The Forsaken Halls (or Dark Room as some call it) is an event-based, non-instanced, mini dungeon that is meant to scale to the number of players involved. To kick off the event, one must go to first go to the Wyrmblood waypoint (Dredgehaunt Cliffs zone), then head west across the lake to a giant set of doors. Here you’ll want to read the note on the giant doors leading to the the crypt to kick off the next step. Next, visit the Travlen’s Steading point of interest, a lodge just west of the Travlen’s Waypoint in the northern portion of the zone. Here you’ll speak with Gerrvid in the back of the building and read the various books he has scattered around. Next you must escort him across the zone in search of Dwarven treasure. He’ll lead you to the doors and through the dungeon called The Forsaken Halls.
The dungeon consists of 3 rooms:
The beginning room teaches you the basic mechanic used throughout the entire dungeon: light management. Every member of your team should grab a torch from the braziers next to the sides of the entrance. The entire room is pitch black and filled with invulnerable grubs/skelk, lurking about in the void. No worries, you can do this, just stay within the torch’s light and you’ll be safe. Torches last approximately 2 mins, so it’s best to stagger who picks them up by a few seconds to help make it across the room. You have 3 skills when using a torch, a basic attack, an AOE attack, and the ability to throw the torch. Also, any sort of invulnerable form, such as an Elementalist’s Mist Form, will consume the torch boon and leave you in the darkness. Beware the roof cave ins and raised portions of the floor, as traps can deal a brutal amount of damage.
As you escort Gerrvid across the room, you’ll come to another locked door. To make it through, your group must scavenge for door pieces located in lootable piles of “Rubble”. Turn in the needed pieces and you’ll advance to the next room.
The next area of The Forsaken Halls is a jumping puzzle… in the darkness.
Yes, in the darkness.
But no worries, you can handle it. Follow Gerrvid closely as he makes his way across the gaps. Jumps 1-3 are fairly simple, but be a little cautions of the shadow from the swinging object above on jump 4 as it can make the jump seem shorter/longer than expected. If you do happen to fall, you’ll be transported back to the entrance of the room near a forge that’ll help repair your gear. Once you manage to make it across the room, Gerrvid will ask you to help once again in opening the doors by pulling levers throughout the room. The easiest way to find them is that they’re usually guarded by cave bats.
From the perspective of entering the room:
Lever #1: Located in the back right corner before you start the jumping puzzle.
Lever #2: Located to the right just past jump #3.
Lever #3: Located at the top of the stairs
Lever #4: N/A (in progress)
Upon hitting all the levers, you’ll now be able to pull the door chains and enter the final boss room. The previous 2 rooms taught you all you need to know for this fight: stay in the light. Fighting the boss is pretty straightforward with the exception of one mechanic. Every few seconds he’ll teleport to a brazier in the room and put out the flames. This action allows those pesky invulnerable mobs to come out of the darkness and join the fight. You can control this by relighting the brazier by grabbing a torch from the middle of the room. Outside of the usual swipe and ambush attacks, there’s not much to worry about handling the boss, just be sure to watch for those traps.
This guide is a work in progress, if you notice any errors or have specifics to add, please leave them in the comments below.
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