A clear guide to the six stages of Hellbound: which mobs must never be killed, how trust points are earned at each stage, what to hand in to whom and what opens the next stage.
There arose a need to describe briefly what Hellbound is and how to behave there; there are many descriptions, but what we need now is not a description but a clear guide to what to do on Hellbound. How to get to the island is described in the article How to get to Hellbound: the two ways to open the warpgate. The first and most important thing that everybody who sets foot on Hellbound must know is this.
Never kill the mobs (they look like humans) that have the words Native and Slave in their names (Subjugated Native, Charmed Native, Quarry Slave): for each of them 10 trust points are taken from us. And that is not at all what we came to Hellbound for.
Now a short historical note: Beleth escaped from the prison in the Ivory Tower and settled here, enslaving the local inhabitants. As always happens, the most freedom-loving of the native population organised something like a resistance to Beleth's army. The members of the resistance are rather secretive, speak in riddles and do not believe in us at all. The trust points are needed precisely so that they come to believe us. As soon as the number of trust points reaches a certain figure, the stage of Hellbound rises. All the players of the server can take part in raising the stages; all the trust points go into the common money-box of the server; the main thing is to farm only the right mobs.
Stage 1
We quickly do the quest for access to Hellbound, Path to Hellbound (level 78; its starting NPC stands in the Wasteland, teleport from Gludin Village). As soon as the first player appears on Hellbound, the island becomes open to players, and the stage is automatically set to one. What has to be done: we kill mobs until we collect 300,000 trust points (yes, yes, a mere 300 thousand; that was sarcasm), after which the second stage comes. Along the way we collect
Darion's Badge from the mobs.
Stage 2
We hand in the Darion's Badges to the NPC and get 10 trust points for each badge. From the old mobs (the ones farmed at the 1st stage) trust points no longer come, but the badges do drop. You can farm the Remnant Wraith, the Remnant Diviner and the Remnant Diabolist (up the path behind the little houses in the oasis); 5 trust points are given for each of these mobs. The Remnant Wraith is an ordinary mob; the other two have to be treated with holy water after their HP drops to zero. The Holy Water can be bought from Bernarde, but only in the transformation of a local inhabitant: for that we buy from Buron, for 10 badges each, the Native Helmet, Native Tunic and Native Pants. The condition for passing to the third stage is 600,000 trust points.
Stage 3
We hand in the Darion's Badges to the NPC, 10 trust points for each badge. We farm the mobs Darion's Executioner and Darion's Enforcer, 3 trust points for each mob. We farm Keltas, 100 trust points for each; before that find the caravan man Jude. The Native Treasures drop from Keltas. The condition for passing to the fourth stage: give 40 Native Treasures to Jude, give 1 Native Treasure to Bernarde, and collect 1,000,000 trust points.
Stage 4
One of the simplest stages. We set off to the Ancient Temple, in front of which stands a ghost mob of level 83; we kill it and get 10k trust points, and the stage passes to the fifth. At the 5th stage the Darion's Executioners, Darion's Enforcers and Keltas stop respawning, the natives get their village back, and Kief and Buron move into it: these are the distinctive signs of the fifth stage.
Caravan certificates
At this stage you have to start cooperating with the caravan men; for that take 20 Darion's Badges to the trader Falk in the Hidden Oasis. You will get the Basic Caravan Certificate, and after getting it you can deal with Jude and Hude in the caravan camp. I will note one thing: these two traders have very similar names, so they are confused in many descriptions. To Jude we bring 30 Marks of Betrayal and 60 Poison Stingers, which are knocked out of the mobs in the desert. The traders also sell the Caravaner's Remedy, which blocks the desert debuff.
Stage 5
The stage I hate most. Buron sends us to free the slaves from the Hellbound Quarry (Buron will send you to Solomon, and he in turn to Jude). That they are slaves you will understand at once: on the back of each sticks out a huge bale of something. To free them you have to kill the guards, talk to each of the slaves (after the talk they attach themselves to you) and lead them to a safe place (namely to the stone stele to the right of the descent into the desert). The slaves are quite the slowpokes: they barely crawl, die from one blow of a guard (minus 10 trust points) and in general are not bright at all. Dragging them is so tedious that only a crowd of players will help.
Stage 6
All the NPCs in the native village as one start chattering about changes in the Enchanted Megaliths. The trust points will grow when the aggressive raid boss of level 84, Hellinark, Naia's Defender, is killed. The stage will end when the transparent barrier disappears and access to the chimeras opens.