Guide to Moria Lower Deeps - Areas

by on Sep 17, 2011

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LOWER
DEEPS
| DUNGEONS
| INSTANCES
| DEEDS
| REPUTATION


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The Lower Deeps are the bowels of Moria, where, for one reason or
another, the Dwarves of Khazad-dum were unable to delve any
further in pursuit of mithril. Here they met their match against
water, fire and nameless horrors drawn to ancient powers that
lingered here since the dawn of the First Age.

Water-works

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The public
utilities building in my town is a squat brick office building
with a little tennis court beside it. And, more importantly,
no giant turtles inside.

Quest Hubs

The Rotting Cellar (15.1S, 112.1W)

Landmarks and Points of Interest

Durin's
Beard
(13.6S, 112.6W) Campsite - Nala-dum (14.1S, 112.7W) The
Chamber of Dark Waters
(16.9S, 111.9W) The
Lost Treasury
(17.3S, 111.0W) The
Chamber of Memory
(18.2S, 111.6W) The
Great Wheel
(17.7S, 115.6W) Campsite, Harazgund,
the Vile Maw (17.6S, 116.9W) The
Drowned Deep
(16.7S, 116.7W) The
Chamber of the Pool
(15.5S, 115.3W) The
Lost Palace
(15.0S, 114.9W) Gabil-munz
(16.5S, 114.0W) Filikul (16.4S, 113.7W)
Narag-kheleb
(17.2S, 114.7W) Chamber of Wheels (17.6S, 116.2W)

Crafting Resources

Khazad-copper, Khazad-tin, Aquamarine, Ilex, Magnificent
Hides, Supreme Scholar

Mobs

Salamanders, Lizards, Spiders,
Glow-worms, Turtles, Goblins,
Globsnaga
Orcs

Notes: The ancient Romans
built aqueducts spanning vast distances to carry water to
densely-populated areas. The Dwarves built them in Moria to
harness the power of flowing water to run their forges. The great,
placid pool covering the bottom of the region is churned at the
edges by the frothy waterfalls spilling in, and great, towering
structures housing waterwheels, spinning paddles, pumps, twisting
channels and other public works built to control the flow of the
waters. 

It is also home to two of the three 12-man raids in Moria, both
of them single-encounter battles: Filikul, a chamber within
Gabil-munz where the massive turtle Nornuan lives; and the Vile
Maw, a flooded palace in Harazgund where the Watcher in the Water
has taken up residence.



Flaming Deeps

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If the smell
from the burning tar pits doesn't kill you, the baby dragons
just might.

Quest Hubs

Anazarmekhem
(13.2S, 108.0W)

Landmarks and Points of Interest

Anghumu-ru (14.4S, 109.1W) Hadad-mezer
(14.7S, 107.6W) Tanunshush (15.2S, 110.4W) Bhraf-ru (15.6S, 106.7W) The
Burning Stair
(15.8S, 110.6W) The
Crossroads of Ash
(15.8S, 109.6W) Gate
of the Seven Fathers
(15.8S, 108.6W) Durin's Court (16.4S, 107.2W) Campsite (16.4S, 109.6W) Hudnul-meden
(16.8S, 109.6W) The
Forges of Khazad-dum
(17.0S, 109.7W) Fil
Gashan
(17.1S, 109.6W) The Halls of Crafting (17.0S, 109.4W) Umukh-ghar (17.0S, 108.0W) Hurmulkezer
(17.0S, 107.1W)

Crafting Resources

Khazad-iron, Khazad-gold, Dawn-rose, Mallorn, Extraordinary
Hides, Supreme Scholar

Mobs

Dragonets,
Ghash-hai
Orcs
, Worms,
Grims

Notes: The name of this region refers both to
the pools of burning tar pits in the low-lying trenches around the
area, and to the forges that still burn throughout the region. And
likely to the dragonets, fire-breathing worms and grims that roam
around torching anything near them. Also, the Ghash-hai orcs that
infest the area look like they're burning - a consequence,
perhaps, of balrog-worship. The entrances for the Forges of
Khazad-dum, Fil Gashan and the Halls of Crafting are all located
at Hundul-meden in the southwest. Be sure to avoid the tar pits -
they do 1000 fire damage every 2 seconds while you're in them, and
some of them are inescapable.


Foundations of Stone

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Take some Pepto
Bismol when you come here - this place is pukey-looking.

Quest Hubs


The
Shadowed Refuge
(13.0S, 101.6W)

Landmarks and Points of Interest

Zabad-fakak
(12.0S, 102.0W) Skumfil
(13.2S, 100.4W) Dalgum-ru
(14.2S, 101.6W) Tunzelgund (12.9S, 99.2W) The
Bridge Shard
(14.1S, 97.7W) The
Endless Stair
(15.0S, 99.0W) Campsites (13.4S, 100.4W and 15.4S, 97.4W) Dark
Delvings
(15.8S, 97.3W) Dar Narbugud (16.3S, 96.9W)

Crafting Resources

Khazad-iron, Khazad-gold, Dawn-rose, Mallorn, 
Extraordinary Hides, Supreme Scholar

Mobs

Globsnaga
Orcs
, Goblins,
Spiders
and Trolls,
Gredbyg

Notes: Quite possibly the least-pleasant region
in all of Middle-earth. The nauseating color-scheme, the winding,
confusing, maze-like tunnels, the densely-packed mobs (many of
them elites), and the thoroughly-unhelpful map all combine to make
this place dreadful and charmless. The nuclear Kool-Aid lake in
the middle of this horrible purple-orange hell puts Lake Evendim
to shame in terms of inconvenience and annoyingness - bad enough
that it's so huge and smack in the middle of everything, but there
are whole, long stretches of "shore" where you can't even climb
out. The tunnels are crawling with Nameless, some of which bear a
striking resemblance to the xenomorphs from the Alien movies
(complete with the misty egg pools). The orcs, goblins, spiders
and trolls here all bear the marks of a terrible fungal infection.

As horrible as the place is in general, there are 3 reasons to
come here: the Dark Delving, Skumfil and Dar Narbugud. Luckily,
you can enter these spaces from the Instance Join panel, and never
need to physically travel there except to complete the exploration
deed.


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LOWER
DEEPS
| DUNGEONS
| INSTANCES
| DEEDS
| REPUTATION


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Last Updated: Mar 13, 2016