alt="Guide to Bree-land"
src="http://www.tentonhammer.com/image/view/94120">

src="http://www.tentonhammer.com/image/view/89646" alt="divider">


AREA
| QUEST
HUBS

| href="http://www.tentonhammer.com/lotro/guides/areas/bree/instances">INSTANCES
| href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds">DEEDS
| REPUTATION

src="http://www.tentonhammer.com/image/view/89646" alt="divider">


BREE-LAND DUNGEONS,
INSTANCES AND SKIRMISHES

These are the spaces outside of the main region map but
directly connected to it. This does not include instances that are part
of the epic books or other quest chains.

DUNGEONS

These are smaller, public instanced spaces that can be entered
by anyone at anytime, with or without associated quests. Bree-land has
a lot of them, mostly within the Barrow-downs.

cellpadding="2" cellspacing="0">
rowspan="1">Hautham alt="Hautham" src="http://www.tentonhammer.com/image/view/94135">

Location: Northern Barrows, Northern Barrow-downs,
30.3s, 55.9W

Level Range: 20

Description:
This is a chunk of the old Haudh Iarchith, specifically the entrance.
Some of the old features are still present - the walkway over the
narrow section at the back, the mezzanine above and behind the room
with the sarcophagi - but the higher levels, despite being populated
with mobs, are apparently inaccessible. 

Mobs: href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds#wight">Rotting
Barrow-wights, a few href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds#bspid">Barrow-spiders,
Creeping Hands, Barrow-candles.


cellpadding="2" cellspacing="0">
rowspan="1">Haudh Taenthond alt="Haudh Taenthond"
src="http://www.tentonhammer.com/image/view/94136">

Location: Northern Barrows, Northern Barrow-downs,
30.3s, 56.1W

Level Range: 20

Description: Another displaced chunk of old Haudh
Iarchith, with some round rooms connected by green-hued tunnels.

Mobs: href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds#wight">Rotting
Barrow-wights, href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds#bspid">Barrow-spiders,
Creeping
Hands.


cellpadding="2" cellspacing="0">
rowspan="1">Haudh Methernil alt="Haudh Methernil"
src="http://www.tentonhammer.com/image/view/94137">

Location: Northern Barrow-downs, 31.5s, 55.5W

Level Range: 20

Description: One large room presided over by a kergrim
boss named Marrow.

Mobs: A handful of Kergrim, plus a wandering href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds#wight">Decaying
Barrow-wight, href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds#wicked">Marrow.


cellpadding="2" cellspacing="0">
rowspan="1">The Barrow of Taradan alt="Barrow of Taradan"
src="http://www.tentonhammer.com/image/view/94138">

Location: Northern Barrow-downs, 30.8s, 55.0W

Level Range: 20

Description: A spider-infested mini-maze, ruled by the
boss spider, Gwigon.

Mobs: href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds#bspid">Barrow-spiders,
href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds#wight">Rotting
Barrow-wights, Creeping
Hands, Barrow-candle, href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds#wicked">Gwigon


cellpadding="2" cellspacing="0">
rowspan="1">The Barrow of Ringdor alt="Barrow of Ringdor"
src="http://www.tentonhammer.com/image/view/94139">

Location: Northern Barrow-downs, 31.2s, 54.7W

Level Range: 20

Description: Another recognizable chunk of old Haudh
Iarchith, this used to be the "cellar" of that place. Watery paths
lined with wooden walkways and supported by wood scaffolding.
Interestingly, there is a Watcher's Workbench in here. Umnen the
Darkwater resides here.

Mobs: href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds#wight">Decaying
Barrow-wights, href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds#nem">Putrid
Darkwaters,
Barrow-candles, Kergrim Barrow-prowlers, href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds#wicked">Umnen.


cellpadding="2" cellspacing="0">
rowspan="1">Haudh Nogbenn alt="Haudh Nogbenn"
src="http://www.tentonhammer.com/image/view/94140">

Location: Northern Barrow-downs, 33.0s, 55.4W

Level Range: 20

Description: A very small tomb with 2 round chambers,
populated by signature Barrow-wardens and the boss barghest,
Brishzel. 

Mobs: Barrow-bats, href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds#barghest">Howling
Barrow-hounds,
href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds#bward">Barrow-wardens,
href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds#wicked">Brishzel.


cellpadding="2" cellspacing="0">
rowspan="1">Goetham alt="Goetham" src="http://www.tentonhammer.com/image/view/94141">

Location: Southern Barrow-downs, 33.7s, 53.9W

Level Range: 20

Description:
This one is filled with signature mobs and ruled by the green
Barrow-spirit Faegfaer. 

