The Forgotten Halls

Quick Facts

Type:
Indoor

Expansion:
Gates

Instanced:
Yes

Keyed:
No

Level Range:
20 - 70

Send a correction
This is the instanced zone involving the experience expedition "The Forgotten Halls".

Buried deep within the Taelosian mountains and under tight security, this is one of the few Taelosian temples left unscathed by the Muramites. On the surface, it appears to be a place where Harindi, those Taelosian skilled in the ways of geomancy, are taught their craft. It may, however, hold much deeper meaning for Taelosian people.
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DBG ruined this zone
# Nov 15 2016 at 10:07 AM Rating: Decent
3 posts
This zone is worthless now. DBG nerfed the exp to almost nothing so there's just no point in visiting this zone anymore.
Updated info
# Sep 05 2012 at 2:15 PM Rating: Default
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131 posts
I went in here with my 75 necro to see what the experience was like. The mobs are light blue at 75 and you need to kill like 4+ to get 1%.

AA experience is good in here. You get 23% to 28% per kill. That puts the mobs at around 65+. The nice thing is that these are GoD mobs so they have less HP and don't hit as hard as mobs in Serpent Spine. The max hit that I took was 533. That's less than the mobs in The Steppes which would hit me for around 700 max and are of equivalent level.

Yes I know that at this time The Steppes is a hotzone and the AA exp is much better per kill but the spawn time in here is very fast and you don't have to ride all over looking for mobs or compete for them. Plus this counts as an outdoor zone because you can mount in here.

The bats and rats are not social with anything but the earthen rejects will aggro if you fight rats, bats or other rejects.
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Social
# Sep 11 2009 at 4:36 PM Rating: Decent
Just thought i'd mention that attempting to kill anything other than Rats or Bats, is not a good idea.
The Protectors in this zone when attacked will gain the attention of the various other NPC's that see a fight going on.

If you accidently attack a mob other then Rats or Bats and the whole zone seems to crawl out of the word work on you, get to the Harindi Guide and tell him "Ready to Leave". If your fast enough you'll make it out alive.
Tips for leveling in the hall
# Jul 15 2009 at 7:39 AM Rating: Decent
34 posts
Mob level
As best as I can figure it, the mob level is fixed at eight level intervals. So, for a solo level 52, the mobs are all LB but, for a level 53 they are mostly yellow and at 60, the mobs are all LB again. At 61 they are all yellow again. What this means is that the Halls are a great place to level up - if you go at the right level. At level 48-50 the mobs are mostly DB and xp is good, at level 51/52 the mobs are LB and xp is crap.

Pets/mercs
If you have your pet or your merc active when you get the expedition, all the mobs will be gray - summon them inside.

Experience
The xp for each mob is approx: 1% for LB, 1.5% for DB, 2% for W and 2.5% for Y. You never get a red unless you are grouped with a higher level PC.

Pulling
When you start, pull a low mob to make sure you have all your spells set right. After that pull the highest level mobs first and work down to DB. LB are tedious as they take almost as long as higher level mobs to kill but only give half the xp. Start with bat room or rat room, kill everything but LB and then switch rooms and repeat. Keep doing this until all mobs are LB, then quit, suspend merc, kill pet and get a new expedition. Carry an extra set of pet toys if you use them. Best to stay out of the mixed room, the little gray monsters sometimes agro on you.

Leveling
If you take a merc and pick the right level to go, the halls can be an awesome place to level. I soloed my mage and my BL from 48 to 50 in 4 hours each, my druid from 55 to 59 in 10 hours. That’s 2 hours a level.


Class tactics:

Beastlord: Use a healer merc and forget your health. Use a pet with taunt off and tank, this gets all you defensive skills up. Tank single mobs, it’s more efficient than trying to do two at a time. Take a variety of weapons, you might as well get your proficiency in all weapons up too. Pull with a slow, followed by debuf and a nuke. Use other spells as required to improve your casting skills.

Druid: Use a tank merc. Root a mob and let your merc get agro. Lob in three dots and a nuke then either med up or tank from behind, with proc weapons you speed up the kill and get combat skills up.

