Inn of the Forsaken
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Level: | 20 - 150 |
Size: | Small Fellowship |
Cluster: | Shadows of Angmar |
Region: | Lone-lands |
Area: | Annunlos |
Location: | [34.0S, 40.7W] |
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The Inn of the Forsaken is a World Instance within the Forsaken Inn in the Lone-lands. [34.0S, 40.7W]
It is closing time at the inn and Anlaf the Forlorn has requested someone look into the wailing coming form the basement. A hidden bookcase door reveals a vast underground tunnel system inhabited by a captain and his crew over a millennia ago; Their ship still in excellent condition in the deepest depths of the cavern. Crypts and barrows even older than the crew are found throughout the caverns accompanied by a great deal of deadly traps contrasted by a series of doors that only open with solving a riddle. All of this seems to be in place to safeguard a dark and foreboding amulet.
Difficulty Level
This is a scaled instance, designed for a small fellowship (up to 3 players) from level 20 and up.
It is available in the Instance Finder.
The Inn of the Forsaken is slightly more complex than other world instances that first become available at this level. Most of this difficulty comes from the riddles and puzzles rather than combat. This non-combat difficult can be mostly negated with the use of the information provided on this page and associated pages such as the riddle doors. You will still need to navigate the tunnels carefully to not succumb to the traps found within. The single boss arena re-uses trap mechanics taught to the player in the lead up to it and there are only a couple of mechanics to keep an eye out for.
Estimated completion time is between 20 - 40 minutes depending on familiarity with the layout and knowledge of the riddles and puzzles.
NPCs
Quests
Starting:
- [...] End the Wailing at the Source
- [...] Inn of the Forsaken: Riddles in the Dark
- [...] Inn of the Forsaken: Riddles in the Dark (Tier 2)
- [150] Challenge: The Perfect Fellowship
Involving:
Deeds
Known deeds for this instance include:
Titles
Mobs
These mobs are encountered within this instance:
Instance Overview
- First Boss:
Umín
- Final Boss (Tier 2 Only):
Spirit of the Necklace
Walk-through and Tactics
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General Tips
- Riddle doors: Each run of the instance has four doors which require emotes to be performed in order to open. Solving each of the 83 possible riddles completes the deed Riddles Beneath the Inn.
- Traps: There are two types of traps: spike traps (holes in the ground) and swing traps (triggered by stepping on pressure pads). The spikes deal minor damage, while the blades inflict much higher damage per rotation. NOTE: Mobs can be damaged and killed by the traps.
- Bone Piles: The bone piles summon two Skeletons upon activation and will spawn two more if the first two are defeated. The piles are highly resistant to ranged and tactical damage, but vulnerable to melee attacks. The piles must be destroyed for the challenge.
To complete the challenge quest your fellowship must comprise of one class from each of these groups which operate different mechanism within the instance:
- Brawn (Guardian, Warden, Champion, Beorning) operate suspicious walls
- Lore (Rune-keeper, Minstrel, Lore-master) read strange runes and use incantation stones
- Aware (Captain, Burglar, Hunter, Brawler, Mariner) use trap mechanisms (suspends traps in the area momentarily, stepping on pressure pads still activates)
Start
Proceed to the basement and open the suspicious bookcase, and continue until you meet Umín. He will enable you to operate the riddle doors. He will follow you as you progress in the instance and will stop if any mob aggro on him, however, he will not take damage from any source.
Between the 1st and 2nd riddle door there are spike traps, 1 trap mechanism, 1 strange rune to the right (which lets you locate a suspicious wall), and to the left is a bone pile that must be destroyed for the challenge.
Barrow Arena
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After the 2nd riddle door, there is a large chamber full of barrows with many inactive spike traps, an incantation stone and a lever.
Using the lever starts the fight and closes the gates. One possible way to deal with this is to leave the ranged DPS on the overlook to handle the bone piles spawning there, and keep the healer and tank downstairs. Two bone piles will spawn first, then 2 more, and finally 1 last bone pile on the bottom. After that, more piles spawn on the overlook area and needs destruction. Each bone pile will spawn 2 skeletons initially, and if left alone for about 15 seconds or so two more will spawn. Eventually they will dry up, and the fight ends regardless of whether you destroy the top bone piles or not.
Trap Gauntlet
Moving on, there is a rather nasty corridor ahead with pressure pads and swing traps. The pressure pads are spread out liberally, and setting off one will activate all swing traps in the corridor. If you have triggered the swing traps, then the traps will probably end in a different position than the position they started in. However there are still invisible barriers at position the traps started in. You will need to look at the pressure plates to find the way through the corridor.
If you move the entire party in at once, this will lead to a quick wipe if one accidentally steps on a pad. It is best to move one at a time. There are four drowned shipmates in this corridor; the third one is tough to reach for melee classes and should be destroyed by a ranged class if you have one. The shipmates are ordinary wights with no other abilities, but they respawn very quickly after being killed. After the trapped hallway, there is a maze with swing traps and pressure pads.
For the challenge: a strange rune to the left must be used by a lore class, and a wall must be opened at the opposite side of the maze. To get past the maze you will have to step on the pads to reposition the facing of the traps.
