Last updated: Exalt Version 2.0.3.0 (Sep 2021) |
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The Lost Halls is arguably the fourth most-challenging dungeon in the game. Due to the length and difficulty of the dungeon, nearly every successful Lost Halls run is completed in organized groups using Discord (full list here), although it is possible to solo. The dungeon drops from the Lost Sentry encounter in the Realm.
A complete video guide of the dungeon, courtesy of Public Halls, can be found here.
It is highly recommended to have a decently sized group (about 20-30 max) when trying to do a Lost Halls run. You need enough steamroll power to plow through the tough enemies quickly, but too many people will make the HP Scaling extremely difficult to deal with. A balance of support and DPS classes is recommended, and nearly every class has its use.
Priests are, bar none, the most useful class to have here. The enemies inflict enormous damage into individual bullets, so Priests are extremely effective in keeping the group alive in the dungeon by healing off damage dealt. There is a lack of Quieting attacks in the Lost Halls, which makes Priest shine even more. Necromancer and Paladin are still very useful, but none of them can top the healing power of the Priest, especially during the boss battles.
Ranged classes are recommended for the Halls. Most of the enemies use attacks that make it risky to get close to them, so classes that can whale on foes from a distance are helpful.
Rogue is one of the best rushers in case one wants to quickly locate the boss or treasure rooms. A lack of Quiet means that a skilled Rogue equipped with a good MP-heal pet can sneak past the majority of the enemies. Assassin isn’t especially useful here, since his AoE damage over time usually doesn’t have a particularly significant effect on the monsters or bosses. This dungeon, however, is one of the places where Trickster shines, since they can use their decoys to stall out potentially lethal enemies like the Group Leaders and even the Marble Colossus itself.
Melees are unfortunately not as 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. They do have their important purposes, though - Knights can be useful to stun the Group Leaders and tank anything that isn’t armor-piercing, and Paladin and Warrior are invaluable for the DPS buffs they give, especially if you want to battle the Void Entity. Knights also shine during the Cult and Void battles, since in those settings only the bosses are immune to Stuns. Samurai, while not as useful as the other 3 heavy classes, can still be quite useful both for damage and their Wakizashi’s ability to cut the defenses of the enemies and bosses, making them take more damage. Samurai are also notable as their Exposed debuff is one of the only things that can affect the normally completely status immune Void Entity.
However, Ninja isn’t recommended for the Halls unless you’re looking for raw DPS. His high damage output tends to get offset by his short range, and unlike the other Melees he doesn’t serve a purpose other than damage, since his Speedy is rendered next to useless due to the importance of both patience during the dungeon and precision during the boss fights.
Kenseis are similar to the Ninja in that they both have high damage outputs and are quite mobile. The difference is that the Ninja has lower DEF and gains mobility from his Speedy effect, the Kensei is more tanky and can straight up dash through shots, such as the tentacles during the fight with the Marble Colossus. Kenseis can be considered more useful than the Ninja in the Halls, as he can use his dash ability to both shred through enemies and dash through shots that seem unavoidable. Also, the dash can be useful for crossing platforms in The Void.
This dungeon is second hardest in the game, but the rewards definitely reflect it. Each of the 3 bosses drop life and mana, the Colossus and Void Entity drop T14 Armor, Malus and the Void Entity can give T6 Rings, and the Void Entity is one of a select few sources of T13 Weapons. There are also a grand total of 14 powerful Untiered items the bosses can drop, one set per boss along with both armor piercing double daggers from the second boss and an extremely powerful ring dropped by the final boss. The enemies and some of the bosses can drop pieces of the Lost Golem Set as well. On top of this, all three areas of the Lost Halls are required to complete Exaltations, DEF/SPD/Mana for the main complex/Cultist Hideout/Void respectively. All in all, this dungeon is extremely deadly to the unprepared, but extremely rewarding to those who can complete and master it.
