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Messages - VaronRojo

#1
Quests and Guides / Path of the Hellbound - Quest
February 26, 2010, 08:38:01 PM
Path of the Hellbound  - Quest

Level 78+ / Gludio (Wastelands)
(One-time quest.)


Warp to Gludin, and then the Wastelands. Turn North and run through the big stone archway. Continue running North out past the Monster Eyes, Baselisks, and finally some Skeletons. You'll see two large stone columns. Casian is in between them.


Casian will send you to a woman named Galate. She's in the center of Heine, down the stairs from the Gatekeeper. She's standing next to the Hellbound Warpgate.


She sends you back to Casian. Go talk to Casian again and he will give you Casian's Blue Crystal.

Go visit Galate again. Show her the Crystal, and she then grants you permanent access to Hellbound. Simply talk to the Warpgate to enter.


Note ; There is also a warpgate at the Gludin->Wastelands warp.


For any questions about the quest, send me a Personal Message (PM).
#2
Quests and Guides / Hellbound Guide- Stage 11
February 26, 2010, 08:14:34 PM
Hellbound Stage 11 - Tully's Workshop

After having left the Tower of Infinitum and turning a few corners, you will reach a place similar to the way to the Pagans' Temple in Rune. Here you can find NPC Dorian. If you have finished the quest "Matra's Curiosity", however, and brought the Dwarf his two blueprints, you can search out the NPC Deltuva near the Outer Gate of the Steel Citadel, who will port you directly to Dorian, so that you don't have to fight your way through the Base Tower and the Tower of Infinitum again. Dorian in turn teleports you into Tully's Workshop. It is of great advantage to bring along a Spectral Dancer who has learned the lvl 77 skill "Dance of Shadows" (on that later more).

Tully's Workshop consists of eight floors where you have to find key monsters, trapdoors, and methods to unlock the next floor. Those trapdoors are actually traps in a Kamael sense. It is possible that a female Kamael might be able to use Detect Trap to find them easily, but that has not yet been confirmed.

First floor:
Each room has monsters who fight in groups. You can start the combat by using the stairway to move to the top or by choosing one of the rooms on the periphery to enter.

Master Zelos is the key monster on the first floor. After killing him, the trapdoor to floor two will be unlocked. This room does not have a door, so you'll have to find the stairs (via a passageway in another room), climb on the wall and circle around along the periphery until you see the room with Master Zelos. Drop down into it and kill him.

Then, before you teleport up to the second floor, be sure that your Spectral Dancer has danced the Dance of Shadows. Both on the second and on the fourth floor you will be received by aggressive monsters and that Dance will make you invisible to them as long as you leave them alone.

Second Floor:
One possibility here is to hunt a little in each room, because one of the rooms has a hidden trapdoor that lets you move to floor three. Search in the corners. After teleporting to floor two, get out of the "reception room" and go in the one straight in front of you. Once in the room you go in the left corner and run into the wall - you should get ported to the next floor.

Actually there is no need to kill monsters. Just use the Dance of Shadows. If you really don't find the trapdoor, check the corners of each room.

Third Floor:
Master Festina will appear on the central platform, with many monsters around her. If you attack Master Festina, all of the monsters inside the room will react. Thus, the less dangerous way is to clear out the other monsters first.

This is a straightforward hard fight. When you are attacking the Boss instead of the minions, the latter will rush up, and if you are not taking out the minions fast enough, you are in trouble, as they respawn quickly. You should try to find a balance - kill a certain number of minions and then concentrate your attention on the Boss again. But you need to hit hard, with strong attacks; in the Steel Citadel, Elemental Attributes on both weapon and armor are very important.

After Master Festina dies, a trapdoor in the central platform where she spawned will be unlocked, which allows you to move to the next floor.

Fourth Floor:
Again there are two possibilities: hunt a bit in every room or use the Dance of Shadows. One of the rooms has a trapdoor (here you might even see it, labelled "Trapdoor") that leads to floor five. Search in the corners, like on floor two.

Fifth Floor:
Floor five is composed of a very narrow labyrinth you have to cross from the outside to the center. There are also pillar-shaped devices that can open doors in the labyrinth - they are called Tully's Gatekeeper.
#3
Quests and Guides / Hellbound Guide- Stage 10
February 26, 2010, 08:09:39 PM
Hellbound Stage 10- Market Town

When you talk to a slave at the Inner Oasis and he tells you that he now can experience the feeling of Hellbound being liberated, this is the sign that stage 10 in the process of opening up Hellbound has been reached.

Now you are ready for the Market Town, a 30 minute instance for 2 or more persons of lvl 78 or above.

