The Water-works
Getting to the Water-works was once quite difficult due to a lack of swift-travel stable routes. One "easy" way to get there is to jump down the well in the center of the Chamber of the Crossroads. You will complete a deed and then die, and revive in The Rotting Cellar. Remember to click on the Stable-master before exploring.
The aforementioned death trip to get to the Water-works is always available, but if you'd rather ride, you can. With the changes in the Moria stable routes with Update 42.2, there are now a number of swift-travel routes to the Rotting Cellar. You can get there directly from Durin's Threshold, Anazârmekhem, the Deep Descent, Dolven-view, the Crossroads of Ash camp, the Silvertine Work-site, and the camp at Harâzgund. From The Twenty-first Hall you can go to Anazârmekhem or Dolven-view, and then to The Rotting Cellar.
If your destination is to discover Filikul, and you've never found it before, then you may want to ask a friendly kin-mate to lead you there the first time since finding it can be a chore.
Lore
In the utmost south of Moria, caught between two terrifying regions of peril and shadow, lies the strange serenity of the Water-works. Here, cool mists and wide stretches of calm water create an ethereal atmosphere that simultaneously mingles grandeur and reflection. That calm is dangerous, for it belies the threats that lurk there, both above and below the surface.
Though far removed from Moria’s Hollin and Dimrill Gates, the Water-works includes what appear to be some of the most ancient stone-works in Khazad-dûm. Rough, old-fashioned statuary and corridors made of stacked stone bricks still stand here from the days of old. Enormous palatial structures, built to contain the region’s massive namesake waterworks, stand alongside older and more modest towers. The road connecting to the dark and dreaded mines of the Silvertine Lodes in the north leads through aged catacombs built into the rock behind the rushing waterfall called Durin's Beard. From the east, rustic statues of Dwarf-warriors line the way in from the hellish smoke of the Flaming Deeps.
The Water-works territory consists of a single, gigantic cavern beneath the mountain, which a network of aqueducts divides into orderly sections. Hulking edifices—from functional palaces to lofty pillars—stand where lines of aqueducts intersect. In the east, this neat plan meets the cavern wall at a series of modest buildings and plazas punctuated with stained-glass windows. An arched passage here connects to the Burning Stair and, thus, The Flaming Deeps beyond. In the west, the plan gives way near the cavern wall to a short wilderness of mushrooms, shoals, and stalagmites known as the Drowned Deep. [1]
Locations
Settlements
Instances
- The Vile Maw
- The Battle of the Deep-way - skirmishs can be found in the Instance Finder
- Nalâ-dûm
- Filikul
There is a campsite and a mustering horn in Nalâ-dûm at [14.2S, 112.7W] which is very handy for a hunter to summon a fellowship.
Old Chambers
- The Chamber of Dark Waters [16.9S, 111.9W]
- The Chamber of Memory [18.2S, 111.6W]
- The Chamber of the Pool [15.5S, 115.3W]
Other Points of Interest
- Chamber of Wheels
- Durin's Beard
- Gabil-munz
- Harâzgund
- Narag-kheleb
- The Deep Way
- The Drowned Deep
- The Great Wheel
- The Lost Palace
- The Lost Treasury
Deeds
Quests
Creatures
The following creatures are found within this area:
Named Creatures Flake Collectors List
Each of these creatures is the rare, signature, tougher, named version and all have a high change to drop a rare flake used in crafting.
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Maps
The Water-works
Moria