Carn Dum
Angmar lvl 45-50 The capital city of the Enemy in Angmar; lies far in the north
MAP and WALKTHROUGH
The entrance is located to the west of Urugarth. To get to both places you will need to start in Northern Himbar and go west through the Gates of Shadow. There is a campsite outside both Urugarth and Carn Dum, which several of our hunters can port to.
(1) Entrance to Urugarth and campsite hunters can port to.
(2) Entrance to Carn Dum and campsite hunters can port to.
(3) Slaves for quest "Lifting the Yoke". The slaves are tied to polls inside the round tan huts. Before opening the door make sure to clear the area around the hut. Also, ALWAYS have your tank open the door to capture agro. A mob of several normal creatures and one or two elites will attack you once the door is opened. Make sure that everyone clicks on a slave at the same time to ensure that everyone gets credit for the slaves.
(G1) Iron Gate - Shortcut Past Helchgam
(4) Entrance to the Carn Dum Sewers.
Once in the leech cave you will quickly come across a platform that has a row of Horn Blowers on either side. DO NOT ENGAGE THEM. The Horn Blowers will start calling in allys when players come near.
With the tank leading the way the entire group should run past them at once, angling to the right until you hit a door. STOP and fight any of the mobs that the hornblowers call (usually between one and six).
(5) Exit to the Carn Dum (right fork)
This exit will lead to Barashal, a Nemisis-Gorthorog Troll that drops the Ornate Grate Key. WARNING! Be careful to always be lined up so a troll knock back will not knock you into the water.
Head straight on the path and take the first right. Follow the path around to the left until you start heading north and up again. You will know when you are on the right path because you will have to jump down a small black ledge. This path will guide you around the right side of Carn Dum till you reach an area where you start facing Elite-Master Trolls with two clubs.
NOTE! You must engage the trolls with two clubs that are pounding on the bridges quickly. They will knock the bridges down if allowed to pound for long enough, causing you to detour the long way around. Fight you way through them until you reach Barashal.(6) Barashal- Drops Crimson Gorthorog Horn, Ornate Gate Key to gate that leads to Helchgam through the left fork in the Leech cave
Once he's defeated and you have the Ornate Gate Key go back the way you came. There is a ledge that you jumped down from that you can jump back up if you work at it. There is a small cut in the ledge that you can gain purchase on. Go back to the leech cave and angle to the right again toward the left fork
(7) and Helchgam. (Ornate Gate Key Required)
( Map of Helchgam's Lair
HelchgamDrops: Lvl 45 Quest Item, Putrid Slime of Helchgam (Hunters, Captain, Loremaster)
Reaching Helchgam: The entrance to Helchgam's area is though the Leech cave. You will take a left at the fork past the horn blowers to a gate (key needed).
Helchgam is a large squid type creature much like what attacked the fellowship outside of Moria. You will fight your way through several Morroval to reach him. When you reach two elite-master Morroval you will be right in the room where he is located. There will be a cliff at the second elite-master Morroval, you will need to jump off of this cliff to start the battle with Helchgam. (Pets and Heralds will not be able to follow)
(9) Tower with Elite Boss - Salvakh
DROPS: Rune of Evil Presence
The gate next to Salvakh will not drop until Salvakh has been defeated, who is in the last room of the tower hallway on the right. There are two other rooms on the right with Angarim that cannot be engaged and one on the left with pale folk in it.
Before going near Salvakh engage and kill the pale folk in the room across from him. This will enable you to engage and kill the Angarim in the first two rooms. Once the area is clear have someone go close to Salvakh to start the battle. He is like a silk spinner and will summon spiders, and cannot be mezzed or stunned.
(10) QUEST: The Strongest Back (Escort Quest) (Pink Line)
Before talking with Erscin make sure to clear everything out of the area leading to him, including around him. This will help prevent adds from attacking. When you talk to Erscin an escort quest will start, spawing a few dozen sleeping Gorogoth. The quest bugged on us last time we did it, but you should be able to just put everyone on auto-follow and follow him out without ever having to fight again. (good time for a bio break)
(11) Azgoth (Nemesis) (Blue Line)Drops: Iron Gate Key, Cruel Talon of Azgoth (Burgular)
Azgoth is the only Morroval close to her that can be engaged. Be careful to not pull her past the small pull with the skulls around it as she will reset if anyone runs past that area.
