Upper Moria - Areas

by on Aug 04, 2011

alt="Guide to the Mines of Moria - Upper Levels" style="width: 640px; height: 176px;">


UPPER

MORIA | DUNGEONS
| INSTANCES
| DEEDS
| REPUTATION



Upper Moria is the strata of Khazad-dum that, theoretically, lies
closest to the surface of the mountain. On the map, this is the
section in the northwest, consisting of the Great Delving, Durin's
Way, Zirakzigil and the Silvertine Lodes. Upper Moria is the early
stages of the place - most of the mobs fall into the low-50s
range, except for eastern Durin's Way and Zirakzigil, which are
higher-level areas. 

The Great Delving

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alt="Durin's Threshold" src="http://www.tentonhammer.com/image/view/101210"
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And this one
isn't even the Endless Stair.

Quest Hubs

Durin's

Threshold

(8.0S, 115.9W) The

Dolven-View

(8.5S, 112.2W)

Landmarks and Points of Interest

Durin's Threshold: North Wing (7.5S, 115.8W) The Chamber of Deep Thought (8.3S, 114/9W) Snaga-maudhul (7.8S, 114.4W) Shemeldurj
(7.3S, 114.5W) The
Palace

of Nain

(6.6S, 113.6W) Lamabd-dun (7.5S, 113.3W) The Vault of Durin (8.9S, 113.4W) The Chamber of Wisdom (7.8S, 112.3W) The
Stone

Council

(9.1S, 112.2W) The Chamber of Knowledge (7.5S, 112.0W) The
Dwarf-lords'

Gate

(6.4S, 112.0W) Gazatmur
(7.6S, 111.3W) The Cooling Chamber (8.4S, 111.2W) Katub-zahar (7.0S, 111.0W) Giant geode (8.4S, 112.9W) The Deep-way (9.1S, 113.5W)

Crafting Resources

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

Mobs

Goblins, Deep-claws, Gredbyg

Notes: The Great Delving
is the grand western vestibule of Moria, connecting the
underground kingdom to Eregion. Most of the mobs are in the
low-50's level range - 51 - 52. There are a number of goblin
encampments in the dark places, and deep-claws and gredbyg have
settled into long-unused chambers. Many of the goblins in Moria
have a stunning attack with a very long induction - if you don't
have a fast interrupt, you can avoid the stun by dashing behind
them during the induction. The Great Delving is a good place for
the goblin, gredbyg and deep-claw slayer deeds.


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Silvertine Lodes

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alt="Gamil Filik" src="http://www.tentonhammer.com/image/view/101212"
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The
Moria-goblin versions of a chandelier and a fireplace.

Quest Hubs

The
Deep

Descent

(9.8S, 112.6W)

Landmarks and Points of Interest

Menem-berej
(11.9S, 112.8W) Menem-munz
(11.2S, 112.8W) Gamil

Filik

(10.5S, 111.2W) The Way of the Smiths (11.0S, 112.9W) The Forgotten Treasury (11.1S, 112.7W) Gredbyg lair (9.8S, 113.0W) Dragonet room (12.1S, 111.3W)

Crafting Resources

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

Mobs

Goblins, Deep-claws, Gredbyg, Glow-worms, Dragonets

Notes: A jumbled, confusing spiral of rail
tracks, ramps and platforms winding down into a bottomless pit.
Most of the points of interest are in or around the deep pit in
the middle. The goblin camp at Gamil Filik is probably the best
place to kill goblins for Moria deeds. The Way of the Smiths -
which contains the great forges known as the Heart of Fire - is a
key element in Moria epic books. The Forgotten Treasury, way down
at the bottom of the spiral ramp, is the first big 6-man instance
you can do in Moria, available at level 54. The "dragonet room,"a
chamber tied to a riddle quest, is past Gamil Filik on the way to
the Water-works.


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Durin's Way


alt="Durin's Way" src="http://www.tentonhammer.com/image/view/101214"
align="left">

The dwarves
tend to think big, even when designing cozy gardens.