To enter the instance, talk to Kanaf on the southern edge of the town. He will deposit you in the southwestern corner of the town (the light purple rectangle in the map below).

Basically there are two kinds of activity you can pursue in the town. The first is killing monsters, the [Town Guards] stationed in groups of 5 or 6 at the strategic corners (as seen in the screenshot below), and the [Town Patrolmen] wandering around between the buildings. Both monsters are lvl 85 in CT 2.3 and lvl 81 in Gracia Plus.
If you are in a hurry to find the Steel Citadel Keymaster (see below), your Spectral Dancer may use the lvl 77 skill "Dance of Shadows", which will enable you to avoid the Town Guards. But the Town Patrolmen can see right through the Shadow effect. So be careful!


The second activity is rescuing Natives to increase the level of trust on your server. Talk to a Native Prisoner in one of the buildings marked with a green dot in the map above and click on the link that lets you disturb the magic that paralyzes him. He will thank you and warn you of the guards who will immediately come.

Equally important, however, is to find the lvl 85 (in Gracia Plus lvl 81) [Steel Citadel Keymaster]. He is at random hiding in one of the 5 buildings marked with a green dot in the map above, those where you can also find the Native Prisoners.

When you kill the Keymaster, he will drop with a certain probability a Key of the Evil Eye.

If luck should not be with you and the Keymaster didn't carry a Key, it is best to leave the town now with Party Recall and enter again via Kanaf.

When you have the Key, you can eliminate the lvl 86 [Torture Expert Amaskari] in the center of the town (the red dot on the map above). Be careful, he might set not only the nearby Town Guards but also the 10 [Tortured Natives] under his control on you. Don't kill them - this would reduce the level of trust on your server.


Apart from the skill "Invasion of Spirit", a Damage over Time that reduces your MP, Amaskari can also absorb the HP of the Tortured Natives. Those Natives have only 7015 HP and are relatively easy to kill, but, as mentioned before, this will reduce the level of trust on your server. Therefore it is better to ignore that healing effect.


As soon as Amaskari is dead, those poor traumatised guys will run away. Now fight your way to the northeastern end of town, where you will find a Moonlight Stele.
Insert the Key of the Evil Eye into the Stele, and after 5 minutes you will be teleported into the [Base Tower] of the Steel Citadel. During these 5 minutes keep an eye on any remaining monsters. As you can see on the map above, right behind you is a Town Guard checkpoint (the redish splotch).


Note: Since in Gracia Plus inflicted damage will be reduced when the target is 2 or more levels above the player (see [here]), the level of many monsters in Hellbound has been reduced. To compensate for that, several monsters have been given more skills. Amaskari, for example, will in Gracia Plus perceive players over a wide range and teleport in to harrass them while they are rescuing Natives or trying to kill the Steel Citadel Keymaster. Therefore in G+ it will be better to first eliminate Amaskari and only after that go on the search for the Keymaster.


Hellbound Stage 10 - Base Tower

1) Like the whole Steel Citadel, the Base Tower is a so-called "Restart Impossible Zone". In practical terms that means if you do not reconnect to the server within 10 minutes after you have been disconnected, your character will be teleported to the Oasis at the Enceinte and you have to start from the beginning again. The levels of the monsters in this walkthrough are the CT 2.3 values. In Gracia Plus the level of all monsters in the Steel Citadel will be lowered to 83. (Special thanks to Animus for the information!)

The first floor of the Base Tower is composed of wide halls and a labyrinth.

Anteroom:

The first player who comes in contact with one of the two lvl 85 aggressive Body Destroyer (the short guy half hidden behind the others) will receive a Death Sentence Curse - he or she will die within 30 seconds unless other players kill the Body Destroyer, who is good at close-distance single target physical attacks, in that time. A different, and more elegant, solution is to bring along a Cardinal who has learned the lvl 78 skill Cleanse. This also removes the Death Sentence.
The four lvl 85 Soul Dominators surrounding each Body Destroyer are passive and non-social with each other. Therefore we would recommend that you pick them off one by one as far as possible before you attack the Body Destroyer. To compensate for their level being lowered to 83, the Soul Dominators will be given in Gracia Plus a debuff that lowers the players' resistance against Dark-backed attacks (what the Soul Dominators are delivering). Therefore it will then be more prudent to Sleep them and only deal with the Body Destroyer.

After finishing up the monsters in the Anteroom, players may obtain at random either a Gate Key: Destruction or a Gate Key: Darkness. With those Keys the respective doors at the two sides of the Anteroom can be opened and you gain access to the labyrinth. When entering via the Door of Destruction, the way through the labyrinth is shorter.
In Gracia Plus the Key for the Door of Destruction can only be obtained from the Passageway Captains in the second floor.

