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5a | 5b | 5c | 5d | 5e | 5f | 5g | 5h | 5i | 5j | 5k | 5l | 5m | 5n
1st LEVEL / 1st DEEP
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- West gate. The first time you enter Moria a paragraph is displayed; otherwise a message appears if you have Dwarf lore. Moria is dark; use a torch or the Illuminate spell.
- If you released the Moria Doom spirit in Gorthad, a chilling presence is felt. Further, if Hawkeye is dead and you did not carry out the proper ceremony in Rivendell, his ghost appears and attacks. When defeated, it withdraws but is not destroyed.
- Stairs down to the sixth deep. The stairs are magically protected. Use perception to spot a keyhole. To remove the barrier, use the star key, the black key, or the Countermagic spell.
- Stairs down to the fourth deep.
- Stairs down to the fifth deep.
- You spot a sleeping snaga, Gharsh. Sneak to surround him and answer Yes to wake him. Trade him rations, a gem, a gold ring, or mithril to make him talk. If you did not sneak, you can attack him or just do nothing. In either case he will wake up and scream, possibly alerting someone (see note below), and you have to fight him.
- Passage down to the second deep.
- Well room. If Gandalf and Pippin are present, Gandalf hesitates, while Pippin further alerts the guards by dropping stones into the well. Finally, Gandalf comes to a decision about the road ahead: he recommends taking the right-hand way (to the second level).
- Passage up to the second level.
- When you approach the lone orc, four olog-hai appear round the corner and attack. The orc joins the fray as well.
- Stairs down to the third deep.
- Guarded doorway. You are attacked by either two or four orcs. See note below on alerting the guards.
- Passage down to the second deep.
- Passage down to the second deep.
- The exit from the hall is guarded by either four or six uruks. See note below on alerting the guards.
- When you cross the bridge of Khazad-Dûm, the Balrog appears behind you. Information corresponding to Elven lore, Dwarf lore, and Wizard lore is displayed, if you have those skills. Do not move! If you do, the Balrog attacks, and all characters take 15 points of damage from the Balrog's fire before the fight even begins. He is a formidable foe in battle, doing 30+ points of damage with each hit. Should you win, you get his sword (it is an ordinary sword). To avoid the fight, either use the Golden Wheel to blind the Balrog or have Gandalf use the Wizard staff. In the latter case a video clip is shown (about two minutes long) in the enhanced version; in the former case, text is displayed. (The standard version uses the text messages and a cartoon.) You end up outside Moria. Gandalf and the Balrog are gone. If you use the Golden Wheel when Gandalf is not present, you are teleported outside but the Balrog is still where he was, guarding the bridge.
- Exit to the east gate.
Questions |
Gharsh | Master/Balrog, Balin, Password, Lie/Liar, Moria, Orc | | |
- In Moria, a variable is used to keep track of what level you are on ('1' means the seventh level, '7' is the first level and deep, and '13' is the seventh deep). The information is used for stairs and interconnecting passages.
- If Gimli is present, you can tell from his eyebrows whether you are going up or down. If he frowns, you descend deeper; if he winces, you ascend higher.
- In the standard version, Gandalf comes to a decision in the well room even though he is not present. The script was corrected in the enhanced version.
- In Moria, the Fellowship will probably draw attention to itself in various ways, and gradually the orcs are alerted to their presence. The game uses flags to emulate this. When you enter a guarded area, the number of orcs is decided by the flags. For example, when two flags are both off as you enter an area, there will be two guards, but flag 1 is turned on. The next time, there are still two guards, but flag 2 is turned on as well. On the third encounter, the orcs are fully alerted and there are four guards. Apart from fights with guards, actions that alert the orcs include killing Gharsh, dropping stones in the well, talking to Drishnak (on the fifth level), and stumbling into trolls in the fifth deep.
- If you ask Gharsh about 'Orc', the game displays string #150. It should probably be #151, which reads: 'Many orcs in Moria. Intruders have no chance here. Orcs kill anyone who intrudes in orc mines!'