View Full Version : Carn Dûm Guide
Lock 1: Slaves quest ? (need confirmation on that)
When beginning the instance turn left and run down the path. You will encunter your first Krahjarn and some Pale-folk. Try stunning/mezzing the Krahjarn while killing the Pale-folk as quickly as possible. The Pale-folk give out poison so Hunters should look out for those and clear it quickly. Once you reach the ground floor, sot to speak, you will see huts. Before approaching and opening them, just kill the Krahjarn and the Angmarim Venom-masters around them. The Venom-masters too give you poison, so kill them first and Hunters clear the poison on the party. After the area is mob-free let the tank open one door to the huts at a time. Inside you'll find more Pale-folk and Krahjarn. Dispatch of them as you did before.
Once a hut is cleared out, all people with the Lifting the Yoke quest should now gather around one of the slaves and click him simultaniously. That way each gets the quest updated, since it might prove difficult to get 5 different slaves for each player. Continue that way until all slaves are freed.
Quest:
Lifting the Yoke - Free slaves in Carn Dum (0/5)
starts at Osbail in Gath Forthnir
Loot:
nothing special
Lock 2: Urro
http://annonamarth.eu/files/raidsrus/carndum/urro.jpg[/image:179cowc2]
Continuing from the slave huts go straight north, killing some Krahjarn and Angmarim on your way. Take care that there are some patrols wandering around as well, so be prepared to either pull them first or stun/mez them quickly. You will then approach the Iron Gate, which can be used to bypass the following fights and continue with the fights described at Lock 6. At the gate you'll fight another three Krahjarn, stun/mez the Sentries and kill the remaining one first, then proceed with one at a time.
From the Iron Gate just head up the ramp to the right. On your way you'll find some Krahjarn and Pale-folk, as always kill the Pale-folk first and then the rest. At the end of the ramp jump down near the stone wall and you'll find two Krahjarn Sentries. If possible stun/mez one and take down the other. After that kill the stunned one and you are good to go to continue.
Right in front of the entrance to the Carn Dûm sewers is the first boss - Urro. The fight is quite simple, just focus on the Pale-folk first, trying to kill them as soon as possible - Hunters look out for poison. After that just DPS the hell out of Urro and the fight is soon over.
Loot:
Medallion of Passage - Class quest item for: Captain ([i]Implements of War), Hunter (Implements of the Hunt)
Carn Dûm Armour
[still missing pictures of Urro and the items]
Lock 3: Hornblowers on sewer platform
coming soon
Lock 4: Barashal ? (need confirmation on that)
After exiting the sewers you will come to a series of platforms. You will encounter Angmarim and Trolls.
Careful when engaging the Trolls: always fight with your back to a wall. Otherwise you might get knocked off the platforms and there's no way to rez you, because you will fall down a long way and then land in the green instant death water.
Just follow the path to the right and kill the mobs, remember to always kill Pale-folk first. Try stunning/mezzing the Trolls first and kill the Angmarim quickly. After that just kill the Troll and take care not to get knocked off the platform.
When you follow the path to the end you will come across larger Trolls, which pound the bridges. Quickly engage them, otherwise the bridges will fall and you have to take a detour. Either way you will soon find the next boss - Barashal.
He's quite a nasty mob to fight. He will randomly knock party members around, so all take care where you stand. Also from time to time he'll heal himself for a large amount (about 5-7k). He's alone and has no adds, but he gives dread so a Hope Token is advised.
Quest:
Lord of the Gertheryg - Defeat Barashal
starts at Tani in Gath Forthnir after completing Moving Mountains
Loot:
Crimson Gorthorog Horn - Class quest item for: Guardian (Implements of Battle)
Ornate Gate Key - the key used to bypass this fight and directly go to Helchgam
[still missing pictures of Barashal and the items]
Lock 5: Helchgam
http://annonamarth.eu/files/raidsrus/carndum/bolgrukh.jpg[/image:cdxjoeuc]
[image=right:cdxjoeuc]http://annonamarth.eu/files/raidsrus/carndum/tarbam.jpg[/image:cdxjoeuc]
[image=right:cdxjoeuc]http://annonamarth.eu/files/raidsrus/carndum/zurtith.jpg[/image:cdxjoeuc]
When inside the sewers, after the Hornblower platform take the left path to get to the Ornate Gate. Using the key you got from Barashal you can now open the gate. Outside you'll find yourself on the platforms again, just follow the path and you'll find another gate to open with the Ornate Gate key. Inside again you are back in the sewers fight the slime as before, careful not to step into the green instant death water, although you can be revived here.
