A Journey in the Dark and the Bridge at Khazad-Dum - Moria
One disappointment (to us anyway) is that you don't open LOTRO's version of the Hollin Gate by saying "mellon". The doors just open like any other doors in the game and stay permanently ajar. How difficult would it have been? Still, Moria makes up for it. From a mere 25 pages, most of which concentrate on the battle between Gandalf and the Balrog, Turbine have built a complete functioning underground country. It is fabulously grand, but at the same time dark, moody, threatening and dangerous. Pretty much just as we hoped. Once again, it is just a shame that Turbine have nerfed Moria, making it much easier than it used to be and far easier than it should be.
From the entrance, the Fellowship climb 200 ‘broad and shallow’ steps. And there they are, four flights of 50 steps. Count them for yourself. At the top they find an arched passage with level floor where they stop to eat. The next definite landmark is the crossroads - called the Chamber of the Crossroads in LOTRO - but we are told little about what route they took to get there. The only things we know are that they didn’t encounter any places of note or any foes, they went through some buildings, passing side passages and stairs, and they crossed several fissures and chasms.
Only one route in LOTRO fits the bill. They must go through the arched passage and head north, crossing the chasm into Shemeldurj. They follow the corridor around to the east, then turn north to leave Shemeldurj at 7.2S 114.5W. The entrance to the Palace of Nain is northeast at 6.5S 113.9W. Beware, it has become infested with Grodbeg since the Fellowship passed through. There are several plausible paths through the Palace of Nain, but we are convinced that they go through the hole in the outer wall, then through the hole in the east wall, then the hole in the south wall, up the stairs, then straight across to where the Third Mirror is. If you look east from the Mirror, you will see a staircase going down. What you can’t see is that it is broken and that there is a bottomless chasm between the staircase and the level ground beyond. As Tolkien explains, they have to jump 7 feet wide chasms in places. This is one of them. You just need to walk down to the lower steps and jump - hint: the gap is smaller towards to right side of the steps.
You are nearly there now. Head northeast where you can see the broken head of a massive dwarf statue. Run over his beard because the adjacent dip is another bottomless chasm. Enter the rockface tunnel, passing the stalagmites and stalactites at 6.3S 112.7W. Follow the tunnel north and east, pass the stone circle, then head north when it emerges into Durin’s Way. The Chamber of the Crossroads is to the east. This is where Pippin drops some stuff down the well. It’s there in the middle of the guard room.
Standing on the top stair at 5.7S 122.3W, you can clearly see what Tolkien describes: a tall dark arch opening into three passages; the one of the left heading down, the one in the middle heading on, the one on the right heading up. Top marks Turbine. We all know that Gandalf plumps for the rightmost passage. It is described as winding, gradually widening, gradually heading up, with no passageways to the side. What can you say. This is exactly what Turbine have delivered. The passage ends at the 21st Hall.
Tolkien describes the 21st hall as caverous, with many pillars, and entrances to the north, south, east and west. Looks good to us. Gimli’s song in the 21st Hall is interesting. He explains that Moria is lit by crystal lamps, undimmed by cloud or shade or night. Another Turbine winner. He also says that the roof was gold and floor was silver, but Gandalf explains that anything precious has been looted by orcs.
Unsure which way to go, Gandalf decides to investigate a light he can see through the north door. They explore along the north corridor until they come to an entrance on the right - the Chamber of Mazarbul, of course. The doorway is described as high and flat-topped with a stone door half off its hinges. It looks like the orcs have kindly fixed it since the Fellowship passed through. Beyond the door was a large square chamber whose floor is covered with weapons, armour, and bodies. The walls have recesses in which there are iron bound wooden chests. A shaft of light falls on a table in the middle. The table is a single oblong block about two feet high with a slab of white stone. Upon the stone, runes are engraved announcing that it is the tomb of “Balin, Son of Fundin, Lord of Moria”. Another Turbine triumph here. Jump onto the LOTRO version and you will see just how faithfully this scene has been reproduced.
The Fellowship escape through the east door. The Balrog causes the roof to collapse while trying to break Gandalf’s door blocking spell. Rubble still blocks the way. You will have to go the long way around to pick up the route. Leave the 21st Hall by the south door, run to Nud-Melek, clamber down the many flights of stairs, then run east along the center of the northern pools until you reach the last one at 7.6S 101.1W. Cross the rope bridge at 7.2S 101.0W. A little further east at 7.2S 100.4W is the end of the Fellowship’s path down from the Chamber of Mazarbul.