Here a plan of the labyrinth. The Door of Destruction is on the right side of the Anteroom, the Door of Darkness on the left side:
While moving around in the labyrinth, always keeping in a northerly direction, players will sooner or later encounter a lvl 85 Labyrinth Seer. This lady can Root you and is an expert at Dark-backed magical attacks, both long-distance single target and close distance AoE
From her you will on occasion obtain a Gate Key: Blood. Find the Door of Blood (on the outer left edge of the plan above) and enter the next labyrinth. There, like before, you will have to deal with Labyrinth Watchmen and Labyrinth Captains, who both have strong physical attacks, while Labyrinth Mystics as well as Labyrinth Seers have magical attacks. If you are in a hurry, the lvl 77 Dance of Shadows, danced by a Spectral Dancer, is of help.
After moving around some more, you will come to a big hall and encounter the Mini Boss Guzen, a Demon who is good at close-distance Dark-backed physical AoE attacks


After you have killed Guzen, the ghost Kendal will appear. Only some specific classes like Soultaker or Hell Knight can understand what he says. But that doesn't matter - he just expresses his fear of Darion and Beleth.
With a bit more running, you can see a long sloping ramp that leads up to to the second floor of the Base Tower. The exit is in the upper right corner of the plan above.


2) The second floor of the Base Tower is composed of a corridor and rooms:

Group monsters will appear here:
the Passageway Captain, who has a tendency to Stun his opponents
Passageway Guards, who are good at Dark-backed close-distance single-target physical attacks
and Passageway Mystics, who can Root you, burn up your MP and are good at Dark-backed close-distance AoE attacks
By killing the Passageway Captain you can also obtain a Key for the Door of Destruction. (The Door of Destruction is a shortcut; if you should get killed you don't have to enter throught the Door of Darkness but can quickly resume your fight).

Monsters in the passageway are relatively easy; players can just fight their way through. Occasionally the Passageway Captains and Passageway Guards (in Gracia Plus Passageway Mystics) will drop a bottle of Fiery Demon Blood. After all members of the party have drenched themselves (by double-clicking) with this Demon Blood, they can go to the NPC Sailang at the end of the corridor (the green dot in the lower left corner of the plan above) and enter the Tower of Infinitum through him. But keep in mind that, once you have applied it, the Fiery Demon Blood will evaporate in 10 minutes. Therefore wait until every party member has a bottle before you talk to Sailang.

PS:
If Hellbound has not yet reached stage 11, Sailang will inform you that you can't enter.
1. Please go back to the Steel Citadel Market Town and continue to kill monsters there.
2. SaBe the Native Prisoners and the Tortured Natives
3. Hunt monsters in Base Tower until you can enter. Being able to enter the Tower of Infinitum is the sign that Hellbound has reached stage 11 on your server.
#4
Quests and Guides / Hellbound Guide- Stage 9
February 26, 2010, 08:05:48 PM
Hellbound Stage 9 - Inner Oasis

At stage 9 in the process of opening up Hellbound, Tailor Buron will ask you to saBe the slaves Beleth keeps at the oasis behind the Gate of the outer Enceinte, giving them Darion's Badges so that they can return home. Apart from that he reveals that according to rumor the Dwarf who originally built the Steel Citadel is still living in some place within there. You will meet this Dwarf at Stage 11.
After entering the Iron Castle gate and turning south, you will soon arrive at a little lake, with some trees and tents put up in their shade.
The slaves living there are far from home. With at least five Darion's Badges, you can help them travel back to the west of the island. It will also increase the number of accumulated trust points on the server.

After giving a certain amount of Darion's Badges to the slaves, you will be able to enter the next level. You will know that this point is reached when a slave you talk to is telling you that he now can experience the feeling of Hellbound being liberated.


This oasis is the place where the Legendary Blacksmith Shadai can sometimes be met. He visits only occasionally, always at midnight in-game time, staying in one of the tents, but since he can change the armour players have acquired from caravaner Hude in a way that best fits their needs - making it stronger but a bit heavier for Dwarves, lighter for archers etc. - it is worth waiting for him. You will find everything he has to offer (among other things Forgotten Scrolls for level 81 skills)

Quests:
Matras' Curiosity and Matras' Suspicious Request

Matras's Curiosity:
After talking to Matras, he will give you six rough ores. They have the same attribute as real Stones, but cannot be traded. Matras will ask you to find and bring blueprints of the structure of the tower of Steel Citadel from the Raid Bosses Demon Prince and Ranku. After having done this quest, you gain direct access to [Tully's Workshop], the third tower of the Steel Citadel, so that you won't have to fight your way through the [Base Tower] and the [Tower of Infinitum] again.


