Guide to Moria Central Halls - Instances

Guide to the Mines of Moria - Central Halls





The Grand Stair

Location: Redhorn Lodes, 10.2S, 103.9W.

Type: Level 56 Instance, Fellowship

Mobs: Orcs, Goblins, Wargs, Trolls

Description:  In elder days, this place once served as a grand portal to many levels and halls within Moria, but since the ruin of Moria, it has become a den of many Orc-tribes. Mazog, he who rules the Orcs of Moria, exacts his tribute here through his minion Igash....

The Grand Stair is the late-game equivalent to the Great Barrow Maze. Chances are, you will end up running it at some point if you haven't already. At one time, it was the player's first taste of endgame content, separating the wheat from the chaff. Currently, it serves a similar purpose - a late-game yardstick which can show a player his strengths and weaknesses and teach him how to function in a group. It's also the first real late-game content that can teach a player the difference between a good, capable group and a lousy, incompetent one. And it's the instance many players "farm" for Medallions of Moria to barter for outstanding level 60 armor, so there are almost always GS runs happening.

There are a couple of ways to do this one: daily challenge mode or full-clear mode. It is not possible to do both modes in one run, so pick a mode before you go in and plan your trip accordingly.

Both modes start the same way. Head down the first set of stairs and watch the little drama between instance boss Igash the Fanatic and his minion, Izkal the Pummeler. Igash informs Izkal of an impending rebellion fueled by the arrival of a band of interfering Free People, and instructs him that he has ten minutes to get things under control.

Izkal the Pummeler

Izkal is not that tough. Once the gate drops, everyone can rush in and start laying down a fast, savage beating. Ranged attackers will want to move all the way across the bridge just in case they accidentally pull aggro off the tanks - if Izkal runs onto the bridge, he resets. Fight him on his platform and this won't happen. During the fight, he will call out "You will learn the meaning of terror!" and inflict the group with a fear debuff. The fear debuff doesn't do all that much, but everyone will want to pot it off as soon as it happens. Later on during the fight, he will call out "Feed me your fear!" and anyone still affected by the debuff will heal Izkal. Having a Captain in the group helps immensely for this - a Muster Courage immediately after the group debuff strips away the fear and prevents Izkal from healing. If the group has no Captain, everyone needs fear potions.

Once Izkal is engaged, the group has ten minutes to get to Nardur the Shield, who is several challenging fights away. A high-DPS group will have no problem reaching Nardur in ten minutes, but the group wants to move fast once Izkal is down. Hang a quick right and down the stairs and take out the pair of warg-riders there. Zip along the walkway, but keep the tank in the lead - there are two stealthed goblins waiting at the far end of the walkway, and they will pop out when the tank gets within aggro range. Take them out quick, down the next set of stairs and engage the next two warg-riders on the right. Ignore the uruks standing to the left at the drawbridge and press on down.

Follow the path down and right until you see the four warg-riders. Two of them are stationary and two of them are patrolling in a circle. Additionally, there is a stealthed goblin near the bottom of the stairs. Keep an eye on the patrolling wargs and pull one of them when it is right at the foot of the stairs - this will draw only two of them plus the goblin. Tough, over-level groups can probably handle all the wargs and goblins at once, but on-level groups will want to fight smarter.

Once these wargs are defeated, stick to the right. There is a bridge with stealthed goblins - send the tank to yank them out of stealth. Everyone will want to fight on the bridge here - the goblins have rather zealous anti-exploit measures and will glitch out if they aggro on a player not standing on the bridge. After the bridge is another group of four patrolling warg-riders. These can also be pulled in pairs.

Nardur the Shield

At around this time, the group will find out whether or not they have what it takes to get to Nardur in time. A billboard message pops up at the halfway point. If the group is slow, there are a couple of options:

1) Step up the DPS. Take more risks and kill things faster. Hunters can use a more aggressive stance, Guardians can try tanking in Overpower, Champions can stick to Fervour. Ramp it up and push yourselves.

2) Disband and start again, but do things faster and better. You may need to replace the weak links, or retrait for higher DPS.