You can reach the other side of the rubble in the Chamber of Mazarbul, in order to follow their path down, but the passage is horribly dangerous for anyone lower than level 60. This is another occasion where you can try running, but there is virtually no respite during which you can recover health. The bottom of the passage down from Mazarbul opens into the eastern end of the Second Hall. This all looks perfect in the game. Tolkien describes that it has two rows of towering pillars down the centre with smooth, black stems. Across the floor, at the feet of two huge pillars, a great fissure had opened that now billows flame. Gandalf hopes that it will cut off the chasers who are having to run the long way round. As Gandalf says, they are close to the bridge. Indeed, you can see it if you head a few paces east from the passage to Mazarbul. The bridge itself looks perfect, but we have a small problem with its location. It is supposed to be in a chamber with doors. As the Balrog approaches its wings can touch the sides. This would be impossible in Turbine’s cavernous version of the hall (although, we have to give them some latitude to improve the game play we suppose).
The middle of the bridge is missing, of course, so you can’t cross it. Instead you need to go around the north end of the First Deep chasm. Start by heading north up the steps at 7.2S 100.0W. The mobs are Level 57 and 58 around here and they all stand right in the middle of the path. If you are in your low Level 50s, eat some cooked food and run, hugging one of the walls. Don’t stop to fight, just keep running come what may. When you get to the end of the chasm, head east. The path splits with the left path heading uphill. Take the flat right path. At the end, head south, hugging the left wall. Eventually you will see the eastern side of the bridge. Go through the double arch and down the steps. Keep hugging the left wall until you reach the staircase. Turn east and start shouting ‘Fly you fools’ as you race up the stairs to the First Hall.
Before leaving Moria, listen to the background music. It sounds a bit like Carmina Burana, but is actually the ‘One ring to rule them all’ poem told in Black Speech. What fun! From the First Hall you can head out into the light and explore Dimdrill Dale.
Zirakzigil
You can see the Endless Stair as it passes Jazargund but you can't get back on. Gandalf says that the Endless Stair emerges at Durin's Tower which has been carved out of the mountain Zirakzigil. The Balrog reignites and resumes the fight. Gandalf describes the area as a narrow space, a dizzy eyrie above the mists of the world. Well, the map of Zirakzigil shows a tower at the bottom. If you look up, there does seem to be the remains of something up there but it is inaccessible. Gandalf says that he threw the Balrog off the mountains and it died in the fall, breaking the mountain where it landed. Its smoldering remains are still there for you to see. How Gandalf managed to throw the Balrog some half a mile away from the peak is anyone's guess. Perhaps he used a spell.
Lothlorien and the Mirror of Galadriel - Dimrill Date to Caras Galadhon
Aragorn stands surveying the scene in Dimrill Dale. To the north the dale runs into the arms of two mountains, above which stood the white snow covered peaks of Celebdil. At the end of the dale Aragorn could see the endless ladder of short waterfalls that are known as the Dimrill Stair. Looking north from Mekham-Bizru (a Turbine invention), this is exactly what you will see. Aragorn explains that the path beside the Dimrill Stair is the easterm end of the mountain pass through to Redhorn Gate. You can go and have a look but it is blocked at the top.
To the east of Mekham-Bizru is Mirrormere. Gimli tells Frodo that the water of Mirrormere is always dark, reflecting the stars, even during daylight, as if they are deep under the water. Another lovely job by Turbine. That’s exactly what it looks like in the game.
To the south of Mekham-Bizru is Durin’s Stone which marks the spot where Durin first set eyes on the Mirrormere. Gimli and Frodo go to check it out. It’s in the middle of orc infested Uruk-Gashan which makes it tricky to investigate. The best viewing point is swimming in the lake. It looks suitably worn and weathered. The top is odd though we would describe it more as unfinished than broken-looking. We couldn’t find any runes.
Some way down and south of the Mirrormere, there is a crystal clear pool. Gimli explains that it is the spring from which the Silverlode rises. Turbine have got this wrong. We think there is supposed to be an underground channel between Mirrormere and the spring but LOTRO has a series of waterfalls. Oh, well, they can’t get everything right.