Note: You can pick up the quest at this stage, but you can only progress through it at stage 11.

Matras' Suspicious Request:
Matras will ask you to kill any monsters in the first and second floor of the [Base Tower] of the Steel Citadel and collect 744 Red Stones from them. If you can do that, you will be able to obtain Dynastic Essence II from him, which the Legendary Blacksmith Shadai needs to transform the upper part of your Dynastic armor and give it special properties. It gives better set bonuses than Dynastic Essence.

Note: You can pick up the quest at this stage, but you can only progress through it at stage 10.



Next Stage ( 10 ).

For any questions about the quest, send me a Personal Message (PM).
#5
Quests and Guides / Hellbound Guide- Stage 8
February 26, 2010, 07:58:05 PM
Hellbound Stage 8 - Iron Castle Gate

We are now at stage 8 in the process of opening up Hellbound. This stage is rather easy. All you have to do is kill the Outpost Captain, a fierce horned devil using dual swords, and the gate will open for the next stage.
Tailor Buron at the Native Village will prompt that there is an Outpost Captain whose aid would be very helpful in breaking through the gate of the outer Enceinte of Beleths fortress.

Don't listen to him. Because when you go there and try to talk to the officer, nicely asking for his help, the Outpost Captain will first very politely tell you to step near. Then he will paralyse you, so that he can take a closer look at you.


Unfortunately he will consider you as a weakling, not to his taste. Without further ado he will hit you in a whirlwind attack with his double swords and call out his minions to shoot at you with grenades from a safe distance; you may not be a fighter he respects, but you would make a nice dinner.

etter don't try to talk to him, quietly check out the situation and then take the Enceinte in the classical way.

Aside from the Outpost Captain, you should also watch out for the [Enceinte Defenders]. Some of them can take out single attackers over a long distance, both with magical and physical methods, while others can wipe out whole groups with one single strike in close-hand combat. But well-trained adventurers with good experience in coordinated fighting will eventually prevail.

After killing the Outpost Captain, you can proceed to liberate the slaves Beleth keeps at the oasis behind the Enceinte.


Next Stage ( 9 ).

For any questions about the quest, send me a Personal Message (PM).
#6
Quests and Guides / Hellbound Guide- Stage 7
February 26, 2010, 07:53:52 PM
Hellbound Stage 7 - Battered Lands and S80 Recipes


An important way to obtain S80 equipment is to exchange pages from the Ancient Tome of the Demon, an item that the monsters in the western half of Hellbound occasionally drop, against recipes and key materials. But for that a player needs a Premium Caravan Certificate.
When you talk to Caravan Merchant Hude at the Caravan Encampment, he will be asking you (in CT 2.3) for 56 Life Forces and 14 Contained Life Forces to prove your friendship, at the same time already showing you the list of S80 items you will be able to trade with him for.

For collecting the Life Forces you need a Magic Bottle that can be obtained for 20 Scorpion Poison Stingers from NPC Kief at the Native Village. Magic Bottles are created by wizards of the Ivory Tower and are used specially to seal magic powers of the monsters created by Beleth. Kief will explain to you how a Magic Bottle works: when you have beaten a Chimera almost to death so that only 1/10 of its HP remains, trigger the Bottle via a hotkey and capture its Life Force. This is a process somewhat similar to leveling a Soul Crystal.
Once you have obtained your Magic Bottle, head to Battered Lands (that part of Hellbound opens at stage seven). But before you can enter your hunting ground, you will have to face the Wounded Land Guards, Demons with Dark Attribute that can poison you.

While from Chimeras of Earth, Darkness, Wind, and Fire you can, using your Magic Bottle, obtain Dim Life Force and regular Life Force, you will be able to obtain Contained Life Force from Celtus, their leader. If Hellbound should still be in its initial stages, like for example in South-East Asia, you can contribute to raising its level by donating Dim, regular and Contained Life Forces to Kief. But keep in mind, those Chimers are no easy pushover - a regular Chimera has 103,333 HP, Celtus 530,976 HP. The Battered Lands are only suitable for experienced parties.

Once Hellbound has reached stage seven, which has already happened on the NA and Euro servers, you can obtain from Hude at the Caravan Encampment a Premium Caravan Certificate in exchange for 56 regular Life Forces and 14 Contained Life Forces.

