Lost Halls Guide (Original)

Lost Halls (Highly recommended: 5/8+)

Lost HallsLost HallsLost HallsLost HallsLost Halls

Class Composition and Number of Players

It is imperative to have a large group when trying to do a Lost Halls run. You need enough steamroll power to plow through the enemies quickly, otherwise the tanky monsters will overrun you and kill off your group. A balance of support and DPS classes is recommended.

Priests

Priests are, bar none, the most useful class to have here. The enemies inflict a large number of status effects and pack enormous damage into individual bullets, so Priests are extremely effective in keeping the group alive in the dungeon by healing off damage dealt and dispelling status effects with a Puri/Geb tome. There is a lack of Quieting attacks in the Lost Halls, which makes Priest shine even more. Necro and Pally are still very useful, but none of them can top the healing power of the Priest, especially during the boss battles.

Ranged Classes

Ranged classes are recommended for the Halls. Most of the enemies use attacks that make it nearly impossible to get close to them, so classes that can whale on targets from range are valuable. Wizards are useful for raw DPS, and any class that can inflict status effects is also useful. Classes that can inflict Slows are especially valued in the Halls as most enemies have immunities to Paralyze.

Melees

Melees are not suited for direct combat in the halls. The power of the enemies usually means that approaching one is a death sentence. The bosses are not that anti-melee but it is still more convienient to attack them from range. Knights are not that useful due to most of the monsters being Stun Immune or using Armor-Piercing attacks, but Paladin and Warrior are invaluable for the DPS buffs they give, especially if you want to battle the Void Entity.

Why & How to find the Lost Halls

Why

Potion of LifePotion of ManaPotion of DefensePotion of AttackTier 13 WeaponsT6 AbilitiesTier 14 ArmorTier 6 Rings
Sword of the ColossusMarble SealBreastplate of New LifeMagical LodestoneStaff of Unholy SacrificeSkull of Corrupted SoulsRitual RobeBloodshed Ring
Bow of the VoidQuiver of the ShadowsArmor of NilSourcestoneCarved Golem RemainsBrain of the GolemGolem GarmentsRusty Cuffs
Omnipotence Ring

This dungeon is arguably the hardest in the game as of now, but the rewards definitely reflect it. Each of the 3 bosses drop life and mana, the new T13 Weapons and T14 Armor, and T6 Abilities/Rings. There are also a grand total of 13 powerful Untiered items the bosses can drop, one set per boss along with an extremely powerful ring dropped by the final boss. The enemies and some of the bosses can drop pieces of the Lost Golem ST set as well. Extremely deadly to the unprepared, but extremely rewarding to those who can complete it.

How

Lost Sentry

The Lost Sentry is an event that spawns once per realm that has a chance to drop this dungeon. It is marked on the minimap but does not have a Quest Arrow and is not required to close the realm.

This event has extremely powerful bullet-hell style attacks, 800,000 HP, and an invincible sentry that patrols the area with Armor-Piercing shotguns. The Sentry is arguably the strongest enemy that can show up in the Realm, and requires a large amount of teamwork and firepower to take down.

Navigating through the dungeon

Map of the Lost Halls

The dungeon is a massive maze consisting of a huge number of identical square rooms linked via corridors. The boss is not marked and must be found manually, making it very easy to get lost. However, there is a tip for finding the boss: 3 rooms in a straight line means it’s the right way.

Enemies are found within the rooms in their respective groups. Before, enemies would spawn back into empty, cleared rooms. Enemies no longer spawn back into empty rooms.

There used to be a tactic called the “breadcrumb” tactic where groups left a trail of (preferably weaker) players to stand in vacant rooms. This prevented enemies from respawning in the empty rooms and provided a clear path in case the path was a dead end or the Spectral Sentry showed up.

Objectives

There are 2 different options players may take in the Lost Halls, each one yielding different results.

Vial Run

This type of run involves players gathering 5 pink flames and bringing them to the Agonized Titan to activate him. After beating him, players can then enter the secret Cultist Hideout and defeat Malus and his cultists to aquire a Vial of Pure Darkness. The Vial is a guaranteed drop to one random person that qualified for SB, and is required to unlock the final area of the Halls.

