The Water Wheels: Nalâ-dûm
|Cluster:||Scourge of Khazad-dûm|
"Deep in the abysses of Moria, the dwarves had once crafted a great waterway to bring water in from the mountains. Something now blocks the great wheels from turning, causing the Iron Garrison concern."
"Imagine (...) the ceaseless hum of water-powered wheels, spinning ever to power the forges and systems, allowing the dwarves to achieve impossible deeds with their great powers of crafting. Lumul-nar was the Hall of Mirrors, and Nalâ-dûm was the deep place where the water wheels turned. These two systems now lie dormant, and I surmise from this that evil has settled there, as with many of the once-fair places of this world." --Celeborn, in a letter to Hrólfur.
The entrance to Nalâ-dûm is located in the Water-works at . There is a summoning horn available to summon your fellows.
Description how to get there:
- From the Rotting Cellar:
- Head out north from the Rotting Cellar, using the tunnel. Follow the road to the west and cross the first bridge you see. The door you bump into after that is the entrance to the instance.
- From the Twenty-first Hall:
- Take a swift horse to Dolven-view, go to the Vault of Durin and enter The Deep Way. When you enter The Water-works, follow the road west and cross the bridge.
This 3-man instance will take about one hour if you know how to do it. It can be completed in all group combinations, but as most 3-man instances, it is easiest with a tank, a healer and a nuker. You will need a lot of poison pots or poison resistance gear/virtues.
You will need to use handles to proceed in this instance. Once you are down you can choose to do hard mode or easy mode. For hard mode you have to clear the western or southern room. These rooms contain caeryg. For the final boss you have to jump down from the east room. This boss is a huge caerog in a room with stamping pillars and two handles.
Click [-] to contract a list of quests found within the instance.
Click [-] to contract a list of deeds found within the instance.
To get down, you will have to use handles. Each handle will make you progress a bit further. A longer explanation will come later.
Once you are down, you get to the crossroads. To the west is a closed room with 3 caeryg behind it. To the south is an open bridge with a room with 12 caeryg behind it. To the east is an open room with one caerog and two lizards. In the middle of the crossroads is Spit-tail waiting for you.
In the beginning, Spit-tail comes with two small lizards. Kill the small lizards first. The small lizards can be crowd-controlled, Spit-tail cannot. After the adds are killed you can concentrate on Spit-tail again, until again two lizards will appear who have to be taken out. After the second adds it is only bringing down the boss.
There is a chest to loot to the left, in front of the eastern room. After the loot it is time to choose between easy or hard mode.
To do normal Mode (also known as Easy Mode) you can just go to the eastern room, kill the mobs and jump down to the final boss.
Challenge Mode (also known as Hard Mode) opens an extra chest with medallions and items after the final boss. To do this, you need to finish one of the closed rooms (you can't do both) before heading to the eastern room. To open these ways, there are handles to use again. At least one person needs to stay down while one goes upstairs to use the handle.
The handle for this room is upstairs at the level where you have to use a handle to open a gate and get out of this part of the stairs. If you count the crossroads as level 0, this would be level 2. It is the handle at the platform, to the right when coming from the stairs.
- 1 Use the handle
- 2 Person downstairs enters the room
- 3 Use the handle (this will make the room close but opens your way down)
- 4 Person downstairs uses handle inside the room to open the door
- 5 Everyone can enter the room now
Inside this room are three lesser caeryg. All three will activate and attack at the same time. It is extremely difficult to mez these as the caeryg will periodically break mezzes on their companions, so you should assume you will have to tank and spank all three at once - which is doable only if you have a good healer and tank, as they hit quite hard.
The handle for this room is also upstairs at level 2. It is the one were you had to leave one person behind earlier to proceed, to the left when coming from the stairs.
- 1 Use the handle
- 2 Person downstairs goes over the bridge (be quick, it will open again automatically)
- 3 Use the handle (to open your way down)
- 4 Person downstairs uses handle inside the room when the others are downstairs
- 5 Everyone can go over the bridge now
Inside this room are 12 lesser caeryg. This is a longer but in some ways easier fight than the west room, as only two of these caeryg will wake up at a time. Once you kill one of the awake caerygs, another will wake up. You can mez these caerygs (meaning you only ever fight one at a time), but watch out because mezzes are broken each time you kill a caeryg (triggering the next one to wake up) so time your kills carefully if you are relying on this mez. For most groups, the main issue with this fight will be power management as it is an endurance fight.
Final Boss: Caerlûg
The final boss is called Caerlûg and awaits you after jumping down from the eastern room. There are several factors you need to think about during the fight:
- 1. Pillars: Once Caerlûg awakes, stamping pillars will fill the room, doing huge damage and stunning you when hit by them. Avoid these.
- 2. Self-healing: Caerlûg will do an induction to heal himself once in a while. He will call "Enough!" then and everyone will be stunned. This stun cannot be prevented by Sign of Power: Righteousness. Once the stun is over, you need to use the handle at the side where he is healing himself to stop him from doing so. The earlier you use the handle, the less he heals. Note that the boss performs an aggro wipe each time he does this, so give your tank time to pick him up after pulling the lever.
- 3. Poison: Caerlûg can cause a poison DoT. Remove this ASAP because it does huge damage. This will cost loads of poison pots though: consider wearing items with much poison resistance or traiting Innocence instead. A Hunter on "poison-duty" is also a possibility.
- 4. Knock-backs: Caerlûg can cause knock-backs when near. These can cause you to get under a pillar or even out of the room in the water. Stand with your back to the chests or the entrance to avoid this - however note that if you stand too close to the entrance and get knocked back you can get knocked over the gate, resetting the fight.
Caerlûg also does a high damage 360 degree AOE attack which is easy to spot as he looks like he's getting enraged (unsure if this can be interrupted, but there is no induction circle). Due to the fact that the pillars and knockbacks make moving around to avoid this attack somewhat hazardous, positioning during the fight can be quite important. If you have ranged DPS you are probably best tanking Caerlûg in the small corner on the back wall created by the pillar that the chests are on, with the ranged DPS and healer standing in the associated far corner. Which side of the room you tank him on (after the initial engagement) will be determined by which side of the room he runs to to get healed.
Once you think of all these factors, it's just killing the guy. Enjoy your loot!
Click [+] to expand a list of mobs found within the instance.
Note: Most of these in-game screen-shots are officially released and posted on Lotro.com
|Settlements and Landmarks of The Water-works|
|Settlements:||The Rotting Cellar • Hulwul-nefekh|
|Landmarks:||The Chamber of Dark Waters • The Chamber of Memory • The Chamber of the Pool • Chamber of Wheels • The Deep Way • The Drowned Deep • Durin's Beard • Filikul • Gabil-munz • The Great Wheel • Harâzgund • The Lost Palace • The Lost Treasury • Nalâ-dûm • Narag-kheleb • The Vile Maw|