In addition to all the potential loot, the Lost Halls has one of the highest XP rates of any dungeon in the game. Even the weakest of the enemies give as much XP as a God kill (and the ones from the Cultist Hideout give much more), and the group leaders give a whopping 4,000 XP each. That’s not even getting into the bosses - even the Marble Defender gives 2,000 XP, while the Void Entity and Marble Colossus grant a staggering 80,000 XP upon death. Even if you’re not interested in the loot, it is still quite worth running the dungeon just for the fame gain.
The Lost Sentry is an event that spawns once per realm that will always 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, a towering amount of HP, and an invincible sentry that patrols the area with Armor-Piercing shotguns. The Lost 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.
The dungeon is a massive maze consisting of a huge number of nearly identical square rooms linked via corridors. The boss is not marked and must be found manually, making it very easy to get lost, staying true to the dungeon’s name. However, there is are multiple ways to find certain rooms, depending on what you’re looking for. There are always 10 rooms between spawn and the Marble Colossus, with the Marble Defender being the 10th room. Also, if you find a loop of rooms, it usually means you’re on the path to the main boss. Finally, the main boss room is usually either far away from or opposite to the spawn, and is never on the edge of the map. So if you spawn on the bottom for example, the boss will most likely be somewhere at the top. If you are looking specifically for the boss, try to find rooms with splits, as they usually mean you’re still on the main path. If you’re looking for pot rooms, take as many splits close to spawn as possible.
Enemies are found within the rooms in their respective groups, and each room can have unique bonuses or hazards. The numerous gimmicks in the rooms can include: AoE status-inflicting Marble Eyes (both positive and negative), invincible turrets that fire at nearby players, Marble Pillars that inflict nearby foes with status effects, arrow and grenade traps, destructible walls, unwalkable tiles, pools of water or Corruption, ice tiles, etc. Be ready for anything - the enemies and the hazards can form deadly combinations.
There are 2 different options players may take in the Lost Halls, each one yielding different results.
This type of run involves players gathering 3 pink flames to activate Agonized Titan. 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.
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.
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.
These enemies come in large clusters and are rather bulky, with the ability to Armor themselves at half health. They primarily focus on brute force and numbers.
Crusade Soldiers are beefy units that chase players while firing wide spreads of bolts that inflict high damage. The range of its maximum damage output is quite short 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. Armor-piercing attacks help immensely, since it has a hefty amount of DEF when below half health.
Crusade Shipwrights have significantly longer range than Crusade Soldiers and fire single, high-damage bolts. Their bolts are rather fast and hit hard, 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.
These guys rapidly throw fast torches over long range that pierce through targets, inflicting Armor Broken. 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.
The Commander of the Crusade is arguably one of the deadliest enemies to see in the Lost Halls. He constantly summons Lost Crusaders as he loses health. But the reason he’s so dangerous are his attacks: shotguns of 210-damage bolts. Although they’re 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. To make matters worse, he’ll get faster and more aggressive as he loses HP, increasing the frequency and density of his super-shotgun. 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, however, susceptible to Stuns: Knights can stun him to stop him from firing.
This group doesn’t move as much and is far more organized than the Crusaders. They focus on strategy and coordination.
This enemy circles the Champion, firing 4-way bursts of high-damage bolts. The bolts hit quite hard but are rather spread out, so most of them 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.
These guys also circle the Champion, but fire short-ranged radial bursts of slowing waves. They deal extremely high damage, making it nearly impossible to approach the Champion due to the constant damage they dole out. They essentially function as impassible meatshields for the Champion, having rather high health and DEF helped by their permanent Armored status (this, of course, can be alleviated with armor-piercing attacks). They will chase players after taking enough damage, firing rapid shotguns of their attacks - beware, as sitting on one during this phase will incur rapid death!
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 high-damage daggers while moving erratically. In large groups, they can “infiltrate” clusters of players and inflict dangerous 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.