Pros
  • Malus and his cultists are widely considered to be easier than the Marble Colossus, and drop similar grades of loot. Malus cannot drop the T14 Armor but can drop T6 Abilites/Rings, which the Colossus cannot.
  • This is the only way to get the UT Necromancer set.
  • Beating Malus first is required to do a Void Run, as you need the Vial he drops to one person.
  • The effort of gathering the 5 flames, depending on how the run goes, can be easier than locating the Colossus.
Cons
  • It is arguable that the Colossus’ UTs are very sought-after, and some may be unwilling to battle the Cultists if it means giving up on a chance of the Marble UTs.
  • If somebody has a Vial of Pure Darkness already, the loot the Void Entity gives is far superior to the loot that Malus gives.
  • Depending on how the run goes, the Colossus may be found before the Cultists, making going for the Colossus a more efficient course of action.

Void Run

This is running the dungeon with the intention of locating and defeating the Marble Colossus before using a Vial of Pure Darkness to access The Void, where the final boss of the Halls, the Void Entity, can be fought and defeated.

Pros
  • The Void Entity drops the highest-grade loot in the dungeon, giving the new tops and an arsenal of extremely valuable UT items.
  • Doing this also means you can fight the Marble Colossus as well as the Void Entity, which means (assuming you get SB on both) you will get loot from 2 bosses instead of 1 if you did the Vial Run.
Cons
  • A Void Run requires a great degree of firepower and coordination to take down the Void Entity (and by extent, the Marble Colossus). Smaller groups would be advised not to attempt the Void.
  • The Marble Colossus and Void Entity are far deadlier than Malus. Entering the Void means you are in extreme danger.
  • Entering the Void requires a Vial of Pure Darkness, which can only be recieved by doing a Vial Run beforehand (and it also only drops for 1 person).
  • Locating the Colossus can sometimes be harder than finding the 5 flames.
  • Battling the Colossus while there is no Vial is usually a waste, and if there is no Vial players may opt to go for the Cultists instead.

Enemies

Some information on the various enemies in this dungeon and their difficulty levels, sorted by group. Refer to the individual pages for each of these minions for a full description of their behavior and strategies for defeating them.

The Lost Crusaders

These enemies come in large clusters and are rather bulky, with frequent invulnerability times and being armored most of the time. They primarily focus on brute force and raw damage.

Crusade Soldier

Crusade Soldier

Difficulty: Very High

Crusade Soldiers are beefy units that slowly chase players while firing wide spreads of bolts that inflict high armor-piercing damage. It has rather short range to compensate, but eating a full shotgun inflicts extreme damage. Stay away and whale on it from afar, as taking one of its shots from range doesn’t hurt too much.

Crusade Shipwright

Crusade Shipwright

Difficulty: Medium-High

Crusade Shipwrights have significantly longer range than Crusade Soldiers and fire single, high-damage bolts that inflict Pet Stasis. Their bolts are rather fast and pierce through targets, but the fact that there’s only one of them makes it a bit easier to dodge. Sidestep to dodge the bolts, as they are rather painful to tank despite not piercing armor.

Crusade Explorer

Crusade Explorer

Difficulty: Medium

These guys rapidly throw fast torches over long range that pierce through targets, inflicting Armor Broken and Sick. They don’t do that much damage, but the status effects they inflict are rather painful while fighting the rest of the crusade. The torches pierce, so they can easily cut through entire groups to break all of their armor. But remember that most of the crusaders are short-ranged, so if you keep your distance you should be fine, even if a torch hits you.

Commander of the Crusade

Commander of the Crusade

Difficulty: Extreme

The Commander of the Crusade is arguably one of the deadliest enemies to see in the Lost Halls. He constantly summons Lost Crusaders, and periodically heals his men for 250 HP each. But the reason he’s so dangerous is his attack: a wide, 10-round shotgun of 230-damage bolts. Although it’s rather short-ranged, taking just one will already shave off a huge chunk of your health, but taking the full shotgun is guaranteed death to any class unless they are invulnerable. Worse still, the bolts pierce targets, making it easy for the Commander to kill an entire group of people at close range. He takes very high priority on the list of enemies to kill first, as killing him will not only stop the stream of crusaders but also eliminate the risk of getting instakilled by his shotgun. He is susceptible to Stuns: Knights can stun him to stop him from firing.