3) Use the mechanics of the instance. You have ten minutes to reach Nardur, whether you defeat him or not. Pick the group's toughest, dodgiest, or generally-most-able-to-not-die character and send him up to Nardur's station at the top of the stairs to the left. The runner cannot have any active heal-over-time effects running, or the mobs will focus their attentions on the healer rather than the runner.  If the runner survives, he can head back to the group, pulling all of the orcs up there with him, or he can leap over the side and plummet to his death, which still activates Nardur but doesn't jeopardize the rest of the group with an overpowering pull. Some players may believe this to be a cheap exploit, but the devs have declared that it is not.

If you don't make it to Nardur in time, Igash calls out to the other orcs that they have been betrayed, and Nardur - the leader of the rebellion - heads for the hills while the remaining orcs fight it out. In other words, he despawns and you lose his loot chests.

If the group is doing fine, just keep plugging away... but waste no time getting to Nardur. After the warg-riders, there is a goblin hiding on the stairs, and four trios of orcs at Nardur's station at the top. Most groups want to clear the platform in order to fight Nardur there, because he has some serious knock-back attacks that can send poorly-positioned players flying to their doom. The safest spot to fight him is with everyone's backs to the gate across the platform from the stairs. Alternately, the tanks and melee guys can engage him at the foot of the stairs, keeping the whole rest of the platform behind them so they have flying room.

Technically speaking, a full-clear run can simply skip Nardur and never have to worry about him. But Nardur's death spawns two chests - each with a medallion in it - and you can complete this part of the challenge in a full-clear run, so there's really no reason not to do it. After Nardur's defeat, the group can relax for a bit - the race is over and the group can tackle the rest of the instance at its own leisurely pace. But where you go next depends on whether you are doing a full clear or challenge mode.

For challenge mode, backtrack to Izkal's station and follow the path north to Igash's throne room. For a full clear, you have lots of options: backtrack to Izkal's station and take out the bosses in the western sections, slog your way through a couple of groups of uruks up the stairs to the east, or head back down to the warg pens.

Map of the Grand Stair

Glothrok the Vile

The warg pens have two sections: the place where they keep the wargs and the place where they keep the boss. With small, controlled pulls, the warg room is easy. The boss, Glothrok the Vile, is a harrowing and frustrating ordeal. Make sure the group has at least one Hunter for this fight.

It starts out simply enough - a spank-and-tank boss fight. Glothrok will spam poison attacks on everyone in the group, and some of these poisons have a timed stun effect. The group's Hunter will need to spam Purge Poison for the entire fight - there is almost no time for the poison-controlling Hunter to actually shoot anything. After beating on the mounted goblin for a bit, he hops down off his warg and they heal up and fight as a pair. Focus DPS on the warg first and take him down quickly, and keep the tank on the goblin. In this stage of the fight, he will summon four waves of wargs into the fight, and the wargs will usually head straight for the healers. Fortunately, the warg adds are fairly squishy and can be dispatched quickly with Champion area-effect attacks... but they do manage to dish out some hurt when they activate, so these waves are priority targets when they come in. 

Gothghaash the Firecaller

The next big fight is against the ghash-hai orcs in the west. There are three groups of them on the western platform, one of them patrolling up and down the ramp. Pull these groups carefully - if you get two groups at once, they can be overwhelming and it will be difficult to burn through the enemy heals. Take out the healers first and deal with the melee guys after.

Head up the ramp, take out the small groups up there and prepare for a barbecue. Gothghaash waits at the top on his industrial-sized grill. This fight is not all that hard but requires some good situational awareness and split DPS. Make sure everyone gets into the room and off the ramp so the fight doesn't reset if a ranged attacker accidentally draws aggro. Watch out for puddles of fire on the floor and move away from them, and keep an eye out for the fumaroles he will occasionally spawn in. The fumaroles heal him up, so destroy them quickly when they pop up. 

The Beast and the Beast Tamer

After killing Gothghaash, head back down and find the stairs leading down to the trolls. You can't miss 'em - they're on the left and there are trolls on them. Fighting trolls in the Grand Stair is a risky proposition because of the big, swinging knockback attacks - always make sure you have your back to a wall when fighting them, or, when that's not possible, a lot of room in a straight line behind you (see crude illustration below). There are two pairs of trolls on the stairs - one melee, one ranged - and three groups of trolls and keepers down at the bottom. Take out the keepers first, melee trolls second and leave the boulder-chuckers for last.

