Archive for the Epic Quests Category

Update 6

Posted in Diary, Epic Quests, lotro with tags , , , , , , , , , , on March 15, 2012 by Corleth

My poor neglected burglar. There he is, stranded in the ‘Shadowed Refuge’, without much hope of rescue. Having been played almost daily for the past month or so, levelled to within an inch of escaping Moria, he’s now been dropped like a hot Shire tater. All because of ‘Update 6’. He could shed tears…

2.6.8 - solo on my burg

2.6.8 - solo on my burg

But, nevertheless, ‘Update 6’ is here. My LoTRO client patched without issue last Monday evening, and now I’m looking at quite a bit of new content. Here’s my ‘To Do’ list:

  • Purchase the premium wallet (account wide purchase).
  • Pickup the ‘return to Galtrev’ skill.
  • Visit your crafting guild representatives to pick up new crafted relic, armour, jewellery, weapon & cooking recipes.
  • Run the quest in Glatrv to pick up your ‘Middle Earth Compendium vol III’.
  • Make crafted relics and apply.
  • Finish up ‘To catch an old goat’ deed.
  • Head off to Grimbold’s camp to pick up the epic quest line.

And here’s more detail on that list…

First and foremost, any toon based in Galtrev, should run over to the Dunland rep vendor and buy the new ‘Return to Galtrev’ skill.

Second, if you have 995 turbine points to spare, I strongly recommend buying the new ‘Premium Wallet’, too; this is an essential piece of LoTRO ‘kit’ if you have multiple alts. Possibly, it’s not so important if you only run one toon…either way, the implementation of this ‘Premium’ functionality is the real way that Turbine are financing their LoTRO operation during the first part of this year, in my opinion.

So what else? Well, guilded crafters should take a look at the new Westfold guild recipes (non-guilded recipes will drop as loot). New armour, weapons, jewellery, etc are all available in ‘Great River’ flavours. These, generally, are marginally better that their Dunland equivalents too. In the jewellery line, the most interest is probably being created by the new loremaster brooch recipes (drop only) which are the first items specifically geared for the LM’s ranged slot. These new brooches give pet buffs.

Westfold Brooches - Critted Versions

Westfold Brooches - Critted Versions

The new Westfold-tier crafted relics (for legendary items) are very nice. Running the ‘Forges of Isenguard‘ solo repeatable quest in Galtrev will net you your ‘Compendium  of Middle Earth, Volume III’, which can be used once per week by your guilded Westfold master craftsman to produced one of these juicy relics:

Update 6 has also changed the Warden class out of all recognition. My warden has been parked at level 48 for over a year now and, honestly, I can see me ever going back to her. It’d be like starting to learn a whole new class from scratch at this stage, and I can’t see me undertaking that exercise. The changes to the Rune Keeper class are also extensive, although not as severe. I played my RK for an hour or so last Tuesday night, and found no problem adapting to the differences.

Before setting out for the new region, it might also be worth finishing up that nightmare deed ‘Tracking An Old Goat’. Turbine have thoughtfully re-enabled the quests to complete this deed for anyone that didn’t managed it first time around. But hey, you only have one shot at completing it, ‘cos if you happen to log out before attempting the deed – poooof – it’s gone again. Fantastic testing by Turbine, fantastic.

So, having looked at all of the above, it might be time to try out some of the new quests. Update 6 brings us an extension to ‘Volume 3’ of the Epic Quest line. Picking this up where Update 5 left off, in Grimbold’s Camp (near Isenguard) quickly bring us into the new zone that has appeared to the south of Lothlorien – The Great River. So far, I’ve not strayed too far into this new zone, but from first impressions, it looks pretty enough, with plenty of standard-type quests. So far, nothing to get too thrilled about…but time will tell.

Finally, a bit of good new for my burglar. Enedwaith has now been tweaked, such that it’s now a level 61 to 65 zone – as opposed to just a level 65 zone previous to Update 6. This is good news for my burg, as it will provide an alternative to entering Mirkwood, once finished in Lothlorien. Of course, that will mean skipping the second half of Volume 2 and moving straight on to Volume 3. I’ll have to decide if that’s a consequence I’m willing to accept.

75 Less 1 = 74

Posted in Diary, Epic Quests, Instances, lotro with tags , , , , , on October 18, 2011 by Corleth

Another week on and my guardian finds himself at level 74. The epic storyline has led him first into, and then out of, Isenguard (it’s BIG!). An enjoyable journey has been, too. The cosmetic prisoners’ outfit that you pick up whilst a prisoner inside Isenguard, is sure to become a favourite with some, as well!

