair rates and you're welcome to stay on as long as you want.'
    2500038B07 - 'My man was captured by goblins? Well then, I suppose that means I do not owe Anlaf anything.'
    2500038B08 - 'I knew I made a mistake hiring that layabout!'
    2500038B09 - Deliver Thistlewool's letter to Anlaf the Forlorn
    2500038B0A - 'I don't want any money from Mr. Thistlewool. It's those goblins!'
    2500038B0B - 'Mr. Thistlewool's man was captured by goblins. Are you going to go look for him?'
    2500038B0C - Thistlewool's Sullied Name
    2500038C00 - Letter from Thistlewool[E]
    2500038C01 - A letter from Thomas Thistlewool to Anlaf the Forlorn.
    2500038C02 - ...[E]
    2500038D00 - Torinn[n]
    2500038D01 -
    2500038E00 - Barrow-iron Stun Dust[p]
    2500038E01 - Old stun dust that can be turned back into ingots by a weaponsmith.
    2500038E02 - Barrow-iron Stun Dust[p]
    2500039100 - Pengail[mn]
    2500039200 - Destroyed Supply-cart[e]
    2500039201 - The cart bears signs of an assault. Spear holes and deep gouges line the wooden shell.
    2500039202 - ...[e]
    2500039300 - Examining...
    2500039301 - Success!
    2500039302 - Interrupted!
    2500039400 - Cart-driver[e]
    2500039401 - A corpse of a human. The poor soul seems to have been murdered.
    2500039402 - Human Corpses[E]
    2500039500 - Thistlewool's Shoes[n]
    2500039501 -
    2500039600 - 'Never trust outsiders, mark my word….'
    2500039601 -
    2500039602 - Thomas Thistlewool[mn]
    2500039700 - Grimbriar's Knife[n]
    2500039701 -
    2500039800 - Yellowtusk Spear[n]
    2500039801 -
    2500039900 - Chief Watcher's Bow[n]
    2500039901 -
    2500039902 - Slightly reduces threat during combat.
    2500039A00 - Southern Lieutenant[m]
    2500039C00 - Saeradan's Bow[n]
    2500039C01 -
    2500039C02 - Slightly reduces ranged skill induction time.
    2500039D00 - Saeradan's Leggings[n]
    2500039D01 -
    2500039E00 - Saeradan's Iron Bracelet[n]
    2500039E01 -
    2500039F00 - Ivar's Defeat[n]
    2500039F01 -
    250003A000 - Saeradan's Bow[n]
    250003A001 -
    250003A002 - Reduces ranged skill induction time.
    250003A100 - Bloodhand's Doom[n]
    250003A101 -
    250003A200 - Ivar the Blood-hand[MN]
    250003A201 - ...
    250003A300 - DNT - Dread Aura
    250003A301 - DNT - The unsettling presence of evil.
    250003A400 - Dread
    250003A401 - Your heart is heavy in the face of such evil.
    250003A402 - Add
    250003A403 - Dread
    250003A500 - Summon Split-wight
    250003A600 - Summons a split-wight from the ground near the Gauntman.
    250003A601 - Summon Splitwight
    250003A602 -
    250003A700 -
    250003A701 - Success!
    250003A702 - Interrupted!
    250003A800 - Summoned Servant[m]
    250003A900 - Baleful Force
    250003AA00 -
    250003AA01 - Induce Knockeddown
    250003AA02 -
    250003AB00 - Stealing from the Dead
    250003AC00 - Steal from the Dead
    250003AC01 - Steals health from the dead, giving it to its master.
    250003AD00 - Steal from the Dead
    250003AD01 -
    250003AE00 - Greater Wasting Sickness
    250003AF00 - Major Disease
    250003AF01 -
    250003B000 - Greater Diseased Frailty
    250003B100 - Decreases Vitality
    250003B101 - Greater Diseased Frailty
    250003B102 - Decreases Vitality
    250003B200 - Lurking Sickness
    250003B300 - Lurking Sickness
    250003B301 - A sickness lurks inside, waiting to fully manifest.