When the big, dark room is cleared, you come to the lair of the slumbering Beast and his keeper, Dorozg the Beast Tamer. The Beast is pacified by the sound of beating drums, but the little goblin drummers flee in terror when the group approaches. If you don't want to fight both the keeper and the Beast at the same time, someone is going to need to step up and unleash their inner Peter Criss. Any character is capable of playing the drums provided they have the proper training from a Minstrel, but the group's Minstrel is probably the last person you want playing the drums during the fight against Dorozg. The group still needs healing.

It is possible to fight both bosses at once and survive, but not advisable. The Beast hits like a truck and has a damaging aura, and has some nasty area-effect attacks for anyone unlucky enough to be caught in the middle of them while fighting his keeper. It is better to let sleeping Beasts lie, so figure out who in the group can play drums and stick them there until Dorozg is down.

Dorozg is protected by a shimmering bubble that functions in the same way as a Minstrel's Lyric of the Hammerhand - any damage done to him while the bubble is up is applied to his Power rather than his Morale. He's not terribly dangerous by himself, but the fight runs long because of the shield. When Dorozg falls, the Beast awakens regardless of whether or not anyone is playing the drums.

The Beast is a savage brute. He bats characters around like he's swatting flies, has a truckload of morale, and will occasionally stop and smash the ground, doing massive damage to anyone standing near him. When he shouts "The ground will shake" it's time to get some distance from him. He does around 1100 damage per smash and he smashes the ground around 4 times so get across the room and wait for his temper tantrum to end before getting back into melee range.

Hunter Class Quest

On the way to Igash, Hunters will find a dead body on the last platform before the stairs leading up to the throne room. Make sure everyone knows you are doing your class quest before clicking on this body, and that everyone is prepared to handle it.

Clicking the body spawns in a tough orc with big knockback attacks. Watch your footing here - time for a Crude Illustration!

Crude Illustration: Watch positioning for knockback attacks

You want to stand in a straight line between your target and a long walkway. Facing doesn't matter - the fellow at the bottom left of the red target could have his back turned to the walkway behind him, but he's going to go flying in a straight line from the target when it does a knockback. Likewise, the guy standing in front of the heap of junk along the outside of the platform might be in a perilous spot of the junk is not stacked really high. If it's a wall behind him, he'll be OK, but he doesn't want to stand there if it's just a heap of broken crates and poles and such.

Anyhow, aside from the knockbacks and the big morale pool, there's nothing else really noteworthy about this fight. Kill the guy and press on.

Igash the Fanatic

Igash's throne room lies north of Izkal's station. You will need to fight your way through a few groups of orcs - take out the healers first, always. If the group has good CC, keep one of the healers mezzed and burn the other. At the top of the stairs, guarding the entrance to the throne room, is a group of five mobs. Three of them are healers, two are melee types. High-level, high-DPS groups can simply power through and fight everything at once, but on-level groups may need to plan a bit more carefully.

Crowd control is a strong asset here. Mezzers can keep one (or more) of the healers locked down, or Hunters can use Rain of Thorns to root the whole group. The rest of the group waits just down the stairs, out of line of sight of the enemies, and the tank pulls one mob at a time. If things get hairy and the mobs break out of the roots, take down the healers first. Not only do they keep the other mobs standing, but they prefer to attack from range, which means they are likely to target your own healers if they are not handled efficiently.

At last, you reach Igash. He stands in the middle of his throne room surrounded by riches, tribute collected by the orcs for Mazog. He slowly walks forward when he is activated, but his Devoted will run in from behind to protect his master. For the daily challenge, the goal is to kill Igash but not the Devoted.

How this fight starts is very important, because a mistake here can easily cause problems that will only multiply later and cause a wipe. The Devoted rushes in and scampers around whacking on (usually) random targets, and the two archers he brings with him stand fast at the entrance and shoot. The archers can be CC'ed, or they can be wrangled by a tank provided the tank can avoid lingering around the Devoted too long, which makes the archers attack randomly. Regardless of the group's methods, healers must not begin healing until the archers and Igash are all active, or they will risk taking a lot of damage that will be hard to fix as the fight wears on. 

