The Water-works

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The Water-works
Region: Moria
Dungeon(s): The Battle of the Deep-way
The Vile Maw
Nalâ-dûm
Filikul
Landmark(s): Durin's Beard
Gabil-munz
Harâzgund
Narag-kheleb
The Deep Way
The Drowned Deep
The Great Wheel
The Lost Palace
The Lost Treasury
The Chamber of Dark Waters
The Chamber of Memory
The Chamber of the Pool
Chamber of Wheels
Settlement(s): The Rotting Cellar
Levels: Mainly 54
Resource tier: Supreme

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

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

Other Points of Interest


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.

Maps

The Water-works

Click for larger image The Water-works POIs The Water-works Named Creatures The Water-works Artifacts

Moria

Map of Moria