After a while you will encounter some Morroval. Just kill them and continue until you encounter Bolgrukh an Elite-Master Morroval. Try pulling the patroling Morroval first and then engage the Elite-Master. Follow the ledge to the right afterwards and do the same with the remaining two Elite-Masters (Tarbâm and Zûrtith). After this is done prepare for the Helchgam fight.
[image=right:cdxjoeuc]http://annonamarth.eu/files/raidsrus/carndum/helchgam.jpg[/image:cdxjoeuc]
During the whole fight you will be in combat, so if you want to eat do it now. Hope is not needed for this fight though. Your objective is to kill all the Tentacles at the columns first. Each column has two Tentacles on each side. Focus on one at the time and kill it, while Hunters should look out for poison on the group. Loremasters should provide the other members with power during the fights. After all four Tentacles at one column are dead, Helchgam will collapse the column and you need to run to the next one. Don't jump onto the columns as they will submerge soon after they have been collapsed. It doesn't matter which direction you run, as long as all follow the leader.
After the last column has been collapsed you fight Helchgam itself. All jump onto the last collapsed column and begin the fight. This one is straight forward at this point. The tank should stay in front with any other melee class. The healer should be in the middle of the column while the ranged classes should stay back as far as possible. Just DPS it and the fight will soon be over.
Quest:
Heart of the Waters - Defeat Helchgam
[i]starts at Fimreg in Gath Forthnir after completing Foul Waters - Discovering the Source - Further Upstream quest chain
Loot:
Putrid Slime of Helchgam - Class quest item for: Captain (Articles of Command), Hunter (Implements of the Hunt), Loremaster (Articles of Mystery)
Tentacle of Helchgam - a trophy
[still missing pictures of the items]
Lock 6: Sálvakh
After Helchgam use the western exit from the pool. If you came through the Iron Gate using the Iron Gate Key, you'll come from the south. Anyway you will find, beside the usual slimes, a set of stairs you can go up. At the top of the stairs there are some Angmarim and Pale-folk. Before proceeding to the boss, clear the right and far left rooms first. Don't go to the far right room before you cleared the others, because they all will help Sálvakh in the fight to come. Remember to kill Pale-folk first and stun/mez the healers. After you cleared to rooms approach Sálvakh and start the fight.
The only help he's got now is an Angmarim Silkspinner, which can either be stunned/mezzed or quickly killed. Sálvakh himself calls for spider adds from time to time, so just clobber him if you have a Champion or quickly dispatch of the adds. At two stages during the fight he will go to the rooms you cleared before and nothing else will happen, since the mobs there are already dead. So just DPS him to death and loot his rotting corpse.
Loot:
Rune of Evil Presence - Class quest item for: Loremaster (Implements of Knowledge)
Staff of Carn Dûm
[still missing pictures of Sálvakh and the items]
Lock 7: Cargûl
[image=right:j6f9g3mx]http://annonamarth.eu/files/raidsrus/carndum/cargul.jpg[/image:j6f9g3mx]
After exiting the tower of Sálvakh you'll see a gate to a large courtyard. Within this there are some High Priests worshiping a Cargûl. Before approaching them you should clear the corners of the Pale-folk and perhaps pull the two patrolling Trolls first. After that is done go near the Cargûl and the gate behind you will close. Let the tank pull one High Priest at a time, which will be accompanied by two Pale-folk. Kill them first and take down the High Priest afterwards. Continue until you killed all High Priests that way.
After the last one is dead, the Cargûl will attack. He will give you some dread, but usually there's no need to pop a hope token for that. A Captain's Banner of Hope and a Minstrel's Song of the Hopeful Heart should be sufficient. Just kill him and the gates will open again.
Loot:
nothing special
Lock 8: Escort Erscin quest ? (need confirmation on that)
coming soon
Quest:
The Strongest Back - Find Erscin / Escort Erscin to safety
starts at Osbail in Gath Forthnir after completing Lifting The Yoke
Lock 9: Azgoth
http://annonamarth.eu/files/raidsrus/carndum/azgoth.jpg[/image:2n3y3t04]
After exiting the tower of Sálvakh go the left up a small hill. On the way you'll find some Angmarim, stun/mez the Silkspinners and High Priests first and kill the rest. Then kill the remaining Angmarim one at a time. Proceed to the next group and do the same. At some point you'll start encountering Morraval. Kill them also one at a time and stun/mez the others. Note that they are coming in groups of 3-4 from the ceiling, so be prepared. If you follow the path up the hill, you will then find the huge cave where Azgoth resides.