    250003B400 - Power Damage
    250003B401 -
    250003B500 - Major Sprain
    250003B600 - Slows movement speed.
    250003B601 - Major Sprain
    250003B602 - Slows movement speed.
    250003B603 - Target cannot Evade
    250003B700 - Major Dislocation
    250003B800 - Slows attack speed
    250003B801 - Major Dislocation
    250003B802 - Slows attack speed
    250003B803 - Target cannot Block
    250003B900 - Major Injury
    250003BA00 - Decreases Might
    250003BA01 - Major Injury
    250003BA02 - Decreases Might
    250003BA03 - Target cannot Parry
    250003BB00 - Authri[n]
    250003BB01 - Ancient helm of the northern realms.
    250003BC00 - Belegolf[n]
    250003BC01 - Carved with skill in northern Rohan from the fallen wood of Fangorn beneath the shadows of the Last Mountain.
    250003BD00 - High Pass Gate Key[n]
    250003BD01 - This key opens the High Pass Gate in Garth Agarwen.
    250003BD02 - ...[p]
    250003BE00 - Unlocking...
    250003BE01 - Success!
    250003BE02 - Interrupted!
    250003C000 - Garth Agarwen Gate Key[n]
    250003C001 - This key opens the Garth Agarwen Gate.
    250003C002 - ...[p]
    250003C100 - Wood-stock Crossbow[E]
    250003C101 -
    250003C200 - Metal-stock Crossbow[E]
    250003C201 -
    250003C300 - Boot Knife[E]
    250003C301 -
    250003C400 - Boot Knife[E]
    250003C401 -
    250003C500 - Spiked Poleaxe[E]
    250003C501 -
    250003C600 - Battle Halberd[E]
    250003C601 -
    250003C700 - Battle Pick[E]
    250003C701 -
    250003C800 - Battle Pick[E]
    250003C801 -
    250003C900 - Heavy Battle Pick[E]
    250003C901 -
    250003CA00 - Heavy Battle Pick[E]
    250003CA01 -
    250003CB00 - Hammer-Mace[E]
    250003CB01 -
    250003CC00 - Spiked Mace[E]
    250003CC01 -
    250003CD00 - Wooden Spear[E]
    250003CD01 -
    250003CE00 - Wooden Spear[E]
    250003CE01 -
    250003CF00 - Leather-bound Stave[E]
    250003CF01 -
    250003D000 - Wide Oak Staff[E]
    250003D001 -
    250003D100 - Longsword[E]
    250003D101 -
    250003D200 - Longsword[E]
    250003D201 -
    250003D300 - Great Sword[E]
    250003D301 -
    250003D400 - Great Sword[E]
    250003D401 -
    250003D500 - Copper Armband[E]
    250003D501 - A common copper armband.
    250003D600 - Leather Armband[E]
    250003D601 - A plain leather armband.
    250003D700 - Gold Armband[E]
    250003D701 - A highly decorated gold armband.
    250003D800 - Silver Earring[E]
    250003D801 - A plain silver earring.
    250003D900 - Amethyst Earring[v]
    250003D901 - A silver earring with a small amethyst setting.
    250003DA00 - Sapphire Earring[E]
    250003DA01 - A gold earring with a small sapphire setting.
    250003DB00 - Steel Necklace[E]
    250003DB01 - A simple steel chain necklace.
    250003DC00 - Silver Necklace[E]
    250003DC01 - A simple silver chain necklace.
    250003DD00 - Silver Necklace[E]
    250003DD01 - A simple silver chain necklace.
    250003DE00 - Emerald Ring[E]
    250003DE01 - A brilliant silver ring with a deep green emerald setting.
    250003DF00 - Beryl Ring[E]
    250003DF01 - A plain copper ring with a small beryl setting.
    250003E000 - Copper Ring[E]
    250003E001 - A common copper ring with very little wear.
    250003E100 - Kite Shield[E]
    250003E101 -
    250003E200 - Banded Round Shield[E]
    250003E201 -
    250003E300 - Greater Athelas Essence[e]
    250003E301 - This greater essence recovers your morale when used.