The Champion is the leader of the Oryx Infantry, and the Swordsmen/Armorbearers all orbit him. He doesn’t move and fires dense rings of extremely high-damaging silver bolts untill all of his minions are killed. Each shot deals massive damage, discouraging players from getting near him, and he cannot be harmed until all the minions are destroyed. However, once his forces are eliminated, he will then charge at the nearest player while firing a rapid 3-shot shotgun of his silver bolts, but will go vulnerable as a result. Be prepared to back off and finish off the Champion once the rest of the infantry has been defeated, as getting sat on by the Champion will result in a very fast death.
This group has high firepower but tends to come in smaller quantities. They have comparatively low health but high DEF.
Out of all the Golems, this one is probably the one most optimized for combat. They chase players, blasting a constant stream of flames that pierce armor, as well as bursts of red balls that deal high armor-piercing damage. 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. They are a high-priority target, as they are easily one of the deadliest of the golems (and also have a chance to drop the ST Rusty Cuffs).
Golems of Fear fire radial bursts of shots - ones that inflict high damage and are fired along the intermediate directions, and ones that Petrify and are fired along the cardinal directions. Their petrify can be extremely dangerous if you get caught out, making it important to keep track of where they are. They circle in place initially, making them rather easy targets, but they will try to chase down and circle players when below half health. They are quite dangerous during this state - kill them before they have a chance to start circling someone.
These golems remain mostly stationary while rapidly firing pairs of wavy shots that inflict high damage. The nature of its attack pattern means that its shots can be dodged in numerous ways, but tanking the shots will deal immense damage and can spell death alarmingly quickly. They will also fire dense, radial bursts of spikes, but while very damaging these are easier to dodge at long range. Although this golem can deal very high damage, their lack of mobility tends to give the other Lost Golems higher priority.
This imposing construct is the leader of the Lost Golems, who is attended by a semi-large group of its minions. It will chase players while firing dense rings of yellow spears that deal incredibly high damage, but will retreat into the center of its room and fire shotguns of spears while stationary once it reaches half health. When it reaches a quarter HP, it will make aggressive lunges while firing more rings of spears. Its attacks deal obscene amounts of damage and it has a very large amount of bulk for it’s speed. Dodging its attacks is imperative, which is why luring it out of the room containing its minions is ususally a good idea. Like the other party leaders, he is vulnerable to stuns, so Knights can ease the fight against it.
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. However, it will occasionally Armor Break itself during its attacks - capitalize on these moments to deal immense damage to it.
These enemies tend to use speed, numbers, and status effects to surprise and overwhelm players.
Grotto Rats come in huge swarms and are incredibly fast. They will attempt to mimic their target’s speed, dashing around them while constantly trailing stationary bullets like a Void Blade. Their hits can quickly pile up, so try not to run into them. In addition, their attacks inflict Quiet, neutering ability-reliant classes’ ability to fight back as well. While they are extremely fast, if you keep moving back and forth they will usually not get a chance to hit you, and while their speed makes them hard to aim at, it also makes them prone to running into your shots. Paralyzes and Slows will shut them down fairly quickly, but beware as this may allow them to stack shots.
These bats are kind of like the aforementioned Rats. They fly around very quickly (but not as fast as the Grotto Rat), attempting to drop their stationary bullets on players. Damage from Grotto Bats is rather hard to outheal since they inflict Pet Stasis. Since it comes in large numbers, swarms of Bats can quickly melt your health bar if you’re not careful. Take care to eliminate these bats as soon as possible, especially since they can heal from damage done. Paralyzes and Slows will also shut them down fairly quickly, but again, beware as this may allow them to stack shots.
Grotto Slimes barely move, firing aimed streams of Slime Waves that inflict high damage. Dangerous for sure, but they are not much of a danger unless you tank the whole stream of shots. They have much less mobility than the other Grotto Beasts, so it isn’t exceptionally hard to escape them. They are significantly tankier than the other Grotto Beasts, however.