Mage: Use a healer merc. With a healer and good toys, your pet can eat any mob in the halls. Send in the pet, debuf and nuke away. Don’t worry if you get agro, the healer will keep you alive.




Edited, Aug 9th 2009 8:26am by biabeli
Tips for leveling in the hall
# Feb 08 2011 at 9:54 AM Rating: Decent
2 hours a level? Seems very slow. I have done Level 1 to 66 in 10 hours played. From 45 till 66 I was in Howling Stones. The levels flew by.
Tips for leveling in the hall
# Jul 04 2012 at 10:38 AM Rating: Good
41 posts
There was two years different in the posts SoE has since sped up how fast you level back then 2 hours was good
Mercs affect this zone
# Oct 26 2008 at 3:34 AM Rating: Decent
15 posts
Now that mercs are out I suspect this zone will be revisited by people of all levels for easy safe exp. Make sure your merc is suspended when you get the expedition. Otherwise the levels of the mobs will be messed up. Unsuspend your healer merc and watch TV for some stress free exp and or AA's.
Zone Changed?
# Sep 13 2008 at 11:02 PM Rating: Decent
Looks like they changed the zone. Requested an instance with my 33 bard (solo, not in a group) and task added others in, then zoned into zone and found nothing but grey-cons. Thought I messed up, so removed everyone, and requested the zone again with my 80 mage (again, solo), zoned in, then task added the bard. Again it was grey-cons to the bard. I think they made it spawn with set levels now.
Zone Changed?
# May 24 2009 at 2:20 PM Rating: Decent
You need to zone in before adding other to set the zone level. Once you zone in...the mobs are set...and you can add at your leisure.
bleh low levels
# Jan 12 2008 at 2:09 AM Rating: Decent
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At 18 the mobs are either all level 11 (gray) or 12 (green), really crappy exp. =/
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not bad
# Aug 09 2007 at 9:58 AM Rating: Default
*
102 posts
I decided to pay this zone a visit last night.
I shrouded down to a 35 skelly wizard - cleared out the rat room, and then cleared the bat room twice, by the time this was said and done i had advanced 10% in my shroud.

didn't take too long and I had fun. :)


all the mobs were light blue and blue.
I'm going to try again tonight shrouded down to a 60 instead, see how that turns out.

Oh, this is not an indoor zone. I was able to cast SOW on myself.

Edited, Aug 9th 2007 5:59pm by Tethax
not bad
# Aug 21 2007 at 10:02 AM Rating: Default
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102 posts
alright, trial number three-

I shrouded down to a L5 skelly wizard, got some baby-buffs and partied my boney butt off!

I had so much fun, running through there and owning everything. I brought along some stat food too, helped with mana pool.

I gained no exp, and no loot (to speak of) but progressed from 37% to 62% after clearing the bat room, rat room, and combo room 5 times. Maybe 6.

they were all blue cons - no lt blue, no yellows.
not bad
# Aug 20 2007 at 10:13 AM Rating: Default
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102 posts
I shrouded to a L55 skelly wizard. Buffed up with symbol and such. Brought along my L70 cleric.

I got owned.

I'm sure I could get it with a bit of practice - but it was rediculously difficult compared to my previous visit.

Interestingly, there was a yellow con (as seen from my L55).
Forgotten Halls
# Jan 28 2007 at 5:54 AM Rating: Decent
Are there any quests within this zone, or does this have another purpose?
RE: Forgotten Halls
# Jan 28 2007 at 4:00 PM Rating: Decent
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It was created purely for people to walk around in and look at the upcomming graphic changes at the time.

____________________________
Pain Mistress Okami L`Assundre of Tarew Marr
Dark Elf Shadow Knight
Drinal (Tarew)
Retired after 500 days /played
Deleted
http://eqplayers.station.sony.com/character_profile.vm?characterId=455266869792
Remade
http://www.magelo.com/eq_view_profile.html?num=96950
Retired again
Shroud
# Mar 22 2006 at 4:38 AM Rating: Decent
i know the expeditions in Dranik u can shroud and get lower lvl expedition and solo easier, can this be done with these expeditions as well?
where
# Feb 23 2006 at 11:55 AM Rating: Decent
25 posts
where is this place?