    250003E302 - Greater Athelas Essences[p]
    250003E400 - Increased Morale
    250003E401 -
    250003E500 - Greater Celebrant Salve[e]
    250003E501 - This greater salve recovers your power when used.
    250003E502 - Greater Celebrant Salves[p]
    250003E600 - Increased Power
    250003E601 -
    250003E700 - Scalemail Boots[ps]
    250003E701 - Scalemail boots.
    250003E800 - Scalemail Breastplate[E]
    250003E801 - Scalemail chest armour with steel breastplate.
    250003E900 - Scalemail Gauntlets[ps]
    250003E901 - Scalemail gauntlets.
    250003EA00 - Scalemail Gloves[ps]
    250003EA01 - Scalemail gloves.
    250003EB00 - Flared Helmet[E]
    250003EB01 - A metal helmet protecting the sides of the face.
    250003EC00 - Scalemail Jacket[E]
    250003EC01 - Scalemail chest armour.
    250003ED00 - Scalemail Leggings[ps]
    250003ED01 - Scalemail leggings.
    250003EE00 - Steel Shoulder Guards[ps]
    250003EE01 - Steel shoulder armour.
    250003EF00 - Scalemail Shoes[ps]
    250003EF01 - Scalemail shoes.
    250003F000 - Steel Shoulder Pads[ps]
    250003F001 - Steel shoulder armour.
    250003F100 - Flared Helmet[E]
    250003F101 - A metal helmet protecting the sides of the face.
    250003F200 - Elven Leather Boots[ps]
    250003F201 - Leather boots of Elven make.
    250003F300 - Elven Leather Gauntlets[ps]
    250003F301 - Leather gauntlets of Elven make.
    250003F400 - Elven Leather Gloves[ps]
    250003F401 - Leather gloves of Elven make.
    250003F500 - Elven Pointed Helm[v]
    250003F501 - Metal helm of Elven make.
    250003F600 - Elven Leather Jacket[v]
    250003F601 - Leather chest armour of Elven make.
    250003F700 - Elven Leather Leggings[ps]
    250003F701 - Leather leggings of Elven make.
    250003F800 - Elven Leather Shoulder Guards[ps]
    250003F801 - Leather shoulder armour of Elven make.
    250003F900 - Elven Leather Shirt[v]
    250003F901 - Leather chest armour of Elven make.
    250003FA00 - Elven Leather Shoes[ps]
    250003FA01 - Leather shoes of Elven make.
    250003FB00 - Elven Leather Shoulder Pads[ps]
    250003FB01 - Leather shoulder armour of Elven make.
    250003FC00 - Elven Pointed Helm[v]
    250003FC01 - Metal helm of Elven make.
    250003FD00 - Wooden Long Bow[E]
    250003FD01 -
    250003FE00 - Wooden Long Bow[E]
    250003FE01 -
    250003FF00 - Boot Knife[E]
    250003FF01 -
    2500040000 - Boot Knife[E]
    2500040001 -
    2500040100 - Broad-head Halberd[E]
    2500040101 -
    2500040200 - Broad-head Halberd[E]
    2500040201 -
    2500040300 - Hammer-Mace[E]
    2500040301 -
    2500040400 - Spiked Mace[E]
    2500040401 -
    2500040500 - Wooden Spear[E]
    2500040501 -
    2500040600 - Wooden Spear[E]
    2500040601 -
    2500040700 - Lebethron Staff[E]
    2500040701 -
    2500040800 - Leather-bound Lebethron Staff[E]
    2500040801 -
    2500040900 - Shortsword[E]
    2500040901 -
    2500040A00 - Ornate Shortsword[v]
    2500040A01 -
    2500040B00 - Great Sword[E]
    2500040B01 -
    2500040C00 - Great Sword[E]
    2500040C01 -
    2500040D00 - Kite Shield[E]
    2500040D01 -
    2500040E00 - Wood Round Shield[E]
    2500040E01 -