(Off topic – my trouble is, every time I see a toon in a prison suit, the tune of the ‘Smurfsong’ pops into my head, courtesy of the Baron Knights‘ spoof-song, ‘A taste of Aggro’, from the 1970s…

‘Where are you all coming from?’
We’re from Dartmoor, on the run
‘How did you work out your route?’
We followed the arrows on our suit
‘What were you in Dartmoor for?’
We borrowed a safe from the bank next door
‘and why do you all talk this way?’
Cause we’re from Catford, aren’t we? Uh!

and I know there are no arrows on the LoTRO prison suit…but my mind works in mysterious ways…at least ‘a taste of aggro’ is an MMO appropriate title!)

From Dartmoor on the run?

From Dartmoor on the run?

On the quest front, adventuring has brought me nearly to the Ford of Isen. The War of the Ring is beginning to get close I feel, and for me, arriving in this part of the world marks the first time since I entered Moria that I’ve really felt part of the ‘epic’. Mind you, I guarantee that I won’t feel the same by the time I’ve brought another three or four toons through… 😛

With regard to the questing, I still maintain that the extensive chaining of quests makes the game-path too rigid. It’s official – I don’t like this rigidity. Miss one quest and you’ll likely be forced to miss many, many more follow on/linked quests. Also, again repeating myself, on level the quests are all very straightforward – too easy in most cases. I’ve personally had very few issues at all. The only advice I could possibly give would be with the following:

‘Odd Benefactors’

This is quest takes place inside an instance, with the quest giver outside a cave system and the instance taking place inside the said cave system. After killing and collecting what you need, the quest then instructs you to return to the ‘Entrance chamber’ (or something similar). At this point I decided that I couldn’t be bothered finding my way out so, being clever [not!], I decided to use the ‘Leave Instance’ option to bring me back outside.

“All I need to do then” I thought, “is just hop back into entrance chamber to complete the quest”. Mistake. Leaving the instance caused the quest to then become impossible to complete, and I duly had to cancel the quest and restart it from scratch – on the instruction of a GM (whose English was less than brilliant, I have to say). Bugger!

‘Orcs in the Heathfells?’

Part of this quest involves killing four ‘Orc Guards’. Only there aren’t any. Or weren’t any, when I first looked around the area that they were supposed to be. After killing numerous ‘placeholder’ mobs, a couple did spawn for me at these locations – one at 86.7S, 4.4W and one at 86.6S, 4.2W.

Completing this quest took me over 20 minutes, waiting for re-spawns, so patience was the name of the game here.

A Relic in Lumul Nar (solo) Guide/Walkthough

Posted in Epic Quests, Instance Guides, Instances, lotro with tags , , , , , , , , , , , , , on September 13, 2011 by Corleth

A good number of searches that hit this blog are in relation to the Lumul Nar (solo) instance. It seems a lot of folks are looking for hints & tips with regard to this, so I thought I’d oblige and provide some!

The ‘original’ Lumul Nar is a 3-man instance in Zirakzigil in Moria. Volume 2, book 8, chapter 3, of the epic quest line (2.8.3), also requires you to complete a quest inside this instance. Up until Update 2, in late 2010, this meant getting a 3-man team together in order to complete 2.8.3. However, Update 2 saw a solo version of 2.8.3 introduced. This solo version can now be done once only (there used to be a bug that allowed you to complete it multiple times) on each toon, and is started by visiting Broin who is in the Peaceful Path.

The following write up describes how to complete the one-shot-only ‘solo’ version of the instance – which is a little different from the repeatable 3-man version (which can be accessed via the ‘Instance Join Panel’).

Note: You can pick up quests that can be worked on during the solo version of this instance, from Frar in the Chamber of the Crossroads.

Broin in the Peaceful Path

Broin in the Peaceful Path

Once the instance is started, just jump down the cliff trying your best to land on the various outcrops on the way down. If you jump all the way, you’ll die and end up back at the top :P. Once at the bottom, you’re on level one. Kill  the two wargs, and pull the lever to the right of the first mirror, just  once. Pulling this lever will open the way to the second room.  [The idea is to direct the stream of light against the webbing blocking the tunnels – the light then ‘burns’ though the blockage to open the way].

The first mirror

The first mirror

In the second room, kill the two warg adds and then kill Frost Tail, the first boss. Frost Tail will only activate once his (her?) two warg-matron adds have been killed.