My experience with The Forgotten Halls
# Jan 24 2006 at 3:27 AM Rating: Decent
First of, how to get there...
The zone is accessed via expedition. You'll need to speak with Eldros Danmor to activate it. He's in Nedaria's Landing on the southern pier. Say to him "Interested in visiting" to activate.
Along the northern edge of the zone is a cave. In the first room in the cave is a stone by itself on the southern wall is the stone you click on to zone in. The expeditions last for up to six hours and have no lockout timer.

And how to get out...
In the room where you zone into, there is A Harindi Guide. Say to him "Ready to leave" and you will zone back out into Nadaria's Landing.

The level of the mobs in the zone are scaled to the level of the group members. I have only killed the rats and the bats. With a group of all 70s, they are either level 64 or 65 (could tell because once I bought my last finishing blow, it stated to kill them when they were low on health). Neither the rats nor the bats aggro, socialize, or give faction.

If you are in wolf form, the residence there will aggro on you very quickly, and there's lots of roamers. So, make sure to get rid of wolf form when entering the hallways or any area where the residence frequent (i don't consider the rats and bats as residents, they wont aggro on you just for being wolf).

My preference is to just sit in the rat room and kill rats over and over. If I run out of rats, then I run to the bat room and bring some bats back with me. The nice thing about this zone is you can be sitting there killing stuff, then whenever you want, you can take a break, eat luch, watch tv, bio break, whatever, come back and resume killing.

With a group of all 70s, the rats and bats max hit for around 500ish and drop between 15 and 20pp per plus the same newbie junk that their cousins drop in and around the starting cities (whiskers, fur, etc).

I do not know if about the Earthen Rejects, whether they are social or give faction hits. The room they're in would make a nice AE Kiting room if they're safe to kill. Maybe I'll run a guinea pig in there and see what happens when engaging them.

All in all, i think this is a good zone for just grinding. It does get kind of bland after a while, but it's real easy to set up for.
My experience with The Forgotten Halls
# Apr 06 2009 at 10:41 PM Rating: Decent
**
263 posts
Excellent write-up.

I was there today with a group of four level ranges 41-46. About 50% were white to the 41 others were DB. I fought in the "mixed" room. The Earthen Rejects were NOT social. I kept the room clear with no adds. It was a very easy way to kill a few hours. The exp wasnt as good as other places, but there was very very little risk.
so where is it?
# Aug 16 2005 at 3:56 AM Rating: Decent
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Simple question... Where is this place?? I have never heard of it??
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bring in lower level mobs
# Dec 03 2004 at 2:59 PM Rating: Decent
when soloing with a 51 bst i found i could take the mobs out but even with virtue the battles were too long and taxing too be good exp.

i later took a 53 shaman and a 30 druid to see if i could pl the druid a bit with the shaman. to the druid the mobs were red. with the aid of haste and heals the druid could take down the red rats. it was a low risk place to pl but simply took too long per kill to be good exp.

i did find though that for the shaman the cons were green and light blue..no they werent worth hunting but it got me to thinking. if you wanted to make the rats slightly lower level mob so they are more soloable. make a group with the right level spread [about 10 levels might be my guess] and then disbanded you might be able to bring the levels down on the mobs and make soloing bit more easy to handle.
bring in lower level mobs
# Aug 12 2006 at 5:52 AM Rating: Decent
What you do is get the druid the expidition then /dxadd the shammy the mobs will be right level for the level 30 and the shammy will see only green. I pl my secnd account here all the time with my 68 shammy.
Wizzie try
# Sep 26 2004 at 12:49 PM Rating: Decent
Came in here with my 51 wiz. Easy single pulls, but hard for a wiz to solo. Too much traffic to risk an aoe snare, and root breaks quick. Gonna bring my 32 chanter and see what happens.

Whizzer Wasabe

Ok.. Chanter doing fine with dumb-boy animation pet. No loot, but about 1.5-2% xp per rat for a 32 Chanter.