    2500040F00 - Backed Hand Axe[E]
    2500040F01 -
    2500041000 - Backed Hand Axe[E]
    2500041001 -
    2500041100 - Great Axe[E]
    2500041101 -
    2500041200 - Grand Axe[E]
    2500041201 -
    2500041300 - Engraved Arbalest[v]
    2500041301 -
    2500041400 - Light Arbalest[E]
    2500041401 -
    2500041500 - Fighting Dagger[E]
    2500041501 -
    2500041600 - Fighting Dagger[E]
    2500041601 -
    2500041700 - Chasing Hammer[E]
    2500041701 -
    2500041800 - Chasing Hammer[E]
    2500041801 -
    2500041900 - Heavy Chasing Hammer[E]
    2500041901 -
    2500041A00 - Heavy Chasing Hammer[E]
    2500041A01 -
    2500041B00 - Hammer-Mace[E]
    2500041B01 -
    2500041C00 - Long Hammer-Mace[E]
    2500041C01 -
    2500041D00 - Wooden Spear[E]
    2500041D01 -
    2500041E00 - Wooden Spear[E]
    2500041E01 -
    2500041F00 - Lebethron Staff[E]
    2500041F01 -
    2500042000 - Leather-bound Lebethron Staff[E]
    2500042001 -
    2500042100 - Longsword[E]
    2500042101 -
    2500042200 - Longsword[E]
    2500042201 -
    2500042300 - Dwarf-shield[E]
    2500042301 -
    2500042400 - Dwarf-shield[E]
    2500042401 -
    2500042500 - Dwarf Steel Boots[ps]
    2500042501 - Dwarf heavy armour.
    2500042600 - Dwarf Steel Breastplate[E]
    2500042601 - Dwarf heavy armour.
    2500042700 - Dwarf Steel Gauntlets[ps]
    2500042701 - Dwarf heavy armour.
    2500042800 - Dwarf Steel Gloves[ps]
    2500042801 - Dwarf heavy armour.
    2500042900 - War Helm[E]
    2500042901 - Dwarf-made helm fashioned for heavy battle.
    2500042A00 - Dwarf Steel Jacket[E]
    2500042A01 - Dwarf heavy armour.
    2500042B00 - Dwarf Steel Leggings[ps]
    2500042B01 - Dwarf heavy armour.
    2500042C00 - Dwarf Steel Shoulder Guards[ps]
    2500042C01 - Dwarf heavy armour.
    2500042D00 - Dwarf Steel Shoes[ps]
    2500042D01 - Dwarf heavy armour.
    2500042E00 - Dwarf Steel Shoulder Pads[ps]
    2500042E01 - Dwarf heavy armour.
    2500042F00 - War Helm[E]
    2500042F01 - Dwarf-made helm fashioned for heavy battle.
    2500043000 - Healing Draught[e]
    2500043001 - Draught cures wounds of lesser or equal strength. Draughts can only be used on yourself.
    2500043002 - Healing Draughts[ps]
    2500043100 -
    2500043101 -
    2500043102 - has been cured.
    2500043103 - Remove Wounds
    2500043104 - Nothing to cure.
    2500043105 -
    2500043106 - You have cured
    2500043107 - from
    2500043108 - .
    2500043200 - Milkthistle Draught[e]
    2500043201 - Draught cures poisons of lesser or equal strength. Draughts can only be used on yourself.
    2500043202 - Milkthistle Draughts[ps]
    2500043300 -
    2500043301 -
    2500043302 - has been cured.
    2500043303 - Remove Poison
    2500043304 - Nothing to cure.
    2500043305 -
    2500043306 - You have cured
    2500043307 - from
    2500043308 - .
    2500043400 - Flask of Lhinestad[e]
    2500043401 - Draught cures diseases of lesser or equal strength. Draughts can only be used on yourself.
    2500043402 - Flasks of Lhinestad[p]
    2500043600 - Flask of Conhuith[e]
    2500043601 - Draught cures fear symptoms of lesser or equal strength. Draughts can only be used on yourself.