This Premium Caravan Certificate entitles you to trade with him for key materials and recipes needed to craft Dynasty equipment - weapons, armor and jewelry. Caravan Merchant Hude does not take adena, however, but pieces of paper you obtain by double-clicking on an Ancient Tome of the Demon: Hidden First Pages, Hidden Second Pages or Demon Contract Fragments.



Next Stage ( 8 ).

For any questions about the quest, send me a Personal Message (PM).
#7
Quests and Guides / Hellbound Guide- Stage 6
February 26, 2010, 07:47:00 PM

Hellbound Stage 6 - Enchanted Megaliths


When stage 6 in the process of opening up Hellbound has been reached, the NPCs in the main building of the Native Village will tell you about changes at the Enchanted Megaliths.
Kief will report abnormalities at the Enchanted Megaliths and Tailor Buron will tell you that Darion's forces are weakened but seemed to use everything they have to defend Enchanted Megaliths. He suspects that there's something important hidden at the area.
If you go to the Enchanted Megaliths north of the village, you will see that there have indeed more monsters appeared at the place. But now the united front of the natives, the "newcomers" and the Caravan is strong enough to attempt an attack on the Enchanted Megaliths.
Naia's Defender [Hellinark] is a lvl 84 Raid Boss, he is aggressive, has 1,061,953 HP and can stun you. It's not easy to kill him, but if you succeeed in defeating him, this will give you a considerable amount of trust points.
Hellinark can use his magical powers to summon [Naia Failans], cactus-like crystalline beings who are usually passive but can cast debuffs on anybody whom they feel is threatening them and their master. Nothing else is known about them, except for this from Ms. EllieBelly:
"[Feline] King took about half of a crystal down before he died but then I'd die each time too. I'd be giving myself bishop rezzes so it's not a big deal but we would need more than one summoner, or the crystals would just come back too fast."
Apart from that, Hellinark has a great number of [Failan's Guards] and [Arcane Guardians] at his disposal. Failan's Guards are passive, i.e. hard to pull away from dangerous company. But with "only" 17,290 HP they can be considered as light-weight boys on Hellbound. Both Failan's Guards and Arcane Guardians are spoiling EWS scrolls, so if you have a Bounty Hunter or a Fortune Seeker they might almost be worth killing, not only for trust points but also for real profit.
But be careful when killing the guards. Everything at the Enchanted Megaliths is extremely social and you might easily end up in a situation like this:


Boss Hunt:
Like at [Stage 5] you can talk to the Hellbound Traitor at the Native Village. Give him 10 Marks of Betrayal, and you will have a chance to kill Resistance Fighter General [Leodas]. Again you will gain recognition from Steel Citadel but will also lose trust points. And keep in mind that Leodas is extremely resistant to pole arms (special thanks to Nuku for the tip). If you have an alternative, bringing a different weapon would be wise.


Once the Enchanted Megaliths are taken, the invisible barrier isolating the Battered Lands will fall and the Chimeras living there can be hunted.

Next Stage (7).

For any questions about the quest, send me a Personal Message (PM).
#8
Quests and Guides / Hellbound Guide- Stage 5
February 26, 2010, 07:41:24 PM
Hellbound Stage 5 - Rescuing Quarry Slaves

By now you have gained enough trust for the natives to give you a serious job. When you talk to Tailor Buron in the main building of the Native Village (the yellow one on the right side of the map below), he will tell you that the fight to free the Quarry Slaves is about to begin. This means that you have entered Stage 5 of opening up Hellbound.
Then talk to Solomon in the same building; he will tell you to go see Jude at the Caravan Encampment.


Talk to Caravaner Jude, and he'll tell you to saBe the Caravan members who have to work as Darion's slaves in the Hellbound Quarry.

You should first get rid of the lvl 84 guards near a group of slaves. This includes the [Quarry Foremen], who will Root any attacker, the [Patrolmen], who use Sonic Storm, and the [Supervisors], who use close-distance physical attacks to finish the attackers off.

After you have killed the guards, talk to the Slaves and tell them to follow you. They will do so.

Bring the Slaves to the end of the Quarry. There will be a small mountain road that connects to the Caravan Encampment in the Sand Swept Dunes. This is the fastest way to lead them out.
At the southern end of the road, you will see a targetable stone pillar. At this point, the Slaves are safe. Sometimes they will even leave a bit of material for you on the ground to express their gratitude.

Important:
When saving the Quarry Slaves, watch out for the overseers. As soon as they see an escaping Slave, they will imediately rush up and kill him without remorse. Each dead slave will decrease the trust level on your server by 10 points, and they can die in one hit.