The archers need to be led into the room, rather than being allowed to linger by the stairs, just in case Igash decides to attack the person tanking the archers. If he runs too far out of the room, he resets.

One tank can handle both of the archers and Igash at the same time. Guardians can do this fairly easily with AoE forced-attacks and taunts, and Wardens are capable of this also by spamming Conviction. The single-tank method requires a decently-geared tank with lots of morale and/or damage mitigation, but it should be easier for the healers because they will only be focusing on one healing target rather than needing to spread it around.

Alternately, Igash and the archers can be tanked separately. Igash is fairly easy to kite around the room without the kiter taking too much damage, and he can be bounced around between multiple Hunters by stance-switching and kiting. The archers don't to much damage in melee, so an off-tank can sit on them the whole time. If the archers are killed, fresh ones come running in from the stairs, so the archer-tank will need to be able to pick those up quickly to prevent them from murdering the healers.

There are a couple of things to watch out for in this fight. The first is the fire puddles Igash lays on the floor periodically. It's never a good idea to stand in fire, so don't do it here. Secondly, he applies wounds to his primary target which drastically lowers the character's armor rating. He announces this attack by shouting "Looks like I found a break in your armour" - pot that wound off immediately or you will be taking significantly more damage from his attacks.

At around the halfway point, he will do a full-group attack which does massive damage and stuns everyone in the group. There's no real way to avoid this attack. Healers just have to make sure everyone is in decent health and can soak the damage, and lay down some group heals after the stun wears off.

You get 5 chests from challenge mode, and some of the loot is outstanding and will remain viable for a long time.

There's more! Read up on the Sixteenth Hall and Battle of the Twenty-first Hall on Page 2!



Guide to the Mines of Moria - Central Halls




Sixteenth Hall

Location: Nud-melek, 11.1S, 101.0W

Type: Level 60 Instance - Fellowship

Mobs: Orcs, Nameless, Gredbyg, Crawlers

Description:  The dread malady that spreads among the servants of the Enemy in Moria is strong in the Sixteenth Hall. Whatever nameless thing dwells there has entrapped many an Orc to its service, poisoning their minds and controlling their actions.

One of the longest Moria instances, the Sixteeth Hall can be unforgiving, relentless and brutally engaging. It's still a challenge for a level 65 group - though there is significant wiggle-room when dealing with the trash mobs, the 2nd and 3rd bosses are tough fights.

The trash pulls are not enormously complex, but there are a lot of them, and care will need to be taken during pulls. There are a lot of patrolling mobs here, and tagging one at the wrong vector of his patrol can mean pulling two groups instead of only one.

Using LOS

There are a number of trash pulls with ranged mobs, and these require some line-of-sight (LOS) tactics. Ranged mobs are a particular threat for healers because they often stand well back from the tanks, out of range of area-effect threat skills and often in places where it is dangerous for melee characters to rush in and grab them.

One tactic that always seems to work - whether it be here or in any other instance with ranged mobs - is to set up melee ambushes and do ranged pulls. This only really works when everybody - including the healer - plays along, but if the method is used correctly, healers should rarely ever have a problem with ranged attackers. Time for another Crude Illustration:

Crude Illustration: Using line-of-sight on ranged mobs

In this illustration, the orange line represents a "danger line." Crossing that line has very dangerous consequences - triggering a boss, for example, or aggroing the whole rest of the room. If the group's tank (represented by the Sherman tank) stays where he is and pulls the mobs, the ranged mobs will stay on the "danger" side of the line. If, however, he pulls the mobs and runs around the corner behind him, the ranged mobs will chase him and fall into the ambush set by the rest of the group (the blue dots). If there is no handy corner to duck around, a long straightaway works just as well - run back out of the range of the archers and they will give chase. Just make sure the ambush group stays put to attack the pursuing mobs when they get close enough.

For this to work properly, the healer (the green dot) needs to hang back a bit and wait for the ambush to close in on all the mobs chasing the tank before he starts his healing.  If he starts healing before then, the mobs chasing the tank will break off their pursuit and start shooting at the healer. However, since he is back near the line-of-sight cutoff, he can just dash back a few steps to bring his attackers closer in, which should bring them right to the ambushers. It may seem counter-intuitive to delay healing an ally who is taking damage, but it is necessary at times.

