| Hellbound - Stage 10 (Market Town) |
Now you are ready for the Market Town — a 30-minute instance for 2 or more players of level 78+.
To enter the instance, speak with Kanaf on the southern edge of the town. He will teleport you into the southwestern corner of the Market Town.
There are two main activities inside the instance:
1) Killing monsters
• Town Guards (groups of 5–6, at strategic corners) • Town Patrolmen (wandering between buildings) Both are level 81.
If your party is rushing to find the Steel Citadel Keymaster, a Spectral Dancer can use "Dance of Shadows" (Lvl 77). Town Patrolmen, however, can see through the Shadow effect — be careful.
2) Rescuing Native Prisoners
Talk to a Native Prisoner, break the spell that paralyzes him, and he will warn you that guards will arrive shortly afterward.
Finding the Steel Citadel Keymaster
He is level 81 and appears in one of the five buildings containing Native Prisoners. Upon death, he may drop the Key of the Evil Eye.
If he does not drop a key, it is recommended to exit the instance via Party Recall and re-enter through Kanaf.
Torture Expert Amaskari (Lvl 86)
Once you have the Key of the Evil Eye, you may attack Amaskari in the center of town. He can command: • nearby Town Guards • the ten Tortured Natives around him Do NOT kill the Tortured Natives — this reduces server trust points.
Amaskari uses: • “Invasion of Spirit” (DoT that drains MP) • HP absorption from Tortured Natives (ignore it — do not kill them)
When Amaskari dies, the natives will flee. Now proceed to the northeastern end of town, where you will find the Moonlight Stele. Insert the Key of the Evil Eye into the Stele — after 5 minutes you will be teleported into the Base Tower of the Steel Citadel. Beware: monsters may spawn behind you near the Guard post.
Hellbound Stage 10 — Base Tower
Important: The Base Tower is a Restart Impossible Zone. If you disconnect and fail to reconnect within 10 minutes, you will be teleported back to the Oasis outside the Enceinte.1st Floor — Anteroom & Labyrinth
• Two lvl 85 Body Destroyers — first contact applies a 30s Death Sentence (Cleanse removes it). • Four lvl 85 Soul Dominators around each Destroyer — passive, but use Dark magic.
After clearing the room, players may obtain one of two keys: • Gate Key: Destruction • Gate Key: Darkness Both open different doors leading into the labyrinth. The Door of Destruction path is shorter.
Inside the Labyrinth you may encounter: • Labyrinth Seers (Root, Dark magic) • Labyrinth Mystics • Labyrinth Watchmen • Labyrinth Captains Seers may drop the Gate Key: Blood, which opens the final chamber.
There you will face the miniboss Guzen — Dark physical AoE attacker. After killing him, the ghost Kendal appears (dialogue irrelevant, just story flavor).
A long ramp leads to the 2nd floor.
2nd Floor — Passageway
Enemies here include: • Passageway Captains (Stun) • Passageway Guards (Dark melee) • Passageway Mystics (Root, MP-Burn, AoE) Captains may also drop a Gate Key: Destruction.
Captains and Guards may drop Fiery Demon Blood. Once all party members have applied the Blood (double-click), you can talk to Jerian at the end of the corridor to enter the Tower of Infinitum. **Fiery Demon Blood expires after 10 minutes.**
Access Restriction:
Jerian will deny entry until Hellbound reaches Stage 11. To help reach Stage 11: 1. Return to Market Town and kill monsters 2. Rescue Native Prisoners & Tortured Natives 3. Continue killing monsters in the Base Tower Entry into Tower of Infinitum confirms Stage 11 is active.
To advance to the next stage, you must accumulate more than 2,200,000 trust points.
For information about the next stage of Hellbound, please refer to:
Next Hellbound Stage (11)