In a hidden corner of the Native Village, in front of the yellow building on the left side of the map, you can find a Hellbound Traitor. If you give him 10 Marks of Betrayal, he will open the door for you and you will have the chance to kill Resistance Fighter General [Leodas], a lvl 86 Raid Boss with 922,749 HP (the red dot in the yellow building).

You will earn the recognition of the Steel Citadel. However, your trust level with the Resistance Movement will go down. Apart from S-Grade Armor Enchantment Scrolls, Leodas has no special drops, so think twice whether the exp of a Boss Raid is really worth it at this point in the process of opening up Hellbound.

Next Stage (6).

For any questions about the quest, send me a Personal Message (PM).
#9
Quests and Guides / Hellbound Guide- Stage 4
February 26, 2010, 07:36:17 PM
Hellbound Stage 4 - Derek and Caravan Certificates

If you have accumulated 1 million trust points and, while wearing a native dress, given Bernarde a Native Treasure (i.e. you must have killed [Keltas] at least once), you have entered stage 4 of opening up Hellbound. At this stage you can still kill Keltas for Native Treasures, which you can then hand over to Jude for a reward, but now Keltas will only spawn every 8 to 16 hours. Neither Keltas nor the other monsters at the Native Village will give you additional trustpoints when killed. Handing over Darion's Badges to Kief also does not raise the level of trust on the server any more, but you will need those Badges for a Basic Caravan Certificate. On that later more. Now you best listen to what Bernarde tells you about the ghost of Derek at the Ancient Temple Remnants.

Important: Don't kill natives... ok, you get it.
Head to the Ancient Temple Remnants again, where the soul of [Derek], a lvl 83, boss-like Human mystic, stays.


Go on and kill him to gain 10,000 trust points. This will directly propel you to stage 5. As you can see on the screenshot, there are still (aggressive) Remnant Diviners and Remnant Diabolists around. Since the bottle with Holy Water is inexhaustible, you could still relieve them of their suffering. But this will not give you any more trust points at stage 4.

After killing Derek, the native village is returned to its original owners; Darion's Executioners and Darion's Enforcers will vanish and Keltas will not spawn any more. Kief and Tailor Buron can from now on be found in a building of the village, the yellow one on the right edge of the map.

Caravan Certificates

An important thing you need for your activities on Hellbound are the so-called "Caravan Certificates". While the trust points you accumulate by killing monsters, handing over Darion's Badges etc. go to the server as a whole, a Caravan Certificate is your personal indicator of the trust you enjoy with a third party of desert traders. First of all you need a Basic Caravan Certificate.
You get this Basic Certificate by giving Trader Falk at the Hidden Oasis 20 Darion's Badges.

Then go to the Caravan Encampment and talk to Hude.

He will ask you to bring him 30 Marks of Betrayal and 60 Poison Stingers, which are obtainable from [Wandering Caravans] resp. poisonous [Sand Scorpions] and [Desert Scorpions] with Bleed attacks in the Sand Swept Dunes. And of course you will need your Basic Caravan Certificate.
While hunting in the Sand Swept Dunes, keep out an eye for the aggressive and mobile lvl 84 Raid Boss [Typhoon]. Once you have 30 Marks of Betrayal and 60 Scorpion Poison Stingers, return to Hude. The Trader will give you a Standard Caravan Certificate, which looks exactly like the Basic Certificate.

All over Hellbound there is a debuff that reduces your HP to alomst zero during daylight hours (6am until midnight ingame time). With the Standard Caravan Certificate in your quest inventory you can now purchase from Hude the so-called "Caravaner's Remedy" that neutralizes this debuff for 1 hour real time. One bottle is 25,000 adena, and the Remedy can not be traded or dropped.
Next Stage (5).

For any questions about the quest, send me a Personal Message (PM).
#10
Quests and Guides / Hellbound Guide- Stage 3
February 26, 2010, 07:34:42 PM
Hellbound Stage 3 - Native Village

As before, you can raise the level of trust on the server by handing over Darion's Badges to Kief at the Hidden Oasis. For every Badge resp. license you give Kief, the level of trust goes up by 10 points.

Important: Even now, at Stage 3 of opening up Hellbound, you still have to transform into a native to be able to talk to Bernarde (see the [previous article]). And as before, you must not hurt the natives.


When you have reached Stage 3 in Hellbound, the mini-boss [Keltas] (309,990 HP) will appear at the Native Village straight south of the Enchanted Megaliths. This is one of the ways to determine the stage in Hellbound. But before you do anything else, talk to the Caravaner Jude. He will tell you something about the Native Treasures that are dropped by Keltas.


You should kill Keltas and his underlings ([Darion's Executioner] and [Darion's Enforcer]) for Native Treasures resp. Darion's Badges as well as trust points.

