Helegrod

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"Helegrod... Once a dwarf-hold in the Misty Mountains, until the coming of a great dragon. Though the dragon has long since perished, and the ice of many long winters has engulfed the ruins, rumours out of the North speak of a terrible shadow returning to the frozen halls..."

Contents

Location

Helegrod is a raid instance intended for a full raid group of 24 players.

The entrance is located at the top of The Bitter Stair [17.9S, 2.2W], in the far northern reaches of the Misty Mountains.

Overview

From the entrance, either head down the hill to the south-east, or up to the gates in the east. Choosing to go down the hill leads through numerous pulls of elite bears up to Coldbear. Although it is not necessary to do this encounter in order to progress, he has a small chance to drop a two-handed axe that is coveted by Champions and other melee classes, as well as the possibility of other loot. The fight is very easy, and once he is down head back and proceed to the gates in the east.

Pulling the guards at the gate activates the encounter. Defeat all mobs except for one (such as the Gorthorog, who can easily be distinguished from the others and pulled away). Keep a tank and Minstrel on the Gorthorog to prevent more waves of mobs from spawning. The rest of the raid should run through the gate and up to the drums in order to defeat the four Krahjarn Drummers. The Drummers need to be defeated at approximately the same time, or they will revive each other. Once they are down, head back to the Gorthorog and finish him off.

Going past the drums leads up to a large stairwell with a gate at the top. The gate will open, revealing the Four Hill-men. The encounter begins as soon as someone steps beyond the gates, and they will stay open throughout the fight. It is unknown if the encounter resets when someone/everyone runs out.

There are now three ways to proceed, each leading to a boss encounter. All three of these bosses must be defeated in order to fight the undead dragon Thorog.

The gateway to the north-east leads higher into the mountains, through many Giants that can hurl boulders for great distances and also knock unwary players off the edge of a cliff. Players will eventually reach Storvagun, the leader of the Giants.

The Drake Halls

The doorway to the east is guarded by several groups of Angmarim, and leads deep into the halls of the former Dwarf stronghold. It has been overrun by Drakes, Worms and more Angmarim. Watch out for groups of drake eggs lying around, as running too close to them will cause four Drakelings to spawn. Clear the first hall of enemies, then head up the main ramp to a closed gate. Position a player next to each of the two levers located on either side of the main gate. Activating the levers at the same time will cause the gates in the north and south of the hall to open, revealing a Drake and lever in both. It will also spawn a Drake and four Drakelings by the main gate. Once the levers in the north and south have been activated, the main gate will open.

Head on through the next areas, which contain a lot more Drakes, Worms and eggs, until you reach two Hill-men in front of a ramp. Do not approach them until everyone is prepared. Have Lore-masters use Blinding Flash on both of the Hill-men, with Burglars ready to provide a backup stun/mezz. If either of them reaches the room at the top of the ramp, they will bring back a large group of Hill-men, and both groups together are very difficult to defeat. Defeat them, then pull either of the Hill-men groups. It is possible to proceed without pulling the second group, as long as everyone in the raid makes sure to keep their distance while going by.

The next hallway or two are uneventful, with the normal groups of mobs. Continue through until you reach a massive hall with a large platform in the middle, on which the Grisgart encounter takes place. Keep in mind that all of the eggs will become active once the encounter begins, and spawn a group of hatchlings if anyone gets too close.

The Spider Caves

The cave entrance to the south-east leads into a large expanse of tunnels filled with spiders. It is favorable to bring at least a few Champions for this area, as their area-of-effect damage can be used to maximum effect. Hunters to cure the countless poisons are also a great help. The first few pulls are easy, so clear them until you reach a cavern with three groups of Hill-men and a large Spider-queen who patrols in between them. Although it is possible to take on the whole room at once, pulling the Hill-men groups one at a time makes it easier on the raid.

To be continued...

Bosses

Level Name Difficulty Species Dread Morale
53 Coldbear Arch-nemesis Bear 0 147,552
51 Adhargal Arch-nemesis Man 0 134,500
51 Ansach Arch-nemesis Man 0 134,500
51 Breosal Arch-nemesis Man 0 134,500
51 Grisgart Arch-nemesis Man 0 134,500
53 Storvagun Arch-nemesis Giant-kind 7 215,000
52 Zaudru Arch-nemesis Spiders and Insects 6 140,000
54 Drugoth Arch-nemesis Ancient Evil 7 147,500
54 Thorog Arch-nemesis Dragon-kind 10 310,500
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