DEFEATING AZGOTH: The key to Azgoth is to take her down quickly. Have everyone stand in a close pile around her attacking. She will keep summoning more Morroval, so stay in a tight pack with the guardian spamming area effect taunts. CHAMPIONS: Use your clobber skill as it interrupts her summoning adds.
All other classes should use their AOE spells whenever new spawns appear. The recommended fellowship move is RRRRRG or RRRRRB to do quick damage and receive a heal over time or power. Do not bother with doing yellow fellowship moves as she disappears periodically during the fight canceling any buffs on her.
(12) Cargul (Elite-Master) (Yellow Line)The Cargul is surrounded by several high priest that can't be attacked. When you get close they will start praying to the Cargul. Pull each one individually from a distance. They will spawn a few pale folk to fight with them. Once all the priest are dead the Cargul will attack.
Follow the yellow line around to the castle. You can avoid almost every fight by just staying along the walls until your on the path heading due north, then just staying on the left all the way to the wall.
There are two Gorhorog's walking down the center path. Kill both of these and you can have a clear, wide path all the way to the gate of the castle.
WARNING!: There are several hidden horn-blowers along the way. Keep your eye open for them and take them down quickly.(13) Gorthorog Guardian (Elite-Master) (Yellow Line) (Iron Key Required)When you approach the bridge you will be attacked from behind by 3 waves of the following:
- WAVE 1 - 4 Angmarim Citizens
- WAVE 2 - 4 Angamarim Silkspinners
- WAVE 3 - 4 Angamarim High-Priests
- WAVE 4 - Gorthorog Guardian (he attacks right after the 3rd wave)
I would recommend fighting these outside of the gates to help give you more time before each wave reaches you. Have one person run to the bridge to start the encounter then run back to the group as quickly as possible.
There is no break between each of the waves. Make sure you take advantage of any fellowship moves to replenish power or health as needed.
(14) Entrance to the Castle (Yellow Line) (Iron Key Required)
When you enter the castle you will just need to continue working your way straight through the castle. You will quickly reach a room with a raised platform in the center. DO NOT step on the platform at this time, but instead start clearing each of the side chambers, starting on the left and working clockwise.
The first room has two elites, the second has three elites, and the third has four elites. The last room you clear (SE corner) will have only pale horn blowers.
Once all the rooms are cleared Tarlug will come foward to the center platform, give a little speech, and engage you.
Tarlug (Nemesis)Drops: Ashen Gorgoth Horn (Minstrel)
Tarlug is a fairly straight forward fight. He doesn't summon any adds so just pound away on him until he's dead.
Continue through the now open door and up the stairs. Once you open up the door upstairs you will quickly be attacked by Mormoz and an elite Morroval add.
Mormoz (Nemesis)Drops: Ruined Wing of Dominance (Minstrel, Hunter)
Mormoz will summon waves of adds at various points of health. Have the main tank stay on Mormoz and have everyone else kill the adds as quickly as possible before moving back to Mormoz.
Rodakhan (Nemsis), Mura (Nemesis)Rodakhan will be sleeping on the platform in the center of the room. DO NOT attack or go near him as you will pull him and all 22 elite hillmen in the room. Stay along the wall and start clearing the rooms in a clockwise direction. You can stand at each doorway and safetly pull the hillmen.
NOTE: Rodakhan will not attack once all the hillmen are dead, so you can rest up before attacking her.
Rodakhan is a fairly straight forward kill. Just pound away until he's did. Once he dies Mura will run onto the platform, give a little speech and resurrect Rodakhan. Kill Mura first as she will heal Rodakhan. Once she's down take out Rodakhan again.
After this fight continue up the stairs past the first door (which is a dead end) until you reach a hallway and a second door.
GurthulWhen you enter the room Gurthul will split into 7 pieces and disappear. Our good old friend Sara Oakheart will walk though the room on her way to Mordith (book 8.5).
Gurthul will attack you one division of himself at a time. Once one part of him is dead, after a short break the next version will attack until all seven parts are dead. What's special about him is that at each of the first six waves he will stun a certain class for an about a minute stun.
Part 1: Stuns Hunters
Part 2: Stuns Minstrels
Part 3: Stuns Burglars
Part 4: Stuns Guardians
Part 5: Stuns Captains
Part 6: Stuns Champion
Part 7: Doesn't stun...just kill him
Once Gurthul is dead head outside the room to a long hallway with 7 doors in it. All the doors will be locked so head south to the last door on the east side. The door in the far south with just lead out to a balcony outside.