A few miles further south is the border of Lothlorien. As they look into Lothlorien they see a golden haze. Legolas explains that Lothorien trees have smooth silver bark and golden leaves. If you look south when the ‘Entering Nimrodel’ message displays, this is exactly how Lothlorien looks in LOTRO. A little further south still is the Nimrodel, with its broken bridge. Legolas retells an elf-song about Nimrodel’s rainbow waterfall and floating golden flowers. Perhaps it was written later in the year - as you enter Cerin Amroth a message tells you that it is February in the game - because there are floating leaves rather than floating flowers. The rainbow waterfall in LOTRO is more of a monochrome pink haze.
They cross the Nimrodel near the waterfall. Legolas decides to check out one of the trees on the other side to see if it would make a good camp site. No need to remind you that he happens to pick Haldir’s northern guard talen at 16.2S 73.4W. Tolkien describes talens as a wooden platform high up the boughs of a tree, reached by rope ladder through a round hole. They have no walls or rails, but on one side they have a movable screen to protect the talen from the wind. Turbine have got this to perfection. They even have the handles needed to wind up the rope ladders in times of trouble. In the morning Haldir takes the Company south along the path. You need to raise your reputation standing with the elves before you can do the same (or they’ll shoot you dead).
We don’t learn much about the route from Nimrodel to Cerin Amroth because they are all blindfolded. We do know that they have to cross the Celebrant using a rope, so we were surprised to find a bridge at 15.3S 71.7W. We suspect that Turbine forgot about the rope crossing, then realized their mistake and moved the rope bridge downstream. If you head a little further east and you will find the remnants of it just south of the Lady’s Rest at 16.1S 70.4W, lol. Go back to the bridge and cross to the other side. Take the path heading north and east until you arrive at Cerin Amroth.
Unblindfolded, Frodo’s sees that Cerin Amroth is a great mound covered in grass, with two concentric circles of trees; an outer circle of leafless white barked tress, and an inner circle of golden leafed mallorn trees. Spot on, Turbine. Cerin Amroth looks perfect to us. In the books, the mound is covered in fragrant Niphredil and Elanor flowers. They are not easy to see but they are there - you will receive a Quest to collect some of them.
Haldir explains that Cerin Amroth was the home of Amroth, a former king of Lothlorien, and that it used to be the centre of the realm. In a previous age it was close to the sea. Frodo can hear the waves and the faint sound of sea-birds as he nears Cerin Amroth’s central talen. Perhaps it is just wishful thinking, but from the flet, we are convinced that we can hear them too.
Haldir takes the company south from Cerin Amroth. They meet the northern perimeter of Calas Galadhon. Tolkien describes it as a wide treeless space containing a fosse with a green wall on the other side, and mighty mallorn trees beyond. Looks perfect to us. There is a path around the circumference of Calas Galadhon that leads to the only entrance towards the south. They follow it anti-clockwise until it eventually ends up at a white bridge that crosses the fosse. The bridge is at 16.6S 67.3W in case you get lost.
On the far side of the bridge the gates to Calas Galadhon beckon. In the book, they are tall and strong facing southwest, set between the overlapping ends of the encircling wall, and hung with many lamps. In the game, they are tall and face southwest, but look feeble and have no lamps. Moreover, the ends of the encircling wall don’t overlap. Oh well, they look beautiful anyway. Can’t get in? You have to work up to ‘Friend’ reputation with the Galadhrim before you can enter.
Once in, Haldir leads the Company up many paths and stairs (northeast from the gates in the game) until they arrive at a fountain surrounded by a lawn (it’s at 14.9S 67.2W). The fountain has a basin of silver and a white’ish steam, just as it should. We can forgive Turbine that they have put the silver lamps in the wrong place, because it is truly a work of art.
On the south side of the lawn was the mightiest of mallorn trees, home to Celeborn and Galadriel. In the book they just climb a boring old ladder, but Turbine have provided a lovely green path to get to the ladder. They pass many flets before reaching Celeborn and Galadriel. Sadly in the game they are standing outside, so we can’t nose around inside Celeborn’s house.
After a massive debrief, the Company spend the night on the ground. They sleep on soft couches in a pavillion that has been laid out on the lawn. Just like it is in the game.