Mobs: href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds#bward">Noxious
Barrow-wardens, href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds#nem">Barrow-spirits,
Gaunt
Plague-bearers, href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds#wicked">Faegfaer.


cellpadding="2" cellspacing="0">
rowspan="1">Gwantham alt="Gwantham"
src="http://www.tentonhammer.com/image/view/94142">

Location: Southern Barrow-downs, 34.6s, 54.4W

Level Range: 20

Description: A big, open cave with loads of
Barrow-wardens. 

Mobs: Barrow-bats, href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds#bward">Barrow-wardens,
href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds#barghest">Howling
Barrow-hounds, Barrow-candles .


cellpadding="2" cellspacing="0">
rowspan="1">Tomb of Maenadar alt="Tomb of Maenadar"
src="http://www.tentonhammer.com/image/view/94143">

Location: Southern Barrow-downs, 34.1s, 55.0W

Level Range: 20, 50

Description: A series of pasages and circular rooms
populated by the usual gang of undead miscreants. There is a deeper
chamber at the back end leading to an area with a minimum level
requirement of 45, which houses level 50 signature mobs of the same
type. This higher-level area is part of a Volume I epic book chain.

Mobs: href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds#bward">Barrow-wardens,
href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds#barghest">Howling
Barrow-hounds,
Barrow-bats.


cellpadding="2" cellspacing="0">
rowspan="1">Haudh Iarchith alt="Haudh Iarchith"
src="http://www.tentonhammer.com/image/view/94144">

Location: Southern Barrow-downs, 35.1s, 55.1W

Level Range: 20

Description:
This is a much larger dungeon, populated by all the horrible things
that live in the lesser barrows. It is ruled by a Gaunt man named
Fergandir. Though this is the only barrow actually named Haudh
Iarchith, all of the lesser barrows count as Haudh Iarchith as far as
quests go.

Mobs: href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds#bward">Barrow-wardens,
href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds#bward">Noxious
Barrow-wardens,
Barrow-candles, href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds#nem">Barrow-spirits,
Gaunt Plague-bearers, href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds#wicked">Fergandir.


src="http://www.tentonhammer.com/image/view/89646" alt="divider">


INSTANCES

These are private encounters joined via the Instance Join
panel. Currently, the only Bree-specific instances are the Great
Barrows trilogy.


cellpadding="2" cellspacing="0">
rowspan="1">Great Barrows: The Maze alt="Gaerdring and Gaerthring"
src="http://www.tentonhammer.com/image/view/94145">

Level Range: 20 - 65 (scaled)

Description:
This is the first of the 3 Great Barrows instances, first available at
level 20. The fights in here can be very difficult, and strong healing
and tanking is needed, as well as team coordination. 

Challenge: At low levels, the challenge is merely to
kill Gaerdring and Gaerthel, the twin bosses at the end of the maze.
At higher levels, the challenge becomes greater - the bosses must be
killed without defeating any of the Grim Tomb-wights that the bosses
spawn in.

Sub-quests: 

  • Kill 20 Crawling Arms
  • Kill 20 Ancient Tomb-wights
  • Burn 10 Wrapped Corpses
  • Kill 20 Grim Tomb-wights
Tips
& Tricks

The winding paths can be confusing - make sure the group
stays together so if anyone runs into anything unanticipated, the group
can deal with it as a whole.

At low levels, the first boss fight can be brutal. Kill
all the adds and clear the room before dealing with the Caller so you
can use the whole room when the giant worms drop in. If the group has a
Minstrel of level 34 or higher, the Minstrel can cast Song of
Distraction on the Caller to prevent him from aggroing while the group
pulls the Ancient Tomb-wights from the very back of the room.
Lower-level groups and groups without minstrels will have to improvise.

It's usually best to have one guy tanking the big worms
to keep the acid clouds contained as much as possible. At low levels,
the acid clouds can easily cause a full wipe. Start the fight against
the worms in the back corner beside the stairs and pull back when the
acid cloud pops up. Keep everyone out of the deadly green haze. Use
target assists to burn one worm at a time.

The fight against the twins is very taxing on healers.
Threat from healing can pull the entire room, and the Crawling Arms
interrupt inductions instantly. If the healer is being attacked by
anything, he cannot heal - show your minnie some love and keep the mobs
off him.