Second room - first boss.

Second room - first boss.

Now pull the lever on the mirror that’s nearest to the door that you’ve just come through, three times. There is another mirror to the left of this one – pull the lever on this once – and you’ll have the way onwards clear. So, moving on, you’ll get to the top of a shaft – run down the ramp inside this shaft, all the way to the bottom. At the bottom, run along the short tunnel, and out into a very large cavern.  Here you’ll first meet a Task Mistress – kill her within 45 secs or get your ass handed to you [after 45 secs of combat, Task Mistresses self-buff to do +1000% damage!).

Task Mistress plus add, start of level three

Task Mistress plus add, start of level three

Once this first task mistress (and her add) are dead, take the tunnel to the left (i.e. head north) – it also climbs up and turns east. Just up this tunnel, kill the ‘Swarming – Bat’ that you meet concentrate on killing the main bat first, not  its summoned add(s). Next the tunnel turns due south and you’ll arrive at a ramp – on your right. At the top of this ramp, you’ll see a Morvul Warrior and a Lesser Dark Claw, together. Kill ’em.

Pull the lever on the far mirror three times, once the mobs are dead.

Pull the lever on the far mirror three times, once the mobs are dead.

There are two mirrors here with levers. Pull the lever on both of these mirrors once each. Head back down the ramp. Continue along the tunnel, heading south. At the top, you’ll find another ramp. There’s a mirror at the top of this ramp – pull this lever (hanging from the ceiling) three times, then head back down the ramp and stand on the outcrop – you should be looking at the following view:

Pull lever (middle top of the image) three times.

Pull lever (middle top of the image) three times.

Now head back down the tunnel to here you killed the first Task Mistress. Head across the cavern, heading east. follow the ledge around to the south and then turn onto the ramp heading down (and west). Here you’ll see another Task Mistress (the second). Kill her fast!

Second Task Mistress

Second Task Mistress

Follow the path down to the next level where  you’ll find three more mirrors with levers and your third Task Mistress. Again, dispatch her fast!

Third Task Mistress plus three more mirrors with levers

Third Task Mistress plus three more mirrors with levers

Now the three mirrors. The mirror nearest the ramp you’ve just come down – pull its lever three times. Pull the lever on each of the other two mirrors here, once only each. There will now be a beam of light going straight down though the middle of the cavern.

Beam straight down - that's what you're after!

Beam straight down - that's what you're after!

You can jump down if you like – but you’ll die 😉 Instead, head to the north-west corner of the level where you are, and follow the tunnel that you find there, down. Keep following the tunnel all the way down to the big cavern at the bottom – you’ll pass through two small caverns on the way (note the second of these small caverns – if you die later on, you’ll have to jump from here to get access to the final area in order to finish the instance).

Once at the bottom of the tunnel, as I’ve said, you’ll be in a fairly large cavern. Here you’ll see a single mirror with a lever, and your fourth Task Mistress. Kill her first, then pull the lever on the mirror twice.

Fourth Task Mistress

Fourth Task Mistress

A tunnel to the east now open up. Follow it and jump down where you need. You’ll then hit the start of a ramp – follow it down. It circles down in a clockwise direction. At the bottom, you’ll see this:

Gorothul's relic

Gorothul's relic

Note Gorothul’s Gift in the middle of the screen. Go over to it and click on it to destroy it. Watch out for Task Mistresses – if you run into one, kill it! Once the Gift of Gorothul is destroyed, all you have to do is kill Ergoth, the second (and last) boss. However, you can’t get access to Ergoth (by dropping though the hole in the centre of the cavern), without solving the final mirror puzzle. This is the solution (copied from this French guide here, as I’m too lazy to do my own):

Lumul Nar - final solution

Lumul Nar - final solution

The only fly in the ointment, as far as aligning the mirrors as above goes, is that Task Mistresses and other Morvul Defilers keep spawning, and the Defilers have the nasty habit of dirtying the mirrors. So while a mirror might be correctly aligned, if you can’t see a  beam of light where it should be, you might have to go kill a Morvul Defiler, and then clean the mirror that it’s mucked up! There is no easy way of doing this puzzle – just be as quick as you can and kill the Morvuls when you see them. When the mirrors are all clean, and aligned as above, the web floor in the centre of the cavern will dissolve, and you can jump down to kill Ergoth.

The way down to Ergoth is open - now jump!

The way down to Ergoth is open - now jump!

Job done.