Executioners and Enforcers are always around, while Keltas spawns every 2 to 4 hours. Darion's Executioners and Darion's Enforcers give 3 trust points each, while Keltas gives 100 points per kill. He is the red dot in the upper left corner of the village map.
Hand over all of the Darion's Badges you have collected to Kief. Keltas also drops Native Treasures. Keep killing him until you have 41 Native Treasures. You can give 40 of the Treasures to Jude, but 1 Native Treasure you must give to Bernarde (don't forget to put on your Native Helmet etc.). This is necessary to proceed to Stage 4, where you have a job to do at the Ancient Temple Remnants.

This is what Bernarde says if you don't wear native clothing:

You will need to accumulate a total of 1 million trust points before you can go to Stage 4 and relieve Derek's soul of its
suffering.

Next Stage (4).

For any questions about the quest, send me a Personal Message (PM).
#11
Quests and Guides / Hellbound Guide- Stage 2
February 26, 2010, 07:32:43 PM
Hellbound Stage 2 - Ancient Temple Remnants

Important: We are now at stage 2 of opening up Hellbound; you still must not kill any natives during this stage! This includes Subjugated Natives, Charmed Natives, and Quarry Slaves. Remember that killing a Native will reduce the trust level by 10 points.

After Helbound was encroached by Beleth, the island has been a history of battles between native resistance fighters and Beleth's evil forces. Your mission is to help the natives resist against Beleth, meanwhile doing some business with third-party caravans.


In the early stages of Hellbound, you must earn the natives' trust as well as gain reliable information. A steady way to earn the natives' trust is to hand over Darion's Badges to NPCs (as in the picture above). For each Badge you turn in, the level of trust increases by 10 points. Darion's Badges are regular drops, therefore it makes sense to keep on hunting monsters in the [Harbor Area and at the Enchanted Megaliths]. Even if killing them does not give additional trust points any more at stage 2 of opening up Hellbound, but especially [Arcane Watchmen] and [Arcane Scouts] sometimes drop several dozen Badges at once. (Special thanks to sephora for pointing this out!)


1. Transforming into a native/gaining informations/earning Holy Water

To find out what you have to do next, you must talk to Bernarde at the Hidden Oasis. Because he doesn't trust any outsiders, you have to transform into a native. To be able to do this you must purchase a Native Helmet, a Native Tunic and Native Pants from Tailor Buron at the harbor for 10 Darion's Badges each.

Then, after you have put on your native clothing, you'll be able to acquire the Holy Water from Bernarde in exchange for 5 Darion's Badges.

2. Relieving the lost souls at the Ancient Temple Remnants from their suffering

With the Holy Water obtained from Bernarde, head to ruins of the Ancient Temple, where the prophet of the native village sought spiritual guidance from the gods.


There you will meet three different souls: [Remnant Wraith], [Remnant Diviner], and [Remnant Diabolist].
The first one can simply be killed. The latter two have to be attacked and relieved with the Holy Water when their HP has decreased to zero. You best put the bottle with Water on a hotkey and hit that when the ghosts refuse to die. The Holy Water is inexhaustible, you can use it again and again. For each Remnant Diabolist or Remnant Diviner saBed, the level of trust will increase by 5 points. During stage 2 of opening up Hellbound you must raise the number of overall trust points on the server from 300,000 to 600,000.

Next Stage (3).

For any questions about the quest, send me a Personal Message (PM).
#12
Quests and Guides / Hellbound Guide- Stage 1
February 26, 2010, 06:39:28 PM
The Island of Hellbound can for technical purposes be considered as a huge multi-room dungeon where the various "rooms" (Harbor Area, Ancient Temple etc.) become available one after another according to how many "trust-points" the players on a given server have accumulated. In this the players of the whole server are considered as a unit - everybody can contribute trust points which are added up for the server.

Stage 1 of Hellbound starts when the first player on a server has done the lvl 78 quest "Path to Hellbound", which is picked up from Elder Casian in the Wastelands, and arrived on Hellbound. People who like to live interestingly can also do the two lvl 78 quests "Bird in a Cage" and "That's Bloody Hot!", to be picked up from Priest Kanis on the Isle of Prayer. The place where the Warpgate will deposit you is generally called "Harbor Area", it's a bay on the north coast of Hellbound.


When on Hellbound it is a good strategy to talk to any halfways human looking NPC. They will often give hints at what stage the island resp. the server is at the moment and they will also tell you what you have to do. That's remotely like the Newbie Guides in the Starter Villages, although the Hellbound NPCs don't always say in such clear words what quest to pick up from whom.



