Quest:Fixing a Squeaky Wheel

From Lotro-Wiki.com
Jump to navigation Jump to search
Fixing a Squeaky Wheel
Level 55
Type Solo
Starts with Mögr
Starts at Twenty-first Hall
Start Region Zelem-melek
Map Ref [5.9S, 105.4W]
Ends with Reinn
Ends at The Great Hall of Durin
End Region Zelem-melek
Map Ref [7.7S, 105.6W]
Quest Group Moria: Zelem-melek
Quest Text

Bestowal dialogue

Reinn is a squeaky wheel, and is ruining the morale of my dwarves...and of me as well! I think it will be good for him to carry on the exploration of Zelem-melek.

'Perhaps then he will see once and for all that there is no danger here worth fussing over. I hear there is a grand hall to the south of here that awaits exploration. You should join him, <name>!'

Background

Mögr has grown tired of Reinn's constant moaning about the work to be done in the Twenty-first Hall, and invites the dwarf to continue with the expedition in the Twenty-first Hall.

Objective 1

  • Speak with Renin about his departure

Reinn is in the Twenty-first Hall.

You should speak with Reinn

Renin: 'Harrumph. I can see when I'm not wanted. Well, perhaps I will find another outpost in Moria with wiser leadership than here.
'I will meet you south of here, <name>. To be honest, I look forward to exploring. I saw on a map that we might encounter the Hall of Durin!
 'Here is a signal you may use if you wish to call me to your side.'

Objective 2

  • Use the Summoning Horn to call Reinn when you are ready

The Summoning Horn can be found in the Twenty-first Hall, next to Mögr.

You should use the horn to call Reinn to your side when you are ready to depart.

Called Reinn to your side

Objective 3

  • Explore the hall south of the Twenty-first Hall

The Great Hall of Durin is south of the Twenty-first Hall, found by taking a right from the southern arch.

Mögr has asked you to explore the hall south of the Twenty-first Hall.

You now have a horn to summon Reinn in your inventory.

Objective 4

  • Talk to Reinn (use the horn to summon him)

Reinn can be called to your side using the horn he gave you.

You should speak with Reinn.

You have come upon the Great Hall of Durin
Reinn: 'Ah! Look at this, <name>! It is stunning.
'It is not as safe as I would like, but it does not seem so bad, either.
'Let us head south-east a little ways.'

Objective 5

  • Explore south-east in the great Hall of Durin

The Great Hall of Durin is south of the Twenty-first Hall in Zelem-melek.

You should explore the Great Hall of Durin in Zelem-melek with Reinn, heading south-east.

Reinn wishes to explore to the south-east

Objective 6

  • Speak with Reinn (use the horn to summon him)

Reinn can be called to your side using the horn he gave you.

You should speak with Reinn.

Reinn wishes to speak with you
Reinn: 'I thought I spotted the light of a campfire down low, <name>! I do not konw how to get to it, but let us try. Perhaps it is a friend to the Iron Garrison.'

Objective 7

  • Find the owner of the campfire's light

You spotted the light of a campfire on the lower levels of the Great Hall of Durin.

You should find the campfire and the one who tends it.

Reinn has spotted a campfire on the lower level of the Great Hall of Durin
Dómárr: 'Friendly faces! That was not something I expected to see here. I was just passing through, but I needed to find a safe place to rest, for I have encountered many foes in my passage through these halls....
'Dómárr at your service!'

Objective 8

  • Speak with Reinn (use the horn to summon him)

Reinn can be called to your side using the horn he gave you.

You should speak with Reinn.

Reinn: 'This looks like a safe place to rest! Reinn at your service, and this is my stalwart companion, <name>.
'I'm glad to see a friendly face here as well, for I just came from the Twenty-first Hall, and expected a long and lonely journey.'