    2500043602 - Flasks of Conhuith[p]
    2500043700 -
    2500043701 -
    2500043702 - has been cured.
    2500043703 - Remove Fear
    2500043704 - Nothing to cure.
    2500043705 -
    2500043706 - You have cured
    2500043707 - from
    2500043708 - .
    2500043800 - Healing Salve[e]
    2500043801 - Cures most wounds on yourself or an ally.
    2500043802 - Healing Salves[ps]
    2500043900 - Cure Wound[e]
    2500043901 -
    2500043B00 - Milkthistle Salve[n]
    2500043B01 - Cures most poisons on yourself or an ally.
    2500043B02 - Milkthistle Salves[ps]
    2500043C00 - Cure Poison[e]
    2500043C01 -
    2500043D00 - Salve of Lhinestad[n]
    2500043D01 - Cures most diseases on yourself or an ally.
    2500043D02 - Salves of Lhinestad[p]
    2500043E00 - Cure Disease[e]
    2500043E01 -
    2500043F00 - Salve of Conhuith[n]
    2500043F01 - Cures symptoms caused by fear on yourself or an ally.
    2500043F02 - Salves of Conhuith[p]
    2500044000 - Cure Fear[e]
    2500044001 -
    2500044100 - Backed Hand Axe[E]
    2500044101 -
    2500044200 - Backed Hand Axe[E]
    2500044201 -
    2500044300 - Great Axe[E]
    2500044301 -
    2500044400 - Great Axe[E]
    2500044401 -
    2500044500 - Wooden Long Bow[E]
    2500044501 -
    2500044600 - Wooden Long Bow[E]
    2500044601 -
    2500044700 - Slender Club[E]
    2500044701 -
    2500044800 - Square Bat[E]
    2500044801 -
    2500044900 - Great Slender Club[E]
    2500044901 -
    2500044A00 - Great Square Bat[E]
    2500044A01 -
    2500044B00 - Light Kite Shield[E]
    2500044B01 -
    2500044C00 - Light Banded Buckler[E]
    2500044C01 -
    2500044D00 - Leather Boots[ps]
    2500044D01 - Boots fashioned from leather.
    2500044E00 - Leather Gauntlets[ps]
    2500044E01 - Gauntlets fashioned from leather.
    2500044F00 - Leather Gloves[ps]
    2500044F01 - Gloves fashioned from leather.
    2500045000 - Scale Helmet[E]
    2500045001 - A metal helmet protecting the sides of the face.
    2500045100 - Leather Jacket[E]
    2500045101 - Chest armour fashioned from leather.
    2500045200 - Leather Leggings[ps]
    2500045201 - Leggings fashioned from leather.
    2500045300 - Leather Shoulder Guards[ps]
    2500045301 - Extended shoulder armour fashioned from leather.
    2500045400 - Leather Shirt[E]
    2500045401 - Chest armour fashioned from leather.
    2500045500 - Leather Shoes[ps]
    2500045501 - Shoes fashioned from leather.
    2500045600 - Leather Shoulder Pads[ps]
    2500045601 - Shoulder armour fashioned from leather.
    2500045700 - Scale Helmet[E]
    2500045701 - A metal helmet protecting the sides of the face.
    2500045800 - Wood Kite Shield[E]
    2500045801 -
    2500045900 - Wood Buckler[E]
    2500045901 -
    2500045A00 - Dwarf Leather Boots[ps]
    2500045A01 - Dwarf-made boots fashioned from leather.
    2500045B00 - Dwarf Leather Gauntlets[ps]
    2500045B01 - Dwarf-made gauntlets fashioned from leather.
    2500045C00 - Dwarf Leather Gloves[ps]
    2500045C01 - Dwarf-made gloves fashioned from leather.
    2500045D00 - Spiked Helmet[E]
    2500045D01 - Dwarf-made spiked helm.
    2500045E00 - Dwarf Leather Jacket[E]
    2500045E01 - Dwarf-made armour fashioned from leather.
    2500045F00 - Dwarf Leather Leggings[ps]
    2500045F01 - Dwarf-made leggings fashioned from leather.
