I ran both of the new dungeons on Bullroarer last night and wanted to share some quick notes of what was encountered. Inn of the Forsaken (IOF) was run on level 65 Tier 2, Halls of Night (HON) was run on level 40, Tier 2. Challenges were completed in both. Both of the new dungeons are 3-man (small fellowship) instances.
Please realize that this was a first time run through and I may not have understood everything. This is in no way a review or guide to these dungeons. Put on your adventurer’s hat and get ready to experience some fun new instances!
Spoiler Alert: This post will be discussing the new instances and some of the tricks and riddles associated. If you want to discover or figure things out for yourself, I suggest you do not read any further!
Inn of the Forsaken
Inn of the Forsaken is a pirate themed Indiana Jones/Goonies-style adventure, filled with traps, puzzles, and skeletons. There’s even a part where you get dropped down a trap door and ride some rapids for a short distance.
To begin Inn of the Forsaken, visit the Lone Lands’ Forsaken Inn and speak to the bartender. His “quest” grants you access to the instance, either by speaking to him again or by opening up your instance panel (ctrl+j), where the instance will be available from now on.
The adventure began inside the Forsaken Inn, with a quest to investigate strange noises from the cellar. I immediately realized this wasn’t my grandmother’s instance as it opened inside the inn. After searching the corridors, a hidden bookcase was found that led into the main dungeon.
Challenge Mode is to use everything, which includes several class-specific interaction objects. Make sure to check each passageway, as there are some you can skip to finish the instance but will need to visit for the challenge! Although not part of the challenge, collecting each pirate journal along the way is part of a deed.
There are riddle doors that open by emotes and will change after 3 wrong tries. Some riddles are easy to figure out, others are hard. We just kept trying emotes on the door until we got it, though we did manage to solve a few using the riddles themselves.
There are also several interact-able pieces inside the instance that require a select group of classes to be able to use it.
Hidden walls (shortcuts) are usable by Warden, Guards and Champs.
Strange runes and incantation stones are used by Lore-master, Minstrels and Rune-keepers. The stones stun dead mobs, while the runes reveal the hidden walls or give information relevant to continuing on.
Trap mechanisms are usable by Captains, Hunters and Burglars. These stop booby traps for a short while.
Levers may be used by any class, but be wary of pulling them before you are ready.
Bone piles will summons 2 enemies and then 2 more when they die. They have a 90% reduction in damage from range/tactical damage so we had our melee charged with killing the pile. At level 65, the mobs aren’t tough at all, though in the big rooms Incantation stones help with large numbers of mobs.
The instance concludes… on a pirate ship of all places! You first face off against a man possessed by the treasure of the dungeon, which decreases damage dealt to him significantly. He stomps around and occasionally kneels down. We used this to finish him by leading him over to stand on the spike holes and having another player activate the traps via one of the panels on the bow or stern of the ship.
The second boss is the spirit of the necklace who goes back and forth between the bow and stern of the ship after you drop him by a certain amount of morale. Eventually, he opens the sarcophagi, releasing two bone piles at a time. Once the bones were up, we focused on them only and then switched focus on the Spirit after all 8 were down.
Not too hard of a fight (though, both instances geared towards lower levels… still, they were easy when scaled to maximum anyway). This whole instance is pretty long given the traps and all, but once you get used to them it could go quicker. The actual mobs are easy and quick to take down.
Halls of Night
Outside Aughaire, west of Morfil at 0.5 N, 37.6 W inside a cave at the bottom of the cliff wall. Once you’ve visited the entrance location you can enter with the Instance Join panel similar to the Update 2 dungeons.
The dungeon is set up to be like a dream or more likely a nightmare, and has a frightening atmosphere that I found quite effective.
Challenge Mode for this dungeon is to not harm tortured spirits, which only seem to appear in the final battle. It is important to note that some tombs contain regular spirits (not tortured) that are not part of the challenge. We did not actually get attacked by the tortured spirits when they appeared, so it wasn’t much of a challenge (finishing them off would have actually made the battle harder, or at least longer).
Panic: There were different colored spirits, and the boss occasionally was “drawn to spirits” of a certain color, but we couldn’t figure out any meaning. We finished him off without figuring out the messages, and generally just left the spirits alone (they stand along the outside wall).
Terror: He splits into multiple smaller copies after receiving damage, which we simply defeated to make him return. This was a simple fight, but he felt much more aggressive and quick-moving than most bosses, so it was pretty exciting.
Nightmare: The final boss looks awesome! All of the bosses give off a nice “frightening” appearance, in line with the instance’s theme.
Nightmare inflicts a power drain disease that we had to remove immediately (200+ every tick, and this was just a level 40 run). The tombs around him will summon adds so clear them away first. Tomb-guards heal so we also made them a priority. Nightmare also applies several debuffs that we were able to interrupt. Other than that it was a tank and spank and we were able to finish the job.
Halls of Night is a much shorter instance. No tricks were involved except maybe on the Panic enemy, where I wasn’t quite sure what the colors were about.
Finishing the daily quest grants a new emote: /dream. It looks similar to faint, but is more of a stretch or yawn followed by falling to sleep, as opposed to gasping and fainting away. I also gained a new title: “Dreamer”.
These are fun, short, easy instances. The rewards are nice too, costing several barter tokens (but not anywhere near the Update 2 Instance token amounts) and a large number of skirmish marks at the skirmish classic vendor. Some are geared towards the lower-levels that will more likely be running the instances, but a few items are also quite nice for maxed out characters. There is a chance for a superior third mark but it didn’t seem guaranteed. I wasn’t sure what the Challenge mode actually gave versus not doing it, as only one superior third mark ever dropped and only one person could loot it.
Regardless of rewards, the instances themselves are a blast to play, continuing the tradition from Update 2 of unique, well designed experiences that will be fun to repeat. Both have very specific tones that aren’t really found in much of the previous content and I look forward to running them again.