Lost Halls Guide (Rev. 10)

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 WeaponsTier 14 ArmorTier 6 RingsT6 Abilities
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, and they have the ability to respawn when a room is empty. Be on your guard at all times.

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. 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 700k 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.

IMPORTANT NOTE: There have been instances of instakilling the boss. Using Gravel to stasis the boss (who is normally stasis immune) will make him vulnerable and ignore any phase changes he’s supposed to be doing for about 5 seconds. In large groups, these 5 seconds (or more, if more than one Gravel is used) is enough to instantly kill the Colossus. While this makes the fight much easier as you can bypass almost all of his phases, instakilling the Colossus will make you unable to enter The Void and fight the final boss, so perform this at your own risk!