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Hellbound: Steel Citadel 1

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Hellbound: Steel Citadel 1

Post  Rj485 on Sat May 22, 2010 9:48 pm

Hellbound: Steel Citadel 1

Base Tower (req. HB lvl 10)

Like the whole Steel Citadel, the Base Tower has a breakthrough dungeon setup. This 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 inside the Iron Gate and you have to start from the beginning again. The levels of the monsters in this walkthrough are the Gracia Final values. In Epilogue the level of all monsters in the Steel Citadel will be lowered to 83.

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


The first player who comes in contact with one of the two lvl 85 aggressive Body Destroyers will receive a Death Sentence Curse - he or she will die within 30 seconds unless other players kill that Body Destroyer in time. Those mobs are good at close-distance single target physical attacks. A good solution is to bring along a Cardinal with the lvl 78 Cleanse skill. This skill 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 Epilogue a debuff that lowers the players' resistance against Dark-backed attacks. Therefore it will then be more prudent to Sleep them and only deal with the Body Destroyer first.

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 Epilogue the Key for the Door of Destruction can only be obtained from the Passageway Captains in the second floor.
[In my experience, the Destruction Key didn't drop in the Anteroom, but in the 2nd floor only.]
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 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 is helpful.

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.

-Second Floor

The second floor of the Base Tower is composed of a corridor and several 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 have to start over, you can quickly resume your fight.]

Monsters in the passageway are relatively easy for close-range fighter classes, if you have full buffs; players can just fight their way through. [A DE or WL with a pole is best, because of the large quantity of monsters in the corridors]. Occasionally the Passageway Captains and Passageway Guards (in Epilogue the Passageway Mystics) will drop a bottle of Fiery Demon Blood.

**[EACH member of your party needs to kill some mobs here to aquire the blood, or simply set the drop distribution to *By Turn.* Fighters can also trade the potion, and just earn another for themselves, but you cannot earn a second bottle if you already have one in your inventory.]

After all members of the party have drenched themselves (just use the item like a potion) with this Blood, they can go to the NPC Sailang at the end of the corridor and enter the Tower of Infinitum through him. The bottle doesn't disappear when you use it, so you can use it over and over. [You will probably need to use the potion like 10-20 times until the NPC recognizes that you have enough 'blood' on you]. 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 use them and talk to Sailang.

[The next area is tougher, with stronger mobs, and bigger groups of mobs. You will definitely want to regen HP/MP and rebuff before porting into Infinitum.]

If your server still has HB at stage 10, then the adventure stops here for now. You (or others on the server) will need to play the Market Town instance again and gain more Trust points until HB advances to Stage 11.
[Our server is maxed at Stage 11 already, so the Infinitum, Tully's Workshop, and Naia towers are open -- Good Luck!]

[To Be Continued in the next article]

[copied from the internet, and edited for grammar and accuracy for our server]


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Join date : 2010-03-28
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