Oryx Infantry

This group doesn’t move as much and is far more organized than the Crusaders. They focus on strategy and coordination.

Oryx Swordsman

Oryx Swordsman

Difficulty: Medium

This enemy circles the Champion, firing pairs of high-damage armor-piercing bolts. The bolts are fired in a V shape, meaning that if you stand still it will not be able to hit you. However, at low health it will begin to rapidly chase you, meaning that it can now hit you with the brunt of its attack. As long as you don’t let it sit on you, you will usually be fine.

Oryx Armorbearer

Oryx Armorbearer

Difficulty: Low

These guys also circle the Champion, but fire short-ranged radial bursts of slowing waves. They deal minimal damage, but make it nearly impossible to approach the Champion due to the constant slows they dole out. They essentially function as impassible meatshields for the Champion, having rather high health and DEF. They will chase players after taking enough damage, but are of little threat.

Oryx Admiral

Oryx Admiral

Difficulty: High

These unique enemies do not circle the Champion like the other Infantry. Instead, they dash at players while invulnerable, attemptng to get behind them. Then, they will drop their invinciblity and fire waves of confuse shots and pairs of paralyze shots while moving erratically. In large groups, they can “infiltrate” clusters of players and inflict tons of status effects and lots of burst damage. Watch the minimap for a red dot in your midst before focusing the Admiral. He is vulnerable to Paralyze, so Archers can deal with him.

Champion of Oryx

Champion of Oryx

Difficulty: Medium

The Champion is the leader of the Oryx Infantry, and the Swordsmen/Armorbearers all orbit him. He cannot move and constantly spawns more infantry members while lobbing black Darkness-inflicting bombs. If approached, he will fire bursts of high-damage silver bolts that inflict Pet Stasis. While he isn’t much of a threat by himself, it is advised to kill him quickly to shut down the stream of infantry he spawns, but it is recommended to thin his squad of infantry before engaging him. Beware: he is always invulnerable unless you walk right next to him, which may put you in danger of his shotgun.

Lost Golems

This group has rather low firepower but makes up for it by inflicting large amounts of status effects. They have comparatively low health but high DEF.

Golem of Anger

Golem of Anger

Difficulty: High

Out of all the Golems, this one is the most designed for damage. They are invulnerable while walking towards players, and when they drop it, they flash red and blast a constant stream of flames that break armor, as well as bursts of red balls that deal high damage+bleed. Taking a hit isn’t so bad, but tanking the flame stream is extremely dangerous for any class. Be careful not to sit on it, otherwise you will likely die instantly. Target these guys first, as they are the most deadly of the golems (and also have a chance to drop the ST Rusty Cuffs).

Golem of Fear

Golem of Fear

Difficulty: High

Golems of Fear fire spreads of shots that inflict low damage but Confuse for a fairly long time. They can also use shots that Petrify, but those ones are easier to dodge, as they are slower and don’t fire in spreads. The Golem can’t do much harm by itself but Confusion from the shots is deadly if there are others nearby, so it is recommended to prepare your confuse controls once you see one of these. Note that their shots pierce targets, making staying behind others pointless.

Golem of Sorrow

Golem of Sorrow

Difficulty: Medium-High

These aggressive golems chase players while firing wavy streams of shots that inflict high damage and Quiet. Much like a Stone Mage in the Shatters, they can be dodged by going into the openings of the shots, but tanking the stream deals immense damage and is usually fatal. They will fire radial bursts of Pet Stasising spikes, but these are easier to dodge. Although this golem can deal very high damage, the Armor Break and Confuse from the other golems makes this the lowest priority target amongst them.

