Goblin-town (Area)

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Goblin-town
Type: Dungeon
Region: The Misty Mountains
Area: Northern High Pass
Location: [21.0S, 6.1E]
File:Goblin-town (Area).jpg



Lore

Something stirs beneath the Northern High Pass. In grim tunnels deep beneath the snow, goblins toil and fires glow. The pits of Goblin-town teem once more with living foes.
Depopulated following the goblins’ defeat at the Battle of Five Armies — in which the hordes of Goblin-town sought vengeance for the death of their leader, the Great Goblin — the foul warrens beneath the High Pass did not remain empty for long. Goblins from throughout the mountains reclaimed Goblin-town and a new Great Goblin rose up to lead them. Rumor has it that the Great Goblin courts an allegiance with Angmar, which would give the Witch-king a deep and dangerous new stronghold within striking distance of Rivendell. In the dark tunnels of Goblin-town, where hostile creatures blinded by malice and fear follow the whims of the cruelest masters, a one-eyed goblin is king.

Description

Goblin-town is located in The Misty Mountains, north-east of Vindurhal and north of Hrimbarg in the Northern High Pass. There are two entrances, the "main gate" and the "secret" passage; see travelling information.

Travelling Information

The Mountain's Throat Entrance to Goblin Town
War brews in the depths of Goblin-town
Great care must be taken when journeying into Goblin-town

Explicit details are found at the two first items.

Quest Overview


Starting at Bilbo

  1. Passage to Darkness [45]
  2. My Dwarf Friends [45]
  3. Preparing for the Dark [45]
  4. The Undiscovered Path [45]


Starting at Gloin's Camp

  1. Goblins at the Gate [45]
  2. Order from the Darkness [45]
  3. Memory of the Wargs [45]
  4. Rumours of the North [45]
  5. Indecipherable [45]


You need to complete Memory of the Wargs in order to do the following quests:


Prisoners

  1. In the Foe's Grasp
  2. The Great Escape


QUESTS IN ORDER

Doing the Goblin Town quests in the following order will limit repeated visits to the same areas, as much as possible.

Before heading to Goblin-Town (GT) for the first time, first make sure everyone is at least level 40 if they want to do the quests. Later quests have a minimum level requirement of 44. Also, be sure you've gotten the quests Passage to Darkness from Bilbo, and Dwalin's Concern from Dwalin in Thorin's Hall. (Note: it may be that this quest is no longer available to pick up after you complete Goblins at the Gate)

Gloin outside GT

  1. 1. Goblins at the Gate - pick up button for Bilbo's Buttons deed to right of second ramp
  2. 2. Passage to Darkness - Complete, return to Gloin outside GT, but wait to return to Bilbo for My Dwarf Friends and Preparing for the Dark.
  3. 3. Order from the Darkness - Stay near the entrance until you find the item, then return to Gloin.

Slave Pens

  1. 4. Memory of the Wargs
  2. 5. Down, Down to Goblin-town
  3. 6. A Missing Scout
  4. 7. Keepers and the Kept
  5. 8. Other Prisoners - return to Gloin

Goblin Tunnels (second level)

  1. 9. Stirring Up Trouble - get Pike and return to Slave Pens

Slave Pens

  1. 10. Stirring Up Trouble

Warstead

  1. 11. Plan in Motion
  2. 12. Leaders of the Deep
  3. 13. Rumours of the North - Return to Aeglas in Slave Pens

Slave Pens

  1. 14. Plan in Motion
  2. 15. Drummers in the Deep
  3. 16. Matuga and the Jailor's Key (talk to Aeglas)

Goblin Town third level

  1. 17. Matuga and the Jailor's Key

Rivendell

  1. 18. Indecipherable
  2. 19. My Dwarf Friends
  3. 20. Preparing for the Dark

Gollum's Cave

  1. 21. The Undiscovered Path

Throne Room / Great Goblin's Den

  1. 22. Drum-keepers
  2. 23. Leaders of the Deep
  3. 24. Aklash, the Leader of Soldiers
  4. 25. A Great Goblin
  5. 26. The Emissary
  6. 27. Rakothúrz and Horm

Back to Slave Pens

  1. 28. Matuga and the Jailor's Key
  2. 29. The Great Escape

Deeds

Mobs

These goblins are found all over the place:


In some parts there are additional mobs:

In Slave Pens:

In Thundergrot:

In Goblin-town Throne Room:


This list is not complete yet.