Before leaving Lothlorien, Galadriel takes Frodo and Sam into her garden. It is on the southern slope through a high green hedge. The LOTRO version is more on the eastern slope, but it is just about in the southern hemisphere. In the book it is set in a deep dell, through which a stream runs from a fountain. At the lowest point is a silver basin and ewer, standing on a low pedestal shaped like a branching tree. LOTRO’s version is more like a gnarled tree but everything else in Galadriel's Garden looks perfect.
Farewell to Lorien - Caras Galadhon to the Anduin
A little way upstream is a hythe of white stones and and white wood. Moored there are many boats, most of which are white or grey, but some are brightly painted. One more, a wonderful job by Turbine. We can’t think why Tolkien didn’t mention the beautiful art nouveau filigree work on the roof. Moored there are three small leaf themed boats with leaf shaped paddles, presumably of the same design as those used by the Fellowship, and Galdriel's fabulous though not terribly seaworthy swan boat.
The Great River - The Hythe to the Falls of Rauros
On the third day they pass to the north of Parth Celebrant, site of the decisive battle between the Gondorian army under Cirion and the Balchorth. Eorl came to Cirion's aid to swing the battle in the Gondorian's favor, for which he was rewarded with the land of Rohan. We couldn't find any remnants of war. Indeed, it now seems to be haunted by Oathbreakers who must be well lost.
As they near the Brown Lands, the trees disappear to be replaced by low lying reedy fenland (Rushgore in the game) to the west and brown lifeless land to the east. Nice job by Turbine here. Black swans are common in the area, as Aragorn explains. Heading south towards the confluence with the Limlight, the Anduin gets broad and shallow, with frequent gravel shoals. This must be the stretch from Etheburg to the Undeep. This is also where Sam spots Gollum floating along behind them on a log, but he is long gone by now of course. They camp on a small eyot, of which there are many in the area, but we couldn't find any evidence of it.
Aragorn decides that they should try to distance themselves from Gollum by paddling hard and traveling by night but this makes it difficult to know much about the land they are passing through. On the seventh night, they pass through a wide gorge with steep slopes on both sides. This must be the stretch to the east of Suth-Torr. On the eighth night they unexpectedly come upon the rapids at Sarn Gebir and have to paddle furiously back upstream for safety. Boromir is certainly right to say that it's madness to dare the rapid; in the game it means instant death. They stop where some bushes overhang the river. Search as we may, we couldn't find any bushes. The is where Legolas shoots down a Nazgul on a fell beast. The fell beast dies but the Nazgul survives. The search for this Nazgul is the clever theme of the Great River Epic storyline. As you will see during questing, even at night and great distance, Legolas managed to shoot the fell beast through the neck.
Aragorn leads the party back upstream a little further until they reach a bay. Turbine have got the wrong end of the stick here. The bay is supposed to be half a mile from the head of the rapids, covered by overhanging trees. They have put one bay right beside the start of the rapids with no trees, and another one a day's paddling upstream at 40.5S, 47.2W, where there is now a fisherman on a boat. This wasn't Tolkien's intention at all. Anyway it doesn't seem to prevent Aragorn finding the portage way. In the game, it leads from the bay at the head of the rapids to a little pool at 46.2S, 46.3W. Turbine have nailed this one: Tolkien describes the pool as seemingly scooped by water from the rapids being redirected by a pier of rock, and that there is no further passage by foot. Very accurate.
Our heroes get back in their boats and float downstream through a narrow ravine. You can swim safely again now. I think it gives the best view of the Argonath. Tolkien describes the statues as vast gray threatening figures on huge pedestals, each holding up their left palm raised outwards, an axe in their right, wearing a crumbling helm and crown. They look perfect to me. Just the short trip through a chasm and out into the huge lake of Nen Hithoel. As they look out they see the hills of Amon Lhaw on the left, Amon Hen on right, the island of Tol Brandir in the middle, and the Falls of Rauros beyond. It's 25th February, 3019. They fatefully camp on the green lawns of Parth Galen.
The Breaking of the Fellowship
In order to escape Frodo puts on the ring and runs up the steps to Amon Hen. At the summit he finds the Seat of the Eye on a platform supported by four pillars. Very lovely it is too. Shame nothing happens when you sit on it. Frodo is able to see hundreds of miles in every direction.
After battling with Sauron and taking off the ring Frodo heads back down to Parth Galen where he takes one of the boats. A second boat is used to send Boromir's body downstream. And the third is dragged up by the trees, where it can still be found at 58.7S, 48.2W.