Note: If you die trying to solve the final mirror puzzle OR die fighting Ergoth, you’ll have to jump from the small cavern, as noted above, in order to re-gain access to the bottom level…

A Relic In Nala Dum (solo) Guide/Walkthough

Posted in Epic Quests, Instance Guides, Instances, lotro with tags , , , , , , , , , , , , , , , , , on July 16, 2011 by Corleth

I noticed yesterday that a good number of searches that hit this blog are in relation to the Nala Dum (solo) instance. It seems a lot of folks are looking for hints & tips with regard to this, so I thought I’m oblige and provide some!

The ‘original’ Nala Dum is a 3-man instance in the Water Works in Moria. Volume 2, book 8, chapter 4, of the epic quest line (2.8.4), also requires you to complete a quest inside this instance. Up until Update 2, in late 2010, this meant getting a 3-man team together in order to complete 2.8.4. However, Update 2 saw a solo version of 2.8.4 introduced. This solo version can now be done once only (there used to be a bug that allowed you to complete it multiple times) on each toon, and is started by visiting Bosi who is in the Chamber of the Crossroads.

The following write up describes how to complete the one-shot-only ‘solo’ version of the instance – which is a little different from the repeatable 3-man version (which can be accessed via the ‘Instance Join Panel’).

Level 5

Nala Dum is set on five separate levels. When the instance kicks off, you’ll find yourself on the top level – level 5, as I’ll call it. Proceed down the corridor and finish off the two lizards that guard the first intersection. Directly ahead of you, you’ll see a closed gate (a). In order to open this gate, turn right, head up the ramps (killing more lizards on the way). At the top of the ramps, you’ll find a wheel – turn it to open the gate (a). Proceed back to the gate (a) and head down the stairs to level 4.

Wheel that opens Gate (a)

Wheel that opens Gate (a)

Level 4

At  the bottom of the stairs (three flights) you’ll be on level 4. To your right will be a locked gate (b1), with a lever (b2) on the other side. Ignore this gate for the time being.

Locked Gate (b1)

Locked Gate (b1)

Turn left and head down the corridor, and out into the hall. When you reach the intersection in the middle of the hall, you’ll see a bridge that needs to be extended to your left. So, turn right and follow the ramps up (killing several batches of lizards on the way). At the top you’ll find a lever (c). Pull it, and head back to the intersection. The bridge will now be extended – so go across.

Lever (c)

Lever (c)

Follow the path/stream around, past a closed gate (d). Kill the Rock Worm that patrols in from of this gate (d), then proceed down the first set of stairs, killing the two lizards at the bottom. Here you’ll find a wheel (e1) on the left, and a lever (e2) on the right.

Lever (e1) and Wheel (e2)

Lever (e1) and Wheel (e2)

If you go past these and continue down the stairs, you’ll be down in level 3 – but with no way to proceed as there is a big gap that need to be bridged. Kill the one lizard down here, anyway.

Head back up to the wheel (e1) and lever (e2). Turn the wheel (e1) first, then pull the lever (e2). The wheel partially extends a bridge at the bottom of the stairs (more on this later). The lever (e2) opens the gate (d) for approx 20 seconds, so immediately run back to the gate (d) and go though it. If you’re too slow, the lever (e2) resets and the gate (d) closes – so you’ll need to pull the lever (e2) again.

Once through gate (d), kill the two lizards in the cave, and you’ll find yourself at the top of a large shaft. Jump! When you reach the bottom, complete with broken leg, you’re down to level 3.

Jump!

Jump!

Level 3

Swim out of the cave and up onto the path. You will see two Rock Worms here – kill them.

2 Rock Worms to Kill

2 Rock Worms to Kill

You will now see a lever to the left. Pull it if you like, and you will see a bridge extend out and, providing you turned the wheel (e) earlier on, it provides a way back up to level 4 (this route is not really of any use in the solo version).

Ahead of you on level 3 you will see a closed gate (f) with two lizards behind it. To the right you’ll see the entrance to another room in which you’ll find a Rock Worm and a lizard (kill ’em) and three staircases – one staircase going down and two staircases going up.

  • The first upward staircase up leads to a dead end, and can be ignored in the solo version of this instance (there is a flower to collect up there in the 3-man version).
  • The second upward staircase is another route back up to level 4. You don’t need to go up here if all you want to do is complete the instance as quickly as possible.  If you do decide to head up, at the top you’ll find a lever (b2) and be on the other side of gate (b1) – see ‘Level 4’, above. Pull the lever (b2) to open gate (b1). You now have another way back up to level 4 – I’ll come back to this later.
  • The downward staircase leads down to level 2. Head down!