Tormented Golem

Tormented Golem

Difficulty: Medium

This imposing construct is the spawner of the Lost Golems, creating new golems at an average pace. It launches a variety of colored bombs over very long range to inflict various status effects like Bleeding, Stunned, Slowed, Unstable, and Blind. These bombs can sometimes be thrown into other rooms, making it rather easy to track the Tormented Golem. Once approached, it will fire shockwaves that Paralyze and inflict high damage, but are rather easily dodged. This enemy has a whopping 1000 DEF, making most weapons deal scratch damage to it, hence why Armor Pierce/Armor Break is so useful against it. Despite being relatively harmless on their own, keep an eye out in case it spawns more golems while you’re trying to kill it.

Grotto Beasts

These enemies use speed and numbers to surprise and overwhelm players. While they are classified as a group, they have no interaction with each other.

Grotto Rat

Grotto Rat

Difficulty: Medium-High

Grotto Rats come in huge swarms and are incredibly fast. They will attempt to mimic their target’s speed, “clinging” to them while constantly dealing contact damage. They do little damage with each attack but their hits can quickly pile up. In addition, their attacks inflict Bleeding and Pet Stasis to make it harder to recover from them. While they are extremely fast, if you keep moving back and forth they will usually not get a chance to latch onto you, and while their speed makes them hard to aim at, it also makes them prone to running into your shots.

Grotto Bat

Grotto Bat

Difficulty: High

These bats are like the bats found in the Manor of the Immortals, except on steroids. They fly around very quickly (but not as fast as the Grotto Rat), attempting to ram players. On contact, they will deal damage and inflict Paralyzed/Confused to their target. This is extremely dangerous as once you are paralyzed, the bat will continue to attack you, permanently paralyzing you until you kill it, which is made harder by their lifesteal ability. Since it comes in large numbers, swarms of Bats can quickly melt your health bar. Take care to eliminate these bats as soon as possible, and make killing them the highest priority among the Grotto Beasts.

Grotto Slime

Grotto Slime

Difficulty: Low

Grotto Slimes barely move, firing rotating 2-way streams of Slime Waves that inflict a cocktail of status effects like Sick, Quiet, and Slow. The status effects are annoying for sure, but they are not much of a danger unless you tank the whole stream of shots. The fixed rotation of their shots makes them easy to avoid, so they are not much of a theat. They are significantly tankier than the other Grotto Beasts, however.

The Spectral Sentry

Spectral Sentry

Difficulty: Extreme

The Spectral Sentry is a unique enemy that shows up rarely during Lost Halls runs. Every time you approach a room, there is a small chance that instead of an enemy group, the Spectral Sentry will appear. The reaper-like ghost is completely invulnerable, and cannot be killed by conventional means. If it sees a player, it will chase them while letting loose an unending flurry of shots that inflict huge armor-piercing damage and several status effects. You cannot fight the Sentry, so your only option is to run from it until it disappears.

If there are 4 rooms in a square, you can keep baiting the Sentry in a square, as it will despawn about 90 seconds after first attacking. Be careful of any respawned enemies that may have shown up, and also be careful to avoid the Sentry: sitting on it will result in rapid death.

Boss #1: The Marble Colossus

Marble Colossus
The main boss of the Lost Halls is found in a large square room, blocked off from the others by a large destructible wall. That wall is the only surefire indication of where the boss is, and once you enter the room, the boss will slowly activate before trapping everyone inside. Once the door is locked, buckle up, because the Colossus is one hell of a boss. With 700,000 HP and 50 DEF, chances are you’ll walk out of it with a sliver of health.

Once activated, the Colossus will fire rings of stunning boomerangs and activate 4 towers in the corners of the room. These Pillars are a constant threat throughout the battle, as they fire status shots and respawn a short time after being killed. The Pillars should be focused before the actual boss.

After enough damage is dealt, he will chase players while firing rings of slowing boomerangs and spreads of armor piercing shots which can usually be avoided by backpedaling. Once you damage him again, he will move to the center of the room and start spawning trios of explosive rocks that blow up into rings of shots. Do not stand on them lest you wish to take enormous armor-piercing damage.

