The halls of the forsaken and the inn of night are intertwined. So much that those arent even their real names. But in the spirit of both instances i’ll forsake any more riddles. Cause while running them. You’ll find plenty of those.
The 2 small fellowship instances are one of the few not tied into an update or expansion. Being a separate purchase both the Halls of night and the Inn of the forsaken are free to subscribers or purchased after running across the two directional quests that lead you to their entrances.
What they share beyond this is that both are flavorful instances that have a unique feel to them. Most instances will future humans, orcs or other forces of evil. But where halls of night is all about ghosts and the evil spirits of Angmar the Inn is an adventurous journey filled with traps, riddles and Forsaken lords of the Lone lands. At the end you will find a boatload of loot and other spoilers.
Running aground
The instances haven’t changed too much over time, with them being introduced after the game went free to play. They scale from the areas till whatever was the maximum level at that time. The Inn however was delayed by bugs and had to be hotfixed at launch, but we’ve had plenty of fun with the halls in the meantime. Over time the Halls have become an instance that people still run for a change of pace and while it was a featured instance for a quick run during that week. The Inn has fallen to the wayside due to its unconventional mechanics, riddles and traps. On the other hand its a favorite for the flavor, sheer number of deeds and the quest for a perfect fellowship.
History – the perfect fellowship
We can’t talk about instances without ever touching the topic of “the holy trifecta”. Nearly any mmo or rpg builds upon 3 type of classes. 1 Tank, 1 healer and damage dealers is what a party of adventurers is usually build like. Over time hybrid classes got developed, but usually your character will be build on these building blocks unless you’re a warden. Each character will have a place in the group just as long as the 3 roles are filled. Which made lotros 3-man instances quite special.A tanking guardian will be able to take a massive amount of punishment, but will do 0 damage. While a minstrel will heal all that morale being taken away in an instance. A hunter or champion are the pinnacle of close combat and ranged damage dealers.
Traitlines, legendary items and new classes have faded the lines between the Trifecta, but the higher the difficulty or group size the more specialised a character will be. The better it will perform in the instances.
Halls of night
After discovering an ancient barrow near Aughaire you’re put into a nightmare with your fellowship. Entering the dreamstate you’re confronted with tombstones and their guardians that will have their denizens linger until you defeat each stage until you reach a center graveyard with the portal that will lead you out.
But before the final boss will show itself you will have to fight two sidebosses where each one will focus on a different aspect of your fellowship. The left boss is built as a close combat fight where you will swarmed if you move to close to the outer ranges. On the right side a boss will summon his minor mirror images that still do as much damage as himself. It’s up to your party on how to deal with those. If you’ve enough damage you can dispose of his closes or tank and heal them if you’re on the other side.
After both side-bosses are down you can head back to your Nightmare and face him. On tier 1 his morale is low enough to usually mitigate the ridiculous amount of adds that will accompany him, but for the challenge you will have to meticulous and sneaky and control or dispose of the adds.
The instance is self-correcting on what classes you can bring in your small fellowship of 3 people. And each combination works and can have quick fun run. But by pushing to one side of the trifecta you can invalidate most of the difficulty and have some really quick supercharged runs making it a favourite of xp and loot oriented players.
Inn of the forsaken
On the opposite side of halls of night is the Inn of the forsaken to be found in the cellar of the Forsaken Inn. If indiana jones ever found himself in Lotro he would be here. The Inn is a place of traps, riddles, deeds and flavour. Traps that can kill any level adventurer no matter how much morale he has, riddles that fool any wizard without a wiki page and a challenge and two super deeds that still remain in my deed log even after nearly 11 years of Lotro.
You will accompany … after discovering the entrance behind a secret bookcase in the cellar of the Forsaken inn. Along the way you;re confronted by closed doors only to be open by answering a riddle or by dismantling traps. Calming spirits or using ancient loremaster skills to decipher runes you can avoid rigged graves. Each class will fit in one 3 groups that have access to ways to bypass mechanics and fights that will make your life a bit more relaxed. One of the most challenging deeds is only available for a fellowship of one of each group at (now) max level and tier 2. It’s even called “the perfect fellowship”.
The instance is a feast for a group of friends with the mid-instance twist a blast only to be upstaged by the ending. The instance is more of an Indiana Jones movie with your group in the middle of the action. It might seem a short description compared to Halls of night, but i really dont want to spoil too much of it.
Opposite sides of the instance spectrum
Turbine made a perfect choice to include both of them in one package cause both instances cater to a completely different player. Halls of night is pure farming instance after the first few runs. Where the Inn will be despised by those that love that. And the same for the other way around. If you know what kind of player you are you will already know which one you;d like. But both are worth finishing at least once. They both feel like a different instance that you won’t find in that setting across Middle-earth.
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