The simplest way to get to the Waterworks when you first enter Moria is to jump down the well in the center of the Chamber of the Crossroads map location (horse location also). You will complete a deed, and then die, and revive in the Rotting Cellar location. Remember to click on the horse before exploring.
You can always use the death trip to get to the Waterworks, but if you'd rather ride, then you can go from the 21st Hall to Anzaamekhem, and then to the Rotting Cellar. It's all slow travel though. A slightly faster way is going to the Deep Descent (Silvertine Lodes) and taking slow travel from there to the Rotting Cellar. Deep Descent is available from Dolven-View and several goat travel locations have fast travel to Dolven-view.
If your destination is to discover Filikul (the Turtle instance), and you've never found it before, then you may want to ask a friendly kin-nmate to lead you there the first time since finding it can be a chore.
In the utmost south of Moria, caught between two terrifying regions of peril and shadow, lies the strange serenity of the Waterworks. 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 Waterworks 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 Waterworks 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. 
- The Vile Maw
- The Battle of the Deep-way - skirmishs can be found in the Instance Finder
There is a campsite in Harâzgund at .
There is a campsite and a mustering horn in Nalâ-dûm at which is very handy for a hunter to summon a fellowship.
Other Points of Interest
- Chamber of Wheels
- Durin's Beard
- The Deep Way
- The Drowned Deep
- The Great Wheel
- The Lost Palace
- The Lost Treasury
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.
|The Water-works :|
Map with Points of Interest
|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 • Gabil-munz • The Great Wheel • Harâzgund • The Lost Palace • The Lost Treasury • Narag-kheleb|
|Instances:||Filikul • The Vile Maw • The Water Wheels: Nalâ-dûm|
|Areas of Moria|
|Durin's Way • The Flaming Deeps • The Foundations of Stone • The Great Delving • Nud-melek • The Redhorn Lodes • The Silvertine Lodes • The Water-works • Zelem-melek • Zirak-zigil|