Then, he will begin to fire a number of rotating lasers, similar to the Forgotten King in the Shatters. Touching these is instant death: be wary. He will also fire orange lightning bolts that paralyze, possibly resulting in a run-in with the lasers if they hit you, so avoid those at all costs!

Aftewards, he will circle the room while firing rings of confuse stars and throwing red bombs. He doesn’t chase in this phase, so you can just hit him when he passes by. Once enough damage is dealt, he will move to the center of the room and fire spirals of black shots that inflict high damage, as well as his explosive rocks again. This phase is rather easy as the spiral can easily be dodged. After a bit of damage, he will enter his first survival phase: you must survive 25 seconds of the Colossus launching dense rings of armor-piercing bullets that are rather hard to dodge. They do not inflict very high damage, so if you have a Priest this phase is rather easy. Beware however, as the Colossus will also be launching Quieting bombs.

The next phase has him chase players while launching rings of Paralyzing orange bullets and shotguns of black spears. His orange bullets are easy to dodge, but if you get hit by one you are in extreme danger of the Colossus sitting on you and killing you instantly. After taking more damage, he simply circles the room while firing wider spreads of black spears, but this phase is easier since he doesn’t circle as fast. However, he will also spawn several invincible Colossal Rocks around the room that fire Pet Stasising shots, so be wary of those.

His next two phases are both survivals, during the first of which he will fire dense rings of armor-piercing bullets and spreads of black spears. His invincible minions will orbit him closely while firing their shots as well. After a bit, he will add in some of his instakill lasers, but there are only 3 as opposed to 8 in their last appearance, so it is a bit easier.

The next phase is very scary, but not that hard to deal with. After a brief period, the Colossus will rapidly dash at the nearest player before unleashing several waves of orange spinners that Paralyze and Confuse. Panic-inducing for sure, but there is a delay between the charge and his actual shots, and he only dashes to where you were, not where you will be. So if you back up a bit after he charges he will most likely not hit you. He will be firing spreads of his black spears in between dashes, but they aren’t of too much concern.

After taking enough damage, he will move to the center of the room and fire an omnidirectional barrage of smaller black spears that inflict Unstable. This phase is notoriously hard for melees due to the fact that they cannot get close to him without getting hit with Unstable, which makes it nigh-impossible to hit him. Ranged classes have it a bit easier, so melees are advised to stay behind and just buff if they can. Once he takes more damage, he will fire spreads of black spears at nearby players, and start spawning his explosive rocks again. After a bit, he will spawn in 3 invincible Colossal Rocks that orbit him while firing Pet Stasis shots. And once he hits critical health, his final phase will begin.

This is where the fun starts. The Colossus will continue his pattern from before, but add in his 8-directional lasers. Unlike the other lasers, these will change direction frequently, so stay on guard! He will begin firing Quieting bombs at a rapid pace to trip up Priests healing their teammates. This phase is his final survival phase, 2 and a half minutes of dodging his lasers, his spears, his explosive rocks, the Pet Stasis spam from his orbitals, his bombs, and the shots from his towers. Stick together in one of the gaps between the lasers, so that Priests and other healers can spread the healing to everyone and further boost your chances of survival.

Once the 2 minutes and 30 seconds are over, he will explode into a massive nova of shots to kill anybody reckless enough to run in for their loot. Don’t be one of those people, just wait for the shots to subside and claim your hard-earned treasure. If you have the Vial of Pure Darkness, then you may challenge the final boss of the Halls.

Secret Boss: The Agonized Titan

Agonized Titan
This fellow can be found in a room that looks exactly like the others save for the Titan in the middle and a locked portal behind it. When encountered, it will be dormant and invulnerable until the conditions for its activations are met.

There are 5 special rooms spread throughout the map. These rooms contain an abundance of Treasure Pots, most of which will contain loot like Stat Potions and Tinctures/Effusions. Breaking these will also spawn a number of Evil Spirits that will attack with Petrifying shots. They are not that much of a threat, however: while they can perma-petrify a single player, they do little damage and can easily be killed by anyone nearby. One of the pots will always contain a passive pink flame (marked as a pink dot on the minimap) that follows the nearest player. All 5 of these flames must be dragged to the Titan in order to activate it. Don’t worry: once flames are in the room, they cannot go back out, and once the first flame is in the room all the others will be marked as red dots on the minimap.