When you open the first door in the SE of the hallway you will be attacked. You can then open each door the order below until you've killed all the mobs and can go onto the last boss.
Door 1 (South East): 3 Hillmen
Door 2 (South West): 3 Hillmen
Door 3 (Middle East): Several Normal Bats
Door 4 (Middle West): 3 Elite Morroval
Door 5 (North West): Cargul and 2 Gorthog Slayers
Door 6 (North): Mordith (final boss)
Mordith (Arch Nemesis) 140K MoraleIf you've completed book 8.5 you will recognize the room your going to be fighting in. This battle will happen in two parts. Once you kill him once he will reheal himself and attack again.
PART ONE
WARNING: If anything creatures cross the line created by the far south pillars in the room the entire battle will reset. Also, the lava is iinstant death and Mordith has a nasty knock back.
Fight Mordith in the south part of the room between the first and second pillars. This will help prevent anyone from being knocked back into the lava. As you hurt him he will congratulate you on the fight and disappear while the adds he calls try to kill you.
At the beginning of the battle and at each wave you will be attacked by ghost versions of Mordith that have 52 morale (that's right, only 52 morale). Just quickly AOE them and start killing the boss.
WAVE 1: ~113K Morale (ghostly hands - normal)
WAVE 2: ~87K Morale (4 Wood Trolls)
---- Hunters, right before he disappears drop some triple traps at the pathway heading north. IMPORTANT: Everyone stand in the center behind the traps so that all the trolls are caught in the traps. After that it's an easy fight of quickly killing each troll one at a time
WAVE 3: ~57K Morale (2 Stone Giants)
---- Mez, trap, fear or whatever you can one troll and kill the other. Be careful of knock back as you kill them both.
PART TWO
When Mordith disappears and reappears on his throne move across the path to the north part of the room. (The reason for this is that some of the ghost adds will spawn past the south pillar line during the battle resetting the entire battle if your not far enough north).
Minstrels, cast Song of the Hopeful Heart as Mordith will strip the hope from people during the fight causing them to have 9 dread and cower without the song up.
At the very beginning you will be attacked by a huge wave of the 52 morale copies. Quickly kill them then engage Mordith. With song of the hopeful heart up it should be an easy battle to the death.
Here's a list of the Class 50 quest items in Carn Dum and which classes share them.Cruel Talon of Azgoth (from Azgoth, the morroval boss in Carn Dum).
Burglar - Implements of the Night
Crimson Gorthorog-horn (from Barashal, a Gortharog boss in Carn Dum).
Guardian - Implements of Battle
Rune of Evil Presence (from Salvakh, the Angmarim boss in Carn Dum).
Lore Master - Implements of Knowledge
Ashen Gorthorog-horn (from Tarlug, Gorthorog boss in Carn Dum).
Minstrel - Articles of Harmony
Medallion of Passage (from Urro, an Uruk boss in Carn Dum).
Captain - Implements of War
Hunter - Implements of the Hunt
Rune of Winged Dominance (from Mormoz, a morroval boss in Carn Dum).
Hunter - Articles of Discovery
Minstrel - Implements of Song
Putrid Slime of Helchgam (from Helchgam, the Watcher boss in Carn Dum).
Captain - Articles of Command
Hunter - Implements of the Hunt
Lore Master - Articles of Mastery
Lvl 45 Quest Items:- Corrosive Droplets (Leeches): Minstrel
- Rune of Winged Dominance (Mormoz): Minstrel, Hunter
- Ashen Gorthorog Horn (Tarlug) : Minstrel
- Crimson Gorthorog Horn (Barashal): Guardian
- Putrid Slime of Helchgam (Helchgam): Loremaster, Hunter, Captain
- Rune of Evil Presence (Salvakh): Loremaster
- Medallion of Passage (Any Uruk): Hunter, Captain
- Cruel Talon of Azgoth (Azgoth): Burglar
Quests:- Heart of the Waters (requires completion of Foul Waters, Further Upstream, Discovering Source quest chain)
- Lifting the Yoke
- The Strongest Back (requires completion of Lifting the Yoke)
- Lord of the Gertheryg (requires completion of Into the Arena, Champion of the Arena, Master of the Arena, The Northern Cousin, Moving Mountains quest chain)
- Queen of the Host (Requires completion of The Winged Host)
Sources :
allshallfade Lorebook