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Hall of Illusions (Hard) — Dungeon Guide
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Hall of Illusions (Hard) — Dungeon Guide

A detailed guide for the Hall of Illusions dungeon on Hard mode: mechanics of the three bosses, transitional barrier challenges, and Gear Score requirements.

Preparation and General Tips

  • GS (Gear Score): For a comfortable Hard clear, GS ~4000 and Combat Power ≥ 400,000 are recommended
  • Consumables: Always carry yellow potions — they remove periodic damage (DoT). Scrolls and power shards are highly recommended
  • Dungeon Feature: All three bosses apply DoT effects — remove them promptly with yellow potions

Boss 1 — Nazarak

The main mechanic of this boss is shadows. The golden rule: lead the shadows into the glowing circles on the ground in time.

🔴Red Circle on a Player

nazarak 1

A red zone appears on a random group member.

  • Other team members must immediately run away from this player
  • Stay close only if you are the marked player

👁️Spirits / Shadows

nazarak 2-2

A shadow begins to chase the player with the "eye" icon.

  • Lead the shadow into a glowing magic circle on the ground — the shadow will disappear
  • If the shadow catches you or you fail to lead it into a circle — it will deal constant damage
  • At the end, the shadow applies a mass fear to the entire group (removed by the Defiance skill)

💥Ultimate Mechanic

nazarak 2

When the boss creates four explosions around itself — shadows appear for all players simultaneously.

  1. Each player leads their shadow into a circle on the ground
  2. Immediately after that, urgently move (with a jump or teleport) to the center, to the boss
⚠️ Warning: If a shadow catches you or reaches the group — it will apply fear to the entire team, push you out of the safe zone and lead to the death of the whole group. This is a guaranteed wipe.

🔮Flying Spheres

nazarak 3
  • Do not touch the flying orbs — they deal constant damage while nearby
  • Keep your distance and avoid them

Transitional Trials — Mirror Wall

mirror wall

Between bosses, you will encounter magical wall-barriers. A death wall moves behind the group — it kills instantly on contact.

🧱How to Break the Barriers

  • The barrier is immune to most skills — hit it with your fastest attacks (LMB/RMB)
  • Abilities with many fast hits work well (e.g., a Mage's "Firestorm")
  • On the second (more "tanky") barrier, these are extremely useful: healer's totem, attack speed scrolls, and attack speed buffs
💡 Tip: Don't fall behind the group — the death wall won't wait. Make sure no one gets left behind.

Boss 2 — Glassvein

This boss's mechanics are more obvious and easier to read. The main principle is to spread out in time and jump over.

💎Crystals and Beams

glassvein 1

Crystals are placed around the arena, which explode and release spreading beams.

  • You must jump over the beams
  • Watch the crystals and prepare for jumps in advance

🔥Periodic Damage Zones

glassvein 2

Four red fields appear, which leave behind zones with heavy DoT damage.

  • Spread out — so the zones land far from convenient spots for the group
  • Simply walk out of zones that have already appeared

🌀Pull-In

glassvein 3

The boss creates a large red field, pulls players in, and delivers a powerful strike.

  • As soon as you see the red field — immediately run out of the damage zone
  • The pull-in doesn't give much time — react immediately

Final Boss — Nathara

The most difficult opponent with unique Hard mode mechanics. Requires attentiveness and group coordination.

Diverging Lasers (Hard only)

The boss fires two lasers in front of her, then spreads them apart across 350°, covering almost the entire arena.

  • As soon as you see the floor markers — immediately move behind the boss's back
  • This is the only safe zone

Light Reflection with Shards (at 75% and 30% HP)

nathara 2

At 75% and 30% HP, a special reflection mechanic occurs.

  1. Crystals explode all over the arena, leaving behind mirror shards
  2. Pick up a shard (press F)
  3. Face the orbs of light flying from the boss and reflect them back at her
⚠️ Warning: Mistake: if an orb hits a player instead of a shard — it will split into three parts and fly towards the crystals on the perimeter. 3 red crystals = guaranteed wipe. 2 red — you can barely survive.

👥Illusions — Clones (Hard only)

nathara 3

The boss summons two clones. They must be destroyed within a limited time.

  • You have 30–35 seconds to destroy both clones
  • After the first clone dies, you only have 5 seconds to kill the second one
  • Recommendation: bring both clones' HP down to 30–40%, and only then finish them off one by one
  • Make sure the clones do not stand next to each other — their combined damage quickly wipes the group
ℹ️ Note: Clones appear twice during the fight. Coordinate group focus in advance — managing the 5-second window for the second kill is difficult without preparation.

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