Bosses

Ashûrz the Great Goblin - aka Goblin King
Matuga
Horm, The Pit Beast

Map

Click for larger image

Directions

Courtesy of User: Brankoz (talk), of Kin of Brian on Brandywine.

Area From Main Entrance From Black Crack
Opposite entrance 1. Path to left before going down 2nd ramp.

2.West (left) into tunnel and continue due west.

1. East to end of tunnel.

2. South (right) then up a ramp and through a room.

Slave Pens (A Missing Scout) 1. Path to left before going down 2nd ramp.

2. Cross bridge east (right).

3. Follow path east into tunnel, turn right (east) at 3-way intersection.

4. Make the first right (east) into another tunnel, then right (east) again to the entrance to the Slave Pens.

1. East to end of tunnel.

2. Quick turn north (left) then east (right) across bridge.

Warstead (Rumours of the North, Dagal for Leaders of the Deep, Farmak for Leaders of the Deep on the way) 1. Path to left before going down 2nd ramp.

2. Cross bridge east (right) and into tunnel.

3. At T, turn west (left), cross bridge northwest over room, into tunnel.

4. Take first turn west (right). Either way after this point will lead to the Warsteads.

1. East to end of tunnel.

2. Quick turn north (left) then east (right) across bridge.

Deep Fires (Pike for Stirring Up Trouble, Farmak for Leaders of the Deep on the way) 1. Down three ramps, north and slightly west through large room, cross zone line.

2. Up stairs on west (left) then east across bridge and into tunnel.

3. East (right) at T.

1. East to end of tunnel and drop or go around and head north (left) down the ramp.

2. Down one more ramp, north and slightly west through large room, cross zone line.

3. Up stairs on west (left) then east across bridge and into tunnel.

4. East (right) at T.

Thundergrot (Drum-keepers, Farmak for Leaders of the Deep on the way) 1. Down three ramps, north and slightly west through two rooms separated by a short tunnel, cross zone line on west (left) side of second room.

2. North and slightly west through room and down stairs.

3. Through tunnel north and take first tunnel west (left).

4. Follow tunnel and take first branch west.

5. Take first right (west) then right again to enter Thundergrot.

1. East to end of tunnel and drop or go around and head north (left) down the ramp.

2. Down one more ramp, north and slightly west through large room, cross zone line.

3. North and slightly west through room and down stairs.

4. Through tunnel north and take first tunnel west (left).

5. Follow tunnel and take first branch west.

Great Goblin's Den / Throne Room(Zagh for Leaders of the Deep on the way) 1. Down three ramps, north and slightly west through large room, cross zone line.

2. North and slightly west through room and down stairs.

3. Through tunnel north, straight through room, cross zone line.

4. North through room and down stairs. Matuga for Matuga and the Jailor's Key is here. Zagh also wanders nearby

5. North through two rooms to Den entrance.

1. East to end of tunnel and drop or go around and head north (left) down the ramp.

2. Down one more ramp, north and slightly west through large room, cross zone line.

3. North and slightly west through room and down stairs.

4. Through tunnel north, straight through room, cross zone line.

5. North through room and down stairs.

6. North through two rooms to Den entrance.

Gollum's Cave ( The Undiscovered Path) 1. Down three ramps, north and slightly west through large room, cross zone line.

2. North and slightly west through room and down stairs.

3. Through tunnel north, straight through room, cross zone line.

4. North through room, then take tunnel in northeast corner of second room.

5. Turn south (right) at 4-way intersection.

1. East to end of tunnel and drop or go around and head north (left) down the ramp.

2. Down one more ramp, north and slightly west through large room, cross zone line.

3. North and slightly west through room and down stairs.

4. Through tunnel north, straight through room, cross zone line.

5. North through room, then take tunnel in northeast corner of second room.

6. Turn south (right) at 4-way intersection.