Grotto Blobs don’t move much, remaining in the center of the room while firing a 3-way rotating laser of shots. Their beams are rather easy to avoid due to their fixed rotation but deal immense damage, almost always resulting in death if you run into them. This is on top of the Grotto Beasts that spawn every time it takes significant damage. Dealing with the mobile Beasts with the Blob limiting your movement is dangerous, so bait them out of the room and flush out its minions before going all-in on the Blob. Without its minions, the Blob itself doesn’t pose an exceptional threat. The fixed rotation of its shots makes it considerably easier for Knights to Stun when its minions are cleared, so feel free to Stun it once you see an opening.
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 chances of it appearing also increase if the dungeon has the Haunted Halls dungeon modifier. The reaper-like ghost is completely invulnerable, and cannot be killed by conventional means. If it sees a player, it will chase and circle 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 after 45 seconds. You can trap it in two ways however. The first way is to manually trap it by dragging it to the corner of a hallway and sitting there. Since it circles players and doesn’t sit directly on top of them, it will instead push against the wall and be temporarily trapped. However, you have to make sure it is circling in the right direction, or else it will become loose and rebegin its chase. The safer option is to use a decoy, either from Tricksters or Kenseis, to decoy the sentry far from the group. You must make sure to have multiple decoys however, since the sentry teleports to the nearest player every 15 seconds, so if it instead teleports into the group, you’re probably going to die.
If you’re brave enough, you can try to approach the Sentry right before it despawns, as it will give a large sum of XP to all nearby players upon death.
Located at one of the dead ends of the Lost Halls, the Marble Defender will stand in between you and the first boss of the Halls. Once a player draws near him, he will provide a global taunt and become visible on the minimap, alerting players to his position. He’s not exceptionally hard, but don’t take him lightly - he has a base HP of 54,375 and dangerous attacks to match.
All of his attacks center around firing waves of highly dangerous, armor piercing, silencing spears from the wall behind him. During his first phase, he will rapidly fire these in solid rows save a single safe spot per row. Because of the way his firing pattern works, one can move in a zigzag motion to dodge all of the spears, much like the Nightmare Colony. However, don’t try to tank the spears - they’re so densely packed that even a second of exposure could be disastrous.
His second attack has him fire single rows of spears that have safespots in them. While weaving into each wave’s safespot is a viable tactic, the spears are not as dense as before - meaning that enough healing classes can just heal off all the damage while players can facetank the waves. However, do be careful of the Silence the spears inflict.
His third attack is the same, but with two statues in the back of the room now firing shotgun spreads of spears from behind as well. Just keep an eye on those and focus your firepower, and the Defender should crumble, hopefully give you some loot, and allow you passage into the Marble Colossus’ chamber.
The main boss of the Lost Halls is found in a large square room, blocked off from the others by the Marble Defender. 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 187,500 base 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 4-way 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 chase you before blowing up into rings of shots. Do not stand on them lest you wish to take enormous armor-piercing damage. He’ll still be firing his shotguns of armor-piercing slashes - be on guard.
Once he’s damaged enough, 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 lightning bolts that paralyze and spears that inflict heavy damage and Unstable - the lightning bolts’ paralyze can result 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 parametric confuse stars/damaging black orbs and throwing red bombs. He doesn’t chase in this phase, so you can just hit him when he passes by while dodging. 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 Marble Core Phase: you must take down an orbiting Marble Core while the Colossus is launching dense rings of armor-piercing, Silencing bullets that are rather hard to dodge. Focus the core ASAP - the faster you destroy it, the shorter the phase will be.
The next phase has him chase players while launching rings of Paralyzing yellow bullets and shotguns of black spears. His yellow 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 keeps chasing while firing wider spreads of black spears and confuse stars, but if you dodge the confuse stars this shouldn’t be too hard. However, he will also spawn an invincible Colossal Rock that rotates around the room while firing status shots, so be wary of those.