An important rule to remember is: Don't Kill Natives! Natives in the sense of this rule are Subjugated Natives (in the picture below), Charmed Natives and Quarry Slaves. Killing a Native will reduce the trust level by 10 points.

At Stage 1 players have to kill monsters in the Harbor area: [Junior Summoners] (the lady in the picture below), [Junior Watchmen] (the partner of the lady), [Blind Huntsmen] and [Blind Watchmen]. For each one of those monsters killed (they are all lvl 83 and aggressive), the player community on the server will get 1 trust point.


If you are feeling a bit more confident, you can move on to the Enchanted Megaliths, southwest of the Harbor Area, and hunt [Arcane Scouts], [Arcane Guardians] and [Arcane Watchmen]. Those monsters are also all level 83 and aggressive, but when you kill one of them, the server will gain 3 points.

When you kill monsters you will occasionally get a so-called "Darion's Badge":


Next Stage (2).

For any questions about the quest, send me a Personal Message (PM).
#13
The x5 beta server, is the old x3 server, just renamed.

PD. x5 Settings will be up, 1st March.
#14
General discussion / Re: Raid boss status on main page
February 26, 2010, 06:13:59 AM
Quote from: mek on February 26, 2010, 06:01:28 AM
Quote from: VaronRojo on February 26, 2010, 05:11:07 AM
I've send the Suggestion to Head Administrators :)

I'ill annouce the result, as soon as possible .


Look at the poll results before you suggest it.. more than 3:1 ratio of people rejecting the idea

Do we need the Raid Boss Status ? - No, way 76%.
76% Accept that we don't need the Raid Boss Status, and this is what I've suggest.
#15
General discussion / Re: Raid boss status on main page
February 26, 2010, 05:11:07 AM
I've send the Suggestion to Head Administrators :)

I'ill annouce the result, as soon as possible .
#16
Donations are fine, maybe too good , any changes will be announce.

/closed
#17
Trade / Re: WTS Top Party from x30 server
February 26, 2010, 12:11:21 AM
Hello :)

/closed
#18
This is Alice's decision.
#19
Quote from: Pel8 on February 25, 2010, 02:31:09 PM

I said before the reason why he lost the mod status, he was only a mod and he wanted more responsability and administration didn`t like that.

/True story
#20
Quote from: reni on February 24, 2010, 03:09:35 AM
Without happy community i doubt that you will earn any $$. Happy community -> more donations.

A)Best files of the market > Unhappy people with admins = 2.000+ population = Money
B)Normal files HB, C5 > Unhappy people with admins = 300 population = FAIL.

With System A , you dont have to take care about nothing, files do everything
#21
Quote from: Rokub on February 24, 2010, 03:04:46 AM
Hey broham, why do people open private servers? oh shi to make $$$$$$$$$$$$$$$$$$$$$$$.

Yea, and you can earn money and have a happy community at the same time
#22
General discussion / Re: F.A.Q Before New Start
February 23, 2010, 04:19:28 PM
Quote from: Herbie on February 23, 2010, 04:14:32 PM
So i read in announcement topic this:

- No 1st, 2nd class and 3rd class changes, subclass and nobless for donations at start. They may be introduced later.

but will tere be Cat for 1st 2nd transfer or you actually need to do them?  >:( if you gotta do em? wai? >,< its the most ennoying retarded thing in l2 tere is, no priv server has these quests :<

You can buy those quests, in the luxury shop

Gracia Final Feature
#23
General discussion / Re: gm shop
February 23, 2010, 04:01:33 AM
This post, starts here :

Quote from: szato1991 on February 06, 2010, 04:58:20 AM
yoyo,
Everyone r talking about gm shop on rpg club and my question is what really does it include? tbh i never played on rpg before but i consider starting on the new low rate, however if the gm shop offers some imba goods then what is the point of playing here, if im wrong don't blame me just correct :) looking forward to seeing some answers!

And will end here

https://forumen.rpg-club.net/index.php?topic=2559.0

/closed
#25
General discussion / Re: F.A.Q Before New Start
February 23, 2010, 03:47:11 AM
Quote from: pardi on February 23, 2010, 03:44:11 AM
Quote from: VaronRojo on February 23, 2010, 03:24:02 AM
Quote from: pardi on February 23, 2010, 02:59:45 AM
how to get / how much cost:  vitality cake / exp runes and how much this shit give on 5x rate ?

1 Vitality Coke = 99 Silvercioins = 12.375.000 Adenas

SilverCoin = vote or $ ? if $ how much if vote how to vote and get coins

http://2pay.us.com/oplata/?id=2163&new=1