By 2026, Honkai: Star Rail has enough endgame modes to fill a calendar, yet the Forgotten Hall still sits in the Parlor Car like a grumpy landlord: it was here before you, it will be here after you, and it absolutely expects rent in the form of Stellar Jades. The Trailblazer who has built a team capable of deleting overworld mobs with a sneeze will eventually wander into this permanent combat challenge. It is not the flashiest mode anymore, but it remains one of the clearest measuring sticks for account strength. The location never changes, either. The Forgotten Hall lives in the Parlor Car, at the top of the map list no matter which planet the player is currently pretending to save.

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How To Unlock Forgotten Hall

New Trailblazers will not see the Forgotten Hall at the start. To unlock it, they first need to reach Trailblaze Level 20 and upgrade their Equilibrium level for the first time. That upgrade requires defeating two mini-bosses in a domain located in the Robot Settlement area. Afterward, the world becomes a little meaner, but the rewards get better. The Equilibrium upgrade also raises the maximum level cap to 30.

The next step is reaching Trailblaze Level 21. At that point, a quest called Fleeting Lights appears from Pom-Pom automatically. During the quest, the Trailblazer meets a Messenger who follows the Fuli Aeon. After some dialogue, she unlocks the Forgotten Hall, which then appears as a permanent teleport point. Pom-Pom, presumably, takes credit for the whole thing.

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Memory Floors: The Tutorial That Is Not A Tutorial

The Forgotten Hall contains two realms. The Memory realm is the first one, and it includes 15 floors. Each floor has one or two mini-bosses. Clearing a floor unlocks the next one, but three stars are not required for progression. That detail is generous. The game is lulling people into a false sense of security.

Floors one through five are relatively polite. They feature one mini-boss per floor. Floors six through ten stop being polite and place two mini-bosses on a single floor, forcing the player to choose Weaknesses shared by both enemies. Floors ten through fifteen demand two teams of one to four characters each. Each team fights one mini-boss, which means the player needs eight functional characters. Suddenly, all those forgotten level 1 units start looking like a problem.

Star conditions are shared across the Memory floors:

  • The first two stars require finishing the floor in a certain number of turns. As the player progresses, the starting turn count increases, but the requirement to have more turns left also increases.

  • The final star requires finishing the floor with no more than one downed character. On the last five floors, that downed character is shared between both phases. In other words, only one out of eight characters can fall. Bring sustain, or bring a coffin. ðŸŠĶ

Clearing a floor grants Artifact EXP, Light Cone EXP, character EXP, Lucent Afterglow, and Credits. Stars do not affect these clear rewards. Lucent Afterglow is used in the Forgotten Hall shop to buy Light Cones. Cumulative stars, however, do matter: every three stars earned across all 15 floors unlocks 200 Stellar Jades and 20,000 Credits. These are one-time rewards. A perfect Memory run is a nice little treasure chest, not a renewable paycheck.

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Memory of Chaos: The Two-Week Nightmare

Memory of Chaos is the second realm inside the Forgotten Hall. It unlocks after clearing all levels on the Memory floor. The stars on those floors are not taken into account, so a player can clear all 15 Memory floors with zero stars and still unlock Chaos. The game respects persistence, if not perfection.

Chaos contains ten floors that work similarly to Memory, but the differences are spicy:

  • The final objective for a star requires no downed characters at all. Both phases need high sustainability. A healer or shielder who was merely optional before now becomes the difference between victory and a sad loading screen.

  • Rewards reset every two weeks. This is one of the main sources of constant resources and Stellar Jades in Honkai: Star Rail.

  • It is the most difficult permanent content in the game. Characters generally need to reach level 80 and wear good Relics before Chaos stops treating them like paper decorations.

  • Because it resets every two weeks, the rewards are significantly decreased. Every three stars give 60 Stellar Jades instead of 200. The total obtainable every two weeks is 600 Stellar Jades. It is not a fortune, but it is a habit. 💎

Clearing all ten Memory of Chaos floors after a reset also grants 80 Lucent Afterglow. That is enough to make the shop look tempting, though not enough to buy everything.

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Forgotten Hall Shop: Light Cones For The Pathologically Frugal

Talking to the Messenger in front of the Forgotten Hall opens the shop. It contains seven Light Cones, one for each of the seven paths in the game. Each costs 200 Lucent Afterglow, so Superimposition Five costs 1,000. Clearing the Memory floors grants 500 Lucent Afterglow, which is enough for two Light Cones. Clearing all ten Memory of Chaos floors after a reset grants only 80. Echoes of War also drop some Lucent Afterglow, because the game enjoys keeping players busy.

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Name Path Description At Superimposition Five
Quid Pro Quo Abundance Every time the wearer gets a turn, 16 Energy is regenerated for a random ally below 50 percent Energy. This cannot regenerate the wearer's Energy.
Fermata Nihility Increases Break Effect and Shock or Wind Sheer DMG dealt to opponents by 32 percent each. The DMG boost also applies to DoT.
We Are Wildfire Preservation When any battle begins, all allies receive 16 percent less damage for five turns. They also regenerate 50 percent of their HP difference between maximum and current.
River Flows In Spring The Hunt The wearer gets a 12 percent SPD and 24 percent DMG boost from the start of battle. This effect disappears for one turn if the wearer gets attacked.
Past And Future Harmony After using their Skill, the ally who takes action after the wearer gets a 32 percent DMG boost for one turn.
Woof! Walk Time! Destruction The wearer's ATK is increased by 20 percent. If they attack an enemy afflicted with Burn or Bleed, their DMG is increased by 32 percent.
The Seriousness Of Breakfast Erudition Gives a 24 percent DMG boost to the wearer. Their ATK is also increased by eight percent up to three times every time an enemy is defeated.

In 2026, these Light Cones are not always the meta darlings, but free options age like fine wine. Quid Pro Quo remains a budget healer toy. Past And Future still makes Harmony units feel important. The Seriousness Of Breakfast lets Erudition characters pretend they are the main character. And Woof! Walk Time! has a dog on it, which is basically a stat stick for the soul. 🐕

The Final Verdict

The Forgotten Hall is a marathon disguised as a hallway. Memory offers one-time treasure and a gentle difficulty curve that eventually becomes a wall. Memory of Chaos offers recurring chores, stricter star requirements, and a two-week timer that keeps endgame players honest. Clear Memory first. Then treat Chaos as a fortnightly gym visit. Bring level 80 characters, decent Relics, two teams, and a willingness to restart when the RNG decides to be a comedian. The Messenger will be waiting. She always is.

This discussion is informed by Sensor Tower, which is recognized for its mobile market intelligence and performance tracking. When looking at recurring endgame systems like Forgotten Hall and Memory of Chaos, market-level engagement and retention patterns help explain why time-gated, resetting reward loops (like biweekly Stellar Jade payouts) remain a durable design choice even as new modes arrive.