    2500046000 - Dwarf Leather Shoulder Guards[ps]
    2500046001 - Dwarf-made shoulder armour fashioned from leather.
    2500046100 - Dwarf Leather Shirt[E]
    2500046101 - Dwarf-made armour fashioned from leather.
    2500046200 - Dwarf Leather Shoes[ps]
    2500046201 - Dwarf-made shoes fashioned from leather.
    2500046300 - Dwarf Leather Shoulder Pads[ps]
    2500046301 - Dwarf-made shoulder armour fashioned from leather.
    2500046400 - Spiked Helmet[E]
    2500046401 - Dwarf-made spiked helm.
    2500046500 - Light Dwarf-shield[E]
    2500046501 -
    2500046600 - Light Dwarf-shield[E]
    2500046601 -
    2500046700 - Woven Cloak[E]
    2500046701 - A common woven cloak that offers minimal protection.
    2500046800 - Hooded Woven Cloak[E]
    2500046801 - A common woven cloak that offers minimal protection.
    2500046900 - Cloth Gloves[ps]
    2500046901 - Light cloth gloves.
    2500046A00 - Leather Helmet[E]
    2500046A01 - A light leather and metal helm.
    2500046B00 - Padded Jacket[E]
    2500046B01 - Padded chest armour.
    2500046C00 - Quilted Leggings[ps]
    2500046C01 - Padded leg armour.
    2500046D00 - Padded Shirt[E]
    2500046D01 - Padded chest armour.
    2500046E00 - Padded Shoes[ps]
    2500046E01 - Light padded shoes.
    2500046F00 - Quilted Shoulder Pads[ps]
    2500046F01 - Quilted shoulder armour.
    2500047000 - Padded Waistcoat[E]
    2500047001 - Padded chest armour.
    2500047100 - Cloth Hat[e]
    2500047101 - A cloth hat adorned with a single feather.
    2500047200 - Pointed Hat[e]
    2500047201 - A pointed hat with a flexible band.
    2500047300 - Brimmed Hat[e]
    2500047301 - A brimmed hat adorned with a prominent white feather.
    2500047400 - Cowl[e]
    2500047401 - A cloth cowl covers much of the head and face.
    2500047500 - Dwarf Padded Gloves[ps]
    2500047501 - Light cloth gloves of dwarf-make.
    2500047600 - Spiked Helm[E]
    2500047601 - Metal helm of dwarf-make.
    2500047700 - Dwarf Padded Jacket[E]
    2500047701 - Quilted chest armour of dwarf-make.
    2500047800 - Dwarf Quilted Leggings[ps]
    2500047801 - Quilted leg armour of dwarf-make.
    2500047900 - Dwarf-robe[e]
    2500047901 - Dwarf-robe that can be used for comfort as well as protection.
    2500047A00 - Dwarf Quilted Shirt[E]
    2500047A01 - Quilted chest armour of dwarf-make.
    2500047B00 - Dwarf Padded Shoes[ps]
    2500047B01 - Light cloth shoes of dwarf-make.
    2500047C00 - Dwarf Cloth Shoulder Pads[ps]
    2500047C01 - Woven shoulder armour of dwarf-make.
    2500047D00 - Dwarf Quilted Waistcoat[E]
    2500047D01 - Quilted chest armour of dwarf-make.
    2500047E00 - Spiked Helm[E]
    2500047E01 - Metal helm of dwarf-make.
    2500047F00 - Elven Cloth Gloves[ps]
    2500047F01 - Light cloth gloves of Elven make.
    2500048000 - Elven Light Helm[v]
    2500048001 - Light helm of Elven make.
    2500048100 - Elven Cloth Jacket[v]
    2500048101 - Cloth chest armour of Elven make.
    2500048200 - Elven Cloth Leggings[ps]
    2500048201 - Cloth leg armour of Elven make.
    2500048300 - Elven Robe[v]
    2500048301 - A light Elvish robe that can be used for comfort as well as protection.