His next phase is a Marble Core Phase, during 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. However, this time there are two Marble Cores that rotate opposite ways - it is still advised to focus them one at a time. Once the cores are dead, 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 boss is vulnerable (but armored) during this phase, so hit him with everything you’ve got to shut down his lasers quickly.
The next phase is very scary, but not that hard to deal with. After spawning in two more Marble Cores (one that orbits the room and one that orbit him), the Colossus will rapidly dash at the nearest player before unleashing several waves of yellow 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 - also, Tricksters excel here by baiting his charges with well-placed decoys. He will be firing spreads of his black spears in between dashes, but they aren’t of too much concern. As always, get the Cores ASAP - it’s recommended to go for the one circling him before the one orbiting the room.
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, along with confuse stars. 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. BEWARE of the confuse stars - running into his bombardment will incur massive damage and likely death if you don’t confuse-control your way out of there.
Once he takes more damage, he will fire spreads of black spears at nearby players, and start spawning his explosive rocks again, while resuming his rings of silencing shots. After a bit, he will spawn in 3 invincible Colossus Rocks that orbit him while firing status shots. And once he hits critical health, his last Marble Core phase will begin.
This is where the fun starts. The Colossus will spawn in 3 Marble Cores and continue his pattern from before, but add in his 6-directional lasers. Unlike the other lasers, these will change direction frequently, so stay on guard! Players must take down the Marble Cores while dodging his lasers, his spears, his explosive rocks, the Pet Stasis spam from his orbitals, 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 final Cores are dead, the Colossus drastically switches up his behavior. Turning invincible while regenerating all of his health, he despawns his Colossus Rocks and fires, in order: rings of paralyze/confuse spinners, 4-way rotating shotguns of armor-piercing slashes, and spirals of his black wheels. Once the barrage is over, the Colossus will lay deactivated in the center of the room for a few seconds before reactivating and unleashing its final assault.
During his last phase, the Marble Colossus has full HP again but little to no invincibility periods. In addition to the towers gaining new and more powerful attacks (while giving up their status effects), he will alternate between the following attacks at random:
Every time the Colossus loses 1/5 of its HP, a golden part of its body will become indigo (like the Void Entity), and it will discard some of its attacks for void-based ones.
Once he hits critical health, he will move to the center of the room and 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.
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 will teleport to the Titan’s room. 3 of these flames must be collected to activate it.
Once all 3 flames are in the Titan’s room, it will absorb them, lose its invulnerability, and begin its attack. The Agonized Titan is immobile, sports 54,375 base HP, and has 35 DEF. It will attack by firing fast rings of grey shots that do 300 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. However, it will start spamming Evil Spirits once below 1/3 HP, which are important to avoid lest you want to get petrified into a hammering from the Titan itself.
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. However, DO NOT press your enter dungeon key on the locked door or you will be sent to the Nexus. Make sure the boss is dead before you do so.
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. Most of them have a lifesteal property that allows them to heal for 100% of damage dealt, so make sure to dodge their attacks!
This fiery fellow uses extremely wide spreads of fireballs inflicting Armor Broken. Taking a single shot isn’t too bad, but eating the whole attack will usually incur instant death - and that’s not even counting its Armor Break effect. They’re a high priority target due to their ability to break armor and make the other minions far more dangerous as a result, so focus them as soon as you see them.
Arguably the most dangerous standard enemy in the dungeon, these guys chase players with nonstop streams of deadly icicles. Since their shots inflict Slowed, getting hit by one will slow you to the point where it can trap you in a lethal hammering that you may not escape - and that’s not taking into account the enemies that may swarm you while you’re Slowed. As soon as you see a blue enemy, fire everything you have at it. Killing these enemies should be your #1 priority.
With 3-round shotguns of boomeranging, paralyzing bolts, this enemy doesn’t pose as much of a direct threat in combat since they only fire 3 shots at once - and quite slowly, too. However, the Paralyzed effect from its attacks can quickly lead to some messy situations if there are more enemies nearby. Keep in mind of where the lightning bolts are (and where they’ll return), and it shouldn’t be too hard to deal with these.
