Lost Halls (Rev. 55)

Note: The content for the dungeon and the page respectively may change at any time. This page is a work in progress, and everything may not reflect the final dungeon’s design, loot, or bosses.
Last updated: X15.1.0
Lost Halls
Difficulty: 5Difficulty: 5Difficulty: 5Difficulty: 5Difficulty: 5

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.

The portal has a chance of dropping from the Lost Sentry event boss, which spawns once per realm.

Key

Lost Halls Key The Lost Halls Key is available in the Nexus for 300 Realm Gold.

Guide

Guide Needed

Contents


Layout

Main Area

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 no indicator of where the boss is until you find it, 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.

  • Group A - Heavy Melees: Knight, Warrior
  • Group B - Ranged Attackers: Wizard, Archer, Assassin
  • Group C - Healers: Priest, Necromancer, Paladin
  • Group D - Ranged Support: Huntress, Sorcerer, Mystic, Trickster
  • Group E - Rushers: Rogue, Ninja

In addition, there are several notable rooms that are different from the others.

Starting Room

The Starting Room is a small square surrounded by destructible blocks.

Pot Rooms

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.

Treasure Room

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.

Boss Room

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.

Screenshots


Screenshots Needed



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Enemies



Lost Crusaders

Oryx Infantry


Grotto Beasts

Lost Golems

Miscellaneous Enemies


Dungeon Boss

Marble Colossus

Marble Colossus

Minions


Treasure Room Boss


Agonized Titan
Agonized Titan

The Agonized Titan is activated by gathering 5 pink flames from the Treasure Pot Rooms and bringing them to the Titan. After defeating it, the Cultist Hideout will open.

Cultist Hideout


Cult Portal LockedCult Portal

Note that once you enter the Cultist Hideout, you can not go back to the Lost Halls.

Cultists

Malus, Argus, Gaius, Basaran, and Dirge are the main bosses of this dungeon. The boss room has a red pentagram at the center of the room, where a Cultist will appear at each point of a star. The Cultists will attack and once they are slain, they will teleport to their spot on the edge of the pentagram star, invincible. Once all five have been gathered around the pentagram again, they will summon Molek. After Molek is slain, the pentagram phase shall repeat. Once all five have gathered again, they will summon Balaam, who splits into 3 enemies. After Balaam is slain, four of the cultists will sacrifice themselves to empower Malus, who summons minions and uses their combined magic as a final attempt to end your party.

Demons


Tips and Strategies

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.

It is important to remember that every enemy group has a different role to play in the dungeon.

  • The Lost Crusaders focus on brute force, with little disabling abilities but overwhelming offensive power.
  • The Oryx Infantry focus on coordination in groups. The Swordsmen and Armorbearers make approaching the Champion very difficult, while the Admirals dive in to disrupt players.
  • The Grotto Beasts focus on disruption, having abilities to lock down or hinder players’ progress. They rely on speed to ambush enemies (except the Slimes), and their disabling abilities easily shut down anyone that strays from the group.
  • The Lost Golems exist to inflict status effects and weaken players.

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 endings:
- Kill the Agonized Titan to reach the Cultist to obtain the Vial of Pure Darkness.
- Kill the Marble Colossus and then use the Vial of Pure Darkness to reach the Void Entity.
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Drops of Interest

Drops of Interest

T13 Weapons T14 Armors
- Vial of Pure Darkness consumable, Opens a portal to The Void (if used on Marble Colossus’ death site)
- Gravel consumable, which inflicts Stasis for 3 seconds within 3.25 tiles
- Cultist Necromancer UT set: Staff of Unholy Sacrifice, Skull of Corrupted Souls, Ritual Robe, Bloodshed Ring
- Void Archer UT set: Bow of the Void, Quiver of the Shadows, Armor of Nil, Sourcestone
- Marble Paladin UT set: Sword of the Colossus, Marble Seal, Breastplate of New Life, Magical Lodestone
- UT cloak: Cloak of Bloody Surprises
- UT ring: Omnipotence Ring
- Lost Golem Trickster ST set: Carved Golem Remains, Brain of the Golem, Golem Garments, Rusty Cuffs
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Notes

The dungeon is meant to be the most challenging one in the game.

The dungeon started development in October 2016, meaning that it will have the longest development time of any dungeon when released, surpassing even The Nest.

The dungeon has a trailer, released on July 25, 2017.

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