LotROs Forgotten Treasury

LotRO GoatRecently I had the opportunity to crawl through the Lord of the Rings Online dungeon The Forgotten Treasury. Prior to this, I’d read that players seem to enjoy the group content for the game and I was not disappointed. I thought I would take a moment to write up a clear walk-through and explanation of how the encounters work. There seems to be some information out there already but I felt it was too brief and unclear.

To anyone who plans to attempt The Forgotten Treasury it is important to know a couple of things going in. First, before even heading to the dungeon, it is absolutely necessary that the main tank purchase anywhere from 10 to 20 wound removal potions (level 65). It is also advised that all party members have a handful as well. The mini-bosses and instance boss all have a nasty wound DoT that can destroy even the most hearty adventurer regardless of their healer. It is important to cure the DoT immediately and, so anyone who is unfamiliar will know what it looks like, it appears to be a puddle of green liquid surrounded by a red border.

In addition to the wound removal potions the party should expect to spend about one hour in the dungeon, if things are going about average. It is my estimation that if you’re familiar with the encounters you can do this in as little as 30 minutes. Your mileage will obviously vary but generally before I commit to something, I appreciate knowing how long I’ll be involved in it.

Once you’ve purchased your potions, set aside the right amount of time, and grabbed the four related quests (Dark Defilers, Depleted Crystals, Skum and Urauth, and Relics and Coins) you can head into the dungeon. It is essentially made up of one large circular room with two floors and a smaller treasure room in the back. Initially, you will be unable to enter the treasure room. The entry level/upstairs floor is a ring that overlooks a statue in the lower level. This is where the mini-bosses and “yard trash” reside.

To complete the instance, you must first clear the six mini-bosses that guard the controller wheels of dwarf statues. Each rests in a nook along the large room and is essentially a simple tank and spank fight. You need to watch out for the wound DoT I mentioned prior and be extremely mindful of the roaming patterns of the yard trash. It is usually easiest to wait for the mobs to path past whichever mini-boss you’re near and kill them. Once all is clear, you can pull the major target in and slay it. Each mini-boss has a crystal in his chest that will glow either yellow or purple. If at all possible, wait until the crystal is yellow to kill the boss. This will yield a yellow gem item that is of great help on the final boss. The more you have, the easier the fight will be. It can be accomplished with three but more would be better.

After the last mini-boss dies you will then be able to turn your attention to the dwarf statues around the room. Each one has a wheel at its base that will turn it to face in and ultimately light the large hanging crystal in the center. The statues must be turned in a certain order. If you turn the wrong one the wheel will spit acid into your face and reset all the other statues. I’ve read elsewhere that the order is W, E, SW, SE, NW,NE. That didn’t seem to work for my group. When standing on the steps facing in (meaning you’re at 6 o’clock and looking across at 12), our order was 2 o’clock, 3 o’clock, 4 o’clock, 10 o’clock, 9 o’clock, 8 o’clock. That may or may not work for you. Expect to spend some trial and error here. Just place a person at each wheel and communicate well to let each person take a turn. Take your time and remember that a wrong turn of the wheel resets every statue. When they’ve all been turned in place and the crystal is illuminated, the door to the treasure room will open.

Muster your group outside the treasure room and be sure you all run in together to avoid being shut out. Hug the right wall and move behind the pillar/torch there. You should not agro the boss (Morhun). Prepare for the fight by setting up an order of who will use the yellow gems. This will avoid wasting the five minute cool down per cast. When ready, the main tank should charge Morhun while the group waits at the pillar. Once he shouts (this has a fear effect) everyone should engage. The melee characters need to watch the fight carefully. After an emote, Morhun will become extremely resilient. Your hits will decrease from hundreds to teens. At that time you need to call “gem” and start the order. The first person will use their yellow gem and remove that mitigation. Once that is done, damage should increase to normal levels. Repeat this each time and conduct the fight as normal. Bare in mind that Morhun also possesses the nasty wound DoT. He just tends to focus it on the main tank only. This is not true of the mini-bosses.

When Morhun is defeated don’t leave the room in a hurry. There are three treasure chests to loot and one more fight to see to. Two large trolls have spawned out in the center room and are waiting for you. As a group we charged out together and split them. The main tank can hold one while the rest of the party kills the other. They don’t really have too many tricks up their sleeve and were fairly easy to defeat. This gives you the opportunity to loot one more chest.

Once you’ve looted the final chest, your trip to the Forgotten Treasury is over. In our experience you cannot finish all four quests for all six group members so multiple runs will be necessary. The instance was quite entertaining and a good starter dungeon for anyone who is a bit rusty or just learning to do group content. Hopefully this guide will be useful to you and, if I’ve been unclear somewhere, leave me a comment and I’ll address it.

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3 Responses to LotROs Forgotten Treasury

  1. Dresden says:

    Really good review/walkthrough. Was a fun dungeon.

  2. wickedpt says:

    Hello and nice blog.

    Forgotten Treasury is a level 56 dungeon but its fun from any level from 54 to 60.

    The sequence of the wheels is different every run. It’s given at the very start if the instance. When you start, all the lights are up but the minute you walk to the stairs all of them are turned off, one at the time: that will be your sequence.

    One thing you should be careful on “yard trash” mob’s is that the spirits have an induction attack that will mezz one person for 30s to 1 minute, leaving them out of the fight for that long, if that person is your tank or your healer it can get nasty.

    As for the mini-bosses and the orc boss, when he is yellow he will have 90% mitigation of tactical damage (bad for RuneKeepers, DPS LM’s and DPS Minstrels) but good for Physical Types (Champions, Guardians, Burglars, Captains, Hunters, Warden’s and Burglar’s) when he is purple he will have 90% mitigation to both melee and ranged damage but 0% mitigation to tactical damage, so if you have a group of tactical DPS’rs that’s the way to go. Same thing for the orc boss.

    As for the Trolls, there’s a reason while you separate them: When they are close to each other they charge a special attack that does about 2k damage AoE and its very dangerous. Besides they share damage, so a tank can grab one (not so linear, explained later) and tank him or kite him while the rest of the team kills the other one. When one troll is dead, since they share damage, the other one will die also. Their aggro tables are also shared, but inversed at the start so aggro skills sent to one troll will actually aggro the other one, so the tank should pay attention.

    It’s a simple instance, but fast and fun to do.

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