Rune-keepers can pick up aggro from adds pretty easily
and kite them around the room while tossing out small heals-over-time
with Prelude to Hope. Captains can do this also, spamming heals on the
run to pull aggro and kite. Run the mobs all over the room, up the
stairs and down the other side, while the rest of the group deals with
the twins and the Grim Tomb-wights. Having at least 2 healers here will
help dramatically - one for healing, one for kiting.

Gaerdring, the first boss to activate, usually can't be
kited and will attack from range using a bow if the tank tries to kite
him. Gaerthel, the second boss, prefers melee and can be kited, but be
sure to keep him away from the first guy or they heal up.


cellpadding="2" cellspacing="0">
rowspan="1">Great Barrows: Thadur alt="Thadur" src="http://www.tentonhammer.com/image/view/94146">

Level Range: 22 - 65 (scaled)

Description: Part 2 of the cleansing of Othrongroth
involves battling the gaunt-man Thadur. As you kill his minions, he
mocks you from his watery grave and will set new challenges for you
before facing you directly. Bring DPS.

Challenge: At low levels, the challenge is simply to
kill Thadur. At higher levels, the challenge is increased, requiring
one member of the group to light braziers when the adds spawn
in. 

Sub-quests:

  • Kill 6 Gaunt Battle-callers
  • Kill 10 Barrow-wight Bowlords
  • Kill 6 Chilled Barrow-wights
  • Kill 10 Barrow-wight Callers
  • Tend 4 Open Graves

Tips & Tricks

Keep a weather eye on disease debuffs. These are tossed
out like candy at Hallowe'en and can leave group members crippled
during critical moments. In particular, watch for disease debuffs with
a little timer in the lower left corner - these ones will drain all
power and leave the victim stunned for a long time when the timer
counts down. Remove those debuffs as quickly as possible, and make sure
you have lots of high-level Lhinestad potions (the yellow ones) before
heading in.

Don't kill the group of wights up the set of stairs
until the whole rest of the lower room is cleared. Killing them too
soon makes the fight against the lights more difficult than it needs to
be.

Killing the lights is a DPS race. Have a ranged puller
standing at 4 corners, ready to pull the lights when they appear, and
drag them into area-effect damage in the middle. Minstrels can use War
Speech for this fight to ramp up the DPS - the lights aren't all that
dangerous and the group may need the area-effect damage more than the
heals.

Thadur can be difficult for tanks to handle. He becomes
immune to damage when the adds are out and he hits hard. Make sure
whoever is in charge of tanking Thadur has some kind of forced-aggro
skills to keep him off the healers during these stages. Everyone else
should be killing the adds.

Don't send your main DPSer to light the braziers - use
someone who can fly under the radar and light the things without
drawing undue attention to himself. Burgs are expert brazier-lighters.


cellpadding="2" cellspacing="0">
rowspan="1">Great Barrows: Sambrog alt="Sambrog" src="http://www.tentonhammer.com/image/view/94147">

Level Range: 24-65 (scaled)

Description:
The final showdown against the boss of the barrows. This part of the
barrow has more gaunt-men than the others, and the fights can be
tougher. In a few spots, rooms must be cleared of mobs before the next
passage will open.

Challenge: Kill Sambrog and end his evil for good. At
low levels, this is a straight-up boss fight. At level 65, players must
disturb his grave during the fight, which summons in loads of adds.

Sub-quests:

  • Light 4 Braziers
  • 3 "kill stuff" quests
Tips
& Tricks

In the first room, the mobs don't spawn until someone
reaches the stairs, and then they spawn in behind you. Have the tanks
position themselves in the alcoves where the wights spawn in, and send
a ranged guy up the stairs to trigger the spawn. There are a lot of
archers in this fight, so keep an eye on the healers.

Killing the 2 Gaunt Battle-callers in the room with the
pits at the side too early can cause a weird, fun glitch which causes
adds to spawn in endlessly. Clear the rest of the room first, then take
out the gaunt men.

If you find yourself stuck in combat and see nothing
nearby attacking, go back to the room with the pits and check the
stairs for Crawling Arms.

The Sambrog fight is tough, particularly at high levels
when it is timed incorrectly. Remember, there's nothing saying you have
to disturb his grave right at the start of the fight - wait until he's
getting low on morale and then use it. Disturbing the grave causes adds
to spawn in, and doing that too early in the fight means that the group
will have to fight way more adds.

Ignore the little Jimi Hendrix inside your brain and
stay out of the purple haze. It is much more deadly in this fight than
it is in the song.

