To preface this, I’m a closed tester and have run this dungeon countless times, and have tried to fight the Marble Colossus even more. I’ve seen people argue hate on the dungeon, so I’d like to give some counterarguments for it, given my experience with it. So, let’s begin.
Base Dungeon
The base dungeon is absolutely well-made. In fact, I’d venture to call it the best-designed dungeon in the game. The enemies work well together, the room design gives it a labyrinth-like feel, and the occasional Spectral Sentry means that players must be on their toes, else they’ll be slain promptly. I’d go in detail about each individual family, but that means I’d be saying the same thing over and over again: the enemies compliment their groupmates very well.
Marble Colossus Boss Fight
The MBC is by far the best bullet hell fight in the entire game. Its final phase, in particular, is absolutely amazing, and without a Priest, Paladin, or great skill, players are destined to die. I truly think that no boss fight is better in terms of pure skill required.
Troom/Agonized Titan Puzzle
During the development of the dungeon, only 7 people, including Toastrz and Kiddforce, knew the method of activating the Agonized Titan, and the friendly souls were disabled. Needless to say, I really wish that I didn’t stumble upon the XML for this. It’s a clever and really cool puzzle. The Titan itself really caught me off guard with its damage, as it did no damage in the original document. In speaking with Kidd, he wanted this to be something the community came together and discovered, and he truly achieved that.
Cult Hideout
The Cult Hideout is a relatively easy part of the dungeon, which fits it well. This sub-dungeon is somewhat predictable, but I still really like it. The enemy variety is really nice, but it’s not the absolutely incredible dungeon that the Lost Halls is. Regardless, the secrecy of it is great.
Cult Leaders Boss Fight
I really love the idea of the “boss” being made up of 5 sub-bosses (something something Power Rangers reference) and summoning easier, yet still deadly, bosses. In particular, I really enjoy Balaam, as its splitting idea is really unique.
Void Entity Boss Fight
So, you’ve slain 5 incredibly powerful necromantic cult leaders, a giant, ancient, and powerful golem-god, and fought through haunted and infested halls. What can be worse?
How about the most powerful and ancient demonic power ever found in the history of the Realm?
The Void Entity boss fight is by far the most difficult, not because it’s a crazy-difficult boss fight, but because so much coordination is required to actually succeed. In fact, the Void Entity itself has one million HP. Seeing as the VE has barely been defeated, I won’t discuss it too much, but the boss fight is really well-done, and the final part of it is absolutely awesome.
Overall
I’ve said this before, but Kiddforce and Toastrz really outdid themselves with the Lost Halls. The design is great, and really, just about any complaint is unjustified. I think that the boss fight is absolutely stunning, and although I was originally not a fan, I think it’s incredible as of now. I wouldn’t touch a thing in this dungeon, save for maybe the length of the main part.
TL;DR: The Lost Halls is probably the best-designed dungeon in the game right now, and it kind of blows away the Nest (sorry Uni). I really hate that people are talking down about it.