The same goes for the ambushers - if they jump the gun and attack the mobs before they reach the ambush, the ranged attackers will hang back and shoot from behind the danger line. The ambushers need to wait until all the mobs are in melee range, past the danger line.

There are many spaces in the Sixteenth Hall where this tactic will come in handy. Just about every large room has a line-of-sight-blocker and multiple groups of enemies, and every group has at least one or two ranged attackers. It may be difficult to get this method to work in pick-up groups, because some players (usually the newer ones) simply don't understand why they shouldn't unleash hell the second the tank makes the pull.

Note that there are a bunch of side-rooms that can be skipped. You may decide to clear everything when working on quests, but you don't technically need to. 

Burglar Class Quest

The group will come to a big room at the bottom of a set of stairs, just before the curved stairwell leading to Tramug's room. Clear this room with small group pulls, using the stairs to block line-of-sight as detailed above. The group can clear out the small room at the back if they want to, but it's not really necessary. Once the room is cleared, Burglars can start their class quest by using the glowing brazier near the foot of the stairs.

Using the brazier spawns in an uruk and his two troll buddies. If the group has loads of CC, both trolls can be locked down and kept separate, and the uruk can be burned first. If there is only one Burglar, he can mezz one of the trolls and the group can burn the other one. The trolls hit like trucks, so if only one can be mezzed, the other is the priority target.
The room with the Burglar Class quest


The first boss is Tramug. He's in a big room at the bottom of a descending, curved staircase. There are 6 small groups of orcs in the room with him, and these should be pulled back into the hallway before entering the room. These groups include archers and healers, so use the long, curving hallway for the LOS tactic outline above. The puller stands just past the doorway to tag the groups while the rest of the group waits just inside, then runs way back to the curved part of the stairway. Be sure to take out the healers first always.

Once the small groups are gone, all that's left is Tramug and his two flunkies on the dais at the back of the room. This is an amusing fight - Tramug is in the early stages of the nasty fungal infection that afflicts the later residents of the Sixteenth Hall, and it makes him a bit... pukey.

Target-mark the two Moria Servants. Pick one as a burn target, set your CC guy on the other to lock him down. The tank picks up Tramug and kites him around while the rest of the group burns the Moria Servants one at a time. The flunkies heal their boss, so burn them as quickly as possible.

When the servants are dead, the whole group can turn on Tramug, who should be chasing the tank around the room. This is pretty much a straight-forward tank-and-spank fight, but the tank needs to keep moving. It is unclear whether the puddles spawned by Tramug are giant nasty loogies or pools of highly acidic vomit - either way, it's unhealthy to stand in them. They do big damage over time, and the debuff must be removed with a disease potion.

After Tramug is down, the group heads into the disease-ridden portion of the Sixteenth Hall. All of the orcs here are infected, and some of them are in really bad shape. The group will come across Bloated Globsnaga here and there - these guys just sit on the ground, suffering, but when a player gets close they burst open and spawn a small swarm of crawlers. On their own, these present almost no danger, but the extra mobs can be dangerous when fighting a larger group.

After traversing the upper walkways, the group heads down into a funky vaporous room with a bunch of sick Globsnaga orcs. The ones that are still mobile stand in small clusters which can be pulled back to the stairs in small groups. There are also a number of Bloated Globsnaga here, and at a few points around the room, players will spawn in some slow-running Crazed Globsnaga. The Crazed Globsnaga will run at the group very slowly and burst in a noxious, corrosive cloud, applying a hefty damage-over-time disease on anyone caught in the cloud. These guys are quite weak and should be taken out by ranged attackers well before they reach the group.

The Wheel Rooms

After clearing the big room, the group will come to a crossroads. Ahead is the chamber of Dhurz, the next boss, and to either side are the wheel rooms that open the door to Dhurz's room. The wheel rooms are filled with enemies, and there are loads of Bloated Globsnaga loafing around in among the mobile, so it's much better to contain the fight in the crossroads. A Hunter with Rain of Thorns is a real asset here - he can dash up, root a few of them and kite/LOS the rest back to the awaiting ambush group. A Lore-master can do the same thing with Herb Lore, but will want to take special care of his pet's tactics before pulling. Either way, the group will get two small groups of mobs instead of one large, overpowering rush.