Once you get past the 3rd riddle door, Umín is separated from you. There will be another shorter gauntlet of traps, this time with bone piles thrown in the mix. Time your movement between each bone pile to avoid the traps and destroy each pile as you go. The traps have a predictable pattern and do not reach the bone piles so you are safe when on top of them. Use the trap mechanism for challenge.
Sarcophagi Puzzle
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Next you will come to a hall lined with 11 sarcophagi and an ancient letter sitting on the ground with 3 names on it. To the side of each there is a strange rune that has the name for each sarcophagus. The names do not vary between runs; they are fixed.
The letter will give you 3 names of the sacrophagi that you need to open. Inside the sacrophagi is a lever that you should pull. After pulling the 3 levers the gate opens. If you do not have a lore class with you, then you can either use the guide below or just open all sacrophagi. Note that all sacrophagi have a lever inside, but only the 3 named in the letter can be pulled.
Facing south, the names are (left to right):
- Khedem ◆ Tunon ◆ Rubej ◆ Mujesir ◆ Yanwergh
Facing north (right to left)
- Tawult ◆ Shutet ◆ Shabej ◆ Tuman ◆ Budghed ◆ Yunjalim
After this room the path diverges depending on the tier:
Tier 1 will send you directly to the 4th and final riddle door, and the lever in that room needs to be pulled to advance to the final area.
Tier 2 will first send you to a square arena. To progress beyond this room, you must destroy the 4 bone piles in the pit, one in each corner. The room contains 4 trap mechanisms and 1 incantation stone that must be used as well for challenge. Keep in mind the skeletons that spawn from the bone piles will constantly trigger these traps throughout the encounter. Past this room is the 4th riddle door, and the same lever needed to advance to the last area.
Hoarwell Water Cavern
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After a ride on the underground river you will reach a large cavern where there is a boat which has forecastles to the left and right. On each side there is a pressure pad and 4 sarcophagi that cannot be opened by players. They activate only on tier 2 during the second boss. The left pressure pad will activate spike traps, while the right side pressure pad will activate the swing trap in middle.
Boss 1 - Umín
Position him over a spike trap, and DPS him to 50% at which time a barrier that stops 99% of damage will activate on him. When he says "I'll pound you into dust", he will hit you so hard that you are stunned, and he gets stuck. Using the left side pressure pad will make spikes hit him and break the barrier, enabling you to further DPS him.
He also uses a skill called stomp, which will knock you down, and should be interrupted. Rinse and repeat until he decides he needs healing and heads to the main mast. Run to the right side pressure pad and trigger the blade trap, which will knock him down and end the fight.
Boss 2 - Spirit of the Necklace (Tier 2 Only)
The Riddles in the Dark quest updates to "Talk with Umín or escape ship". Don't talk with him, but instead move to the far side of the deck (toward the gangplank).
This spirit will run back and forth across the deck, activating the traps as it does so. After you beat it down to 50%, it will open the 8 sarcophagi on the 2 forecastles. Let it open all 8 and destroy the bone piles before you kill the spirit to complete challenge mode. If you do not have the challenge quest, just kill him and be done with it.
The challenge mode can only be completed at level 150 on tier 2.
Rewards
General |
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(Rare) Tracery (T2) |
Armour |
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(Rare) Dextrous/Enduring/Resolute/Steadfast/Valorous Armour |
Jewellery |
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(Rare) Dextrous/Enduring/Resolute/Steadfast/Valorous Jewellery |
Weapons |
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(Rare) Dextrous/Enduring/Resolute/Valorous Weapons |
Map
Gallery
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The first riddle room
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Quarters of Captain Rabghul's crew
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One of several trap mechanisms
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Incantation stone in the center of the barrows
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The pit arena only accessible in tier 2
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The final lever that takes your to the water cavern
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Riding down the underground river
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Aboard the boat docked in the Hoarwell Water Cavern
Settlements, Areas and Landmarks of the Lone-lands
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Areas: | Agamaur • Annunlos • Garth Agarwen • Haragmar • Harloeg • Minas Eriol • Nain Enidh • Talath Gaun • The Weather Hills | |
Settlements: | The Forsaken Inn • Ost Guruth | |
Landmarks: | Amon Ros • Barad Iachiant • Bleakrift • Candaith's Encampment • The Circle of Blood • Dol Vaeg • Echad Sûl • Eglain Camp • Garth Agarwen Gate • Glumhallow • Gondrinn • Ivar's Crypt • The Last Bridge • The Lornspan • Mitheithel • Mithrenost • Naerost • Nan Dhelu • Nindor • Ost Cyrn • Ost Haer • Ost Laden • The Outer Gates • Skirmish Camp • Spring of the Red Maid • Thandobel • Tornstones • Weatherfoot • Weathertop | |
Interiors: | Barad Dhorn • The Forsaken Inn • The Lore-tower | |
Dungeons: | Iorvinas | |
Instances: | World: Arboretum • Barrows • Fortress • Inn of the Forsaken / Skirmish: Stand at Amon Sûl / Quest: A Burglar's Errand |