Archive for the Instance Guides Category

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…

Fungus Investigation

Posted in Deeds, Instance Guides, Instances, lotro with tags , , , , , , , , , , , , , , , , on June 16, 2011 by Corleth

One of the Deeds in Dar Narbugud is the Fungus Investigation. On a couple of occasions now, on various toons, I’ve actually missed one or more of these mushrooms, on my way around DN, and ended up scratching my head, trying to remember where to go to find the missing fungus in quersion. DN is big enough and dark enough to easily miss things. So here’s a very brief guide:

  • Smelly, red mushroom – in the first cave where you kill Blagh & Rung. The easiest to find.
  • Strange, blue mushroom – after the second trash pull, after killing Blagh & Rung, you’ll pass this mushroom on the left hand side of the corridor as you move downwards.
  • Colourful Mushroom – about 10 meters inside the ‘Istum’ wing.
  • Divergent Mushroom – in the cave where you fight Zholuga.
  • Inconsistent Mushroom – Once the blind one is dead, drop down into the pool below, and follow the corridor down – you’ll find this mushroom before you get to the Mistress.

Warg Pens Last Boss (‘Kranklob’) Guide

Posted in Instance Guides, Instances, lotro with tags , , , , , , on March 23, 2011 by Corleth

This is a guide I put together for my kin’s website – but I’m duplicating it here too. I previously had this guide as a page, rather than a post, but it wasn’t showing up on searches that way, so now it’s a post!

The group can be pretty much any combination that includes a dedicated healer, plus some sort of a tank. Lore-masters & hunters should be prepared to use their group wound & poison removal skills. Regardless, everyone should bring oodles of top-level poison, fear & wound pots – plus power & morale pots, and scrolls. Lore-masters should be DPS traited – wargs don’t like fire so ‘Improved Sticky Gourd’ is your LM’s best friend. I can’t speak for Burg/Cappy builds, but rune-keepers will be healing, so should be healing traited.

The tank (Warden, Guard or boarded Champ, usually) should start the fight by aggroing the boss, Kranklob, who should then be tanked in one of two ways….

1. By kiting him around the big pillar (meant to be the easiest and safest way as it avoids a lot of poison & wound DoTs, but I find it harder!), OR
2. By going toe-to-toe, near the fire (the fire can be used to remove the slow/cold debuffs). If using this method, then the tank should have a good amount of poison, wound, fear and, if possible, shadow mitigation.

As soon as the tank has aggro on the boss, whoever is taking-out the adds (LM/Burg/Cappy/Hunter/etc) should pull one add at a time, and pull them well away from the boss. It is no problem to pull one add at a time, as the rest sleep very soundly. Bring down each add in turn (if doing in HM, let them eat a slab of meat each, as well). There are five slabs of meat, and six wargs, so one warg can fail to eat, and HM can still be achieved (assuming all the meat in the rest of the instance, prior to this last boss fight, has been eaten!). If you have a champ on the adds, try equipping your shield once they have eaten – it helps to mitigate against the 100% extra damage buff that they get after eating (and the healer will appreciate you for that!).

The healer (mini or RK) should stand well out of mêlée range of the boss, such that he/she can heal both the tank and whoever is dealing with the adds. The trick here, especially if there is no LM, is to conserve power – this really means ‘heal only’ – no need to do any DPS. The healer should also help remove the copious poison/wound/fear DoTs & debuffs from the others (using salves), whenever possible; staying out of mêlée range of both the boss & the adds, the healer should be able to avoid these DoTs & debuffs him/herself. If the healer gets a slow debuff, then just run to a fire and remove it, before heading back into position.

Once all the adds are down (will take between roughly 10 minutes in HM), then the two non-healers, should take down the boss. Again, the healer should stay out of mêlée range and just heal – unless the power & morale situation is very positive.

Any FS manoeuvres, throughout the fight, should generally be greens/blues to help maintain power and morale, unless Kranklob is nearly down…I’m also thinking that from a lore-master’s perspective, running the final boss encounter with a raven pet (for Shadow mitigation) might be a way to go, but I haven’t tried this.

You’re so Radiant!

Posted in Instance Guides, lotro, Radiance with tags , , , , on February 7, 2010 by Corleth

A kinnie of mine asked me in the week, ‘How much radiance do I need to join a Watcher raid?’ This took me a little by surprise.

Now, I’m definitely a ‘Casual’ gamer – my gaming time is generally between 10 and 15 hours a week and I like to ‘play’ with whatever time I have, so whenever I’m online, unless I’m looking for something specific, I stay well away from the forums.

All that said, I was still surprised that someone who plays pretty much every day, and has a well traited, well put together level 65 main, would not have some basic knowledge about how much radiance is required for ‘the Watcher’ and, indeed, how much is required for the other radiance-gated raids out there. It occurs to me that this sort of knowledge is presumed, and often left unsaid by the majority of folks ‘in the know’. I mean, my general presumption is that everybody who goes after radiance armour knows about the radiance-gated raids in the game, and how much radiance is required to partake in them; but after asking around, I find that many don’t…

Anyhow, I’ve listed the LOTRO radiance gated raids below (there you go, Gub!), together with their approximate location. Go in and take a peek, if you like!