Once all 5 flames are in the Titan’s room, it will absorb them, lose its invulnerability, and begin its attack. The Agonized Titan is immobile, sports 200,000 HP, and has 35 DEF. It will attack by firing fast rings of grey shots that do high damage, along with occasional rings of colored shots that do 0 damage but inflict various status effects. Despite its firepower, it is considerably easier than all the other bosses in the dungeon: it only has 1 damaging attack which is rather easy to avoid, not to mention its rather low HP makes it prone to getting steamrolled.

Once the Titan is destroyed, it can drop some Stat Potions for your troubles, and has a rare chance to drop the Carved Golem Remains. The portal behind it will open, and you can enter the first secret area of the Lost Halls: the Cultist Hideout.

Cultist Hideout

The Cultist Hideout has a rather simple layout: just brown corridors with enemies found in small clumps within the hallways. The enemies consist of Cultist Followers and Demons, arranged in groups.

The Cultist Followers are arranged by color and have various stats. All of them have a lifesteal property that allows them to heal for 100% of damage dealt, so make sure to dodge their attacks!

  • The red Followers of Malus use shotguns of Armor-Breaking fireballs.
  • The blue Followers of Basaran use streams of Slowing icicles.
  • The yellow Followers of Gaius use spreads of Paralyzing lightning bolts which return to them.
  • The black Followers of Argus use rings of dark orbs that inflict Unstable. In particular, he can also summon groups of Demons, making him a high priority target.
  • The white Followers of Dirge use spirals of Quieting light orbs.

The Demons are more uncommon and can only be summoned in smaller groups. They are a bit weaker than the Followers but nonetheless dangerous.

  • The red Fire Demons use spreads and streams of Armor Breaking and Armor Piercing shots from range.
  • The blue Ice Demons chase players down with bursts of Slowing orbs.
  • The yellow Lightning Demons run after players firing shotguns of Paralyzing shots.

After beating through the halls, you will find a large room with a pentagram in the center. In that room, the second boss battle of the Lost Halls awaits you.

The Cultists

MalusBasaranGaiusArgusDirge
These 5 foes serve as the first bosses of this mini-dungeon, with one Cultist on each point of the pentagram. They are color-coded for convienience, but they have some traits in common: all of them have 80,000 HP, 25 DEF, and the Lifesteal ability.

  • The red Malus is the leader and uses Armor-Breaking attacks
  • The blue Basaran uses slowing attacks.
  • The orange Gaius uses Paralyzing attacks.
  • The purple Argus uses Unstable attacks.
  • The grey Dirge uses Quieting attacks.

When engaged, they will teleport around, firing aimed orbs at the nearest player in between teleports. That’s pretty much it. Their attacks do high damage but are very easily dodged. Once a Cultist takes enough damage, they will teleport back to their respective place on the pentagram and become invulnerable. Once all the Cultists have lost enough HP, they will disappear and summon the demon Molek to fight you.

Demon Miniboss #1: Molek

Molek
This big guy has 150,000 HP, 50 DEF, and a number of devastating attacks. He will start the fight by firing several shockwaves that inflict very high damage. They can be dodged, but only if you stay at a distance. Do not try to tank them: the shots do 300 damage apiece.

He will also be spawning a number of stationary flames on the ground that inflict high contact damage and break armor. Stay on your toes, as Armor Break can be lethal during this fight.

If he lives through this phase, he will summon several Fire Demons to assist him before chasing down players with streams and spreads of various shots that inflict high damage (but not as much as his shockwaves). Staying away from Molek and kiting him around while firing will spare you from the brunt of his attacks. If he is still not dead after a while, he will repeat his shockwaves before using his normal attacks again.

Once Molek is dead, the Cultists will repeat their attacks from before, but now their single shots have been replaced by shotguns, making it harder to dodge them. Still, not too much of a challenge. Once all of them have been damaged enough, they will disappear and summon a second demon, Balaam, to battle you.

