Going Solo
Going Solo
Prelude: It has been approximately three years since my characters seriously considered running old instances. The release of Hiddenhoard was probably the last time my main characters ran them consecutively each week. It was two years ago when the developers added a stat squish and less than one year ago when OnnMacMahal started revamping older instances. A single run with the group to Dol Guldur showed me that some of them now hold some bite. Assisting a low-level kin-member a couple weeks ago made me curious on how difficult some of these instances now might be for a freshly made level-boosted character.
Experiment: In order to properly test the waters, some rules need to be applied. Only a character between level 105 and 120 was used. Any soloable instance must be done on-level. If the instance is designed for a fellowship and scales, then it will be set at level 50 or the lowest possible level. No premium buffs, food, scrolls, or any other special perks will be used. Health potions and hope tokens are permitted. Only an average amount of virtues and legendary equipment permitted.

Delving Instances
Great Barrows: Sambrog remains locked until you use the Skull Key from completing the other two instances in the associated deed. There is barely any benefit to do these on their own, not even contribution to deeds. The Maze still has a tendency to keep you in combat from something left behind before opening the final chest (even though the only thing available are coins).
Annuminas: The Wardens of Annuminas reputation is earned from almost every enemy. Glinghant had an interesting trial challenge on the water but didn't provide much benefit. Haudh Valandil took much longer to burn each of the four braziers and the gauntlet of burning flames up top, but enemies counted toward multiple slayer deeds for the region. Ost Elendil is perhaps the most mechanically-challenging that requires you to take off enemy shields with the light from the windows but still rather doable. There is no level limit for your standard objective-based deeds, but there is not much reward for doing them either. You will need to defeat the leaders on landscape before obtaining the second one for the leaders in the instances.
Tham Mirdain: Known as School & Library, these two instances are a little tougher to do on-level. Reducing the level even a little bit makes these two instances a breeze to get through. There are several deeds available, including one to collect books scattered about on the floor.

Early Game Instances
Garth Agarwen: These three instances don't level scale, do not need to be discovered, and are practically pulled from landscape itself. You gain Eglain reputation and a couple slayer deeds like bog-lurkers in the Arboretum and wights. There are "rare" bosses that will drop Adamant Shards in each instance and the occasional chest of random goods. Sara Oakheart shows up in the Barrows with a fun run through enemies and defeating Ivar will net you a taxidermy item. Fortress is the most entertaining with an entire side section with recruits lining up to be sacrificed to the Red Maid and some awesome music as you enter the deeper section. You will obtain one Eglain Token (to which five are required for a nice weapon).
Fornost: The Rangers of Esteldin reputation is earned rather extensively. Although the instances are listed alphabetical, the unlock order is Water, Earth, Fire, and Shadow. Sara Oakheart makes an appearance and moves really fast. In Wraith of Water, you are able to reach Megorith as he runs around with range attacks from standing only on the center platform. Objectives can be completed but can be difficult when you have to find four idols to burn in Wraith of Earth and free a ton of spirits from bone piles in Wraith of Fire. There are tons of fun events like destroying three trebuchets or the warg that patrols through the half-opened gates. As for Wraith of Shadow, a lone ranger might have trouble lighting all three braziers between attacks in order to harm the final boss.
Helegrod: This instance can technically be set at Tier 3 but does not provide any more benefit. You aren't able to obtain the objectives unless on-level. There are not that many slayer deeds other than maybe defeating the giants. As a reminder, Dragon instance can only be completed by clearing the other three instances. The Drake instance is impossible alone as you require players to pull the levers in multiple locations to open the gate. The conversation that takes place in front of Storvâgûn seems to have been shortened to two lines of dialogue (perhaps to help with the seasonal instance during the festival).


Other Instances
Goblin-town Throne Room: This odd "instance" is actually pulled directly from the final room in Goblin-Town landscape. There is very little to do in this original version other than defeating the king and optionally falling down into the pits to fight with a troll (which recreates a scene from Star Wars). For the modern version with advanced mechanics, check out Seat of the Great Goblin in the Erebor Instance Cluster. For your information, the cosmetic version of the goblin crown is obtainable in the game.
Roots of Fangorn: This instance extends the group area of Limlight Gorge in the Great River. It needs to be discovered far west of Stangard at [28.5S, 72.3W] as you find the tree bridge that crosses the river. It's interesting that you can get a total of 55 Lotro Points, Limlight Gorge reputation, and Enhancement Rune boxes through discovery, defeating the bosses, and completing the instance. The Unhatched Spider Egg is used to upgrade the region's pocket item. All gear is Bind on Equip.
Halls of Night: This instance used to be exclusively purchased through the store for 195 Lotro Points until it was offered free for all in 2022. You can discover its location in Angmar at [0.3N, 37.6W]. The story sort of replicates the dream written in the book that the hobbit experienced when heading to Bree. Coordinating your color against foes provided you with a buff. The quest Family History helps give you some background information. Most of your reward will be paid in medallions.
Inn of the Forsaken: The other instance that originally had to be purchased through the Lotro Store can be discovered through the introductory quest Inn of the Forsaken: Stroke of Midnight from the tavern man. It would be wise to have the list of riddles handy as you progress through the instance. There are three special activities depending on your classification of class - brawn can break down walls, lore can read information and operate runes, and aware that can use the mechanisms to stop traps. An unusual deed to find journal pages will require running the instance on T2 and someone capable of breaking down a wall. They can be traded freely among characters. Traps will kill you quickly regardless of your level.
Angmar Instances
Urugarth/Carn Dum: The Council of the North reputation is earned from enemies that aren't lowly like goblins or pale-folk. Each of these instances are filled to the brim with both exclusive deeds inside and the slayer deeds outside. There are optional bosses, shortcuts, and alternative pathways depending on how in-depth you want to go inside the instance. There are no chests as loot is automatically given upon defeating a boss. Urugarth requires a Steel Key from the arena after crossing the final bridge. Carn Dum provides the Ornate Grate Key from a troll on top of the makeshift bridges and Iron Key by Azgoth the Morraval after you travel through the cave system. Both are required to enter into the fortress. As you roam the hallways, make sure you visit Witch King's Watch. Class items for each special "legendary" quest are also available, though you can still buy the "ingredients" from the Skirmish Camp. A number of Vile Bronze Coins and Vile Silver Coins can be obtained to barter for special equipment. There are no maps for the outside areas. I did manage to "break" Tarlug the troll by clicking on him before getting into position. Thankfully, leaving the instance fixed it. Make sure you have plenty of bag space as you will overflow with items.
Barad Guluran: There are several deeds included in this instance. Interestingly, you still do not have to use a single item to defeat the final boss. Using a hope token here would still be a good decision. You can throw away the three letters explaining how to use the artifacts at any time.
The Rift of Nûrz Ghâshu: The Eldgang reputation is almost exclusively earned from helping the giants in this instance. There is a stable-master and mustering horn to Iorelen's Camp to supply some quests and barterers. There are tasks that award reputation as well. While the raid is doable on your own, the final encounter of Thaurlach will require someone to turn the wheels as the boss thrashes against the high elf. There are a couple of rest stops where you will be able to interact with the giants to obtain more quests and barter currency.


Revamped Instances

Overview