Before fighting her, clear the left part of the cave of any Morroval hanging from the ceiling. The fight with Azgoth is fairly easy if you know what to expect. First of all you'll need hope token, as she gives you dread. The second thing is to fight her as close as possible at the place where she stayed, otherwise it might reset the whole fight if someone moves back too far. She likes to call adds, so the best thing would be a Champion to clobber her constantly. And lastly during the fight she briefly disappears, which means that any damage over time is canceled, which is true for all yellow fellowship maneuvers as well, so best go all red on this one.
Quest:
Queen of the Host - Defeat Azgoth
[i]starts at Thoriel in Gath Forthnir after completing The Winged Host
Loot:
Cruel Talon of Azgoth - Class quest item for: Burglar (Implements of Night)
Iron Gate Key - the key used to bypass the Helchgam fight
Lock 10: Gorthorog Guardian
[image=right:36abl3k9]http://annonamarth.eu/files/raidsrus/carndum/gorthorog_guardian.jpg[/image:36abl3k9]
After the fight with the Cargûl continue through the eastern gate. If possible Hunters should be on the lookout for hidden Hornblowers, as they tend to stick in corners and at the gates here. Kill them as quickly as possible to avoid getting nasty adds. Stick close to the walls to avoid any more fights, unless you badly want to kill stuff here. You'll reach a gate to the east with two Trolls, just stun/mez one and kill the other. After it is dead kill the stunned one and continue to the east. Shortly after that you'll find a road leading north with some patrolling Trolls. Take care though that there still are some hidden Hornblowers here, so stay in the middle of the road. Go north to a gate, where three Trolls are waiting for you. Stun/mez two of them as usual and kill the remaining one. Proceed with the others one at a time. Afterwards open the gate and go up the bridge. Don't start the encounter for the Gorthorog Guardian yet, because the following fight needs some coordination first.
When you go near the boss waves of adds will come from the south. Each one consists of four Angmarim. Try stunning/mezzing/rooting as many as possible to just fight with one at a time. The waves in order are: Angmarim Citizen, Angamarim Silkspinners and Angamarim High Priests. After the last wave the Gorthorog Guardian will attack you. Take care that there is no out-of-combat time during the fights so eat before if you want to. The Gorthorog Guardian is fairly straight forward, just DPS him and he'll go down in no time.
Loot:
nothing special
Lock 11: Târlug
http://annonamarth.eu/files/raidsrus/carndum/tarlug.jpg[/image:2pwmwfyk]
If you continue inside the castle of the Witch King, you come across an Angmarim High Priest and some Spirits. Stun/mez the Angmarim and kill the Spirits first. Kill the High Priest afterwards and continue inside. In the next room there's a platform in the middle of the room. Don't step on it yet! First clear the side rooms of all adds there, because otherwise they will all join the boss and this would most certainly result in a party wipe.
After all side rooms are cleared of mobs Târlug will come and attack at once. Since he is alone now, just tank and DPS him to death. He gives minor dread, but no need for a hope token. As before a Captain's Banner of Hope and a Minstrel's Song of Hopeful Heart are enough here.
Loot:
Ashen Gorothog Horn - Class quest item for: Minstrel ([i]Articles of Harmony)
Lock 12: Mormoz
http://annonamarth.eu/files/raidsrus/carndum/mormoz.jpg[/image:1itgpdsq]
After the fight with Târlug go up the next set of stairs and you'll find yourself at Mormoz's. Before entering the room be sure to pop a hope token and eat. The fight can be tricky if too many adds join the fight. The best place to fight Mormoz is right at the entrance, that way any adds have to come a longer way before joining in. Also rooting the adds will help a lot in this fight. Clobbering Mormoz doesn't help in getting fewer adds though. The adds usually consist of a Morroval and several bats. If they come AOE them as soon as possible and then concentrate back on Mormoz. If she's low on morale just DPS her to death quickly and deal with the adds afterwards.