Demon Miniboss #2: Balaam

Balaam
This bizarre-looking demon has 100,000 HP and 30 DEF, making him a bit squishier than Molek. He will wander the center of the room, firing shotguns of Armor-Piercing purple shots, rings of Darkness-inducing green boomerang shots, and bursts of slow but extremely deadly red shots. The red shots take highest priority on the dodge list: each one inflicts a whopping 450 damage.

Once Balaam’s HP is depleted, he will split into 3 versions of himself:
Crowned BalaamWinged BalaamMinotaur Balaam
Each one has half the health Balaam’s combined form had and uses the respective attacks that Balaam used. The Crowned Form uses his purple attack and chases players, his Winged Form uses his green attack and remains stationary in the center of the room, and his Minotaur form uses his red attack and circles the room. Get rid of the Minotaur quickly to relieve the clutter of 450-damage red shots, then target the Crowned one, as the Winged form doesn’t do much.

Once all 3 forms are killed, the Cultists will reappear and repeat the behavior from before. Once they are all at low health, Gaius, Basaran, Dirge and Argus will sacrifice themselves to Malus, greatly empowering him and beginning the true boss battle of the Cultist Hideout.

Boss #2: Malus

Malus
Malus now has 400,000 HP as opposed to 80,000 from before, 35 DEF instead of 25, and now has immunity to Stun as well. And yes, he still has the ability to leech HP off of you, so dodging his attacks is vital if you don’t want him to heal enormous amounts of HP with each attack.

Malus will now be able to use the powers of his fellow cultists along with his own. He will teleport around, using 1 random element after every teleport. Cultist Followers will swarm from the edges of the room, so be sure to take them out as soon as possible before focusing on Malus.

Every time he fires an elemental attack, he changes into the respective color of its former wielder and fires a ring of that Cultist’s shots before attacking.

  • If he remains red, he will fire rapid shotgus of Armor Breaking fireballs. Rather hard to fully dodge, you can sometimes weave between the shots, but redirecting them is hard due to the width of the spread.
  • If he turns blue, he will fire a nonstop wide spray of Slowing icicles. These can be redirected easily but eating the stream will shred your HP very fast.
  • If he turns orange, he will fire spreads of Paralyzing lightning bolts that curve outward before curving back in and returning to him. These shots have an extremely strange movement pattern that makes dodging harder, but there are only 3 shots per burst and they inflict low damage even if you get hit.
  • If he turns purple, he will fire rings of wavy dark orbs that inflict Unstable. They inflict higher damage than the other shots, but if you back up a bit they will spread out to the point that even with their wavy pattern, you can dodge them.
  • If he turns grey, he will fire a rapid spiral of Quieting light orbs. This attack is hard to dodge due to the speed of the spiral, but if you keep your distance you can find and exploit gaps in the attack.

Once he is at critical health, he will telport to the center of the room and begin firing rapid rings of various colored balls that inflict a number of status effects. The space between the shots is very wide, so this attack is very easy to dodge despite the speed of the projectiles. Whale on him just a bit longer and Malus will be defeated, leaving your loot in tow, including a single Vial of Pure Darkness that the lucky recipient can use in their next Lost Halls to access the final area of the dungeon.

The Void

After the Marble Colossus is defeated, a strange purple crack will appear in the center of the room. If anybody has a Vial of Pure Darkness from Malus, they can use it on the crack to trigger a swirling particle effect and open up a portal to the final area of the Halls, The Void.

The Void consists of a large circular platform surrounded on all sides with Pure Evil. The platform will be empty at first, and after a bit, the final boss of the Lost Halls will emerge at the top of the platform.

Boss #3: The Void Entity

Void Entity
This boss is the epitome of endgame. Packing 1,000,000 HP, 60 DEF, and complete immunity to status effects, the Void Entity is a nightmare to take down. However, it has been done many times before, and should you kill him, you will be greatly rewarded.