    2500048400 - Elven Cloth Shirt[v]
    2500048401 - Cloth chest armour of Elven make.
    2500048500 - Elven Cloth Shoes[ps]
    2500048501 - Light cloth shoes of Elven make.
    2500048600 - Elven Cloth Shoulder Pads[ps]
    2500048601 - Cloth shoulder armour of Elven make.
    2500048700 - Elven Cloth Waistcoat[v]
    2500048701 - Cloth chest armour of Elven make.
    2500048800 - Elven Light Helm[v]
    2500048801 - Light helm of Elven make.
    2500048900 - Cloth Robe[e]
    2500048901 - A light robe that can be used for comfort as well as protection.
    2500048A00 - Leather Helmet[E]
    2500048A01 - A light leather and metal helm.
    2500048B00 - Adamant[v]
    2500048B01 - Also known as a diamond, this uncut gemstone is brilliant and clear.
    2500048B02 - Adamants[p]
    2500048C00 - Metal Club of Ruin[E]
    2500048C01 -
    2500048D00 - On Hit: Chance of lowering your target's Armour.
    2500048D01 - Armour Rend
    2500048D02 -
    2500048D03 -
    2500048D04 - Armour
    2500048E00 - Bear Knife of Stone-cutting[E]
    2500048E01 -
    2500048F00 - Thrusting Spear[E]
    2500048F01 -
    2500049000 - Dark-steel Sword[E]
    2500049001 -
    2500049100 - Elven Steel Shoes of Might[p]
    2500049101 -
    2500049200 - Elven Cloth Shoes of Fleetness[p]
    2500049201 -
    2500049300 - Elven Leather Shoes of Vigour[p]
    2500049301 -
    2500049400 - Elven Steel Gloves of Determination[p]
    2500049401 -
    2500049500 - Elven Quilted Gloves of Might[p]
    2500049501 -
    2500049600 - Gleaming Elven Leather Gloves[p]
    2500049601 -
    2500049700 - Leather Armband of Pain[E]
    2500049701 - Three thick leather strands were brought together to form this ancient armband.
    2500049800 -
    2500049801 - Damage Reflection
    2500049802 - Chance of reflecting a portion of damage back to the attacker.
    2500049900 - Copper Earring of Courage[E]
    2500049901 - An ancient copper earring.
    2500049A00 - Emerald Ring of Vigour[v]
    2500049A01 - Emeralds encrust this ring, making it a magnificent find.
    2500049B00 - Dwarf Robe of Absorption[e]
    2500049B01 -
    2500049C00 -
    2500049C01 - Damage Absorption
    2500049C02 - Reduces incoming common damage most of the time.
    2500049D00 - Shining Elven Robe[e]
    2500049D01 -
    2500049E00 - Reinforced Leather Boots[p]
    2500049E01 -
    2500049F00 - Leather Gauntlets of Fleetness[p]
    2500049F01 -
    250004A000 - Shining Dwarf Leather Boots[p]
    250004A001 -
    250004A100 - Gleaming Dwarf Leather Gauntlets[p]
    250004A101 -
    250004A200 - Elven Leather Boots of Fate[p]
    250004A201 -
    250004A300 - Elven Leather Gauntlets of Vigour[p]
    250004A301 -
    250004A400 - Chainmail Boots of Fleetness[p]
    250004A401 -
    250004A500 - Gleaming Chainmail Gauntlets[ps]
    250004A501 -
    250004A600 - Dwarf Steel Boots of Might[p]
    250004A601 -
    250004A700 - Dwarf Steel Gauntlets of Might[p]
    250004A701 -
    250004A800 - Elven Steel Boots of Determination[p]
    250004A801 -
    250004A900 - Elven Steel Gauntlets of Might[p]
    250004A901 -
    250004AA00 - Woven Cloak of Determination[E]
    250004AA01 -
    250004AB00 - Hooded Woven Cloak of Fate[E]
    250004AC00 - Domed Helm of Might[E]
    250004AC01 -
    250004AD00 - Leather Helm of Fleetness[s]
    250004AD01 -
    250004AE00 - Scale Helm of Fleetness[s]
    250004AE01 -
    250004AF00 - Shining Scale Shoulder Pads[ps]
    250004AF01 -
    250004B000 - Cloth Shoulder Pads of Fate[p]
    250004B001 -
    250004B100 - Enduring Leather Shoulder Pads of Might[p]
    250004B101 -
    250004B200 - Pole Axe of the Spirit[e]
    250004B201 -
    250004B300 - Gleaming Square Bat[E]
    250004B301 -
    250004B400 - Boot Knife of Wounding[E]
    250004B401 -
    250004B500 - Wounding:
    250004B501 - Wounds
    250004B502 -
    250004B600 - Hammer-Mace[E]
    250004B601 -
    250004B700 - Thrusting Spear of the Spirit[E]
    250004B701 -
    250004B800 - Metal-Capped Stave of Ruin[E]
    250004B801 -
    250004B900 - On Hit: Chance of lowering your target's Armour.