The ghosts that pop up during the fight and heal Sambrog
can be mezzed, but you probably just want to kill them. If that's the
way you roll, kill them quickly so they don't get Sambrog all healed up.


src="http://www.tentonhammer.com/image/view/89646" alt="divider">


SKIRMISHES

There are currently 3 skirmishes set in Bree-land.


cellpadding="2" cellspacing="0">
rowspan="1">Thievery and Mischief alt="Thievery & Mischief"
src="http://www.tentonhammer.com/image/view/94148">

Type: Control points

Level: 30 - 65

Size: Solo, Duo, Small Fellowship, Fellowship, Raid (12)

Description: Retake Bree-town from the brigands and
scoundrels that have claimed it by capturing control points. Start at
the south gate and work your way to the middle of town, where you do
battle with the architects of the assault.

Encounters: 

  • Lordfisher
  • Padfoot 
  • Goretusk 
  • Ned Ashleaf
  • Tom Greythistle
  • Tukar
  • Snagburz
  • Gruglup

Title: Stopper of Thievery and Mischief

Campaign: Adlan

Tips
&
Tricks

After capturing a control point, pull far back from the
area to prepare for the counter-assault. Putting a bit of distance
between yourself and the angry mob gives you time to assess the
situation and formulate a plan of attack, rather than simply meeting it
head-on.

In solo fights, you will be facing just the half-orc
boss. When he plants his banner, switch targets and destroy it to keep
it from buffing him up.

In duo fights, you will be facing the half-orc and his
big fat full-orc friend. Keep them separated, and have the sturdiest
member of the group tank the big guy while the other fellow burns down
the half-orc and his banner.


cellpadding="2" cellspacing="0">
rowspan="1">Defense of the Prancing Pony alt="Defense of the Prancing Pony"
src="http://www.tentonhammer.com/image/view/94149">

Type: Defensive

Level: 35 - 65

Size: Solo, Duo, Small Fellowship, Fellowship, Raid (12)

Description: Stand with Second-Watcher Heathstraw as
waves of
enemies surge agains the venerated Inn of the Prancing Pony. While the
fighters fight, torch-bearing arsonists will march slowly towards their
goal, intending to burn the place to ashes.

Encounters: 

  • Southpaw
  • the Old Hunter
  • Ufglup
  • Rat-Catcher
  • Mukghashan
  • Kamhont
  • Banosnakh
  • Willie Hawthorn
  • Blackfeather

Title: Defender of the Prancing Pony

Campaign: Adlan

Tips
&
Tricks

Heathstraw
is a fairly capable fighter, but not terribly sturdy. Do what you can
to keep aggro off of him. He will aggro on anything that gets near him,
so if you're feeling strong and capable, try to keep the fights away
from him to keep him safe. If he falls, you fail the skirmish.

The
Torch-bearing Brigands take precedence over the other mobs. Try to keep
their aggro focused on you, but don't stop attacking the torch guy
until he's dead. Torch-bearers will not attack back, and will not stop
marching towards the inn. If five of them reach their destination, you
fail the skirmish.

Try to handle the encounters between the waves
of attackers when you "have a moment to rest." Pulling one of the
encounter mobs during a pitched battle can be dangerous.


cellpadding="2" cellspacing="0">
rowspan="1">Survival: Barrow-downs alt="Survival: Barrow-downs"
src="http://www.tentonhammer.com/image/view/94150">

Type: Survival

Level: 45 - 65

Size: Small Fellowship, Fellowship, Raid (12)

Description: Y'ever see Dawn of the Dead? Well, imagine
that, but
instead of a shopping mall you have a giant rock (and no Sarah Polley.
Sadface.). Stay alive as long as you can.

Achievements: 

  • Survival in increments, from 5 minutes to 1 hour

Campaign: Adlan

Tips
&
Tricks

No
one's telling you you have to fight. Just stay alive! Bring Herbalists
and kite for as long as possible. With a full raid, most of the
participants can just stand with their backs to the rock for almost the
entire fight and let one tank kite all the mobs around in a big circle,
fighting only specific lieutenants that may pose a problem. This method
can earn all survivors over 2000 Skirmish Marks for an hour of mostly
standing around (provided they have not done so before).




src="http://www.tentonhammer.com/image/view/89646" alt="divider">


AREA
| QUEST
HUBS

| href="http://www.tentonhammer.com/lotro/guides/areas/bree/instances">INSTANCES
| href="http://www.tentonhammer.com/lotro/guides/areas/bree/deeds">DEEDS
| REPUTATION

src="http://www.tentonhammer.com/image/view/89646" alt="divider">

To read the latest guides, news, and features you can visit our Lord of the Rings Online Game Page.

Last Updated: Mar 13, 2016

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