alt="Guide to the Shire"
src="http://www.tentonhammer.com/image/view/94178">

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SHIRE 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. The Shire is almost
entirely one big open space with almost no public or
private instances outside of some quest chains.

DUNGEONS

There is only one small dungeon in the Shire: the quarry cave
in Scary.

cellpadding="2" cellspacing="0">
rowspan="1">QUARRY CAVE style="width: 250px; height: 250px;" alt="The Quarry cave"
src="http://www.tentonhammer.com/image/view/94188">

Location: 27.9S, 65.5W

Level Range: 10-15

Description: A short set of tunnels filled with
low-level spiders. The cave serves as a setting for one or two quests
and is mostly used by folks for hammering through the Shire
Spider-slayer deed quickly.

Mobs: Spiders



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SKIRMISHES

The Shire currently has but
one skirmish, which is one of the very first ones players have access
to.


cellpadding="2" cellspacing="0">
rowspan="1">TROUBLE IN TUCKBOROUGH style="width: 250px; height: 372px;"
alt="Trouble in Tuckborough"
src="http://www.tentonhammer.com/image/view/94189">

Type: Control points

Level: 20 - 65

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

Description: Bandits have lain siege to the Great
Smials, intent on
razing Tuckborough and punishing Hobbits for being gluttons and
malingerers.

Encounters: 

  • Ghashfog
  • Murbarash
  • Fithrokh
  • Oldroot
  • Big Fright

Title: Tuckborough Troublemaker

Campaign: Eruilan

Tips
&
Tricks

Some
of the groups of mobs in this skirmish are spread out and hard to spot
when you first engage them. Always be prepared for more than you
bargained for when you start a pull.

Soldiers will occasionally
lose their pathing when following you to the encounters, or sometimes
when cresting a hill. Just resummon them when you are near your
objective, don't bother waiting for them to catch up.

There
doesn't seem to be any kind of penalty for allowing Bounders or other
NPCs to get murdered by the enemy, but it's probably best not to let
too many of them die. Head counter-attacks off at the pass by situating
yourself well ahead of any NPC allies and pulling aggro before they get
anywhere near them.

Use caution when doing pulls in the
courtyard. There are three full groups in there, each with a
lieutenant, and accidentally pulling them all at once with a
poorly-timed shot can easily cause a wipe.

After capturing the
control point in the courtyard, you can pull back all the way to the
arbour and have a bit of a pause before taking out the
counter-attackers. They will mill around the capture point until you
unleash the fury.

When fighting Filzof with a group, he
will summon adds. In a 3-man group, each of the adds is a lieutenant.
Keep a tank on Filzof and pull the adds away - some of the
lieutenants have brutal area-effect attacks that can severely hamper an
overworked tank's efforts.


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href="http://www.tentonhammer.com/lotro/guides/areas/shire/area">AREA
| href="http://www.tentonhammer.com/lotro/guides/areas/shire/hubs">QUEST
HUBS
| href="http://www.tentonhammer.com/lotro/guides/areas/shire/instances">INSTANCES
| href="http://www.tentonhammer.com/lotro/guides/areas/shire/deeds">DEEDS
| REPUTATION

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Last Updated: Mar 13, 2016

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