Once the room is clear of mobile mobs, run in and trigger all the Bloated Globsnaga and kill the crawlers with AoEs, and spin the wheel when finished. Then do the same thing for the other side.

Rune-keeper Class Quest

The wheel room on the left has a special bonus. A Rune-keeper on his class quest can go in there and use the glowing artifact in the pool to spawn a 72k shadow-grim. Aside from the shadow vortex things the grim lays on the ground, there's nothing noteworthy or really dangerous about this fight - tank-and-spank it until it dies, and keep on truckin'.


The next fight is against Dhurz, a badly-twisted orc deep in the thrall of the nasty fungal infection that consumes these halls. He has lost the ability to form words, and his battle shouts consist of "Hhh-rr-rgh!" and "Nnnn-mph!"

Be sure everyone in the group has ample disease and power potions for this fight. Even with careful planning and judicious application of curatives, power will be an issue - exploding mushrooms and Dhurz's disease debuffs sap power, and these things occur faster than the potions' cooldowns. Having a Lore-master "battery" in the group will certainly help.

For this fight, have the tank pick up Dhurz right away and pull him close to the door on the far side of the room. The tank needs to try to avoid standing close to any of the mushrooms so he doesn't get power-drained when they burst, but he's going to run out of power quickly regardless of where he stands. The longer he can stay powered up, the better. Ranged attackers and healers stand close to the wall inside and to the left, out of the range of the mushrooms. This is a challenge for healers, who must stay in healing range of the tanks - the middle of the room is relatively clear of mushrooms but not exactly safe, and the shroom-burst has a fairly wide radius.

Hunters and ranged attackers will find their aggro-management skills put to the test here. They will need to strike a balance between dishing out the DPS and not pulling the boss off the power-drained tank. If the ranged attackers start doing more damage than the tanks can out-aggro, Dhurz will charge across the room and start tearing the squishies apart. Find that balance and be mindful of the tanks' power - when they start zeroing out, ramp the damage down until they can build power back up again.

Also, Hunters will be responsible for the Crazed Globsnaga that charge into the room from the sides - they are slow-moving and can be downed with a couple of quick auto-attacks, and they must be taken down before they can reach the tanks and melee guys and explode. They come in when Dhurz shouts one of his nonsense phrases, so watch for the shout beginning with "M".


After taking down Dhurz and looting the chest, the group has to fight its way through swarms of gredbyg. Alternately, everyone can run past the first several groups of strong bugs and drop down to the area with the queens, which saves a fair chunk of time but can leave players stuck in combat mode for a while. There are three different kinds of bugs here:

1) Grodbog Guards, with around 3000 morale. There are several of these at the start of the gredbyg area, but they are not present when you reach the area with the queens. Kill these ones.

2) Grodbog Spawn, with around 1000 morale. These are spawns of the queens and disappear when the queen is killed. Run away from these when they come at you in a swarm. Though they are individually weak, when a player gets 6 on him at once he goes down fast.

3) Queens, the long, mantis-looking ones. These are priority targets - killing a queen causes her swarm of little bugs to despawn.

To open the way to the Lost One, the group needs to kill all the grodbog queens along the upper ledge and down in the pools below. Be careful fighting along the upper ledge - the queens have a knockback attack and can send characters flying down into swarms of bugs in the pools below, with a broken ankle for your troubles. 

The Lost One

When you first see the Lost One, you might think it looks like a simple tank-n-spank fight against a single boss. Yeah, you wish. 

The Lost One is a Nameless with no head and a giant, hungry mouth on his chest. And he's not alone - as soon as he is activated and the fight begins, a bunch of small gredbyg spawn in and start chasing people around. To complete the challenge, you must defeat the Lost One without killing the bugs. Again, it seems like it should be simple, but it's really not.

There are 3 important things to focus on in this fight:

1) Tanking the Lost One. He hits like a truck and it may be difficult for a healer to keep a tank standing. Especially when the healer is being massacred by bugs, which react strongly to healer aggro.