Name Size Ideal (Minimum)  Radiance Location
The Watcher 12 man 60 (50) Vile Maw, Waterworks, Moria
Dar Narbugud 12 man 90 (70) Foundations of Stone, Moria
Barad Guldur 12 man 120 (120) Dol Guldur, Mirkwood

In case anyone reading this doesn’t know, ‘radiance’ is a stat on armour pieces that are currently acquired through 3 and 6-man instances in Moria & Mirkwood. The following is a basic guide to what ‘radiance armour’ is available, and from where:

Tier One Radiance armour pieces

Anyone of level 58 and over can start collecting Moria Medallions. These can be acquired from any of the following 6-man Moria instances (Grand Stairs, Forges, Skumfil, 16th Hall, Dark Delving, and Fil Gashen).

Since the advent of Siege of Mirkwood (SoM), most people seem to be just picking the easiest of these instances, Grand Stairs (GS), and farming it. A daily hard-mode (HM) run though GS will net 7 Moria Medallions (any further GS runs on a given day will net a given toon only 4 medallions). Once you have ten or more Moria Medallions, you can pop to your class trainer in the 21st Hall, and start exchanging them for one of six class-specific armour pieces with 10-radiance.

It’s worth noting that the 10-radiance boots, gloves, chest piece and leggings (i.e. four pieces) form part of a six-piece ‘set’. The other two radiance pieces of the set are ‘tier three’ (20-radiance) pieces that can only be acquired from ‘The Watcher’ raid (see ‘tier three’, below).

The 10 radiance helm and shoulder guards are stand alone pieces, and are the least desirable of all the 10-radiance LOTRO radiance pieces, in my opinion.

Tier Two Radiance armour pieces

The tier two radiance pieces consist of three pieces of 15-radiance armour (chest piece, gloves, and leggings), and can be worn by level 59s upwards. These can be acquired by collecting Lothlorien Medallions, and bartering them at your class trainer in 21st Hall, or at your class trainer in Caras Galadhon. As of SoM, these pieces can also be acquired by collecting Dol Guldur Medallions and bartering them at your class trainer in Emyn Lum, Mirkwood.

The ‘tier two’ 15-radiance pieces, apart from the radiance stat, are way worse than the tier one 10 radiance pieces, and constitute by far the worse radiance gear in the game. That said, they’re easy to get hold of, and if you want to get enough radiance to run Barad Guldur, without getting tier three or tier four pieces, they’ll help!

Lothlorien Medallions are found within the following instance in Moria:

– Halls of Crafting (6–man, Flaming Deeps)

– Hall of Mirrors (3-man, Zirakzigil)

– Water Wheels (3-man, Waterworks)

Tier Three Radiance armour pieces

If you have 50-radiance, are level 58 or above, and you can find 11 buddies (or less if you’re daring), head for the Watcher. Bringing him down will give you the chance of rolling on one or two Platinum Coins, which can then be whisked off to your class trainer in the 21st Hall to be exchanged for either a 20-radiance helm, or 20-radiance shoulders.

Tier Four Radiance armour pieces

If you already have 70 or more radiance, and are level 60 or above, you can chase the tier four pieces. These all have 20-radiance, and can be obtained by bartering coin drops from the Dar Narbugud raid, at class trainers in Caras Galadhon in Lothlorien. I’ve never set foot in Dar Narbugud, so I’ll say no more.

Tier five Radiance armour pieces

There are 3 tier five pieces (boots, helm, and shoulder guards) that can be put together with the 3 tier two pieces (see above) to form a full set (at least visually – there is no ‘full-set’ bonus). If your maths is up-to-scratch, you’ll realise that the 3 tier five pieces, together with the 3 tier two pieces, will give you enough radiance (120 in total) to run Barad Guldur…(Coincidence? I think not…)

Tier five pieces (for level 65s) are can be bartered from your class trainer in Emyn Lum, using Medallions of Dol Guldur. These are found in the following Mirkwood instances:

– Sword Hall (3-man, Dol Guldur)

– Warg Pens (3-man, Dol Guldur)

– Dungeons of Dol Guldur (3-man, Dol Guldur)

– Sammath Gul (6-man, Dol Guldur)

Tier 6 Radiance armour pieces

Currently top of the tree, is the 6-piece set of 30-radiance gear that can be acquired from coin drops in the 12-man Barad Guldur (BG) instance. Of course, you need 120-radiance to be able to attempt BG. Anyone managing to get all six will then have a whopping 180-radiance, and a very nice armour set (stat wise) to boot, by the looks!

There we have it. When I started writing this, I had no intention of writing a radiance gear guide. All of the above information is available elsewhere, so I’ve really just written this version for those that find it, and might consider it informative. Of course, please let me know if you notice any mistakes!

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