These enemies attack with rapid spirals of Quiet shots that inflict high damage. While it can’t instakill you unless you sit on it (not smart), its shots are very fast and hard to avoid. Nonetheless, they can be handily taken down from long range. Rogues beware - these are the main obstacles to rushers.
Followers of Argus attack with rings of extremely damaging Unstable shots. Not much to say about them except their shots are fairly slow and usually don’t pose an exceptional threat to wary players. As long as you don’t run into their attacks, you should be fine.
This enemy is slightly more uncommon than the rest and uses nonstop shotguns of Sick bolts. At range, not so much of a problem. Up close, he can deal incredibly high damage very quickly, all while denying you of any healing that could have normally saved you. They’re also quite fast - get rid of them before they have a chance to get too close. Paralyzing them helps immensely.
Firing rings of very slow Darkness bullets that inflict extremely high damage, this foe’s attacks are usually too slow to pose a real threat. However, they can constantly summon Demons, which are much faster and arguably more dangerous. Take down his squad of demons first before focusing him - under direct firepower, he should usually perish before being able to summon more demons.
The Demons can only be summoned in smaller groups. They are a bit weaker than the Followers but nonetheless dangerous.
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.
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 33,750 base HP, 25 DEF, and the Lifesteal ability.
When engaged, they will teleport around, firing shaped formations of bullets that fly at the nearest player. Always move around and treat each formation as an individual bullet, as taking an entire shape (especially if the shapes are purple or red) can lead to a quick death. Spread out to make sure all the shots aren’t being fired at one spot, as that reduces their instakill potential. Knights can stun the cultists, but one must be careful as the stun duration still runs out when the cultists are teleporting. DO NOT STAY IDLE IN THE MIDDLE OF THE PENTAGRAM. Once the Cultists do activate, they will simultaneously fire their shotguns, and if you happen to be in the middle of them, they will all fire at you, potentially killing you instantly.
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.
This big guy has 45,000 base HP, 50 DEF, and a number of devastating attacks. He will start the fight by firing several shockwaves that inflict very high damage along with spreads of fireballs. They can be dodged, but only if you stay at a distance. Do not try to tank them: the shots do 250 damage apiece.
He will also be spawning a number of stationary flames on the ground that inflict high damage and break armor, both through contact damage and their shots. Stay on your toes, as Armor Break can be lethal during this fight due to the massive raw damage the boss can put out.
If he lives through this phase, he will either summon several Demons to assist him before wandering in place and firing spreads of fireballs, or circle the room while shooting spreads of fireballs and smaller versions of his radial shockwaves. Staying away from Molek and kiting him around while firing will spare you from the brunt of his attacks. After the first shockwave, he will cycle through his attacks randomly.
Once Molek is dead, the Cultists will repeat their attacks from before, but now their single shapes have been replaced by shotguns, making it harder to dodge them. YOU MUST REMEMBER TO HIDE FROM THE FIRST SHOT, PREFERABLY BEHIND ON OF THE CORNER WALLS. 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.
This bizarre-looking demon has 22,500 base HP and 35 DEF, making him quite a bit squishier than Molek. He will wander the center of the room, firing shotguns of Armor-Piercing blue stars, rings of Darkness-inducing green spears that return to him, and bursts of slow but extremely deadly red stars. The red shots take highest priority on the dodge list: each one inflicts a whopping 350 damage.
Once Balaam’s HP is depleted, he will split into 3 versions of himself:
Each one has roughly 2/3 the health Balaam’s combined form had (15,000 base HP each) and uses the respective attacks that Balaam used. The Crowned Form uses his blue attack and chases players, his Winged Form uses his green boomerang attack that inflicts darkness while remaining 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 will fire 5 shapes at a time in a ring, greatly increasing their projectile density. REMEMBER AGAIN TO DODGE THE FIRST SHOT! 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.