Level 2

At the bottom of the staircase, you’ll pass under an open gate (g). You are now on level 2. Head into the middle of the hall, where you will encounter the first ‘boss’ (not really a boss in this, the solo version) ‘Spit-Tail’, plus a lizard add. They are easy to kill in the solo version, anyhow.

Spit Tail

Spit Tail

After Spit-Tail is dealt with…

  • East, you’ll see a cave with a lesser Caerog in it. This is the way to the last ‘boss’.
  • South is a gap across to a gate with a lever in front of it. This has to be ignored when you’re doing the solo version;  it can only be accessed in 3-man mode [FYI, by pulling lever (e2) on level 4].

    No Way Across in 'Solo' version.

    No Way Across in 'Solo' version.

  • West is another locked gate (h), which has to be ignored in solo mode; again, it’s only accessible in 3-man mode [FYI, by pulling lever (c) such that the bridge on level 4 is retracted].

So, head into the cave with the lesser Caerog in it, kill it, then jump down the hole at the back of the cave. Note – you can’t get back up again (unless you die fighting Caerlug – see ‘Level 1’, below)!

Lesser Caerog

Lesser Caerog

Level 1

Congratulations – you’re down to the bottom – on level 1. You can’t get lost here! You’ll see Gorothul’s relic – click on it to destroy it, and then the last ‘boss’ – Caerlug – will be in front of you. Kill him (no special tactics required when doing the solo instance) and you’re done! There are no chests or other rewards on the solo version – sorry…

Relic and Caerlug

Relic and Caerlug

Additional stuff

If you want to kill the two lizards behind gate (f), on level 3, you’ll need to head back up to level 2 (you should have two possible routes back up), and pull lever (c) [such that the bridge on level 4 is retracted again]. This will open gate (f) and gate (h), but will close gate (g) – so preventing access to level 2 [so in solo mode, I’m only guessing that gate (g) is opened as you can’t get that far to check ;)]. Once the lizards behind gate (f) are dead, you’ll need to head back up to lever (c) and pull it again in order to open gate (g) and thus give access to levels 2 and then 1.

Note that there are no flowers to collect in the solo version. The flower collection deed is only available in the repeatable 3-man version.

Questions? Have I missed something? Got something wrong? Please leave a comment…

Update 2 – Some More Impressions

Posted in Diary, Epic Quests, Instances, lotro with tags , , , , , , , on March 31, 2011 by Corleth

Last Saturday night I ran my first toon, my lore-master, though the new epic book – volume 3, book 3. I did this with a kin-group and we fellowed for all the quests that had a fellowship option; and I have to say it was just too easy. At no stage in any of the instances, did we feel in any way challenged. This doesn’t surprise me. Turbine, seems to be nerfing everything in sight, when it comes to the epic quest line.

I can understand the reasons for reducing the difficulty level for old epic instances such as 2.4.7 and 2.5.5, but not for the latest epic quests. The three instances for 2.5.5 were always challenging – the ‘Battle of The Deepway’, significantly so, when run on level. 2.6.8 was another instance that I for one found challenging, when first attempted.

So why can’t we have some challenge in the new epic instances? On Saturday night, the six of us who ran through 3.3 were chatting and joking all the way though, doing everything but concentrating on what we were doing. Nobody came close to dying. No puzzle solving or special tactics were ever required. And none of us had ever run through any of the instances before.

Last night I tried the same 3.3 content solo, using ‘Inspired To Greatness’, on my minstrel. My impressions weren’t changed at all – again it was too easy by far.

Session play in Volume 3, Chapter 3

Session play in Volume 3, Chapter 3

On the plus side, 3.3 does have an interesting story line. The session play with Isuldur is well done, and the last chapter ends very sadly – which is kind of appropriate. That said, here’s my plea to Turbine…put the same level of difficulty into epic instances that you are currently putting in to the raid clusters.

Which leads me nicely onto…

I tried the new Stoneheight instance on Tuesday night. I liked it. This is one of the new three-man instances, and it’s based in the North Downs. I like the fact that you have to find the entrance to it first off. The bosses are challenging, and the trash mobs are not so numerous as to raise frustration. We only tried tier 1; tier 2 can wait for another day – but tier 1 was useful  for working out strategies for the bosses and seeing how the instance played overall. The whole instance, as befits a 3-man, can be run in well under an hour. A good job, Turbine.

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