##The Lost Halls has been released, including its Void and Cultist parts.
Many of us have no idea what we are doing at the Lost Halls, and so I am making a thread where we all can share what we know about the dungeon so that an ultimate guide can be made.
Atrapper’s View on the Dungeon
Here is some of Atrapper’s opinions of the dungeon, considering he was a tester.
Now, from a non-tester’s view and yours truly, here is some of my opinions and tips on the dungeon.
The respawn mechanic functions similarly to a candyland. As a rogue, it is POSSIBLE to despawn enemies, though very dangerous as it is not always reliable. (I have not been able to despawn the crusades or champion groups)
Rushing is highly unadvised, but is still POSSIBLE. If you choose to rush to avoid clearing an endless mob of enemies, be incredibly careful of the grotto group (slimes, rats, bats) that WILL END YOUR RUSH. The Armorbearers are dangerous enough to watch for since their bursts have the potential to cover the entire room in bullets. Some of the crusade (as I have observed) will target you, but their threats are minimal since their range is weak.
If you happen to get to Colossus, all I have to say is, good luck (especially if you have rushed there, nobody has successfully soloed as far as I have seen.) King Tentacles on steroids + a LOT more.
Kill the Golems of Hate. Free ST armor.
Anchoring 1 room radius around your current room and 2 behind (with a large group) will prevent bilateral or trilateral enemy mobs from attacking, preventing ridiculous losses of players.
I have obviously missed some things, but if you happen to have any more useful information, post it here.