Loot:
Rune of Winged Dominance - Class quest item for: Hunter ([i]Articles of Discovery), Minstrel (Implements of the Song)
Lock 13: Rodakhan/Mura
[image=right:1b5gkyld]http://annonamarth.eu/files/raidsrus/carndum/rodakhan.jpg[/image:1b5gkyld]
[image=right:1b5gkyld]http://annonamarth.eu/files/raidsrus/carndum/mura.jpg[/image:1b5gkyld]
After the fight with Mormoz go up yet another set of stairs (the tower is quite big) and you'll find another room with a platform in the middle. This time there's someone sleeping there - Rodakhan. Don't approach her, since that will wake her up and all mobs from the side rooms will join the fight, which is a bad thing. Like the fight with Târlug before clear all the rooms of mobs clockwise. When the last room is emtpy, Rodakhan won't attack on her own. She will give a decent amount of dread, so a token would be a good idea to use right now.
When you approach her, she will attack you. Although she has no more adds to call, she quite a nasty boss. Once she reached around 600 morale Mura will enter and restore her to full health. This is a triggered event which can't be prevented. Once Rodakhan is at full health both will attack you. You have to kill Mura first, because otherwise she will restore Rodakhan to full health again. After she's done kill the other boss and this encounter is over as well.
Loot:
nothing special
Lock 14: Gúrthul
[image=right:nhhlm15c]http://annonamarth.eu/files/raidsrus/carndum/gurthul.jpg[/image:nhhlm15c]
Continue after the last fight you will come in another room with Gúrthul the next boss. He's quite a nasty bugger as well, since he'll split into parts and you have to defeat each part separately. The bad thing about this is, that he'll try to stun members of your party. Each version of him can target another class, so it's best if your party consists of different classes altogether. Loremasters can anti-stun people to be prepared to do so very often in this fight. After each version is killed the next one will enter and the fight continues. The seventh and last version of him is the real one and this doesn't stun particular classes. Tank and DPS him to death and you may continue to the big boss fight ahead.
Loot:
nothing special
Lock 15: Mordirith
Before you can fight Mr. M. there's a corridor with doors. You need to open them in a certain order and kill the mobs behind each door. The first one is in the South East and there are three Hillmen behind it. Next open the South West one and there are also three Hillmen attacking you. Go back up to the Middle and open the East door, which will release a horde of bats. However once they are all dead the door behind you (Middle West) will open and three Morroval will attack. The final door to open before the boss fight is the North Western one, behind which a Cargúl and two Trolls are waiting. Quickly dispatch of the Trolls (stun/mez one and kill the other then kill the stunned one) before engaging the Cargúl. Once he's dead too you can open the northern door and enter Mordirith's throne room.
Don't approach yet, since you should heal and eat before the big fight. Don't step into the lava as it too is instant death. Also try not to get thrown into the lava, else see above. The best fighting position is near the throne. The tank should position himself at the base facing the throne, while the other party members should be on the ramp itself. The tank must be careful not to get thrown back into the lava though. Before the fight pop hope and agree on a hope token order for the last phase of the fight (see below). This fight consists of many phases, which will be lined out here:
[image=right:rrdpongb]http://annonamarth.eu/files/raidsrus/carndum/mordirith.jpg[/image:rrdpongb]
Phase 1:
During this phase Mordirith will attack you and he'll be accompanied by ghostly images of himself, which only have 52 morale. Quickly AOE them and focus on Mordirith.
Phase 2:
At around 113K morale he'll leave and you fight slow ghostly hands, which can be killed quite easily. After that Mordirith will come back and you fight him some more.
Phase 3:
At around 87K morale he'll leave again and you'll face four ghostly Wood Trolls. It is vital that you root/stun/mez as many as possible and kill each of them as quickly as possible. Also try fighting them on the ramp with your backs towards the throne so that you are not thrown off into the lava. After the Trolls are dead all party member must go into the left corner (facing the throne) behind the throne. Mordirith is randomly throwing people around in the next part, so there's nothing about it you can do to prevent this from happening. Quickly get his morale down to start...
Phase 4:
At around 57K morale he'll leave yet again and there are two ghostly Stone Giants you will face. Stun/mez/root one of them while killing the other. Once both are down Mordirith comes back and plays with you some more.
Phase 5:
At a certain level of morale he'll grow tired of you and disappears only to reappear fully healed and putting a large dread on the party (the circle on the floor). This last part is quite heavy if you don't know about the ghosts. Just DPS Mordirith until ghosts appear. They have to die as quickly as possible, since they are draining power quite fast. Mordirith in this fight also strips hope from people, so be ready to pop some more hope token. After a long and enduring fight the loot is reward for the whole trouble.
Loot:
The Mirror of Mordirith - a trophy
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