|Last updated: X15.1.0|
The Lost Halls is an endgame dungeon designed by Toastrz and Kiddforce. The original design document was made by Toastrz but the final version contained some noticeable differences and was “grander in scope.” The Records of the Lost Halls are a series of official lore entries that give backstory into the dungeon and hint at dungeon mechanics. The dungeon was released on August 1, 2017, coinciding with Month of the Mad God.
This dungeon is extremely difficult, filled with enemies as strong as bosses. In addition to the main dungeon, there are 2 secret areas, each with their own boss. The bosses here are among some of the most difficult enemies in the game, but are the only source of the new T13 Weapons and T14 Armor, as well as a number of powerful Untiered items.
The portal has a chance of dropping from the Lost Sentry event boss, which spawns once per realm.
The Lost Halls Key is available in the Nexus for 300 .
See the Lost Halls Guide for a walkthrough on the dungeon.
The Lost Halls is composed of a large “grid” of nearly-identical rooms with hallways connecting them. Enemies are found in these rooms, and uniquely respawn when nobody is in them.
The dungeon is massive, with only one indicator of where the boss is, making it very hard to navigate. To add an element of dread and suspense, an invincible, lethal enemy called the Spectral Sentry aimlessly roams the halls, attacking anyone that approaches with unstoppable force.
Enemies in the main dungeon are lumped into 4 categories: Lost Crusaders, Oryx Infantry, Grotto Beasts, and Lost Golems. Enemies will always be found in these groups, which are detailed below.
Certain enemies have favorite targets, and will prioritize certain groups of characters. This does not mean they won’t attack other classes, though. The groups are as follows.
In addition, there are several notable rooms that are different from the others.
The Starting Room is a small square surrounded by destructible blocks.
There are several rooms that have no enemies in them, and have a multitude of Treausure Pots that can drop bonus loot such as Tinctures, Effusions, and Stat Pots. A number of the Pots will spawn Evil Spirits, but one of them will have a passive pink flame that follows players around. These flames are essential for accessing the secret area of the dungeon.
The Treasure Room is a large room identical to the ones normally found. It is completely empty except for the Treasure Room Boss in the middle and a locked portal to the Cultist Hideout.
The Boss Room is a large square room, much larger than the normal rooms found in the dungeon. The Boss resides in the middle of the room. This room has one entrance which is blocked off by destructible blocks, and the entrance seals off after the boss is activated.
Note that once you enter the Cultist Hideout, you can not go back to the Lost Halls.
The Cultist Hideout consists of a series of hallways made of brown bricks. The enemies are found in small groups throughout the dungon. Malus and his cultists are found in a large square room with a pentagram in the middle.
|Follower of Malus||Follower of Argus||Follower of Gaius||Follower of Basaran||Follower of Dirge|
The Void consists of a large circular platform of wooden tiles, similar to those found in The Shatters, in an expanse of Pure Evil. As time goes by, the platform will slowly get smaller as it is swallowed up by Pure Evil, and as the boss takes damage he will split the platform in two, and later in four.
A very high degree of teamwork and coordination is required to finish this dungeon. The layout is very confusing and the enemies require a large amount of combined DPS to take down. Stick together: spiltting up only makes it harder to take down the clusters of enemies.
3 consecutive rooms (without a split) in a row means it has to be the right way towards the boss.
It is important to remember that every enemy group has a different role to play in the dungeon.
Always stay on guard in case the Spectral Sentry appears. In case it does, make sure you have a clear path to escape the Sentry.
Because the enemies respawn, there is a tactic where groups leave a “trail” of players, about 1 in each room (preferably the weaker ones that may not survive direct combat). This ensures that the enemies will not respawn, but comes at the price of weakening the group’s DPS.
This dungeon has 2 different true objectives:
Gathering 5 pink flames to kill the Agonized Titan to reach the Cultist Hideout to obtain the Vial of Pure Darkness.
Killing the Marble Colossus and then using the Vial of Pure Darkness to reach the Void and defeat the Void Entity.