Malus now has 97,500 base HP, 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.
After he hits 1/2 HP, he will disappear and reappear in the same position, and he will now fire 3 rings of 5 shapes based on the colour of the cultist that he changes to. Dodge them like you did with the actual cultists, but keep in mind that they’re now being fired 3 times in a row.
Once he is at critical health, he will telport to the center of the room and become invincible as he fires rings of 5 shapes of each colour in this order: red, purple, yellow, blue, white. Afterwards he’ll become vulnerable, so rush in to do as much damage as you can. He will most likley die after this damage push, but if he doesn’t he will repeat this phase until death. Afterwards 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.
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 Corruption. 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.
This boss is the epitome of endgame. Packing 300,000 base HP, 60 DEF, and nigh-complete immunity to status effects, the Void Entity is a nightmare to take down. However, beating him isn’t as impossible as it seems, 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 various status effects, most commonly Darkness - do not write off any of the shots as harmless, dodging all of them should be your priority. Once he is active, the platform will slowly dissolve into the Corruption, getting smaller with time. This essentially gives you about 8 minutes to kill him before the platform fully disappears. The boss can only move on Corruption, so the longer you take, the faster he’ll be able to circle the platform.
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 Curse bullets and radial bursts of 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 more damaging Curse 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, Cursing blasts 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 Corruption 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 silencing lasers or rings of large silencig 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 425 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 silencing 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 its 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 vulnerable (but armored) for a lengthly period of time, giving savvy players that can weather his attacks a window for damage. 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 3 waves in total, consisting of Void Fragments in the first, Void Shades in the next, and finally Greater Void Shades for the last. There will be 4 enemies per wave. Needless to say, since you can’t harm the boss just focus the minions. Status effects, especially Stun, are invaluable here to weather their attacks.
After all his minions are dispatched, the Void Entity busts out his survival phase: a 40-second long survival phase of bullet hell. He will be firing rings of 425-damage silencing vortexes, omnidiectional barrages of silencing lasers and spirals of silencing 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 can weather that storm, the Void Entity isn’t done just yet. Ducking underneath the Corruption and spawning in 4 clones of himself, the 4 clones will start circling the arena while firing spreads of devastating shots. Not much can be said here except dodge everything to the best of your ability and be mindful of the shots coming in from all directions, all while focusing the boss. Each Void Entity Clone has 1/4 of the original’s total HP and will become invulnerable at 1/2 HP (giving them an effective 1/8 of the Void Entity’s HP). Void Shades will keep spawning during this phase, so be wary!
Once all 4 of them have been brought below half health, the Void Entity proper will finally show himself in the center of the room. He’ll then unleash several massive rings of fireballs that deal immense armor-piercing damage and inflict Darkness- dodge these at all costs or you will die. He will then fire several aimed spreads of the same bullets - the same logic goes for those. Void Shades will still be spawning, and the 4 Clones will keep firing during this phase. Truly a challenge only for the most seasoned of RotMG players.
After his attack, the Void Entity will temporarily stop firing and turn vulnerable. This is your chance to get your damage in and finish him off, otherwise he will turn invulnerable again and repeat the process. However, remain mindful of the plethora of shots still flying around at this time - don’t run in recklessly!
If you deal enough damage, the Void Entity will go through a fascinating death sequence before regenerating the platform and turning into a small flame that will wander in place aimlessly. He is completely harmless now, so get your SB in! Note, however, that his HP gets set to 1 twenty seconds later, usually marking his demise.
And with that, the Void Entity will perish and leave your hard-earned loot in tow. Congratulations on besting the Void Entity and completing the Lost Halls!
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.
The Lost Halls and its sub areas are an amazing source of endgame UT’s and Potions of Life and Mana, the Cultist Hideout in particular. The Void Entity and the Marble Colossus are some of the hardest bosses in the game, but are greatly rewarding once beaten.