2) The damn bugs. These things love to gang up on healers and rip them to shreds. Since they cannot be killed, that means the group may need an off-healer - a Captain, for example - to lay down some initial heals to draw bug aggro and kite the things around. Because the bugs are so fragile, AoE attacks are forbidden in this fight, and damage-reflect gear (for example, Insidious Cuff from the Grand Stair) and skills/traits (Guardian's Reactive Block, e.g.) must be removed. If the bugs start dying, the challenge fails, and the only way to reset it is to start the Sixteenth Hall all over again from the beginning.

3) The mushrooms. They spawn in around the "corners" of the rooms, apply a slowing effect to anyone within range and emit a damaging, corrosive cloud of spores. The mushrooms need to be handled, preferably by ranged attackers. It is impossible to effectively kite the bugs through the spore clouds because of the slowing effect, so it is imperative to take these down quickly to give the bug-kiter maneuvering room.

So here's the basic strategy. Another Crude Illustration will help with this:
Crude Illustration: Strat for the Lost One (challenge)

Tank (blue dot) and off-healer (yellow dot) run in first; the tank picks up the Lost One and starts tanking, off-healer spams a few fast heals on the tank to get bug aggro and starts kiting. A Rune-keeper or Captain works best for this, as they both have heals that can be cast on the run. The bug-kiter will keep throwing on-the-run heals (Words of Courage, Prelude to Hope; Minstrel on-the-run heals either have too long of a cooldown or do not generate enough threat to be useful here) as he kites to maintain bugg aggro. The groups main healer (green dot) cannot cast heals until the bug-kiter guy has firmly established aggro on all the bugs.

The rest of the group (the red dots and the green healer dot) waits a few painful seconds before charging in. Ranged attackers (i.e. Hunters) will take out the priority-target mushrooms first thing, switching to the Lost One when themushrooms are down, and melee types will engage the Lost One with the tank. Everyone but the tank will likely want to stay behind the Lost One to avoid any nasty AoEs. The main healer will want to heal sparingly and use any trick available to lower healing threat. With luck, he can focus primarily on just keeping the tank alive, supplemented by the bug-kiter's drive-by heals.

It is possible for paired Hunters to "tank" the Lost One by bouncing him back and forth. One Hunter starts in Strength stance, the other in Precision. The first Hunter lays into the Lost One until it reaches him, then drops down to Endurance stance and runs away, and the other guy switches to Strength, throwing some big focus-burn shots to pick up aggro. This process is repeated as long as necessary. It's a tough tactic to master but it can be effective with the right group.

Alternately, since no one really does this one for the marks anymore (the Grand Stair is easier, and Fil Ghashan gives more), you can simply kill the bugs. This makes the fight immensely easier. The group still needs to take out the mushrooms when they spawn in, but it is otherwise a much more "traditional" tank-and-spank type of fight without the bugs.



Battle of the Twenty-first Hall

Location: Twenty-first Hall, Zelem-melek

Type: Skirmish - Solo, Duo, Small Fellowship, Fellowship, Raid (12)

Mobs: Wargs, Orcs, Goblins, Grims, Worms, Nameless, Trolls

Description:  In the aftermath of the raid upon Zabadgathol, Mazog sets his strength against Durin's Folk, assaulting many key encampments. If the Twenty-first Hall falls, then the advantage falls to Mazog's Orcs.

This defensive skirmish becomes available at level 55, but doesn't unlock until the player begins Volume II Book 5 Chapter 5. It begins with Wili commanding the dwarves to their posts in preparation for repeated assaults against the barricades to the east, south and west. Like the other 2.5.5 skirmishes, there are a number of different-colored, furled banners to pick up, 2 at each station, and the player can have 1 of each colour in his inventory.

The assaults are pretty straightforward - a group of mobs rushes the barricade and you kill 'em all. Every so often, a goblin sapper will slowly march towards the barricade and you need to kill them before they reach their goals. They're weak little things and easily-managed.

After all 3 barricades are assaulted, Wili pulls everyone back to the Northern Hallway outside the Chamber of Mazarbul. Attacks will come from the north and south ends of this hallway, and you will need to dash from one end to the other fairly quickly. The defending dwarves are tough as nails, so don't worry too much about them.

The dwarves make their final stand in the Chamber of Mazarbul. An epic-looking troll will bust in and murder your soldier lickety-split - burn all your collected banners on this boss.




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