He will start the fight by circling the platform at a fairly fast speed while firing spreads of his many projectile types. All of these inflict enormous damage and status effects, most commonly Darkness. Once he is active, the platform will slowly dissolve into the Pure Evil, getting smaller with time. This essentially gives you about 7 minutes to kill him before the platform fully disappears. The boss can only move on Pure Evil, so the longer you take, the more mobility he has.

For his first phase, you can circle the platform with him while constantly firing at him to chip away at his health. After taking enough damage, he will begin spawning Void Fragments from the corners of the room that will chase players, firing radial bursts of Darkness and Pet Stasis shots that inflict no damage. However, if left alone for long enough, they will transform into Void Shades which attack with shotguns of damaging Darkness bullets. And if those are left alone, you’re in for a real treat, as they will evolve into Greater Void Shades, beefy enemies who use armor-piercing shotguns that shave off enormous amounts of health. Taking out the Fragments before they evolve is arguably more important than focusing the boss himself.

After taking enough damage, he will divide the arena into half, limiting the space players have to move around. During this phase, circling is no longer an option due to the damage/slow the Pure Evil now dividing the area inflicts, so it is advised to split into 2 groups to damage him on both sides. He will sometimes go into the middle and either fire a barrage of lasers or rings of large vortexes before returning to circling. For the former, the lasers are aimed at the nearest player and are rather hard to dodge due to their speed and fire rate, but if you’re in front you can just sidestep. For the latter, the shots are slow there are numerous blind spots in the attack, but beware as the bullets inflict 500 damage apiece: enough to severely wound any class.

After taking more damage, he will split the arena into quarters to further limit your movement. Likewise, it is recommended to split into 4 groups now to spread out the DPS. Particularly savvy groups can arrange the 4 groups beforehand, as they can balance the number of players and the amount of healers/DPS boost classes in each corner.

If he goes into the middle now, he can fire 2 more attacks: a fast spiral of small orbs or rings of Pet Stasising stars. In the latter, he will also summon various minions that you will have to deal with. His spiral attack does huge damage but has several blind spots, and his minion attack is easy to avoid, although you must deal with the various Void Shades that he throws out.

During any phase where he goes into the center, he is invulnerable while firing his attack but vulnerable for a lengthly period afterwards before he returns to the edge of the arena. This is the only time he will be both vulnerable and standing still, so take the opportunity to deal as much damage as possible.

Once he is at critical health, his behavior will change. He will stop the timer on the battle, stop spawning Void Fragments from the corners of the arena, and move into the center of the platform. Then, he will begin firing rings of Pet Stasising stars while summoning various waves of minions. There are 9 waves in total, consisting of Void Fragments in the first 3, Void Shades in the next 3, and finally Greater Void Shades for the last 3. There will be 4 enemies per wave except every 3rd one, which will have 8. Needless to say, since you can’t harm the boss just focus the minions. Note that while Paralyze is very useful here, Stuns and Slows will actually make the minions immune to Paralyze, so keep that in mind!

After all his minions are dispatched, the Void Entity busts out his final attack: a 1-minute long survival phase of pure bullet hell. He will be firing rings of 500-damage vortexes, omnidiectional barrages of lasers and spirals of small shots, with absolutely no time in between them. His attacks can overlap and create difficult patterns (a particularly hard one is if he fires his vortexes, then starts firing lasers while the slow vortexes are still moving), and to make matters worse he will be spawning Greater Void Shades at a rapid pace. There really isn’t too much advice that can be given on this phase except that tanking these shots is not an option. You must dodge everything to the best of your ability or you will die.

If you survive, the Void Entity will go through a fascinating death sequence before turning into a small flame that will wander in place aimlessly. He is completely harmless now, so get your SB in!

And with that, the Void Entity will perish and leave your hard-earned loot in tow. Congratulations on completing the Lost Halls!

Side Notes

Like all dungeon guides, this is meant to only be a guideline of how to do this dungeon. While this can help you know more about what to expect, personal experience is everything, especially in an endgame dungeon like this one. Even if you know what is going to happen, you will likely die once or twice without experience, so remember that practice makes perfect. Good luck on clearing the Lost Halls!