Gets tougher at higher level.. 56 Mage could NOT solo with Air Pet.. Rats hit for 300 and ate the pet. I solo this pet on Natimbi turtles, mites, and crustys, as well as Dulak and some Torigan mobs.

Edited, Wed Sep 29 23:18:55 2004
levels
# Sep 08 2004 at 10:01 PM Rating: Decent
No combo rat/bat/reject room, maybe i am not high enough with a 1 person expediation.

Epais Tete TT 56 shaman

Ordures Tete Test 37 zerker

The walls in the test are jet black -- eerie

Edited, Wed Sep 8 23:04:09 2004
levels
# Sep 08 2004 at 10:00 PM Rating: Decent
I just took my 56 shaman and the bats/rats are Blue -- so either the Test is different or the zone scales to party

Epais Tete TT 56 shaman

Ordures Tete Test 37 zerker

The walls in the test are jet black -- eerie
levels
# Sep 08 2004 at 8:22 PM Rating: Decent
oops maybe the test rats/bats are different
levels
# Sep 08 2004 at 8:19 PM Rating: Decent
I have been hunting here since 36 - now 38 the rats/bats are blue to me.

I think the zone is kinda a practice expediation zone

Ordures Tete 38 Berzerker Test
faction hits
# Aug 31 2004 at 10:41 AM Rating: Decent
So I took my enchanter there last night she is 42 and charm kited. A great way to practice by the way since they do not aggro. anyhoo, I'm a little confused on the faction thing, if someone could clear it up. I have only been killing the indifferent mobs, i.e. rats, bats, and earten rejects. So, does this hurt by nihil faction or no? That list if confusing
Thanks!
Forgotten
# Aug 30 2004 at 6:03 AM Rating: Decent
Solo'd there tonight with 57 necro was getting 2-3% reg xp per kill. Had no aggro from any other mob so fear kiting is ideal. Rats have major Hp and were hitting me for mid 300's. Went back later with 65 necro and 65 mage. Still was able to single pull with no aggro, mobs were mostly red and yellow with a few whites. only a sliver of xp with the 65's



OOW
# Aug 03 2004 at 7:25 PM Rating: Decent
45 posts
So , all of the models and the layout of this little expedition zone seem to be the general theme of what we can look forward to with OOW. Since the pre order - this zone and these mobs are what Sony is showing as a preview for the upcoming expansion. What i dont get is, looking at some of the end mob encounters in GoD- and the characters in this expidition - aren't these the good guys Morden Rasp is trying to help? The Taelosians?
RE: OOW
# Nov 01 2004 at 7:54 PM Rating: Default
What I hate is that instead of fixing the graphics in the old zones ... SOE insists on pumping out new expansions with better graphics in a sorry attempt to try and cover up the fact that they don't plan on fixing the graphics in the old zones.

New sky and water, shadows, whoooo ... I don't even lag in bazaar with all traders on and these lag me up. I just hope there is plans for fixing up the graphics in the older zones. (fat chance)
best solo XP zone ever
# Jul 01 2004 at 8:39 AM Rating: Default
This place is perfect for leveling up that twink! Starting at around lvl 15 or so you can go here and not leave for 20, 30, even 40 levels! Sure it will get boring as heck, but its great XP. Have had my berserker there since lvl 15 now he's 36 and still gettign a lvl in under 2 hours. Its great.
info
# Jun 25 2004 at 6:35 PM Rating: Decent
i am lvl 40 and they where all blue to me
i guess this might be a instance zone who ever gets the expidetion is the lvl of the zone since they where all blue to me at 40. my 2cp

Edited, Fri Jun 25 19:36:47 2004
info
# Jun 25 2004 at 6:56 AM Rating: Decent
This is mainly a eye-candy zone, there are a few things to kill however.

There are 3 rooms, one full of rats, one full of bats and the last mixed. all mobs were lvl 64 65. 5% AA solo, no social agro, indiffrent con.
The rooms with the bats and a rats had a npc outside asking you to clean the rooms, im sure sure if it leads to anything yet.

Nothing is kos unless you somehow have managed to ruin your taelosian faction

Talk to the high elf on the docks to get a experdition instance
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