Quest Hubs

The
Chamber

of the Crossroads

(5.1S, 112.1W) Jazargund
(3.6S, 106.0W) Hadudbab (5.5S, 108.9W)

Landmarks and Points of Interest

Manarbul (5.6S, 112.0W) The
Hall

of the High Stair

(4.7S, 112.0W) Ninknakh

Faltor

(3.6S, 112.9W) Mudmulzarak (3.2S, 111.9W) Gloku-ru
(4.1S, 111.2W) Durin's Crossing (3.6S, 110.8W) The
Door

to the Clouds

(2.8S, 110.8W) Uflump-mur
(3.1S, 110.3W) Zarargharaf (4.1S, 110.4W) Jundulbab (5.4S, 110.2W) Ghar-khafush (the bat cave) (4.3s, 110.2w) Tharakh

Bazan

(3.6S, 109.2W) Sulnul-dum (3.1S, 108.0W) The Glass Hall (4.1S,108.0W) Zigilnab (5.7S, 107.6W) Salab

Burjundul

(3.6S, 107.5W) The Mustering Hall (3.1S, 107.2W) Doorway to the Peaceful Path (2.9S, 107.2W) Hadad-dum
(3.0S, 104.7W) Jundul-dum (3.6S, 104.6W) Fehem-dum
(4.1S, 105.6W) Tith-maudhul
(2.7S, 101.8W) Dar-rukh
(4.1S, 100.8W) Grishurbhrum
(3.0S, 100.8W) Khulturg
(2.7S, 100.1W) Skoiruzg
(3.6S, 99.6W)

Crafting Resources

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

Mobs

Goblins, Orcs, Uruks, Wargs, Merrevail, Bats, Deep-claws

Notes: This long and varied region spans the
entire north of Moria. At the west end, the mobs are lower level -
52 - 54 range - but the merrevail in the east are in the 58 -
59 range. Quests for here start in the Chamber of the Crossroads
and Jazargund. The western sections are a honeycomb of branching,
twisting tunnels and it is easy to get lost if you veer off the
main thoroughfares. When you get a quest to go to the bat cave
from the Chamber of  the Crossroads, don't bother asking
directions in GLFF or Advice channels - you will invariably get
the response, "It's under Wayne Manor!" Just head to Zarargharaf
and look for a back corner with a hole in it, just southeast of
the map marker. There are 2 exits to Ziraksigil in Durin's Way:
one from a small stable north of Durin's Crossing, and the other
on the other side of the Peaceful Path. The quest hub at Hadudbab
is a pair of Dwarves with repeatable quests in the dungeons
located there - those dungeons are packed with Supreme scholar
materials, and the quest rewards can be exchanged either for more
crafting materials or for Lothlorien Gold Leaves, which are fairly
valuable.


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Zirakzigil


alt="Durin's Bane" src="http://www.tentonhammer.com/image/view/101216"
align="left">

Durin's Bane
made quite an impact on the dwarves. Also, on the mountaintop.

Landmarks and Points of Interest

The
Broken

Cleft

(13.5N, 109.1W) Durin's

Bane

(14.9N, 108.7W) Campsite with Mustering Horn (15.5N, 108.5W) Entrance to the Mirror-halls of Lumul-nar (13.4N, 108.5W) Entrance to the Peaceful Path (14.5N, 108.8W)

Mobs

Goblins, Wargs, Drakelings, Worms

Notes: The big "attraction" here is arguably one of
the coolest things in all of Moria: the corpse of Durin's Bane,
lying all smote-ified in a smoking crater, the rocks still glowing
from the heat of the slain balrog. Standing close enough to get a
good look at the beast gives +5 dread. The mobs that prowl this
frozen peak are quite strong, in the level 59 range. The entrance to
the Mirror-halls of Lumul-Nar is up here, with a handy campfire and
mustering horn right next to it. This is a relic from the good old
days when you still needed to travel to a place to go inside.

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UPPER

MORIA | DUNGEONS
| INSTANCES
| DEEDS
| REPUTATION


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Last Updated: Mar 13, 2016