    250004B901 - Armour Rend
    250004B902 -
    250004B903 -
    250004B904 - Armour
    250004BA00 - Cloth Hat of Determination[e]
    250004BA01 -
    250004BB00 - Long War Axe[E]
    250004BB01 -
    250004BC00 - Slender Club of Wounding[E]
    250004BC01 -
    250004BD00 - Boot Knife of Strengthening[E]
    250004BD01 -
    250004BE00 - Weaken: Opponent's power is transferred to you some of the time.
    250004BE01 - Weaken
    250004BE02 -
    250004BF00 - Flat-headed Mace of Strengthening[E]
    250004BF01 -
    250004C000 - Swift Thrusting Spear[E]
    250004C001 -
    250004C100 - Kindle Stave[E]
    250004C101 -
    250004C200 - Gleaming Dwarf Mask[E]
    250004C201 -
    250004C300 - Dwarf Spiked Helm of Vigour[E]
    250004C301 -
    250004C400 - Dwarf Fur Helm of Vigour[E]
    250004C401 -
    250004C500 - Dwarf Steel Shoulder Pads of Determination[p]
    250004C501 -
    250004C600 - Dwarf Cloth Shoulder Pads of Vigour[p]
    250004C601 -
    250004C700 - Enduring Dwarf Leather Shoulder Pads of Determination[p]
    250004C701 -
    250004C800 - Heavy Spiked War Axe of Stamina[E]
    250004C801 -
    250004C900 - Great Slender Club[E]
    250004C901 -
    250004CA00 - Poleaxe[E]
    250004CA01 -
    250004CB00 - Stalwart Hammer[E]
    250004CB01 -
    250004CC00 - Heavy Battle Pick[E]
    250004CC01 -
    250004CD00 - Metal-Capped Stave[E]
    250004CD01 -
    250004CE00 - Fancy Great Sword of Might[E]
    250004CE01 -
    250004CF00 - Heavy Spiked War Axe[E]
    250004CF01 -
    250004D000 - Gleaming Great Slender Club[E]
    250004D001 -
    250004D100 - Poleaxe[E]
    250004D101 -
    250004D200 - Stalwart Hammer[E]
    250004D201 -
    250004D300 - Heavy Battle Pick[E]
    250004D301 -
    250004D400 - Metal-Capped Stave[E]
    250004D401 -
    250004D500 - Wounding:
    250004D501 - Wounds
    250004D502 -
    250004D600 - Fancy Great Sword of Fate[E]
    250004D601 -
    250004D700 - Elven Winged Helmet of Vigour[v]
    250004D701 -
    250004D800 - Elven Leather Helm of Determination[v]
    250004D801 -
    250004D900 - Elven Pointed Helm of Might[v]
    250004D901 -
    250004DA00 - Elven Cloth Shoulder Pads of Fate[p]
    250004DA01 -
    250004DB00 - Enduring Elven Leather Shoulder Pads of Fate[p]
    250004DB01 -
    250004DC00 - Gold Armband of Fleetness[E]
    250004DC01 - A golden armband bejeweled with small precious gems.
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